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',..7++??7I$~$===::MMM$$$$$$MDDD88D..,: :.....,$7IZ~===+7~MM888DDD88DZ,,:,..I' 7,...,,:I7~:7I7,?MM::~~====~~::,..$' ?...,,:,$$M+=IZMM:+==+==~~~::,..$' ',,.,,::,ZZZZ8,======~~~::,,.,' I,.,,,:::~~~~~~~~::::,,,..M' R E D , B L U E A N D Y E L L O W =...,,,,:::::::,,,....=' ':,..............7'' V E R S I O N S '''~===+''' If you like the guide, please click the 'recommend' button at the top of this webpage at GameFAQs :). _______________________________________________________ Pokemon Red, Blue and Yellow Versions An FAQ/Walkthrough for the Game Boy console Written by and copyright (c) Zerokid 2012-Present zero_kid(at)hotmail(dot)co(dot)uk _______________________________________________________ Hey there. Thank you, first of all, for choosing this guide. You won't be disappointed, since I've packed in as much Pokemon RBY information as I could. Get started already! For the legal disclaimer, email policy and contribution instructions, please refer to the end of this document. As this is quite a large guide, it is probably littered with typos, many of which I've stumbled across while proofreading it. Also, the chances are slim that I've got everything correct first time. If there's something you wish to rectifiy, no matter how minor the mistake, please email me at the above address or send me a mail via my GameFAQs account. Note that the email address ends with '.co.uk'. ___ Version 1.45 ------------ - Date: 2015-12-31 - Size: 1735 KB - Fixed the type chart: Bug is neutral against Bug, not 'not very effective'. - Typo fixes. ___ If this guide helped you, please consider making a small donation to me via PayPal, which I am assured can convert currencies too--you can get to my donation page by following this URL (copy and paste it). https://www.paypal.com/cgi-bin/webscr? cmd=_donations&business=DCSRB76Y3FJQQ&lc=GB&item_name=Zerokid% 20Walkthroughs¤cy_code=GBP&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif% 3aNonHosted Thank you :). If the guide didn't help you, remember how much it cost to use it. The websites - www.gamefaqs.com - www.mycheats.1up.com - www.faqs.ign.com - www.neoseeker.com and any affiliates of the above have permission to host this guide. Note that GameFAQs will probably hold the most up-to-date version. _______________________________________________________________________________ Table of Contents _______________________________________________________________________________ Each section has a unique code inside square brackets. Use the Find (Ctrl + F) feature in your browser/text editor, then punch in the code including the square brackets to quickly be taken to the corresponding section. I. The Walkthrough ------------------ [00] Top Tips [01] Pallet Town [02] Route 1 [03] Viridian City [04] Route 2 [05] Viridian Forest [06] Route 22 [07] Pewter City [08] Route 3 [09] Mt. Moon [10] Route 4 [11] Cerulean City [12] Route 24 [13] Route 25 [14] Sea Cottage [15] Route 5 [16] Underground Path (5-6) [17] Route 6 [18] Vermilion City [19] Diglett's Cave [20] Route 11 [21] S.S. Anne [22] Route 9 [23] Route 10 [24] Rock Tunnel [25] Lavender Town [26] Route 8 [27] Underground Path (7-8) [28] Route 7 [29] Celadon City [30] Rocket Hideout [31] Pokemon Tower [32] Route 16 [33] Route 17 [34] Route 18 [35] Fuchsia City [36] Safari Zone [37] Route 12 [38] Route 13 [39] Route 14 [40] Route 15 [41] Power Plant [42] Saffron City [43] Silph Co. [44] Sea Route 19 [45] Sea Route 20 [46] Seafoam Islands [47] Sea Route 21 [48] Cinnabar Island [49] Pokemon Mansion [50] Route 23 [51] Victory Road [52] Indigo Plateau [53] Cerulean Cave II. The Basics -------------- [B01] Controls and Menus [B02] Pokemon: An Overview [B03] Types [B04] Moves [B05] Evolution [B06] Items [B07] Pokemon Battling: An Overview [B08] Catching Pokemon [B09] The Pokedex [B10] Useful Buildings [B11] The PC [B12] The Goal of Pokemon Red, Blue and Yellow [B13] Universal Linking III. Lists, Charts and Other Data --------------------------------- [L01] Red, Blue and Yellow Version Differences [L02] Experience Charts [L03] Itemdex + [L04] Movedex + [L05] Pokedex + [L06] TM/HM Compatibility List [L07] In-Game Trades [L08] Pokemon Locations Checklist IV. Mechanics and Formulae -------------------------- [M00] Preliminaries [M01] AI Mechanics [M02] Status Effects [M03] Stat Calculation [M04] Stat Modifiers [M05] Accuracy and Evade [M06] The Damage Formula [M07] Critical Hits [M08] Catch Rate Formula [M09] Safari Zone Catching Mechanics [M10] Experience Formulae [M11] Pikachu's Happiness [M12] Colour of HP Bar Formulae [M13] Running Success Formula [M14] Type Effectiveness Message Display [M15] Obedience Mechanics V. Team Building ---------------- [T01] Type Evaluations [T02] In-Game (Elite Four) Teams [T03] Competitive Battling: An Overview [T04] Competitive Pokemon Movesets [T05] Team Building 101 [T06] Battle Tactics [T07] Building a Cartridge Team Competitively [T08] Competitive Jargon VI. Cheats, Tricks and Glitches ------------------------------- [C01] The Cinnabar Island Glitch [C02] The Mew Glitch [C03] The Ditto Glitch [C04] Experience Underflow Glitch [C05] The Missingno. Glitch [C06] Evolution Stone Glitch [C07] The Box Trick [C08] Glitch City [C09] The S.S. Anne Truck [C10] Getting the S.S. Anne to Reappear [C11] Battling Prof. Oak [C12] Other Miscellaneous Glitches [C13] GameShark Codes VII. Appendices --------------- [A01] Pikachu's Beach [A02] Self-Imposed Challenges [A03] Version History [A04] FAQs - Frequently Asked Questions [A05] Legal Disclaimer [A06] Help Required [A07] Contact Information [A08] Credits [A09] Conclusion _______________________________________________________________________________ I. The Walkthrough _______________________________________________________________________________ _________________________________________________ [00] Top Tips _________________________________________________ - Check out section II; 'Basics' if you've never played a Pokemon game before. Otherwise, some of the terminology here will be a bit confusing. - Save before important fights. If nothing else, obey this tip. - Learn your type-effectiveness by looking at the charts I (and others) have provided. Mine is in section B03; 'Types'. Print it. Study it. Absorb it. - Always stock up on Poke/Great/Ultra Balls, because I guarantee you will run out at the most inopportune moment otherwise. - Induce status ailments (burn, paralysis, etc.) to catch resilient Pokemon more easily. The harder they are to catch, the more useful this becomes. - If you are using a Poke/Ultra Ball, it has the most effectiveness when your target is at a third of its max HP; then any more HP reduction becomes useless. So getting a Pokemon to 1HP is pointless. For Great Balls, this is increased to half of its Max HP! - Make HM slaves--that is, Pokemon that only use HM moves--so that your main fighting force isn't bogged with terrible moves (but Surf is usually a good choice). Without trading to GSC, HMs cannot be removed. - Teach your Pokemon moves that match their types--known as Same Type Attack Bonus (STAB)--for a 1.5x damage boost to those moves. - Train a team of Pokemon, but don't overdo it. Out of a potential six, three or four would be best so that they all get a decent amount of Exp. and hold a respectable amount of type advantages. - Fill out the empty slots in your party with garbage Pokemon. For tougher battles, you can switch these guys in and let them eat a hit while you revive or heal your main fighters. - Know which Pokemon are strong and use them, unless you don't mind disadvantaging yourself for the sake of using your favourites. I'd highly recommend following the advice in the Team Building section, T02; 'In-Game (Elite Four) Teams', if you wish to find the most useful in-game 'Mons. - Know when to evolve your Pokemon, which increases their stats and sometimes grants them access to new moves, but also delays the time it takes to learn new moves. Check out the Pokedex section of this guide to make the best judgement. - If you can, trade Pokemon, because a traded Pokemon receives 1.5x Exp. Some Pokemon are exclusive to Red or Blue, so must be traded (or accessed via glitches or GameShark) if you wish to own them in the other versions. - Stay aware of which Pokemon you have caught, since the game doesn't tell you if you have previously caught the Pokemon you are fighting once you've engaged it in battle (future generations have a Poke Ball symbol to indicate that you have it in your Pokedex). I have provided a checklist in section L08; 'Pokemon Locations Checklist' if you wish to keep track of them more easily, as well as a list of new Pokemon available in each area. - I have also provided a checklist of items--if you are trying to collect every item in the game, I strongly urge you to use the checklists at the beginning of each area. That way, you won't miss a single item in the game. - Finally, have fun. Pokemon is still fun after many years and not too hard to beat if you invest some time into training your critters. Type Shorthand -------------- BUG Bug DRG Dragon ELE Electric FGT Fighting FIR Fire FLY Flying GST Ghost GRS Grass GRN Ground ICE Ice NRM Normal PSN Poison PSY Psychic RCK Rock WTR Water _________________________________________________ [01] Pallet Town _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - ONE of the following from Prof. Oak: ---------- #001: Bulbasaur GRS / PSN R B - -- 5 #004: Charmander FIR R B - -- 5 #007: Squirtle WTR R B - -- 5 #025: Pikachu ELE - - Y -- 5 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #060: Poliwag WTR R B - 50% 15 #072: Tentacool WTR / PSN R B 50% 15 Y 40% 10-20 #120: Staryu WTR - - Y 60% 5-10 _________________________________________________ New Items --------- [ ] Potion New Pokemon ----------- [ ] Bulbasaur (RB) [ ] Charmander (RB) [ ] Squirtle (RB) [ ] Pikachu (Y) - Recommended Party Avg. Level: 5 At the beginning of each new area, I'll present a section header like this, which detail what Pokemon you can find in each version, their level range and how rare they are. I'll also give you a recommended average party level, and a list of Poke Mart items for areas that have shops in. Now get started! After pressing NEW GAME, skip through Oak's text with the A Button. Mashing the A button makes it go faster, so keep that in mind. Eventually, you'll arrive at an opportunity to name yourself. ___ Missingno. Glitch Exploitation (Red/Blue only) For the owners of Red and Blue who intend on exploiting the Missingno. Glitch later on, you might want to take a look at section C05; 'The Missingno. Glitch'. The reason I'm warning you now is because the glitch uses the characters in your name to determine the level and species of Pokemon that appear. WARNING! Even if you don't plan on altering your name but still wish to exploit Missingno. later on, it would be wise to NOT name your character with any non- letter symbols in the third, fifth and seventh spaces of your name. Having a non-letter symbol in these spaces causes a glitch trainer to appear when you exploit the glitch and he can ERASE YOUR CARTRIDGE. So I repeat, DO NOT give your character any symbols in his name which are NOT letters in the third, fifth or seventh spaces of his name. ___ The canonical name for your character is Red (Ash from the anime is based on Red) as evidenced by your battle with him at the end of GSC. Once you've named yourself, name your rival, which to my knowledge has no side-effects. HIS canonical name is Blue (Gary from the anime is based on Blue), again seen when you battle him in GSC. After skipping all Oak's text--don't tell me you actually read it!--then you're REALLY ready to begin. You start out in your house, upstairs in your bedroom. For your first item of the game, go to your PC, activate it and withdraw the . Woo! A Potion restores 20HP to any of your Pokemon and can be used on the field or in the middle of AI battles if you forfeit a turn. Might as well check it off on the checklist I've provided, if you're using it. ___ Item checklist -------------- At the beginning of each section I'll be outlining which items you can get in that area, just so you don't accidentally forget any. Note that sometimes you'll have to revisit an area at a later time to get all of its items, but I'll be taking you back to these areas throughout the walkthrough, so don't worry! A NOTE ON MISSABLE ITEMS: To the best of my knowledge, no item in this game is missable. To those of you who are already itching to say 'S.S. Anne', it *is* possible to revisit the S.S. Anne. Check out section C10; 'Getting the S.S. Anne to Reappear' for details. 'H' denotes that the item is hidden; that is, that you cannot see it on the map and must uncover it using the A button on its specific location. I'll be pointing these all out in the guide, so don't worry! 'R', 'B' or 'Y' denotes that the item is only available in Red, Blue or Yellow respectively. ___ Now it's time to fiddle with the Option menu, methinks: ___ Option ------ - Text Speed: Fast Medium Slow Fast isn't particularly fast, but the other speeds are painful. - Battle Animation: On Off Whether you see the animation of a Pokemon's move execution. On is good for the novelty, but Off is the quicker and more efficient option. - Style: Shift Set Shift means that once you have knocked out a Pokemon, the game will tell you which Pokemon, if any, your opponent is going to send out next, and will give you the choice of switching to another member of your team. Set means that the opponent brings out the next Pokemon without giving you any prior warning or opportunity to switch out. Shift is easily the superior option, but if you plan on battling competitively or against other (real life) people, the option is adamantly set to, well, Set. You might want to get in practice now. - Sound: Mono Earphone1 Earphone2 Earphone3 (Yellow only) Personal preference here, really. The default is Mono and that is what I stick with. - Print: Lightest Lighter Normal Darker Darkest (Yellow only) The tone setting you would like to use for your non-existent Game Boy Printer. The best options are probably Fast-Off-Shift(-Mono-Normal). ___ Go downstairs by walking into the stairs in the top right corner. Speak to your Mom (Mum to the English out there) if you wish and head outside into Pallet Town by walking into the doormat at the south of the room. You can explore and chat to people but no-one has any useful information. To continue with the quest, head north into the grassy wilderness of Route 1... Professor Oak will stop you and, if you happen to be playing Yellow, catch a Pikachu at L5, the only one in the entire game. Red and Blue players can pick one up later. He'll drag you back to his lab where you'll meet your Rival, with whatever name you handed him at the beginning, the poor guy. Oak will then talk about some stuff which no-one really listens to and then he (finally) gives you the opportunity to pick a Pokemon. In Yellow, when you go to nab the Pokemon on the desk, your Rival will shove you aside and take it himself, leaving you with the L5 Pikachu that Oak caught earlier. Git. In Red/Blue, there are three of them, safely contained within their Poke Balls on the desk to the right, and from left to right they are Charmander, Squirtle and Bulbasaur, all at L5. But which one should you pick? ___ Pokemon Evaluations Let's weigh up the starters, shall we? Note: You'll notice that the Pokemon's names are written in capitals and surrounded by '<' and '>' signs. Use the find feature in your browser or text editor (typically accessed by holding Ctrl and pressing F) and type in the text as it appears. Hit return to jump to a more detailed overview of that Pokemon, as well as a rating for how well they perform during the game. You can then hit return again to jump back to the section of the walkthrough you were at. Neato. Sometimes, a Pokemon will perform differently or be available later in Yellow version compared to Red or Blue; these Pokemon will have R, B or Y written next to their names to denote which versions that evaluation applies to. I've also included a rating from one to five stars for those of you who are too lazy to read up about them! Example: For , hit Crtl + F and type into the box, then hit return. - Rating: ***** A Fire type Pokemon, Charmander will grow into Charizard in time, a good Fire/Flying dual type. However, he is not very effective against the first Gym (although will still win) and useless in the second, so this will need to be compensated for. As Fire Pokemon go, he is probably the best choice overall, which is a big plus, since Fire types aren't all that useful. Probably for advanced players, you could do a lot worse than Charmander. Gets a nice bunch of TMs and a good movepool, although you'll be stuck with Ember for a Fire move for a while. Pros: + Good Speed. + Probably the best Fire type competitively. + Fire type grants immunity to BRN status. + Nice movepool--learns some good TMs like Dig. Cons: - Finds second Gym very tough. - Quite a few weaknesses (Charmander/Charmeleon: Water, Rock and Ground; Charizard: Water, 4x Rock, Electric, Ice). - Rating: ***** Squirtle is a pure Water type Pokemon and stays that way upon his final evolution into Blastoise. Water is a great type with only two weaknesses, and he's a great early-game Pokemon and gets access to the great Ice Beam, Surf and Dig TMs and HMs. He performs really well in the first gym too, although you'll start needing backup from the second Gym onwards. His offensive stats don't match up to Venusaur's, but he has some nice Defense and his wider selection of moves means he more than compensates for this. Pros: + Good Defense. + Handles first gym nicely. + Gets some good TM moves very early--BubbleBeam and Ice Beam. + Probably the most useful of the three for the Elite Four. + Fewest weaknesses of the three starters--only Electric and Grass. Cons: - Outclassed by lots Water types competitively. - Least power output of the three starters. - Rating: ***** Bulbasaur and his evolutions up to and including Venusaur are all dual Grass/Poison types. If not for the unfortunate hindrance of Poison-typing, Bulbasaur would be amazing. As it stands, he's still damn good. His curse, however, is also a slight blessing, since he is immune to the ever-irritating Poison (PSN) status effect. Bulbasaur does incredibly well in the first two gyms and isn't too shabby in the three after that, either. He also has the highest Special rating of the starters, meaning his Grass attacks do a lot of damage. He's a nice choice, but he doesn't get Razor Leaf for a long time and will be stuck with fairly lame moves up until then. Pros: + Good Special, which means good Special Attack AND Special Defense. + Has the most damage output of the three starters. + Best of the three starters in a competitive scenario. Arguably. + Evolves into final form four levels earlier (L32) than the other two. + Poison type grants immunity to PSN status; Grass type grants immunity to Leech Seed. Cons: - Lots of weaknesses (Fire, Flying, Psychic, Ice, 4x Bug). - Only learns Grass and Normal moves. - Stuck with lame moves until at least L27. Make that L30 if you evolve it. I'd go with Squirtle, but all three are great choices really. Looking at stats, Bulbasaur's the best due to Special being equal to Special Defense and Special Attack, but with regards to movepool and such I would give Squirtle the nod for 'best' starter, but only narrowly. Don't sweat your initial choice too much since they are all good--you really can go by personal preference and you won't go too far wrong, unlike in some future Pokemon games in which there is clearly a best starter. Go with whatever your instinct says, since you can complete the game with any of them with little difficulty if you follow this guide, which takes all of them into account. They've all got a five star ranking, after all. Yellow owners are stuck with Pikachu. Yawn. - Rating: ** I won't be comparing Pikachu to the other starters here, since Yellow players are stuck with him. A speedy Electric type, the reason he gets such a low rating is because in Yellow version he refuses to evolve, leaving his stats sub-par compared to your other teammates. He's pretty useful for the early sections of the game--but is useless for the first Gym and so you'll need to get him some teammates pretty quickly. I'd definitely keep him around for frying all the Flying type Pokemon you'll come across in the early stages of the game. He also helps out in the second Gym (but he'll be hard-pressed to beat the Gym leader's Starmie going solo). Once your other Pokemon start to outpower him--usually after they've evolved--it's time to replace him with something better. ___ So you can check off either Bulbasaur, Charmander, Squirtle or Pikachu on your checklist. Once you've received your first Pokemon, remember to save! Then head south to engage in your first battle. _________________________________________________________ Trainer: Rival Version: R B Money: $ 175 --------------------------------------------------------- - ONE of the following: --------------------------------- #004: Charmander FIR L 5 69 Exp. Stats - HP: 19 Atk: 11 Def: 10 Spc: 10 Spe: 12 ~ Scratch, Growl #007: Squirtle WTR L 5 70 Exp. Stats - HP: 20 Atk: 10 Def: 12 Spc: 10 Spe: 10 ~ Tackle, Tail Whip #001: Bulbasaur GRS / PSN L 5 67 Exp. Stats - HP: 20 Atk: 10 Def: 10 Spc: 12 Spe: 10 ~ Tackle, Growl _________________________________________________________ Trainer: Rival Version: Y Money: $ 175 --------------------------------------------------------- #133: Eevee NRM L 5 97 Exp. Stats - HP: 21 Atk: 11 Def: 10 Spc: 12 Spe: 11 ~ Tackle, Tail Whip _________________________________________________________ You've probably noticed these 'stats' flying around everywhere: Level (L) - A numerical measure of a Pokemon's strength, from 1 to 100. Experience (Exp.) - Defeat foes to gain experience and increase your stats. HP - The Pokemon's health. Reduce this to zero to faint it. Attack (Atk) - How much damage can be dealt with physical* type attacks. Defense (Def) - Reduces damage recieved from physical* type attacks. Special (Spc) - Deals AND reduces damage to special^ type attacks. Speed (Spe) - The Pokemon with the highest Speed acts first in a round. In addition, each of your Pokemon's moves has PP, which determines how many times that move can be used. Once it gets to zero, that move cannot be used until you restore its PP (which can be done by visiting a Poke Center or using an item such as an Ether). If all a Pokemon's moves have zero PP, then it uses the move Struggle which also damages the user. Because the AI is a cheating b****** (buffoon), AI foes have infinite PP. *Physical types: Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock. ^Special types: Dragon, Electric, Fire, Grass, Ice, Psychic, Water. Your rival will always pick the Pokemon with the type advantage over yours. If you pick Bulbasaur, he gets Charmander. Your Charmander bags him a Squirtle, and Squirtle is opposed by Bulbasaur. Tough luck, I'm afraid. Not much we can do here, really. Use the FIGHT command to hammer away with your only attacking option (Scratch, Tackle or ThunderShock) and hope your rival bites the dust before you do. Hopefully, he'll stall with stat-lowering moves, but don't hope for too many or they can eventually be harmful. Use the ITEM command to use that Potion from your PC if things get tricky, which will fully heal your battler as they have such low HP at the moment. Yellow players might be able to paralyse (PAR) Eevee (a 10% chance) which will be immensely helpful if Eevee then goes fully paralysed, which happens with a 25% chance each time he spends a turn in PAR. If he does go fully paralysed, he forfeits a turn! But don't count on it too much. ___ You don't need to win, I should mention, but I'd recommend you do because you'll get enough Exp. to get your starter Pokemon to L6 and some cash to boot. By the way, this is the only time in the game where your Pokemon will be fully healed after a battle, and one of only two opportunities where you can lose a battle without forfeiting half your money. In Yellow, you can influence how your rival's Eevee evolves. _______________________________________________________ This Battle Next Battle (Route 22) Evolution ------------------------------------------------------- Lose Lose Vaporeon (Water) Lose Win Flareon (Fire) Win Lose Flareon (Fire) Win Win Jolteon (Electric) _______________________________________________________ My pride has never let me influence it in any direction other than Jolteon. Anyway, once you win, your rival will storm out in a temper. In Yellow, Pikachu will refuse to stay in its Poke Ball. Either way, Oak will have a word with you afterwards. Then leave the lab. Woot. If you go back home, your Mom (Mum) will now heal your team of Pokemon free of charge as a replacement for the lack of a Poke Center in Pallet Town. Just thought you should know. Afterwards, head north into the grassy wilderness of... _________________________________________________ [02] Route 1 Encounter Rate: 25 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #016: Pidgey NRM / FLY R B 50% 2-5 Y 70% 2-7 #019: Rattata NRM R B 50% 2-4 Y 30% 2-4 _________________________________________________ New Items --------- [ ] Potion - Recommended Party Avg. Level: 5 In section headers for areas with wild Pokemon, you'll notice an Encounter Rate value--this is how many times out of 256 steps, on average, you can expect a random encounter with Pokemon in the grass. Basically, higher number = more random encounters. So here in Route 1, you'd expect a random enocunter every 25/256 steps--that's about a 9.8% chance per step, or about 1 in every 10 steps. Fun! Hmmm... Pokemon? Unfortunately, you can't catch them yet. Just bash them up for easy Exp. and make sure to use the RUN command when your Pokemon starts getting low on health. There's a Poke Center in the next city which heals Pokemon to full. For free. So hold your horses. Talk to the first person you see for another , then check it off on the checklist. Get your starter to L7 on the way, for there is another Rival battle coming up soon. Pikachu's ThunderShock is super-effective against Pidgeys, so use that to your advantage. Otherwise, just attack with whatever you have. Just keep heading north to arrive in... _________________________________________________ [03] Viridian City _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #060: Poliwag WTR R B 50% 15 Y 100% 5-15 #072: Tentacool WTR / PSN R B - 50% 15 _________________________________________________ ____________________ Poke Mart Price -------------------- Poke Ball $ 200 Antidote $ 100 Parlyz Heal $ 200 Burn Heal $ 250 ____________________ New Items --------- [ ] Oak's Parcel - Recommended Party Avg. Level: 7 The first thing you'll want to do is head to the Pokemon Center to heal up your Pokemon. Most cities have Poke Centers and some out-of-the-way places have them too. They'll heal your team for free so you can never use one too much. It's the first building you'll come across. Speak to the nurse behind the counter directly in front of you to use it. Poke Centers are also home to PCs, which, in this bizarre world, act as a bank account to access, withdraw and deposit Pokemon and Items. To the far right of the Poke Center, fire up the PC to store junky Pokemon and Items which are taking up valuable space in your inventory. You can only have six Pokemon in a team, so plonk the rest in the PC where they will end up sitting for the rest of their mundane lives. Use SOMEONE'S PC to access Pokemon withdrawals and deposits. Pokemon in the PC are organised into 12 different boxes, each of which can store up to 20 Pokemon. You must manually set which box you are currently using to withdraw and deposit with the CHANGE BOX option. If you have a full team of six Pokemon and catch another in the wild, it will be sent to the box you have selected. If that box is full of 20 Pokemon, you will not be able to catch any more until you access the PC and manually change box. I'll remind you later on to change box when it's feasable that you might be approaching the 20 Pokemon per box limit, but after the first time it's up to you to remember. In a similar standard, your backpack will only hold 20 different types of item (regardless of size or weight; apparently a Bicycle takes up the same amount of space as a Nugget), by which I mean that 99 of the same item require one item slot. Dump your unused items in the PC too, although be aware that it too has a limit, this time of 50 items (no boxes to mess around with, thank goodness). Use YOUR PC for Item management. Anyway, back to the main quest. Once you're done in the Poke Center, head to the Poke Mart which is to the right and a bit north of the Poke Center. Go inside and the attendant will hand you that needs to go to him in Pallet Town. Yawn. Time to head back to there then, I guess. Cut through Route 1 and just go south. You can jump the ledges to avoid the grass, if you wish, but there's the small patch at the end you'll have to pass through. Personally, I head through the grass for the invaluable Exp. ___________ Pallet Town ___________ New Items --------- [ ] Town Map - Recommended Party Avg. Level: 8 Head to Oak's Lab and hand him the parcel. Your Rival will arrive and mouth off a bit, as usual. After all the chit-chat you receive a Pokedex, a handy tool that records data on all the critters you've seen, with extra info on those you've caught. This is the secondary quest in the Pokemon series--to fill up the Dex. Once you've nabbed the Pokedex, head to your Rival's house, the one directly above the lab. Yes, like most RPGs, people in this world don't mind if you barge into their homes and steal everything that isn't nailed down while they're going about their business. But anyway, speak to your Rival's sister to grab that he was boasting about so much. It's mildly useful if you don't know the layout of the world, but you won't need it with this guide and becomes obsolete upon gaining HM02 (Fly). At this point I bet you're itching to get some more Pokemon, so I've got good news for you. Head back to Viridian City for me, would you? On your way through Route 1, aim for L8 with your Pokemon. The first thing you'll want to do now is head to the Poke Mart and buy some Poke Balls. You can never have too many, but I'd suggest around 10 or so for now, which should still leave you with $1175, a comfortable amount--$1000 if you lost to your Rival (!). You might also want an Antidote or two for Viridian Forest--especially Red players--but I never bother, because them pesky Weedles always die before they can hurt you if you know how to fight them. ___ Status Effects -------------- Speaking of Antidotes, you might have run into some status effects already, namely if you're a Yellow player and have managed to paralyse any foes. Status effects can cripple your team members if you aren't careful. Here's what you're up against: Burn (BRN) - Saps HP and halves your Attack stat. Confusion - Pokemon attacks itself 50% of the time. Eventually wears off. Can switch out to get rid of the effect. Flinch - Miss a turn. Freeze (FRZ) - Afflicted Pokemon cannot use any moves. Leech Seed - Saps HP and transfers it to the foe. Can switch out to get rid of the effect. Paralysis (PAR) - Quarters your Speed stat and occasionally miss a turn. Poison (PSN) - Saps HP in battles *and* saps HP slowly while walking around! Sleep (SLP) - Afflicted Pokemon cannot use any moves. Eventually wears off. Toxic Poison (PSN) - Saps HP in battles; effect worsens over time. Reverts to standard Poison upon switching out or finishing battle. Always be sure to keep a couple of healing items on you, which can be bought from Poke Marts--Burn Heal for Burns, Ice Heal for Freeze, Parlyz Heal for Paralysis, Antidote for Poison and Awakening for Sleep. Full Heal also cures everything with abbreviations--Burn, Freeze, Paralysis, Poison and Sleep. Only one of these status effects can be applied to a Pokemon at any one time. The others--Confusion, Flinch and Leech Seed, can all be applied on top of any one of those status effects. Check out section M03; 'Status Effects' for some more in-depth details. ___ Anyway, there's another fight against Rival-boy in a while, which you might want to get into practice for because you are probably not ready for him yet with your L8 or so monster. So what do we do? Well, we use these new Poke Balls, of course. Head back to Route 1, first of all. _______ Route 1 _______ New Pokemon ----------- [ ] Pidgey [ ] Rattata - Recommended Party Avg. Level: 8 Get yourself into a wild battle like usual. Then prepare to catch something! Catching Pokemon essentially requires you to lower their health as low as you can (below a third is the best you can get--any farther is unnecessary) without killing them, then tossing Balls at them until they're caught. Easy, no? Status ailments such as paralysis improve your chances, so if your Pikachu is L8 in Yellow, Thunder Wave will help out as well, but don't sweat it too much since the difference is negligible on Pokemon as easy to catch as this. Here's what's up for grabs: - Rating: ** A weak Flying type with no decent Flying moves until you hit Cerulean City and get the Fly HM (more on HMs later). You might want it now, but it will soon lose its usefulness. Don't bother with it, but catch it for the Pokedex, or to Fly you around later in the game. - Rating: *** Actually really useful in the early game and learns the fantastic Hyper Fang at L14, far and away the best move at this point. Like Pidgey, though, it loses usefulness as the game progresses. Get a nice variety of TMs but weak stats overall. Now that you have more than one Pokemon in your party, you can use the PKMN command in battle to switch Pokemon if things get hairy. You can also use the POKEMON command in the start menu to switch Pokemon about. The topmost one in your group of up to six will be sent out first, with the other five as back- ups. Once you've caught the two critters here, head back to Viridian. _____________ Viridian City _____________ New Items --------- [ ] Potion (H) - Recommended Party Avg. Level: 8 Well now, we're preparing for Rival battle numero 2 at this point. I would highly recommend going to Viridian Forest first to catch a wider variety of critters, so that's where I'm taking us now. On your way out of Viridian City to the north, Coffee Man will bug you and give you a (rubbish) tutorial on catching Pokemon. Grin and bear it, I'm afraid--I think my tutorial was much better! Afterwards, examine the nearby tree to the left (looks like a cactus) for a hidden . (Note: Hidden items will be denoted with an '(H)' symbol next to them in the item checklist.) Then head north to Route 2. _________________________________________________ [04] Route 2 Encounter Rate: 25 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Trade for Abra in a house on the right: ------- #122: Mr. Mime PSY R B -- Trade - Trade for Clefairy in a house on the right: --- #122: Mr. Mime PSY Y -- Trade - Tall Grass: ----------------------------------- #010: Caterpie BUG - B - 15% 3-5 #013: Weedle BUG / PSN R - - 15% 3-5 #016: Pidgey NRM / FLY R B 45% 3-5 Y 35% 3-7 #019: Rattata NRM R B 40% 2-5 Y 35% 3-4 #029: Nidoran F PSN - - Y 15% 4-6 #032: Nidoran M PSN - - Y 15% 4-6 _________________________________________________ New Pokemon ----------- [ ] Caterpie (B) [ ] Weedle (R) [ ] Nidoran F (Y) [ ] Nidoran M (Y) - Recommended Party Avg. Level: 8 Okay, let's start catching stuff. - Rating: ** Only available in Blue for the moment but available in just a minute in Red and Yellow. Caterpie evolves early at L7 and then again at L10 into Butterfree, who will help immensely in the next gym if you don't have Bulbasaur or Squirtle. If you don't have one of these two, definitely get one. You might want one anyway, since although its stats are sucky, it learns Sleep Powder super-early and a few useful moves before it gets outclassed. It's definitely the best Pokemon you can have at this point once it evolves, but it is severely outclassed later on and so gets a lowish rating overall. - Rating: * Available in Blue soon enough, but not Yellow. Unlike Caterpie, Weedle and his evolutions are useless. - Rating: ***** - Rating: ***** More or less the same Pokemon--if you invest some TMs in these guys and their evolutions, the final form, Nidoqueen or Nidoking, can be a beast. In Yellow it learns Double Kick at L12, which is a decent move against the next Gym. You can also have it evolved into its final form by Mt. Moon, which is halfway between the first and second Gyms. Power output is pretty good, stats are nice across the board, wide movepool with TM support... Very nice. Basically, pick up a Caterpie--especially if you have Charmander or Pikachu as a starter. Nidoran F/M is an incredible Pokemon if you don't mind giving it some TMs. You might as well get your starter to L9 whilst you're searching for those pesky Pokemon. If you're having trouble finding a particular Pokemon, save and reset. It will reset the Random Number Generator and hopefully give you a better chance of finding what you want. We're basically just passing through Route 2 to get to Viridian Forest in the north: _________________________________________________ [05] Viridian Forest Encounter Rate (RB): 8 Encounter Rate (Y): 25 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #010: Caterpie BUG R 5% 3 B 45% 3-5 Y 50% 3-6 #011: Metapod BUG R 5% 4 B 40% 4-6 Y 25% 4-6 #013: Weedle BUG / PSN R - 45% 3-5 B - 5% 3 #014: Kakuna BUG / PSN R - 40% 4-6 B - 5% 4 #016: Pidgey NRM / FLY - - Y 24% 4-8 #017: Pidgeotto NRM / FLY - - Y 1% 9 #025: Pikachu ELE R B - 5% 3-5 _________________________________________________ New Pokemon ----------- [ ] Caterpie (BY) ( ) Metapod [ ] Weedle (B) ( ) Kakuna (RB) ( ) Pidgeotto (Y) [ ] Pikachu (RB) - Recommended Party Avg. Level: 9 Note: In the new Pokemon list, I'll be listing evolved Pokemon with round brackets '(' and ')' as a way of denoting that you don't need to catch them. Metapod, for example, is not necessary to catch, as you could just evolve Caterpie instead. Likewise, you can evolve Pidgey into Pidgeotto, so Pidgeotto gets round brackets. You don't need to catch these guys if you're willing to train up their pre-evolutions. Welcome to Viridian Forest. I wouldn't advise talking to anyone except the first person you see, or even walking into their line of sight. These guys are trainers and will challenge you to an inescapable fight. Although you would probably win, this isn't why we're here at the moment. The reason we're here is to expand our Pokedex and team. - Rating: *** He's the only one I'll evaluate here, since the other Pokemon you can catch have been evaluated before or are just evolutions. Pikachu is a speedy Electric type and well worth your time, though he won't be much help in the next Gym. It evolves in Red and Blue, so can become quite powerful with the right TMs. It really helps out against Water types, especially if you lack a Grass type. I grabbed one. Red/Blue players will want a Pikachu, Yellow players and those with Charmander will want Caterpie so that you can get a Butterfree for the next gym (you could catch Metapod to evolve too, but it has no attacking moves). Everything else is filler. Your starter should reach about L10 at this point, which is good. Once you've caught whatever you want, head back out the way you came. Just go south into Viridian City, heal up and then take the west exit to Route 22. _________________________________________________ [06] Route 22 Encounter Rate: 25 _________________________________________________ _________________________________________________ Pokemon Type Version Rate Level - Tall Grass: ----------------------------------- #019: Rattata NRM R B 45% 2-4 Y 10% 3 #021: Spearow NRM / FLY R B 10% 3-5 Y 10% 2-6 #029: Nidoran F PSN R 5% 3-4 B 40% 2-4 Y 30% 2-4 #032: Nidoran M PSN R 40% 2-4 B 5% 3-4 Y 30% 2-4 #056: Mankey FGT - - Y 20% 3-5 - Old Rod: -------------------------------------- #129: Magikarp WTR R B Y 100% 5 - Good Rod: ------------------------------------- #060: Poliwag WTR R B Y 50% 10 #118: Goldeen WTR R B Y 50% 10 - Super Rod: ------------------------------------ #118: Goldeen WTR R B - 50% 10 #060: Poliwag WTR R B 50% 15 Y 90% 5-15 #061: Poliwhirl WTR - - Y 10% 15 _________________________________________________ New Pokemon ----------- [ ] Spearow [ ] Nidoran F (RB) [ ] Nidoran M (RB) [ ] Mankey (Y) - Recommended Party Avg. Level: 9 Follow the path left, then around and into the grass. Don't exit out of the other side of the grassy patch or your Rival will challenge you to another battle. Start catching the stuff as outlined for you above: - Rating: **** A much more worthy Flying type than Pidgey and will really help out in Viridian Forest if you don't have Charmander. I'd grab one. It's a great option on your team instead of a Fire type, since both types can nail Grass and Bug types, and has nice Attack and Speed stats. - Rating: *** The other option for Yellow players is Mankey, a decent Fighting type Pokemon. His Low Kick is something to consider as a Fighting move against the next gym and Normal types such as your Rival's Eevee. He's good for this very early portion of the game, but, like Butterfree, will become less useful over time (although Mankey will always remain somewhat useful--Butterfree very quickly approaches vast realms of suck). Get one if you're dying for a super-effective attack against Eevee and Rattata. Red and Blue players might want a spare Nidoran M to trade later on for the counterpart female version. The trade is useless really, but necessary for a perfect game file if you're into that kinda thing. You must ALSO get an extra Spearow to trade for a Farfetch'd as well. Yellow players don't have to do anything. Neato. Now that you've got everything you might want, it's time to gear up for a battle against your Rival. You should be around Level 9 with two or three Pokemon right about now, I would suggest. ___ My Team I'll be updating you periodically of my progress during my playthrough while writing this walkthrough, just so you have an idea of levels and type diversity. This team is nowhere near the best team in the game, but it's fairly solid at any rate. However, I'd check out section 'L02; 'In-Game (Elite Four) Teams' for better teammate recommendations--like I said earlier, you can search for individual Pokemon by using Ctrl+ F and searching for their name in angled brackets. Pikachu L 9 ~ ThunderShock, Growl, Tail Whip, Thunder Wave Metapod L 8 ~ Tackle, String Shot, Harden Spearow L 7 ~ Peck, Growl Actually, I'm probably a bit under-levelled here but I got through okay. I'd say a good team at this point would consist of your starter, a Spearow if you don't have Charmander, or a Caterpie/Metapod/Butterfree if you do. Grab a Caterpie if you have Pikachu as a starter, and grab a Pikachu if you are playing Red or Blue. My Yellow team is outlined above. A Butterfree can be really handy this early on in the game and will remain useful for a little while with its status inducing moves. ___ Okay, your Rival is waiting to be beaten in another battle that doesn't need to be won. Proceed north out of the grass to trigger the battle. Note that the first Pokemon at the top of a trainer's list--for example below--will always be sent out first, so plan accordingly ;). _________________________________________________________ Trainer: Rival Version: R B Money: $ 280 --------------------------------------------------------- #016: Pidgey NRM / FLY L 9 105 Exp. Stats - HP: 27 Atk: 14 Def: 13 Spc: 12 Spe: 16 ~ Gust, Sand-Attack - And ONE of the following: ----------------------------- #004: Charmander FIR L 8 111 Exp. Stats - HP: 25 Atk: 14 Def: 13 Spc: 14 Spe: 16 ~ Scratch, Growl #007: Squirtle WTR L 8 112 Exp. Stats - HP: 26 Atk: 14 Def: 16 Spc: 14 Spe: 13 ~ Tackle, Tail Whip, Bubble #001: Bulbasaur GRS / PSN L 8 109 Exp. Stats - HP: 26 Atk: 14 Def: 14 Spc: 16 Spe: 13 ~ Tackle, Growl, Leech Seed _________________________________________________________ Trainer: Rival Version: Y Money: $ 280 --------------------------------------------------------- #021: Spearow NRM / FLY L 9 111 Exp. Stats - HP: 27 Atk: 17 Def: 11 Spc: 12 Spe: 19 ~ Peck, Growl, Leer #133: Eevee NRM L 8 157 Exp.
 Stats -  HP:  28  Atk:  15  Def:  14  Spc:  16  Spe:  15
 ~ Tackle, Tail Whip, Sand-Attack
_________________________________________________________

Pidgey and Spearow can both eat a ThunderShock from 'Chu, so send him out
first. Squirtle also bites the dust to ThunderShock, so if that's the case you
have an easy victory. Bulbasaur will croak it to Spearow's Peck. Now the
problem Pokemon remain...

Eevee will fall to a Low Kick from Mankey, but if you don't have one you might
just have to bash it up the old-fashioned way. Same with Charmander, who can't
be harmed super-effectively yet, although he has no Fire moves so you're okay
to send Bulbasaur in. Just mash away and you should emerge victorious.
___

I admit that this battle is a bit unfair and that you'll probably have to grind
on wild Pokemon a bit to win. If you seem to lose too easily, gain some more
levels. Again, in Yellow you can influence how your rival's Eevee evolves!
____________________________________________________________
This Battle  Previous Battle (Oak's Lab)  Evolution
------------------------------------------------------------
Lose         Lose                         Vaporeon (Water)
Lose         Win                          Flareon (Fire)
Win          Lose                         Flareon (Fire)
Win          Win                          Jolteon (Electric)
____________________________________________________________

So with two victories under your belt, I bet you're itching to get to Pewter
City, home of the BoulderBadge. Let's do it. Head back to Viridian City in the
east. Use the Poke Center, stock up on Poke Balls at the Poke Mart, consider
some Antidotes and then head north into Viridian Forest again.
_______________

Viridian Forest
_______________

New Items
---------
[ ] Antidote (H)  [ ] Poke Ball  [ ] Antidote (RB)  [ ] Potion (Y)  [ ] Potion
[ ] Potion (H)

- Recommended Party Avg. Level: 10

I hate Viridian Forest. Ugh. Well, we'd best get on with it. First, check the
lower left corner of the tree in the middle of the area, above the first person
you see, for a hidden . From the entrance, head left. Yellow owners
will see a female trainer in the grassy patch here.
_________________________________________________________
Trainer: Lass            Version: -  -  Y    Money: $  90
---------------------------------------------------------
#029: Nidoran F   PSN        L 6    75 Exp.
 Stats -  HP:  23  Atk:  11  Def:  12  Spc:  10  Spe:  10
 ~ Growl, Tackle
#032: Nidoran M   PSN        L 6    76 Exp.
 Stats -  HP:  22  Atk:  12  Def:  10  Spc:  10  Spe:  11
 ~ Leer, Tackle
_________________________________________________________

The only super-effective move you might have at this point is Butterfree's
Confusion. If so, hammer away with that. Otherwise just use your strongest
moves i.e. ThunderShock with Pikachu. Note that Grass, Bug, Poison and Fighting
moves are ineffective against Poison types.
___

After the battle (or not), head north and then west down a dead end path for a
. Back to the entrance and head east, then north past the inactive
trainer until you're challenged by another Trainer.
_________________________________________________________
Trainer: Bug Catcher     Version: R  B       Money: $  60
---------------------------------------------------------
#013: Weedle      BUG / PSN  L 6    66 Exp.
 Stats -  HP:  21  Atk:  10  Def:   9  Spc:   8  Spe:  11
 ~ Poison Sting, String Shot
#010: Caterpie    BUG        L 6    67 Exp.
 Stats -  HP:  22  Atk:   9  Def:  10  Spc:   8  Spe:  11
 ~ Tackle, String Shot
_________________________________________________________
Trainer: Bug Catcher     Version:       Y    Money: $  70
---------------------------------------------------------
#010: Caterpie    BUG        L 7    79 Exp.
 Stats -  HP:  24  Atk:  10  Def:  11  Spc:   8  Spe:  12
 ~ Tackle, String Shot
#010: Caterpie    BUG        L 7    79 Exp.
 Stats -  HP:  24  Atk:  10  Def:  11  Spc:   8  Spe:  12
 ~ Tackle, String Shot
_________________________________________________________

Spearow's Peck or Charmander's Ember will fry these guys. Watch out for Poison
Sting from Weedle in Red and Blue, and if you do get Poisoned then use one of
those Antidotes after battle. Weedle will also fall to Butterfree's Confusion,
if you have it, but be careful as Poison Sting will be super-effective against
your Bug types.
___

Proceed north, either through the grassy patch or not, your choice. You'll
encounter another trainer here afterwards, who has one of three different
lineups depending on your version.
_________________________________________________________
Trainer: Bug Catcher     Version: R          Money: $  70
---------------------------------------------------------
#010: Caterpie    BUG        L 7    79 Exp.
 Stats -  HP:  24  Atk:  10  Def:  11  Spc:   8  Spe:  12
 ~ Tackle, String Shot
#011: Metapod     BUG        L 7   108 Exp.
 Stats -  HP:  25  Atk:   9  Def:  13  Spc:   9  Spe:  10
 ~ Harden
#010: Caterpie    BUG        L 7    79 Exp.
 Stats -  HP:  24  Atk:  10  Def:  11  Spc:   8  Spe:  12
 ~ Tackle, String Shot
_________________________________________________________
Trainer: Bug Catcher     Version:    B       Money: $  70
---------------------------------------------------------
#013: Weedle      BUG / PSN  L 7    78 Exp.
 Stats -  HP:  23  Atk:  11  Def:  10  Spc:   8  Spe:  13
 ~ Poison Sting, String Shot
#014: Kakuna      BUG / PSN  L 7   106 Exp.
 Stats -  HP:  24  Atk:   9  Def:  13  Spc:   9  Spe:  11
 ~ Harden
#013: Weedle      BUG / PSN  L 7    78 Exp.
 Stats -  HP:  23  Atk:  11  Def:  10  Spc:   8  Spe:  13
 ~ Poison Sting, String Shot
_________________________________________________________
Trainer: Bug Catcher     Version:       Y    Money: $  60
---------------------------------------------------------
#011: Metapod     BUG        L 6    91 Exp.
 Stats -  HP:  22  Atk:   8  Def:  12  Spc:   8  Spe:   9
 ~ Harden
#010: Caterpie    BUG        L 6    67 Exp.
 Stats -  HP:  22  Atk:   9  Def:  10  Spc:   8  Spe:  11
 ~ Tackle, String Shot
#011: Metapod     BUG        L 6    91 Exp.
 Stats -  HP:  22  Atk:   8  Def:  12  Spc:   8  Spe:   9
 ~ Harden
_________________________________________________________

Peck and Ember are your friends again. Blue and Yellow players should have no
problem, but Red players need to watch out for Poison from Weedle and co.
Confusion from Butterfree, if you have it, will hammer these Poison types. Just
be careful not to get hit yourself.
___

After the trainer, head north through the left pathway, past the sign and not
through the grass. An item ball at the end contains either an  for
Red and Blue players or a  for Yellow players. Take the next left,
through the grass and head south. Yellow players will encounter another
trainer, whilst Red/Blue players get to go scot-free!
_________________________________________________________
Trainer: Bug Catcher     Version: -  -  Y    Money: $  80
---------------------------------------------------------
#010: Caterpie    BUG        L 8    90 Exp.
 Stats -  HP:  26  Atk:  11  Def:  11  Spc:   9  Spe:  13
 ~ Tackle, String Shot
#011: Metapod     BUG        L 8   123 Exp.
 Stats -  HP:  27  Atk:   9  Def:  15  Spc:  10  Spe:  11
 ~ Tackle, String Shot, Harden
_________________________________________________________

Yellow only. Peck, Peck, Peck. This Metapod actually has offensive moves but
both Pokemon fall to Peck.
___

After this guy (or not), take a left and head up this other grassy path. Then
loop back and come down the next path, like a zig-zag. Once you reach the
bottom here, take the end path to a dead-end containing an item ball with a
 inside. Then come back out of this dead end and go as far west as
possible before heading up this grassy path.

The guy ahead is the last trainer in the Forest. Woo! Before you engage in
battle, check the square of floor he's looking at for a hidden . Again,
this guy has three different lineups:
_________________________________________________________
Trainer: Bug Catcher     Version: R          Money: $  90
---------------------------------------------------------
#013: Weedle      BUG / PSN  L 9    99 Exp.
 Stats -  HP:  27  Atk:  12  Def:  11  Spc:  10  Spe:  15
 ~ Poison Sting, String Shot
_________________________________________________________
Trainer: Bug Catcher     Version:    B       Money: $  90
---------------------------------------------------------
#010: Caterpie    BUG        L 9   102 Exp.
 Stats -  HP:  28  Atk:  12  Def:  12  Spc:  10  Spe:  14
 ~ Tackle, String Shot
_________________________________________________________
Trainer: Bug Catcher     Version:       Y    Money: $ 100
---------------------------------------------------------
#010: Caterpie    BUG        L10   112 Exp.
 Stats -  HP:  30  Atk:  12  Def:  13  Spc:  10  Spe:  15
 ~ Tackle, String Shot
_________________________________________________________

Easy. Peck, Ember, job done. Confusion if you want for Weedle. Yawn. What an
anti-climax, eh?
___

Keep heading north until you've exited Viridian Forest and you'll emerge in the
northern half of Route 2. There is no change in Pokemon here so unless you're
desperate to train, keep heading north.
_________________________________________________

[07] Pewter City
_________________________________________________
____________________
Poke Mart      Price
--------------------
Poke Ball      $ 200
Potion         $ 300
Escape Rope    $ 550
Antidote       $ 100
Burn Heal      $ 250
Awakening      $ 200
Parlyz Heal    $ 200
____________________

New Items
---------
[ ] TM34 (Bide)

- Recommended Party Avg. Level: 12

At the top of the city is the Pewter Museum of Science which costs $50 to check
out and is utterly worthless. You get to see two skeletons. If you want to see
and you're tight, you can save before you go in, look around and then reset for
free admission!

The person on the right of the map won't let you progress until you have the
coveted BoulderBadge, so let's go get it. I had three Pokemon at L11-12 at this
point. This is fine in Yellow, but a bit low to be facing Brock with in Red and
Blue since his levels are slightly higher. Some training in Route 2/Viridian
Forest probably wouldn't hurt us now, would it? In Red and Blue, I would aim
for similar levels to Brock--L12-14. At least get Bulbasaur to learn Vine Whip
(L13) or Squirtle to learn Bubble (L8).
___

My Team

Pikachu     L12 ~ ThunderShock, Growl, Thunder Wave, Quick Attack
Butterfree  L11 ~ Tackle, String Shot, Harden, Confusion
Spearow     L11 ~ Peck, Growl, Leer

In Red/Blue, Butterfree will help since you can use its sleep-inducing move
that it learns pretty soon to help bag yourself an Abra (one of the most
overpowered Pokemon in the game) in just a little while. Psychic coverage
doesn't hurt either, once it learns Confusion.
___

Well, we might as well get started. Stock up on Potions if you want, but you
shouldn't need too many more than what you've picked up so far--especially if
you've nabbed the hidden ones--then head on over to the Gym. It's on the left
side of the map; you have to go north past it and loop around its left side to
get to the entrance.

Pewter City's Gym Leader, Brock, specialises in Rock types. You can skip the
first trainer, but you might as well fight him for the experience.
_________________________________________________________
Trainer: Jr. Trainer     Version: R  B       Money: $ 220
---------------------------------------------------------
#050: Diglett     GRN        L11   190 Exp.
 Stats -  HP:  24  Atk:  19  Def:  12  Spc:  16  Spe:  27
 ~ Scratch
#027: Sandshrew   GRN        L11   219 Exp.
 Stats -  HP:  33  Atk:  23  Def:  25  Spc:  13  Spe:  15
 ~ Scratch, Sand-Attack
_________________________________________________________
Trainer: Jr. Trainer     Version:       Y    Money: $ 180
---------------------------------------------------------
#050: Diglett     GRN        L 9   156 Exp.
 Stats -  HP:  22  Atk:  16  Def:  10  Spc:  14  Spe:  23
 ~ Scratch
#027: Sandshrew   GRN        L 9   178 Exp.
 Stats -  HP:  29  Atk:  20  Def:  21  Spc:  11  Spe:  13
 ~ Scratch
_________________________________________________________

I thought this was supposed to be a Rock type Gym? Well, whatever. Vine Whip
with Bulbasaur, Bubble with Squirtle (or Water Gun if you have it) and
Confusion with Butterfree. Job done. In Red and Blue, be careful of repeated
Sand-Attacks which will make Sandshrew almost impossible to hit. If this
happens, switch out to a different Pokemon and the accuracy modifiers will be
reset.
___

Okay, well it's time for the big guy himself. Save, then speak to the Pewter
City Gym Leader--Brock!
_________________________________________________________
Trainer: Brock           Version: R  B       Money: $1386
---------------------------------------------------------
#074: Geodude     RCK / GRN  L12   220 Exp.
 Stats -  HP:  33  Atk:  26  Def:  30  Spc:  14  Spe:  11
 ~ Tackle, Defense Curl
#095: Onix        RCK / GRN  L14   324 Exp.
 Stats -  HP:  36  Atk:  20  Def:  52  Spc:  15  Spe:  26
 ~ Tackle, Screech, Bide, Bind
_________________________________________________________
Trainer: Brock           Version:       Y    Money: $1188
---------------------------------------------------------
#074: Geodude     RCK / GRN  L10   183 Exp.
 Stats -  HP:  29  Atk:  22  Def:  26  Spc:  12  Spe:  10
 ~ Tackle
#095: Onix        RCK / GRN  L12   277 Exp.
 Stats -  HP:  32  Atk:  17  Def:  45  Spc:  14  Spe:  23
 ~ Tackle, Screech, Bide, Bind
_________________________________________________________

Brock must've cheated to get Bind, as Onix doesn't learn it naturally until
level 15! Or maybe he bred it over in Gold/Silver/Crystal, but whatever, it's
strategy time. Both his Pokemon are quadruple weak to Grass and Water attacks,
so if you have Bulbasaur or Squirtle you're laughing, really.

If you have Charmander or Pikachu, then your best bet is Butterfree. Confusion
isn't super-effective but it will absolutely destroy them both because of their
ridiculously low Special stats. Although it isn't very effective, Charmander's
Ember will do decent damage for the same reason. Pikcahu's Electric attacks
won't damage either of Brock's Pokemon at all and they will take minimal damage
from its Normal attacks, so just avoid using Pikachu for this fight.

Geodude is a piece of cake this way, but Onix is a bit tougher. Higher levelled
and with better moves, it's a bit of a pain. Bind is a move which traps you and
damages continually, and it will have you tearing your hair out, so just switch
if he uses this move or ride it out until it finishes (In RBY, trapping moves
stop you from attacking. In later games, they stop you from switching, so you
CAN switch out in RBY).

He will also use Bide, a move which stores up damage for 2-3 turns and then
unleashes double the damage the Pokemon received back at the opponent. If you
don't think you can waste Onix in two turns after he uses it, stall him out
with non-damaging moves like Growl or Harden. Then when Bide is over, resume
pounding on him.

Basically, exploiting their weaknesses and low Special stats will net you the
win. Also, Brock will use Potions when their health gets low. Solution--drop
them in one hit! Either that, or just ride it out. You'll be fine.
___

After the battle, you receive the BoulderBadge, which increases the Attack stat
of all Pokemon in in-game battles to 9/8ths of its original value. Awesome.

You also get  (Bide) and the ability to use Flash outside of battle. Oh,
and money. Bide isn't worth teaching and, if you plan on exploiting the
Missingno. Glitch, isn't worth using because once you do, it's gone forever.
Oh, and by the way, the Missingno. glitch allows you to clone an item.
Indefinitely. Good stuff. Only for Red and Blue though.

TM34 is unique, so don't use it up or it'll be gone forever. Save it for the
Missingno. (item duplication) glitch later on, if you want. In fact, most TMs
are like this. Assume all TMs are one-of-a-kind unless I say otherwise.

Now leave the gym, heal up etc. and make sure to buy plenty of Poke Balls (say
10) because we'll be going through some lengthy caves soon with plenty of new
Pokemon in. Couldn't hurt to top up with a handful of Potions and maybe an
Escape Rope or two if you can spare the money. Unfortunately we cannot buy
Repels yet... Time to head to Route 3 which is the east exit out of Pewter
City.
_________________________________________________

[08] Route 3                   Encounter Rate: 20
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Tall Grass: -----------------------------------
#016: Pidgey      NRM / FLY  R  B  -   45%    6-8
#019: Rattata     NRM        -  -  Y   15%  10-12
#021: Spearow     NRM / FLY  R  B      45%    5-8
                                   Y   55%   8-12
#027: Sandshrew   GRN        -  -  Y   15%   8-10
#039: Jigglypuff  NRM        R  B  -   10%    3-7
#056: Mankey      FGT        -  -  Y   15%      9
_________________________________________________

New Pokemon
-----------
[ ] Sandshrew (Y)  [ ] Jigglypuff (RB)

- Recommended Party Avg. Level: 13

The first trainer you come across, directly east of you, will be waiting.
_________________________________________________________
Trainer: Lass            Version: R  B  Y    Money: $ 135
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L 9   105 Exp.
 Stats -  HP:  27  Atk:  14  Def:  13  Spc:  12  Spe:  16
 ~ Gust, Sand-Attack
#016: Pidgey      NRM / FLY  L 9   105 Exp.
 Stats -  HP:  27  Atk:  14  Def:  13  Spc:  12  Spe:  16
 ~ Gust, Sand-Attack
_________________________________________________________

Both exactly the same, and both fall to a ThunderShock or two from Pikachu.
Switch out if your accuracy gets too low due to Sand-Attack.
___

Head north after beating her for another trainer fight.
_________________________________________________________
Trainer: Bug Catcher     Version: R  B  Y    Money: $ 100
---------------------------------------------------------
#010: Caterpie    BUG        L10   112 Exp.
 Stats -  HP:  30  Atk:  12  Def:  13  Spc:  10  Spe:  15
 ~ Tackle, String Shot
#013: Weedle      BUG / PSN  L10   111 Exp.
 Stats -  HP:  29  Atk:  13  Def:  12  Spc:  10  Spe:  16
 ~ Poison Sting, String Shot
#010: Caterpie    BUG        L10   112 Exp.
 Stats -  HP:  30  Atk:  12  Def:  13  Spc:  10  Spe:  15
 ~ Tackle, String Shot
_________________________________________________________

Peck or Ember. Confusion to Weedle is also an option.
___

Then a little to the right.
_________________________________________________________
Trainer: Youngster       Version: R  B  Y    Money: $ 165
---------------------------------------------------------
#016: Rattata     NRM        L11   133 Exp.
 Stats -  HP:  29  Atk:  19  Def:  14  Spc:  12  Spe:  22
 ~ Tackle, Tail Whip, Quick Attack
#023: Ekans       PSN        L11   145 Exp.
 Stats -  HP:  30  Atk:  20  Def:  16  Spc:  15  Spe:  18
 ~ Wrap, Leer, Poison Sting
_________________________________________________________

Strong attacks on Rattata or Low Kick from Mankey if you have one in Yellow.
Confusion for Ekans.
___

If you were Poisoned or your Pokemon are hurting, go back to the Poke Center in
Pewter. Otherwise, carry on to the right and engage the next trainer.
_________________________________________________________
Trainer: Bug Catcher     Version: R  B  Y    Money: $  90
---------------------------------------------------------
#013: Weedle      BUG / PSN  L 9    99 Exp.
 Stats -  HP:  27  Atk:  12  Def:  11  Spc:  10  Spe:  15
 ~ Poison Sting, String Shot
#014: Kakuna      BUG / PSN  L 9   136 Exp.
 Stats -  HP:  28  Atk:  11  Def:  15  Spc:  10  Spe:  12
 ~ Harden
#010: Caterpie    BUG        L 9   102 Exp.
 Stats -  HP:  28  Atk:  12  Def:  12  Spc:  10  Spe:  14
 ~ Tackle, String Shot
#011: Metapod     BUG        L 9   138 Exp.
 Stats -  HP:  29  Atk:  10  Def:  16  Spc:  10  Spe:  11
 ~ Harden
_________________________________________________________

Peck or Ember. With Weedle and Kakuna, you could also use Confusion.
___

Just above him and to the right is a Lass to engage.
_________________________________________________________
Trainer: Lass            Version: R  B  Y    Money: $ 150
---------------------------------------------------------
#016: Rattata     NRM        L10   121 Exp.
 Stats -  HP:  27  Atk:  18  Def:  13  Spc:  11  Spe:  21
 ~ Tackle, Tail Whip, Quick Attack
#032: Nidoran M   PSN        L10   127 Exp.
 Stats -  HP:  30  Atk:  18  Def:  14  Spc:  14  Spe:  16
 ~ Leer, Tackle, Horn Attack
_________________________________________________________

Strong attacks/Low Kick to Rattata, Confusion to Nidoran M.
___

Jump down over the ledge directly below you to engage in yet another battle.
_________________________________________________________
Trainer: Youngster       Version: R  B  Y    Money: $ 210
---------------------------------------------------------
#021: Spearow     NRM / FLY  L14   174 Exp.
 Stats -  HP:  37  Atk:  24  Def:  15  Spc:  15  Spe:  26
 ~ Peck, Growl, Leer
_________________________________________________________

ThunderShock. Considering its level, this might take 2-3 hits, but it can't do
jack against Pikachu so don't let it scare you.
___

Now loop back around to the previous trainers and carry on east instead of
jumping down the ledge like you did last time. Another trainer stands guard
here.
_________________________________________________________
Trainer: Bug Catcher     Version: R  B  Y    Money: $ 110
---------------------------------------------------------
#010: Caterpie    BUG        L11   124 Exp.
 Stats -  HP:  32  Atk:  13  Def:  14  Spc:  11  Spe:  16
 ~ Tackle, String Shot
#011: Metapod     BUG        L11   169 Exp.
 Stats -  HP:  33  Atk:  11  Def:  18  Spc:  12  Spe:  13
 ~ Harden
_________________________________________________________

Peck/Ember. You know the drill.
___

You'll encounter the final trainer of Route 3 in the grass just here.
_________________________________________________________
Trainer: Lass            Version: R  B  Y    Money: $ 210
---------------------------------------------------------
#039: Jigglypuff  NRM        L14   228 Exp.
 Stats -  HP:  58  Atk:  20  Def:  12  Spc:  14  Spe:  12
 ~ Sing, Pound, Disable
_________________________________________________________

Hmm, a new Pokemon? Jigglypuff will put you to sleep with a 55% accurate Sing,
cripple one of your moves at random with Disable and then proceed to Pound you,
albeit rather weakly. Just use strong moves or Low Kick from Mankey if you have
it.
___

And that's that. Phew! Time to be catching some Pokemon, methinks.

 - Rating: ****
Yellow players can grab themselves a Sandshrew, a Ground type that can be very
powerful if you invest some later TMs into it. It learns the horrendously
overpowered Slash at L17, and even gets a very powerful--100 power!--STAB TM in
Dig, making him ridiculously fearsome, but he doesn't do very well against
Special Pokemon and has below average Speed.

 - Rating: *
In Red and Blue, you'll instead nab a Jigglypuff, though Blue Players can grab
a Sandshrew shortly. Jiggly is a Sleep inducer which is always nice, but it
only has Sing which has a mere 55% accuracy. Butterfree has Sleep Powder coming
up soon--L17 in Red and Blue and L15 in Yellow--and Sleep Powder is 75%
accurate so it's much better. Jigglypuff can learn quite a few good TMs but
there isn't much reason to give it them, due to its low stats.

Get them for the Pokedex at least, then continue on and head north into the
west section of Route 4.
_______

Route 4
_______

New Pokemon
-----------
[ ] Magikarp

- Recommended Party Avg. Level: 14

Since we can't get any Pokemon here yet, really, I'll handle the data thingies
once we get out of Mt. Moon. All we really need to know is that there is a Poke
Center here, which should be used and the entrance to Mt. Moon, which will also
be used.

Inside the Poke Center is a man who will sell you a Magikarp for $500. It's
pretty cheap if you're dying to get one now--but there are loads available
later for the cost of a Poke Ball.

 - Rating: ***
Magikarp and his evolution don't learn any natural Water moves until late in
the game, so you'll have to stick to TMs. I'd say don't bother yet, though if
you badly need a Gyarados (L20, slow to evolve) then by all means go ahead.
Gyarados itself is very cool, just a bit of a liability right now. I'll remind
you to get one later if you don't want to buy it now. It does have fantastic
stats and learns a great set of TMs, though.

Take the nearby cave entrance at the east to enter the dangerous Mt. Moon. Hope
you stocked up on healing items and Poke Balls like I suggested! A good team at
this point would consist of about three Pokemon at L13-14.
_________________________________________________

[09] Mt. Moon                  Encounter Rate: 10
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- 1F - Cave Floor: ------------------------------
#027: Sandshrew   GRN              Y    4%     12
#035: Clefairy    NRM        R  B       1%      8
                                   Y    1%     11
#041: Zubat       PSN / FLY  R  B      79%   6-11
                                   Y   75%   6-11
#046: Paras       BUG / GRS  R  B       5%      8
#074: Geodude     RCK / GRN  R  B      15%   8-10
                                   Y   20%     10
- B1F - Cave Floor: -----------------------------
#035: Clefairy    NRM        R  B       4%      9
                                   Y    5%  10-12
#041: Zubat       PSN / FLY  R  B      60%   7-11
                                   Y   65%   8-11
#046: Paras       BUG / GRS  R  B      10%     10
                                   Y   10%   9-11
#074: Geodude     RCK / GRN  R  B      26%    7-9
                                   Y   20%  10-11
- B2F - Cave Floor: -----------------------------
#035: Clefairy    NRM        R  B       6%  10-12
                                   Y   10%   9-13
#041: Zubat       PSN / FLY  R  B      49%   9-12
                                   Y   55%  10-13
#046: Paras       BUG / GRS  R  B      15%  10-12
                                   Y   15%     13
#074: Geodude     RCK / GRN  R  B      30%   9-10
                                   Y   20%     11
_________________________________________________

New Items
---------
[ ] TM12 (Water Gun)  [ ] Potion  [ ] HP Up  [ ] Potion  [ ] Rare Candy
[ ] Escape Rope  [ ] TM01 (Mega Punch)  [ ] Ether (H)  [ ] Moon Stone
[ ] Moon Stone (H)  [ ] Dome Fossil  [ ] Helix Fossil

New Pokemon
-----------
[ ] Clefairy  [ ] Zubat  [ ] Paras  [ ] Geodude

- Recommended Party Avg. Level: 14

Start catching stuff as soon as you enter if you want, but note that the rarer
creatures will start appearing with greater frequency on the lower floors,
especially Clefairy. When engaging them, make good use of Thunder Wave from
Pikachu (be aware that it doesn't work on Geodude) and Stun
Spore/PoisonPowder/Sleep Powder from Butterfree to make your prey easier to
capture. Sleep Powder is best, if you have it.

 - Rating: *
You won't be able to avoid catching a Zubat. You'll soon get tired of seeing
this little sucker (heh, sucker, get it?) because it pops up bloody everywhere.
It is awful in combat so just catch it for the Pokedex. When fighting it, watch
out for confusion from Supersonic--just run if it happens. Zubat is a terrible
Pokemon with terrible typing, terrible moves and average stats. Meh. I'd avoid
it.

 - Rating: ** (Graveler)
          - Rating: *** (Golem)
Geodude is also relatively common here. This is your answer to Normal types if
you have had trouble with them thus far. Geodude and his evolutions are good
because they are Rock/Ground types and hence resist Normal moves. They have
great Attack stats, even better Defense and learn some pretty good moves
naturally (looking at you, Earthquake!). Unfortunately, they have a 4x weakness
to Grass and Water and are hideously slow. They also cannot evolve without
being traded. For now, however, he's a decent choice and you can decide later
on whether to keep him or not.

 - Rating: ***
The other two are much rarer game, but if you happen to bump into Clefairy now
then by all means grab it. Clefairy's stats are sub-par and its level up
movepool is abysmal, so I'd skip it. It also learns a bunch of useful TMs and
HM's... which we don't have yet. Yellow players should catch an extra Clefairy
to trade for a Mr. Mime later on.

 - Rating: *
The other semi-rare one is Paras. It has the only access to Spore--a 100% sleep
move--in the entire game. Unfortunately, Spore comes at L27 or L30 if you
evolve it and it just has no other moves that are really that good. 4x Fire,
Poison and Flying weaknesses don't help an already lost cause. Give it a miss
and use something better with Sleep Powder instead.

Well I hope you're ready for Mt. Moon. You have 12 fairly tough trainers to
defeat, but the real challenge is staying sane in the face of so many Zubat. I
really wish Pewter sold Repels.

I'd highly recommend getting a Geodude when you enter. Take it to the Poke
Center, heal it and slot it in your team somewhere. It'll be worth it. Get him
to L16 ASAP to learn Rock Throw. Despite its awful accuracy, this will waste
Bug, Fire, Flying and Ice types nicely.

Head a bit north from the entrance. When the cave opens up, go west and then
south and grab the item ball with  (Water Gun) in. This TM is fairly
useless soon enough so you might as well use it. It can help your team deal
with the Geodudes here. Squirtle can learn it as well, but he will at L15
anyway so why bother? Don't use it up if you're saving all unique items for
duplication later on.

If you have a starter and wish to evolve it (not evolving it will make it learn
moves faster, see my Pokedex for full details), get it to L16 now, which should
be possible. Unfortunately, this doesn't apply to Pikachu. In Yellow, he will
never evolve :(.

Head north and west to find another item ball with a  inside, then
fight the nearby trainer.
_________________________________________________________
Trainer: Bug Catcher     Version: R  B  Y    Money: $ 110
---------------------------------------------------------
#013: Weedle      BUG / PSN  L11   121 Exp.
 Stats -  HP:  31  Atk:  14  Def:  13  Spc:  11  Spe:  17
 ~ Poison Sting, String Shot
#014: Kakuna      BUG / PSN  L11   166 Exp.
 Stats -  HP:  32  Atk:  12  Def:  17  Spc:  12  Spe:  14
 ~ Harden
_________________________________________________________

Peck, Confusion or Ember. Your choice.
___

After him, head east from above the entrance to encounter a female trainer by a
signpost.
_________________________________________________________
Trainer: Lass            Version: R  B  Y    Money: $ 210
---------------------------------------------------------
#035: Clefairy    NRM        L14   204 Exp.
 Stats -  HP:  45  Atk:  20  Def:  20  Spc:  24  Spe:  17
 ~ Pound, Growl, Sing
_________________________________________________________

Hmm. Make sure it doesn't put you to sleep for five turns and Pound on your ass
like it did to me. This could be quite tough. Hit it with physical attacks such
as Tackle, Rock Throw, Peck or, ideally, Mankey's Low Kick/Nidoran's Double
Kick. Geodude won't be hurt by its attacks but is slow so will be put to sleep
pretty often. Otherwise just put it to sleep with your Butterfree and smack it
around with Confusion. All else failing, just hit it as hard as you can.
___

If she kicked your ass like she did mine, journey back to the Poke Center. Then
head north from this trainer, continuing on past her to come across a ladder.
Take it. Follow this pathway to another ladder, climb this one and then fight
the nearby trainer.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 330
---------------------------------------------------------
#027: Sandshrew   GRN        L11   219 Exp.
 Stats -  HP:  33  Atk:  23  Def:  25  Spc:  13  Spe:  15
 ~ Scratch, Sand-Attack
#016: Rattata     NRM        L11   133 Exp.
 Stats -  HP:  29  Atk:  19  Def:  14  Spc:  12  Spe:  22
 ~ Tackle, Tail Whip, Quick Attack
#041: Zubat       PSN / FLY  L11   126 Exp.
 Stats -  HP:  31  Atk:  16  Def:  14  Spc:  15  Spe:  18
 ~ Leech Life, Supersonic
_________________________________________________________

Water Gun or Vine Whip on Sandshrew. If not, then Confusion from Butterfree
will have to suffice. Rattata falls to Low Kick or try using Geodude for its
handy Normal resistance. Zubat can be felled with ThunderShock, Confusion and
Rock Throw. Options much? Take that, you stupid bat. If it uses Supersonic and
connects, switch out to avoid the confusion and damaging yourself.
___

After the battle, head on up the plateau and nab the  that sits there.
It will boost your Pokemon's HP, but it will barely be noticeable at this
stage; by 1, if you're lucky. Save it for now--I would. Head back down the
ladder and through that pathway and up the other ladder to emerge back on the
entrance floor. From the ladder, head south to encounter yet another trainer.
_________________________________________________________
Trainer: Super Nerd      Version: R  B  Y    Money: $ 275
---------------------------------------------------------
#081: Magnemite   ELE        L11   208 Exp.
 Stats -  HP:  28  Atk:  14  Def:  22  Spc:  27  Spe:  16
 ~ Tackle
#100: Voltorb     ELE        L11   241 Exp.
 Stats -  HP:  31  Atk:  13  Def:  17  Spc:  18  Spe:  28
 ~ Tackle, Screech
_________________________________________________________

We have no Ground moves, which are Electrics' only weakness, so use Geodude for
the top-notch resistance to Normal moves such as Tackle. Rock Throw drops them
both. If not, just use your best attacking move.
___

Southwest of this trainer is a  in an item ball, so grab it. Then head
a tiny bit east and then north the other side of the rock formation to
encounter another trainer.
_________________________________________________________
Trainer: Bug Catcher     Version: R  B  Y    Money: $ 100
---------------------------------------------------------
#010: Caterpie    BUG        L10   112 Exp.
 Stats -  HP:  30  Atk:  12  Def:  13  Spc:  10  Spe:  15
 ~ Tackle, String Shot
#011: Metapod     BUG        L10   153 Exp.
 Stats -  HP:  31  Atk:  10  Def:  17  Spc:  11  Spe:  12
 ~ Harden
#010: Caterpie    BUG        L10   112 Exp.
 Stats -  HP:  30  Atk:  12  Def:  13  Spc:  10  Spe:  15
 ~ Tackle, String Shot
_________________________________________________________

Peck, Ember or Rock Throw. This shouldn't take long.
___

In the southeast corner of the room is a  item. It raises a
Pokemon's level by one. Use it now if you wish, but, obviously, the longer you
hold out for it the better, because it's harder to gain levels the higher you
are. Ideally, you use it at L99 to get to L100!

Rare Candies are finite in number, so if you don't save them all or duplicate
them later on through the Missingno. glitch, you're screwed and cannot have any
more.

Head north from this to bump into an , then keep heading north.
When you near the north wall of the cave, turn west to run into another female
trainer.
_________________________________________________________
Trainer: Lass            Version: R  B  Y    Money: $ 165
---------------------------------------------------------
#043: Oddish      GRS / PSN  L11   183 Exp.
 Stats -  HP:  32  Atk:  17  Def:  18  Spc:  23  Spe:  13
 ~ Absorb
#069: Bellsprout  GRS / PSN  L11   198 Exp.
 Stats -  HP:  33  Atk:  23  Def:  14  Spc:  22  Spe:  15
 ~ Vine Whip, Growth
_________________________________________________________

Peck, Ember or Confusion. Just keep Geodude far, far away...
___

Keep going west and when you get to a wall, head south, taking the ladder that
you come across. Follow the path to another ladder. Take it, then battle the
Rocket nearby.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 360
---------------------------------------------------------
#041: Zubat       PSN / FLY  L12   138 Exp.
 Stats -  HP:  33  Atk:  17  Def:  15  Spc:  16  Spe:  20
 ~ Leech Life, Supersonic
#023: Ekans       PSN        L12   159 Exp.
 Stats -  HP:  32  Atk:  21  Def:  17  Spc:  16  Spe:  20
 ~ Wrap, Leer, Poison Sting
_________________________________________________________

Zubat can suck on ThunderShock, Rock Throw or Confusion. Switch out if
Supersonic hits. Ekans will start Wrapping which is annoying so switch or ride
it out. Confusion is the most effective move but Butterfree will take super-
effective damage from Poison Sting so it's a toss up. Stick Sleep Powder on it
first and use an Antidote if necessary.
___

After wiping the floor with the Rocket, head up the plateau to the north for
 (Mega Punch). Candidates for this Normal move that's fairly powerful
(about twice as powerful as Quick attack) include Charmander/Charmeleon,
Squirtle/Wartortle, Pikachu, Clefairy, Jigglypuff, Mankey and Geodude. The
latter two are the best candidates because of their high Attack ratings, though
Mankey learns Karate Chop at L15 which, factoring in the Critical Hit ratio, is
more powerful.

Also, if you're TM-tight, don't worry about using up TM01 right now, as you can
buy a replacement (or multiple replacements) from Celadon Department Store
later in the game. Or use the Missingno. glitch, whatever. So yeah, use it up
by all means.

South and to the east of this plateau where you found TM01 is a strange rock
that's hiding an , an item that restores 10PP to any move of any
Pokemon. You can't buy them in stores, so use them only when desperate because
they are of limited stock.

Head back down the ladder and all the way back to the top floor. Use the Poke
Center if you want to, because we're pressing through this cave rapidly now. To
get there quickly, consider using an Escape Rope. After that (or if you didn't
go), continue south on this top floor again and encounter your next trainer.
_________________________________________________________
Trainer: Youngster       Version: R  B  Y    Money: $ 150
---------------------------------------------------------
#019: Rattata     NRM        L10   121 Exp.
 Stats -  HP:  27  Atk:  18  Def:  13  Spc:  11  Spe:  21
 ~ Tackle, Tail Whip, Quick Attack
#019: Rattata     NRM        L10   121 Exp.
 Stats -  HP:  27  Atk:  18  Def:  13  Spc:  11  Spe:  21
 ~ Tackle, Tail Whip, Quick Attack
#041: Zubat       PSN / FLY  L10   115 Exp.
 Stats -  HP:  29  Atk:  15  Def:  13  Spc:  14  Spe:  17
 ~ Leech Life, Supersonic
_________________________________________________________

Smack the rats up with Low Kick or, failing that (like me), smack everything up
with Rock Throw, using the usual strategy for Zubat with the Supersonic and the
three attacks with super-effectiveness and whatnot.
___

Continue on left into a large room with a large trainer. Fight him.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 350
---------------------------------------------------------
#074: Geodude     RCK / GRN  L10   183 Exp.
 Stats -  HP:  29  Atk:  22  Def:  26  Spc:  12  Spe:  10
 ~ Tackle
#074: Geodude     RCK / GRN  L10   183 Exp.
 Stats -  HP:  29  Atk:  22  Def:  26  Spc:  12  Spe:  10
 ~ Tackle
#095: Onix        RCK / GRN  L10   231 Exp.
 Stats -  HP:  28  Atk:  15  Def:  38  Spc:  12  Spe:  20
 ~ Tackle, Screech
_________________________________________________________

Water Gun, Vine Whip, perhaps Low Kick/Double Kick--otherwise Confusion with
Sleep Powder tossed in for good measure.
___

After the battle, take the  in the top left corner. Moon Stones are
finite, so save one for duplication if you're in Red and Blue.

Four Pokemon can evolve via Moon Stone and you could, theoretically, own them
all now.
Nidoran F --> Nidorina (L16) --> Nidoqueen (Moon Stone)
Nidoran M --> Nidorino (L16) --> Nidoking (Moon Stone)
Clefairy --> Clefable (Moon Stone)
Jigglypuff --> Wigglytuff (Moon Stone)
Be warned that Pokemon that evolve via Stones generally stop learning moves via
level up, so check in my Pokedex whether evolving them now is a good idea.
Probably not. If you have been training a Nidoran, evolving it now would give
you a powerful Pokemon that will unfortunately rely on TMs for good moves.

Take the nearby ladder above the Hiker and follow the pathway to another
ladder. When you emerge on the other end, go north, east, then south down some
stairs to encounter another Rocket.
_________________________________________________________
Trainer: Rocket          Version: R  B       Money: $ 480
---------------------------------------------------------
#020: Raticate    NRM        L16   397 Exp.
 Stats -  HP:  46  Atk:  33  Def:  26  Spc:  23  Spe:  38
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
_________________________________________________________
Trainer: Rocket          Version:       Y    Money: $ 390
---------------------------------------------------------
#019: Rattata     NRM        L13   157 Exp.
 Stats -  HP:  32  Atk:  21  Def:  16  Spc:  13  Spe:  25
 ~ Tackle, Tail Whip, Quick Attack
#041: Zubat       PSN / FLY  L13   150 Exp.
 Stats -  HP:  35  Atk:  19  Def:  16  Spc:  17  Spe:  21
 ~ Leech Life, Supersonic
_________________________________________________________

In Red/Blue, this Raticate will be the hardest thing you've faced. Geodude is
your best bet here--his high Defense and his Normal resistance will come in
very handy against Hyper Fang, which will utterly screw anything else you have
at this point. Rock Throw it as much as you can and Tackle if things get
desperate. All else you can do is Low Kick perhaps or just strong attacks. On a
side note, how do you get a L16 Raticate? L20 is when Rattata evolves...

Yellow players have an easier time just using Geodude on Rattata and doing what
they do best to Zubat.
___

Ascend the other stairs and loop around in a large squareish thing. Just
continue along this path and fend off about 50 billion wild Zubat. Red/Blue
players will eventually encounter another trainer. Yellow players get to skip
this one.
_________________________________________________________
Trainer: Rocket          Version: R  B  -    Money: $ 390
---------------------------------------------------------
#019: Rattata     NRM        L13   157 Exp.
 Stats -  HP:  32  Atk:  21  Def:  16  Spc:  13  Spe:  25
 ~ Tackle, Tail Whip, Quick Attack
#041: Zubat       PSN / FLY  L13   150 Exp.
 Stats -  HP:  35  Atk:  19  Def:  16  Spc:  17  Spe:  21
 ~ Leech Life, Supersonic
_________________________________________________________

You Red/Blue players thought you could get away from that battle that Yellow
players just had, but you can't. Not that it's a big deal. Rock Throw the pair
of them or electrocute/confuse the bat thing.
___

Push on past the (perhaps nonexistent) Rocket. After ascending a set of stairs,
go to the east down a thin corridor to examine the white panel at the end for a
hidden . Then head back up the stairs to battle a Super Nerd with a
fossil fetish.
_________________________________________________________
Trainer: Super Nerd      Version: R  B  Y    Money: $ 300
---------------------------------------------------------
#088: Grimer      PSN        L12   231 Exp.
 Stats -  HP:  43  Atk:  26  Def:  18  Spc:  16  Spe:  12
 ~ Pound, Disable
#100: Voltorb     ELE        L12   264 Exp.
 Stats -  HP:  33  Atk:  14  Def:  18  Spc:  20  Spe:  30
 ~ Tackle, Screech
#109: Koffing     PSN        L12   292 Exp.
 Stats -  HP:  33  Atk:  22  Def:  29  Spc:  21  Spe:  15
 ~ Tackle, Smog
_________________________________________________________

Confusion is all we have against the Poison types, otherwise your strongest
attacks will probably be rolling out from Geodude. In fact, Geodude can ace
this whole thing--just be careful of Grimer disabling Rock Throw, or running
out of PP or getting poisoned by Smog. If you do use Butterfree to confuse,
Smog will be super-effective, so be careful.
___

Use Antidotes if necessary. Afterwards, you get to pick either the  or the . The former can be traded in for a Kabuto and the
latter for an Omanyte, both Water/Rock Pokemon. Check the Dex for full info.
Kabuto and his evolution are probably slightly better and about a billion times
cooler looking. You can get the other from a glitch anyway. But, that's a long
way away, so pick one, abandon the other and continue up the stairs and head
west.

For Red/Blue players, victory is in sight since there are no more trainer
battles. Just follow the linear path outta here. For Yellow players however...
_________________________________________________________
Trainer: Rocket          Version: -  -  Y    Money: $ 420
---------------------------------------------------------
#023: Ekans       PSN        L14   186 Exp.
 Stats -  HP:  36  Atk:  24  Def:  19  Spc:  18  Spe:  22
 ~ Wrap, Leer, Poison Sting
#052: Meowth      NRM        L14   207 Exp.
 Stats -  HP:  37  Atk:  20  Def:  17  Spc:  18  Spe:  32
 ~ Scratch, Growl, Bite
#109: Koffing     PSN        L14   342 Exp.
 Stats -  HP:  37  Atk:  25  Def:  33  Spc:  24  Spe:  17
 ~ Tackle, Smog
_________________________________________________________

Yep, that's Jessie and James from the Anime show. They don't really do anything
special in this game other than pop up and annoy you from time to time. You'll
have to be weary if you've taken a beating, since their levels are decently
high. Confusion is all the super effectiveness we have against the Poison types
at the moment and Geodude can lay the smackdown on all three of these guys as
well, since he resists their moves. Mankey doesn't do badly against Meowth,
either.
___

Now, if you hang about a bit, this floor has the highest chance of encountering
a Clefairy if you have been unfortunate enough not to come across one yet. If
you want it for the Dex (or even for your team), stick around and grab it.
Remember to grab an extra one to trade for a Mr. Mime later on in Yellow, like
I mentioned earlier. Paras is more common here too.

Okay, we're all done now, I promise. Head down the ladder and follow the little
path to another ladder to be free of Mt. Moon forever! Yes!
_________________________________________________

[10] Route 4                   Encounter Rate: 20
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Buy for $500 from the man in the Poke Center: -
#129: Magikarp    WTR        R  B  Y   --       5
- Tall Grass: -----------------------------------
#019: Rattata     NRM        R  B      40%   8-12
                                   Y   15%  10-12
#021: Spearow     NRM / FLY  R  B      35%   8-12
                                   Y   55%   8-12
#023: Ekans       PSN        R  -  -   25%   6-12
#027: Sandshrew   GRN        -  B      25%   6-12
                                   Y   15%   8-10
#056: Mankey      FGT        -  -  Y   15%      9
_________________________________________________

New Items
---------
[ ] Great Ball (H)  [ ] TM04 (Whirlwind)

New Pokemon
-----------
[ ] Ekans (R)  [ ] Sandshrew (B)

- Recommended Party Avg. Level: 16

Your Pokemon are probably exhausted from Mt. Moon. One of mine (Pikachu) was
fainted and all the others were in poor condition too. Thankfully, no trainers
lie between you and the next Poke Center in Cerulean City. Make sure you've
done everything you want to up to this point, because once we cross to
Cerulean, there ain't no going back for a while.

Start heading east and ascend the first plateau you encounter, sniffing around
for a hidden  on its peak. The position is odd to describe, but
here goes. From the gap in the lower ledge where you can enter the plateau, go
up one tile, right one, up, left and press A to uncover it. (You could find it
in other ways, but I did it this way because I find it difficult to turn on the
spot in this game).

Jump the ledges east and ascend another plateau. Keep ascending and on the
second level is an item ball in plain sight containing  (Whirlwind). This
is a fairly useless move which scares off wild Pokemon. Great... It too is
unique, so don't sell or use TM04 if you want a perfect treasure list. Save it
for duplication, or something.

After getting the two items, we can root around in the grass to the south for
some new Pokemon. Once you jump over this ledge into the grass you ain't going
back to Pallet/Viridian/Petwer for a while, bub. I would recommend visiting
Cerulean first or, more specifically, Cerulean Poke Center. Once you have done
so, get over here and catch yourself some new Pokemon for Red and Blue. Yellow
owners will find nothing new here.

I've already had a look at Sandshrew, but Blue players now have their first
opportunity to nab one. Again, he's a powerful Pokemon who has access to the
awesome STAB Dig TM very soon.

 - Rating: *
Ekans is only available in Red, but it's near useless with mediocre stats and
poor typing in Poison. Honestly, just catch it for Pokedex fodder and nothing
else.

When you're done here, head east into Cerulean City.
_________________________________________________

[11] Cerulean City
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Reward for Pikachu's high happiness: ----------
#001: Bulbasaur   GRS / PSN  -  -  Y   --      10
- Trade a Poliwhirl in house near Poke Center: --
#124: Jynx        ICE / PSY  R  B  -   --   Trade
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#054: Psyduck     WTR        R  B  -   33%     15
#098: Krabby      WTR        R  B  -   33%     15
#118: Goldeen     WTR        R  B      34%     15
                                   Y   70%  25-30
#119: Seaking     WTR        -  -  Y   30%  30-40
_________________________________________________
____________________
Poke Mart      Price
--------------------
Poke Ball      $ 200
Potion         $ 300
Escape Rope    $ 550 (Y)
Repel          $ 350
Antidote       $ 100
Burn Heal      $ 250
Awakening      $ 200
Parlyz Heal    $ 200
____________________

New Items
---------
[ ] Rare Candy (H)

New Pokemon
-----------
[ ] Bulbasaur (Y)

- Recommended Party Avg. Level: 16

If you're wondering where you can fish, strangely enough, you can fish for and
catch Pokemon in Cerulean Gym. First attraction for Yellow players is the
potential addition of Bulbasaur to the team--In the house to the left of the
Poke Center, talk to the girl at the back and she'll hand over a L10 Bulbasaur!
Sweet! If she refuses, it's because Pikachu isn't happy enough. For a quick
fix, try ramming Potions down Pikachu's throat when it's at full health--the
game will say it has no effect, but it will skyrocket Pikachu's happiness. And
you don't even lose the Potions. Do this until the little brat is satisfied and
forks over the Bulbasaur.

 - Rating: ***
A solid grass type at this point in the game, but Bellsprout mostly outclasses
it with early access to Sleep Powder and better offenses, as well as being
available at a higher level.

You might want to take Bulbasaur out for a little Route 4 training session if
you're considering adding it to your team, though the abundance of Spearow will
be off-putting. Do the bait-and-switch technique--switching out a Pokemon so
that it gains half the Exp. when the opponent is defeated.

The second attraction, at least for some, is the addition of Repels to the Poke
Mart, which keep wild Pokemon at bay on the condition that they're lower-
levelled than the first Pokemon in your party. Grab a few, but don't over-rely
on them or you might miss out on too much Exp. and end up weaker than you'd
hoped.

Methinks it is time to nab another hidden item. Head to the Badge Man's house,
just to the northwest of the house where you won your Bulbasaur. In the garden
behind Badge Man's house is a hidden . Yummy. To get its exact
location, start from the top-rightmost corner, then travel down one tile and
left two tiles before pressing A.

You might want to talk to Badge Man himself for Badge info, but it's not very
thrilling. What is a bit more exciting is that we've got a battle against
Rival-boy coming up soon. I'm going to show you my team, but like I said before
this is just a decent guideline, not a set in stone instruction.
___

My Team

Pikachu     L17 ~ ThunderShock, Thunder Wave, Quick Attack, Double Team
Butterfree  L15 ~ Confusion, PoisonPowder, Stun Spore, Sleep Powder
Spearow     L15 ~ Peck, Growl, Leer, Fury Attack
Geodude     L16 ~ Tackle, Defense Curl, Rock Throw, Mega Punch
Bulbasaur   L10 ~ Tackle, Tail Whip, Leech Seed

Not too shabby at the moment, if I do say so myself. A decent team might run
something along these lines, since I have Electric, Rock, Psychic and Flying
coverage. In Red and Blue you can have a similar team AND your starter. Sweet.
___

Start heading up to Route 24. Get out of Badge Man's house and hang a right,
then take the next available path north for your not-so-long-awaited Rival
battle.
_________________________________________________________
Trainer: Rival           Version: R  B       Money: $ 595
---------------------------------------------------------
#017: Pidgeotto   NRM / FLY  L18   435 Exp.
 Stats -  HP:  53  Atk:  29  Def:  27  Spc:  25  Spe:  33
 ~ Gust, Sand-Attack, Quick Attack
#063: Abra        PSY        L15   234 Exp.
 Stats -  HP:  34  Atk:  13  Def:  11  Spc:  38  Spe:  34
 ~ Teleport
#019: Rattata     NRM        L15   183 Exp.
 Stats -  HP:  36  Atk:  24  Def:  17  Spc:  14  Spe:  29
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
- And ONE of the following: -----------------------------
#004: Charmander  FIR        L17   235 Exp.
 Stats -  HP:  42  Atk:  25  Def:  22  Spc:  24  Spe:  29
 ~ Scratch, Growl, Ember, Leer
#007: Squirtle    WTR        L17   240 Exp.
 Stats -  HP:  44  Atk:  24  Def:  29  Spc:  24  Spe:  22
 ~ Tackle, Tail Whip, Bubble, Water Gun
#001: Bulbasaur   GRS / PSN  L17   232 Exp.
 Stats -  HP:  45  Atk:  24  Def:  24  Spc:  29  Spe:  23
 ~ Tackle, Growl, Leech Seed, Vine Whip
_________________________________________________________
Trainer: Rival           Version:       Y    Money: $ 595
---------------------------------------------------------
#021: Spearow     NRM / FLY  L18   223 Exp.
 Stats -  HP:  45  Atk:  29  Def:  18  Spc:  19  Spe:  33
 ~ Peck, Growl, Leer, Fury Attack
#027: Sandshrew   GRN        L15   298 Exp.
 Stats -  HP:  42  Atk:  30  Def:  32  Spc:  16  Spe:  19
 ~ Scratch, Sand-Attack
#019: Rattata     NRM        L15   183 Exp.
 Stats -  HP:  36  Atk:  24  Def:  17  Spc:  14  Spe:  29
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#133: Eevee       NRM        L17   334 Exp.
 Stats -  HP:  48  Atk:  26  Def:  24  Spc:  29  Spe:  26
 ~ Tackle, Tail Whip, Sand-Attack, Growl
_________________________________________________________

Up first is your Rival's highest level Pokemon--a Flying type. You could
ThunderShock it to death with Pikachu, but Geodude can do a better job with
Rock Throw AND is resistant to both Pidgeotto's and Spearow's moves. Next up in
Red and Blue is Abra, who cannot do anything (Teleport does nothing in Trainer
battles), so use him to get your weakest Pokemon a few good Exp.

In Yellow you get Sandshrew, and you can Vine Whip him into oblivion with your
spanking-new Bulbasaur or just Confusion with Butterfree. Rattata's next up and
is the same as always but with Hyper Fang, a fairly deadly move at this point.
Geodude resists it and it will do laughable damage, so Rock Throw again. Mankey
can also Low Kick it but needs to watch out for Hyper Fang.

Finally, we come to the starters. Charmander drops to Rock Throw from Geodude
and has nothing effective to fire back with, or if you taught Water Gun to
anything it'll fall to that. Keep Geodude away from Squirtle and Bulbasaur
though, because they'll waste him with their 4x super-effective moves! Squirtle
drops to ThunderShock from Pikachu, the only super-effective move we have at
the moment. Bulbasaur falls to Peck from Spearow and Eevee can either face
Geodude with Rock Throw or Mankey with Low Kick. It has no good moves against
Geodude. Watch out for repeated Sand-Attacks that will lower Rock Throw's
already shaky accuracy, though.
___

All things considered, that was fairly easy, right? Drop back down to the Poke
Center in preparation for a journey along Route 24. When you're done, come back
to where you fought your Rival and continue on north.
_________________________________________________

[12] Route 24                  Encounter Rate: 25
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Gift from boy at top of Route 24: -------------
#004: Charmander  FIR        -  -  Y   --      10
- Tall Grass: -----------------------------------
#010: Caterpie    BUG        -  B  -   20%      7
#011: Metapod     BUG        -  B  -   20%      8
#013: Weedle      BUG / PSN  R  -  -   20%      7
#014: Kakuna      BUG / PSN  R  -  -   20%      8
#016: Pidgey      NRM / FLY  R  B      20%  12-13
                                   Y   29%  13-17
#017: Pidgeotto   NRM / FLY  -  -  Y    1%     17
#043: Oddish      GRS / PSN  R  -      25%  12-14
                                   Y   30%  12-14
#048: Venonat     BUG / PSN  -  -  Y   10%  13-16
#063: Abra        PSY        R  B  -   15%   8-12
#069: Bellsprout  GRS / PSN  -  B      25%  12-14
                                   Y   30%  12-14
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#054: Psyduck     WTR        R  B  -   33%     15
#098: Krabby      WTR        R  B  -   33%     15
#118: Goldeen     WTR        R  B      34%     15
                                   Y   90%  20-30
#119: Seaking     WTR        -  -  Y   10%     30
_________________________________________________

New Items
---------
[ ] Nugget  [ ] TM45 (Thunder Wave)

New Pokemon
-----------
[ ] Charmander (Y)  [ ] Oddish (RY)  [ ] Venonat (Y)  [ ] Abra (RB)
[ ] Bellsprout (BY)

- Recommended Party Avg. Level: 16

Just head up the bridge and fight the five trainers.
_________________________________________________________
Trainer: Bug Catcher     Version: R  B  Y    Money: $ 140
---------------------------------------------------------
#010: Caterpie    BUG        L14   159 Exp.
 Stats -  HP:  38  Atk:  15  Def:  17  Spc:  12  Spe:  19
 ~ Tackle, String Shot
#013: Weedle      BUG / PSN  L14   156 Exp.
 Stats -  HP:  37  Atk:  17  Def:  15  Spc:  12  Spe:  21
 ~ Poison Sting, String Shot
_________________________________________________________

Why hasn't he evolved them? Idiot. Peck, Ember and Rock Throw all work wonders,
as does Confusion on Weedle (just watch out for Poison Sting).
___
_________________________________________________________
Trainer: Lass            Version: R  B       Money: $ 210
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L14   165 Exp.
 Stats -  HP:  37  Atk:  20  Def:  18  Spc:  17  Spe:  22
 ~ Gust, Sand-Attack, Quick Attack
#029: Nidoran F   PSN        L14   177 Exp.
 Stats -  HP:  41  Atk:  20  Def:  21  Spc:  18  Spe:  18
 ~ Growl, Tackle, Scratch, Poison Sting
_________________________________________________________
Trainer: Lass            Version:       Y    Money: $ 210
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L14   165 Exp.
 Stats -  HP:  37  Atk:  20  Def:  18  Spc:  17  Spe:  22
 ~ Gust, Sand-Attack, Quick Attack
#029: Nidoran F   PSN        L14   177 Exp.
 Stats -  HP:  41  Atk:  20  Def:  21  Spc:  18  Spe:  18
 ~ Growl, Tackle, Scratch, Double Kick
_________________________________________________________

Pidgey falls to ThunderShock and Rock Throw. In Red/Blue, Nidoran has Poison
Sting so be wary if you use Butterfree, and in Yellow she has Double Kick so be
wary with Geodude. Confusion works best.
___
_________________________________________________________
Trainer: Youngster       Version: R  B  Y    Money: $ 210
---------------------------------------------------------
#019: Rattata     NRM        L14   171 Exp.
 Stats -  HP:  34  Atk:  23  Def:  17  Spc:  14  Spe:  27
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#023: Ekans       PSN        L14   186 Exp.
 Stats -  HP:  36  Atk:  24  Def:  19  Spc:  18  Spe:  22
 ~ Wrap, Leer, Poison Sting
#041: Zubat       PSN / FLY  L14   162 Exp.
 Stats -  HP:  37  Atk:  20  Def:  17  Spc:  18  Spe:  22
 ~ Leech Life, Supersonic
_________________________________________________________

Nothin' you haven't dealt with before. Low Kick/Rock Throw for Rattata,
Confusion for Ekans (beware Poison Sting!) and either ThunderShock, Confusion
or Rock Throw for the bat.
___
_________________________________________________________
Trainer: Lass            Version: R  B       Money: $ 240
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L16   187 Exp.
 Stats -  HP:  41  Atk:  22  Def:  20  Spc:  18  Spe:  25
 ~ Gust, Sand-Attack, Quick Attack
#029: Nidoran F   PSN        L16   201 Exp.
 Stats -  HP:  46  Atk:  22  Def:  24  Spc:  20  Spe:  20
 ~ Growl, Tackle, Scratch, Poison Sting
_________________________________________________________
Trainer: Lass            Version:       Y    Money: $ 240
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L16   187 Exp.
 Stats -  HP:  41  Atk:  22  Def:  20  Spc:  18  Spe:  25
 ~ Gust, Sand-Attack, Quick Attack
#029: Nidoran F   PSN        L16   201 Exp.
 Stats -  HP:  46  Atk:  22  Def:  24  Spc:  20  Spe:  20
 ~ Growl, Tackle, Scratch, Double Kick
_________________________________________________________

Same as the Lass before, only two levels higher. ThunderShock/Rock Throw for
Pidgey and Confusion/Rock Throw for Nidoran.
___
_________________________________________________________
Trainer: Jr.Trainer M    Version: R  B       Money: $ 210
---------------------------------------------------------
#056: Mankey      FGT        L18   285 Exp.
 Stats -  HP:  45  Atk:  37  Def:  20  Spc:  20  Spe:  33
 ~ Scratch, Leer, Karate Chop
_________________________________________________________
Trainer: Jr.Trainer M    Version:       Y    Money: $ 210
---------------------------------------------------------
#056: Mankey      FGT        L18   285 Exp.
 Stats -  HP:  45  Atk:  37  Def:  20  Spc:  20  Spe:  33
 ~ Scratch, Leer, Low Kick, Karate Chop
_________________________________________________________

Fighting types fall to Psychic and Flying type moves, and we have both.
Butterfree works wonders and Spearow is fairly decent too, though he takes
neutral damage from Fighting attacks (Low Kick) whereas Butterfree is 4x
resistant to them.
___

There is a sixth trainer at the end who will hand over a --an item
which has no use outside of selling for $5000--and then challenge you to a
fight, revealing the group to be a bunch of Rockets. Funnily enough, you can
fight and lose to this guy many times for multiple Nuggets but at this point
you should be finding it hard to lose. Eventually you'll tire of this (I never
even bothered) so step up and take the Rocket challenge.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 450
---------------------------------------------------------
#023: Ekans       PSN        L15   198 Exp.
 Stats -  HP:  37  Atk:  25  Def:  20  Spc:  19  Spe:  23
 ~ Wrap, Leer, Poison Sting
#041: Zubat       PSN / FLY  L15   172 Exp.
 Stats -  HP:  39  Atk:  21  Def:  17  Spc:  19  Spe:  23
 ~ Leech Life, Supersonic, Bite
_________________________________________________________

Hmph. So much for a challenge. Two L15 Pokemon? Sigh. Confusion for Ekans or
Rock Throw if you fear Poison Sting, and either ThunderShock, Confusion or Rock
Throw for Zu'.
___

And that's that for Nugget Bridge. Well, whatever. Yellow players can get their
Charmander now. Talk to the boy at the top of the hill to get him. Also, next
to him is an item ball with  (Thunder Wave) inside. TM45 is one-of-a-
kind, so keep hold of it if you want.

 - Rating: ***
Charmander is going to require a fair bit of grinding to fit in with the rest
of your team if you want to use him, so I'd start by roasting some nearby Grass
types, which might prove difficult at such a low level. He can evolve into a
fearsome fighter but there are better options out there. For a major power
boost he can use the useful Dig TM which you'll be getting soon.

Next up, it's Pokemon catching time. Head into the grass to your left--but DO
NOT talk to the trainer here yet.

 - Rating: **
First up is Oddish, available in Red and Yellow. If you didn't pick up a
Butterfree earlier (???) then you might want to consider one for learning Sleep
Powder at L19. Otherwise, don't bother. Pokedex fodder.

 - Rating: ****
The Blue version counterpart is Bellsprout, who is also available in Yellow.
Totally superior to Oddish in every way, it has better stats and learns the
best Grass move--Razor Leaf. It gets Sleep Powder at L18 as well. Grab one if
you're dying for a decent Grass type and don't have Bulbasaur/Ivysaur--it'll
provide some great support for the upcoming gym.

 - Rating: **
Yellow players are exclusively entitled to a Venonat. Venonat and his evolution
are basically better Butterfrees with higher stats, except it takes a lot
longer to learn the moves like Psybeam. Since we're getting rid of 'Free soon
anyway (well, I am), it's best to give this one a miss.

 - Rating: **** (Kadabra)
       - Rating: ***** (Alakazam)
Finally we come to Abra, which is about the closest thing to a God Pokemon in
this game if you have the capability to trade. Abra's final evolution,
Alakazam, will tear holes in the opposition. At this point in the game, the
only thing holding Alakazam back from shredding teams apart is the eventual
lack of PP. It has a hideously powerful Special stat (base 135!) and a
fantastic Speed stat (base 120) and comes as early as L16. This thing will
absolutely run circles around the rest of your team for quite a while yet. Yep,
it is game-breakingly strong.

The downsides are that Abra will be a pain to catch because it Teleports away
on its first available turn, without fail. Put it to Sleep to have a much
better chance of catching it. It also learns no attacking moves until it
evolves at L16 and cannot fully evolve without being traded. If you can trade--
get one. If not, get one anyway--one evolution is still very powerful. As of
now it is only available in Red and Blue, but Yellow players can get one very
soon. Red and Blue players should catch a spare Abra to trade for a Mr. Mime
later on.

Basically, grab everything you don't have so far and consider Bellsprout (if
you don't have Bulbasaur) and Abra for your team. Level Abra to L16 for a
powerful Kadabra, then, if you can, trade and trade back with a friend for an
Alakazam, an absolute monstrosity.

In Yellow, if you want to train up Charmander and ditch Spearow, then train on
Oddish, Venonat and Bellsprout, who will all fall to an Ember or two... or
three. Or four. Whatever, as long as they die. If you've still got Spearow,
Peck 'em to death.

After you've trained/caught/whatever, I think it's time for a Box change.
Basically, Pokemon belong to Boxes in your PC, and when one becomes full you
can't catch any more Pokemon. Each Box can hold 20 Pokemon, and you should get
in the habit of changing Boxes just before you hit 20--at about 15 or so. At
the Poke Center, access Someone's PC and change Box, probably to Box 2 or
something. Done and dusted.

Also, you'll probably want to ditch some items, since you can only hold 20 in
your Bag. Deposit items in Your PC for safekeeping. Keep Potions, Poke/Great
Balls, Escape Ropes, Repels and any status recovery items such as Antidotes.
Sell the Nugget.

Whilst you're here, you might as well get some Poke Balls too. Bring the total
up to 10, maybe even 15. More if you're gonna go for Mew, because he's a tricky
******* (whatsit) to catch.
___

The Mew Glitch (Red/Blue only--Yellow can get theirs soon)

What's that? Yes, it's true--through use of an in game glitch, you can obtain
the secret legendary Pokemon, Mew. This is by far the easiest way to get it
(although you can still get one later, if you decide against it now), so
prepare yourself for this entirely optional method for obtaining two Mews.
Yellow players will have to wait for an Abra.

NOTE: I'm pretty sure this won't screw up your save, but it might, so be
warned. I've done it countless times successfully.

Head to Route 24, just above the Nugget Bridge above Cerulean City. Do NOT
fight the trainer hiding in the grass to the left. Now save your game. This
isn't necessary, but recommended. Take careful note of where this trainer is in
the grass and position yourself off-screen such that if you walk down by one
square, he will notice you and challenge you to battle.

Take one step down and simultaneously press Start. You should now be in his
eyesight with the Pause menu displayed. Use Abra to Teleport to Cerulean City,
and you'll notice the guy has the exclamation mark pop up over his head, but
you get lost too quickly for him to catch you. When you arrive in Cerulean
City, your buttons won't work, except movement buttons. This is normal. Enter
Cerulean Gym and battle the Swimmer you see here.

(If you're interested in an instant (cheap) L100 Mew with low stats for a L100
and no natural moves, follow this optional step: Use Growl six times against
his Shellder. Make sure that Growl connects and lowers Shellder's attack six
times)

Waste his Pokemon. They are Horsea and Shellder at L16 and will fall to
Electric and Grass attacks. Leave the Gym and head up Nugget Bridge. The Pause
Menu will display of its own accord, and if you press B now, Mew will appear.
It sounds like a massive hoax, but it works. Mew will be L7 (+/- one level for
each attack modifier on it--If you used Growl six times, the attack modifier
will be -6, making Mew L1).


Mew's a bit broken, in that it possesses the best type in the game, has 100
base stats across the board and can learn every single TM in the game. Yeah,
he's just too powerful to even rank--rest assured it's at least five stars.

It will be a git to catch, but stick with it. Use Sleep-inducing moves if you
have some.

(If you DID make it L1, give it a very low amount of Exp. (less than 54) and it
will skyrocket to L100 due to the way the game's code for Exp. works)

I'd recommend not battling the trainer we scampered from for the entirety of
the game, since he can be used this way to exploit a more advanced version of
this glitch, known as the Ditto Glitch, which allows you to catch ANY Pokemon
on ANY version.

That's all for now. I'll keep you posted as the adventure progresses. Also, I'm
going to write this guide assuming you DON'T have Mew in your main team so that
it's fair to those who don't use the glitch, but you can have him in your team
by all means. Not that you'll need battle strategy with a L100 Mew anyway,
since it learns every TM and HM in the game and will murder EVERYTHING in
sight.

We can get another Mew shortly. I'd use the weaker of the two as a HM slave, if
you want--stick all your HM moves on it later in the game, since it can learn
them all.
___

If you're not interested in the Mew Glitch or the Ditto Glitch, then by all
means fight the trainer in the grass. I keep him free so I can activate the
glitch whenever I want and he's convenient to remember, but if you must fight
him...
_________________________________________________________
Trainer: Jr.Trainer M    Version: R  B  Y    Money: $ 280
---------------------------------------------------------
#019: Rattata     NRM        L14   171 Exp.
 Stats -  HP:  34  Atk:  23  Def:  17  Spc:  14  Spe:  27
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#023: Ekans       PSN        L14   186 Exp.
 Stats -  HP:  36  Atk:  24  Def:  19  Spc:  18  Spe:  22
 ~ Wrap, Leer, Poison Sting
_________________________________________________________

Rock Throw/Low Kick the rat and Confusion the snake unless you fear super-
effective Poison, in which case you use Rock Throw. Done.
___

When you're done, head back up Route 24 and head east on to Route 25.
_________________________________________________

[13] Route 25                  Encounter Rate: 15
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Tall Grass: -----------------------------------
#010: Caterpie    BUG        R     -    1%      8
                                B  -   20%      8
#011: Metapod     BUG        R     -    4%      7
                                B  -   20%      9
#013: Weedle      BUG / PSN  R     -   20%      8
                                B  -    1%      8
#014: Kakuna      BUG / PSN  R     -   20%      9
                                B  -    4%      7
#016: Pidgey      NRM / FLY  R  B      15%     13
                                   Y   29%  13-17
#017: Pidgeotto   NRM / FLY  -  -  Y    1%     17
#043: Oddish      GRS / PSN  R  -      25%  12-14
                                   Y   30%  12-14
#048: Venonat     BUG / PSN  -  -  Y   10%  13-16
#063: Abra        PSY        R  B  -   15%  10-12
#069: Bellsprout  GRS / PSN  -  B      25%  12-14
                                   Y   30%  12-14
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#054: Psyduck     WTR        R  B  -   33%     15
#098: Krabby      WTR        R  B      33%     15
                                   Y   70%  10-15
#099: Kingler     WTR        -  -  Y   30%  15-25
#118: Goldeen     WTR        R  B  -   34%     15
_________________________________________________

New Items
---------
[ ] Elixer (H)  [ ] TM19 (Seismic Toss)  [ ] Ether (H)

- Recommended Party Avg. Level: 17

When you first enter Route 25, head up towards the patch of grass (just above
the downward-facing ledge) and fight the Hiker here.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 525
---------------------------------------------------------
#066: Machop      FGT        L15   282 Exp.
 Stats -  HP:  48  Atk:  31  Def:  22  Spc:  17  Spe:  17
 ~ Karate Chop
#074: Geodude     RCK / GRN  L15   276 Exp.
 Stats -  HP:  39  Atk:  31  Def:  37  Spc:  16  Spe:  13
 ~ Tackle, Defense Curl
_________________________________________________________

Machop is one we haven't come across yet but it's a pure Fighting type, meaning
it falls to Peck from Spearow or Fearow if it's hit L20. Either that or
Confusion from Butterfree, Kadabra (evolve Abra at L16) or Alakazam (evolve
Kadabra by trading). Any of those will waste it with ease. Geodude bites an
aforesaid Confusion, especially from 'Zam, and can otherwise eat Vine Whip from
Bulbasaur/Ivysaur and Bellsprout or a Water Gun from Squirtle/Wartortle.
___

After defeating the Hiker, head north into the gap between the mountainside and
the two trees and examine the north wall for a hidden . Yes, that is
how it's spelt in this game. You can battle around in the grass now for Pokemon
if you want, but they're essentially the same as Route 24, so maybe not. A bit
to the south and then east is another Hiker.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 595
---------------------------------------------------------
#095: Onix        RCK / GRN  L17   393 Exp.
 Stats -  HP:  41  Atk:  23  Def:  62  Spc:  17  Spe:  31
 ~ Tackle, Screech, Bind
_________________________________________________________

Confusion from Butterfree or the Abra family tree, Vine Whip from Ivysaur or
Bellsprout and friends or Water Gun from Wartortle. Done.
___

To the north resides a Youngster keen on battle.
_________________________________________________________
Trainer: Youngster       Version: R  B  Y    Money: $ 225
---------------------------------------------------------
#019: Rattata     NRM        L15   183 Exp.
 Stats -  HP:  36  Atk:  24  Def:  17  Spc:  14  Spe:  29
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#021: Spearow     NRM / FLY  L15   186 Exp.
 Stats -  HP:  39  Atk:  25  Def:  16  Spc:  16  Spe:  28
 ~ Peck, Growl, Leer, Fury Attack
_________________________________________________________

Rock Throw on Rattata or Low Kick with Mankey in Yellow perhaps. Spearow falls
to Rock Throw or ThunderShock.
___

Be careful of the next Youngster you see. You can perform the Mew glitch on
this guy as well--just follow the steps above, except when I say 'waste the guy
in Cerulean Gym' I now mean take out this Youngster, who has a L17 Slowpoke.
It'll quickly bite the dust to Electric and Grass attacks.

This is what you're up against. Yellow players would do well to avoid this
confrontation if they want a Mew or two on their hands later.
_________________________________________________________
Trainer: Youngster       Version: R  B  Y    Money: $ 255
---------------------------------------------------------
#079: Slowpoke    WTR / PSY  L17   360 Exp.
 Stats -  HP:  60  Atk:  30  Def:  29  Spc:  21  Spe:  12
 ~ Confusion
_________________________________________________________

Electric and Grass attacks i.e. ThunderShock and Vine Whip will make mincemeat
out of Slowpoke. Just be careful when using Grass types if they're part Poison
since Confusion will put a dent in them. Pikachu it is, then.
___

After defeating him (or not), press on south to find a Lass.
_________________________________________________________
Trainer: Lass            Version: R  B       Money: $ 225
---------------------------------------------------------
#032: Nidoran M   PSN        L15   192 Exp.
 Stats -  HP:  41  Atk:  24  Def:  19  Spc:  19  Spe:  22
 ~ Leer, Tackle, Horn Attack, Poison Sting
#029: Nidoran F   PSN        L15   189 Exp.
 Stats -  HP:  43  Atk:  21  Def:  23  Spc:  19  Spe:  19
 ~ Growl, Tackle, Scratch, Poison Sting
_________________________________________________________
Trainer: Lass            Version:       Y    Money: $ 225
---------------------------------------------------------
#032: Nidoran M   PSN        L15   192 Exp.
 Stats -  HP:  41  Atk:  24  Def:  19  Spc:  19  Spe:  22
 ~ Leer, Tackle, Horn Attack, Double Kick
#029: Nidoran F   PSN        L15   189 Exp.
 Stats -  HP:  43  Atk:  21  Def:  23  Spc:  19  Spe:  19
 ~ Growl, Tackle, Scratch, Double Kick
_________________________________________________________

Confusion will totally **** (mess) them up. If, for some reason, you use
Butterfree instead of Kadabra or Alakazam, be careful of Poison Sting in
Red/Blue.
___

A few paces east is a Hiker awaiting a swift defeat.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 455
---------------------------------------------------------
#074: Geodude     RCK / GRN  L13   238 Exp.
 Stats -  HP:  35  Atk:  28  Def:  33  Spc:  14  Spe:  12
 ~ Tackle, Defense Curl
#074: Geodude     RCK / GRN  L13   238 Exp.
 Stats -  HP:  35  Atk:  28  Def:  33  Spc:  14  Spe:  12
 ~ Tackle, Defense Curl
#066: Machop      FGT        L13   244 Exp.
 Stats -  HP:  43  Atk:  28  Def:  20  Spc:  16  Spe:  16
 ~ Karate Chop
#074: Geodude     RCK / GRN  L13   238 Exp.
 Stats -  HP:  35  Atk:  28  Def:  33  Spc:  14  Spe:  12
 ~ Tackle, Defense Curl
_________________________________________________________

You could Confuse them all up and win, or Confuse/Peck Machop and Vine
Whip/Water Gun the rest. Your choice.
___

For the next item, TM19, you can wait until you have Cut or convince the next
trainer to move. Note where he is, then position yourself as far south of him
as you can so that he walks out towards you, leaving a gap behind him which you
can use to access the item.
_________________________________________________________
Trainer: Jr.Trainer M    Version: R  B  Y    Money: $ 280
---------------------------------------------------------
#019: Rattata     NRM        L14   171 Exp.
 Stats -  HP:  34  Atk:  23  Def:  17  Spc:  14  Spe:  27
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#023: Ekans       PSN        L14   186 Exp.
 Stats -  HP:  36  Atk:  24  Def:  19  Spc:  18  Spe:  22
 ~ Wrap, Leer, Poison Sting
_________________________________________________________

Same old same old. Rock Throw the rat, Confusion the snake. Beware Poison,
yadda yadda yadda...
___

Okay, now head up into the gap behind him to nab  (Seismic Toss), a
Fighting move which does fixed damage equal to your current level. It's an
utter waste at this point, but hold on to it for later perhaps. By the way, the
damage doesn't rack up with super-effectiveness and whatnot. In RBY, it even
hits Ghost types. A bit east and north is another trainer.
_________________________________________________________
Trainer: Youngster       Version: R  B  Y    Money: $ 210
---------------------------------------------------------
#027: Sandshrew   GRN        L14   279 Exp.
 Stats -  HP:  40  Atk:  28  Def:  31  Spc:  15  Spe:  18
 ~ Scratch, Sand Attack
#023: Ekans       PSN        L14   186 Exp.
 Stats -  HP:  36  Atk:  24  Def:  19  Spc:  18  Spe:  22
 ~ Wrap, Leer, Poison Sting
_________________________________________________________

Confusion on Ekans. Vine Whip or Water Gun on Sandshrew. Either that or
Alakazam > all.
___

And a tad more east pits you against the last trainer of the route. Weyhey!
_________________________________________________________
Trainer: Lass            Version: R  B  Y    Money: $ 195
---------------------------------------------------------
#043: Oddish      GRS / PSN  L13   216 Exp.
 Stats -  HP:  36  Atk:  20  Def:  21  Spc:  26  Spe:  14
 ~ Absorb
#016: Pidgey      NRM / FLY  L13   153 Exp.
 Stats -  HP:  35  Atk:  19  Def:  17  Spc:  16  Spe:  21
 ~ Gust, Sand-Attack, Quick Attack
#043: Oddish      GRS / PSN  L13   216 Exp.
 Stats -  HP:  36  Atk:  20  Def:  21  Spc:  26  Spe:  14
 ~ Absorb
_________________________________________________________

Peck, Ember or Confusion. Avoid using the 'Dude, except for Pidgey. Also
consider Pikachu for him.
___

Well, we're done as far as trainers are concerned, unless you're in Yellow and
going for the Mew Glitch, but whatever. In the fence--one square to the top
right of the lass you just fought--is a hidden . Enter the house to your
right afterwards.
_________________________________________________

[14] Sea Cottage
_________________________________________________

New Items
---------
[ ] S.S. Ticket

- Recommended Party Avg. Level: 18

This is Bill's house. He's a Pokemaniac but the real reason we're here is to
continue the storyline. So go into the house, talk to the Pokemon (?) there and
when Bill asks you to, run the Cell Separation thingy on the PC. Bill will
emerge, so talk to him for a thank you and he'll hand you over the
. Sweet.

Leave Bill's cottage. If you want, you can re-enter and look and the PC again
to see Bill's favourite Pokemon--Eevee and his evolutions. Their 'Seen' data
will be added to the Pokedex if you do. There's nothing more to do here, so we
might as well leave. From Bill's cottage, head south past to two symmetrical
ponds and then head left, taking a very narrow route back to Cerulean City.
_____________

Cerulean City
_____________

New Items
---------
[ ] TM28 (Dig)

- Recommended Party Avg. Level: 18

You'll end up near the house that has been robbed. You might notice that the
policewoman out front has stepped aside, allowing you entrance. Head back to
the Poke Center if you need to, but come back here when you're done. Pass
through the house and take the exit at the rear to find the culprit in the back
yard. Take him on!
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 510
---------------------------------------------------------
#066: Machop      FGT        L17   319 Exp.
 Stats -  HP:  53  Atk:  35  Def:  24  Spc:  19  Spe:  19
 ~ Karate Chop
#096: Drowzee     PSY        L17   370 Exp.
 Stats -  HP:  50  Atk:  24  Def:  23  Spc:  38  Spe:  22
 ~ Pound, Hypnosis, Disable, Confusion
_________________________________________________________

Okay. Machop shouldn't be too much of a problem if you Confusion him, just make
sure it kills him because Kadabra/Alakazam and Butterfree cannot afford to be
hit by a critical hit Karate Chop. It's Drowzee that's the difficult one:
Disable makes one of your moves unusable for a set time, Pound is nothing to
worry about, Hypnosis will put you to sleep and you've seen the devastating
effects of Confusion. Just use a high level Pokemon with strong moves because
there's nowt that's super-effective against Psychics in RBY (nothing good,
anyway).

If your starter is a high level, use him (unless it's Ivysaur, who is weak to
Confusion). Geodude is slow and will be hit hard by Confusion and crippled by
Hypnosis, Butterfree won't be doing much with a not very effective Confusion
and neither will Kadabra and co. So, use Pikachu, Charmeleon or Wartortle to
bring home the bacon, as long as they're up to par level-wise. If they get put
to sleep, either wait it out and get wailed on by his attacks, or switch out to
another capable team member, such as Fearow, potentially. Good luck--this is
your first taste of the power of Psychic types in this game.
___

Once you beat him, he'll flee and leave you with  (Dig) in his haste. Dig
is a powerful two-turn Ground move that works against the shoddy AI but won't
serve you too well in competitive matches. Candidates include Sandshrew (if you
have one), Geodude (but he learns Earthquake which is much better), Squirtle
(probably unnecessary, but whatever) and Charmeleon (but he doesn't get STAB).
Oh, and it gets you out of dungeons, just like an Escape Rope. So, give it to
whoever you want. It's a unique item though, so it'll be gone forever if you
use it up now.

Red/Blue players can take on Misty now, as can Yellow players if they want, but
I'm going to run through getting an Abra and a Mew, just for Yellow players,
okay? Actually, Misty could be fought as soon as you reached Cerulean, but I
thought that you'd want to train up a bit beforehand, since her Starmie is
murderous.

Time to head to Route 5 for your Abra, Yellow players. Red and Blue players
might as well tag along for the ride to grab a new Pokemon too. From where you
are after having battled the Rocket, head east some ways and then down between
the two houses to end up next to the gym. The path to the right leads to Route
9, but we can't go that way yet. Head south down the east path--i.e. don't jump
over the ledge on the left or you'll have to circle around this way again. Head
south and follow the path round to the west until you reach downward ledge.
Jump over that to get to the grassy sections of Route 5.
_________________________________________________

[15] Route 5                   Encounter Rate: 15
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Trade a Nidoran M in Underground Path house: --
#029: Nidoran F   PSN        R  B  -   --   Trade
- Trade for Cubone in Underground Path house: ---
#067: Machoke     FGT        -  -  Y   --   Trade
- Tall Grass: -----------------------------------
#016: Pidgey      NRM / FLY  R  B      40%  13-16
                                   Y   40%  15-17
#017: Pidgeotto   NRM / FLY  -  -  Y    5%     17
#019: Rattata     NRM        -  -  Y   30%  14-16
#039: Jigglypuff  NRM        -  -  Y   10%    3-7
#043: Oddish      GRS / PSN  R  -  -   35%  13-16
#052: Meowth      NRM        -  B  -   25%  10-16
#056: Mankey      FGT        R  -  -   25%  10-16
#063: Abra        PSY        -  -  Y   15%      7
#069: Bellsprout  GRS / PSN  -  B  -   35%  13-16
_________________________________________________

New Pokemon
-----------
[ ] Jigglypuff (Y)  [ ] Mankey (R)  [ ] Meowth (B)  [ ] Abra (Y)

- Recommended Party Avg. Level: 18

Yellow players, mope around in the grass and catch yourself an Abra. Sleep
Powder it or you'll lose it. You should also nab a Jigglypuff. Red and Blue
players get a version exclusive here:

 - Rating: **
Mankey in Red. A decent fighter but not amazing compared to other Pokemon.
Learns Dig by TM and gets some decent physical TMs later on, but evolves late
and doesn't have great moves for the moment.

 - Rating: ***
Meowth in Blue. A great competitive battler with the right move investment,
much like Sandshrew, but we don't have too many TMs and its primary move,
Slash, doesn't arrive until L44. Learns some good TMs later though.

Okay Yellow players--now that you have an Abra, you're free to get two Mews.
Follow the steps above--the trainers to remember are the Swimmer in Cerulean
Gym and the Slowpoke kid on Route 25. Get started. Once you're done, head back
to Cerulean.
_____________

Cerulean City
_____________

New Items
---------
[ ] TM11 (BubbleBeam)

- Recommended Party Avg. Level: 19

Okay, time to get to work on what I've put off for so long. Once you're done
here, you'll have to ledge-hop all the way down and then trudge around all the
way back up to Cerulean to face the next Gym leader. Let's do it. Rest up via
the Poke Center, then head to the Gym. Misty is just round the corner so it's
time for another team evaluation I think.
___

My Team

Pikachu     L21 ~ ThunderShock, Thunder Wave, Quick Attack, Slam
Butterfree  L16 ~ Confusion, PoisonPowder, Stun Spore, Sleep Powder
Fearow      L20 ~ Peck, Growl, Leer, Fury Attack
Geodude     L18 ~ Tackle, Defense Curl, Rock Throw, Mega Punch
Ivysaur     L16 ~ Tackle, Growl, Leech Seed, Vine Whip
Alakazam    L16 ~ Teleport, Confusion

You'll probably want your Grass Pokemon a bit higher levelled to battle Misty's
Starmie, since Grass is the only thing we have which resists Water (besides
Water itself). Pikachu would also be better off at a higher level--it doesn't
resist Water moves so it'll bite the dust quicker. If you can't get Ivysaur,
I'd highly recommend a Weepinbell, Bellsprout's evolution. Sleep Powder and
Vine Whip should work well against Starmie.

Basically, we need a good Grass type and a decent backup Electric type. For
those without a Grass type, you'll have to make do with what you've got and
plonk a few extra levels on top.
___

Head into Cerulean Gym.

Misty's Gym is based on Water Pokemon, so make sure you're packing good
Electric and Grass types, namely Pikachu for the former and Ivysaur/Weepinbell
for the latter.

The first trainer you'll encounter here is a Swimmer, though if you did the Mew
Glitch on him you won't have to face him, obviously. You can avoid him if you
want, but why bother? Just think about that yummy delicious Exp. Hmmm... Exp...
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $  80
---------------------------------------------------------
#116: Horsea      WTR        L16   283 Exp.
 Stats -  HP:  38  Atk:  20  Def:  29  Spc:  29  Spe:  26
 ~ Bubble
#090: Shellder    WTR        L16   331 Exp.
 Stats -  HP:  38  Atk:  28  Def:  39  Spc:  21  Spe:  20
 ~ Tackle, Withdraw
_________________________________________________________

Laughable. Both Pokemon are incredibly weak. ThunderShock or Vine Whip will
finish them.
___

Then walk up towards Misty and you'll encounter this feisty female.
_________________________________________________________
Trainer: Jr.Trainer F    Version: R  B  Y    Money: $ 380
---------------------------------------------------------
#118: Goldeen     WTR        L19   451 Exp.
 Stats -  HP:  49  Atk:  33  Def:  30  Spc:  27  Spe:  31
 ~ Peck, Tail Whip, Supersonic
_________________________________________________________

It has no Water attacks and one Flying attack, so pass on the Grass Pokemon and
use Pikachu instead, who resists Flying moves. ThunderShock, ThunderShock.
Supersonic, if it hits, will annoy you with confusion status, so perhaps switch
out if this happens to Geodude or something that also resists Peck.
___

Okay, head back to the Poke Center and perhaps grab some Potions because Misty
is no joke. Be sure to save beforehand.
_________________________________________________________
Trainer: Misty           Version: R  B  Y    Money: $2079
---------------------------------------------------------
#120: Staryu      WTR        L18   408 Exp.
 Stats -  HP:  41  Atk:  24  Def:  27  Spc:  33  Spe:  38
 ~ Tackle, Water Gun
#121: Starmie     WTR        L21   931 Exp.
 Stats -  HP:  59  Atk:  40  Def:  44  Spc:  50  Spe:  56
 ~ Tackle, Water Gun, Harden, BubbleBeam
_________________________________________________________

Staryu's not even worth talking about--if you have trouble with that, then
Starmie will absolutely demolish your team. It's a ferocious Special attacker
with fearsome Speed, a tough set of Water moves, and to top that all off, Misty
will pump it with X Defend and it will use Harden on itself.

Advice: Don't bring out your best Pokemon against Staryu. Any amount of
weakening done to your best Pokemon lowers its chances of being able to take on
Starmie. I assume you're using Ivysaur/Weepinbell to take on Starmie, so
Pikachu will do fine against Staryu.

Good, now that that's out of the way we can focus on the main attraction. If
you have Weepinbell, you're set--Sleep Powder + Vine Whip = win. Ivysaur will
do just as well, though it can't put things to sleep (yet). You might want to
keep ThunderShocking with Pikachu until Pikachu dies, just to soften Starmie up
for a major beat down by your Grass type (that's what I did).  Red players with
Wartortle or Charmeleon are going to have the hardest time without any decent
Grass Pokemon. The best I can advise is to use Sleep Powder with Butterfree and
then Shock with Pikachu, switching back when it wakes up. If you can't win this
way, gain a few levels and come back. That's all there is.
___

Yummy rewards in store include the CascadeBadge,  (BubbleBeam) and some
money. The CascadeBadge gives you the power to control traded Pokemon at L30
and under (previously the cap was L10) and the ability to use Cut outside of
battle. Neat. BubbleBeam is worth teaching to your Water Pokemon if you want to
use it up now and not wait for the Missingno. Glitch. So, if you want, teach
away.

Okay, time to move on. Heal up at the Poke Center, then head around that
strange wacky way through the burgled house out of Cerulean towards the south
to Route 5 again.
_______

Route 5
_______

- Recommended Party Avg. Level: 20

If you decide to ledge hop here down the middle path, you'll pass the Day Care
Center, a place where you can leave one Pokemon for a small fee to gain 1 Exp.
per step you take. Sounds okay and it's fairly cheap, but the Pokemon in here
will automatically delete the fourth move in their list to make way for new
ones and will never evolve until they're out again. Verdict? Only use for weak
Pokemon that need Exp. like Magikarp and keep an eye on their levels very
closely. By the way, the fee is $100 plus $100 for every level the Pokemon
gains, due upon collection of said Pokemon.

Head to the south and enter the little building to the east, because the guards
won't let you through to Saffron City in the big building to the south. In the
small house here are a set of stairs leading to the Underground Path and a girl
here who will offer to trade a Nidoran F for a Nidoran M in Red/Blue, but
that's fairly pointless.

Cubone for Machoke in Yellow is much better as Machoke will evolve upon being
traded into a very power Fighting Pokemon, Machamp. Excellent. I'll remind you
when we get a Cubone. Take the stairs here.
_________________________________________________

[16] Underground Path (5-6)
_________________________________________________

New Items
---------
[ ] Full Restore (H)  [ ] X Special (H)

- Recommended Party Avg. Level: 20

Two hidden items lurk in this Underground Path. The first resides two tiles to
the left of the stairs you just came through and is a . The
second item is farther down near the bottom. Starting from the tile to the
right of the bottommost stairs, move one tile right and six tiles up. Press A
to uncover your very own . That's all here. Take the bottom stairs
to exit the Underground Path. A nice short chapter for me.
_________________________________________________

[17] Route 6                   Encounter Rate: 15
                    Surfing Encounter Rate (Y): 3
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Tall Grass: -----------------------------------
#016: Pidgey      NRM / FLY  R  B      40%  13-16
                                   Y   40%  15-17
#017: Pidgeotto   NRM / FLY  -  -  Y    5%     17
#019: Rattata     NRM        -  -  Y   30%  14-16
#039: Jigglypuff  NRM        -  -  Y   10%    3-7
#043: Oddish      GRS / PSN  R  -  -   35%  13-16
#052: Meowth      NRM        -  B  -   25%  10-16
#056: Mankey      FGT        R  -  -   25%  10-16
#063: Abra        PSY        -  -  Y   15%      7
#069: Bellsprout  GRS / PSN  -  B  -   35%  13-16
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#090: Shellder    WTR        R  B  -   50%     15
#098: Krabby      WTR        R  B  -   50%     15
#118: Goldeen     WTR        -  -  Y  100%   5-20
- Surfing: --------------------------------------
#054: Psyduck     WTR        -  -  Y   95%     15
#055: Golduck     WTR        -  -  Y    5%  15-20
_________________________________________________

- Recommended Party Avg. Level: 20

Unfortunately, there's nothing new to catch here since the Pokemon in the grass
are EXACTLY the same as on Route 5. How boring. So yes, you've guessed it--
there're a few trainers to smash up before you arrive in Vermilion. Shall we
get started? Head to the west above the grassy patch and then take the south
path which cuts through said grass to encounter your first trainer.
_________________________________________________________
Trainer: Bug Catcher     Version: R  B  Y    Money: $ 160
---------------------------------------------------------
#013: Weedle      BUG / PSN  L16   177 Exp.
 Stats -  HP:  41  Atk:  19  Def:  17  Spc:  13  Spe:  23
 ~ Poison Sting, String Shot
#010: Caterpie    BUG        L16   181 Exp.
 Stats -  HP:  42  Atk:  17  Def:  18  Spc:  13  Spe:  21
 ~ Tackle, String Shot
#013: Weedle      BUG / PSN  L16   177 Exp.
 Stats -  HP:  41  Atk:  19  Def:  17  Spc:  13  Spe:  23
 ~ Poison Sting, String Shot
_________________________________________________________

You shouldn't really be having problems with unevolved Bug types now. Peck,
Ember, Rock Throw and Confusion, anyone?
___

To the south and then east along the grass-less path are a couple of trainers
itching to battle. Take them both down.
_________________________________________________________
Trainer: Jr.Trainer M    Version: R  B       Money: $ 400
---------------------------------------------------------
#007: Squirtle    WTR        L20   282 Exp.
 Stats -  HP:  50  Atk:  27  Def:  34  Spc:  28  Spe:  25
 ~ Tackle, Tail Whip, Bubble, Water Gun
_________________________________________________________
Trainer: Bug Catcher     Version:       Y    Money: $ 320
---------------------------------------------------------
#070: Weepinbell  GRS / PSN  L16   517 Exp.
 Stats -  HP:  49  Atk:  36  Def:  23  Spc:  34  Spe:  25
 ~ Vine Whip, Growth, Wrap, PoisonPowder
_________________________________________________________

Squirtle falls to Pikachu, Ivysaur and Weepinbell, one of which you should have
in Red and Blue. Weepinbell in Yellow falls to Ember, Peck or Confusion from
Charmeleon, Fearow and Kadabra/Alakazam/Butterfree respectively.
___
_________________________________________________________
Trainer: Jr.Trainer F    Version: R  B       Money: $ 320
---------------------------------------------------------
#019: Rattata     NRM        L16   195 Exp.
 Stats -  HP:  38  Atk:  25  Def:  18  Spc:  15  Spe:  30
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#025: Pikachu     ELE        L16   280 Exp.
 Stats -  HP:  39  Atk:  25  Def:  17  Spc:  23  Spe:  36
 ~ ThunderShock, Growl, Thunder Wave, Quick Attack
_________________________________________________________
Trainer: Jr.Trainer F    Version:       Y    Money: $ 400
---------------------------------------------------------
#104: Cubone      GRN        L20   372 Exp.
 Stats -  HP:  53  Atk:  28  Def:  46  Spc:  24  Spe:  22
 ~ Growl, Bone Club, Tail Whip, Headbutt
_________________________________________________________

Rattata falls to Low Kick from Mankey or just use Geodude for the nifty
resistance. Pikachu falls to Ground attacks but since we only potentially have
Dig at this point, use whoever has that or just stick with Geodude who resists
or is invulnerable to all his attacks. In Yellow, Cubone falls to Vine Whip, or
BubbleBeam if you bothered to teach it to anything.
___

Push on past these guys to encounter a trainer battle which is surprisingly
difficult.
_________________________________________________________
Trainer: Bug Catcher     Version: R  B       Money: $ 200
---------------------------------------------------------
#012: Butterfree  BUG / FLY  L20   685 Exp.
 Stats -  HP:  57  Atk:  26  Def:  28  Spc:  40  Spe:  36
 ~ Confusion, PoisonPowder, Stun Spore, Sleep Powder
_________________________________________________________
Trainer: Bug Catcher     Version:       Y    Money: $ 200
---------------------------------------------------------
#012: Butterfree  BUG / FLY  L20   685 Exp.
 Stats -  HP:  57  Atk:  26  Def:  28  Spc:  40  Spe:  36
 ~ PoisonPowder, Stun Spore, Sleep Powder, Supersonic
_________________________________________________________

Oh, crud. Status effects are going to annoy you so much here. Red/Blue players
have to deal with Confusion which doesn't help, whereas Yellow players get
Supersonic instead which is equally annoying, although if you play smart it
can't kill you. Thankfully, we have lots to throw at it--Ember, Peck,
ThunderShock and especially Rock Throw deal massive damage, so take your pick.
Expect to sacrifice at least one Pokemon to a crippling status effect like
sleep or paralysis. Just throw your fastest and most powerful moves Pokemon at
it and you should emerge victorious. If your Butterfree or Weepinbell is
faster, put it to Sleep and hammer away.
___

Keep heading along the path until you encounter the final two trainers of the
route.
_________________________________________________________
Trainer: Jr.Trainer F    Version: R  B  Y    Money: $ 320
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L16   187 Exp.
 Stats -  HP:  41  Atk:  22  Def:  20  Spc:  18  Spe:  25
 ~ Gust, Sand-Attack, Quick Attack
#016: Pidgey      NRM / FLY  L16   187 Exp.
 Stats -  HP:  41  Atk:  22  Def:  20  Spc:  18  Spe:  25
 ~ Gust, Sand-Attack, Quick Attack
#016: Pidgey      NRM / FLY  L16   187 Exp.
 Stats -  HP:  41  Atk:  22  Def:  20  Spc:  18  Spe:  25
 ~ Gust, Sand-Attack, Quick Attack
_________________________________________________________

ThunderShock and Rock Throw. Pidgey should hardly be a problem unless it Sand-
Attacks you to death, in which case you switch to another Pokemon to reset the
effect.
___
_________________________________________________________
Trainer: Jr.Trainer M    Version: R  B  Y    Money: $ 320
---------------------------------------------------------
#021: Spearow     NRM / FLY  L16   198 Exp.
 Stats -  HP:  41  Atk:  27  Def:  17  Spc:  17  Spe:  29
 ~ Peck, Growl, Leer, Fury Attack
#020: Raticate    NRM        L16   397 Exp.
 Stats -  HP:  46  Atk:  33  Def:  26  Spc:  23  Spe:  38
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
_________________________________________________________

ThunderShock and Rock Throw for Spearow, Rock Throw or Low Kick potentially for
Raticate.
___

Head south to arrive in Vermilion.
_________________________________________________

[18] Vermilion City
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Win the ThunderBadge, then get from Officer: --
#007: Squirtle    WTR        -  -  Y   --      10
- Trade for Spearow in house below Poke Center: -
#083: Farfetch'd  NRM / FLY  R  B  -   --   Trade
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#072: Tentacool   WTR / PSN  -  -  Y   90%  10-20
#090: Shellder    WTR        R  B  -   50%     15
#098: Krabby      WTR        R  B  -   50%     15
#116: Horsea      WTR        -  -  Y   10%      5
- S.S. Anne Harbour - Old Rod: ------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- S.S. Anne Harbour - Good Rod: -----------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- S.S. Anne Harbour - Super Rod: ----------------
#072: Tentacool   WTR / PSN  -  -  Y   70%  10-15
#090: Shellder    WTR        R  B      50%     15
                                   Y   10%     10
#098: Krabby      WTR        R  B  -   50%     15
#120: Staryu      WTR        -  -  Y   20%     15
_________________________________________________
___________________
Poke Mart     Price
-------------------
Poke Ball     $ 200
Super Potion  $ 700
Ice Heal      $ 250
Awakening     $ 200
Parlyz Heal   $ 200
Repel         $ 350
___________________

New Items
---------
[ ] Old Rod  [ ] Bike Voucher

New Pokemon
-----------
[ ] Farfetch'd (RB)

- Recommended Party Avg. Level: 21

First order of business is, as always, the Poke Center. Heal up and whatever,
then poke your head into the house next door on the left. Agree with the old
coot that fishing is swell and nab yourself the mighty , capable of
catching many a Magikarp. If you didn't buy one earlier, why not try it out now
in the city and grab yourself one?

Below the Poke Center and are two houses. The one on the left is the Pokemon
Fan Club. Talk to the leader to hear him drone on about Rapidash and receive a
. If you want, head to Cerulean and grab it now--but trust me,
it's not worth the trek yet since we'll be going past it later. I'll remind you
about it in due time.

In Red and Blue only, the house on the right contains a little girl in search
of Spearow, which she will trade for a Farfetch'd. It's well worth it since
this is the only one in the game.

 - Rating: *
They're terrible Pokemon which I would seriously advise not using, but you get
one step closer to finishing your Pokedex. Though it does make a useful HM
slave with Cut and Fly.

Might as well check out the Poke Mart and stock up on the brand new Super
Potion, which heals 50HP at a whopping $700 a pop. Err... maybe not. Get a few
for emergencies, but I find them too expensive to warrant buying too many.

The gym is unreachable at the moment so don't worry about it just yet. And
that's all for Vermilion, at the moment. We have to do the S.S. Anne to advance
the story but before we do I'm sure you wouldn't mind obtaining a few extra
Pokemon and wailing on some trainers, would you? Thought so. Head east out of
Vermilion City and enter the cave to the north that you stumble across.
_________________________________________________

[19] Diglett's Cave            Encounter Rate: 20
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Cave Floor: -----------------------------------
#050: Diglett     GRN        R  B  Y   95%  15-22
#051: Dugtrio     GRN        R  B  Y    5%  29-31
_________________________________________________

New Pokemon
-----------
[ ] Diglett  ( ) Dugtrio

- Recommended Party Avg. Level: 21

It is worth saving repeatedly as you trek through this dangerous cave, as a
random encounter with Dugtrio will likely be the end of you at this point. It's
too fast to run from and too high-levelled to beat. You might think it is a
wise idea to use Repels. Wrong. Repels keep Pokemon lower-levelled than your
first party member at bay. Since you probably have nothing over L31, if you use
a Repel all you'll be seeing is Dugtrio. Not good.

 - Rating: *****
Catch yourself a Diglett or even a Dugtrio if you've got the guts. Diglett is
lightning fast and scores critical hits like there's no tomorrow, but his
defenses are paper thin. Pretty much the opposite to Golem. He gets Dig
naturally--so you can save the TM for something else--and a powerful Slash
attack from a respectable base 80 Attack. He'll absolutely obliterate the next
Gym and if you can catch him as a Dugtrio he'll surely be the best Pokemon on
your team.

This cave is a fantastic training area; just be wary of Dugtrio. You'll get
about 200 Exp. a pop from each Diglett and 600 or so from a Dugtrio. When
you're all done, go back out of the cave and head even farther east into a new
Route.
_________________________________________________

[20] Route 11                  Encounter Rate: 15
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Trade for Nidorino in Lookout Station: --------
#030: Nidorina    PSN        R  B  -   --   Trade
- Trade for Lickitung in Lookout Station: -------
#051: Dugtrio     GRN        -  -  Y   --   Trade
- Tall Grass: -----------------------------------
#016: Pidgey      NRM / FLY  -  -  Y   35%  16-18
#017: Pidgeotto   NRM / FLY  -  -  Y   10%  18-20
#019: Rattata     NRM        -  -  Y   30%  15-17
#020: Raticate    NRM        -  -  Y    1%     17
#021: Spearow     NRM / FLY  R  B  -   35%  13-17
#023: Ekans       PSN        R  -  -   40%  12-15
#027: Sandshrew   GRN        -  B  -   40%  12-15
#096: Drowzee     PSY        R  B      25%   9-15
                                   Y   24%  15-19
_________________________________________________

New Items
---------
[ ] Escape Rope (H)  [ ] Itemfinder

New Pokemon
-----------
( ) Raticate (Y)  ( ) Nidorina (RB)  [ ] Drowzee

- Recommended Party Avg. Level: 21

Okay, we're on Route 11. 'Any new Pokemon, Zerokid?' I hear you ask. Funny you
should mention that. For Red and Blue players, a Spearow can be found and
traded for the only Farfetch'd in the game if you haven't done so already.

 - Rating: ****
The only new Pokemon here is Drowzee, a strong Psychic type. Not quite as
powerful as Alakazam but not anywhere near as fragile either. To cut to the
chase, the evolution, Hypno, is a much slower and slightly weaker version of
Alakazam, but it has below average defenses as opposed to simply awful ones. If
you can't get Alakazam (because of trading issues), consider a Hypno, as
Kadabra's frail defences might leave you wanting.

The first trainer you come across by taking the pathway itches for a fight.
_________________________________________________________
Trainer: Youngster       Version: R  B  Y    Money: $ 315
---------------------------------------------------------
#023: Ekans       PSN        L21   279 Exp.
 Stats -  HP:  49  Atk:  33  Def:  26  Spc:  25  Spe:  31
 ~ Wrap, Leer, Poison Sting, Bite
_________________________________________________________

Confusion from Alakazam, Drowzee, Kadabra or Butterfree, or Dig from
Diglett/Dugtrio/anyone you taught the TM to will kill the snake.
___

Head south from this trainer along the dirt path to encounter a Gambler. These
guys pay out tons of money!
_________________________________________________________
Trainer: Gambler         Version: R  B  Y    Money: $1260
---------------------------------------------------------
#060: Poliwag     WTR        L18   297 Exp.
 Stats -  HP:  45  Atk:  26  Def:  22  Spc:  22  Spe:  40
 ~ Bubble, Hypnosis
#116: Horsea      WTR        L18   319 Exp.
 Stats -  HP:  41  Atk:  22  Def:  33  Spc:  33  Spe:  29
 ~ Bubble
__________________________________________________________

Hypnosis can be very annoying, especially on slow Pokemon. Use a fast attacker
such as Pikachu or Alakazam to take out Poliwag. Perhaps even put it to sleep
first with Butterfree/Weepinbell. ThunderShock or Vine Whip for Horsea.
___

Interestingly enough, those guys were renamed to 'Gamers' in Fire Red and Leaf
Green (the remakes of RBY). Something about not encouraging gambling. Anyhoo,
take the dirt path heading east above you. When you come to an intersection,
head north to encounter another Youngster.
_________________________________________________________
Trainer: Youngster       Version: R  B  Y    Money: $ 285
---------------------------------------------------------
#027: Sandshrew   GRN        L19   378 Exp.
 Stats -  HP:  51  Atk:  36  Def:  40  Spc:  19  Spe:  23
 ~ Scratch, Sand-Attack, Slash
#041: Zubat       PSN / FLY  L19   219 Exp.
 Stats -  HP:  47  Atk:  25  Def:  21  Spc:  23  Spe:  28
 ~ Leech Life, Supersonic, Bite
_________________________________________________________

Sandshrew has Slash which will put a hurting on a few things. Either sleep it
with Weepinbell and Vine Whip it, or just take it out as fast as you can with a
strong Water or Grass type such as Wartortle or Ivysaur.
___

And then head south to encounter another one.
_________________________________________________________
Trainer: Youngster       Version: R  B  Y    Money: $ 270
---------------------------------------------------------
#032: Nidoran M   PSN        L18   231 Exp.
 Stats -  HP:  47  Atk:  28  Def:  22  Spc:  22  Spe:  25
 ~ Leer, Tackle, Horn Attack, Poison Sting
#033: Nidorino    PSN        L18   454 Exp.
 Stats -  HP:  52  Atk:  34  Def:  28  Spc:  27  Spe:  31
 ~ Leer, Tackle, Horn Attack, Poison Sting
_________________________________________________________
Trainer: Youngster       Version: R  B  Y    Money: $ 270
---------------------------------------------------------
#032: Nidoran M   PSN        L18   231 Exp.
 Stats -  HP:  47  Atk:  28  Def:  22  Spc:  22  Spe:  25
 ~ Tackle, Horn Attack, Double Kick, Poison Sting
#033: Nidorino    PSN        L18   454 Exp.
 Stats -  HP:  52  Atk:  34  Def:  28  Spc:  27  Spe:  31
 ~ Leer, Tackle, Horn Attack, Double Kick
_________________________________________________________

Confusion from anything that has it (be careful with Butterfree and Poison
Sting) or Dig from anything that has it.
___

Slightly to the east is another Gambler.
_________________________________________________________
Trainer: Gambler         Version: R  B  Y    Money: $1260
---------------------------------------------------------
#069: Bellsprout  GRS / PSN  L18   324 Exp.
 Stats -  HP:  48  Atk:  35  Def:  20  Spc:  33  Spe:  22
 ~ Growth, Wrap, PoisonPowder, Sleep Powder
#043: Oddish      GRS / PSN  L18   300 Exp.
 Stats -  HP:  47  Atk:  26  Def:  27  Spc:  34  Spe:  18
 ~ Absorb, PoisonPowder, Stun Spore
_________________________________________________________

Watch out for status attacks, especially sleep from Bellsprout. Use Ember, Peck
or Confusion from anyone who has it.
___

At the next intersection head north until you hit a wall, then east to
encounter yet another Gambler.
_________________________________________________________
Trainer: Gambler         Version: R  B  Y    Money: $1260
---------------------------------------------------------
#058: Growlithe   FIR        L18   351 Exp.
 Stats -  HP:  50  Atk:  33  Def:  24  Spc:  25  Spe:  29
 ~ Bite, Roar, Ember
#037: Vulpix      FIR        L18   243 Exp.
 Stats -  HP:  44  Atk:  23  Def:  22  Spc:  31  Spe:  31
 ~ Ember, Tail Whip, Quick Attack
_________________________________________________________

Fire types. This is fairly new, unless your Rival has Charmander. Anyhoo, use
either Water attacks from Watortle or anyone who has Water Gun/BubbleBeam, Rock
Throw from Geodude or Dig from whoever. Victory is yours.
___

Now follow these directions at intersections, starting from the Gambler: South,
east, south. You'll come across an Engineer, and these guys pay well too!
_________________________________________________________
Trainer: Engineer        Version: R  B  Y    Money: $1050
---------------------------------------------------------
#081: Magnemite   ELE        L21   400 Exp.
 Stats -  HP:  44  Atk:  23  Def:  37  Spc:  48  Spe:  27
 ~ Tackle, SonicBoom
_________________________________________________________

Try to avoid SonicBoom if possible because 20HP in one hit is fairly hefty at
this point in the game. Magnemite has decent Special, so use Physical attacks--
Dig from Diglett or anyone else will destory it, otherwise something like Rock
Throw from Geodude should do the trick.
__

Head south, then east to encounter another Engineer.
_________________________________________________________
Trainer: Engineer        Version: R  B  Y    Money: $ 900
---------------------------------------------------------
#081: Magnemite   ELE        L18   342 Exp.
 Stats -  HP:  39  Atk:  20  Def:  33  Spc:  42  Spe:  24
 ~ Tackle
#081: Magnemite   ELE        L18   342 Exp.
 Stats -  HP:  39  Atk:  20  Def:  33  Spc:  42  Spe:  24
 ~ Tackle
#081: Magneton    ELE        L18   621 Exp.
 Stats -  HP:  48  Atk:  29  Def:  42  Spc:  51  Spe:  33
 ~ Tackle, SonicBoom, ThunderShock
_________________________________________________________

Dig is crying out to be used here. Again, watch out for SonicBoom from the
illegal Magneton (shouldn't evolve until L30) and it also carries ThunderShock
so keep Wartortle and Fearow at bay. Geodude and Dugtrio are immune to it
because they are Ground types.
___

To the north are the final two trainers of the Route. First is the Gambler.
_________________________________________________________
Trainer: Gambler         Version: R  B  Y    Money: $1260
---------------------------------------------------------
#100: Voltorb     ELE        L18   396 Exp.
 Stats -  HP:  45  Atk:  19  Def:  25  Spc:  27  Spe:  43
 ~ Tackle, Screech, SonicBoom
#081: Magnemite   ELE        L18   342 Exp.
 Stats -  HP:  39  Atk:  20  Def:  33  Spc:  42  Spe:  24
 ~ Tackle
_________________________________________________________

SonicBoom is getting annoying so just be careful. Dig if you can, Rock Throw
otherwise.
___

Now to the northwest of him is the final trainer, a Youngster.
_________________________________________________________
Trainer: Youngster       Version: R  B  Y    Money: $ 255
---------------------------------------------------------
#019: Rattata     NRM        L17   207 Exp.
 Stats -  HP:  39  Atk:  27  Def:  19  Spc:  16  Spe:  32
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#019: Rattata     NRM        L17   207 Exp.
 Stats -  HP:  39  Atk:  27  Def:  19  Spc:  16  Spe:  32
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#020: Raticate    NRM        L17   421 Exp.
 Stats -  HP:  48  Atk:  35  Def:  28  Spc:  24  Spe:  40
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
_________________________________________________________

Low Kick, on the off chance that you have it, otherwise use Geodude to resist
Hyper Fang.
___

The rock just above the Lookout Station houses a hidden , so grab
it. Now, if you've been catching everything I've mentioned so far, you should
be close to having 30 full entries in your Pokedex. I was just under at 28. If
this is the case, evolve something like Weedle twice (final form Beedrill comes
at L10) or something useless to fill out your Dex. If you then proceed to the
Lookout Station and head upstairs, you can speak to Prof. Oak's Aide and
receive the . When activated, it bleeps if hidden items are nearby.
It's useless with this guide at your side, though...

Also up here is a boy who will trade Nidorina for Nidorino in Red and Blue and
Dugtrio for Lickitung in Yellow. Both pointless trades, really. You could have
trained up a Nidoran M if you wanted to evolve it, but I figured we might as
well catch one a bit later and not waste time training an extra Pokemon now.
I'll remind you to snag a Nidorino and come back here later on, 'kay? Likewise
for Yellow players who won't have a Lickitung yet--I'll tell you when to come
back.

Exit the guardhouse to the right to briefly enter Route 12.
________

Route 12
________

New Items
---------
[ ] Hyper Potion (H)

- Recommended Party Avg. Level: 22

Examine the second south tree that's sticking out into the main path for a
hidden . This is about as much as we can do, so head back to
Vermilion City. Get yourself to the Poke Center and heal up if you want (you
might also want to deposit some items in the PC, since the S.S. Anne has quite
a few), but ultimately you'll want to board the S.S. Anne to the south of the
city.
_________________________________________________

[21] S.S. Anne
_________________________________________________

New Items
---------
[ ] Max Potion  [ ] Ether  [ ] TM44 (Rest)  [ ] Hyper Potion (H)
[ ] TM08 (Body Slam)  [ ] Great Ball (H)  [ ] Max Ether  [ ] Rare Candy
[ ] HM01 (Cut)

- Recommended Party Avg. Level: 22

This is the S.S. Anne. Yup, you've guessed it--another bunch of trainers in
what is essentially a thinly-disguised dungeon without any Pokemon to catch. Oh
joy. Might as well get started. If you need to heal on the S.S. Anne, you can
head to Vermilion Poke Center. However, once you have received HM01 (Cut) from
the captain, the ship will depart as soon as you leave it so you CANNOT heal
using the Poke Center after obtaining this item! This guide gets the HM01 after
defeating all the trainers so if you follow the guide you'll be okay.

Head south from the entrance and take the east path at the crossroads. Take the
first door you come across (looks like an indent in the south wall) to
challenge a trainer.
_________________________________________________________
Trainer: Gentleman       Version: R  B  Y    Money: $1260
---------------------------------------------------------
#058: Growlithe   FIR        L18   351 Exp.
 Stats -  HP:  50  Atk:  33  Def:  24  Spc:  25  Spe:  29
 ~ Bite, Roar, Ember
#058: Growlithe   FIR        L18   351 Exp.
 Stats -  HP:  50  Atk:  33  Def:  24  Spc:  25  Spe:  29
 ~ Bite, Roar, Ember
_________________________________________________________

Two Growlithes. They fall to Water attacks from Wartortle, Rock attacks from
Geodude (should be approaching L25 by now, enough to be a Graveler--a Golem if
you trade!) and Dig from Diglett or anyone who else who has it via TM. Physical
attackers such as Dugtrio should be careful of getting a Burn, as it hampers
your attacking prowess by quite a bit.
___

After the fight, head east along the corridor, following it and taking the
stairs at the end. Take the first door you see and take the item ball
containing a .The next door along contains two Sailors. The one on
the left first:
_________________________________________________________
Trainer: Sailor          Version: R  B  Y    Money: $ 630
---------------------------------------------------------
#090: Shellder    WTR        L21   436 Exp.
 Stats -  HP:  46  Atk:  36  Def:  50  Spc:  27  Spe:  25
 ~ Tackle, Withdraw, Supersonic
_________________________________________________________

ThunderShock or Vine Whip make quick work of it. Pikachu's noticeably lagging
behind in power here. Red/Blue players can evolve it soon enough, but Yellow
players might want to consider either ditching it or taking it on a massive
training session. Hold on to it for now though.
___

Now let's take care of the upper Sailor.
_________________________________________________________
Trainer: Sailor          Version: R  B  Y    Money: $ 510
---------------------------------------------------------
#116: Horsea      WTR        L17   301 Exp.
 Stats -  HP:  39  Atk:  21  Def:  31  Spc:  31  Spe:  28
 ~ Bubble
#090: Shellder    WTR        L17   352 Exp.
 Stats -  HP:  39  Atk:  30  Def:  41  Spc:  23  Spe:  21
 ~ Tackle, Withdraw, Supersonic
#072: Tentacool   WTR / PSN  L17   382 Exp.
 Stats -  HP:  43  Atk:  21  Def:  19  Spc:  41  Spe:  31
 ~ Acid, Supersonic, Wrap
_________________________________________________________

Horsea and Shellder are plain Water types so Vine Whip or ThunderShock will fry
them. Tentacool is part Poison so Grass moves are only neutral. ThunderShock,
Confusion or Dig work best here.
___

Take the next door on the left after emerging from this room to encounter
another Sailor.
_________________________________________________________
Trainer: Sailor          Version: R  B  Y    Money: $ 510
---------------------------------------------------------
#116: Horsea      WTR        L17   301 Exp.
 Stats -  HP:  39  Atk:  21  Def:  31  Spc:  31  Spe:  28
 ~ Bubble
#116: Horsea      WTR        L17   301 Exp.
 Stats -  HP:  39  Atk:  21  Def:  31  Spc:  31  Spe:  28
 ~ Bubble
#116: Horsea      WTR        L17   301 Exp.
 Stats -  HP:  39  Atk:  21  Def:  31  Spc:  31  Spe:  28
 ~ Bubble
_________________________________________________________

ThunderShock/Vine Whip...
___

Steal his  in plain sight and then enter the next room for another fight
with a Sailor.
_________________________________________________________
Trainer: Sailor          Version: R  B  Y    Money: $ 540
---------------------------------------------------------
#072: Tentacool   WTR / PSN  L18   405 Exp.
 Stats -  HP:  45  Atk:  22  Def:  20  Spc:  43  Spe:  33
 ~ Acid, Supersonic, Wrap
#120: Staryu      WTR        L18   408 Exp.
 Stats -  HP:  41  Atk:  24  Def:  27  Spc:  33  Spe:  38
 ~ Tackle, Water Gun
_________________________________________________________

Either ThunderShock, Confusion or Dig for Tentacool, followed by Vine Whip
(preferably) or ThunderShock (Pikachu will get hurt by Water Gun) for Staryu.
___

For sucking so bad, you are allowed to steal their  (Rest). A great move
for defensive Pokemon that heals their health to full and rids them of any
status ailments at the cost of two turns of Sleep. You have a few Pokemon that
could use it now (if not all of them) but since they're probably all offensive
Pokemon, you're better off saving it. The last room on your left has some more
people to fight.
_________________________________________________________
Trainer: Fisherman       Version: R  B  Y    Money: $ 595
---------------------------------------------------------
#072: Tentacool   WTR / PSN  L17   382 Exp.
 Stats -  HP:  43  Atk:  21  Def:  19  Spc:  41  Spe:  31
 ~ Acid, Supersonic, Wrap
#120: Staryu      WTR        L17   385 Exp.
 Stats -  HP:  39  Atk:  23  Def:  26  Spc:  31  Spe:  36
 ~ Tackle, Water Gun
#090: Shellder    WTR        L17   352 Exp.
 Stats -  HP:  39  Atk:  30  Def:  41  Spc:  23  Spe:  21
 ~ Tackle, Withdraw
_________________________________________________________

Use pretty much the same attacks I've told you so far.
___

And then this guy.
_________________________________________________________
Trainer: Sailor          Version: R  B  Y    Money: $ 600
---------------------------------------------------------
#066: Machop      FGT        L20   376 Exp.
 Stats -  HP:  61  Atk:  40  Def:  28  Spc:  22  Spe:  22
 ~ Karate Chop, Low Kick
_________________________________________________________

Confusion or Peck. Karate Chop hurts you either way, so kill it quick.
___

Examine the bed in the top right corner to find a  hidden under
the pillow. Crafty gits. Head back right along the corridor and up the stairs,
backtracking all the way to the entrance. Start heading left from the entrance
and take the first door to the south.
_________________________________________________________
Trainer: Gentleman       Version: R  B       Money: $1330
---------------------------------------------------------
#032: Nidoran M   PSN        L19   243 Exp.
 Stats -  HP:  49  Atk:  30  Def:  23  Spc:  23  Spe:  27
 ~ Leer, Tackle, Horn Attack, Poison Sting
#029: Nidoran F   PSN        L19   240 Exp.
 Stats -  HP:  52  Atk:  26  Def:  27  Spc:  23  Spe:  23
 ~ Growl, Tackle, Scratch, Poison Sting
_________________________________________________________
Trainer: Gentleman       Version:       Y    Money: $1330
---------------------------------------------------------
#032: Nidoran M   PSN        L19   243 Exp.
 ~ Tackle, Horn Attack, Double Kick, Poison Sting
 Stats -  HP:  49  Atk:  30  Def:  23  Spc:  23  Spe:  27
#029: Nidoran F   PSN        L19   240 Exp.
 Stats -  HP:  52  Atk:  26  Def:  27  Spc:  23  Spe:  23
 ~ Tackle, Scratch, Double Kick, Poison Sting
_________________________________________________________

Confusion or Dig works wonders. Beware PSN status.
___

Skip the next two rooms because they only contain clueless idiots who don't
want to fight, but take the one after that to find a room containing two
trainers. You might want to position yourself so as to not have to fight them
one straight after the other with the same Pokemon out first. First go one
square down, then one square to the right to avoid this and fight them
separately, Youngster first.
_________________________________________________________
Trainer: Youngster       Version: R  B       Money: $ 315
---------------------------------------------------------
#032: Nidoran M   PSN        L21   270 Exp.
 Stats -  HP:  53  Atk:  32  Def:  25  Spc:  25  Spe:  29
 ~ Tackle, Horn Attack, Poison Sting, Focus Energy
_________________________________________________________
Trainer: Youngster       Version:       Y    Money: $ 315
---------------------------------------------------------
#032: Nidoran M   PSN        L21   270 Exp.
 Stats -  HP:  53  Atk:  32  Def:  25  Spc:  25  Spe:  29
 ~ Tackle, Horn Attack, Double Kick, Poison Sting
_________________________________________________________

Confusion or Dig, seriously. Focus Energy doesn't work in RBY and will actually
lower his chances of getting a critical hit to 1/4 of the normal chance. Ha!
___

Now take on the Lass.
_________________________________________________________
Trainer: Lass            Version: R  B       Money: $ 270
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L18   211 Exp.
 Stats -  HP:  45  Atk:  24  Def:  22  Spc:  20  Spe:  28
 ~ Gust, Sand-Attack, Quick Attack
#032: Nidoran M   PSN        L18   226 Exp.
 Stats -  HP:  47  Atk:  28  Def:  22  Spc:  22  Spe:  25
 ~ Growl, Tackle, Scratch, Poison Sting
_________________________________________________________
Trainer: Lass            Version:       Y    Money: $ 270
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L18   211 Exp.
 Stats -  HP:  45  Atk:  24  Def:  22  Spc:  20  Spe:  28
 ~ Gust, Sand-Attack, Quick Attack
#032: Nidoran M   PSN        L18   226 Exp.
 Stats -  HP:  47  Atk:  28  Def:  22  Spc:  22  Spe:  25
 ~ Tackle, Scratch, Double Kick, Poison Sting
_________________________________________________________

Pidgey falls to ThunderShock but deals fairly hefty damage to 'Chu so you can
use Graveler/Golem to lay the smackdown on it and resist all its moves. Yeah.
Nidoran F gets crippled by Confusion or Dig.
___

After defeating these two bozos, pick up  (Body Slam), a powerful Normal
type move with a 30% chance of paralysis. Sweet. Very good for all physical
attackers, especially Normal types. If you're cloning with Missingno. later on,
then don't waste it now. Unless you're saving it for any reason, a good choice
now would be Golem if you have one. The paralysis chance helps him with his low
Speed.

Okay, back out on the main deck there's nothing more for you here, so head down
the west side of the ship, avoiding the stairs here and entering the doorway at
the bottom to emerge in the kitchen. Examine the lowest bin on the right hand
side for a hidden , a ball providing 1.5x as much success as a Poke
Ball. Good stuff. Exit the kitchen.

I used the Poke Center at this point (Kadabra/Alakazam can teleport you after
you get outside). Once you're done, if you decide to go, take the stairs to the
north that I told you to ignore earlier. Then head south and take the stairs
here, too.

This hallway contains nothing of importance so just head to the end to emerge
on the outer deck of the ship, where two Sailors await battle. The first one is
right in front of you as you emerge:
_________________________________________________________
Trainer: Sailor          Version: R  B  Y    Money: $ 510
---------------------------------------------------------
#066: Machop      FGT        L17   319 Exp.
 Stats -  HP:  53  Atk:  35  Def:  24  Spc:  19  Spe:  19
 ~ Karate Chop, Low Kick
#072: Tentacool   WTR / PSN  L17   382 Exp.
 Stats -  HP:  43  Atk:  21  Def:  19  Spc:  41  Spe:  31
 ~ Acid, Supersonic, Wrap
_________________________________________________________

Confusion tackles both of these guys, but you could also use Peck for Machop
and ThunderShock/Dig for Tentacool. Your choice.
___

At the top-left corner of this section is another Sailor.
_________________________________________________________
Trainer: Sailor          Version: R  B  Y    Money: $ 540
---------------------------------------------------------
#066: Machop      FGT        L18   339 Exp.
 Stats -  HP:  56  Atk:  37  Def:  25  Spc:  20  Spe:  20
 ~ Karate Chop, Low Kick
#090: Shellder    WTR        L18   373 Exp.
 Stats -  HP:  41  Atk:  31  Def:  43  Spc:  24  Spe:  22
 ~ Tackle, Withdraw, Supersonic
_________________________________________________________

Confuse the... thing? (what is Machop exactly?) and electrocute or vine slash
the shellfish. Switch out in case of Supersonic actually hitting.
___

Well that was fun. Head back through the hallway and emerge through the stairs
at the opposite end. The first door to your right contains a bloke who will
give you 'Seen' data about Snorlax for your Pokedex, but it's not essential as
you can catch one (or two) later in the game anyway. The next room on your
right has two trainers.
_________________________________________________________
Trainer: Fisherman       Version: R  B  Y    Money: $ 595
---------------------------------------------------------
#118: Goldeen     WTR        L17   403 Exp.
 Stats -  HP:  45  Atk:  30  Def:  28  Spc:  24  Spe:  29
 ~ Peck, Tail Whip
#072: Tentacool   WTR / PSN  L17   382 Exp.
 Stats -  HP:  43  Atk:  21  Def:  19  Spc:  41  Spe:  31
 ~ Acid, Supersonic, Wrap
#118: Goldeen     WTR        L17   403 Exp.
 Stats -  HP:  45  Atk:  30  Def:  28  Spc:  24  Spe:  29
 ~ Peck, Tail Whip
_________________________________________________________

Use Pikachu for the 'Deens, as he resists Peck (unlike Ivysaur and Weepinbell).
Tentacool gets dropped by ThunderShock, Confusion or Dig, as always.
___
_________________________________________________________
Trainer: Gentleman       Version: R  B       Money: $1610
---------------------------------------------------------
#025: Pikachu     ELE        L23   403 Exp.
 Stats -  HP:  52  Atk:  34  Def:  22  Spc:  31  Spe:  50
 ~ ThunderShock, Growl, Thunder Wave, Quick Attack
_________________________________________________________
Trainer: Gentleman       Version:       Y    Money: $1540
---------------------------------------------------------
#100: Voltorb     ELE        L22   484 Exp.
 Stats -  HP:  53  Atk:  22  Def:  30  Spc:  32  Spe:  52
 ~ Tackle, Screech, SonicBoom, Selfdestruct
#081: Magnemite   ELE        L22   418 Exp.
 Stats -  HP:  46  Atk:  24  Def:  39  Spc:  50  Spe:  28
 ~ Tackle, SonicBoom
_________________________________________________________

Pikachu is basically shut down by Ground types so Golem or Dugtrio (whatever)
will render it useless. Yellow players will find it harder--Golem will resist
their attacks but SonicBoom and especially Self-Destruct will hurt a LOT. Just
be careful, save and reset if things don't go as planned.
___

Take their  and leave. Don't ever sell or use up your stock of Max
Ethers or they'll be gone forever.

Ignore the next room. The room after contains two more trainers. Like before,
you have to manoeuvre yourself into a position whereby you don't have to fight
both trainers with your top Pokemon, so step one to the left and one to the
north to avoid this.
_________________________________________________________
Trainer: Gentleman       Version: R  B  Y    Money: $1190
---------------------------------------------------------
#058: Growlithe   FIR        L17   331 Exp.
 Stats -  HP:  48  Atk:  31  Def:  23  Spc:  24  Spe:  28
 ~ Bite, Roar
#077: Ponyta      FIR        L17   553 Exp.
 Stats -  HP:  46  Atk:  36  Def:  26  Spc:  29  Spe:  38
 ~ Ember
_________________________________________________________

Two Fire types, both vulnerable to Water Gun/BubbleBeam, Rock Throw and Dig. Be
wary of Burns from Ponyta.
___

Then take on the other trainer.
_________________________________________________________
Trainer: Lass            Version: R  B       Money: $ 270
---------------------------------------------------------
#019: Rattata     NRM        L18   219 Exp.
 Stats -  HP:  41  Atk:  28  Def:  20  Spc:  16  Spe:  33
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#025: Pikachu     ELE        L18   315 Exp.
 Stats -  HP:  43  Atk:  28  Def:  18  Spc:  25  Spe:  40
 ~ ThunderShock, Growl, Thunder Wave, Quick Attack
_________________________________________________________
Trainer: Lass            Version:       Y    Money: $ 300
---------------------------------------------------------
#035: Jigglypuff  NRM        L20   325 Exp.
 Stats -  HP:  79  Atk:  26  Def:  16  Spc:  18  Spe:  16
 ~ Sing, Pound, Disable, Defense Curl
_________________________________________________________

Rattata doesn't like Fighting moves (if you bothered to include any) or
Graveler/Golem's bulky resistances. Pikachu is totally neutered by
Golem/Dugtrio, and Jigglypuff will annoy the **** (snot) out of you with Sing.
Take it out ASAP with either Fighting moves or just powerful Pokemon.
___

Nab the  here but probably don't use it yet. Head outside and
continue to the right because there are no more trainers here. As you head
upwards to the captain's room, your Rival will appear... And I'm going to show
you my team, as always.
___

My Team

Pikachu     L21 ~ ThunderShock, Thunder Wave, Quick Attack, Slam
Butterfree  L16 ~ Confusion, PoisonPowder, Stun Spore, Sleep Powder
Fearow      L20 ~ Peck, Growl, Leer, Fury Attack
Golem       L25 ~ Tackle, Rock Throw, Mega Punch, Selfdestruct
Ivysaur     L22 ~ Tackle, Leech Seed, Vine Whip, PoisonPowder
Alakazam    L25 ~ Teleport, Confusion, Disable

My main attackers are far and away Golem and Alakazam. Golem is a slow,
powerful physical core, whereas Alakazam takes care of the special side of
things. If Golem has Dig, his coverage is even better, and with Body Slam
you're just going for overkill. But this doesn't have to be the case--he's
powerful enough with Rock Throw. Golem has to be L25 to have evolved, but
Alakazam need not be this high.

Everything else is mostly for coverage, and Butterfree is just filler now that
Alakazam is here. It's mostly for Sleep Powder to help catch stuff. If you
can't trade, then Hypno and Dugtrio are solid but inferior choices to Alakazam
and Golem respectively, though the pre-evolutions Kadabra and Graveler are also
good choices. Make up your mind...
___

Okay, well if you're ready, so am I. Bring it!
_________________________________________________________
Trainer: Rival           Version: R  B       Money: $1300
---------------------------------------------------------
#017: Pidgeotto   NRM / FLY  L19   459 Exp.
 Stats -  HP:  55  Atk:  31  Def:  28  Spc:  27  Spe:  35
 ~ Gust, Sand-Attack, Quick Attack
#020: Raticate    NRM        L16   397 Exp.
 Stats -  HP:  46  Atk:  33  Def:  26  Spc:  23  Spe:  38
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#063: Kadabra     PSY        L18   558 Exp.
 Stats -  HP:  45  Atk:  20  Def:  18  Spc:  50  Spe:  45
 ~ Teleport, Confusion
- And ONE of the following: -----------------------------
#005: Charmeleon  FIR        L20   607 Exp.
 Stats -  HP:  56  Atk:  34  Def:  31  Spc:  34  Spe:  40
 ~ Scratch, Growl, Ember, Leer
#008: Wartortle   WTR        L20   612 Exp.
 Stats -  HP:  56  Atk:  33  Def:  40  Spc:  34  Spe:  31
 ~ Tackle, Tail Whip, Bubble, Water Gun
#002: Ivysaur     GRS / PSN  L20   603 Exp.
 Stats -  HP:  57  Atk:  33  Def:  33  Spc:  40  Spe:  32
 ~ Tackle, Growl, Leech Seed, Vine Whip
_________________________________________________________
Trainer: Rival           Version:       Y    Money: $1300
---------------------------------------------------------
#021: Spearow     NRM / FLY  L19   235 Exp.
 Stats -  HP:  47  Atk:  31  Def:  19  Spc:  19  Spe:  34
 ~ Peck, Growl, Leer, Fury Attack
#027: Sandshrew   GRN        L18   358 Exp.
 Stats -  HP:  48  Atk:  35  Def:  38  Spc:  18  Spe:  22
 ~ Scratch, Sand-Attack, Slash
#019: Rattata     NRM        L16   195 Exp.
 Stats -  HP:  38  Atk:  25  Def:  18  Spc:  15  Spe:  30
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#133: Eevee       NRM        L20   393 Exp.
 Stats -  HP:  55  Atk:  30  Def:  28  Spc:  34  Spe:  30
 ~ Tackle, Tail Whip, Sand-Attack, Growl
_________________________________________________________

This fight is so easy it's untrue. Your rival has evolved his Pokemon but their
levels are barely any different from last time, whereas your levels should be
sky-high in comparison. First, Red and Blue. Pidgeotto gets dropped by Rock
Throw and Raticate can't handle Golem either. Kadabra now has Confusion and is
weak to nothing, really, so hit him hard with something like your starter (as
long as it's not Ivysaur) or Fearow or something. He'll drop to physical
attacks. Finally, his starter. Ivysaur hates Peck and Confusion, Charmeleon
hates Water Gun/BubbleBeam, Rock Throw and Dig, and Wartortle hates
ThunderShock and Vine Whip (you're better off with the latter). Remember to use
Butterfree/Weepinbell's Sleep Powder for a cheap way of winning if you can't
hack it through traditional beat down methods.

Yellow is even easier, if possible. Spearow falls to ThunderShock or, like
Eevee and Rattata, can face Golem for a quick and easy victory on your behalf.
Sandshrew bites the dust (or sand) to Water and Grass attacks, but beware of
critical hits from Slash which will put a dent in your Pokemon. And that's all
there is really. Victory is yours. Again, Sleep Powder can save the day if you
get your knickers in a twist.
___

After the fight, head north and then take the stairs to the captain's quarters.
Speak to him and rub his back (eww) for the elusive and magical  (Cut).
HM's differ to TMs in that they can be used more than once. They all have field
effects as well, whereas TMs mostly don't except for a select few. You will
need to teach someone Cut to complete the storyline, but it's an awful battling
move so wait until we get out of the S.S. Anne and teach it to someone like
Oddish or something useless like that. Oh, and HM's can never be forgotten
(unless you trade to Gold/Silver/Crystal, but enough about that), so make sure
it IS something useless that you put it on.

Cut cuts down certain cactus-looking trees in the field and can also be used to
cut patches of grass so that you don't have to fight wild Pokemon there. Sweet.
Everything grows back when you move into another area though. We're done here
on the S.S. Anne now. Backtrack to the entrance. As soon as you leave, the S.S.
Anne will depart. Such a shame--not.

Go heal up and stuff. If you want to get yourself a Mr. Mime and the HM for
Flash (neither of which is necessary, but the latter is INCREDIBLY useful),
it'll take a bit of side tracking. Whilst at the Poke Center, Red/Blue players
will want to take out their spare Abra and Yellow players their Clefairy to
swap for said Mr. Mime. Ooh, exciting. If you need to deposit something,
deposit Butterfree or Pikachu. I know he lets out a whine in Yellow and you
might not want to, but he is fairly useless for this bit.

Oh, and you need to take out someone who knows the HM Cut. Oddish is a prime
candidate for teaching, as is your spare Mew if you caught two. Mew is a great
HM slave! Either way, while you're here you might as well deposit all useless
items or items that you're not going to use in the PC, such as the S.S. Ticket,
Rare Candies, HM01 and any unused TMs etc. They take up valuable item space
(you can only hold up to 20 at one time).

Remember Diglett's Cave off Route 11 to the east? After healing up, please head
on over there. Dugtrio is still as deadly as ever, so I'd encourage saving very
often, so that you don't have to backtrack too far if one screws you over.
Don't use any Repels; just follow the very linear path right to the end.
___________

Cut Roundup
___________

New Items
---------
[ ] Old Amber  [ ] HM05 (Flash)  [ ] HP Up  [ ] Moon Stone
[ ] TM42 (Dream Eater)

New Pokemon
-----------
[ ] Mr. Mime

- Recommended Party Avg. Level: 24

Yeah, of all the places, we end up back at Route 2, right outside Pewter City.
Coolio. Once you emerge, you can head west and cut the tree here to go to
Pewter City. At the north point of the city is the museum, and now, armed with
Cut, you can hack your way into the secret entrance on the right-hand side of
the museum. Inside, talk to the guy for a well-deserved . We can't
do much with it yet, but I will, in due time, let you know when it becomes
useful.

Head back to where you exited Diglett's Cave and head south into the first
house you see. The person at the top in this house will trade you a Mr. Mime
for your Clefairy (Yellow) or Abra (Red and Blue).

 - Rating: ***
Mimey is a thoroughly average Psychic Pokemon which isn't in the same league as
Hypno or Alakazam, though it is faster than the former. Not really worth the
effort, and he doesn't even have the decency to evolve into something cool. He
does, however, get boosted EXP. and has decent stats to run with. But he's a
creepy clown, so... I don't like it.

Head south into the Lookout Station and speak to the scientist here. This is
another of Oak's Aides and he will give you  (Flash) if you've collected
10 Pokemon, which I sincerely hope you have. Flash isn't necessary for game
completion but very helpful for dark caves and such, otherwise you can't see
where you're going.

Head south through the Station and pick up the two items out in the field here,
a  and a . You can cut the trees here to get back to
Viridian City, which I recommend doing for one thing. Head to the Poke Center
in Viridian and then go straight left. You'll encounter a pond with a Cut tree
above it. Cut the tree and talk to the weirdo in this enclosed area for 
(Dream Eater), before heading back through Diglett's Cave to Vermilion City.
______________

Vermilion City
______________

New Items
---------
[ ] TM24 (Thunderbolt)

New Pokemon
-----------
[ ] Squirtle (Y)

- Recommended Party Avg. Level: 25

Heal up at Vermilion Poke Center. Retain your Cut using Pokemon as we'll need
him to get into Vermilion Gym. Head to the south-west portion of the city and
use Cut to access the Gym. I would show you my team at this point but it hasn't
really changed... so go into the Gym and start with the Sailor on the left.
_________________________________________________________
Trainer: Sailor          Version: R  B       Money: $ 630
---------------------------------------------------------
#025: Pikachu     ELE        L21   369 Exp.
 Stats -  HP:  49  Atk:  31  Def:  20  Spc:  29  Spe:  46
 ~ ThunderShock, Growl, Thunder Wave, Quick Attack
#025: Pikachu     ELE        L21   369 Exp.
 Stats -  HP:  49  Atk:  31  Def:  20  Spc:  29  Spe:  46
 ~ ThunderShock, Growl, Thunder Wave, Quick Attack
_________________________________________________________
Trainer: Sailor          Version:       Y    Money: $ 720
---------------------------------------------------------
#081: Magnemite   ELE        L24   457 Exp.
 Stats -  HP:  49  Atk:  26  Def:  42  Spc:  54  Spe:  30
 ~ Tackle, SonicBoom
_________________________________________________________

Ground types such as Diglett or Golem shut them down. Golem is especially good
as its hefty resistance and defense means it takes little damage from
everything not called SonicBoom as well. Just use strong attackers otherwise.
___

Then talk to the Rocker slightly northeast of him.
_________________________________________________________
Trainer: Rocker          Version: R  B       Money: $ 500
---------------------------------------------------------
#100: Voltorb     ELE        L20   441 Exp.
 Stats -  HP:  49  Atk:  20  Def:  28  Spc:  30  Spe:  48
 ~ Tackle, Screech, SonicBoom
#081: Magnemite   ELE        L20   381 Exp.
 Stats -  HP:  43  Atk:  22  Def:  36  Spc:  46  Spe:  26
 ~ Tackle
#100: Voltorb     ELE        L20   441 Exp.
 Stats -  HP:  49  Atk:  20  Def:  28  Spc:  30  Spe:  48
 ~ Tackle, Screech, SonicBoom
_________________________________________________________
Trainer: Rocker          Version:       Y    Money: $ 500
---------------------------------------------------------
#100: Voltorb     ELE        L20   441 Exp.
 Stats -  HP:  49  Atk:  20  Def:  28  Spc:  30  Spe:  48
 ~ Tackle, Screech, SonicBoom
#100: Voltorb     ELE        L20   441 Exp.
 Stats -  HP:  49  Atk:  20  Def:  28  Spc:  30  Spe:  48
 ~ Tackle, Screech, SonicBoom
#100: Voltorb     ELE        L20   441 Exp.
 Stats -  HP:  49  Atk:  20  Def:  28  Spc:  30  Spe:  48
 ~ Tackle, Screech, SonicBoom
_________________________________________________________

SonicBoom is annoying so just hope they use the other available moves they have
and pound on them with fast attackers such as Dugtrio, or perhaps even Alakazam
who can go for the 2HKO with Confusion.
___

Now the Gentleman in the northeast of the gym.
_________________________________________________________
Trainer: Gentleman       Version: R  B       Money: $1610
---------------------------------------------------------
#025: Pikachu     ELE        L23   403 Exp.
 Stats -  HP:  52  Atk:  34  Def:  22  Spc:  31  Spe:  50
 ~ ThunderShock, Growl, Thunder Wave, Quick Attack
_________________________________________________________
Trainer: Gentleman       Version:       Y    Money: $1540
---------------------------------------------------------
#100: Voltorb     ELE        L22   484 Exp.
 Stats -  HP:  53  Atk:  22  Def:  30  Spc:  32  Spe:  52
 ~ Tackle, Screech, SonicBoom, Selfdestruct
#081: Magnemite   ELE        L22   418 Exp.
 Stats -  HP:  46  Atk:  24  Def:  39  Spc:  50  Spe:  28
 ~ Tackle, SonicBoom
_________________________________________________________

Golem laughs at Pikachu, whereas fast attackers who can try to avoid SonicBoom
laugh at Voltorb and Magnemite. Beware Selfdestruct!
___

Now that all the preliminary warm-ups are outta here, we have to tackle this
Gym's rather annoying electric lock puzzle. Essentially, the rubbish bins here
contain two electric locks. Only one will appear at first, and when you find it
another one will appear in a random adjacent bin (one square across from it
horizontally or vertically). If you don't guess the second one correctly, the
first one resets, thus disappearing and making you try again. Once you've
opened the first lock, the second appears in ANY adjacent slot, even if you've
already checked it! So it's just a guessing game and you'll get it right in the
end. Once the door is open, it's time to fight. Remember to save beforehand.
_________________________________________________________
Trainer: Lt. Surge       Version: R  B       Money: $2376
---------------------------------------------------------
#100: Voltorb     ELE        L21   463 Exp.
 Stats -  HP:  51  Atk:  21  Def:  29  Spc:  31  Spe:  50
 ~ Tackle, Screech, SonicBoom
#025: Pikachu     ELE        L18   315 Exp.
 Stats -  HP:  43  Atk:  28  Def:  18  Spc:  25  Spe:  40
 ~ ThunderShock, Thunder Wave, Growl, Quick Attack
#026: Raichu      ELE        L24   627 Exp.
 Stats -  HP:  66  Atk:  52  Def:  35  Spc:  52  Spe:  56
 ~ Thunderbolt, Thunder Wave, ThunderShock, Growl
_________________________________________________________
Trainer: Lt. Surge       Version:       Y    Money: $2772
---------------------------------------------------------
#026: Raichu      ELE        L28   732 Exp.
 Stats -  HP:  76  Atk:  60  Def:  40  Spc:  59  Spe:  65
 ~ Thunderbolt, Growl, Mega Punch, Mega Kick
_________________________________________________________

Lt. Surge uses X Speed on his already fast Pokemon to crank their Speed up to
ridiculous levels. Since Golem is about a billion times slower anyway, Lt.
Surge essentially just wastes turns. If you do have a full health Golem, you
don't really need much strategy. If your Golem has Dig, even better. In Red and
Blue, once the SonicBoomer is down, nothing can stop you. Quick Attack is
laughable and the Electric moves will do nothing to you. Dugtrio also does
fairly well with STAB super-effective attacks and immunity to Electric, but
repeated Quick Attacks/SonicBooms/Mega Punches/Kicks will wear it down
eventually. No need to even fear Raichu's level--I had a L26 Golem which took
16HP damage from a critical hit Mega Kick. Golem's Defense is just so fantastic
so there's no need to worry.

Now, that's the Ground types sorted--you won't need much strategy with them as
Lt. Surge can't scratch you. If you have no Ground types, Grass types resist
Electric attacks somewhat and can try to beat them up with Vine Whip. Sleep
Powder is always a cheap option, though a miss can be very costly for
Butterfree if you get hit by Thunderbolt! Try to be careful of Pikachu's
paralysis in RBY and keep these guys away: Water types will get killed and so
will fliers while everything else will either be neutral or resist it. I guess
if you have no Ground types you should just pound on it with anything but
Electric and Flying attacks. You'll pull through in the end.
___

For your valiant efforts, Lt. Surge awards you the ThunderBadge. Not only are
you now allowed to use the HM Fly out of battle effects (more on that later),
but all your Pokemon's Speed stats are invisibly increased to 9/8ths of the
original value for in-game battles. Nifty.

You also get some cash and  (Thunderbolt), a fantastic Electric move.
With 100% accuracy and 95 base power, it's the most reliable Electric move in
the game (as opposed to a 70% accurate Thunder with 120 base power) and will
serve you very well. Yellow players' Pikachus will get it at L26 anyway though
and I'm not sure you should use it on something like Pikachu in Red and Blue.
Save it for Zapdos or another worthy Electric type like Jolteon.

Well, we're done here. Yellow players should talk to the female police officer
in the centre of town for a free L10 Squirtle!

 - Rating: ***
Neat, though it's probably too low-levelled to consider making part of your
team unless you are very dedicated. Still, Water types are very solid and
Blastoise has some very well-rounded stats. Give him the BubbleBeam TM for
Cerulean and take him east to Diglett Cave for some quick training, if you
want.

Now return to Cerulean City, through Route 6, the Underground Path and Route 5.
When heading through grassy routes remember that you can Cut grass to avoid
wild Pokemon.
_____________

Cerulean City
_____________

New Items
---------
[ ] Bicycle

- Recommended Party Avg. Level: 25

When you arrive in Cerulean, head to the Bicycle Shop at the southwest of the
city and exchange your Bike Voucher for a , one of the most useful but
nonessential items in the game--it speeds up travelling time! Put it at the top
of your item list (use Select to switch items slots around) because you'll want
it there. While you're here, you might as well deposit all items and junk in
the PC too, and buy a few Poke Balls because we'll be traversing another cave
system soon.

Keep a Cut user in your party for the road ahead. Now head to the east section
of the city. From the Poke Center, go west, north through the tiny ledge, east,
through the house that has been burgled and then east towards a cut-able tree.
_________________________________________________

[22] Route 9                   Encounter Rate: 15
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Tall Grass: -----------------------------------
#019: Rattata     NRM        R  B      40%  14-17
                                   Y   15%     18
#020: Raticate    NRM        -  -  Y    4%     20
#021: Spearow     NRM / FLY  R  B      35%  13-17
                                   Y   10%     17
#022: Fearow      NRM / FLY  -  -  Y    1%     19
#023: Ekans       PSN        R  -  -   25%  11-17
#027: Sandshrew   GRN        -  B  -   25%  11-17
#029: Nidoran F   PSN        -  -  Y   30%  16-18
#030: Nidorina    PSN        -  -  Y    5%     18
#032: Nidoran M   PSN        -  -  Y   30%  16-18
#033: Nidorino    PSN        -  -  Y    5%     18
_________________________________________________

New Items
---------
[ ] TM30 (Teleport)  [ ] Ether (H)

New Pokemon
-----------
( ) Nidorina (Y)  ( ) Nidorino (Y)

- Recommended Party Avg. Level: 25

Cut the tree, then head east and south to be encountered by a female trainer.
_________________________________________________________
Trainer: Jr.Trainer F    Version: R  B  Y    Money: $ 360
---------------------------------------------------------
#043: Oddish      GRS / PSN  L18   300 Exp.
 Stats -  HP:  47  Atk:  26  Def:  27  Spc:  34  Spe:  18
 ~ Absorb, PoisonPowder, Stun Spore
#069: Bellsprout  GRS / PSN  L18   324 Exp.
 Stats -  HP:  48  Atk:  35  Def:  20  Spc:  33  Spe:  22
 ~ Growth, Wrap, PoisonPowder, Sleep Powder
#043: Oddish      GRS / PSN  L18   300 Exp.
 Stats -  HP:  47  Atk:  26  Def:  27  Spc:  34  Spe:  18
 ~ Absorb, PoisonPowder, Stun Spore
#069: Bellsprout  GRS / PSN  L18   324 Exp.
 Stats -  HP:  48  Atk:  35  Def:  20  Spc:  33  Spe:  22
 ~ Growth, Wrap, PoisonPowder, Sleep Powder
_________________________________________________________

Status afflictions galore. Use a fast super-effective Pokemon such as Alakazam,
but Hypno or Fearow prove useful as well. Charmeleon is a tad slow and under-
powered because he hasn't evolved yet and will likely get hit by every status
ailment under the sun. Just be careful.
___

Drop down two ledges and collect the item ball here for  (Teleport). If
you had Abra/Kadabra/Alakazam, you'll know what this move does. Most Psychic
Pokemon can learn it and a few others. It's useless in battle, but teleports
you from the field to the last used Poke Center, which is handy enough. It only
teleports you from OUTSIDE a cave or dungeon, unlike Dig which does the
opposite. So you might need both. Head east and fight the trainer here.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 700
---------------------------------------------------------
#066: Machop      FGT        L20   376 Exp.
 Stats -  HP:  61  Atk:  40  Def:  28  Spc:  22  Spe:  22
 ~ Karate Chop, Low Kick
#095: Onix        RCK / GRN  L20   462 Exp.
 Stats -  HP:  47  Atk:  26  Def:  72  Spc:  20  Spe:  36
 ~ Tackle, Screech, Bind, Rock Throw
_________________________________________________________

Confusion or Peck hits Machop whilst Vine Whip or Water Gun/BubbleBeam both
obliterate Onix.
___

Exit this section by heading east and then north through the gap in the ledge.
Head up and right, then north to encounter a trainer standing next to a sign.
_________________________________________________________
Trainer: Jr.Trainer M    Version: R  B       Money: $ 420
---------------------------------------------------------
#058: Growlithe   FIR        L21   409 Exp.
 Stats -  HP:  57  Atk:  38  Def:  27  Spc:  29  Spe:  33
 ~ Bite, Roar, Ember
#004: Charmander  FIR        L21   292 Exp.
 Stats -  HP:  50  Atk:  30  Def:  26  Spc:  29  Spe:  35
 ~ Scratch, Growl, Ember, Leer
_________________________________________________________
Trainer: Youngster       Version:       Y    Money: $ 480
---------------------------------------------------------
#027: Sandshrew   GRN        L24   477 Exp.
 Stats -  HP:  61  Atk:  45  Def:  49  Spc:  23  Spe:  28
 ~ Scratch, Sand-Attack, Slash, Fissure
_________________________________________________________

Rock or Water attacks waste the Fire Pokemon, while Vine Whip or Water attacks
take care of the shrew. Yellow players will notice that the Youngster's
Sandshrew has Fissure, a move that always KOs if it lands. However, it's
glitched in this game and will never work if the user is slower than the
target. Since Sandshrew is pretty slow, it shouldn't affect you, but it only
has a ~30% success rate even should Sandshrew somehow outspeed you.
___

Proceed north to encounter another trainer.
_________________________________________________________
Trainer: Bug Catcher     Version: R  B  Y    Money: $ 190
---------------------------------------------------------
#015: Beedrill    BUG / PSN  L19   646 Exp.
 Stats -  HP:  56  Atk:  38  Def:  23  Spc:  25  Spe:  36
 ~ Fury Attack, Focus Energy
#015: Beedrill    BUG / PSN  L19   646 Exp.
 Stats -  HP:  56  Atk:  38  Def:  23  Spc:  25  Spe:  36
 ~ Fury Attack, Focus Energy
_________________________________________________________

Fury Attack is certainly annoying when it hits five times, but honestly,
Beedrill is no threat whatsoever. I used Rock Throw... my Golem is so much
higher levelled than anything else...
___

To the left of this guy is the tall grass for this route, so start catching
stuff if you haven't already got it. A few evolutions make an appearance in
Yellow, but you've already had the opportunity to catch the base forms so you
shouldn't need anything if you've been vigilant so far.

Below the grass is a ledge. To the right of this ledge is a rock which contains
a hidden . Woohoo! Once you're done here, head past the two previous
trainers, take the next available path east and then jump over the ledge here.
Head all the way right and you'll bump into another trainer.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 735
---------------------------------------------------------
#074: Geodude     RCK / GRN  L21   387 Exp.
 Stats -  HP:  51  Atk:  42  Def:  50  Spc:  20  Spe:  16
 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct
#095: Onix        RCK / GRN  L21   486 Exp.
 Stats -  HP:  49  Atk:  27  Def:  75  Spc:  20  Spe:  37
 ~ Tackle, Screech, Bind, Rock Throw
_________________________________________________________

Water and Grass type moves will waste these suckers big time.
___

Exit this enclosed area to the west through the gap in the ledge, then hang an
immediate right and take the next ledge gap north to fight a trainer.
_________________________________________________________
Trainer: Bug Catcher     Version: R  B       Money: $ 200
---------------------------------------------------------
#010: Caterpie    BUG        L20   226 Exp.
 Stats -  HP:  51  Atk:  20  Def:  22  Spc:  16  Spe:  26
 ~ Tackle, String Shot
#013: Weedle      BUG / PSN  L20   222 Exp.
 Stats -  HP:  49  Atk:  22  Def:  20  Spc:  16  Spe:  28
 ~ Poison Sting, String Shot
#048: Venonat     BUG / PSN  L20   321 Exp.
 Stats -  HP:  57  Atk:  30  Def:  28  Spc:  24  Spe:  26
 ~ Tackle, Disable
_________________________________________________________
Trainer: Bug Catcher     Version:       Y    Money: $ 200
---------------------------------------------------------
#010: Caterpie    BUG        L20   226 Exp.
 Stats -  HP:  51  Atk:  20  Def:  22  Spc:  16  Spe:  26
 ~ Tackle, String Shot
#013: Weedle      BUG / PSN  L20   222 Exp.
 Stats -  HP:  49  Atk:  22  Def:  20  Spc:  16  Spe:  28
 ~ Poison Sting, String Shot
#048: Venonat     BUG / PSN  L20   321 Exp.
 Stats -  HP:  57  Atk:  30  Def:  28  Spc:  24  Spe:  26
 ~ Tackle, Disable, Supersonic, Confusion
_________________________________________________________

Bug types shouldn't bother you by now. Ember, Peck, Rock Throw, Confusion (for
Poison types)
___

Head up and take the next left for the next trainer.
_________________________________________________________
Trainer: Jr. Trainer M   Version: R  B  Y    Money: $ 380
---------------------------------------------------------
#019: Rattata     NRM        L19   231 Exp.
 Stats -  HP:  43  Atk:  29  Def:  21  Spc:  17  Spe:  35
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#050: Diglett     GRN        L19   328 Exp.
 Stats -  HP:  35  Atk:  29  Def:  17  Spc:  25  Spe:  44
 ~ Scratch, Growl, Dig
#023: Ekans       PSN        L19   252 Exp.
 Stats -  HP:  45  Atk:  31  Def:  24  Spc:  23  Spe:  28
 ~ Wrap, Leer, Poison Sting, Bite
#027: Sandshrew   GRN        L19   378 Exp.
 Stats -  HP:  51  Atk:  36  Def:  40  Spc:  19  Spe:  23
 ~ Scratch, Sand-Attack, Slash
_________________________________________________________

The most painful attacks are Hyper Fang, Dig and Slash. Getting poisoned is no
fun either. Golem eats Rattata for breakfast, Confusion hits the snake and
Water or Grass attacks take care of the others.
___

Don't go through the gap in the ledge above you--go to the right and take the
next gap above you instead. Follow along to yet another trainer.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 700
---------------------------------------------------------
#074: Geodude     RCK / GRN  L20   367 Exp.
 Stats -  HP:  49  Atk:  40  Def:  48  Spc:  20  Spe:  16
 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct
#066: Machop      FGT        L20   376 Exp.
 Stats -  HP:  61  Atk:  40  Def:  28  Spc:  22  Spe:  22
 ~ Karate Chop, Low Kick
#074: Geodude     RCK / GRN  L20   367 Exp.
 Stats -  HP:  49  Atk:  40  Def:  48  Spc:  20  Spe:  16
 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct
_________________________________________________________

Head east afterwards and jump down the ledge for the final fight of this Route.
_________________________________________________________
Trainer: Jr.Trainer F    Version: R  B  Y    Money: $ 460
---------------------------------------------------------
#052: Meowth      NRM        L23   339 Exp.
 Stats -  HP:  55  Atk:  29  Def:  24  Spc:  27  Spe:  50
 ~ Scratch, Growl, Bite, Pay Day
_________________________________________________________

Golem will take laughable damage, or just hit it with powerful attacks.
___

Once you've finished her off, head east on to Route 10.
_________________________________________________

[23] Route 10                  Encounter Rate: 15
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Tall Grass: -----------------------------------
#019: Rattata     NRM        -  -  Y   20%     18
#020: Raticate    NRM        -  -  Y    5%     20
#021: Spearow     NRM / FLY  R  B  -   35%  13-17
#023: Ekans       PSN        R  -  -   25%  11-17
#027: Sandshrew   GRN        -  B  -   25%  11-17
#029: Nidoran F   PSN        -  -  Y   10%     17
#032: Nidoran M   PSN        -  -  Y   10%     17
#066: Machop      FGT        -  -  Y    5%  16-18
#081: Magnemite   ELE        -  -  Y   50%  16-22
#100: Voltorb     ELE        R  B  -   40%  14-17
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#061: Poliwhirl   WTR        R  B  -   50%     23
#079: Slowpoke    WTR / PSY  R  B  -   50%     15
#098: Krabby      WTR        -  -  Y   70%  15-20
#099: Kingler     WTR        -  -  Y   10%     25
#116: Horsea      WTR        -  -  Y   20%     10
_________________________________________________

New Items
---------
[ ] Super Potion (H)  [ ] Max Ether (H)

New Pokemon
-----------
[ ] Machop (Y)  [ ] Magnemite (Y)  [ ] Voltorb (RB)

- Recommended Party Avg. Level: 25

The grass here contains a few new Pokemon as listed above, but don't worry--
they'll all be available in all versions soon enough.

 - Rating: ** (Machoke)
         - Rating: *** (Machamp)
Machop is a nice Fighting Pokemon, but it needs to be traded and given TMs to
reach its full potential, and is unfortunately weak against Psychics. Awesome
offensively, but a bit slow and Submission will hurt you quite a bit.

 - Rating: ***
Magnemite is a powerful but slow Electric type with a hideously shallow
movepool, and it only learns ThunderShock naturally in terms of level-up moves
at L25, which is about as good as it gets. No thanks.

 - Rating: ***
Finally we get to Voltorb, a blisteringly fast Electric type... that gets
horrific moves via level-up (no STAB moves!) and only gets good moves when
given TMs. You'll have to give both of these guys the Thunderbolt TM to see any
use from them.

Yellow players shouldn't fret about getting a Machop straight away, because
they're much more common in Rock Tunnel, which is just around the corner.
Literally. Head down, heal up in the Poke Center if necessary and then head up
around the tree blockade to battle a trainer.
_________________________________________________________
Trainer: Jr.Trainer F    Version: R  B       Money: $ 400
---------------------------------------------------------
#025: Pikachu     ELE        L20   351 Exp.
 Stats -  HP:  47  Atk:  30  Def:  20  Spc:  28  Spe:  44
 ~ ThunderShock, Growl, Thunder Wave, Quick Attack
#035: Clefairy    NRM        L20   291 Exp.
 Stats -  HP:  61  Atk:  26  Def:  27  Spc:  32  Spe:  22
 ~ Pound, Growl, Sing, DoubleSlap
_________________________________________________________
Trainer: Jr.Trainer F    Version:       Y    Money: $ 400
---------------------------------------------------------
#039: Jigglypuff  NRM        L20   325 Exp.
 Stats -  HP:  79  Atk:  26  Def:  16  Spc:  18  Spe:  16
 ~ Sing, Pound, Disable, Defense Curl
#035: Clefairy    NRM        L20   291 Exp.
 Stats -  HP:  61  Atk:  26  Def:  27  Spc:  32  Spe:  22
 ~ Pound, Growl, Sing, DoubleSlap
_________________________________________________________

My Rock Throw missed five times in a row here and I still won, so you shouldn't
have much trouble if you use Golem. Otherwise, powerful attacks as always.
___

A hidden  resides in the tile to the right of the entrance to
Rock Tunnel. You'll need Cut to access it. Also, a hidden  lies
inside the tree to the east of the Rock Tunnel exit. Afterwards, heal up at the
Poke Center and bring out something that can use Flash for the caves ahead.
There are 19 trainers to take care of in Rock Tunnel, so get yourself prepared.
_________________________________________________

[24] Rock Tunnel               Encounter Rate: 15
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- 1F - Cave Floor: ------------------------------
#041: Zubat       PSN / FLY  R  B      55%  15-18
                                   Y   50%  15-21
#066: Machop      FGT        R  B      15%  15-17
                                   Y   10%  17-21
#074: Geodude     RCK / GRN  R  B      25%  16-17
                                   Y   40%  16-20
#095: Onix        RCK / GRN  R  B  -    5%  13-15
- B1F - Cave Floor: -----------------------------
#041: Zubat       PSN / FLY  R  B      50%  16-18
                                   Y   40%  20-22
#066: Machop      FGT        R  B      15%  15-17
                                   Y   20%  18-20
#074: Geodude     RCK / GRN  R  B      26%  16-18
                                   Y   30%  17-21
#095: Onix        RCK / GRN  R  B       9%  13-17
                                   Y   10%  14-22
_________________________________________________

New Pokemon
-----------
[ ] Machop (RB)  [ ] Onix

- Recommended Party Avg. Level: 25

Set yourself up with Flash (I taught it to Butterfree) to make your life a lot
easier.

 - Rating: *
Knock around for an Onix in Red and Blue (Yellow players must do it on the next
floor)--a thoroughly inferior Pokemon to Golem--and a Machop if you don't have
one. Onix is a terrible Pokemon in every way, his only standout stat being
Defense. Eesh. His offensive power is miserable.

Approach the Pokemaniac at the intersection to the southeast.
_________________________________________________________
Trainer: Pokemaniac      Version: R  B       Money: $1150
---------------------------------------------------------
#104: Cubone      GRN        L23   427 Exp.
 Stats -  HP:  59  Atk:  32  Def:  52  Spc:  27  Spe:  24
 ~ Bone Club, Growl
#079: Slowpoke    WTR / PSY  L23   487 Exp.
 Stats -  HP:  78  Atk:  39  Def:  38  Spc:  27  Spe:  15
 ~ Confusion, Disable, Headbutt
_________________________________________________________
Trainer: Pokemaniac      Version:       Y    Money: $1150
---------------------------------------------------------
#104: Cubone      GRN        L23   427 Exp.
 Stats -  HP:  59  Atk:  32  Def:  52  Spc:  27  Spe:  24
 ~ Growl, Bone Club, Tail Whip, Headbutt
#079: Slowpoke    WTR / PSY  L23   487 Exp.
 Stats -  HP:  78  Atk:  39  Def:  38  Spc:  27  Spe:  15
 ~ Confusion, Disable, Headbutt
_________________________________________________________

I used Ivysaur's Vine Whip to knock 'em out. Beware Slowpoke's Confusion if you
do this, or consider using Pikachu. You'll notice that Pikachu is severely
underpowered now.
___

Take the south path here and follow it around to the east and north to a
ladder, which you should descend. Head southwest from this large space to get
to a narrower pathway, along which you will encounter a trainer.
_________________________________________________________
Trainer: Pokemaniac      Version: R  B  Y    Money: $1250
---------------------------------------------------------
#079: Slowpoke    WTR / PSY  L25   529 Exp.
 Stats -  HP:  84  Atk:  42  Def:  41  Spc:  29  Spe:  16
 ~ Confusion, Disable, Headbutt
_________________________________________________________

Vine Whip or ThunderShock, although when I tried ThunderShock my Pikachu bit
the dust. Brilliant. Don't let Ivysaur/Weepinbell eat a Confusion.
___

Continue on left and go north at the intersection ahead for another fight.
_________________________________________________________
Trainer: Jr.Trainer F    Version: R  B  Y    Money: $ 440
---------------------------------------------------------
#043: Oddish      GRS / PSN  L22   367 Exp.
 Stats -  HP:  55  Atk:  30  Def:  32  Spc:  41  Spe:  21
 ~ Absorb, PoisonPowder, Stun Spore, Sleep Powder
#001: Bulbasaur   GRS / PSN  L22   301 Exp.
 Stats -  HP:  55  Atk:  30  Def:  30  Spc:  37  Spe:  28
 ~ Growl, Leech Seed, Vine Whip, PoisonPowder
_________________________________________________________

These guys hate Psychic moves, Peck and Ember. Too bad we have all of those.
___

Continuing on northeast, you'll find a Pokemaniac.
_________________________________________________________
Trainer: Pokemaniac      Version: R  B       Money: $1100
---------------------------------------------------------
#004: Charmander  FIR        L22   306 Exp.
 Stats -  HP:  52  Atk:  31  Def:  27  Spc:  30  Spe:  37
 ~ Growl, Ember, Leer, Rage
#104: Cubone      GRN        L22   409 Exp.
 Stats -  HP:  57  Atk:  30  Def:  50  Spc:  26  Spe:  23
 ~ Bone Club, Growl
_________________________________________________________
Trainer: Pokemaniac      Version:       Y    Money: $1100
---------------------------------------------------------
#004: Charmander  FIR        L22   306 Exp.
 Stats -  HP:  52  Atk:  31  Def:  27  Spc:  30  Spe:  37
 ~ Growl, Ember, Leer, Rage
#104: Cubone      GRN        L22   409 Exp.
 Stats -  HP:  57  Atk:  30  Def:  50  Spc:  26  Spe:  23
 ~ Growl, Bone Club, Tail Whip, Headbutt
_________________________________________________________

Charmander can eat a Water Gun, BubbleBeam, Rock Throw or Dig and Cubone can
have a Water move or a Vine Whip, or even Razor Leaf if you have it.
___

If you proceed along the path in a north-easterly fashion, you'll get to an
area containing a lack rock formation in the middle. To the south and left is a
Hiker.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 875
---------------------------------------------------------
#074: Geodude     RCK / GRN  L25   460 Exp.
 Stats -  HP:  59  Atk:  49  Def:  59  Spc:  24  Spe:  19
 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct
_________________________________________________________

Selfdestruct will badly dent your Pokemon, so make sure you can finish Geodude
in one hit, or save beforehand and pray he doesn't use it, resetting if he
does.
___

On the upper side of the rock formation and to the right is another Hiker.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 700
---------------------------------------------------------
#066: Machop      FGT        L20   376 Exp.
 Stats -  HP:  61  Atk:  40  Def:  28  Spc:  22  Spe:  22
 ~ Karate Chop, Low Kick
#095: Onix        RCK / GRN  L20   462 Exp.
 Stats -  HP:  47  Atk:  26  Def:  72  Spc:  20  Spe:  36
 ~ Tackle, Screech, Bind, Rock Throw
_________________________________________________________

Confusion takes care of Machop, and if you have a L27 Alakazam with Psybeam
then that's just overkill. Onix hates his 4x weakness to Grass and Water moves.
___

After they're beaten, take the ladder in the upper left corner. There's a Hiker
to your right when you arrive.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 665
---------------------------------------------------------
#074: Geodude     RCK / GRN  L19   349 Exp.
 Stats -  HP:  47  Atk:  38  Def:  46  Spc:  19  Spe:  15
 ~ Tackle, Defense Curl, Rock Throw
#066: Machop      FGT        L19   357 Exp.
 Stats -  HP:  58  Atk:  38  Def:  27  Spc:  21  Spe:  21
 ~ Karate Chop, Low Kick
#074: Geodude     RCK / GRN  L19   349 Exp.
 Stats -  HP:  47  Atk:  38  Def:  46  Spc:  19  Spe:  15
 ~ Tackle, Defense Curl, Rock Throw
#074: Geodude     RCK / GRN  L19   349 Exp.
 Stats -  HP:  47  Atk:  38  Def:  46  Spc:  19  Spe:  15
 ~ Tackle, Defense Curl, Rock Throw
_________________________________________________________

Should be getting used to these guys by now. Water/Grass on the rocks,
Peck/Psychic moves on the chopping thing.
___

Head down the left side of the rock to find... you guessed it. Yup, it's a
Hiker alright.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 700
---------------------------------------------------------
#095: Onix        RCK / GRN  L20   462 Exp.
 Stats -  HP:  47  Atk:  26  Def:  72  Spc:  20  Spe:  36
 ~ Tackle, Screech, Bind, Rock Throw
#095: Onix        RCK / GRN  L20   462 Exp.
 Stats -  HP:  47  Atk:  26  Def:  72  Spc:  20  Spe:  36
 ~ Tackle, Screech, Bind, Rock Throw
#074: Geodude     RCK / GRN  L20   367 Exp.
 Stats -  HP:  49  Atk:  40  Def:  48  Spc:  20  Spe:  16
 ~ Tackle, Defense Curl, Rock Throw
_________________________________________________________

You should know how to take care of business here. 4x weaknesses galore!
___

Go around the rock and head east, then travel north before a short dead end to
face ANOTHER friggin' Hiker.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 735
---------------------------------------------------------
#074: Geodude     RCK / GRN  L21   387 Exp.
 Stats -  HP:  51  Atk:  42  Def:  50  Spc:  20  Spe:  16
 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct
#075: Graveler    RCK / GRN  L21   603 Exp.
 Stats -  HP:  57  Atk:  48  Def:  56  Spc:  27  Spe:  23
 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct
_________________________________________________________

This is the first time you've seen Graveler (unless, of course, you raised one
yourself) and its just a beefed up Geodude. Again, be very wary of Selfdestruct
if you can't take them both out in one hit. Consider saving beforehand and
resetting if they obliterate one of your Pokemon.
___

Take the ladder above the Hiker and proceed left, down and left again to
challenge another trainer.
_________________________________________________________
Trainer: Jr.Trainer F    Version: R  B  Y    Money: $ 420
---------------------------------------------------------
#035: Jigglypuff  NRM        L21   342 Exp.
 Stats -  HP:  82  Atk:  27  Def:  16  Spc:  18  Spe:  16
 ~ Sing, Pound, Disable, Defense Curl
#016: Pidgey      NRM / FLY  L21   247 Exp.
 Stats -  HP:  51  Atk:  27  Def:  25  Spc:  23  Spe:  31
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#052: Meowth      NRM        L21   310 Exp.
 Stats -  HP:  51  Atk:  27  Def:  23  Spc:  25  Spe:  46
 ~ Scratch, Growl, Bite, Pay Day
_________________________________________________________

Golem tears up here. If, somehow, Pikachu is still alive, you can clip Pidgey's
wings with a ThunderShock. Or two. Or three. Pikachu is so weak now. Thank the
Lord we can evolve it soon, in Red and Blue at least.
___

Keep going left to fight our favourite trainer, the Hiker.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 735
---------------------------------------------------------
#074: Geodude     RCK / GRN  L21   387 Exp.
 Stats -  HP:  51  Atk:  42  Def:  50  Spc:  20  Spe:  16
 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct
#074: Geodude     RCK / GRN  L21   387 Exp.
 Stats -  HP:  51  Atk:  42  Def:  50  Spc:  20  Spe:  16
 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct
#075: Graveler    RCK / GRN  L21   603 Exp.
 Stats -  HP:  57  Atk:  48  Def:  56  Spc:  27  Spe:  23
 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct
_________________________________________________________

Try to avoid Selfdestruct while exploiting their 4x weaknesses to Grass and
Water.
___

Head northwest now to challenge a Pokemaniac.
_________________________________________________________
Trainer: Pokemaniac      Version: R  B  Y    Money: $1000
---------------------------------------------------------
#079: Slowpoke    WTR / PSY  L20   423 Exp.
 Stats -  HP:  69  Atk:  34  Def:  34  Spc:  24  Spe:  14
 ~ Confusion, Disable, Headbutt
#079: Slowpoke    WTR / PSY  L20   423 Exp.
 Stats -  HP:  69  Atk:  34  Def:  34  Spc:  24  Spe:  14
 ~ Confusion, Disable, Headbutt
#079: Slowpoke    WTR / PSY  L20   423 Exp.
 Stats -  HP:  69  Atk:  34  Def:  34  Spc:  24  Spe:  14
 ~ Confusion, Disable, Headbutt
_________________________________________________________

Above that trainer is another ladder. Climb it and then head south to tackle
two trainers below you.
_________________________________________________________
Trainer: Jr.Trainer F    Version: R  B  Y    Money: $ 440
---------------------------------------------------------
#069: Bellsprout  GRS / PSN  L22   396 Exp.
 Stats -  HP:  57  Atk:  41  Def:  23  Spc:  39  Spe:  26
 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore
#035: Clefairy    NRM        L22   319 Exp.
 Stats -  HP:  66  Atk:  28  Def:  29  Spc:  34  Spe:  23
 ~ Pound, Growl, Sing, DoubleSlap
_________________________________________________________

Fire, Flying and Psychic moves for the plant, Fighting moves or use Golem for
Rock resistance against the fairy.
___
_________________________________________________________
Trainer: Jr.Trainer F    Version: R  B  Y    Money: $ 380
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L19   223 Exp.
 Stats -  HP:  47  Atk:  25  Def:  23  Spc:  21  Spe:  29
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#019: Rattata     NRM        L19   231 Exp.
 Stats -  HP:  43  Atk:  29  Def:  21  Spc:  17  Spe:  35
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#019: Rattata     NRM        L19   231 Exp.
 Stats -  HP:  43  Atk:  29  Def:  21  Spc:  17  Spe:  35
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#069: Bellsprout  GRS / PSN  L19   342 Exp.
 Stats -  HP:  51  Atk:  36  Def:  21  Spc:  34  Spe:  23
 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore
_________________________________________________________

You know the strategies for these guys now right? Try to avoid status
afflictions from Bellsprout. Wrap is equally irritating.
___

There's one more trainer to beat... in this Tunnel, anyway. There's MORE after
this :(. Follow the path around to the left and when you hit an intersection,
take a left.
_________________________________________________________
Trainer: Jr.Trainer F    Version: R  B  Y    Money: $ 400
---------------------------------------------------------
#052: Meowth      NRM        L20   295 Exp.
 Stats -  HP:  49  Atk:  26  Def:  22  Spc:  24  Spe:  44
 ~ Scratch, Growl, Bite, Pay Day
#043: Oddish      GRS / PSN  L20   333 Exp.
 Stats -  HP:  51  Atk:  28  Def:  30  Spc:  38  Spe:  20
 ~ Absorb, PoisonPowder, Stun Spore, Sleep Powder
#016: Pidgey      NRM / FLY  L20   235 Exp.
 Stats -  HP:  49  Atk:  26  Def:  24  Spc:  22  Spe:  30
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
_________________________________________________________

Avoid status from Oddish and you shouldn't have too many problems, unless your
Pokemon have taken quite a beating. Nearly there...
___

Head left, then down and take the ladder to exit Rock Tunnel at long last.
________

Route 10
________

New Items
---------
[ ] Max Ether (H)

- Recommended Party Avg. Level: 26

When you emerge, you'll be standing next to a trainer who wants to battle you,
so do it.
_________________________________________________________
Trainer: Jr.Trainer F    Version: R  B  Y    Money: $ 420
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L21   247 Exp.
 Stats -  HP:  51  Atk:  27  Def:  25  Spc:  23  Spe:  31
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#017: Pidgeotto   NRM / FLY  L21   508 Exp.
 Stats -  HP:  60  Atk:  33  Def:  31  Spc:  29  Spe:  38
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
_________________________________________________________

Rock Throw or ThunderShock will work nicely.
___

To the right of the Rock Tunnel exit is a lone rock housing a hidden , so you can pick that up. Do a 180 and come back left and then head down
this way to come across a Hiker.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 735
---------------------------------------------------------
#074: Geodude     RCK / GRN  L21   387 Exp.
 Stats -  HP:  51  Atk:  42  Def:  50  Spc:  20  Spe:  16
 ~ Tackle, Defense Curl, Rock Throw, Selfdestruct
#095: Onix        RCK / GRN  L21   486 Exp.
 Stats -  HP:  49  Atk:  27  Def:  75  Spc:  20  Spe:  37
 ~ Tackle, Screech, Bind, Rock Throw
_________________________________________________________

Beware Selfdestruct and hit their weaknesses hard.
___

Take the ledge down for another Hiker to challenge you.
_________________________________________________________
Trainer: Hiker           Version: R  B  Y    Money: $ 665
---------------------------------------------------------
#095: Onix        RCK / GRN  L19   439 Exp.
 Stats -  HP:  45  Atk:  25  Def:  68  Spc:  19  Spe:  34
 ~ Tackle, Screech, Bind, Rock Throw
#075: Graveler    RCK / GRN  L19   544 Exp.
 Stats -  HP:  52  Atk:  44  Def:  51  Spc:  25  Spe:  21
 ~ Tackle, Defense Curl, Rock Throw
_________________________________________________________

No Selfdestruct = easy win.
___

Ahead of you to the right lays the last trainer between you and the sweet,
sweet Poke Center. Don't hold anything back now.
_________________________________________________________
Trainer: Pokemaniac      Version: R  B       Money: $1000
---------------------------------------------------------
#104: Cubone      GRN        L20   372 Exp.
 Stats -  HP:  53  Atk:  28  Def:  46  Spc:  24  Spe:  22
 ~ Bone Club, Growl
#079: Slowpoke    WTR / PSY  L20   423 Exp.
 Stats -  HP:  69  Atk:  34  Def:  34  Spc:  24  Spe:  14
 ~ Confusion, Disable, Headbutt
_________________________________________________________
Trainer: Pokemaniac      Version:       Y    Money: $1000
---------------------------------------------------------
#104: Cubone      GRN        L20   372 Exp.
 Stats -  HP:  53  Atk:  28  Def:  46  Spc:  24  Spe:  22
 ~ Growl, Bone Club, Tail Whip, Headbutt
#079: Slowpoke    WTR / PSY  L20   423 Exp.
 Stats -  HP:  69  Atk:  34  Def:  34  Spc:  24  Spe:  14
 ~ Confusion, Disable, Headbutt
_________________________________________________________

Cubone will fall to Water or Grass attacks, whereas Slowpoke falls to Electric
or Grass attacks. As always, be wary of eating a Confusion when using a
Grass/Poison type.
___

Head south to reach the long-awaited Lavender Town.
_________________________________________________

[25] Lavender Town
_________________________________________________
___________________
Poke Mart     Price
-------------------
Great Ball    $ 600
Super Potion  $ 700
Revive        $1500
Escape Rope   $ 550
Super Repel   $ 500
Antidote      $ 100
Burn Heal     $ 250
Ice Heal      $ 250
Parlyz Heal   $ 250
___________________

- Recommended Party Avg. Level: 26

Lavender Town is the graveyard of the Pokemon world and there have even been
claims of people getting depressed by the music here (hop on your bicycle if
this is the case for you--that's much more jolly). There's a seven floor
pseudo-dungeon full of ghosts to take care of here, but not yet, so don't hold
your breath. In fact, there's very little to do in Lavender Town for the
moment. Stop numero uno would be the Poke Center of course, since your 'Mons
most likely took quite a thrashing while traversing Rock Tunnel.

Once you're all done there, there are two more mini-attractions to visit. The
first is the Name Rater's house, more commonly known as the nickname changer.
Any Pokemon that has the same Trainer ID as you (everything you've caught, plus
some others if you're incredibly lucky) can have its nickname changed to
whatever you want. He is located in the house to the left of the Poke Mart,
which is the other draw of this town.

Located in the southeast corner of town, the Poke Mart now sells Great Balls,
as you can see from above. They're three times as expensive as regular Poke
Balls but boast a 1.5x capture rate by comparison. In all honesty, I stick to
regular Poke Balls most of the time and just use status conditions (Sleep,
paralysis, etc.) to raise the capture raise that way. I'd still recommend
getting a few (maybe five?) for those really stubborn Pokemon. Oh, and if you
don't have any Poke Balls now, then this is all you can buy from Lavender, so
tough luck.

If you want to bag yourself a fairly useless TM for collection purposes, take
the south road out of Lavender into Route 12.
________

Route 12
________

New Items
---------
[ ] TM39 (Swift)

- Recommended Party Avg. Level: 26

Enter the guardhouse you stumble across, then take the stairs and talk to the
girl here for  (Swift), a low-power move that never misses. It doesn't
perform an accuracy check so is guaranteed to hit, even when the opponent is
underground through Dig, for example. Once you've got it, head back to
Lavender. Take a Cut user out of your PC if you want the next Route's wild
Pokemon, then take the west exit.
_________________________________________________

[26] Route 8                   Encounter Rate: 15
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Tall Grass: -----------------------------------
#016: Pidgey      NRM / FLY  R  B      30%  18-20
                                   Y   40%  20-22
#017: Pidgeotto   NRM / FLY  -  -  Y   10%     24
#019: Rattata     NRM        -  -  Y   15%     20
#023: Ekans       PSN        R  -  -   20%  17-19
#027: Sandshrew   GRN        -  B  -   20%  17-19
#035: Jigglypuff  NRM        -  -  Y   10%  19-24
#037: Vulpix      FIR        -  B  -   20%  15-18
#052: Meowth      NRM        -  B  -   30%  18-20
#056: Mankey      FGT        R  -  -   30%  18-20
#058: Growlithe   FIR        R  -  -   20%  15-18
#063: Abra        PSY        -  -  Y   20%  15-19
#064: Kadabra     PSY        -  -  Y    5%  20-27
_________________________________________________

New Pokemon
-----------
[ ] Vulpix (B)  [ ] Growlithe (R)  ( ) Kadabra (Y)

- Recommended Party Avg. Level: 26

Follow the path southwest and challenge the Lass here.
_________________________________________________________
Trainer: Lass            Version: R  B  Y    Money: $ 330
---------------------------------------------------------
#035: Clefairy    NRM        L22   319 Exp.
 Stats -  HP:  66  Atk:  28  Def:  29  Spc:  34  Spe:  23
 ~ Pound, Growl, Sing, DoubleSlap
#035: Clefairy    NRM        L22   319 Exp.
 Stats -  HP:  66  Atk:  28  Def:  29  Spc:  34  Spe:  23
 ~ Pound, Growl, Sing, DoubleSlap
_________________________________________________________

Golem resists her attacks, but if you have a Mankey or Machop (or any
evolutions thereof) then you can use super-effective Fighting moves instead.
___

Take on the trainer next to her as well.
_________________________________________________________
Trainer: Gambler         Version: R  B  Y    Money: $1680
---------------------------------------------------------
#058: Growlithe   FIR        L24   468 Exp.
 Stats -  HP:  64  Atk:  42  Def:  30  Spc:  32  Spe:  37
 ~ Bite, Roar, Ember, Leer
#037: Vulpix      FIR        L24   324 Exp.
 Stats -  HP:  56  Atk:  29  Def:  28  Spc:  40  Spe:  40
 ~ Ember, Tail Whip, Quick Attack, Roar
_________________________________________________________

Fire types shouldn't give Water, Rock or Ground types any problems. Physical
attackers should be wary of receiving a Burn, however.
___

To your left now is a cut bush which gives way to this Route's only patch of
Tall Grass. Red and Blue players get their version exclusive Fire type on this
Route, which will come in handy for the next Gym if you've a spare spot in your
team since the Gym is Grass type. Excellent.

 - Rating: **
 - Rating: ***
Growlithe in Red has the coolness factor, which is more often than not the
deciding factor when I build my teams, but in Blue you instead have the
awesomely cool Ninetales--the evolution of Vulpix. Bear in mind that Vulpix
gets Flamethrower at L35 whereas Growlithe gets it at L50! Ninetales also has
better stats where it counts, a faster rate of Exp. gain and access to the
useful Confuse Ray. However, Growlithe can muscle through opponents with his
ridiculously powerful stats across the board, taking advantage of the Dig TM
primarily. They can both evolve with the Fire Stone very soon.

Of course, if you've been raising a Charmander, then you really have no need
for either of these guys, unless one of them really floats your boat. After
that, keep following the path around to the north.
_________________________________________________________
Trainer: Super Nerd      Version: R  B  Y    Money: $ 550
---------------------------------------------------------
#088: Grimer      PSN        L22   423 Exp.
 Stats -  HP:  70  Atk:  44  Def:  30  Spc:  26  Spe:  19
 ~ Pound, Disable
#089: Muk         PSN        L22   739 Exp.
 Stats -  HP:  81  Atk:  55  Def:  41  Spc:  37  Spe:  30
 ~ Pound, Disable
#088: Grimer      PSN        L22   423 Exp.
 Stats -  HP:  70  Atk:  44  Def:  30  Spc:  26  Spe:  19
 ~ Pound, Disable
_________________________________________________________

Alakazam/Hypno clean up, no problem. Dig also works wonders.
___

To this guy's left are four trainers standing in a line. Going from top to
bottom, this is how the fights play out:
_________________________________________________________
Trainer: Lass            Version: R  B       Money: $ 345
---------------------------------------------------------
#029: Nidoran F   PSN        L23   289 Exp.
 Stats -  HP:  61  Atk:  30  Def:  32  Spc:  27  Spe:  27
 ~ Tackle, Scratch, Poison Sting, Tail Whip
#030: Nidorina    PSN        L23   576 Exp.
 Stats -  HP:  68  Atk:  37  Def:  39  Spc:  33  Spe:  34
 ~ Tackle, Scratch, Poison Sting, Tail Whip
_________________________________________________________
Trainer: Lass            Version:       Y    Money: $ 345
---------------------------------------------------------
#029: Nidoran F   PSN        L23   289 Exp.
 Stats -  HP:  61  Atk:  30  Def:  32  Spc:  27  Spe:  27
 ~ Scratch, Double Kick, Poison Sting, Tail Whip
#030: Nidorina    PSN        L23   576 Exp.
 Stats -  HP:  68  Atk:  37  Def:  39  Spc:  33  Spe:  34
 ~ Tackle, Scratch, Double Kick, Poison Sting
_________________________________________________________

Psychic or Ground attacks. Be wary of Poison status.
___
_________________________________________________________
Trainer: Super Nerd      Version: R  B  Y    Money: $ 650
---------------------------------------------------------
#109: Koffing     PSN        L26   634 Exp.
 Stats -  HP:  60  Atk:  43  Def:  58  Spc:  40  Spe:  27
 ~ Tackle, Smog
_________________________________________________________

No problems here.
___
_________________________________________________________
Trainer: Lass            Version: R  B  Y    Money: $ 360
---------------------------------------------------------
#052: Meowth      NRM        L24   354 Exp.
 Stats -  HP:  57  Atk:  30  Def:  25  Spc:  28  Spe:  52
 ~ Growl, Bite, Pay Day, Screech
#052: Meowth      NRM        L24   354 Exp.
 Stats -  HP:  57  Atk:  30  Def:  25  Spc:  28  Spe:  52
 ~ Growl, Bite, Pay Day, Screech
#052: Meowth      NRM        L24   354 Exp.
 Stats -  HP:  57  Atk:  30  Def:  25  Spc:  28  Spe:  52
 ~ Growl, Bite, Pay Day, Screech
_________________________________________________________

Too many Growls or Screeches might hurt your Pokemon, but Normal types are no
match for your Rock or Fighting Pokemon, of which you should have at least one.
___
_________________________________________________________
Trainer: Lass            Version: R  B       Money: $ 285
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L19   223 Exp.
 Stats -  HP:  47  Atk:  25  Def:  23  Spc:  21  Spe:  29
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#019: Rattata     NRM        L19   231 Exp.
 Stats -  HP:  43  Atk:  29  Def:  21  Spc:  17  Spe:  35
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#032: Nidoran M   PSN        L19   243 Exp.
 Stats -  HP:  49  Atk:  30  Def:  23  Spc:  23  Spe:  27
 ~ Leer, Tackle, Horn Attack, Poison Sting
#052: Meowth      NRM        L19   280 Exp.
 Stats -  HP:  47  Atk:  25  Def:  21  Spc:  23  Spe:  42
 ~ Scratch, Growl, Bite, Pay Day
#025: Pikachu      ELE        L19   333 Exp.
 Stats -  HP:  45  Atk:  29  Def:  19  Spc:  27  Spe:  42
 ~ ThunderShock, Growl, Thunder Wave, Quick Attack
_________________________________________________________
Trainer: Lass            Version:       Y    Money: $ 285
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L19   223 Exp.
 Stats -  HP:  47  Atk:  25  Def:  23  Spc:  21  Spe:  29
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#019: Rattata     NRM        L19   231 Exp.
 Stats -  HP:  43  Atk:  29  Def:  21  Spc:  17  Spe:  35
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#029: Nidoran F   PSN        L19   240 Exp.
 Stats -  HP:  52  Atk:  26  Def:  27  Spc:  23  Spe:  23
 ~ Tackle, Scratch, Double Kick, Poison Sting
#052: Meowth      NRM        L19   280 Exp.
 Stats -  HP:  47  Atk:  25  Def:  21  Spc:  23  Spe:  42
 ~ Scratch, Growl, Bite, Pay Day
#032: Nidoran M   PSN        L19   243 Exp.
 Stats -  HP:  49  Atk:  30  Def:  23  Spc:  23  Spe:  27
 ~ Tackle, Horn Attack, Double Kick, Poison Sting
_________________________________________________________

Five common Pokemon that should be very easy to take down considering their
levels.
___

Keep following the path around until you come to another trainer.
_________________________________________________________
Trainer: Gambler         Version: R  B  Y    Money: $1540
---------------------------------------------------------
#060: Poliwag     WTR        L22   363 Exp.
 Stats -  HP:  53  Atk:  30  Def:  26  Spc:  26  Spe:  48
 ~ Bubble, Hypnosis, Water Gun
#060: Poliwag     WTR        L22   363 Exp.
 Stats -  HP:  53  Atk:  30  Def:  26  Spc:  26  Spe:  48
 ~ Bubble, Hypnosis, Water Gun
#061: Poliwhirl   WTR        L22   616 Exp.
 Stats -  HP:  64  Atk:  37  Def:  37  Spc:  30  Spe:  48
 ~ Bubble, Hypnosis, Water Gun
_________________________________________________________

Hypnosis can be very irritating, but, as always, Grass types are the best here,
followed by Electrics.
___

The last trainer of this route is to the north, then west of him.
_________________________________________________________
Trainer: Super Nerd      Version: R  B  Y    Money: $ 500
---------------------------------------------------------
#100: Voltorb     ELE        L20   441 Exp.
 Stats -  HP:  49  Atk:  20  Def:  28  Spc:  30  Spe:  48
 ~ Tackle, Screech, SonicBoom
#109: Koffing     PSN        L20   487 Exp.
 Stats -  HP:  49  Atk:  34  Def:  46  Spc:  32  Spe:  22
 ~ Tackle, Smog
#100: Voltorb     ELE        L20   441 Exp.
 Stats -  HP:  49  Atk:  20  Def:  28  Spc:  30  Spe:  48
 ~ Tackle, Screech, SonicBoom
#081: Magnemite   ELE        L20   381 Exp.
 Stats -  HP:  43  Atk:  22  Def:  36  Spc:  46  Spe:  26
 ~ Tackle
_________________________________________________________

SonicBoom is your worst enemy here and Screech might have been an issue if
Tackle wasn't so pathetic. Yeah, so use whatever you can to kill the Voltorbs
quickly,
___

The house on the right is another Underground Path, so take it.
_________________________________________________

[27] Underground Path (7-8)
_________________________________________________

New Items
---------
[ ] Nugget (H)  [ ] Elixir (H)

- Recommended Party Avg. Level: 27

There's nought to do here so, starting from the west stairs, take three paces
up and nine paces east to uncover the square in front of you for a .
Now move down to the bottom and move another nine paces east to uncover the
 in front of you. Woo!

I love short chapters. It makes me feel like there's not too far to go--but
deep down I know there's still more than half a guide to do, not including the
Pokedex and stuff... Ugh.

EDIT: Ha, I remember writing that :).
_________________________________________________

[28] Route 7                   Encounter Rate: 15
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Tall Grass: -----------------------------------
#016: Pidgey      NRM / FLY  R  B      30%  19-22
                                   Y   40%  20-22
#017: Pidgeotto   NRM / FLY  -  -  Y   10%     24
#019: Rattata     NRM        -  -  Y   15%     20
#035: Jigglypuff  NRM        -  -  Y   10%  19-24
#037: Vulpix      FIR        -  B  -   10%  18-20
#043: Oddish      GRS / PSN  R  -  -   30%  19-22
#052: Meowth      NRM        -  B  -   30%  17-20
#056: Mankey      FGT        R  -  -   30%  17-20
#058: Growlithe   FIR        R  -  -   10%  18-20
#063: Abra        PSY        -  -  Y   25%  15-26
#069: Bellsprout  GRS / PSN  -  B  -   30%  19-22
_________________________________________________

- Recommended Party Avg. Level: 27

Another short chapter--yes! There's nothing new in the grass here if you've
been catching stuff vigilantly, so keep following the path through the ledge
and then left into Celadon City.
_________________________________________________

[29] Celadon City
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Found in a Poke Ball in Celadon Mansion: ------
#133: Eevee       NRM        R  B  Y   --      25
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#061: Poliwhirl   WTR        R  B  -   50%     23
#079: Slowpoke    WTR / PSY  R  B  -   50%     15
#118: Goldeen     WTR        -  -  Y  100%   5-20
_________________________________________________
___________________
Poke Mart     Price
-------------------
- 2F - Left Guy: --
Great Ball    $ 600
Super Potion  $ 700
Revive        $1500
Super Repel   $ 500
Antidote      $ 100
Burn Heal     $ 250
Ice Heal      $ 250
Awakening     $ 200
Parlyz Heal   $ 200
- 2F - Right Guy: -
TM32          $1000 (Double Team)
TM33          $1000 (Reflect)
TM02          $2000 (Razor Wind)
TM07          $2000 (Horn Drill)
TM37          $2000 (Egg Bomb)
TM01          $3000 (Mega Punch)
TM05          $3000 (Mega Kick)
TM09          $3000 (Take Down)
TM17          $3000 (Submission)
- 4F: -------------
Poke Doll     $1000
Fire Stone    $2100
Thunderstone  $2100
Water Stone   $2100
Leaf Stone    $2100
- 5F - Left Guy: --
X Accuracy    $ 950
Guard Spec.   $ 700
Dire Hit      $ 650
X Attack      $ 500
X Defend      $ 550
X Speed       $ 350
X Special     $ 350
- 5F - Right Guy: -
HP Up         $9800
Protein       $9800
Iron          $9800
Carbos        $9800
Calcium       $9800
- Rooftop Square: -
Fresh Water   $ 200
Soda Pop      $ 300
Lemonade      $ 350
___________________

New Items
---------
[ ] PP Up (H)  [ ] Coin Case  [ ] TM18 (Counter)  [ ] TM13 (Ice Beam)
[ ] TM48 (Rock Slide)  [ ] TM49 (Tri Attack)

New Pokemon
-----------
[ ] Eevee

- Recommended Party Avg. Level: 27

Unlike Lavender Town, there's a truckload to do in Celadon. First stop (after
the Poke Center, of course) is the Celadon Mansion to bag yourself an Eevee.
Instead of taking the main entrance, though, from the terminus of Route 7 take
an immediate north into a narrow pathway. Follow this path along until there is
a gap in the hedges to the north. Exit through this gap and to your west is
another gap in the trees right behind a building. Walk into the gap here and
into the building to enter through a secret back door. Cool. Once inside, climb
the flights of stairs to the top, take the door to the room below and swipe the
Eevee on the table. Well, finders keepers.

Eevee itself is an interesting Pokemon, evolving into one of three elemental
forms based on which corresponding Stone you give it. You'll either get the
Water based Vaporeon, the Electric Pokemon Jolteon or the Fire beast Flareon.
In terms of usefulness, Jolteon is probably the best, but we can get all three
of them via glitches anyway--or if you can trade to GSC, you can breed for
another Eevee and evolve that one differently. Your choice. All three of them
are cool though. Eevee comes at L25 and you can buy the Stones in just a
second, so slotting it into a gap on your team should be no trouble at all. It
evolves using either a Water, Thunder or Fire Stone, into Vaporeon, Jolteon or
Flareon respectively. Leaf Stone gets no love.

 - Rating: ****
 - Rating: ****
 - Rating: **
Vaporeon and Jolteon are great additions, being some of the most powerful and
useful Pokemon of their respective types. I'd definitely get one of these guys,
but I'd avoid Flareon completely, since she's trash.

Now head back out. From the Poke Center, take the path southwest of you. If you
have Cut on you, head east through the gap between the houses and the fencing
and cut the tree here. If you don't have Cut, you'll have to go the long way,
which you can do by heading south, then west, south, east and north immediately
each time. Head north and examine the hedge at the dead end for a ,
which increases the maximum PP for a selected Pokemon's move by 20%. They're
limited in number, so save one for duplication.

Now head south past the Cut tree and then take a left. The first building on
the east here has an invisible PC in the top-right corner in Red and Blue,
incidentally. Turn your attention to the west-most available house in this
terrace block. Inside, there is a man in the top left corner who will fork over
the , which is used to store special Coins for gambling with at the
Game Corner. I'll explore that a bit later, but first I want to go to Celadon
Department Store.

Located to the left of Celadon Mansion's main entrance, the Department Store is
the biggest Poke Mart in Kanto and has pretty much everything. Lots of the
stuff we won't need yet, but I'll advise you what to get for now.

1F is the Service Counter and has nothing of interest. The two ways of
traversing this store are to climb the stairs manually at the top right of the
store, or use the lift, located in the top left of the store and activated
through the panel on the wall inside. Get to the second floor, 2F--the
Trainer's Market--to stock up on Great Balls and general items from the guy on
the right and a few naff TMs from the guy on the left.

Most notable of these are TM01 (Mega Punch), if you used one up already from
Mt. Moon; TM32 (Double Team), which boosts your Evade to can't hit levels; TM33
(Reflect), which doubles your team's Defense for five turns; and TM17
(Submission), a powerful Fighting type move with 25% recoil.

Of special note is TM07 (Horn Drill). OHKO moves suck in general, given that
you have to be faster than the foe and they're only ~30% accurate. However, if
you're faster than the foe, you can use an X Accuracy to boost your Pokemon's
Accuracy to 99.6% until the battle ends or that Pokemon switches out. And yes,
you can buy X Accuracys by the truckload from this very store... If you're
shameless, feel free to use this 'strategy' from now on.

On to the third floor, 3F, the TV Game Shop, where you can't buy anything. You
can, however, talk to the guy behind the counter for, well,  (Counter).
Though it is glitched in this game because it only counters Normal and Fighting
type moves (see Movedex for more details), some people still find it useful for
competitive matches.

4F, the fourth floor, is the Wiseman Gifts store. Here you can purchase
elemental Stones to evolve Pokemon for a paltry $2100 each. Bargain! Stone
evolution usually means that the Pokemon don't learn moves very well anymore
though, so check the Pokedex I've provided for details. They also sell the Poke
Doll, of which I would buy one for a future mini-quest to get a TM.

The following Pokemon evolve by Elemental Stone:
Pikachu --> Raichu (Thunderstone) (R/B)
Vulpix --> Ninetales (Fire Stone)
Gloom --> Vileplume (Leaf Stone)
Growlithe --> Arcanine (Fire Stone)
Poliwhirl --> Poliwrath (Water Stone)
Weepinbell --> Victreebel (Leaf Stone)
Shellder --> Cloyster (Water Stone)
Exeggcute --> Exeggutor (Leaf Stone)
Staryu --> Starmie (Water Stone)
Eevee --> Vaporeon (Water Stone)
      --> Jolteon (Thunderstone)
      --> Flareon (Fire Stone)

The last numbered floor, 5F, is the Drug Store, and this is where you'll come
to boost your Pokemon's stats for the ultimate team. The prices are far too
hefty now at nearly 10,000 Poke Dollars a pop, but keep it in mind for later.
You can also buy temporary stat boosters here such as X Defend, X Accuracy and
Guard Spec., but I tend not to bother with those.

You'll have to take the stairs for the next level, the Rooftop Square. From the
vending machines here you can purchase drinks. Fresh Water, Soda Pop and
Lemonade heal 50, 60 and 80 HP respectively and are a much cheaper alternative
to Potions, but you can only buy one at a time so it is rather irritating.
You'll want to buy one of each though, since they can be traded in to the
thirsty girl on the right for  (Ice Beam),  (Rock Slide) and 
(Tri Attack) respectively.

Ice Beam is a fantastic move for any Water or Ice type, since it hits lots of
types super-effectively, including the rare Dragon types, so you will most
likely need it for the Elite Four later on. Rock Slide is a decent move at
best, but it's the best Rock type move in the entire game so you'd be wise to
teach it to Golem or something unless you're saving it to duplicate. Lastly,
Tri Attack doesn't have the side effects it does in later generations (causing
one of three status conditions) and so just becomes a decently powered Normal
move with low PP. See the Movedex for more details if you're interested.

Purchase an extra Fresh Water for later purposes (it can be any drink actually,
but Fresh Water is the cheapest) and get outta here. Phew!

Now that you're done shopping, grab a Pokemon that knows Cut, then take the
west exit out of Celadon City. We'll be back soon, I promise.
________

Route 16
________

New Items
---------
[ ] HM02 (Fly)

New Pokemon
-----------
( ) Raticate (RB)  ( ) Fearow (Y)  [ ] Doduo

- Recommended Party Avg. Level: 27

As you head west on this Route, but before you come to the sleeping Pokemon
blocking your way, you'll pass a cut-able tree. Cut it down, then head into the
grass for a Doduo, which appears fairly regularly.

 - Rating: ****
He's actually a pretty decent Pokemon--high Attack and Speed, and Drill Peck is
a great move. Unfortunately, it's Dodrio's only worthwhile move. He's the best
of the bird Pokemon and certainly alright, but probably not too special now
that you've caught a few diverse Pokemon already.

Afterwards, head left into the upper section of the guardhouse and exit through
the left side. Trot on into the small, lonely house here and speak to its
occupant for the mightily useful  (Fly). Teach this to a useless bird
Pokemon ASAP, because it lets you instantly get to any previously visited major
section of Kanto i.e. the Towns and Cities. This saves a lot of time in
transportation. Head back to Celadon now.
____________

Celadon City
____________

New Pokemon
-----------
[ ] Vulpix (Y)  [ ] Scyther (RY)  [ ] Pinsir (BY)  [ ] Porygon

- Recommended Party Avg. Level: 27

Southwest of the Poke Center are two buildings we passed earlier. The left one
is the Game Corner and the right one is the Prize Exchange. Enter the Game
Corner and, as long as you have the Coin Case, you can start scrounging for
Coins here, which is different to money. There are a few hidden coins, as well
as stuff you can get by talking to people. Playing Yellow, here is what I
found. I might have missed some or it might be different in Red and Blue--
please let me know if you learn anything on this.
_______________________________________________________________________________
Coins  Where?
-------------------------------------------------------------------------------
   10  Starting from the bottom left of the Game Corner, they're located one
       tile to the northeast of your current position.
   20  At the top is a Rocket. Two tiles south and two tiles east of him is the
       spot where these coins can be found.
   10  In the gap between the counter in the top left and the slots tables, one
       tile before the west wall.
  100  In the tile below the second bookcase in the top right corner.
   20  Given by the rightmost man in the Game Corner. He is wearing a hat.
   10  Hidden one tile to the southwest of said man.
   20  Given by the man to the left of the guy we just got Coins from.
   10  Hidden in the tile to the southwest of the bottommost guy in the Game
       Corner.
   20  One tile to the southeast of the woman in the second column of slots.
   10  One tile to the southeast of the man directly below her.
   20  One tile to the southeast of the topmost guy in the first column of
       slots.
   10  One tile southwest of the guy below him to the right, wearing a hat.
   10  Given by previous man.
   10  One tile to the southeast of the woman near him.
_______________________________________________________________________________

Total - 280 Coins.

I'm really not sure if these are fixed positions or even if they refresh, so
please let me know if you find out anything.

Anyway, you can play the slots by sitting on a seat and pressing A while facing
the wall next to you. I've got no hints for the slots since they're luck based
and differ by version. Essentially, you bet one, two or three coins and try to
line up Pokemon slots. Personally, I find it takes forever to get anywhere,
plus it's as boring as anything. The guy behind the counter will sell you Coins
at a rate of 50 Coins to every $1000. This is steep, but when you make oodles
of dosh from the Missingno. glitch later you won't even care.

Here's what you can get next door from the Prize Exchange:
_______________________________________________________
Prize       Version  Cost  Poke Dollar Price      Level
- Left Exchange: --------------------------------------
Abra        R         180  $  4000 (200 Coins)        9
               B      120  $  3000 (150 Coins)        6
                  Y   230  $  5000 (250 Coins)       15
Clefairy    R     -   500  $ 10000                    8
               B  -   750  $ 15000                   12
Nidorina    R  -  -  1200  $ 24000                   17
Nidorino    -  B  -  1200  $ 24000                   17
Vulpix      -  -  Y  1000  $ 20000                   18
Wigglytuff  -  -  Y  2680  $ 54000 (2700 Coins)      22
- Middle Exchange: ------------------------------------
Pinsir      -  B     2500  $ 50000                   20
                  Y  6500  $130000                   30
Scyther     R  -     5500  $110000                   25
                  Y  6500  $130000                   30
Porygon     R     Y  9999  $200000 (10000 Coins)     26
               B     6500  $130000                   18
Dratini     R     -  2800  $ 56000                   18
            -  B  -  4600  $ 92000                   24
- Right Exchange: -------------------------------------
TM23        R  B  Y  3300  $ 66000 (Dragon Rage)
TM15        R  B  Y  5500  $110000 (Hyper Beam)
TM50        R  B  Y  7700  $154000 (Substitute)
_______________________________________________________

The unique stuff you can't get anywhere else is Porygon for all versions,
Vulpix in Yellow and all the TMs for all versions.

 - Rating: *
It's trash with awful stats and it costs way to much to get. Use something
else, please.

Everything else can be gotten elsewhere, although you might want to get Scyther
and Pinsir here, since they'll be VERY difficult to catch otherwise. They live
in the Safari Zone, a hellhole which doesn't let you catch Pokemon normally.

 - Rating: *
 - Rating: *
Unless you're rolling in cash, don't bother. These guys have fairly nice
physical stats, but only have non-STAB Normal moves to use it with, really.
Pinsir gets Submission, woop. Yeah, they're both kinda turds in this game.

Make sure you're healed up, then go to the Game Corner. Talk to the Rocket at
the back to engage in a fight!
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 600
---------------------------------------------------------
#020: Raticate    NRM        L20   496 Exp.
 Stats -  HP:  55  Atk:  41  Def:  32  Spc:  28  Spe:  47
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#041: Zubat       PSN / FLY  L20   231 Exp.
 Stats -  HP:  49  Atk:  26  Def:  22  Spc:  24  Spe:  30
 ~ Leech Life, Supersonic, Bite
_________________________________________________________

I gave my Golem Submission which easily took down the rat, and then Rock Throw
for Zubat, who is also susceptible to Electric and Ice attacks.
___

He'll flee with his tail between his legs and you can check the poster he was
examining to find a secret switch. This opens a secret staircase to the right
into Team Rocket's lair. Before you go down, you might want to deposit some
items in the PC like I did, since you can only hold 20 different types of item
at any one time, and there's quite a few to nab down here (16, to be exact, but
they'll occupy 14 slots).
_________________________________________________

[30] Rocket Hideout
_________________________________________________

New Items
---------
[ ] PP Up (H)  [ ] Escape Rope  [ ] TM10 (Double-Edge)  [ ] Nugget (H)
[ ] Rare Candy  [ ] HP Up  [ ] Lift Key  [ ] TM02 (Razor Wind)  [ ] Moon Stone
[ ] Nugget  [ ] TM07 (Horn Drill)  [ ] Super Potion  [ ] Hyper Potion  [ ] Iron
[ ] Super Potion (H)  [ ] Silph Scope

- Recommended Party Avg. Level: 27

First, head south into a walkway lined with potted plants and examine the
bottom right one for a hidden . Head back north, then swing a right and
battle the Rocket here.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 630
---------------------------------------------------------
#096: Drowzee     PSY        L21   459 Exp.
 Stats -  HP:  59  Atk:  28  Def:  27  Spc:  46  Spe:  26
 ~ Pound, Hypnosis, Disable, Confusion
#066: Machop      FGT        L21   396 Exp.
 Stats -  HP:  63  Atk:  42  Def:  29  Spc:  23  Spe:  23
 ~ Karate Chop, Low Kick
_________________________________________________________

Drowzee, as a Psychic type, is always a pain. Save beforehand so you don't get
hit with Hypnosis too much, and just use strong attacks from something that
isn't weak against it (Ivysaur/Venusaur) or something with an abysmal Special
stat (Golem). Machop can eat a Psychic attack or Peck, perhaps.
___

To the left another Rocket awaits.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 630
---------------------------------------------------------
#020: Raticate    NRM        L21   522 Exp.
 Stats -  HP:  57  Atk:  42  Def:  33  Spc:  29  Spe:  49
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#020: Raticate    NRM        L21   522 Exp.
 Stats -  HP:  57  Atk:  42  Def:  33  Spc:  29  Spe:  49
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
_________________________________________________________

Smack 'em with strong attacks or Submission, which Pikachu/Raichu can learn as
well, if you're interested. Avoid Hyper Fang unless you're Golem.
___

Take the item--an --from near the table. Return to the entrance
and take the staircase heading down, the one you didn't enter by. To the right.
Head down, then face the Rocket to the left.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 510
---------------------------------------------------------
#041: Zubat       PSN / FLY  L17   196 Exp.
 Stats -  HP:  43  Atk:  23  Def:  19  Spc:  21  Spe:  26
 ~ Leech Life, Supersonic, Bite
#109: Koffing     PSN        L17   414 Exp.
 Stats -  HP:  43  Atk:  30  Def:  40  Spc:  28  Spe:  19
 ~ Tackle, Smog
#088: Grimer      PSN        L17   327 Exp.
 Stats -  HP:  56  Atk:  35  Def:  24  Spc:  21  Spe:  16
 ~ Pound, Disable
#041: Zubat       PSN / FLY  L17   196 Exp.
 Stats -  HP:  43  Atk:  23  Def:  19  Spc:  21  Spe:  26
 ~ Leech Life, Supersonic, Bite
#020: Raticate    NRM        L17   421 Exp.
 Stats -  HP:  48  Atk:  35  Def:  28  Spc:  24  Spe:  40
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
_________________________________________________________

All the Poison types will fall to a Psychic move, and Raticate bites a
Submission/other powerful move.
___

Now take the stairs above the Rocket and challenge the Rocket below you.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 630
---------------------------------------------------------
#066: Machop      FGT        L21   396 Exp.
 Stats -  HP:  63  Atk:  42  Def:  29  Spc:  23  Spe:  23
 ~ Karate Chop, Low Kick
#066: Machop      FGT        L21   396 Exp.
 Stats -  HP:  63  Atk:  42  Def:  29  Spc:  23  Spe:  23
 ~ Karate Chop, Low Kick
_________________________________________________________

Confusion or Peck.
___

Snake down the path to the south and claim  (Double-Edge) once you get to
the end. Then check to the right of it for a hidden , woop. Return to
the staircase, but don't go down it. Instead, head left into the first of two
spinner mazes, yay!

These irritating puzzles contain 'spinners', the arrow shaped tiles which
catapult you in their corresponding direction, and 'stoppers', which stop you
and allow you to move again if you have been ejected by a spinner. Walking over
a stopper does nothing.

So, enter the maze to the south and head down as far as you can without
touching any arrows. Take the downward-facing arrow and nab the  in
the alcove to the right. Take the upward-facing arrow just to your northwest,
then go up and around the wall until you come to an intersection of arrows, one
facing left and the other right. Take the left arrow, then head down into the
right-facing arrow. Take a zig-zag path left and down until you are blocked by
the south wall, then take the right-facing arrow that is second from the
bottom. Head left for another battle.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 600
---------------------------------------------------------
#019: Rattata     NRM        L20   243 Exp.
 Stats -  HP:  45  Atk:  31  Def:  22  Spc:  18  Spe:  37
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#020: Raticate    NRM        L20   496 Exp.
 Stats -  HP:  55  Atk:  41  Def:  32  Spc:  28  Spe:  47
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#096: Drowzee     PSY        L20   436 Exp.
 Stats -  HP:  57  Atk:  27  Def:  26  Spc:  44  Spe:  25
 ~ Pound, Hypnosis, Disable, Confusion
_________________________________________________________

You've seen it all before.
___

Head south, then loop around to the right and head downstairs. Head south and
west into a small room, wherein lies a  on a table. Swipe! Head back out
of this room and go north, taking a left at the end into a room with a Rocket
to fight.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 630
---------------------------------------------------------
#109: Koffing     PSN        L21   513 Exp.
 Stats -  HP:  51  Atk:  36  Def:  48  Spc:  33  Spe:  23
 ~ Tackle, Smog
#041: Zubat       PSN / FLY  L21   243 Exp.
 Stats -  HP:  51  Atk:  27  Def:  23  Spc:  25  Spe:  31
 ~ Leech Life, Supersonic, Bite, Confuse Ray
_________________________________________________________

Psychic moves. Or, Ground for Koffing and Electric/Ice/Rock for the bat.
___

He'll drop the  afterwards which we direly need, although you'll have
to prompt him for it in Red and Blue. Shimmy around the table to collect 
(Razor Wind) as well.

Well, we have the Lift Key, so now all we need to do is find the lift.
To do this, first head back up the stairs you last took, then take
the arrows to the left. Go up, then up again, then walk on up and out of the
maze section. Take the flight of stairs, then head southwest into another maze.

Take the bottom of the two left-facing arrows, then grab the  in
the little gap below you. Head back to the stopper, then head out to your
north, hugging the north wall and avoiding all the arrows, to get a .
Head back to the same stopper, go down a tad and take the right arrow to pick
up  (Horn Drill). Head right, then down and step on to the right
downward-facing arrow.

Now take the left arrow. Head down the south path, take the bottom left arrow
and loop around the south pathway. Take the right upwards-facing arrow, then
grab the  tucked away here. Take the left arrow, then head north
and step on either arrow here. Take the right downward-facing arrow again, then
the left arrow again, and now take the southern path to the top of the two left
arrows. Step on the right-facing arrow just below you, then head farther into
the room, take the staircase here and battle the Rocket to your left.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 570
---------------------------------------------------------
#019: Rattata     NRM        L19   231 Exp.
 Stats -  HP:  43  Atk:  29  Def:  21  Spc:  17  Spe:  35
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#020: Raticate    NRM        L19   471 Exp.
 Stats -  HP:  52  Atk:  39  Def:  30  Spc:  27  Spe:  44
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#020: Raticate    NRM        L19   471 Exp.
 Stats -  HP:  52  Atk:  39  Def:  30  Spc:  27  Spe:  44
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#019: Rattata     NRM        L19   231 Exp.
 Stats -  HP:  43  Atk:  29  Def:  21  Spc:  17  Spe:  35
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
_________________________________________________________

Same rats as always. Watch out for the Fang.
___

There's also a Rocket to the north, so suit up.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 600
---------------------------------------------------------
#088: Grimer      PSN        L20   385 Exp.
 Stats -  HP:  65  Atk:  40  Def:  28  Spc:  24  Spe:  18
 ~ Pound, Disable
#109: Koffing     PSN        L20   487 Exp.
 Stats -  HP:  49  Atk:  34  Def:  46  Spc:  32  Spe:  22
 ~ Tackle, Smog
#109: Koffing     PSN        L20   487 Exp.
 Stats -  HP:  49  Atk:  34  Def:  46  Spc:  32  Spe:  22
 ~ Tackle, Smog
_________________________________________________________

Psychic attacks are the way to go or Dig/Earthquake for physical attackers.
___

To the left is a , which heals 200HP--far too much to waste now,
so save it for when you'll need it later in the game. Head back downstairs and
take the lift, whose entrance is to the northeast of the staircase here.

Once inside, use the panel on the left to select B4F. In Red and Blue, you'll
have to face two generic grunts here.
_________________________________________________________
Trainer: Rocket          Version: R  B  -    Money: $ 690
---------------------------------------------------------
#023: Ekans       PSN        L23   304 Exp.
 Stats -  HP:  52  Atk:  36  Def:  28  Spc:  27  Spe:  33
 ~ Wrap, Leer, Poison Sting, Bite
#027: Sandshrew   GRN        L23   457 Exp.
 Stats -  HP:  59  Atk:  43  Def:  47  Spc:  22  Spe:  27
 ~ Scratch, Sand-Attack, Slash
#024: Arbok       PSN        L23   724 Exp.
 Stats -  HP:  64  Atk:  48  Def:  40  Spc:  38  Spe:  45
 ~ Wrap, Leer, Poison Sting, Bite
_________________________________________________________

Arbok might give you some trouble if you're not fast with a super-effective
attack--just pray it doesn't spam Wrap. Sandshrew bites a Grass, Ice or Water
attack.
___
_________________________________________________________
Trainer: Rocket          Version: R  B  -    Money: $ 690
---------------------------------------------------------
#027: Sandshrew   GRN        L23   457 Exp.
 Stats -  HP:  59  Atk:  43  Def:  47  Spc:  22  Spe:  27
 ~ Scratch, Sand-Attack, Slash
#023: Ekans       PSN        L23   304 Exp.
 Stats -  HP:  52  Atk:  36  Def:  28  Spc:  27  Spe:  33
 ~ Wrap, Leer, Poison Sting, Bite
#028: Sandslash   GRN        L23   802 Exp.
 Stats -  HP:  71  Atk:  55  Def:  59  Spc:  33  Spe:  38
 ~ Scratch, Sand-Attack, Slash
_________________________________________________________

Be careful of Sandslash's Slash attack, which will almost always critical hit
you. Be quick with a Grass, Water or Ice type move.
___

However, in Yellow, Jessie and James come out as soon as you exit the lift and
fight you instead.
_________________________________________________________
Trainer: Rocket          Version: -  -  Y    Money: $ 750
---------------------------------------------------------
#109: Koffing     PSN        L25   610 Exp.
 Stats -  HP:  59  Atk:  42  Def:  56  Spc:  39  Spe:  26
 ~ Tackle, Smog
#052: Meowth      NRM        L25   369 Exp.
 Stats -  HP:  59  Atk:  32  Def:  26  Spc:  29  Spe:  54
 ~ Growl, Bite, Pay Day, Screech
#023: Ekans       PSN        L25   331 Exp.
 Stats -  HP:  56  Atk:  39  Def:  31  Spc:  29  Spe:  36
 ~ Leer, Poison Sting, Bite, Glare
_________________________________________________________

Try not to get Poisoned or Paralysed here--use Alakazam to put them out of
commission fast. Meowth should be no problem and if he uses Pay Day you'll get
extra money at the end!
___

Once you defeat the trainers, head into the room on the left and snag the
 on the table. Head north into the boss's room and check the machine
behind him for a . Then, engage!
_________________________________________________________
Trainer: Giovanni        Version: R  B       Money: $2871
---------------------------------------------------------
#095: Onix        RCK / GRN  L25   577 Exp.
 Stats -  HP:  56  Atk:  32  Def:  89  Spc:  24  Spe:  44
 ~ Rock Throw, Bind, Rage, Screech
#111: Rhyhorn     GRN / RCK  L24   693 Exp.
 Stats -  HP:  76  Atk:  50  Def:  54  Spc:  23  Spe:  20
 ~ Horn Attack
#115: Kangaskhan  NRM        L29  1087 Exp.
 Stats -  HP: 104  Atk:  65  Def:  56  Spc:  32  Spe:  61
 ~ Comet Punch, Rage, Bite
_________________________________________________________
Trainer: Giovanni        Version:       Y    Money: $2871
---------------------------------------------------------
#095: Onix        RCK / GRN  L25   577 Exp.
 Stats -  HP:  56  Atk:  32  Def:  89  Spc:  24  Spe:  44
 ~ Rock Throw, Bind, Rage, Screech
#111: Rhyhorn     GRN / RCK  L24   693 Exp.
 Stats -  HP:  76  Atk:  50  Def:  54  Spc:  23  Spe:  20
 ~ Horn Attack
#053: Persian     NRM        L29   919 Exp.
 Stats -  HP:  81  Atk:  50  Def:  44  Spc:  47  Spe:  76
 ~ Pay Day, Screech, Bite, Growl
_________________________________________________________

If you have a Grass or Water attack, which you should, then the first two pose
no problem--they're both incredibly slow, have poor Special stats and 4x
weaknesses to the aforementioned types. Kangaskhan might look intimidating, but
Comet Punch isn't too bad unless it hits four or five times, and the other two
moves suck a bit, unless Rage builds up, but you should have killed him by
then, especially if you have Submission.

Persian replaces Kanga in Yellow and is much faster at the cost of power. If
you get hit by Screech, your defense will plummet and you'll start taking
double, then triple, then quadruple damage each time he uses it. Switch out to
reset the effects. Otherwise, Persian's pretty easy since his defenses aren't
exactly top-notch.

Oh, and Giovanni has a stock of Guard Specs., which protects his Pokemon
against stat drops.
___

After being defeated, Giovanni will drop the , which, although
unnecessary to complete the game, is a Key Item nonetheless. Snag it. Now get
back in the elevator and take it back to B1F. Upon emerging, you'll find one
last Rocket to destroy.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 660
---------------------------------------------------------
#088: Grimer      PSN        L22   423 Exp.
 Stats -  HP:  70  Atk:  44  Def:  30  Spc:  26  Spe:  19
 ~ Pound, Disable
#109: Koffing     PSN        L22   537 Exp.
 Stats -  HP:  53  Atk:  37  Def:  50  Spc:  34  Spe:  23
 ~ Tackle, Smog
_________________________________________________________

Psychic or Ground attacks are the key.
___

The gateway above you will open and you'll emerge where you first entered the
hideout. Head north and take the staircase heading up to exit this hellhole.
____________

Celadon City
____________

New Items
---------
[ ] TM21 (Mega Drain)

- Recommended Party Avg. Level: 29

Okay, no messing around now--it's Gym time. But first, head to the PokeCenter,
heal up and deposit all your useless items in the PC. Also, take out a HM Slave
that knows Cut, because we'll need one to access the Gym.

Head to the southeast part of the city and use Cut on the tree here. Swing a
left, talk to the pervy old man if you wish, then head inside.

Erika and her cronies like to use Grass type Pokemon. Save for two Pokemon,
they all share a Poison typing as well, meaning Psychics will have fun here.
Also good are Ice, Fire and Flying types, although I doubt you'll have any Ice
moves that don't belong to a Water type, so that's out of the question.
Charizard will smoke this place out and Alakazam will also do pretty well. Here
is the team I had at this point.
___

My Team

Pikachu     L21 ~ ThunderShock, Thunder Wave, Quick Attack, Slam
Butterfree  L16 ~ Confusion, PoisonPowder, Stun Spore, Sleep Powder
Golem       L32 ~ Rock Throw, Mega Punch, Selfdestruct, Submission
Ivysaur     L31 ~ Tackle, Vine Whip, PoisonPowder, Razor Leaf
Alakazam    L34 ~ Teleport, Confusion, Psybeam, Recover

As you can see, Fearow has fallen out of favour, and Pikachu and Butterfree
just don't have the power to keep up anymore. Butterfree is only around for
status attacks on wild Pokemon, and Pikachu is, er, my starter. Alakazam owns
everything on the Special side, Golem on the Physical and Ivysaur hammers Rock,
Ground and Water types. I'm just using the three of those guys now.
___

There are seven trainers to take care of here, not including Erika herself.
Let's get started. Head on up to battle two women.
_________________________________________________________
Trainer: Lass            Version: R  B  Y    Money: $ 345
---------------------------------------------------------
#069: Bellsprout  GRS / PSN  L23   414 Exp.
 Stats -  HP:  59  Atk:  43  Def:  24  Spc:  40  Spe:  27
 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore
#070: Weepinbell  GRS / PSN  L23   744 Exp.
 Stats -  HP:  66  Atk:  50  Def:  31  Spc:  47  Spe:  33
 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore
_________________________________________________________

Be quick with whoever you're using (I'm using 'Zam, what a surprise) so that
you don't eat a ****load (truckload) of status effects. Wrap will severely
annoy you. Take my advice and use something fast, because you don't want to get
hit by any of these, trust me.
___
_________________________________________________________
Trainer: Beauty          Version: R  B  Y    Money: $1470
---------------------------------------------------------
#043: Oddish      GRS / PSN  L21   351 Exp.
 Stats -  HP:  53  Atk:  29  Def:  31  Spc:  39  Spe:  20
 ~ Absorb, PoisonPowder, Stun Spore, Sleep Powder
#069: Bellsprout  GRS / PSN  L21   378 Exp.
 Stats -  HP:  55  Atk:  40  Def:  23  Spc:  37  Spe:  25
 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore
#043: Oddish      GRS / PSN  L21   351 Exp.
 Stats -  HP:  53  Atk:  29  Def:  31  Spc:  39  Spe:  20
 ~ Absorb, PoisonPowder, Stun Spore, Sleep Powder
#069: Bellsprout  GRS / PSN  L21   378 Exp.
 Stats -  HP:  55  Atk:  40  Def:  23  Spc:  37  Spe:  25
 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore
_________________________________________________________

More status attacks. Be quick or be dead. These two fights are more annoying
than deadly--it'd take forever for these guys to kill you, but they will wear
you down if you're not careful.
___

Next, loop round to the right.
_________________________________________________________
Trainer: Jr. Trainer F   Version: R  B  Y    Money: $ 480
---------------------------------------------------------
#001: Bulbasaur   GRS / PSN  L24   328 Exp.
 Stats -  HP:  59  Atk:  32  Def:  32  Spc:  40  Spe:  30
 ~ Growl, Leech Seed, Vine Whip, PoisonPowder
#002: Ivysaur     GRS / PSN  L24   724 Exp.
 Stats -  HP:  66  Atk:  39  Def:  39  Spc:  47  Spe:  37
 ~ Growl, Leech Seed, Vine Whip, PoisonPowder
_________________________________________________________

These guys shouldn't be too much trouble. Leech Seed is slow, but Vine Whip is
like a Grass type tackle. PoisonPowder should be avoided.
___

Now loop around to the left.
_________________________________________________________
Trainer: Beauty          Version: R  B  Y    Money: $1680
---------------------------------------------------------
#069: Bellsprout  GRS / PSN  L24   432 Exp.
 Stats -  HP:  61  Atk:  45  Def:  25  Spc:  42  Spe:  28
 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore
#069: Bellsprout  GRS / PSN  L24   432 Exp.
 Stats -  HP:  61  Atk:  45  Def:  25  Spc:  42  Spe:  28
 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore
_________________________________________________________

No problems here, you've just fought a few of these guys.
___

Get your Cut slave out and hack your way into the centre square. I went in from
the left side.
_________________________________________________________
Trainer: Beauty          Version: R  B  Y    Money: $1820
---------------------------------------------------------
#102: Exeggcute   GRS / PSY  L26   546 Exp.
 Stats -  HP:  71  Atk:  30  Def:  50  Spc:  40  Spe:  29
 ~ Barrage, Hypnosis, Reflect
_________________________________________________________

Alakazam's not so useful here, since Exeggcute is part Psychic itself. If you
have a Fire, Ice or Flying move, now would be the time to use it. Otherwise,
wail on it with strong neutral attacks. Hypnosis should be avoided and Reflect
only affects physical attacks (it halves them). Barrage is a weak multi-hit
move.
___

As you head right to face more trainers, you'll notice the second one along
doesn't come down to fight you. This is Erika, the Gym Leader. We'll smoke her
in a bit, but we might as well collect the juicy Exp. the other two lovely
ladies have to offer.
_________________________________________________________
Trainer: CoolTrainer F   Version: R  B  Y    Money: $ 840
---------------------------------------------------------
#070: Weepinbell  GRS / PSN  L24   775 Exp.
 Stats -  HP:  69  Atk:  52  Def:  32  Spc:  49  Spe:  35
 ~ Wrap, PoisonPowder, Sleep Powder, Stun Spore
#044: Gloom       GRS / PSN  L24   678 Exp.
 Stats -  HP:  66  Atk:  40  Def:  42  Spc:  49  Spe:  28
 ~ Absorb, PoisonPowder, Stun Spore, Sleep Powder
#002: Ivysaur     GRS / PSN  L24   724 Exp.
 Stats -  HP:  66  Atk:  39  Def:  39  Spc:  47  Spe:  37
 ~ Growl, Leech Seed, Vine Whip, PoisonPowder
_________________________________________________________

Same as always, although beware because they are all evolved forms.
___
_________________________________________________________
Trainer: CoolTrainer F   Version: R  B  Y    Money: $ 805
---------------------------------------------------------
#043: Oddish      GRS / PSN  L23   384 Exp.
 Stats -  HP:  57  Atk:  32  Def:  33  Spc:  43  Spe:  22
 ~ Absorb, PoisonPowder, Stun Spore, Sleep Powder
#044: Gloom       GRS / PSN  L23   649 Exp.
 Stats -  HP:  64  Atk:  39  Def:  40  Spc:  47  Spe:  27
 ~ Absorb, PoisonPowder, Stun Spore, Sleep Powder
_________________________________________________________

Hm. This gym really doesn't want you to face Erika in top form. Avoid status
attacks and attack quickly, as usual, with Psychic, Fire, Ice or Flying.
___

As far as cronies are concerned, we're done here. Nothing left but the main
woman herself.
_________________________________________________________
Trainer: Erika           Version: R  B       Money: $2871
---------------------------------------------------------
#071: Victreebel  GRS / PSN  L29  1186 Exp.
 Stats -  HP:  90  Atk:  71  Def:  47  Spc:  67  Spe:  50
 ~ Wrap, PoisonPowder, Sleep Powder, Razor Leaf
#114: Tangela     GRS        L24   853 Exp.
 Stats -  HP:  69  Atk:  35  Def:  64  Spc:  56  Spe:  37
 ~ Bind, Constrict
#044: Vileplume   GRS / PSN  L29  1143 Exp.
 Stats -  HP:  87  Atk:  56  Def:  58  Spc:  67  Spe:  38
 ~ PoisonPowder, Mega Drain, Sleep Powder, Petal Dance
_________________________________________________________
Trainer: Erika           Version:       Y    Money: $3168
---------------------------------------------------------
#114: Tangela     GRS        L30  1066 Exp.
 Stats -  HP:  83  Atk:  43  Def:  78  Spc:  69  Spe:  45
 ~ Bind, Mega Drain, Vine Whip, Constrict
#070: Weepinbell  GRS / PSN  L32  1035 Exp.
 Stats -  HP:  88  Atk:  68  Def:  42  Spc:  64  Spe:  45
 ~ Wrap, Stun Spore, Sleep Powder, Razor Leaf
#044: Gloom       GRS / PSN  L32   904 Exp.
 Stats -  HP:  85  Atk:  52  Def:  54  Spc:  64  Spe:  35
 ~ Acid, Petal Dance, Stun Spore, Sleep Powder
_________________________________________________________

With high level Pokemon, two-thirds of whom sport Sleep Powder, Erika is going
to be pretty tough, although if you've been training well, she won't be the
toughest so far. Victreebel in R/B is a monster--at L29, Sleep Powder and Razor
Leaf in tandem is a deadly combo, and Wrap just makes it all the more annoying.
Thankfully, Charizard and Venusaur both take a quarter of the damage from Razor
Leaf, though Venusaur will be hard pressed to do any damage back. Alakazam can
turn it to pulp, as can a good Fire type, or perhaps Fearow?s Peck if you're
desperate. Or Drill Peck, if you have a L34 one.

Tangela's next up, but it's easy--L24, with two weak trapping moves. Tangela is
slow and has no physical presence, so you'll be fine. Finally, the L29
Vileplume. It too will hammer on Sleep Powder before using Petal Dance, a
deadly Grass move that will eventually confuse Vileplume. The confusion is a
nice touch, but hopefully you'll use your super-effective types to kill it by
then. Mega Drain shouldn't be too much to worry about either.

In Yellow, we again get a Tangela, but at L30, and with Vine Whip and Mega
Drain to work off its better Special stat. Thankfully, it's still slow, so any
decently fast Pokemon should nail it in one or two hits. Weepinbell and Gloom
are both about as powerful as their Red and Blue evolved counterparts
(Victreebel and Vileplume, respectively) due to their three extra levels, so
just use the advice I've handed out for those two above.

Erika occasionally uses a Super Potion on her Pokemon, which restores 50HP.
___

Congratulations! Once defeated, Erika will give you the RainbowBadge, which
means that traded Pokemon up to and including L50 will fully obey you. It also
gives you the ability to use the HM Strength on the field. She'll ALSO fork
over  (Mega Drain), a low power Grass move which absorbs half the
inflicted damage.

Our next destination is the Pokemon Tower, in Lavender Town. As preparation,
you will want either the Silph Scope, which you already have if you've followed
this guide, or a Poke Doll, which can be purchased from the Celadon Dept.
Store. You don't need both. However, regardless of which one you have, make
sure you get another Poke Doll to trade for a TM later, okay?

Let's go back to Lavender Town, but first, we'll take a small detour to get a
TM. Make sure you have a drink (either Fresh Water, Soda Pop or Lemonade in
your inventory--I advised people following this guide to buy a Fresh Water
earlier, so nab that from your PC if you deposited it. Now head east into Route
7, but, once you get there, instead of taking the Underground Path, enter the
guardhouse.
_______

Route 7
_______

- Recommended Party Avg. Level: 31
Once you're in the guardhouse, if you have any of the aforementioned items, the
guard will automatically take it, allowing you entrance to Saffron City.
Saffron City lies at the heart of Kanto, providing quick access to Cerulean
City (north gatehouse), Lavender Town (east gatehouse), Vermilion City (south
gatehouse) and Celadon City (west gatehouse). Additionally, once you given any
of the four gatehouses' guards a drink, he'll share it with the other guards
and they will all allow you passage. Sweet!
____________

Saffron City
____________

New Items
---------
[ ] TM29 (Psychic)

- Recommended Party Avg. Level: 31

If you mosey along the bottom row of houses, enter the only one with an
entrance (besides the Poke Center) and speak to the hat-clad man inside for
 (Psychic), one of the best moves in the game. Use it wisely. Team Rocket
have blocked off most of the fun aspects of Saffron City, so we'll come back
later--but there is one thing in which you can partake... if your levels are
high enough.

You'll be facing Fighting Pokemon exclusively, the highest of which are L37. So
if you have, say, a L32 or higher Psychic Pokemon, you should be okay. I'm
going to assume you don't, because otherwise this is a fairly hefty feat to
accomplish right now. But if you must, you can mosey on over to the north-east
side of Saffron and enter the left-most 'Gym'. Beat the five Fighting type
trainers inside and claim either Hitmonlee (recommended) or Hitmonchan (not so
much). I'll be covering this later in the guide, so don't sweat it if you think
you can't handle it yet.

To continue with your adventure, head over to the east gatehouse and follow
Route 8 east back to Lavender Town. Buy some Great Balls if you're running low
on Balls. On the east side of the town there is a large building--Pokemon
Tower. It's a Pokemon graveyard/memorial site, and regardless of how depressing
that it, we're going to have to venture inside as clear all the Rockets out of
there. Let's get started then, shall we?
_________________________________________________

[31] Pokemon Tower
               Encounter Rate 3F, 4F, 5F (RB): 10
                   Encounter Rate 6F, 7F (RB): 15
                    Encounter Rate 3F, 4F (Y): 10
                    Encounter Rate 5F, 6F (Y): 15
                        Encounter Rate 7F (Y): 20
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- 3F: -------------------------------------------
#092: Gastly      GST / PSN  R  B      90%  18-24
                                   Y   95%  18-25
#093: Haunter     GST / PSN  R  B       1%     25
                                   Y    5%  20-25
#104: Cubone      GRN        R  B  -    9%  20-22
- 4F: -------------------------------------------
#092: Gastly      GST / PSN  R  B      86%  18-24
                                   Y   95%  18-25
#093: Haunter     GST / PSN  R  B       5%     25
                                   Y    5%  20-25
#104: Cubone      GRN        R  B  -    9%  20-22
- 5F: -------------------------------------------
#092: Gastly      GST / PSN  R  B      86%  18-24
                                   Y   90%  21-27
#093: Haunter     GST / PSN  R  B       5%     25
                                   Y    5%  22-27
#104: Cubone      GRN        R  B       9%  20-22
                                   Y    5%     20
- 6F: -------------------------------------------
#092: Gastly      GST / PSN  R  B      85%  19-24
                                   Y   90%  21-27
#093: Haunter     GST / PSN  R  B       6%  26-28
                                   Y    5%  22-27
#104: Cubone      GRN        R  B       9%  22-24
                                   Y    5%     22
- 7F: -------------------------------------------
#092: Gastly      GST / PSN  R  B      75%  20-24
                                   Y   90%  23-29
#093: Haunter     GST / PSN  R  B      15%  28-30
                                   Y    5%  24-29
#104: Cubone      GRN        R  B      10%  22-24
                                   Y    5%     24
_________________________________________________

New Items
---------
[ ] Escape Rope  [ ] Elixer  [ ] Awakening  [ ] HP Up  [ ] Elixer (H)
[ ] Nugget  [ ] X Accuracy  [ ] Rare Candy

New Pokemon
-----------
[ ] Gastly  ( ) Haunter  [ ] Cubone

- Recommended Party Avg. Level: 31

If you choose not to traverse this area with the Silph Scope, you will not be
able to catch any wild Pokemon--they will appear as Ghosts and your Pokemon
will be too frightened to attack. Also, you need to defeat a very specific
Ghost at the end of the tower, so you'll need the Silph Scope--although it is
possible to get back that encounter by using a Poke Doll (purchased from
Celadon Poke Mart) instead. Still, I'd grab the Silph Scope, because otherwise
the wild Pokemon will remain unable to be caught.

Anyway, once you've healed up and entered the Tower, take the staircase to the
right to encounter your Rival again. I would show you my team, but it's the
same as when I last showed it, except my Alakazam is now L37. Fight time.
_________________________________________________________
Trainer: Rival           Version: R  B       Money: $1625
---------------------------------------------------------
- You started with Bulbasaur: ---------------------------
#017: Pidgeotto   NRM / FLY  L25   604 Exp.
 Stats -  HP:  70  Atk:  39  Def:  36  Spc:  34  Spe:  44
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#102: Exeggcute   GRS / PSY  L23   483 Exp.
 Stats -  HP:  64  Atk:  27  Def:  45  Spc:  36  Spe:  27
 ~ Barrage, Hypnosis
#130: Gyarados    WTR / FLY  L22  1008 Exp.
 Stats -  HP:  77  Atk:  63  Def:  43  Spc:  52  Spe:  44
 ~ Thrash, Tackle, Bite
#063: Kadabra     PSY        L20   621 Exp.
 Stats -  HP:  49  Atk:  22  Def:  20  Spc:  56  Spe:  50
 ~ Teleport, Confusion, Disable
#005: Charmeleon  FIR        L25   760 Exp.
 Stats -  HP:  68  Atk:  41  Def:  38  Spc:  41  Spe:  49
 ~ Growl, Ember, Leer, Rage
- You started with Charmander: --------------------------
#017: Pidgeotto   NRM / FLY  L25   604 Exp.
 Stats -  HP:  70  Atk:  39  Def:  36  Spc:  34  Spe:  44
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#058: Growlithe   FIR        L23   448 Exp.
 Stats -  HP:  61  Atk:  41  Def:  29  Spc:  31  Spe:  36
 ~ Bite, Roar, Ember, Leer
#102: Exeggcute   GRS / PSY  L22   462 Exp.
 Stats -  HP:  61  Atk:  26  Def:  43  Spc:  34  Spe:  26
 ~ Barrage, Hypnosis
#063: Kadabra     PSY        L20   621 Exp.
 Stats -  HP:  49  Atk:  22  Def:  20  Spc:  56  Spe:  50
 ~ Teleport, Confusion, Disable
#008: Wartortle   WTR        L25   765 Exp.
 Stats -  HP:  68  Atk:  41  Def:  49  Spc:  41  Spe:  38
 ~ Tail Whip, Bubble, Water Gun, Bite
- You started with Squirtle: ----------------------------
#017: Pidgeotto   NRM / FLY  L25   604 Exp.
 Stats -  HP:  70  Atk:  39  Def:  36  Spc:  34  Spe:  44
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#130: Gyarados    WTR / FLY  L23  1054 Exp.
 Stats -  HP:  80  Atk:  66  Def:  45  Spc:  54  Spe:  45
 ~ Thrash, Tackle, Bite
#058: Growlithe   FIR        L22   429 Exp.
 Stats -  HP:  77  Atk:  63  Def:  43  Spc:  52  Spe:  44
 ~ Bite, Roar, Ember, Leer
#063: Kadabra     PSY        L20   621 Exp.
 Stats -  HP:  49  Atk:  22  Def:  20  Spc:  56  Spe:  50
 ~ Teleport, Confusion, Disable
#002: Ivysaur     GRS / PSN  L25   754 Exp.
 Stats -  HP:  69  Atk:  40  Def:  40  Spc:  49  Spe:  39
 ~ Growl, Leech Seed, Vine Whip, PoisonPowder
_________________________________________________________
Trainer: Rival           Version:       Y    Money: $1625
---------------------------------------------------------
- Lost both Oak's Lab and Route 22 Rival battles*: ------
#022: Fearow      NRM / FLY  L25   867 Exp.
 Stats -  HP:  71  Atk:  54  Def:  41  Spc:  39  Spe:  59
 ~ Growl, Leer, Fury Attack, Mirror Move
#037: Vulpix      FIR        L23   310 Exp.
 Stats -  HP:  54  Atk:  28  Def:  27  Spc:  38  Spe:  38
 ~ Ember, Tail Whip, Quick Attack, Roar
#081: Magnemite   ELE        L22   418 Exp.
 Stats -  HP:  46  Atk:  24  Def:  39  Spc:  50  Spe:  28
 ~ Tackle, SonicBoom
#027: Sandshrew   GRN        L20   397 Exp.
 Stats -  HP:  53  Atk:  38  Def:  42  Spc:  20  Spe:  24
 ~ Scratch, Sand-Attack, Slash
#133: Eevee       NRM        L25   492 Exp.
 Stats -  HP:  66  Atk:  37  Def:  34  Spc:  41  Spe:  36
 ~ Growl, Tail Whip, Sand-Attack, Quick Attack
- Lost one and won one of the Lab and Route 22 fights*: -
#022: Fearow      NRM / FLY  L25   867 Exp.
 Stats -  HP:  71  Atk:  54  Def:  41  Spc:  39  Spe:  59
 ~ Growl, Leer, Fury Attack, Mirror Move
#081: Magnemite   ELE        L23   438 Exp.
 Stats -  HP:  48  Atk:  25  Def:  40  Spc:  52  Spe:  29
 ~ Tackle, SonicBoom
#090: Shellder    WTR        L22   456 Exp.
 Stats -  HP:  48  Atk:  37  Def:  52  Spc:  28  Spe:  26
 ~ Tackle, Withdraw, Supersonic, Clamp
#027: Sandshrew   GRN        L20   397 Exp.
 Stats -  HP:  53  Atk:  38  Def:  42  Spc:  20  Spe:  24
 ~ Scratch, Sand-Attack, Slash
#133: Eevee       NRM        L25   492 Exp.
 Stats -  HP:  66  Atk:  37  Def:  34  Spc:  41  Spe:  36
 ~ Growl, Tail Whip, Sand-Attack, Quick Attack
- Won both Oak's Lab and Route 22 Rival battles: --------
#022: Fearow      NRM / FLY  L25   867 Exp.
 Stats -  HP:  71  Atk:  54  Def:  41  Spc:  39  Spe:  59
 ~ Growl, Leer, Fury Attack, Mirror Move
#090: Shellder    WTR        L23   477 Exp.
 Stats -  HP:  50  Atk:  39  Def:  54  Spc:  29  Spe:  27
 ~ Tackle, Withdraw, Supersonic, Clamp
#037: Vulpix      FIR        L22   297 Exp.
 Stats -  HP:  54  Atk:  28  Def:  27  Spc:  38  Spe:  38
 ~ Ember, Tail Whip, Quick Attack, Roar
#027: Sandshrew   GRN        L20   397 Exp.
 Stats -  HP:  53  Atk:  38  Def:  42  Spc:  20  Spe:  24
 ~ Scratch, Sand-Attack, Slash
#133: Eevee       NRM        L25   492 Exp.
 Stats -  HP:  66  Atk:  37  Def:  34  Spc:  41  Spe:  36
 ~ Growl, Tail Whip, Sand-Attack, Quick Attack
_________________________________________________________

*If you skipped the Route 22 Rival battle, the game considers the fight lost.

Your Rival is coming pretty close to having his final team of six. In Red and
Blue, he fights with a Grass/Fire/Water trio, topped off with Pidgeotto and
Kadabra. Pidgeotto is first, but its attacks deal little to no damage--the only
problem you should have is if it decides to spam Sand-Attack. In this case,
just switch out to reset your accuracy. Electric, Rock and Ice attacks work
best, any of which you could potentially have by now.

Next up are the two non-starters of the Grass/Fire/Water trio--that is, any two
of Exeggcute, Growlithe or Gyarados. Exeggcute is a pain with its Psychic
typing, but falls to a Fire, Flying or Ice attack. Barrage is weak, but
Hypnosis could get irritating. Growlithe has Bite and Ember, but these attacks
are fairly weak and any good Water, Rock or Ground type will make quick work of
him. Finally, Gyarados, the strongest of the three, has Thrash which works off
a powerful attack stat but confuses Gyarados after 2-3 turns. Luckily, if you
have an electric attack, Gyarados will faint due to its 4x weakness. Otherwise,
it's only weak to Rock type moves, so fire away with those since it has no
Water attacks to slam you with.

Next up is Kadabra, annoyingly weakness-free as always. Thankfully, it hasn't
got a powerful Psychic move yet--Confusion might cause, er, confusion, so
switch out if that happens. Disable is a pain, but since it's only one move at
a time, you should have backup moves to use. Hopefully, Kadabra will try to
Teleport to no effect a few times.

Finally, the starter. These guys are the same as always. Ivysaur only has one
damaging attack, but two status attacks in PoisonPowder and Leech Seed, which
can be annoying, so take it out with a Fire, Flying, Ice or Psychic attack
ASAP. Charmeleon is fairly easy to deal with as long as you aren't bothered by
Ember. It's also a good idea not to let him hit you too many times with Rage,
but he shouldn't be around long enough to build it up--Water, Rock or Ground
will sort him out. Wartortle has three damaging attacks, of which Water Gun is
its strongest. A good Grass or Electric will sort him out, but just wail on him
with strong attacks from anything that isn't Fire, Rock or Ground if you
haven't got any Grass or Electric types.

In Yellow, your Rival works off a Fire/Water/Electric core, packing two of
those three types now and later evolving Eevee into the third. First up,
though, is Fearow, whose Fury Attack can be annoying. Interestingly, Fearow
packs Mirror Move, which copies your last move and uses it against you--some
planning ahead might be required so you don't get your Gyarados to use
Thunderbolt, for example. Anyway, Fearow chokes on Electric, Rock and Ice
attacks.

Then you'll face two of Vulpix, Shellder or Magnemite. Vulpix has Quick Attack
and Ember--no problem for a hardened Water, Rock or Ground type. It also packs
the useless Roar. Hope it spams that. Next up, Shellder has Supersonic to
confuse you and Clamp to trap you--things will get irritating if you don't
faint it with a fast Grass or Electric type. Maybe, if you lost one of your
first Rival battles, you'll face Magnemite. SonicBoom will be very annoying,
but just use Ground type moves or, failing that, the strongest thing you have.
Like a L37 Alakazam.

Last up is Eevee. Quick Attack is surprisingly decent, but that's all it has
apart from status attacks. Sand-Attack might get annoying as always, so if your
accuracy drops below comfortable levels, switch out to reset the effect. Eevee
shouldn't be too bad, especially if you own something that packs Submission or
is a Rock type (Golem).

Oh, and when his Pokemon are at low health, he likes to use a Potion. This
won't heal much of their HP though, maybe about 1/3rd of their HP bar. So yeah.

Phew.
___

Head up to the third floor by taking the stairs on the west. On this floor,
wild Pokemon will start appearing, which you cannot see or fight unless you
have the Silph Scope. Time to start catching.

 - Rating: *** (Haunter)
         - Rating: **** (Gengar)
Gastly and its evolution, Haunter, are the only evolution line in the game that
is Ghost type. This means that they are immune to Normal and Fighting attacks.
However, they are part Poison and, thanks to a glitch in RBY, Ghost type moves
cannot harm Psychic types. Still, they learn a nice variety of moves and are
immune to any Pokemon that just packs Normal moves. It also packs some awesome
Special and Speed stats.

You'll be fighting plenty of Ghosts soon, so you can use your Psychic type (who
should be a staple team member) to obliterate them. Ground type moves also do
well. Ghost itself as a type is only weak to the pathetic and rare Ghost type
attacks, so I?d just hammer their Poison weakness instead.

You can also catch a Cubone and I would recommend catching two for Yellow
players, who can trade one for a Machoke (which will instantly evolve into
Machamp, since Machoke's evolution criterion is to be traded).

 - Rating: *
Cubone itself is a fairly bad Pokemon, overshadowed by much better Ground types
and just a tad too low-levelled to be useful in a team right now. It's got poor
or average stats besides Defense, which doesn't count for too much really. But
hey, if you think he's adorable and must have one, be my guest.

Note that for the Channelers, I will not be providing any strategy--they all
use the same Pokemon. Use Psychic or Ground moves for the best effect, and know
that Gastly and Haunter have high Special stats, so if you can only manage to
hit them neutrally, physical attacks will deal more damage.

First, head north and around to east on this floor and take on the Channeler
here.
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $ 690
---------------------------------------------------------
#092: Gastly      GST / PSN  L23   468 Exp.
 Stats -  HP:  50  Atk:  25  Def:  22  Spc:  54  Spe:  45
 ~ Lick, Confuse Ray, Night Shade
_________________________________________________________

Take the item near her for an , then head south and fight the
Channeler on your right.
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $ 660
---------------------------------------------------------
#092: Gastly      GST / PSN  L22   447 Exp.
 Stats -  HP:  48  Atk:  24  Def:  21  Spc:  52  Spe:  43
 ~ Lick, Confuse Ray, Night Shade
_________________________________________________________

And then the one to the north.
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $ 720
---------------------------------------------------------
#092: Gastly      GST / PSN  L24   487 Exp.
 Stats -  HP:  52  Atk:  26  Def:  23  Spc:  56  Spe:  47
 ~ Lick, Confuse Ray, Night Shade
_________________________________________________________

Head around to the right and head up the stairs to 4F, then take on the
Channeler to your left.
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $ 690
---------------------------------------------------------
#092: Gastly      GST / PSN  L23   468 Exp.
 Stats -  HP:  50  Atk:  25  Def:  22  Spc:  54  Spe:  45
 ~ Lick, Confuse Ray, Night Shade
#092: Gastly      GST / PSN  L23   468 Exp.
 Stats -  HP:  50  Atk:  25  Def:  22  Spc:  54  Spe:  45
 ~ Lick, Confuse Ray, Night Shade
_________________________________________________________

To your left is the item  and to the left of that one is an
. To the south of the last trainer you fought is yet another
Channeler.
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $ 660
---------------------------------------------------------
#092: Gastly      GST / PSN  L22   447 Exp.
 Stats -  HP:  48  Atk:  24  Def:  21  Spc:  52  Spe:  43
 ~ Lick, Confuse Ray, Night Shade
_________________________________________________________

In the alcove to the south is a , then head up and left to fight a
Channeler.
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $ 720
---------------------------------------------------------
#092: Gastly      GST / PSN  L24   487 Exp.
 Stats -  HP:  52  Atk:  26  Def:  23  Spc:  56  Spe:  47
 ~ Lick, Confuse Ray, Night Shade
_________________________________________________________

Take the staircase to the left to head on up to 5F. Drop into the alcove just
to your southeast and examine the south wall here for a hidden . Yummy.
Then head back up, east and take a north to fight a Channeler.
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $ 660
---------------------------------------------------------
#092: Gastly      GST / PSN  L22   447 Exp.
 Stats -  HP:  48  Atk:  24  Def:  21  Spc:  52  Spe:  43
 ~ Lick, Confuse Ray, Night Shade
_________________________________________________________

To the south, a Channeler stands to the right of a 2x2 arrangement of odd-
looking tiles. These tiles fully heal your party, so step into them as much as
you wish--and the Channeler doesn't fight you, I should add. However, the one
to the right of her does.
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $ 690
---------------------------------------------------------
#093: Haunter     GST / PSN  L23   621 Exp.
 Stats -  HP:  57  Atk:  32  Def:  29  Spc:  61  Spe:  52
 ~ Lick, Confuse Ray, Night Shade
_________________________________________________________

And so does the one to the left of her.
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $ 720
---------------------------------------------------------
#092: Gastly      GST / PSN  L24   487 Exp.
 Stats -  HP:  52  Atk:  26  Def:  23  Spc:  56  Spe:  47
 ~ Lick, Confuse Ray, Night Shade
_________________________________________________________

To the south, in an alcove to the left, is a . Grab that, then head
farther south to fight a Channeler.
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $ 660
---------------------------------------------------------
#093: Haunter     GST / PSN  L22   594 Exp.
 Stats -  HP:  55  Atk:  30  Def:  28  Spc:  59  Spe:  50
 ~ Lick, Confuse Ray, Night Shade
_________________________________________________________

Follow the path north, then east to the next staircase, which takes you to 6F.
There's a Channeler to the left.
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $ 660
---------------------------------------------------------
#092: Gastly      GST / PSN  L22   447 Exp.
 Stats -  HP:  48  Atk:  24  Def:  21  Spc:  52  Spe:  43
 ~ Lick, Confuse Ray, Night Shade
#092: Gastly      GST / PSN  L22   447 Exp.
 Stats -  HP:  48  Atk:  24  Def:  21  Spc:  52  Spe:  43
 ~ Lick, Confuse Ray, Night Shade
#092: Gastly      GST / PSN  L22   447 Exp.
 Stats -  HP:  48  Atk:  24  Def:  21  Spc:  52  Spe:  43
 ~ Lick, Confuse Ray, Night Shade
_________________________________________________________

To the south of this trainer is an . Then head back up north to
fight another Gastly-user.
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $ 720
---------------------------------------------------------
#092: Gastly      GST / PSN  L24   487 Exp.
 Stats -  HP:  52  Atk:  26  Def:  23  Spc:  56  Spe:  47
 ~ Lick, Confuse Ray, Night Shade
_________________________________________________________

Head up, then around to the left to fight, thankfully, the last damn Channeler
in this damn tower. However, she's not the last *trainer*.
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $ 720
---------------------------------------------------------
#092: Gastly      GST / PSN  L24   487 Exp.
 Stats -  HP:  52  Atk:  26  Def:  23  Spc:  56  Spe:  47
 ~ Lick, Confuse Ray, Night Shade
_________________________________________________________

Grab the  to the left, then head down the path it was blocking.
Just before you take the stairs up to 7F, a Ghost will appear--if you have the
Silph Scope, it will automatically be revealed to be a L30 Marowak, which can
be taken out by Grass, Water or Ice attacks. No, it can't be caught, even by
the Master Ball. If, for some reason, you don't have the Silph Scope, use the
Poke Doll item to appease the spirit. Either way, take the stairs afterwards.

Now, Red and Blue players will have to fight past three Rockets here.
_________________________________________________________
Trainer: Rocket          Version: R  B  -    Money: $ 750
---------------------------------------------------------
#041: Zubat       PSN / FLY  L25   288 Exp.
 Stats -  HP:  59  Atk:  32  Def:  26  Spc:  29  Spe:  36
 ~ Leech Life, Supersonic, Bite, Confuse Ray
#041: Zubat       PSN / FLY  L25   288 Exp.
 Stats -  HP:  59  Atk:  32  Def:  26  Spc:  29  Spe:  36
 ~ Leech Life, Supersonic, Bite, Confuse Ray
#042: Golbat      PSN / FLY  L25   915 Exp.
 Stats -  HP:  76  Atk:  49  Def:  44  Spc:  46  Spe:  54
 ~ Screech, Supersonic, Bite, Confuse Ray
_________________________________________________________

Electric, Ice, Psychic or Rock attacks work great. Supersonic and Confuse Ray
are annoying, so switch out unless you don't mind hitting yourself. Bite is
usually harmless, but a couple of Screeches might change that, so take them out
quickly.
___
_________________________________________________________
Trainer: Rocket          Version: R  B  -    Money: $ 780
---------------------------------------------------------
#109: Koffing     PSN        L26   634 Exp.
 Stats -  HP:  60  Atk:  43  Def:  58  Spc:  40  Spe:  27
 ~ Tackle, Smog
#096: Drowzee     PSY        L26   567 Exp.
 Stats -  HP:  71  Atk:  34  Def:  32  Spc:  55  Spe:  31
 ~ Hypnosis, Disable, Confusion, Headbutt
_________________________________________________________

Koffing eats Psychic or Ground and is no problem unless it poisons you.
Drowzee, as always, has no real weaknesses, so just slam it with something that
isn't Poison or Fighting type.
___
_________________________________________________________
Trainer: Rocket          Version: R  B  -    Money: $ 690
---------------------------------------------------------
#041: Zubat       PSN / FLY  L23   265 Exp.
 Stats -  HP:  55  Atk:  29  Def:  24  Spc:  27  Spe:  33
 ~ Leech Life, Supersonic, Bite, Confuse Ray
#020: Rattata     NRM        L23   280 Exp.
 Stats -  HP:  50  Atk:  34  Def:  24  Spc:  20  Spe:  41
 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy
#020: Raticate    NRM        L23   571 Exp.
 Stats -  HP:  61  Atk:  46  Def:  36  Spc:  31  Spe:  53
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#041: Zubat       PSN / FLY  L23   265 Exp.
 Stats -  HP:  55  Atk:  29  Def:  24  Spc:  27  Spe:  33
 ~ Leech Life, Supersonic, Bite, Confuse Ray
_________________________________________________________

These guys should be no prob, and Raticate eats Submission. Just laugh if
Rattata uses Focus Energy, because it's glitched in RBY and will quarter his
critical hit ratio instead of quadrupling it.
___

Yellow players have a bit of an easier time, since they only have to take on
the combined forces of Jessie and James.
_________________________________________________________
Trainer: Rocket          Version: -  -  Y    Money: $ 810
---------------------------------------------------------
#052: Meowth      NRM        L27   399 Exp.
 Stats -  HP:  62  Atk:  34  Def:  28  Spc:  30  Spe:  57
 ~ Growl, Bite, Pay Day, Screech
#024: Arbok       PSN        L27   850 Exp.
 Stats -  HP:  73  Atk:  55  Def:  46  Spc:  44  Spe:  52
 ~ Leer, Poison Sting, Bite, Glare
#110: Weezing     PSN        L27  1000 Exp.
 Stats -  HP:  76  Atk:  58  Def:  74  Spc:  55  Spe:  41
 ~ Tackle, Smog, Sludge
_________________________________________________________

And that's it! Once you've cleared the hallway of all the Rockets, you are free
to speak to Mr. Fuji at the back. He'll automatically transport you to his
house when you chat to him.
_____________

Lavender Town
_____________

New Items
---------
[ ] Poke Flute

- Recommended Party Avg. Level: 33

Head up on inside Mr. Fuji's house and talk to him to receive the .
This fantastic item will let you wake up the two pesky Snorlax you might have
seen lying around, and then battle them to either catch or faint them. Either
way, they'll be removed from the map so your path is no longer blocked. The
Poke Flute also acts like an infinite-use Awakening, in that it wakes your
Pokemon up in one turn, so it is well worth hanging on to. However, should the
opponent be asleep as well, they will also wake up if you use the Flute.
_______

Route 5
_______

New Pokemon
-----------
( ) Machoke (Y)

- Recommended Party Avg. Level: 33

Now that you have a Cubone (or two, if you wanted a spare), if you would like
to trade it for a Machoke that evolves instantly into Machamp, take the Cubone
out of your PC and head on over to Saffron City. Take the north exit out of the
guardhouse, then take an immediate right and enter the small house here at the
bottom of Route 5, the one that leads to the underground path. Talk to the girl
here to initiate the trade to get a very cool Machamp.

You now have a few choices: you can clear out Silph Co., a tower full of
Rockets (again, but much harder this time) in Saffron City; you can take Routes
12-15 all the way to Fuchsia City, earning a truckload of Exp. and the Super
Rod along the way; or you can take Cycling Road--Routes 16-18--to Fuchsia City
also. Of the three options, the last one is the easiest, so I'm going to do
that first, followed by Routes 12-15, and finally Silph Co. Okay?

Head to Celadon City now, and leave via its western exit.
_________________________________________________

[32] Route 16                  Encounter Rate: 25
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Fated Encounter: ------------------------------
#143: Snorlax     NRM        R  B  Y   --      30
- Tall Grass: -----------------------------------
#019: Rattata     NRM        R  B      30%  18-22
                                   Y   25%  23-24
#020: Raticate    NRM        R  B       5%  23-25
                                   Y    5%  25-26
#021: Spearow     NRM / FLY  R  B      40%  20-22
                                   Y   25%  22-23
#022: Fearow      NRM / FLY  -  -  Y    5%     24
#084: Doduo       NRM / FLY  R  B      25%  18-22
                                   Y   40%  22-26
_________________________________________________

New Pokemon
-----------
[ ] Snorlax

- Recommended Party Avg. Level: 33

If you don't already have Fly, Cut the tree above you, follow the path to a
house, and talk to the occupant inside. Done. The first obstacle of the Route
is, of course, Snorlax. To wake him up and battle him, use the Poke Flute while
standing next to him. You can catch or faint him--either way, he'll disappear
for good so you can proceed. However, there are only two Snorlax in this game,
so you might want to catch him. If you use my strategy below, it'll take you,
on average, about four Great Balls. Save beforehand!
_________________________________________________________
Fated Encounter: Snorlax                 Version: R  B  Y
---------------------------------------------------------
#143: Snorlax     NRM        L30   660 Exp.
 ~ Headbutt, Amnesia, Rest
_________________________________________________________

I didn't provide Snorlax's stats here--they're randomised (to a certain extent)
because he's a wild Pokemon.

Here's the plan if you want to catch him--have some Great Balls handy, or if
you have any Ultra Balls you're welcome to use those. If you use a Great Ball,
your optimum chances of catching Snorlax is at below half of its HP--there's no
need to go any lower than that, because it doesn't improve your chances. With
an Ultra Ball, you'll need to get him below a third of his HP before any more
HP damage becomes redundant. Now, play around with him until he uses Rest
(which fully heals him but gives him Sleep status), then quickly get him into
the required low HP range, because he'll wake up two turns after he uses it.

At these ranges (1/3 for Ultra, 1/2 for Great), and with Sleep status in
effect, your chances for catching Snorlax are at their maximum, with a ~24.88%
chance with a Great Ball (average four tries), and a ~33.11% chance with an
Ultra Ball (average three tries). There is no possible way for that chance to
get any higher, short of using a Master Ball. Just keep tossing Balls, and
you'll eventually come out on top! By the way, the most damaging move you can
do to Snorlax is probably Submission, but I wouldn't recommend it since his HP
stat is huge so you'll get mega recoil damage.
___

 - Rating: ****
Arriving at L30 with a STAB move, a recovery move, and a stat-boosting move,
Snorlax is a fine team addition that slots in very nicely. He also has no
weaknesses--apart from the rarely-used Fighting type--a behemoth HP and very
nice Attack stat. The only thing that holds him back is his Slow rate of
growth, meaning he takes forever to level up. It's up to you if you think he's
worth it or not.

Continue west into Route 16, but note that without a Bicycle this is as far as
you get. You can find out how to get a Bicycle by reading the Vermilion City
section, if you haven't been following this guide.

Start with the Biker below you and challenge the trainers here. From right-to-
left, they are:
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 580
---------------------------------------------------------
#088: Grimer      PSN        L29   558 Exp.
 Stats -  HP:  90  Atk:  56  Def:  38  Spc:  32  Spe:  24
 ~ Pound, Disable
#109: Koffing     PSN        L29   708 Exp.
 Stats -  HP:  66  Atk:  47  Def:  64  Spc:  44  Spe:  29
 ~ Tackle, Smog
_________________________________________________________

Both eat Psychic or Ground attacks. Smog poisons, so beware.
___
_________________________________________________________
Trainer: Cue Ball        Version: R  B       Money: $ 700
---------------------------------------------------------
#066: Machop      FGT        L28   528 Exp.
 Stats -  HP:  81  Atk:  54  Def:  37  Spc:  29  Spe:  29
 ~ Karate Chop, Low Kick, Leer
#056: Mankey      FGT        L28   444 Exp.
 Stats -  HP:  64  Atk:  54  Def:  29  Spc:  29  Spe:  48
 ~ Leer, Karate Chop, Fury Swipes, Focus Energy
#066: Machop      FGT        L28   528 Exp.
 Stats -  HP:  81  Atk:  54  Def:  37  Spc:  29  Spe:  29
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________
Trainer: Cue Ball        Version:       Y    Money: $ 700
---------------------------------------------------------
#066: Machop      FGT        L28   528 Exp.
 Stats -  HP:  81  Atk:  54  Def:  37  Spc:  29  Spe:  29
 ~ Karate Chop, Low Kick, Leer
#056: Mankey      FGT        L28   444 Exp.
 Stats -  HP:  64  Atk:  54  Def:  29  Spc:  29  Spe:  48
 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy
#066: Machop      FGT        L28   528 Exp.
 Stats -  HP:  81  Atk:  54  Def:  37  Spc:  29  Spe:  29
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________

Psychic or Flying Pokemon work best, but be careful with low Defense Pokemon as
Karate Chop critical hits often and will hurt.
___
_________________________________________________________
Trainer: Cue Ball        Version: R  B       Money: $ 725
---------------------------------------------------------
#056: Mankey      FGT        L29   459 Exp.
 Stats -  HP:  66  Atk:  56  Def:  29  Spc:  29  Spe:  50
 ~ Leer, Karate Chop, Fury Swipes, Focus Energy
#066: Machop      FGT        L29   546 Exp.
 Stats -  HP:  84  Atk:  56  Def:  38  Spc:  29  Spe:  29
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________
Trainer: Cue Ball        Version:       Y    Money: $ 725
---------------------------------------------------------
#056: Mankey      FGT        L29   459 Exp.
 Stats -  HP:  66  Atk:  56  Def:  29  Spc:  29  Spe:  50
 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy
#066: Machop      FGT        L29   546 Exp.
 Stats -  HP:  84  Atk:  56  Def:  38  Spc:  29  Spe:  29
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________

Same as before really.
___
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 660
---------------------------------------------------------
#110: Weezing     PSN        L33  1222 Exp.
 Stats -  HP:  91  Atk:  70  Def:  89  Spc:  66  Spe:  49
 ~ Tackle, Smog, Sludge
_________________________________________________________

This could be hard if you don't have a Psychic type, since Weezing's Defense is
high and his Attack isn't bad. Be careful not to get poisoned, or Fly back to
the Poke Center/use an Antidote otherwise.
___
_________________________________________________________
Trainer: Cue Ball        Version: R  B  Y    Money: $ 825
---------------------------------------------------------
#066: Machop      FGT        L33   621 Exp.
 Stats -  HP:  94  Atk:  63  Def:  43  Spc:  33  Spe:  33
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________

Psychic/Flying works great. Don't use a Normal type, since Low Kick will cause
some pain.
___
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 520
---------------------------------------------------------
#088: Grimer      PSN        L26   501 Exp.
 Stats -  HP:  81  Atk:  51  Def:  35  Spc:  29  Spe:  22
 ~ Pound, Disable
#088: Grimer      PSN        L26   501 Exp.
 Stats -  HP:  81  Atk:  51  Def:  35  Spc:  29  Spe:  22
 ~ Pound, Disable
#088: Grimer      PSN        L26   501 Exp.
 Stats -  HP:  81  Atk:  51  Def:  35  Spc:  29  Spe:  22
 ~ Pound, Disable
#088: Grimer      PSN        L26   501 Exp.
 Stats -  HP:  81  Atk:  51  Def:  35  Spc:  29  Spe:  22
 ~ Pound, Disable
_________________________________________________________

These guys are too weak to hurt you, so just rack up some easy Exp. and hope
they don't Disable your favourite moves.
___

Once you've cleared out the six thugs here, you should head south. As soon as
you hit the slope, where cycling downhill happens automatically and coming back
up equates to about walking speed, you'll have hit...
_________________________________________________

[33] Route 17                  Encounter Rate: 25
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Tall Grass: -----------------------------------
#020: Raticate    NRM        R  B  -   30%  25-29
#021: Spearow     NRM / FLY  R  B  -   40%  20-22
#022: Fearow      NRM / FLY  R  B       5%  25-27
                                   Y   25%  27-29
#077: Ponyta      FIR        -  -  Y   24%  28-32
#084: Doduo       NRM / FLY  R  B      25%  24-28
                                   Y   50%  26-28
#085: Dodrio      NRM / FLY  -  -  Y    1%     29
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#072: Tentacool   WTR / PSN  R  B      25%      5
                                   Y   70%   5-15
#090: Shellder    WTR        -  -  Y   30%  25-35
#098: Krabby      WTR        R  B  -   25%     15
#118: Goldeen     WTR        R  B  -   25%     15
#129: Magikarp    WTR        R  B  -   25%     15
_________________________________________________

New Items
---------
[ ] Rare Candy (H)  [ ] Full Restore (H)  [ ] Max Revive (H)  [ ] PP Up (H)
[ ] Max Elixer (H)

New Pokemon
-----------
( ) Fearow (RB)  [ ] Ponyta (Y)  ( ) Dodrio (Y)

- Recommended Party Avg. Level: 34

Head down the right side of Route 17 to come across some tall grass. At the
bottom of this patch of grass are two trainers:
_________________________________________________________
Trainer: Cue Ball        Version: R  B  Y    Money: $ 725
---------------------------------------------------------
#066: Machop      FGT        L29   546 Exp.
 Stats -  HP:  84  Atk:  56  Def:  38  Spc:  29  Spe:  29
 ~ Karate Chop, Low Kick, Leer
#067: Machoke     FGT        L29   906 Exp.
 Stats -  HP:  90  Atk:  68  Def:  50  Spc:  38  Spe:  35
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________
_________________________________________________________
Trainer: Cue Ball        Version: R  B       Money: $ 725
---------------------------------------------------------
#056: Mankey      FGT        L29   459 Exp.
 Stats -  HP:  66  Atk:  56  Def:  29  Spc:  29  Spe:  50
 ~ Leer, Karate Chop, Fury Swipes, Focus Energy
#057: Primeape    FGT        L29   925 Exp.
 Stats -  HP:  81  Atk:  71  Def:  44  Spc:  44  Spe:  64
 ~ Leer, Karate Chop, Fury Swipes, Focus Energy
_________________________________________________________
Trainer: Cue Ball        Version:       Y    Money: $ 725
---------------------------------------------------------
#056: Mankey      FGT        L29   459 Exp.
 Stats -  HP:  66  Atk:  56  Def:  29  Spc:  29  Spe:  50
 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy
#057: Primeape    FGT        L29   925 Exp.
 Stats -  HP:  81  Atk:  71  Def:  44  Spc:  44  Spe:  64
 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy
_________________________________________________________

Neither of these trainers should prove much of a problem, as long as you don't
use Normal types.
___

 - Rating: **
Now that you're in this grass patch, you might as well catch yourself a Ponyta,
if you're playing Yellow version anyway. Unfortunately, despite its
awesomeness, Ponyta is nigh unusable in-game, because it doesn't get any decent
Fire moves and it evolves at L40. I'd give it a miss.

Also, while you're here, you should search for a hidden  in the
grass here. It lies in the grass patch, seven rows down and three columns in
from the right, but manoeuvring there will be a pain because of the hill
automatically making you cycle south all the time. Just spam the A button while
traversing the third column in from the right and you should get it.

Take a left from the trainers you just beat to fight another Trainer.
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 560
---------------------------------------------------------
#110: Weezing     PSN        L28  1038 Exp.
 Stats -  HP:  78  Atk:  60  Def:  76  Spc:  57  Spe:  43
 ~ Tackle, Smog, Sludge
#109: Koffing     PSN        L28   684 Exp.
 Stats -  HP:  64  Atk:  46  Def:  62  Spc:  43  Spe:  29
 ~ Tackle, Smog
#110: Weezing     PSN        L28  1038 Exp.
 Stats -  HP:  78  Atk:  60  Def:  76  Spc:  57  Spe:  43
 ~ Tackle, Smog, Sludge
_________________________________________________________

Switching Pokemon around in these battles will help keep your party at decent
balanced levels. Otherwise, your Psychic Pokemon will be far too overpowered on
this Route. Weezing offers a lot of Exp., so start with him.
___

Once you've beaten him, head down a bit to find three main pathways. On the
centre one is another Biker.
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 660
---------------------------------------------------------
#089: Muk         PSN        L33  1110 Exp.
 Stats -  HP: 117  Atk:  80  Def:  59  Spc:  53  Spe:  43
 ~ Pound, Disable, Poison Gas
_________________________________________________________

Annoying, but not dangerous. Use a fast Psychic type. If you can't, Poison Gas
always poisons and disable will probably cripple your favourite move. Still,
his damaging attack is lame and so he'll have a hard time beating you.
___

Continue down the narrow middle pathway until you get to sign. The sign
mentions 'discarded items'. I think I'll get one of those now, thanks. If you
travel up against the left edge of this centre path, about six paces up is a
hidden . Again, spam A to get it while moving.

Take the left path now and just kill the two trainers along here. You've seen
all the Pokemon before--hundreds of times--so no strategies for you.
_________________________________________________________
Trainer: Cue Ball        Version: R  B       Money: $ 650
---------------------------------------------------------
#056: Mankey      FGT        L26   411 Exp.
 Stats -  HP:  60  Atk:  51  Def:  27  Spc:  27  Spe:  45
 ~ Scratch, Leer, Karate Chop, Fury Swipes
#056: Mankey      FGT        L26   411 Exp.
 Stats -  HP:  60  Atk:  51  Def:  27  Spc:  27  Spe:  45
 ~ Scratch, Leer, Karate Chop, Fury Swipes
#067: Machoke     FGT        L26   813 Exp.
 Stats -  HP:  81  Atk:  61  Def:  45  Spc:  35  Spe:  32
 ~ Karate Chop, Low Kick, Leer
#066: Machop      FGT        L26   489 Exp.
 Stats -  HP:  76  Atk:  51  Def:  35  Spc:  27  Spe:  27
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________
Trainer: Cue Ball        Version:       Y    Money: $ 650
---------------------------------------------------------
#056: Mankey      FGT        L26   411 Exp.
 Stats -  HP:  60  Atk:  51  Def:  27  Spc:  27  Spe:  45
 ~ Leer, Low Kick, Karate Chop, Fury Swipes
#056: Mankey      FGT        L26   411 Exp.
 Stats -  HP:  60  Atk:  51  Def:  27  Spc:  27  Spe:  45
 ~ Leer, Low Kick, Karate Chop, Fury Swipes
#067: Machoke     FGT        L26   813 Exp.
 Stats -  HP:  81  Atk:  61  Def:  45  Spc:  35  Spe:  32
 ~ Karate Chop, Low Kick, Leer
#066: Machop      FGT        L26   489 Exp.
 Stats -  HP:  76  Atk:  51  Def:  35  Spc:  27  Spe:  27
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 580
---------------------------------------------------------
#110: Weezing     PSN        L29  1074 Exp.
 Stats -  HP:  81  Atk:  62  Def:  79  Spc:  58  Spe:  44
 ~ Tackle, Smog, Sludge
#089: Muk         PSN        L29   975 Exp.
 Stats -  HP: 104  Atk:  71  Def:  53  Spc:  47  Spe:  38
 ~ Pound, Disable, Poison Gas
_________________________________________________________

Once you've beaten the second trainer, stand one tile north of him, then head
north, spamming A, to eventually reveal a hidden . If you don't get
it, keep going up and down, above this Biker, until you do.

After you've beaten him and grabbed the item, slog your way back up and then
head down the right path for another three trainers.
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 580
---------------------------------------------------------
#100: Voltorb     ELE        L29   639 Exp.
 Stats -  HP:  66  Atk:  27  Def:  38  Spc:  41  Spe:  67
 ~ Screech, SonicBoom, Selfdestruct, Light Screen
#100: Voltorb     ELE        L29   639 Exp.
 Stats -  HP:  66  Atk:  27  Def:  38  Spc:  41  Spe:  67
 ~ Screech, SonicBoom, Selfdestruct, Light Screen
_________________________________________________________

All of Voltorb's moves are deadly. Screech essentially means Selfdestruct will
deal double damage. SonicBoom smacks for a solid 20HP damage. Light Screen
halves the power of Special attacks for five turns. Get rid of them both with
Ground moves, if you have them.
___

Next trainer on the path is...
_________________________________________________________
Trainer: Cue Ball        Version: R  B  Y    Money: $ 825
---------------------------------------------------------
#066: Machoke     FGT        L33  1032 Exp.
 Stats -  HP: 101  Atk:  76  Def:  56  Spc:  43  Spe:  39
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________

Psychic attacks. Machoke is pretty powerful, so Low Kick (STAB) and Karate Chop
(critical hits often) will hurt you if you're not quick.
___

After fighting this guy, get directly below him, then let momentum carry you
down the hill and spam A to uncover a hidden . If you don't get it, keep
going up and down this line, below the Cue Ball. Then there's one last trainer
here who I shall not provide a strategy for.
_________________________________________________________
Trainer: Cue Ball        Version: R  B       Money: $ 725
---------------------------------------------------------
#057: Primeape    FGT        L29   925 Exp.
 Stats -  HP:  81  Atk:  71  Def:  44  Spc:  44  Spe:  64
 ~ Leer, Karate Chop, Fury Swipes, Focus Energy
#067: Machoke     FGT        L29   906 Exp.
 Stats -  HP:  90  Atk:  68  Def:  50  Spc:  38  Spe:  35
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________
Trainer: Cue Ball        Version:       Y    Money: $ 725
---------------------------------------------------------
#057: Primeape    FGT        L29   925 Exp.
 Stats -  HP:  81  Atk:  71  Def:  44  Spc:  44  Spe:  64
 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy
#067: Machoke     FGT        L29   906 Exp.
 Stats -  HP:  90  Atk:  68  Def:  50  Spc:  38  Spe:  35
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________

Get to the bottom of this path and head west to fight the last trainer of this
Route. Again, no strategy required.
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 500
---------------------------------------------------------
#109: Koffing     PSN        L25   610 Exp.
 Stats -  HP:  59  Atk:  42  Def:  56  Spc:  39  Spe:  26
 ~ Tackle, Smog
#110: Weezing     PSN        L25   925 Exp.
 Stats -  HP:  71  Atk:  54  Def:  69  Spc:  51  Spe:  39
 ~ Tackle, Smog, Sludge
#109: Koffing     PSN        L25   610 Exp.
 Stats -  HP:  59  Atk:  42  Def:  56  Spc:  39  Spe:  26
 ~ Tackle, Smog
#109: Koffing     PSN        L25   610 Exp.
 Stats -  HP:  59  Atk:  42  Def:  56  Spc:  39  Spe:  26
 ~ Tackle, Smog
#110: Weezing     PSN        L25   925 Exp.
 Stats -  HP:  71  Atk:  54  Def:  69  Spc:  51  Spe:  39
 ~ Tackle, Smog, Sludge
_________________________________________________________

After you beat this guy, ride down so that you are just above the middle short
fence, and position yourself just above the very left edge of this fence. A
couple of steps above here is a hidden . Afterwards, head down.
When you stop moving downhill automatically, then you know that you've reached
the end of this annoying Route.
_________________________________________________

[34] Route 18                  Encounter Rate: 25
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Trade for Slowbro in Lookout Station: ---------
#108: Lickitung   NRM        R  B  -   --   Trade
- Trade for Tangela in Lookout Station: ---------
#047: Parasect    BUG / GRS  -  -  Y   --   Trade
- Tall Grass: -----------------------------------
#019: Rattata     NRM        -  -  Y   25%  22-24
#020: Raticate    NRM        R  B      20%  25-29
                                   Y    5%  25-26
#021: Spearow     NRM / FLY  R  B      40%  20-22
                                   Y   25%  22-23
#022: Fearow      NRM / FLY  R  B      15%  25-29
                                   Y    5%     24
#084: Doduo       NRM / FLY  R  B      25%  24-28
                                   Y   40%  22-26
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#072: Tentacool   WTR / PSN  R  B      25%      5
                                   Y   40%     15
#090: Shellder    WTR        -  -  Y   60%  20-40
#098: Krabby      WTR        R  B  -   25%     15
#118: Goldeen     WTR        R  B  -   25%     15
#129: Magikarp    WTR        R  B  -   25%     15
_________________________________________________

- Recommended Party Avg. Level: 36

Woo. Head east through the guardhouse. On the top floor, a dude will trade you
Lickitung in Red/Blue, which is great, because that's the only one this game
offers. Fab. Unfortunately, we don't have Slowbro, so I'll have to remind you
to come back. In Yellow, he offers Parasect for Tangela, which isn't a good
trade. Besides, we don't have Tangela yet. I'll remind you to get a spare,
though, if you must trade.

Exit the station. To your east lies Fuchsia City, which you are welcome to
explore. Find the Poke Center if you want (take the very first south path--one
tile wide--to get there), but then come back here. Just after the exit of the
guardhouse, to the south, are two more trainers and this area's wild Pokemon...
of which none should be new to you. Juicy Exp. time it is then! In order, I'm
tackling the guy on the left, then the two below him.
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 725
---------------------------------------------------------
#021: Spearow     NRM / FLY  L29   360 Exp.
 Stats -  HP:  66  Atk:  45  Def:  27  Spc:  27  Spe:  50
 ~ Leer, Fury Attack, Mirror Move, Drill Peck
#022: Fearow      NRM / FLY  L29  1006 Exp.
 Stats -  HP:  81  Atk:  62  Def:  47  Spc:  45  Spe:  67
 ~ Growl, Leer, Fury Attack, Mirror Move
_________________________________________________________
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 650
---------------------------------------------------------
#021: Spearow     NRM / FLY  L26   322 Exp.
 Stats -  HP:  60  Atk:  40  Def:  24  Spc:  25  Spe:  45
 ~ Growl, Leer, Fury Attack, Mirror Move
#021: Spearow     NRM / FLY  L26   322 Exp.
 Stats -  HP:  60  Atk:  40  Def:  24  Spc:  25  Spe:  45
 ~ Growl, Leer, Fury Attack, Mirror Move
#022: Fearow      NRM / FLY  L26   901 Exp.
 Stats -  HP:  73  Atk:  56  Def:  42  Spc:  40  Spe:  61
 ~ Growl, Leer, Fury Attack, Mirror Move
#021: Spearow     NRM / FLY  L26   322 Exp.
 Stats -  HP:  60  Atk:  40  Def:  24  Spc:  25  Spe:  45
 ~ Growl, Leer, Fury Attack, Mirror Move
_________________________________________________________
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 850
---------------------------------------------------------
#085: Dodrio      NRM / FLY  L34  1150 Exp.
 Stats -  HP:  90  Atk:  85  Def:  58  Spc:  51  Spe:  78
 ~ Peck, Growl, Fury Attack, Drill Peck
_________________________________________________________

All of these guys can be taken down by Electric, Ice or Rock attacks. Take your
pick. Drill Peck is the most dangerous move here, but only Dodrio uses it to
its full potential. Dodrio is easily the hardest one here, but it can't
penetrate Golem's shell. Anything not Grass, Bug or Fighting should do well
here.
___

That is literally it for Route 18, unless you happen not to have caught all the
available Pokemon here. Head east into Fuchsia City.
_________________________________________________

[35] Fuchsia City
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#090: Shellder    WTR        -  -  Y   60%  20-40
#098: Krabby      WTR        R  B  -   25%     15
#118: Goldeen     WTR        R  B  -   25%     15
#119: Seaking     WTR        R  B  -   25%     23
#129: Magikarp    WTR        R  B  -   25%     15
                                   Y   90%   5-15
#130: Gyarados    WTR / FLY  -  -  Y   10%     15
_________________________________________________
___________________
Poke Mart     Price
-------------------
Ultra Ball    $1200
Great Ball    $ 600
Super Potion  $ 700 (R/B)
Hyper Potion  $1500 (Y)
Revive        $1500
Full Heal     $ 600
Super Repel   $ 500
___________________

New Items
---------
[ ] Good Rod

New Pokemon
-----------
[ ] Goldeen  [ ] Poliwag  [ ] Jynx (RB)

- Recommended Party Avg. Level: 36

After healing at the Poke Center, head east over the ledge. On your right are
two houses, but the one that interests us is the one on the right. Inside is
the Fishing Guru's brother, who will fork over the , and if you head
out the back door, you can practice with it in the pond here. Up for grabs are:

 - Rating: **
A thouroughly awful Water Pokemon that I wouldn't waste my time with. Honestly.
Okay so it's not THAT bad, but it is still pretty poor.

 - Rating: ***
A not-so-awful Pokemon that happens to have average stats and an unfortunate
weakness to Psychic types upon its final evolution. A bit too low-levelled to
really be worth your investment here, but has a wide movepool and useful
typing. Catch an extra one and go back to Cerulean City to trade it for a Jynx!

 - Rating: ****
Despite only possessing average-at-best stats, Jynx is a great Pokemon which
boasts two powerful STAB moves in Ice Beam and Psychic, if you can spare the
TMs. Boosted EXP. points is always a plus too.

If you feel up to it, you can challenge the Gym Leader, Koga, right now.
Considering he uses a L43 in Red/Blue and a L50 in Yellow, you might, like me,
bit a bit under-levelled. I'm going to wait. But trust me, the Gym is the least
exciting thing in Fuchsia compared to the Safari Zone.

Yes, we're here. If you don't already know, the Safari Zone is a haven full of
Pokemon, a wild outback where, for a measly $500, you're given 30 Safari Balls
and a 500 step counter to catch whatever you want. Of course, that sounds too
good to be true... because it is.

You don't fight the wild Pokemon like normal--rather, you have to pelt them
with rocks and bait enough to catch them. Totally not animal cruelty or
anything. And they have a chance in any given turn to run away from you. So
yes, it's very annoying, especially since some of the rarest Pokemon appear
here, with ridiculously low encounter rates. But if you persist, you can come
home with a truckload of exotic 'Mons, most of which cannot be caught
elsewhere.

However, there is, in Red and Blue at least, a way to catch Safari Pokemon
using the traditional 'beat-them-til-they're-nearly-dead-then-toss-a-Ball-at-
them' method, but we'll have to wait until we reach Cinnabar Island for that.
If the Safari Zone gets on your nerves like it does mine, feel free to wait.
I'll remind you of the glitch (and another infamous one) once we reach
Cinnabar.

There are a lot of Pokemon to catch, so consider changing to an empty box in
your PC. There are also a bunch of items, so consider emptying them into your
PC as well. Even if you don't want to catch any Pokemon, the Safari Zone is
still a mandatory part of your quest, since there are a few quest-related items
contained within.

Anyway, to get to the fabled Safari Zone, snake your way to the very north
point of Fuchsia City--made easier if you are holding a Cut-user--then enter
the building here and agree to take part. Awesome.
_________________________________________________

[36] Safari Zone               Encounter Rate: 30
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Entrance: -------------------------------------
#029: Nidoran F   PSN        -  B      20%     22
                                   Y   20%     36
#030: Nidorina    PSN        R     -    5%     31
                                B  -   10%     31
#032: Nidoran M   PSN        R  -      20%     22
                                   Y   20%     14
#033: Nidorino    PSN        R         10%     31
                                B       5%     31
                                   Y   10%     23
#046: Paras       BUG / GRS  -  -  Y    5%     27
#047: Parasect    BUG / GRS  R  B       5%     30
                                   Y   15%  27-32
#048: Venonat     BUG / PSN  R  B  -   15%     22
#102: Exeggcute   GRS / PSY  R  B      20%  24-25
                                   Y   15%     24
#111: Rhyhorn     GRN / RCK  R  B      20%     25
                                   Y   10%     20
#113: Chansey     NRM        R  B       1%     23
                                   Y    1%      7
#114: Tangela     GRS        -  -  Y    4%     22
#123: Scyther     BUG / FLY  R  -  -    4%     23
#127: Pinsir      BUG        -  B  -    4%     23
- Entrance - Old Rod: ---------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Entrance - Good Rod: --------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Entrance - Super Rod: -------------------------
#054: Psyduck     WTR        R  B  -   25%     15
#079: Slowpoke    WTR / PSY  R  B  -   25%     15
#098: Krabby      WTR        R  B  -   25%     15
#129: Magikarp    WTR        -  -  Y   70%   5-10
#147: Dratini     DRG        R  B      25%     15
                                   Y   20%     10
#148: Dragonair   DRG        -  -  Y   10%     15
- Area 1: ---------------------------------------
#029: Nidoran F   PSN        R          5%     24
                                B      20%     24
                                   Y   20%     29
#030: Nidorina    PSN        -  B      10%     33
                                   Y   10%     32
#032: Nidoran M   PSN        R         20%     24
                                B       5%     24
                                   Y   20%     21
#033: Nidorino    PSN        R  -  -   10%     33
#046: Paras       BUG / GRS  R  B  -   15%     22
#047: Parasect    BUG / GRS  R  B  -    5%     25
#084: Doduo       NRM / FLY  R  B  -   20%     26
#102: Exeggcute   GRS / PSY  R  B      20%  23-25
                                   Y   20%  22-26
#104: Cubone      GRN        -  -  Y   10%     19
#105: Marowak     GRN        -  -  Y    5%     24
#113: Chansey     NRM        -  -  Y    4%     21
#115: Kangaskhan  NRM        R  B  -    4%     25
#123: Scyther     BUG / FLY  R  -       1%     28
                                   Y    1%     15
#127: Pinsir      BUG        -  B  -    1%     28
#128: Tauros      NRM        -  -  Y   10%     21
- Area 1 - Old Rod: -----------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Area 1 - Good Rod: ----------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Area 1 - Super Rod: ---------------------------
#054: Psyduck     WTR        R  B  -   25%     15
#079: Slowpoke    WTR / PSY  R  B  -   25%     15
#098: Krabby      WTR        R  B  -   25%     15
#129: Magikarp    WTR        -  -  Y   90%   5-15
#147: Dratini     DRG        R  B      25%     15
                                   Y   10%     15
- Area 2: ---------------------------------------
#029: Nidoran F   PSN        -  B      20%     22
                                   Y   20%     14
#030: Nidorina    PSN        R          5%     30
                                B      10%     30
                                   Y   10%     23
#032: Nidoran M   PSN        R  -      20%     22
                                   Y   20%     36
#033: Nidorino    PSN        R     -   10%     30
                                B      10%     30
#046: Paras       BUG / GRS  R  B  -   15%     23
#049: Venomoth    BUG / PSN  R  B  -    5%     32
#102: Exeggcute   GRS / PSY  R  B      20%  25-27
                                   Y   15%     20
#104: Cubone      GRN        -  -  Y    5%     16
#111: Rhyhorn     GRN / RCK  R  B      20%     26
                                   Y   10%     25
#113: Chansey     NRM        R  B  -    4%     26
#115: Kangaskhan  NRM        -  -  Y   15%  28-33
#123: Scyther     BUG / FLY  -  -  Y    4%     25
#127: Pinsir      BUG        -  -  Y    1%     15
#128: Tauros      NRM        R  B  -    1%     28
- Area 2 - Old Rod: -----------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Area 2 - Good Rod: ----------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Area 2 - Super Rod: ---------------------------
#054: Psyduck     WTR        R  B  -   25%     15
#079: Slowpoke    WTR / PSY  R  B  -   25%     15
#098: Krabby      WTR        R  B  -   25%     15
#129: Magikarp    WTR        -  -  Y   90%   5-15
#147: Dratini     DRG        R  B      25%     15
                                   Y   10%     15
- Area 3: ---------------------------------------
#029: Nidoran F   PSN        R          5%     25
                                B      20%     25
                                   Y   20%     21
#030: Nidorina    PSN        -  B  -   10%     33
#032: Nidoran M   PSN        R         20%     25
                                B       5%     25
                                   Y   20%     29
#033: Nidorino    PSN        R  -      10%     33
                                   Y   10%     32
#048: Venonat     BUG / PSN  R  B  -   15%     23
#049: Venomoth    BUG / PSN  R  B  -    5%     31
#084: Doduo       NRM / FLY  R  B  -   20%     26
#102: Exeggcute   GRS / PSY  R  B      20%  24-26
                                   Y   20%  22-26
#104: Cubone      GRN        -  -  Y   10%     19
#105: Marowak     GRN        -  -  Y    5%     24
#114: Tangela     GRS        -  -  Y    1%     27
#115: Kangaskhan  NRM        R  B  -    1%     28
#127: Pinsir      BUG        -  -  Y    4%     25
#128: Tauros      NRM        R  B       4%     26
                                   Y   10%     21
- Area 3 - Old Rod: -----------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Area 3 - Good Rod: ----------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Area 3 - Super Rod: ---------------------------
#054: Psyduck     WTR        R  B  -   25%     15
#079: Slowpoke    WTR / PSY  R  B  -   25%     15
#098: Krabby      WTR        R  B  -   25%     15
#129: Magikarp    WTR        -  -  Y   90%   5-15
#147: Dratini     DRG        R  B      25%     15
                                   Y   10%     15
_________________________________________________

New Items
---------
[ ] Carbos  [ ] TM37 (Egg Bomb)  [ ] Max Potion  [ ] Full Restore
[ ] TM40 (Skull Bash)  [ ] Protein  [ ] Gold Teeth  [ ] TM32 (Double Team)
[ ] Revive (H)  [ ] HM03 (Surf)

New Pokemon
-----------
( ) Nidorino (RB)  ( ) Parasect (Y)  [ ] Venonat (RB)  ( ) Venomoth (RB)
[ ] Exeggcute  ( ) Marowak (Y)  [ ] Rhyhorn  [ ] Chansey  [ ] Tangela (Y)
[ ] Kangaskhan  [ ] Tauros

- Recommended Party Avg. Level: 36

Catching Pokemon here is a pain, especially since they're so damn rare, and the
chance of catching something like Scyther is about 10% if you don't throw rocks
or bait at it. Speaking of which, the catch system here gives you four options.
Very roughly, this is what happens:
- Run: You can escape from any battle with 100% success.
- Throw Rock: Doubles capture chance and doubles chance of foe running.
- Throw Bait: Halves capture chance and quarters chance of foe running.
- Throw Ball: Attempts a catch.
You can stack these effects, so two thrown rocks would quadruple the capture
chance and the chance to run. This really isn't recommended, because the
absolute highest chance you have of catching a Pokemon is ~=33.59% (because
they always have full HP, your chances are significantly lowered), but a
quadruple chance of running away means you'll never get to see them. If you're
interested in the 100% accurate version of this, check out section M09; 'Safari
Zone Catching Mechanics'. Also note that the faster a Pokemon is, the higher
its chance of escaping. Trust me when I say your best bet is to just lob Safari
Balls.

Also, the Safari Zone gives you a limited number of steps--500 to be exact.
Once you have taken 500 steps, you are automatically recalled to the reception
area. You can also resign by returning to the entrance. When you quit the
Safari Zone, all unused Safari Balls will be lost. If you want to catch Pokemon
without fear of being recalled, you can rotate on the spot (in tall grass,
obviously) by pressing the D-Pad very lightly, which doesn't count towards the
step counter.

Oh, and there are no trainers here, which is great. Okay, let's get started.

The first area, the Entrance, has nothing of interest at the moment, except
patches of grass where you can start catching your 'Mons. New Pokemon include:

 - Rating: *
Venonat is new for Red and Blue players, but it's worse than it's Yellow
counterpart and is stuck with amazing moves like TACKLE and LEECH LIFE
(sarcasm) for a long time. Skip it, honestly.

 - Rating: ***
A Grass/Psychic hybrid that relies heavily on TMs for moves--it does at least
get some nice early support in Hypnosis and can be evolved whenever you feel
like it with the Leaf Stone. It also has a fantastic Special stat, but you
should make sure to use the Psychic TM from Saffron to unleash its full
potential.

 - Rating: **
A decent Ground/Rock type a bit similar to Golem, but who arrives too late and
requires too many TMs to be useful compared to, say, Dugtrio.

 - Rating: **
The premier Special sponge has a few difficulties attacking with her natural
movepool, but give her a few Special TMs and she might fare okay for you. Keep
her away from physical Pokemon!

 - Rating: *
For Yellow players, a bulky Grass type that just can't compete with the likes
of Victreebel and Venusaur since it lacks Razor Leaf.

If you want to complete all in-game trades, Red and Blue players should catch a
Nidorino (to trade for Nidorina in Route 11) and Yellow players should catch a
Tangela (to trade for Parasect in Route 18).

Head east down a narrow path into some grass. Here you can find...

 - Rating: **
A decent but not-that-special Normal type sweeper, very much outclassed by...

 - Rating: ***
One of the game's premier physical powerhouses--with top notch Attack and Speed
stats. Needs a crapton of TMs to be anywhere near useful though.

Climb up the stairs here and continue north for a tasty . Go slightly
down, then west past the stairs you just ascended, and take the other set of
stairs down here. Follow the path around, hugging the water's edge, to come
across  (Egg Bomb). Exit this little alcove and head northwest for a . Then head east, up the stairs on to a little raised section before
coming back down the other side. Pick up the  in plain sight
here, then head north past the Rest House and west, taking the lower of the two
branching pathways, into Area 2.

Head west into the giant patch of grass, ignoring the first set of steps here--
they will lead you on a winding route that leads to an empty, step-consuming
dead end. Also ignore the south pathway, which leads to a dead end full of
grass back in Area 1. In the giant grass patch, head north up the stairs and
follow the route until you come to an intersection by a pond. Head north until
you cannot do so anymore, then head east for  (Skull Bash). Head east,
then loop around on yourself, heading north past the Rest House, and start
going west for a . Continue west, then head to the southwest portion
of this open area, then down a south pathway to access Area 3.

Head down and pick up the , then head west for  (Double
Team). Check the bottom of the two statues to the right of the Secret House
here for a hidden , then enter this house and talk to its resident for
the fantastic  (Surf). Not only does this let you traverse water--
provided you have the SoulBadge--but it is also arguably the best Water type
move in the game. If you have any Water types, I'm hard pressed to find one who
wouldn't benefit from this great move.

That's all we can do here for the moment, unless you already have the SoulBadge
or the Super Rod, but I haven't got those items in the guide yet, so we'll come
back later. Let your step counter run out to return to Fuchsia City.
____________

Fuchsia City
____________

New Items
---------
[ ] HM04 (Strength)  [ ] Rare Candy

- Recommended Party Avg. Level: 36

Do you remember where you got the Good Rod, to the east of the Poke Center?
Enter the house to the left of that one and, if you have the Gold Teeth, talk
to the warden who will give you the game's last HM,  (Strength), which
gives you the ability to move boulders on the field. It's also a decent Normal
type move, but since you can't delete HMs without trading to GSC and back, make
sure that you don't mind it on your Pokemon--there are better Normal moves out
there. You need the RainbowBadge to use Strength--luckily, we already have it,
so go ahead and push the boulder to your right aside for a .

Apart from the Gym, and a few things I mentioned before about the Safari Zone,
we've done everything in Fuchsia City. If you feel underlevelled for the Gym, I
do have a remedy--four Routes stuffed with trainers: Routes 12-15. They
represent the 'other' way into Fuchsia, and lead from Lavender southwards. Fly
to Lavender now, then head south out of the town. I'd highly recommend keeping
your Fly user with you, since there are a ****load (boatload) of trainers to
fight down these Routes. Oh, and bring your Poke Flute, because there's another
Snorlax to catch/faint.
_________________________________________________

[37] Route 12                  Encounter Rate: 15
                    Surfing Encounter rate (Y): 3
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Fated Encounter: ------------------------------
#143: Snorlax     NRM        R  B  Y   --      30
- Tall Grass: -----------------------------------
#016: Pidgey      NRM / FLY  R  B      40%  23-27
                                   Y   15%     28
#017: Pidgeotto   NRM / FLY  -  -  Y   10%     28
#043: Oddish      GRS / PSN  R  -      35%  22-26
                                   Y   30%  25-27
#044: Gloom       GRS / PSN  R  -       5%  28-30
                                   Y    5%     29
#048: Venonat     BUG / PSN  R  B  -   20%  24-26
#069: Bellsprout  GRS / PSN  -  B      35%  22-26
                                   Y   30%  25-27
#070: Weepinbell  GRS / PSN  -  B       5%  28-30
                                   Y    5%     29
#083: Farfetch'd  NRM / FLY  -  -  Y    5%  26-31
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#072: Tentacool   WTR / PSN  R  B  -   25%      5
#098: Krabby      WTR        R  B  -   25%     15
#116: Horsea      WTR        -  -  Y   70%  20-25
#117: Seadra      WTR        -  -  Y   30%  25-35
#118: Goldeen     WTR        R  B  -   25%     15
#129: Magikarp    WTR        R  B  -   25%     15
_________________________________________________

New Items
---------
[ ] Super Rod  [ ] Iron

New Pokemon
-----------
[ ] Tentacool (RB)  [ ] Krabby (RB)  [ ] Horsea (Y)  ( ) Seadra (Y)

- Recommended Avg. Party Level: 36

Head south down the wooden path, then take a right at the fork and continue
south into the guardhouse. Talk to the woman upstairs for TM39 if you didn't
grab it while in Lavender Town, then leave through the south exit. Go east at
the next fork and follow the path to a trainer. Oh, and I won't be providing
battle strategies for the next four Routes--the Pokemon are all much lower
levels than you and you should have a pretty good idea of type advantage at
this point. Also, I'm lazy.
_________________________________________________________
Trainer: Fisherman       Version: R  B  Y    Money: $ 770
---------------------------------------------------------
#118: Goldeen     WTR        L22   522 Exp.
 Stats -  HP:  55  Atk:  38  Def:  34  Spc:  30  Spe:  36
 ~ Peck, Tail Whip, Supersonic
#060: Poliwag     WTR        L22   363 Exp.
 Stats -  HP:  53  Atk:  30  Def:  26  Spc:  26  Spe:  48
 ~ Bubble, Hypnosis, Water Gun
#118: Goldeen     WTR        L22   522 Exp.
 Stats -  HP:  55  Atk:  38  Def:  34  Spc:  30  Spe:  36
 ~ Peck, Tail Whip, Supersonic
_________________________________________________________

Keep following the path and turn south at the next crossroads for another
fight. If you already have the SoulBadge you can pick up TM16 to the right, but
I'll come back for that, don't worry.
_________________________________________________________
Trainer: Fisherman       Version: R  B  Y    Money: $ 840
---------------------------------------------------------
#072: Tentacool   WTR / PSN  L24   540 Exp.
 Stats -  HP:  57  Atk:  28  Def:  25  Spc:  56  Spe:  42
 ~ Supersonic, Wrap, Poison Sting, Water Gun
#118: Goldeen     WTR        L24   570 Exp.
 Stats -  HP:  59  Atk:  41  Def:  37  Spc:  32  Spe:  39
 ~ Peck, Tail Whip, Supersonic, Horn Attack
_________________________________________________________

Head down, then take a right for a Fisherman here too.
_________________________________________________________
Trainer: Fisherman       Version: R  B  Y    Money: $ 945
---------------------------------------------------------
#118: Goldeen     WTR        L27   642 Exp.
 Stats -  HP:  65  Atk:  46  Def:  41  Spc:  36  Spe:  43
 ~ Peck, Tail Whip, Supersonic, Horn Attack
_________________________________________________________

Keep heading south for, you guessed it, another fight.
_________________________________________________________
Trainer: Fisherman       Version: R  B  Y    Money: $ 735
---------------------------------------------------------
#060: Poliwag     WTR        L21   346 Exp.
 Stats -  HP:  51  Atk:  29  Def:  25  Spc:  25  Spe:  46
 ~ Bubble, Hypnosis, Water Gun
#090: Shellder    WTR        L21   436 Exp.
 Stats -  HP:  46  Atk:  36  Def:  50  Spc:  27  Spe:  25
 ~ Tackle, Withdraw, Supersonic
#118: Goldeen     WTR        L21   499 Exp.
 Stats -  HP:  53  Atk:  36  Def:  33  Spc:  29  Spe:  34
 ~ Peck, Tail Whip, Supersonic
#116: Horsea      WTR        L21   373 Exp.
 Stats -  HP:  46  Atk:  25  Def:  37  Spc:  37  Spe:  33
 ~ Bubble, SmokeScreen
_________________________________________________________

Follow the west path and take a south at the crossroads to encounter another
traine... no! A Snorlax!
_________________________________________________________
Fated Encounter: Snorlax                 Version: R  B  Y
---------------------------------------------------------
#143: Snorlax     NRM        L30   660 Exp.
 ~ Headbutt, Amnesia, Rest
_________________________________________________________

Follow the strategy I provided for the previous Snorlax if you want to catch
this one as well. Basically, wait until it Rests, slam it to below a third of
its HP (or half if you're using a Great Ball), then chuck a Ball at it until
you catch it.
___

Continue heading south along a winding path to another trainer. Since we've
passed the Snorlax, the levels of enemy Pokemon will jump up a bit, but not
enough to pose much of a threat.
_________________________________________________________
Trainer: Rocker          Version: R  B  Y    Money: $ 725
---------------------------------------------------------
#100: Voltorb     ELE        L29   639 Exp.
 Stats -  HP:  66  Atk:  27  Def:  38  Spc:  41  Spe:  67
 ~ Screech, SonicBoom, Selfdestruct, Light Screen
#101: Electrode   ELE        L29   931 Exp.
 Stats -  HP:  78  Atk:  39  Def:  50  Spc:  56  Spe:  90
 ~ Screech, SonicBoom, Selfdestruct, Light Screen
_________________________________________________________

Enter the house and speak to the final Fishing Guru brother for the best rod in
the game; the . You can head outside and start fishing immediately
for three average Water types that are outclassed by much better Pokemon:

 - Rating: ***
Tentacool has the unfortunate Poison typing, but a lovely 120 Special stat.
Water types are pretty much always useful, and he can use Wrap as well if
you're feeling cheap.

 - Rating: **
A generic Water type that can't use STAB attacks very well due to having a very
low Special stat. Cry.

 - Rating: ***
Another generic Water type, but at least this one has a good Special stat.

Keep following the path after you're done and you'll soon chance across a Cut-
able tree. Hack it down and fight the guy inside.
_________________________________________________________
Trainer: Fisherman       Version: R  B  Y    Money: $ 840
---------------------------------------------------------
#129: Magikarp    WTR        L24   102 Exp.
 Stats -  HP:  47  Atk:  14  Def:  35  Spc:  18  Spe:  47
 ~ Splash, Tackle
#129: Magikarp    WTR        L24   102 Exp.
 Stats -  HP:  47  Atk:  14  Def:  35  Spc:  18  Spe:  47
 ~ Splash, Tackle
_________________________________________________________

Grab the  he was guarding, then hack your way back out (don't plants grow
fast in Kanto?) and fight the trainer to the southeast.
_________________________________________________________
Trainer: Jr. Trainer M   Version: R  B       Money: $ 580
---------------------------------------------------------
#032: Nidoran M   PSN        L29   372 Exp.
 Stats -  HP:  59  Atk:  36  Def:  28  Spc:  28  Spe:  32
 ~ Horn Attack, Poison Sting, Focus Energy, Fury Attack
#033: Nidorino    PSN        L29   732 Exp.
 Stats -  HP:  67  Atk:  43  Def:  36  Spc:  35  Spe:  40
 ~ Tackle, Horn Attack, Poison Sting, Focus Energy
_________________________________________________________
Trainer: Jr. Trainer M   Version:       Y    Money: $ 580
---------------------------------------------------------
#032: Nidoran M   PSN        L29   372 Exp.
 Stats -  HP:  59  Atk:  36  Def:  28  Spc:  28  Spe:  32
 ~ Horn Attack, Double Kick, Poison Sting, Focus Energy
#033: Nidorino    PSN        L29   732 Exp.
 Stats -  HP:  67  Atk:  43  Def:  36  Spc:  35  Spe:  40
 ~ Horn Attack, Double Kick, Poison Sting, Focus Energy
_________________________________________________________

Continue southwards. Once you find another Cut-able tree, you can hack your way
into a grassy area--this Route's wild Pokemon reside only here. Yellow players
can bag themselves the thoroughly useless Farfetch'd and, er, that's about it
for new Pokemon, unless you count evolutions. Once you're done, cut your way
back out and head south, eventually passing into the next Route... But first,
you can Fly around Kanto and test out your new Super Rod, bagging a whole bunch
of Pokemon.
_________________

Super Rod Roundup
_________________

New Pokemon
-----------
[ ] Psyduck (RB)  ( ) Poliwhirl  [ ] Tentacool (Y)  [ ] Slowpoke (RB)
[ ] Shellder  [ ] Krabby (Y)  ( ) Kingler (Y)  ( ) Seaking  [ ] Staryu (Y)
( ) Gyarados (Y)

- Recommended Avg. Party Level: 37

These are the places I would recommend visiting and the Pokemon you can find
there. Send me an email if I've missed any that could have been gotten in any
area covered in the guide *so far*, but it should be okay.

Pallet Town: Tentacool (Y), Staryu (Y)
Route 22: Poliwhirl (Y)
Cerulean City: Psyduck (R/B), Seaking (Y)
Route 25: Krabby (Y)
Vermilion City: Shellder (R/B)
Route 10: Poliwhirl (R/B), Slowpoke (R/B), Kingler (Y)
Route 18: Tentacool (Y), Shellder (Y)
Fuchsia City: Seaking (R/B), Gyarados (Y)

 - Rating: ***
 - Rating: **
 - Rating: **
 - Rating: ****
Psyduck, Slowpoke and Shellder haven't been evaluated yet, but are all sort of
average Water types at this point of the game. Psyduck is average across the
board, Slowpoke is bulky and Psychic but hideously slow, and Shellder is
heavily defensive and generally pretty decent when attacking. The only shining
star here (pun thouroughly intended) is Staryu, who eventually evolves into the
powerful, speedy, versatile, Water/Psychic Starmie, a fantastic Pokemon to
have. Unfortunately, it's too low levelled now to be of much use, but a tiny
bit of grinding can sort that right out.

We're also going to head over to the Safari Zone again, but I'm going to wait
until we get the SoulBadge too, so that we can totally finish it all in one go.
Of course, if you must have Dratini now, then go ahead. Anyway, once you're
done, return to where we left off from in Route 12, then head south into Route
13.
_________________________________________________

[38] Route 13             Encounter Rate (RB): 20
                           Encounter Rate (Y): 15
                    Surfing Encounter Rate (Y): 3
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Tall Grass: -----------------------------------
#016: Pidgey      NRM / FLY  R  B      35%  25-27
                                   Y   10%     28
#017: Pidgeotto   NRM / FLY  -  -  Y   15%     28
#043: Oddish      GRS / PSN  R  -      35%  22-26
                                   Y   30%  25-27
#044: Gloom       GRS / PSN  R  -       5%  28-30
                                   Y    5%     29
#048: Venonat     BUG / PSN  R  B  -   20%  24-26
#069: Bellsprout  GRS / PSN  -  B      35%  22-26
                                   Y   30%  25-27
#070: Weepinbell  GRS / PSN  -  B       5%  28-30
                                   Y    5%     29
#083: Farfetch'd  NRM / FLY  -  -  Y    5%  26-31
#132: Ditto       NRM        R  B  -    5%     25
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#072: Tentacool   WTR / PSN  R  B      25%      5
                                   Y   20%     10
#098: Krabby      WTR        R  B  -   25%     15
#116: Horsea      WTR        -  -  Y   70%  20-25
#117: Seadra      WTR        -  -  Y   10%  25-35
#118: Goldeen     WTR        R  B  -   25%     15
#129: Magikarp    WTR        R  B  -   25%     15
- Surfing: --------------------------------------
#079: Slowpoke    WTR / PSY  -  -  Y   95%     15
#080: Slowbro     WTR / PSY  -  -  Y    5%  15-20
_________________________________________________

New Items
---------
[ ] Calcium (H)  [ ] PP Up (H)

New Pokemon
-----------
( ) Gloom (RY)  ( ) Weepinbell (BY)  [ ] Farfetch'd (Y)  [ ] Ditto (RB)

- Recommended Avg. Party Level: 37

Challenge the trainer directly below you.
_________________________________________________________
Trainer: Jr. Trainer F   Version: R  B  Y    Money: $ 560
---------------------------------------------------------
#118: Goldeen     WTR        L28   666 Exp.
 Stats -  HP:  67  Atk:  47  Def:  43  Spc:  37  Spe:  44
 ~ Peck, Tail Whip, Supersonic, Horn Attack
#060: Poliwag     WTR        L28   462 Exp.
 Stats -  HP:  64  Atk:  38  Def:  31  Spc:  31  Spe:  59
 ~ Bubble, Hypnosis, Water Gun, DoubleSlap
#116: Horsea      WTR        L28   498 Exp.
 Stats -  HP:  59  Atk:  32  Def:  48  Spc:  48  Spe:  43
 ~ Bubble, SmokeScreen, Leer
_________________________________________________________

Head south and challenge the Bird Keeper here.
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 725
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L29   340 Exp.
 Stats -  HP:  66  Atk:  36  Def:  32  Spc:  29  Spe:  42
 ~ Sand-Attack, Quick Attack, Whirlwind, Wing Attack
#017: Pidgeotto   NRM / FLY  L29   702 Exp.
 Stats -  HP:  80  Atk:  45  Def:  41  Spc:  38  Spe:  50
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
_________________________________________________________

And to his left is another trainer.
_________________________________________________________
Trainer: Jr. Trainer M   Version: R  B  Y    Money: $ 480
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L24   282 Exp.
 Stats -  HP:  57  Atk:  30  Def:  28  Spc:  25  Spe:  35
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#052: Meowth      NRM        L24   354 Exp.
 Stats -  HP:  57  Atk:  30  Def:  25  Spc:  28  Spe:  52
 ~ Growl, Bite, Pay Day, Screech
#019: Rattata     NRM        L24   292 Exp.
 Stats -  HP:  52  Atk:  36  Def:  25  Spc:  20  Spe:  43
 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy
#016: Pidgey      NRM / FLY  L24   282 Exp.
 Stats -  HP:  57  Atk:  30  Def:  28  Spc:  25  Spe:  35

 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#052: Meowth      NRM        L24   354 Exp.
 Stats -  HP:  57  Atk:  30  Def:  25  Spc:  28  Spe:  52
 ~ Growl, Bite, Pay Day, Screech
_________________________________________________________

Head west into a maze-like area. Follow the bottom path west, hugging the south
wall, then tuck yourself intoa tiny alcove and face left, pressing A to uncover
a hidden . Head back to the entrance to the maze area, then take the
upper pathway to find two Beauties. I'll tackle the right one first.
_________________________________________________________
Trainer: Beauty          Version: R  B  Y    Money: $1890
---------------------------------------------------------
#019: Rattata     NRM        L27   328 Exp.
 Stats -  HP:  57  Atk:  40  Def:  28  Spc:  22  Spe:  48
 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy
#037: Vulpix      FIR        L27   364 Exp.
 Stats -  HP:  61  Atk:  32  Def:  30  Spc:  44  Spe:  44
 ~ Ember, Tail Whip, Quick Attack, Roar
#019: Rattata     NRM        L27   328 Exp.
 Stats -  HP:  57  Atk:  40  Def:  28  Spc:  22  Spe:  48
 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy
_________________________________________________________
_________________________________________________________
Trainer: Beauty          Version: R  B  Y    Money: $2030
---------------------------------------------------------
#035: Clefairy    NRM        L29   421 Exp.
 Stats -  HP:  84  Atk:  36  Def:  37  Spc:  44  Spe:  29
 ~ Growl, Sing, DoubleSlap, Minimize
#052: Meowth      NRM        L29   427 Exp.
 Stats -  HP:  66  Atk:  36  Def:  29  Spc:  32  Spe:  61
 ~ Growl, Bite, Pay Day, Screech
_________________________________________________________

The two Beauties block the upper pathway, so head west to encounter a Jr.
Trainer.
_________________________________________________________
Trainer: Jr. Trainer F   Version: R  B  Y    Money: $ 600
---------------------------------------------------------
#060: Poliwag     WTR        L30   495 Exp.
 Stats -  HP:  68  Atk:  40  Def:  33  Spc:  33  Spe:  63
 ~ Bubble, Hypnosis, Water Gun, DoubleSlap
#060: Poliwag     WTR        L30   495 Exp.
 Stats -  HP:  68  Atk:  40  Def:  33  Spc:  33  Spe:  63
 ~ Bubble, Hypnosis, Water Gun, DoubleSlap
_________________________________________________________

You can see another trainer to your left, who you should challenge.
_________________________________________________________
Trainer: Jr. Trainer F   Version: R  B  Y    Money: $ 540
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L27   318 Exp.
 Stats -  HP:  62  Atk:  34  Def:  30  Spc:  28  Spe:  39
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#052: Meowth      NRM        L27   399 Exp.
 Stats -  HP:  62  Atk:  34  Def:  28  Spc:  30  Spe:  57
 ~ Growl, Bite, Pay Day, Screech
#016: Pidgey      NRM / FLY  L27   318 Exp.
 Stats -  HP:  62  Atk:  34  Def:  30  Spc:  28  Spe:  39
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#017: Pidgeotto   NRM / FLY  L27   652 Exp.
 Stats -  HP:  75  Atk:  42  Def:  39  Spc:  36  Spe:  47
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
_________________________________________________________

If you want to--and provided you have a Cut-user--you can head a little west
from her, then zig-zag to your northeast to find a Cut-able tree, which leads
to this Route's tall grass, where Red/Blue players can catch Ditto.

 - Rating: *
A novelty Pokemon that is essentially useless, but can Transform into the
opposing Pokemon, with all their stats (except HP) and moves (at 5PP each). Fun
to play with, but not a serious contender. Also, he appears here very rarely;
very soon in Route 15 he has a 20% appearance rate, so consider waiting just a
tad.

From the Jr. Trainer you last defeated, head all the way west until you are
challenged by a Bird Keeper.
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 650
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L26   306 Exp.
 Stats -  HP:  60  Atk:  33  Def:  29  Spc:  27  Spe:  38
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#017: Pidgeotto   NRM / FLY  L26   628 Exp.
 Stats -  HP:  72  Atk:  40  Def:  37  Spc:  35  Spe:  46
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#021: Spearow     NRM / FLY  L26   322 Exp.
 Stats -  HP:  60  Atk:  40  Def:  24  Spc:  25  Spe:  45
 ~ Growl, Leer, Fury Attack, Mirror Move
#022: Fearow      NRM / FLY  L26   901 Exp.
 Stats -  HP:  73  Atk:  56  Def:  42  Spc:  40  Spe:  61
 ~ Growl, Leer, Fury Attack, Mirror Move
_________________________________________________________

Head west from this guy, tuck yourself into another alcove and, facing down,
press A to nab a . Now, zig-zag northeast like you were going to the
tall grass area again. To the west of this area, along the north wall, is
another Bird Keeper to fight.
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 625
---------------------------------------------------------
#021: Spearow     NRM / FLY  L25   310 Exp.
 Stats -  HP:  59  Atk:  39  Def:  24  Spc:  24  Spe:  44
 ~ Growl, Leer, Fury Attack, Mirror Move
#016: Pidgey      NRM / FLY  L25   294 Exp.
 Stats -  HP:  59  Atk:  32  Def:  29  Spc:  26  Spe:  37
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#016: Pidgey      NRM / FLY  L25   294 Exp.
 Stats -  HP:  59  Atk:  32  Def:  29  Spc:  26  Spe:  37
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#021: Spearow     NRM / FLY  L25   310 Exp.
 Stats -  HP:  59  Atk:  39  Def:  24  Spc:  24  Spe:  44
 ~ Growl, Leer, Fury Attack, Mirror Move
#021: Spearow     NRM / FLY  L25   310 Exp.
 Stats -  HP:  59  Atk:  39  Def:  24  Spc:  24  Spe:  44
 ~ Growl, Leer, Fury Attack, Mirror Move
_________________________________________________________

To his southwest, a Biker awaits.
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 560
---------------------------------------------------------
#109: Koffing     PSN        L28   684 Exp.
 Stats -  HP:  64  Atk:  46  Def:  62  Spc:  43  Spe:  29
 ~ Tackle, Smog
#109: Koffing     PSN        L28   684 Exp.
 Stats -  HP:  64  Atk:  46  Def:  62  Spc:  43  Spe:  29
 ~ Tackle, Smog
#109: Koffing     PSN        L28   684 Exp.
 Stats -  HP:  64  Atk:  46  Def:  62  Spc:  43  Spe:  29
 ~ Tackle, Smog
_________________________________________________________

If you take the path below the Biker and start heading west, you will cross
into Route 14 at some arbitrary point.
_________________________________________________

[39] Route 14                  Encounter Rate: 15
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Tall Grass: -----------------------------------
#016: Pidgey      NRM / FLY  R  B      20%     26
#017: Pidgeotto   NRM / FLY  R  B       5%  28-30
                                   Y   10%     30
#043: Oddish      GRS / PSN  R  -      35%  22-26
                                   Y   30%  26-28
#044: Gloom       GRS / PSN  R  -       5%     30
                                   Y    5%     30
#048: Venonat     BUG / PSN  R  B      20%  24-26
                                   Y   19%  24-27
#049: Venomoth    BUG / PSN  -  -  Y    1%     30
#069: Bellsprout  GRS / PSN  -  B      35%  22-26
                                   Y   30%  26-28
#070: Weepinbell  GRS / PSN  -  B       5%     30
                                   Y    5%     30
#132: Ditto       NRM        R  B  -   15%     23
_________________________________________________

- Recommended Party Avg. Level: 38

Continue all the way west until you are stopped by this trainer:
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 650
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L26   306 Exp.
 Stats -  HP:  60  Atk:  33  Def:  29  Spc:  27  Spe:  38
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#017: Pidgeotto   NRM / FLY  L26   628 Exp.
 Stats -  HP:  72  Atk:  40  Def:  37  Spc:  35  Spe:  46
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#016: Pidgey      NRM / FLY  L26   306 Exp.
 Stats -  HP:  60  Atk:  33  Def:  29  Spc:  27  Spe:  38
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#022: Fearow      NRM / FLY  L26   901 Exp.
 Stats -  HP:  73  Atk:  56  Def:  42  Spc:  40  Spe:  61
 ~ Growl, Leer, Fury Attack, Mirror Move
_________________________________________________________

Slide up past this Bird Keeper, heading towards the very northwest portion of
the maze area. A trainer awaits.
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 700
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L28   330 Exp.
 Stats -  HP:  64  Atk:  35  Def:  31  Spc:  29  Spe:  40
 ~ Sand-Attack, Quick Attack, Whirlwind, Wing Attack
#084: Doduo       NRM / FLY  L28   576 Exp.
 Stats -  HP:  62  Atk:  57  Def:  34  Spc:  29  Spe:  51
 ~ Peck, Growl, Fury Attack
#017: Pidgeotto   NRM / FLY  L28   678 Exp.
 Stats -  HP:  77  Atk:  43  Def:  40  Spc:  37  Spe:  49
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
_________________________________________________________

Zig-zag your way south to exit the maze. Standing guard is another Bird Keeper.
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 725
---------------------------------------------------------
#017: Pidgeotto   NRM / FLY  L29   702 Exp.
 Stats -  HP:  80  Atk:  45  Def:  41  Spc:  38  Spe:  50
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#022: Fearow      NRM / FLY  L29  1006 Exp.
 Stats -  HP:  81  Atk:  62  Def:  47  Spc:  45  Spe:  67
 ~ Growl, Leer, Fury Attack, Mirror Move
_________________________________________________________

Below him and to the right is another Bird Keeper.
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 700
---------------------------------------------------------
#021: Spearow     NRM / FLY  L28   348 Exp.
 Stats -  HP:  64  Atk:  43  Def:  26  Spc:  26  Spe:  48
 ~ Growl, Leer, Fury Attack, Mirror Move
#084: Doduo       NRM / FLY  L28   576 Exp.
 Stats -  HP:  62  Atk:  57  Def:  34  Spc:  29  Spe:  51
 ~ Peck, Growl, Fury Attack
#022: Fearow      NRM / FLY  L28   972 Exp.
 Stats -  HP:  78  Atk:  60  Def:  45  Spc:  43  Spe:  65
 ~ Growl, Leer, Fury Attack, Mirror Move
_________________________________________________________

Head south down this fairly long stretch of path to encounter two trainers.
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 580
---------------------------------------------------------
#109: Koffing     PSN        L29   708 Exp.
 Stats -  HP:  66  Atk:  47  Def:  64  Spc:  44  Spe:  29
 ~ Tackle, Smog
#089: Muk         PSN        L29   975 Exp.
 Stats -  HP: 104  Atk:  71  Def:  53  Spc:  47  Spe:  38
 ~ Pound, Disable, Poison Gas
_________________________________________________________
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 825
---------------------------------------------------------
#083: Farfetch'd  NRM / FLY  L33   664 Exp.
 Stats -  HP:  82  Atk:  53  Def:  46  Spc:  48  Spe:  49
 ~ Leer, Fury Attack, Swords Dance, Agility
_________________________________________________________

You can cut the tree to the left or circle around south--either way, you'll
face two Bikers next to each other if you head north up this section.
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 580
---------------------------------------------------------
#109: Koffing     PSN        L29   708 Exp.
 Stats -  HP:  66  Atk:  47  Def:  64  Spc:  44  Spe:  29
 ~ Tackle, Smog
#088: Grimer      PSN        L29   558 Exp.
 Stats -  HP:  90  Atk:  56  Def:  38  Spc:  32  Spe:  24
 ~ Pound, Disable
_________________________________________________________
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 560
---------------------------------------------------------
#088: Grimer      PSN        L28   540 Exp.
 Stats -  HP:  87  Atk:  54  Def:  37  Spc:  31  Spe:  23
 ~ Pound, Disable
#088: Grimer      PSN        L28   540 Exp.
 Stats -  HP:  87  Atk:  54  Def:  37  Spc:  31  Spe:  23
 ~ Pound, Disable
#109: Koffing     PSN        L28   684 Exp.
 Stats -  HP:  64  Atk:  46  Def:  62  Spc:  43  Spe:  29
 ~ Tackle, Smog
_________________________________________________________

To get into this Route's grass patch, Cut the tree at the top of this enclosed
area. Once you're done (there's not much new here--it's all found in the next
Route as well), head south and challenge the Biker here, too.
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 520
---------------------------------------------------------
#109: Koffing     PSN        L26   634 Exp.
 Stats -  HP:  60  Atk:  43  Def:  58  Spc:  40  Spe:  27
 ~ Tackle, Smog
#109: Koffing     PSN        L26   634 Exp.
 Stats -  HP:  60  Atk:  43  Def:  58  Spc:  40  Spe:  27
 ~ Tackle, Smog
#088: Grimer      PSN        L26   501 Exp.
 Stats -  HP:  81  Atk:  51  Def:  35  Spc:  29  Spe:  22
 ~ Pound, Disable
#109: Koffing     PSN        L26   634 Exp.
 Stats -  HP:  60  Atk:  43  Def:  58  Spc:  40  Spe:  27
 ~ Tackle, Smog
_________________________________________________________

Then head even farther south to encounter the final trainer of this Route.
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 725
---------------------------------------------------------
#021: Spearow     NRM / FLY  L29   348 Exp.
 Stats -  HP:  66  Atk:  45  Def:  27  Spc:  27  Spe:  50
 ~ Leer, Fury Attack, Mirror Move, Drill Peck
#022: Fearow      NRM / FLY  L29  1006 Exp.
 Stats -  HP:  81  Atk:  62  Def:  47  Spc:  45  Spe:  67
 ~ Growl, Leer, Fury Attack, Mirror Move
_________________________________________________________

Now you'll have to choose between the north path--which requires Cut--or the
south path, both west into Route 15. We'll want to take both eventually, but
I'd recommend starting with the top pathway.
_________________________________________________

[40] Route 15                  Encounter Rate: 15
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Tall Grass: -----------------------------------
#016: Pidgey      NRM / FLY  R  B      15%     23
#017: Pidgeotto   NRM / FLY  R  B       5%  28-30
                                   Y   10%     32
#043: Oddish      GRS / PSN  R  -      35%  22-26
                                   Y   30%  26-28
#044: Gloom       GRS / PSN  R  -       5%     30
                                   Y    5%     30
#048: Venonat     BUG / PSN  R  B      20%  26-28
                                   Y   19%  24-27
#049: Venomoth    BUG / PSN  -  -  Y    1%     30
#069: Bellsprout  GRS / PSN  -  B      35%  22-26
                                   Y   30%  26-28
#070: Weepinbell  GRS / PSN  -  B       5%     30
                                   Y    5%     30
#132: Ditto       NRM        R  B  -   20%     26
_________________________________________________

New Items
---------
[ ] TM20 (Rage)  [ ] EXP. All

- Recommended Party Avg. Level: 40

Head west along this upper pathway and battle the only trainer you come across.
_________________________________________________________
Trainer: Jr. Trainer F   Version: R  B  Y    Money: $ 660
---------------------------------------------------------
#035: Clefairy    NRM        L33   480 Exp.
 Stats -  HP:  94  Atk:  40  Def:  41  Spc:  49  Spe:  33
 ~ Sing, Doubleslap, Minimize, Metronome
_________________________________________________________

Continue west and swipe  (Rage) at the end of this pathway. Now you can
head to Fuchsia City by hopping the ledge and exiting west, or take on the
trainers by heading back and taking the south pathway this time. From right to
left, the trainers are all in a line for you like so:

The top of the two ladies is a Jr. Trainer F, while the bottom is a Beauty.
_________________________________________________________
Trainer: Jr. Trainer F   Version: R  B  Y    Money: $ 580
---------------------------------------------------------
#016: Pidgey      NRM / FLY  L29   340 Exp.
 Stats -  HP:  66  Atk:  36  Def:  32  Spc:  29  Spe:  42
 ~ Sand-Attack, Quick Attack, Whirlwind, Wing Attack
#017: Pidgeotto   NRM / FLY  L29   702 Exp.
 Stats -  HP:  80  Atk:  45  Def:  41  Spc:  38  Spe:  50
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
_________________________________________________________
_________________________________________________________
Trainer: Beauty          Version: R  B  Y    Money: $2030
---------------------------------------------------------
#017: Pidgeotto   NRM / FLY  L29   702 Exp.
 Stats -  HP:  80  Atk:  45  Def:  41  Spc:  38  Spe:  50
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#040: Wigglytuff  NRM        L29   676 Exp.
 Stats -  HP: 140  Atk:  57  Def:  39  Spc:  43  Spe:  39
 ~ Pound, Growl, Sing, DoubleSlap
_________________________________________________________
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 500
---------------------------------------------------------
#109: Koffing     PSN        L25   610 Exp.
 Stats -  HP:  59  Atk:  42  Def:  56  Spc:  39  Spe:  26
 ~ Tackle, Smog
#109: Koffing     PSN        L25   610 Exp.
 Stats -  HP:  59  Atk:  42  Def:  56  Spc:  39  Spe:  26
 ~ Tackle, Smog
#110: Weezing     PSN        L25   925 Exp.
 Stats -  HP:  71  Atk:  54  Def:  69  Spc:  51  Spe:  39
 ~ Tackle, Smog, Sludge
#109: Koffing     PSN        L25   610 Exp.
 Stats -  HP:  59  Atk:  42  Def:  56  Spc:  39  Spe:  26
 ~ Tackle, Smog
#088: Grimer      PSN        L25   481 Exp.
 Stats -  HP:  79  Atk:  49  Def:  34  Spc:  29  Spe:  21
 ~ Pound, Disable
_________________________________________________________
_________________________________________________________
Trainer: Biker           Version: R  B  Y    Money: $ 560
---------------------------------------------------------
#109: Koffing     PSN        L28   684 Exp.
 Stats -  HP:  64  Atk:  46  Def:  62  Spc:  43  Spe:  29
 ~ Tackle, Smog
#088: Grimer      PSN        L28   540 Exp.
 Stats -  HP:  87  Atk:  54  Def:  37  Spc:  31  Spe:  23
 ~ Pound, Disable
#110: Weezing     PSN        L28  1038 Exp.
 Stats -  HP:  78  Atk:  60  Def:  76  Spc:  57  Spe:  43
 ~ Tackle, Smog, Sludge
_________________________________________________________

The top of the two lovely ladies is a Beauty; the bottom is a Jr. Trainer F.
_________________________________________________________
Trainer: Beauty          Version: R  B  Y    Money: $2030
---------------------------------------------------------
#001: Bulbasaur   GRS / PSN  L29   397 Exp.
 Stats -  HP:  69  Atk:  38  Def:  38  Spc:  47  Spe:  35
 ~ Leech Seed, Vine Whip, PoisonPowder, Razor Leaf
#002: Ivysaur     GRS / PSN  L29   876 Exp.
 Stats -  HP:  78  Atk:  46  Def:  46  Spc:  56  Spe:  44
 ~ Growl, Leech Seed, Vine Whip, PoisonPowder
_________________________________________________________
_________________________________________________________
Trainer: Jr. Trainer F   Version: R  B  Y    Money: $ 560
---------------------------------------------------------
#044: Gloom       GRS / PSN  L28   792 Exp.
 Stats -  HP:  76  Atk:  46  Def:  48  Spc:  57  Spe:  31
 ~ PoisonPowder, Stun Spore, Sleep Powder, Acid
#043: Oddish      GRS / PSN  L28   468 Exp.
 Stats -  HP:  67  Atk:  38  Def:  40  Spc:  51  Spe:  26
 ~ PoisonPowder, Stun Spore, Sleep Powder, Acid
#043: Oddish      GRS / PSN  L28   468 Exp.
 Stats -  HP:  67  Atk:  38  Def:  40  Spc:  51  Spe:  26
 ~ PoisonPowder, Stun Spore, Sleep Powder, Acid
_________________________________________________________
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 700
---------------------------------------------------------
#085: Dodrio      NRM / FLY  L28   948 Exp.
 Stats -  HP:  76  Atk:  71  Def:  48  Spc:  43  Spe:  65
 ~ Peck, Growl, Fury Attack
#084: Doduo       NRM / FLY  L28   576 Exp.
 Stats -  HP:  62  Atk:  57  Def:  34  Spc:  29  Spe:  51
 ~ Peck, Growl, Fury Attack
#084: Doduo       NRM / FLY  L28   576 Exp.
 Stats -  HP:  62  Atk:  57  Def:  34  Spc:  29  Spe:  51
 ~ Peck, Growl, Fury Attack
_________________________________________________________
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 650
---------------------------------------------------------
#017: Pidgeotto   NRM / FLY  L26   628 Exp.
 Stats -  HP:  72  Atk:  40  Def:  37  Spc:  35  Spe:  46
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
#083: Farfetch'd  NRM / FLY  L26   523 Exp.
 Stats -  HP:  67  Atk:  43  Def:  37  Spc:  39  Spe:  40
 ~ Sand-Attack, Leer, Fury Attack, Swords Dance
#084: Doduo       NRM / FLY  L26   534 Exp.
 Stats -  HP:  58  Atk:  53  Def:  32  Spc:  27  Spe:  48
 ~ Peck, Growl, Fury Attack
#016: Pidgey      NRM / FLY  L26   306 Exp.
 Stats -  HP:  60  Atk:  33  Def:  29  Spc:  27  Spe:  38
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
_________________________________________________________
_________________________________________________________
Trainer: Jr. Trainer F   Version: R  B       Money: $ 580
---------------------------------------------------------
#069: Bellsprout  GRS / PSN  L29   522 Exp.
 Stats -  HP:  72  Atk:  53  Def:  29  Spc:  50  Spe:  32
 ~ PoisonPowder, Sleep Powder, Stun Spore, Acid
#043: Oddish      GRS / PSN  L29   484 Exp.
 Stats -  HP:  69  Atk:  39  Def:  41  Spc:  53  Spe:  27
 ~ PoisonPowder, Stun Spore, Sleep Powder, Acid
#114: Tangela     GRS        L29  1030 Exp.
 Stats -  HP:  81  Atk:  42  Def:  76  Spc:  67  Spe:  44
 ~ Constrict, Bind, Absorb
_________________________________________________________
Trainer: Jr. Trainer F   Version:       Y    Money: $ 580
---------------------------------------------------------
#069: Bellsprout  GRS / PSN  L29   522 Exp.
 Stats -  HP:  72  Atk:  53  Def:  29  Spc:  50  Spe:  32
 ~ PoisonPowder, Sleep Powder, Stun Spore, Acid
#043: Oddish      GRS / PSN  L29   484 Exp.
 Stats -  HP:  69  Atk:  39  Def:  41  Spc:  53  Spe:  27
 ~ PoisonPowder, Stun Spore, Sleep Powder, Acid
#114: Tangela     GRS        L29  1030 Exp.
 Stats -  HP:  81  Atk:  42  Def:  76  Spc:  67  Spe:  44
 ~ Constrict, Bind, Absorb, Vine Whip
_________________________________________________________

After you've done all that, congratulate yourself, for you have just taken out
a huge amount of trainers. Head west into the gatehouse, then head upstairs.
Talk to the Professor's aide and he'll evaluate your 'Dex--if you have 50 or
more Pokemon, he'll give you the , an item which shares earned Exp.
with every non-fainted member of your party. Usually not worth hanging on to,
unless you're training up some low level Pokemon.

Okay, exit west into Fuchsia. We'll swipe the SoulBadge off Koga, then finish
up some business in the Safari Zone.
____________

Fuchsia City
____________

New Items
---------
[ ] TM06 (Toxic)

- Recommended Party Avg. Level: 41

First and foremost, get to the Poke Center. Once you've done that, trudge west
into Koga's Gym. Hopefully your Pokemon are in their low 40's at this point.
Koga's highest level Pokemon is L43 in Red/Blue and L50 in Yellow. Don't let
that L50 put you off--it's a fairly weak Bug/Poison type, so any decent Fire,
Flying, Rock or Psychic type will bring it down with ease. Koga and his cronies
all use the Poison type. Yeah. How this guy became a Gym Leader, I'll never
know. Anyway, this is what I was using at this point:
___

My Team

Golem       L43 ~ Rock Throw, Submission, Earthquake, Explosion
Venusaur    L40 ~ Tackle, Vine Whip, PoisonPowder, Razor Leaf
Alakazam    L44 ~ Psybeam, Recover, Reflect, Psychic

Honestly, just these three guys were enough to blitz through most of the game
so far. Pikachu was only really necessary for the early portions of the game--
he took care of Flying and Water types, which are now taken care of by Golem
and Venusaur respectively. Butterfree is useless now except for laying down
Sleep Powder. Hm. I'll be getting myself an awesome new Electric type Pokemon
in the next section.

I'm aware that not everyone can have these team members up until this point, so
here's a few things I recommend in preparation for the Elite Four--the game's
penultimate challenge:

- An Electric type Pokemon with Thunderbolt or at least Thunder.
- A Grass or Water Pokemon, with Razor Leaf or Surf respectively.
- A Psychic Pokemon packing Psychic.
- A Ground type Pokemon packing Earthquake or Dig.
- A physical Pokemon with a Rock and/or Fighting attack (Rock Slide /
  Submission).
- A Pokemon packing Blizzard or Ice Beam.

I'm going to get myself a Zapdos to satisfy the first criterion, but Jolteon or
Raichu work just as well. Then I have Venusaur (otherwise maybe Victreebell?
For Water types most things work well), Alakazam (try Hypno otherwise), Golem
for criteria 4 and 5, and I'll net myself an Articuno for the last criterion.
Job done.
___

Once you're in the Gym, you might start to notice that there are invisble walls
blocking the path to Koga. Apparently you can only make them out (vaguely) on
colour screen Game Boys, so I'll point you in the right direction, in case
you're still playing on a machine from the Stone Age.

First, take on the trainer to the left of the Gym.
_________________________________________________________
Trainer: Juggler         Version: R  B  Y    Money: $1190
---------------------------------------------------------
#096: Drowzee     PSY        L34   742 Exp.
 Stats -  HP:  90  Atk:  43  Def:  41  Spc:  71  Spe:  39
 ~ Confusion, Headbutt, Poison Gas, Psychic
#064: Kadabra     PSY        L34  1056 Exp.
 Stats -  HP:  76  Atk:  34  Def:  30  Spc:  92  Spe:  81
 ~ Confusion, Disable, Psybeam, Recover
_________________________________________________________

Somebody clearly didn't get the memo about Poison type Pokemon. Yes, it's our
old enemy, the Psychic type. The best you can do is use a powerful physical
move to slam these guys on their weaker defensive side. Jugglers like to switch
their Pokemon out every so often--strangely, it occurs relative to the Speed
stat of the Pokemon they currently have in play (usually, a switch ALWAYS goes
first in a turn). This actually helps you, so don't get scared.
___

Now take on the trainer to the right.
_________________________________________________________
Trainer: Juggler         Version: R  B  Y    Money: $1330
---------------------------------------------------------
#097: Hypno       PSY        L38  1342 Exp.
 Stats -  HP: 118  Atk:  67  Def:  64  Spc:  98  Spe:  62
 ~ Confusion, Headbutt, Poison Gas, Psychic
_________________________________________________________

This guy will be a pain. Unfortunately, the best you can do, unless you have a
Jolteon with Pin Missile, is use strong physical attacks, preferably not of the
Fighting type. Well, at least it doesn't have Recover.
___

Hug the right wall and head north to fight the next trainer you see.
_________________________________________________________
Trainer: Juggler         Version: R  B  Y    Money: $1085
---------------------------------------------------------
#096: Drowzee     PSY        L33   676 Exp.
 Stats -  HP:  87  Atk:  42  Def:  39  Spc:  69  Spe:  38
 ~ Disable, Confusion, Headbutt, Poison Gas
#096: Drowzee     PSY        L33   676 Exp.
 Stats -  HP:  87  Atk:  42  Def:  39  Spc:  69  Spe:  38
 ~ Disable, Confusion, Headbutt, Poison Gas
#064: Kadabra     PSY        L33   963 Exp.
 Stats -  HP:  74  Atk:  34  Def:  30  Spc:  89  Spe:  79
 ~ Confusion, Disable, Psybeam, Recover
#096: Drowzee     PSY        L33   676 Exp.
 Stats -  HP:  87  Atk:  42  Def:  39  Spc:  69  Spe:  38
 ~ Disable, Confusion, Headbutt, Poison Gas
_________________________________________________________

His Drowzee don't have Psychic, so they're much easier to handle now. This guy
switches around a lot too, so don't be afraid to take advantage of that.
___

Keep hugging the right wall and heading north.
_________________________________________________________
Trainer: Tamer           Version: R  B  Y    Money: $1320
---------------------------------------------------------
#024: Arbok       PSN        L33  1039 Exp.
 Stats -  HP:  87  Atk:  67  Def:  55  Spc:  53  Spe:  63
 ~ Leer, Poison Sting, Bite, Glare
#028: Sandslash   GRN        L33  1152 Exp.
 Stats -  HP:  97  Atk:  76  Def:  82  Spc:  46  Spe:  53
 ~ Scratch, Sand-Attack, Slash, Poison Sting
#024: Arbok       PSN        L33  1039 Exp.
 Stats -  HP:  87  Atk:  67  Def:  55  Spc:  53  Spe:  63
 ~ Leer, Poison Sting, Bite, Glare
_________________________________________________________

Finally! Some pathetic Poison types! Use Psychic or Ground on the useless
Arboks and Surf/Ice Beam/Razor Leaf on the 'Slasher.
___

Hug the north wall and follow it all the way to the left. Walk down two steps
then swing a right to encounter another trainer.
_________________________________________________________
Trainer: Tamer           Version: R  B  Y    Money: $1360
---------------------------------------------------------
#028: Sandslash   GRN        L34  1186 Exp.
 Stats -  HP: 100  Atk:  79  Def:  85  Spc:  47  Spe:  54
 ~ Scratch, Sand-Attack, Slash, Poison Sting
#024: Arbok       PSN        L34  1071 Exp.
 Stats -  HP:  90  Atk:  68  Def:  57  Spc:  54  Spe:  54
 ~ Leer, Poison Sting, Bite, Glare
_________________________________________________________

Same strategy as the last guy here. Once you've claned him out, take one step
left, head down a few more until you can go no farther, then take another step
left and head south to fight the trainer here.
_________________________________________________________
Trainer: Juggler         Version: R  B  Y    Money: $1190
---------------------------------------------------------
#096: Drowzee     PSY        L34   742 Exp.
 Stats -  HP:  90  Atk:  43  Def:  41  Spc:  71  Spe:  39
 ~ Confusion, Headbutt, Poison Gas, Psychic
#097: Hypno       PSY        L34  1201 Exp.
 Stats -  HP: 107  Atk:  60  Def:  58  Spc:  88  Spe:  56
 ~ Disable, Confusion, Headbutt, Poison Gas
_________________________________________________________

Head all the way down until you're blocked by a wall, then go back up one step
and head right to face Koga. Make sure to save before you take him on!
_________________________________________________________
Trainer: Koga            Version: R  B       Money: $4257
---------------------------------------------------------
#109: Koffing     PSN        L37   903 Exp.
 Stats -  HP:  82  Atk:  59  Def:  81  Spc:  55  Spe:  36
 ~ Tackle, Smog, Sludge, SmokeScreen
#089: Muk         PSN        L39  1311 Exp.
 Stats -  HP: 139  Atk:  93  Def:  69  Spc:  61  Spe:  50
 ~ Disable, Poison Gas, Minimize, Sludge
#109: Koffing     PSN        L37   903 Exp.
 Stats -  HP:  82  Atk:  59  Def:  81  Spc:  55  Spe:  36
 ~ Tackle, Smog, Sludge, SmokeScreen
#110: Weezing     PSN        L43  1593 Exp.
 Stats -  HP: 115  Atk:  90  Def: 115  Spc:  84  Spe:  63
 ~ Smog, Sludge, Toxic, Selfdestruct
_________________________________________________________
Trainer: Koga            Version:       Y    Money: $4950
---------------------------------------------------------
#048: Venonat     BUG / PSN  L44   706 Exp.
 Stats -  HP: 113  Atk:  61  Def:  56  Spc:  47  Spe:  51
 ~ Tackle, Toxic, Sleep Powder, Psychic
#048: Venonat     BUG / PSN  L46   738 Exp.
 Stats -  HP: 118  Atk:  63  Def:  58  Spc:  49  Spe:  53
 ~ Toxic, Psybeam, Supersonic, Psychic
#048: Venonat     BUG / PSN  L48   771 Exp.
 Stats -  HP: 123  Atk:  66  Def:  60  Spc:  51  Spe:  55
 ~ Toxic, Psychic, Sleep Powder, Double-Edge
#049: Venomoth    BUG / PSN  L50  1477 Exp.
 Stats -  HP: 128  Atk:  69  Def:  63  Spc:  53  Spe:  58
 ~ Toxic, Psychic, Leech Life, Double Team
_________________________________________________________

He has totally different teams depending on your version, as you can see. First
up, Red and Blue. Koffing and Muk you've seen before and shouldn't have any
problems with, as long as you stick to Ground and Psychic types.

A L43 Weezing is his toughest Pokemon... but it likes to Selfdestruct a lot.
Bring in something with high Defense that resists all its moves (Golem) and
it'll kill itself for you. Thanks! If it doesn't, it might try to Toxic you,
which saps 1/16th health on your first turn, then 2/16ths, then 3/16ths... etc.
If you switch out, it reverts to normal poison at 1/16th a turn. So yeah, you
can totally wipe out Koga's strategy by switching. Nice and easy.

For Yellow players, don't be upset that his Pokemon are about seven levels
higher--they make up for it by being, erm, awful. Venonat will try to annoy you
with staus, but you should honestly be fast enough and powerful enough to be
unfazed by it. Use the Poke Flute if Sleep strikes!

His strongest member is a L50 Venomoth. Try to take it out quickly, since
Double Team is infuriating to get past (since it raises Evade) if he spams it a
lot. Leech Life is nothing serious, Toxic can be dealt with by switching out
and Psychic can hurt--although it doesn't get STAB so it's not as powerful as
it could be. Rock, Flying, Fire and Psychic types fare well against this guy.

In both versions, Koga likes to buff his Pokemon up with X Attack. Hopefully,
you'll have defeated him before he gets the chance to use too many.
___

When all is said and done, you'll be rewarded with oodles of dosh, the
SoulBadge and the near-useless  (Toxic). The badge ups your Pokemons'
Defense stats (sweet) and, best of all, allows you to use Surf outside of
battle. And yes, we are going to be abusing this fact for the rest of the game.

Now that you have Surf, almost all of the map is available to explore. Those of
you who are keen to get infinite supplies of all the items you can think of by
exploting a glitch should check out section C05; 'The Missingno. Glitch', since
Cinnabar Island is now available to you (Surf south from Pewter City).
Unfortunately, Yellow players cannot take advantage of this glitch. Sad face.

Those of you who are playing legitimately (good for you!) are welcome to join
me on a roundup of all things Surf-related. But first, head back to the Safari
Zone. Bring your Super Rod and a Surf-user.
___________

Safari Zone
___________

New Items
---------
[ ] Nugget  [ ] Max Revive  [ ] Max Potion

New Pokemon
-----------
[ ] Dratini

- Recommended Party Avg. Level: 42

From the entrance, head north and Surf across to a little island to pick up a
. Surf west and take the exit here, then head farther west to pick up a
 in the corner here. Head up the stairs next to it and follow them
west to a  in the grassy area here.

This area is also the wild Pokemon set for Area 3 of the Safari Zone, so get
catching if you need anything. Head west, then north past the raised section of
land and you'll get to some water. Whip out your Super Rod and fish for a
Dratini.

 - Rating: **
The game's only Dragon type and a decent fighter... if you can invest
truckloads of time into it. And I mean truckloads, since it's basically trash
until it evolves into Dragonite at L55. Yeesh.

Once you're done, run out your step counter to exit the Safari Zone.
____________

Surf Roundup
____________

New Items
---------
[ ] Max Ether (H)  [ ] TM41 (Softboiled)  [ ] TM16 (Pay Day)

New Pokemon
-----------
[ ] Psyduck (Y)

- Recommended Party Avg. Level: 42

- Route 6:
 - Rating: **
By Surfing on the water in Route 6, Yellow players can nab themselves a
Psyduck. Red and Blue players should have already got one. Thoroughly average
for a Water type, but really unusable due to his low level of arrival, at about
L15.

- Vermilion City:
Head to the house northeast of the Gym. Get into the water on its west side,
then examine the wall immediately to your right as you enter the water for a
.

- Celadon City:
In the centre of the city is a small pond, which you can Surf across. The man
on the other side will give you  (Softboiled) for your trouble.

- Route 12:
Not long after you enter its northern terminus (come south from Lavender Town),
you'll see an item ball on an island out to the east. Surf out and grab 
(Pay Day).

- Route 13:
By Surfing this Route, Yellow players can obtain Slowpoke or its evolution,
Slowbro. I've evaluated it before for Red/Blue players--It's reeaaaaally slow
though, so despite Water/Psychic being a really useful type it's mostly
outclassed by the other Water types.

Now that we're done, we're going to do something pretty cool (but also totally
optional). If you want a L50 Electric type legendary Pokemon for your party, as
well as a few cool Electric types to boot, read on. Make sure that you've
supplied yourself with a bunch of Ultra Balls (available at Fuchsia) because
this is going to be difficult. So difficult, in fact, that without any status
effects in play, the best chance you have of catching Zapdos is less than 2%.
So bring something with Sleep or Freeze or, failing that, at least one of the
other status effects.

You might also want to deposit any non-essential items in the PC. Fly to
Cerulean City, then get out a Cut-user and a Surf-user. Exit to the east side
of town (remember, you have to go through the burgled house first). Cut the
tree and head into Route 9, heading all the way east until you finally end up
in a big grass patch surrounded by water--you will now be in Route 10.
________

Route 10
________

- Recommended Party Avg. Level: 42

Enter the water using Surf. There are no Pokemon within, so relax. Go east,
then just follow the path all the way around until you reach dry land. There is
a lone trainer here.
_________________________________________________________
Trainer: Pokemaniac      Version: R  B       Money: $1500
---------------------------------------------------------
#111: Rhyhorn     GRN / RCK  L30   867 Exp.
 Stats -  HP:  92  Atk:  61  Def:  66  Spc:  27  Spe:  24
 ~ Horn Attack, Stomp
#108: Lickitung   NRM        L30   816 Exp.
 Stats -  HP:  98  Atk:  43  Def:  54  Spc:  45  Spe:  27
 ~ Supersonic, Stomp, Disable, Defense Curl
_________________________________________________________
Trainer: Pokemaniac      Version:       Y    Money: $1500
---------------------------------------------------------
#111: Rhyhorn     GRN / RCK  L30   867 Exp.
 Stats -  HP:  92  Atk:  61  Def:  61  Spc:  27  Spe:  24
 ~ Horn Attack, Stomp, Tail Whip, Fury Attack
#108: Lickitung   NRM        L30   816 Exp.
 Stats -  HP:  98  Atk:  43  Def:  54  Spc:  45  Spe:  27
 ~ Supersonic, Stomp, Disable, Defense Curl
_________________________________________________________

Lickitung is new, but as long as you avoid Supersonic you'll be fine. Honestly,
you've just beaten Koga, who had at least a L43, so this guy should be no
problem.
___

The entrance to the Power Plant is over on the left. In you go!
_________________________________________________

[41] Power Plant               Encounter Rate: 10
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Fated Encounter: ------------------------------
#145: Zapdos      ELE / FLY  R  B  Y   --      50
- Six received by picking up fake Poke Balls: ---
#100: Voltorb     ELE        R  B  Y   --      40
- Two received by picking up fake Poke Balls: ---
#101: Electrode   ELE        R  B  Y   --      43
- 1F: -------------------------------------------
#025: Pikachu     ELE        R  B  -   25%  20-24
#026: Raichu      ELE        -  B  -    5%  33-36
#081: Magnemite   ELE        R  B      30%  21-23
                                   Y   40%  30-35
#082: Magneton    ELE        R  B      10%  32-35
                                   Y   20%  33-38
#088: Grimer      PSN        -  -  Y   15%  33-37
#089: Muk         PSN        -  -  Y    5%  33-37
#100: Voltorb     ELE        R  B      30%  21-23
                                   Y   20%  33-37
#125: Electabuzz  ELE        R  -  -    5%  33-36
_________________________________________________

New Items
---------
[ ] Carbos  [ ] Max Elixer (H)  [ ] TM33 (Reflect)  [ ] TM25 (Thunder)
[ ] HP Up  [ ] Rare Candy  [ ] PP Up (H)

New Pokemon
-----------
( ) Raichu (B)  [ ] Magnemite (RB)  ( ) Magneton  [ ] Grimer (Y)  ( ) Muk (Y)
[ ] Voltorb (Y)  ( ) Electrode  [ ] Electabuzz (R)  [ ] Zapdos

- Recommended Party Avg. Level: 42

I'll quickly outline the Pokemon you can catch here. I've evaluated Magnemite
and Voltorb before, but the rest might be new to you:

Magnemite is a slow, powerful Pokemon with no movepool, totally outclassed by
many other Electric types in this area. Voltorb is the opposite: Fast but weak.
Again, it has no real moves to speak of outside of sacrificing the Thunderbolt
TM on it, and outside of its Speed it's pretty average.

 - Rating: *
Grimer is the same, only Poison type and Yellow-exclusive (for now). It's
pretty trashy overall, with a horrible movepool and bad typing making it
impossible to recommend. Sorry.

 - Rating: ***
Electabuzz is available only to Red players. Yeah, he's... okay, but there is a
MUCH better Electric type coming up. Can't deny that the 'Buzz is cool though.

Head north through the first room, then take the  in the alcove
immediately to your right. Continue to follow the path until you come to an
intersection. On your left is something that looks like an item ball, but is in
reality a L40 Voltorb.
_________________________________________________________
Fake item ball: Voltorb                  Version: R  B  Y
---------------------------------------------------------
#100: Voltorb     ELE        L40   588 Exp.
 ~ SonicBoom, Selfdestruct, Light Screen, Swift
_________________________________________________________

Afterwards, head right down a long corridor, then head up an take the item--
actually a Voltorb--here in the little alcove. Then continue to follow the
path, taking down the L43 Electrode in your path.
_________________________________________________________
Fake item ball: Electrode                Version: R  B  Y
---------------------------------------------------------
#101: Electrode   ELE        L43   921 Exp.
 ~ SonicBoom, Selfdestruct, Light Screen, Swift
_________________________________________________________

Once you've defeated him, continue to follow the pathway right up until a dead
end. Face the west wall and press A to reveal a hidden . That's all
there is in this room, so head back to the intersection where you fainted your
first fake item ball Voltorb. Head all the way south until you hit to
southernmost wall, then head right. The top item is  (Reflect) and the
one to the right is a Voltorb.

Exit this room to the northwest and take an immediate right. The next two items
you'll pass are Voltorbs. Take the next south path you come across and take the
item on your left for  (Thunder). The item to the right is another
Voltorb. Head back out and continue east, then follow the path around until you
reach a small opening to the north. Take it, then take the small left path to a
 and the right path to a . Sweet. Exit this little room and
continue west.

Follow the path around until you see an item ball--really an Electrode--in the
tiny room to the south. Battle it if you wish, but ultimately head west and
follow the path north. At the northeast part of this room, wedge yourself into
the alcove, face the north wall and prise out a hidden . Head left, then
go down and you'll see a bird on the map. DO NOT ENGAGE IT WITHOUT SAVING
FIRST! This is Zapdos, a L50 Electric/Flying type legendary. It is immensely
powerful and difficult to catch, so prepare yourself, save your game, and
approach it.
_________________________________________________________
Fated Encounter: Zapdos                  Version: R  B  Y
---------------------------------------------------------
#145: Zapdos      ELE / FLY  L50  1542 Exp.
 ~ ThunderShock, Drill Peck
_________________________________________________________

Oh yeah. Make absolutely sure that you status it, because this is otherwise
next to impossible. Honestly. Golem resists all its moves, so slap some status
on it and then switch in something that can handle its moves. Then lob Ultra
Balls at it.

Yup, you heard me--don't bother chipping away at his HP. Even if you get in the
magical zone--below a 1/3rd of Max HP--the chance will only increase by a tiny
percentage. Yeah. Check out the Mechanics section of this guide--M07; 'Catch
Rate Formula' if you don't believe me. Just get him statused, then lob Ultra
Balls at him. He'll be caught eventually... and quicker than you might expect.
Slap PSN/PAR/BRN on him and you have an ~8.6% chance (with an Ultra Ball) at
full HP. SLP/FRZ give you a ~17.2% chance at full HP. So you'll get there in
the end.
___

 - Rating: *****
Well, I don't know about you, but he's becoming part of my team. Between
Thunderbolt and Drill Peck, Zapdos will pose a massive problem to anything that
isn't a Rock/Ground type. A beautiful stat distribution and very nice typing
are also massive bonuses.

Exit to your left to miraculously exit the way you came in. And yes, if you go
back in, you'll begin at the entrance. Weird. Whoever designed the blueprints
for this place must have come from a different dimension. Anyway, next
destination is Saffron City. If you don't have a Fly-user with you (probably
best not to teach Zapdos Fly), then head south along Route 10 until you find a
Poke Center outside Rock Tunnel.
_________________________________________________

[42] Saffron City
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- ONE of the following for clearing the Dojo: ---
#106: Hitmonlee   FGT        R  B  Y   --      30
#107: Hitmonchan  FGT        R  B  Y   --      30
_________________________________________________
___________________
Poke Mart     Price
-------------------
Great Ball    $ 600
Hyper Potion  $1500
Max Repel     $ 700
Escape Rope   $ 550
Full Heal     $ 600
Revive        $1500
___________________

New Pokemon
-----------
[ ] Hitmonlee  [ ] Hitmonchan

- Recommended Party Avg. Level: 43

You should now be more than sufficiently levelled to take on the Fighting
pseudo-Gym here. The highest is L37, so you'll be fine and I shan't be
providing any strategies--you should be able to breeze through, especially if
you have a Psychic type. Even if you don't, Zapdos's Drill Peck will take care
of them all. Head to the northeast of the city and enter the smaller Gym to the
left. In order from bottom to top, the trainers are:
_________________________________________________________
Trainer: Blackbelt       Version: R  B       Money: $ 775
---------------------------------------------------------
#066: Machop      FGT        L31   583 Exp.
 Stats -  HP:  89  Atk:  60  Def:  40  Spc:  31  Spe:  31
 ~ Karate Chop, Low Kick, Leer
#056: Mankey      FGT        L31   490 Exp.
 Stats -  HP:  70  Atk:  60  Def:  31  Spc:  31  Spe:  53
 ~ Leer, Karate Chop, Fury Swipes, Focus Energy
#057: Primeape    FGT        L31   988 Exp.
 Stats -  HP:  86  Atk:  75  Def:  47  Spc:  47  Spe:  68
 ~ Leer, Karate Chop, Fury Swipes, Focus Energy
_________________________________________________________
Trainer: Blackbelt       Version:       Y    Money: $ 775
---------------------------------------------------------
#066: Machop      FGT        L31   583 Exp.
 Stats -  HP:  89  Atk:  60  Def:  40  Spc:  31  Spe:  31
 ~ Karate Chop, Low Kick, Leer
#056: Mankey      FGT        L31   490 Exp.
 Stats -  HP:  70  Atk:  60  Def:  31  Spc:  31  Spe:  53
 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy
#057: Primeape    FGT        L31   988 Exp.
 Stats -  HP:  86  Atk:  75  Def:  47  Spc:  47  Spe:  68
 ~ Karate Chop, Fury Swipes, Focus Energy, Rage
_________________________________________________________
_________________________________________________________
Trainer: Blackbelt       Version: R  B  Y    Money: $ 800
---------------------------------------------------------
#066: Machop      FGT        L32   603 Exp.
 Stats -  HP:  91  Atk:  61  Def:  42  Spc:  32  Spe:  32
 ~ Karate Chop, Low Kick, Leer, Focus Energy
#067: Machoke     FGT        L32  1000 Exp.
 Stats -  HP:  98  Atk:  74  Def:  54  Spc:  42  Spe:  38
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________
_________________________________________________________
Trainer: Blackbelt       Version: R  B       Money: $ 900
---------------------------------------------------------
#057: Primeape    FGT        L36  1149 Exp.
 Stats -  HP:  98  Atk:  87  Def:  53  Spc:  53  Spe:  79
 ~ Leer, Karate Chop, Fury Swipes, Focus Energy
_________________________________________________________
Trainer: Blackbelt       Version:       Y    Money: $ 900
---------------------------------------------------------
#057: Primeape    FGT        L36  1149 Exp.
 Stats -  HP:  98  Atk:  87  Def:  53  Spc:  53  Spe:  79
 ~ Karate Chop, Fury Swipes, Focus Energy, Rage
_________________________________________________________
_________________________________________________________
Trainer: Blackbelt       Version: R  B       Money: $ 775
---------------------------------------------------------
#056: Mankey      FGT        L31   490 Exp.
 Stats -  HP:  70  Atk:  60  Def:  31  Spc:  31  Spe:  53
 ~ Leer, Karate Chop, Fury Swipes, Focus Energy
#056: Mankey      FGT        L31   490 Exp.
 Stats -  HP:  70  Atk:  60  Def:  31  Spc:  31  Spe:  53
 ~ Leer, Karate Chop, Fury Swipes, Focus Energy
#057: Primeape    FGT        L31   988 Exp.
 Stats -  HP:  86  Atk:  75  Def:  47  Spc:  47  Spe:  68
 ~ Leer, Karate Chop, Fury Swipes, Focus Energy
_________________________________________________________
Trainer: Blackbelt       Version:       Y    Money: $ 775
---------------------------------------------------------
#056: Mankey      FGT        L31   490 Exp.
 Stats -  HP:  70  Atk:  60  Def:  31  Spc:  31  Spe:  53
 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy
#056: Mankey      FGT        L31   490 Exp.
 Stats -  HP:  70  Atk:  60  Def:  31  Spc:  31  Spe:  53
 ~ Low Kick, Karate Chop, Fury Swipes, Focus Energy
#057: Primeape    FGT        L31   988 Exp.
 Stats -  HP:  86  Atk:  75  Def:  47  Spc:  47  Spe:  68
 ~ Karate Chop, Fury Swipes, Focus Energy, Rage
_________________________________________________________
_________________________________________________________
Trainer: Blackbelt       Version: R  B  Y    Money: $ 925
---------------------------------------------------------
#106: Hitmonlee   FGT        L37  1101 Exp.
 Stats -  HP:  89  Atk: 100  Def:  50  Spc:  36  Spe:  75
 ~ Double Kick, Meditate, Rolling Kick
#107: Hitmonchan  FGT        L37  1110 Exp.
 Stats -  HP:  89  Atk:  89  Def:  69  Spc:  36  Spe:  67
 ~ Comet Punch, Agility, Fire Punch
_________________________________________________________

Once you beat the Gym's 'leader', you'll get a choice between either Hitmonlee
(on the left) or Hitmonchan. They come at L30, which is a little too low to be
useful now. But still, if you must have one for your team, Hitmonlee is much
better.

 - Rating: ***
He has better stats where it counts (Attack and Speed) and learns a bunch of
powerful STAB moves. Just stay away from Special attacks, which will utterly
decimate him.

 - Rating: *
Hitmonchan learns the elemental punches... all coming off a base Special stat
of 35. Ouch. You'll need to teach him stuff like Submission, so there's no
point getting him at all.

Now, if you've done the Pokemon Tower in Lavender (which you certainly should
have by now), the entrance to Silph Co. will not be blocked. It's the large
building more-or-less in the centre of the city. And yes, it's a mandatory
dungeon filled with Rockets and absolutely no wild Pokemon. Oh, and to make it
even more fun, there are teleporter pads! I hate this place. Make sure to
deposit all your items in the PC, because this place is *rammed* with ****
(toys) to collect.
_________________________________________________

[43] Silph Co.
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Given by a man after you beat your Rival: -----
#131: Lapras      WTR / ICE  R  B  Y   --      15
_________________________________________________

New Items
---------
[ ] Elixer (H)  [ ] Card Key  [ ] TM36 (Selfdestruct)  [ ] Hyper Potion
[ ] Full Heal  [ ] Max Revive  [ ] Escape Rope  [ ] Protein
[ ] TM09 (Take Down)  [ ] HP Up  [ ] X Accuracy  [ ] TM03 (Swords Dance)
[ ] Calcium  [ ] Max Potion (H)  [ ] Carbos  [ ] Rare Candy
[ ] TM26 (Earthquake)  [ ] Master Ball

New Pokemon
-----------
[ ] Lapras

- Recommended Party Avg. Level: 44

First of all, we're going to get the Card Key, so that we can access all the
rooms in this 11-floor behemoth. Then we'll tackle it one floor at a time,
combing it for items and trainers before moving up a floor, and then finally
we'll take on our Rival and the boss before we can leave this hideous place.

Note: There is a nurse on 9F who will heal your team like at a Poke Center, if
you need it. From the entrance to 9F, go left, then down, beat the Rocket (he
has a Golbat, Drowzee and Hypno at L28), then use the Card Key (obtained in
just a second from 5F) to head left to find the nurse.

On the first floor, there is nothing. Enter the lift and select '5F'. Head west
and examine the first plant pot you see (the one on the right) for a hidden
. Ignore the scientist to the west for now, then go south and step into
the teleporter next to the Rocket. Immediately step back on the teleporter and
then engage the Rocket I just mentioned.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 990
---------------------------------------------------------
#024: Arbok       PSN        L33  1039 Exp.
 Stats -  HP:  87  Atk:  67  Def:  55  Spc:  53  Spe:  63
 ~ Leer, Poison Sting, Bite, Glare
_________________________________________________________

Head down the east pathway to get the necessary , which allows you to
open all gates in this building. Head to 2F now, then head south from the
stairs to fight a Rocket.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 750
---------------------------------------------------------
#042: Golbat      PSN / FLY  L25   915 Exp.
 Stats -  HP:  76  Atk:  49  Def:  44  Spc:  46  Spe:  54
 ~ Screech, Supersonic, Bite, Confuse Ray
#041: Zubat       PSN / FLY  L25   288 Exp.
 Stats -  HP:  59  Atk:  32  Def:  26  Spc:  29  Spe:  36
 ~ Leech Life, Supersonic, Bite, Confuse Ray
#041: Zubat       PSN / FLY  L25   288 Exp.
 Stats -  HP:  59  Atk:  32  Def:  26  Spc:  29  Spe:  36
 ~ Leech Life, Supersonic, Bite, Confuse Ray
#020: Raticate    NRM        L25   621 Exp.
 Stats -  HP:  66  Atk:  50  Def:  39  Spc:  34  Spe:  57
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#041: Zubat       PSN / FLY  L25   288 Exp.
 Stats -  HP:  59  Atk:  32  Def:  26  Spc:  29  Spe:  36
 ~ Leech Life, Supersonic, Bite, Confuse Ray
_________________________________________________________

Afterwards, head west, then slide down between the two tables for another
fight.
_________________________________________________________
Trainer: Rocket          Version: R  B       Money: $ 870
---------------------------------------------------------
#104: Cubone      GRN        L29   540 Exp.
 Stats -  HP:  72  Atk:  39  Def:  64  Spc:  32  Spe:  29
 ~ Bone Club, Growl, Leer
#041: Zubat       PSN / FLY  L29   344 Exp.
 Stats -  HP:  66  Atk:  36  Def:  29  Spc:  32  Spe:  41
 ~ Supersonic, Bite, Confuse Ray, Wing Attack
_________________________________________________________
Trainer: Rocket          Version:       Y    Money: $ 870
---------------------------------------------------------
#104: Cubone      GRN        L29   540 Exp.
 Stats -  HP:  72  Atk:  39  Def:  64  Spc:  32  Spe:  29
 ~ Bone Club, Tail Whip, Headbutt, Leer
#041: Zubat       PSN / FLY  L29   344 Exp.
 Stats -  HP:  66  Atk:  36  Def:  29  Spc:  32  Spe:  41
 ~ Supersonic, Bite, Confuse Ray, Wing Attack
_________________________________________________________

Head south, then east into a room with a Scientist.
_________________________________________________________
Trainer: Scientist       Version: R  B  Y    Money: $1400
---------------------------------------------------------
#081: Magnemite   ELE        L28   534 Exp.
 Stats -  HP:  56  Atk:  29  Def:  48  Spc:  62  Spe:  34
 ~ Tackle, SonicBoom, ThunderShock
#100: Voltorb     ELE        L28   618 Exp.
 Stats -  HP:  64  Atk:  26  Def:  37  Spc:  40  Spe:  65
 ~ Tackle, Screech, SonicBoom, Selfdestruct
#082: Magneton    ELE        L28   966 Exp.
 Stats -  HP:  70  Atk:  43  Def:  62  Spc:  76  Spe:  48
 ~ Tackle, SonicBoom, ThunderShock
_________________________________________________________

Now head out to the west side of this floor. There are two gates here. The
south one leads to a Scientist.
_________________________________________________________
Trainer: Scientist       Version: R  B  Y    Money: $1300
---------------------------------------------------------
#088: Grimer      PSN        L26   501 Exp.
 Stats -  HP:  81  Atk:  51  Def:  35  Spc:  29  Spe:  22
 ~ Pound, Disable
#110: Weezing     PSN        L26   963 Exp.
 Stats -  HP:  73  Atk:  56  Def:  71  Spc:  53  Spe:  40
 ~ Tackle, Smog, Sludge
#109: Koffing     PSN        L26   634 Exp.
 Stats -  HP:  60  Atk:  43  Def:  58  Spc:  40  Spe:  27
 ~ Tackle, Smog
#110: Weezing     PSN        L26   963 Exp.
 Stats -  HP:  73  Atk:  56  Def:  71  Spc:  53  Spe:  40
 ~ Tackle, Smog, Sludge
_________________________________________________________

The top gate opens the way to a woman who will fork over  (Selfdestruct)
when you talk to her. Head up the stairs to 3F, then head south when you hit an
intersection and challenge the Rocket here.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 840
---------------------------------------------------------
#020: Raticate    NRM        L28   696 Exp.
 Stats -  HP:  73  Atk:  55  Def:  43  Spc:  37  Spe:  63
 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy
#097: Hypno       PSY        L28   990 Exp.
 Stats -  HP:  90  Atk:  50  Def:  48  Spc:  73  Spe:  47
 ~ Hypnosis, Disable, Confusion, Headbutt
#020: Raticate    NRM        L28   696 Exp.
 Stats -  HP:  73  Atk:  55  Def:  43  Spc:  37  Spe:  63
 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy
_________________________________________________________

Unlock the two gates to your left, nab the  and take on the
Scientist here.
_________________________________________________________
Trainer: Scientist       Version: R  B  Y    Money: $1450
---------------------------------------------------------
#101: Electrode   ELE        L29   931 Exp.
 Stats -  HP:  78  Atk:  39  Def:  50  Spc:  56  Spe:  90
 ~ Screech, SonicBoom, Selfdestruct, Light Screen
#110: Weezing     PSN        L29  1074 Exp.
 Stats -  HP:  81  Atk:  62  Def:  79  Spc:  58  Spe:  44
 ~ Tackle, Smog, Sludge
_________________________________________________________

The teleporter here leads to the boss of this 'dungeon', but we're going to
grab all the Exp. first, right? Head up to 4F, then go south and around the
table's right side to fight a Rocket.
_________________________________________________________
Trainer: Rocket          Version: R  B       Money: $ 840
---------------------------------------------------------
#023: Ekans       PSN        L28   372 Exp.
 Stats -  HP:  62  Atk:  43  Def:  34  Spc:  31  Spe:  40
 ~ Leer, Poison Sting, Bite, Glare
#041: Zubat       PSN / FLY  L28   324 Exp.
 Stats -  HP:  64  Atk:  35  Def:  29  Spc:  31  Spe:  40
 ~ Supersonic, Bite, Confuse Ray, Wing Attack
#104: Cubone      GRN        L28   522 Exp.
 Stats -  HP:  70  Atk:  38  Def:  62  Spc:  31  Spe:  29
 ~ Bone Club, Growl, Leer
_________________________________________________________
Trainer: Rocket          Version:       Y    Money: $ 840
---------------------------------------------------------
#023: Ekans       PSN        L28   372 Exp.
 Stats -  HP:  62  Atk:  43  Def:  34  Spc:  31  Spe:  40
 ~ Leer, Poison Sting, Bite, Glare
#041: Zubat       PSN / FLY  L28   324 Exp.
 Stats -  HP:  64  Atk:  35  Def:  29  Spc:  31  Spe:  40
 ~ Supersonic, Bite, Confuse Ray, Wing Attack
#104: Cubone      GRN        L28   522 Exp.
 Stats -  HP:  70  Atk:  38  Def:  62  Spc:  31  Spe:  29
 ~ Bone Club, Tail Whip, Headbutt, Leer
_________________________________________________________

Exit this room with the table, take take a left and head south down the narrow
corridor. There's a Rocket in the open as the path opens up and heads left.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 870
---------------------------------------------------------
#066: Machop      FTG        L29   546 Exp.
 Stats -  HP:  84  Atk:  56  Def:  38  Spc:  29  Spe:  29
 ~ Karate Chop, Low Kick, Leer
#096: Drowzee     PSY        L29   633 Exp.
 Stats -  HP:  78  Atk:  38  Def:  35  Spc:  61  Spe:  34
 ~ Disable, Confusion, Headbutt, Poison Gas
_________________________________________________________

Head north through a small room and open the gate here to face another
Scientist.
_________________________________________________________
Trainer: Scientist       Version: R  B  Y    Money: $1650
---------------------------------------------------------
#101: Electrode   ELE        L33  1060 Exp.
 Stats -  HP:  87  Atk:  43  Def:  56  Spc:  63  Spe: 102
 ~ Screech, SonicBoom, Selfdestruct, Light Screen
_________________________________________________________

Exit this part and head left from the previous Rocket. Open the gate here and
take the items inside--from left to right they are , 
and --then head up the stairs to 5F. There's a Rocket to the right
as you enter.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 990
---------------------------------------------------------
#097: Hypno       PSY        L33  1165 Exp.
 Stats -  HP: 104  Atk:  59  Def:  56  Spc:  86  Spe:  54
 ~ Disable, Confusion, Headbutt, Poison Gas
_________________________________________________________

To the southwest is a large room with a Juggler inside.
_________________________________________________________
Trainer: Juggler         Version: R  B  Y    Money: $1015
---------------------------------------------------------
#064: Kadabra     PSY        L29   900 Exp.
 Stats -  HP:  66  Atk:  30  Def:  27  Spc:  79  Spe:  70
 ~ Teleport, Confusion, Disable, Psybeam
#122: Mr. Mime    PSY        L29   844 Exp.
 Stats -  HP:  66  Atk:  36  Def:  47  Spc:  67  Spe:  61
 ~ Confusion, Barrier, Light Screen
_________________________________________________________

There's nothing inside the gate to the left. Exit this large room to the north,
then head west and challenge the Scientist we ignored earlier.
_________________________________________________________
Trainer: Scientist       Version: R  B  Y    Money: $1400
---------------------------------------------------------
#082: Magneton    ELE        L26   897 Exp.
 Stats -  HP:  66  Atk:  40  Def:  58  Spc:  71  Spe:  45
 ~ Tackle, SonicBoom, ThunderShock
#109: Koffing     PSN        L26   634 Exp.
 Stats -  HP:  60  Atk:  43  Def:  58  Spc:  40  Spe:  27
 ~ Tackle, Smog
#110: Weezing     PSN        L26   963 Exp.
 Stats -  HP:  73  Atk:  56  Def:  71  Spc:  53  Spe:  40
 ~ Tackle, Smog, Sludge
#081: Magnemite   ELE        L26   495 Exp.
 Stats -  HP:  53  Atk:  27  Def:  45  Spc:  58  Spe:  32
 ~ Tackle, SonicBoom, ThunderShock
_________________________________________________________

Open the gate to your left for a , then exit this room and head south.
Open the gate to your left when you come across it, then take the item in here
for  (Take Down). Finally, head up to 6F and fight the Rocket in plain
sight here.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 870
---------------------------------------------------------
#066: Machop      FTG        L29   546 Exp.
 Stats -  HP:  84  Atk:  56  Def:  38  Spc:  29  Spe:  29
 ~ Karate Chop, Low Kick, Leer
#067: Machoke     FTG        L29   906 Exp.
 Stats -  HP:  90  Atk:  68  Def:  50  Spc:  38  Spe:  35
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________

Head left from this guy and then fight the Scientist down the corridor to the
south.
_________________________________________________________
Trainer: Scientist       Version: R  B  Y    Money: $1250
---------------------------------------------------------
#100: Voltorb     ELE        L25   550 Exp.
 Stats -  HP:  59  Atk:  24  Def:  34  Spc:  36  Spe:  59
 ~ Tackle, Screech, SonicBoom, Selfdestruct
#109: Koffing     PSN        L25   610 Exp.
 Stats -  HP:  59  Atk:  42  Def:  56  Spc:  39  Spe:  26
 ~ Tackle, Smog
#082: Magneton    ELE        L25   862 Exp.
 Stats -  HP:  64  Atk:  39  Def:  56  Spc:  69  Spe:  44
 ~ Tackle, SonicBoom, ThunderShock
#081: Magnemite   ELE        L25   475 Exp.
 Stats -  HP:  51  Atk:  27  Def:  44  Spc:  56  Spe:  31
 ~ Tackle, SonicBoom, ThunderShock
#109: Koffing     PSN        L25   610 Exp.
 Stats -  HP:  59  Atk:  42  Def:  56  Spc:  39  Spe:  26
 ~ Tackle, Smog
_________________________________________________________

Head south, then enter the gate to the left and grab  and .
Exit the room and take on the Rocket to the east.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 840
---------------------------------------------------------
#041: Zubat       PSN / FLY  L28   324 Exp.
 Stats -  HP:  64  Atk:  35  Def:  29  Spc:  31  Spe:  40
 ~ Leech Life, Supersonic, Bite, Confuse Ray
#041: Zubat       PSN / FLY  L28   324 Exp.
 Stats -  HP:  64  Atk:  35  Def:  29  Spc:  31  Spe:  40
 ~ Leech Life, Supersonic, Bite, Confuse Ray
#042: Golbat      PSN / FLY  L28  1026 Exp.
 Stats -  HP:  84  Atk:  54  Def:  48  Spc:  51  Spe:  59
 ~ Screech, Supersonic, Bite, Confuse Ray
_________________________________________________________

Go up the stairs to 7F and battle the Rocket almost right next to you.
_________________________________________________________
Trainer: Rocket          Version: R  B       Money: $ 870
---------------------------------------------------------
#104: Cubone      GRN        L29   540 Exp.
 Stats -  HP:  72  Atk:  39  Def:  64  Spc:  32  Spe:  29
 ~ Bone Club, Growl, Leer
#104: Cubone      GRN        L29   540 Exp.
 Stats -  HP:  72  Atk:  39  Def:  64  Spc:  32  Spe:  29
 ~ Bone Club, Growl, Leer
_________________________________________________________
Trainer: Rocket          Version:       Y    Money: $ 870
---------------------------------------------------------
#104: Cubone      GRN        L29   540 Exp.
 Stats -  HP:  72  Atk:  39  Def:  64  Spc:  32  Spe:  29
 ~ Bone Club, Tail Whip, Headbutt, Leer
#104: Cubone      GRN        L29   540 Exp.
 Stats -  HP:  72  Atk:  39  Def:  64  Spc:  32  Spe:  29
 ~ Bone Club, Tail Whip, Headbutt, Leer
_________________________________________________________

Head south through a gate and grab  (Swords Dance) in this room, then
continue south through another gate to fight a Rocket.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 870
---------------------------------------------------------
#027: Sandshrew   GRN        L29   577 Exp.
 Stats -  HP:  72  Atk:  53  Def:  58  Spc:  27  Spe:  32
 ~ Scratch, Sand-Attack, Slash, Poison Sting
#028: Sandslash   GRN        L29  1012 Exp.
 Stats -  HP:  87  Atk:  68  Def:  73  Spc:  41  Spe:  47
 ~ Scratch, Sand-Attack, Slash, Poison Sting
_________________________________________________________

Head back north and then take a left and fight the Rocket standing by what
looks like a counter of some sort.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 780
---------------------------------------------------------
#020: Raticate    NRM        L26   645 Exp.
 Stats -  HP:  68  Atk:  51  Def:  40  Spc:  35  Spe:  59
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#024: Arbok       PSN        L26   819 Exp.
 Stats -  HP:  71  Atk:  53  Def:  45  Spc:  42  Spe:  50
 ~ Wrap, Leer, Poison Sting, Bite
#109: Koffing     PSN        L26   634 Exp.
 Stats -  HP:  60  Atk:  43  Def:  58  Spc:  40  Spe:  27
 ~ Tackle, Smog
#042: Golbat      PSN / FLY  L26   952 Exp.
 Stats -  HP:  79  Atk:  51  Def:  45  Spc:  48  Spe:  55
 ~ Screech, Supersonic, Bite, Confuse Ray
_________________________________________________________

Open up the gate to the south if you want, but there's nothing inside. Take the
narrow middle corridor of this floor all the way south. Follow it around to the
west to pick up a  and battle the room's Scientist.
_________________________________________________________
Trainer: Scientist       Version: R  B  Y    Money: $1450
---------------------------------------------------------
#101: Electrode   ELE        L29   931 Exp.
 Stats -  HP:  78  Atk:  39  Def:  50  Spc:  56  Spe:  90
 ~ Screech, SonicBoom, Selfdestruct, Light Screen
#089: Muk         PSN        L29   975 Exp.
 Stats -  HP: 104  Atk:  71  Def:  53  Spc:  47  Spe:  38
 ~ Pound, Disable, Poison Gas
_________________________________________________________

Head upstairs to 8F and fight the Rocket on your right.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 780
---------------------------------------------------------
#020: Raticate    NRM        L26   645 Exp.
 Stats -  HP:  68  Atk:  51  Def:  40  Spc:  35  Spe:  59
 ~ Tackle, Tail Whip, Quick Attack, Hyper Fang
#041: Zubat       PSN / FLY  L26   300 Exp.
 Stats -  HP:  60  Atk:  33  Def:  27  Spc:  29  Spe:  37
 ~ Leech Life, Supersonic, Bite, Confuse Ray
#042: Golbat      PSN / FLY  L26   952 Exp.
 Stats -  HP:  79  Atk:  51  Def:  45  Spc:  48  Spe:  55
 ~ Screech, Supersonic, Bite, Confuse Ray
#019: Rattata     NRM        L26   316 Exp.
 Stats -  HP:  55  Atk:  38  Def:  27  Spc:  22  Spe:  46
 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy
_________________________________________________________

Head down the corridor to another Rocket.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 840
---------------------------------------------------------
#110: Weezing     PSN        L28  1038 Exp.
 Stats -  HP:  78  Atk:  60  Def:  76  Spc:  57  Spe:  43
 ~ Tackle, Smog, Sludge
#042: Golbat      PSN / FLY  L28  1026 Exp.
 Stats -  HP:  84  Atk:  54  Def:  48  Spc:  51  Spe:  59
 ~ Screech, Supersonic, Bite, Confuse Ray
#109: Koffing     PSN        L28   684 Exp.
 Stats -  HP:  64  Atk:  46  Def:  62  Spc:  43  Spe:  29
 ~ Tackle, Smog
_________________________________________________________

Head into the room to your northwest, then open the gate on your way north--
nothing is inside--and take on the Scientist at the end.
_________________________________________________________
Trainer: Scientist       Version: R  B  Y    Money: $1450
---------------------------------------------------------
#088: Grimer      PSN        L29   558 Exp.
 Stats -  HP:  90  Atk:  56  Def:  38  Spc:  32  Spe:  24
 ~ Pound, Disable
#101: Electrode   ELE        L29   931 Exp.
 Stats -  HP:  78  Atk:  39  Def:  50  Spc:  56  Spe:  90
 ~ Screech, SonicBoom, Selfdestruct, Light Screen
_________________________________________________________

Head up to 9F and, if you haven't already, head left and take on the Rocket to
the south here.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 840
---------------------------------------------------------
#042: Golbat      PSN / FLY  L28  1026 Exp.
 Stats -  HP:  84  Atk:  54  Def:  48  Spc:  51  Spe:  59
 ~ Screech, Supersonic, Bite, Confuse Ray
#096: Drowzee     PSY        L28   612 Exp.
 Stats -  HP:  76  Atk:  36  Def:  34  Spc:  59  Spe:  33
 ~ Hypnosis, Disable, Confusion, Headbutt
#097: Hypno       PSY        L28   990 Exp.
 Stats -  HP:  90  Atk:  50  Def:  48  Spc:  73  Spe:  47
 ~ Hypnosis, Disable, Confusion, Headbutt
_________________________________________________________

Once you've beaten him, open the gate to the left and walk in to find a nurse
who will fully heal your Pokemon. Sweet. The bottom half of the left-most bed
houses a hidden  as well. Afterwards, head north and open the gate
to the left, then fight the Rocket just to the north here.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 840
---------------------------------------------------------
#096: Drowzee     PSY        L28   612 Exp.
 Stats -  HP:  76  Atk:  36  Def:  34  Spc:  59  Spe:  33
 ~ Hypnosis, Disable, Confusion, Headbutt
#088: Grimer      PSN        L28   540 Exp.
 Stats -  HP:  87  Atk:  54  Def:  37  Spc:  31  Spe:  23
 ~ Pound, Disable
#066: Machop      FTG        L28   528 Exp.
 Stats -  HP:  81  Atk:  54  Def:  37  Spc:  29  Spe:  29
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________

Head back to where the stairs are, but don't take them. Instead, open the two
gates to the south or circle around the very east wall of the ninth floor.
Either way you'll end up next to a Scientist.
_________________________________________________________
Trainer: Scientist       Version: R  B  Y    Money: $1400
---------------------------------------------------------
#100: Voltorb     ELE        L28   618 Exp.
 Stats -  HP:  64  Atk:  26  Def:  37  Spc:  40  Spe:  65
 ~ Tackle, Screech, SonicBoom, Selfdestruct
#109: Koffing     PSN        L28   684 Exp.
 Stats -  HP:  64  Atk:  46  Def:  62  Spc:  43  Spe:  29
 ~ Tackle, Smog
#082: Magneton    ELE        L28   966 Exp.
 Stats -  HP:  70  Atk:  43  Def:  62  Spc:  76  Spe:  48
 ~ Tackle, SonicBoom, ThunderShock
_________________________________________________________

Head up to 10F and fight the Scientist next to you.
_________________________________________________________
Trainer: Scientist       Version: R  B  Y    Money: $1450
---------------------------------------------------------
#081: Magnemite   ELE        L29   552 Exp.
 Stats -  HP:  58  Atk:  30  Def:  50  Spc:  64  Spe:  35
 ~ Tackle, SonicBoom, ThunderShock
#109: Koffing     PSN        L29   708 Exp.
 Stats -  HP:  66  Atk:  47  Def:  64  Spc:  44  Spe:  29
 ~ Tackle, Smog
_________________________________________________________

Unlock the gate to the southeast if you want--there's nothing there. Head
southwest from the Scientist and fight a Rocket.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 990
---------------------------------------------------------
#067: Machoke     FTG        L33  1032 Exp.
 Stats -  HP: 101  Atk:  76  Def:  56  Spc:  43  Spe:  39
 ~ Karate Chop, Low Kick, Leer
_________________________________________________________

Snaking around from right to left, pick up the items ,  and
 (Earthquake), the best Ground type move in the game and a very solid,
no-drawback physical move. Head up to 11F and fight the trainer down the
southeast pathway.
_________________________________________________________
Trainer: Rocket          Version: R  B  Y    Money: $ 750
---------------------------------------------------------
#019: Rattata     NRM        L25   304 Exp.
 Stats -  HP:  54  Atk:  37  Def:  26  Spc:  21  Spe:  45
 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy
#019: Rattata     NRM        L25   304 Exp.
 Stats -  HP:  54  Atk:  37  Def:  26  Spc:  21  Spe:  45
 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy
#041: Zubat       PSN / FLY  L25   288 Exp.
 Stats -  HP:  59  Atk:  32  Def:  26  Spc:  29  Spe:  36
 ~ Leech Life, Supersonic, Bite, Confuse Ray
#019: Rattata     NRM        L25   304 Exp.
 Stats -  HP:  54  Atk:  37  Def:  26  Spc:  21  Spe:  45
 ~ Tail Whip, Quick Attack, Hyper Fang, Focus Energy
#023: Ekans       PSN        L25   331 Exp.
 Stats -  HP:  56  Atk:  39  Def:  31  Spc:  29  Spe:  36
 ~ Leer, Poison Sting, Bite, Glare
_________________________________________________________

That's it for the mooks around here; let's bring on the boss already! Head to
9F, heal up, then make your way to 3F. Head down the middle corridor, then
swing a left and use the teleporter in the room here. Two steps left will land
you in a fight with your Rival, so be ready. By the way, this is my team now:
___

My Team

Golem       L49 ~ Rock Throw, Submission, Earthquake, Explosion
Venusaur    L42 ~ Tackle, Vine Whip, PoisonPowder, Razor Leaf
Alakazam    L46 ~ Psybeam, Recover, Reflect, Psychic
Zapdos      L51 ~ ThunderShock, Drill Peck, Thunder

Nothing new here, just the addition of Zapdos. You'll want something with good
Attack and Special stats to take on the next gym, which is full of Psychics.
*Gulp*. Psychic types don't have much in the way of weaknesses, so you just
have to slam them on their weaker physical side (that's why you need Attack)
while being able to withstand their attacks yourself (that's what the Special's
for). Zapdos fits the bill here.
___
_________________________________________________________
Trainer: Rival           Version: R  B       Money: $2600
---------------------------------------------------------
- You started with Bulbasaur: ---------------------------
#018: Pidgeot     NRM / FLY  L37  1363 Exp.
 Stats -  HP: 114  Atk:  70  Def:  66  Spc:  62  Spe:  78
 ~ Sand-Attack, Quick Attack, Whirlwind, Wing Attack
#102: Exeggcute   GRS / PSY  L38   798 Exp.
 Stats -  HP:  99  Atk:  42  Def:  71  Spc:  56  Spe:  41
 ~ Reflect, Leech Seed, Stun Spore, PoisonPowder
#130: Gyarados    WTR / FLY  L35  1605 Exp.
 Stats -  HP: 117  Atk:  98  Def:  65  Spc:  80  Spe:  67
 ~ Tackle, Bite, Dragon Rage, Leer
#065: Alakazam    PSY        L35  1395 Exp.
 Stats -  HP:  89  Atk:  46  Def:  42  Spc: 105  Spe:  94
 ~ Confusion, Disable, Psybeam, Recover
#006: Charizard   FIR / FLY  L40  1791 Exp.
 Stats -  HP: 118  Atk:  79  Def:  73  Spc:  79  Spe:  91
 ~ Ember, Leer, Rage, Slash
- You started with Charmander: --------------------------
#018: Pidgeot     NRM / FLY  L37  1363 Exp.
 Stats -  HP: 114  Atk:  70  Def:  66  Spc:  62  Spe:  78
 ~ Sand-Attack, Quick Attack, Whirlwind, Wing Attack
#058: Growlithe   FIR        L38   741 Exp.
 Stats -  HP:  95  Atk:  65  Def:  45  Spc:  49  Spe:  56
 ~ Roar, Ember, Leer, Take Down
#102: Exeggcute   GRS / PSY  L35   735 Exp.
 Stats -  HP:  92  Atk:  39  Def:  66  Spc:  52  Spe:  38
 ~ Hypnosis, Reflect, Leech Seed, Stun Spore
#065: Alakazam    PSY        L35  1395 Exp.
 Stats -  HP:  89  Atk:  46  Def:  42  Spc: 105  Spe:  94
 ~ Confusion, Disable, Psybeam, Recover
#009: Blastoise   WTR        L40  1800 Exp.
 Stats -  HP: 119  Atk:  78  Def:  91  Spc:  79  Spe:  73
 ~ Bubble, Water Gun, Bite, Withdraw
- You started with Squirtle: ----------------------------
#018: Pidgeot     NRM / FLY  L37  1363 Exp.
 Stats -  HP: 114  Atk:  70  Def:  66  Spc:  62  Spe:  78
 ~ Sand-Attack, Quick Attack, Whirlwind, Wing Attack
#130: Gyarados    WTR / FLY  L38  1741 Exp.
 Stats -  HP: 126  Atk: 106  Def:  71  Spc:  87  Spe:  72
 ~ Tackle, Bite, Dragon Rage, Leer
#058: Growlithe   FIR        L35   682 Exp.
 Stats -  HP:  89  Atk:  60  Def:  42  Spc:  45  Spe:  52
 ~ Roar, Ember, Leer, Take Down
#065: Alakazam    PSY        L35  1395 Exp.
 Stats -  HP:  89  Atk:  46  Def:  42  Spc: 105  Spe:  94
 ~ Confusion, Disable, Psybeam, Recover
#003: Venusaur    GRS / PSN  L40  1782 Exp.
 Stats -  HP: 120  Atk:  77  Def:  77  Spc:  91  Spe:  75
 ~ Leech Seed, Vine Whip, PoisonPowder, Razor Leaf
_________________________________________________________
Trainer: Rival           Version:       Y    Money: $2600
---------------------------------------------------------
- Lost both Oak's Lab and Route 22 Rival battles*: ------
#028: Sandslash   GRN        L38  1326 Exp.
 Stats -  HP: 111  Atk:  87  Def:  94  Spc:  52  Spe:  60
 ~ Sand-Attack, Slash, Poison Sting, Swift
#082: Magneton    ELE        L35  1207 Exp.
 Stats -  HP:  85  Atk:  53  Def:  77  Spc:  94  Spe:  59
 ~ Tackle, SonicBoom, ThunderShock, Supersonic
#038: Ninetales   FIR        L37  1410 Exp.
 Stats -  HP: 106  Atk:  67  Def:  66  Spc:  84  Spe:  84
 ~ Ember, Tail Whip, Quick Attack, Roar
#064: Kadabra     PSY        L35  1087 Exp.
 Stats -  HP:  78  Atk:  35  Def:  31  Spc:  94  Spe:  84
 ~ Confusion, Disable, Psybeam, Recover
#134: Vaporeon    WTR        L40  1680 Exp.
 Stats -  HP: 160  Atk:  64  Def:  59  Spc:  99  Spe:  63
 ~ Water Gun, Quick Attack, Bite, Aurora Beam
- Lost one and won one of the Lab and Route 22 fights*: -
#028: Sandslash   GRN        L38  1326 Exp.
 Stats -  HP: 111  Atk:  87  Def:  94  Spc:  52  Spe:  60
 ~ Sand-Attack, Slash, Poison Sting, Swift
#091: Cloyster    WTR / ICE  L35  1522 Exp.
 Stats -  HP:  85  Atk:  77  Def: 136  Spc:  70  Spe:  59
 ~ Withdraw, Supersonic, Clamp, Aurora Beam
#082: Magneton    ELE        L37  1276 Exp.
 Stats -  HP:  89  Atk:  56  Def:  81  Spc:  99  Spe:  62
 ~ Tackle, SonicBoom, ThunderShock, Supersonic
#064: Kadabra     PSY        L35  1087 Exp.
 Stats -  HP:  78  Atk:  35  Def:  31  Spc:  94  Spe:  84
 ~ Confusion, Disable, Psybeam, Recover
#136: Flareon     FIR        L40  1696 Exp.
 Stats -  HP: 108  Atk: 116  Def:  59  Spc:  99  Spe:  63
 ~ Ember, Quick Attack, Bite, Fire Spin
- Won both Oak's Lab and Route 22 Rival battles: --------
#028: Sandslash   GRN        L38  1326 Exp.
 Stats -  HP: 111  Atk:  87  Def:  94  Spc:  52  Spe:  60
 ~ Sand-Attack, Slash, Poison Sting, Swift
#038: Ninetales   FIR        L35  1335 Exp.
 Stats -  HP: 101  Atk:  64  Def:  63  Spc:  80  Spe:  80
 ~ Ember, Tail Whip, Quick Attack, Roar
#091: Cloyster    WTR / ICE  L37  1609 Exp.
 Stats -  HP:  89  Atk:  81  Def: 144  Spc:  73  Spe:  62
 ~ Withdraw, Supersonic, Clamp, Aurora Beam
#064: Kadabra     PSY        L35  1087 Exp.
 Stats -  HP:  78  Atk:  35  Def:  31  Spc:  94  Spe:  84
 ~ Confusion, Disable, Psybeam, Recover
#135: Jolteon     ELE        L40  1687 Exp.
 Stats -  HP: 108  Atk:  64  Def:  59  Spc:  99  Spe: 115
 ~ ThunderShock, Quick Attack, Double Kick, Pin Missile
_________________________________________________________

*If you skipped the Route 22 Rival battle, the game considers the fight lost.

Rival boy is back for yet another round, but if you think I'm going to go into
detail here, you're wrong. Your levels should be faaaaaar above his--especially
Yellow players--or Sabrina, the Psychic master, will absolutely crush you. Just
use type advantages here like you always do. Zapdos also creams everything but
the Electric types.
___

After you win, talk to the Silph employee on the left for a free L15 Lapras!

 - Rating: **
This adorable Pokemon is obviously far too underlevelled to become a part of
your team, but if you invest the time in it, it can become a behemoth. It is
actually really good, given time.

Take the south teleporter afterwards, then Yellow players will fight Jessie and
James after taking a single step down.
_________________________________________________________
Trainer: Rocket          Version: -  -  Y    Money: $ 930
---------------------------------------------------------
#024: Arbok       PSN        L31   976 Exp.
 Stats -  HP:  83  Atk:  63  Def:  52  Spc:  50  Spe:  59
 ~ Leer, Poison Sting, Bite, Glare
#110: Weezing     PSN        L31  1149 Exp.
 Stats -  HP:  86  Atk:  66  Def:  84  Spc:  62  Spe:  47
 ~ Tackle, Smog, Sludge
#052: Meowth      NRM        L31   457 Exp.
 Stats -  HP:  70  Atk:  38  Def:  31  Spc:  34  Spe:  65
 ~ Growl, Bite, Pay Day, Screech
_________________________________________________________

Head south around to the boss's room, then Red and Blue players have to take on
the guard here.
_________________________________________________________
Trainer: Rocket          Version: R  B  -    Money: $ 960
---------------------------------------------------------
#104: Cubone      GRN        L32   595 Exp.
 Stats -  HP:  79  Atk:  42  Def:  70  Spc:  35  Spe:  32
 ~ Bone Club, Growl, Leer, Focus Energy
#096: Drowzee     PSY        L32   699 Exp.
 Stats -  HP:  85  Atk:  41  Def:  38  Spc:  67  Spe:  37
 ~ Confusion, Headbutt, Poison Gas, Psychic
#105: Marowak     GRN        L32   849 Exp.
 Stats -  HP:  85  Atk:  61  Def:  80  Spc:  42  Spe:  38
 ~ Bone Club, Growl, Leer, Focus Energy
_________________________________________________________

Unlock the gate and walk in to automatically challenge Giovanni.
_________________________________________________________
Trainer: Giovanni        Version: R  B       Money: $4059
---------------------------------------------------------
#033: Nidorino    PSN        L37   934 Exp.
 Stats -  HP:  98  Atk:  64  Def:  53  Spc:  51  Spe:  59
 ~ Horn Attack, Poison Sting, Focus Energy, Fury Attack
#115: Kangaskhan  NRM        L35  1312 Exp.
 Stats -  HP: 124  Atk:  77  Def:  66  Spc:  38  Spe:  73
 ~ Comet Punch, Rage, Bite, Tail Whip
#111: Rhyhorn     GRN / RCK  L37  1069 Exp.
 Stats -  HP: 112  Atk:  74  Def:  81  Spc:  33  Spe:  29
 ~ Horn Attack, Stomp, Tail Whip
#031: Nidoqueen   PSN / GRN  L41  1704 Exp.
 Stats -  HP: 131  Atk:  79  Def:  82  Spc:  73  Spe:  73
 ~ Scratch, Tail Whip, Poison Sting, Body Slam
_________________________________________________________
Trainer: Giovanni        Version:       Y    Money: $4059
---------------------------------------------------------
#033: Nidorino    PSN        L37   934 Exp.
 Stats -  HP:  98  Atk:  64  Def:  53  Spc:  51  Spe:  59
 ~ Double Kick, Poison Sting, Focus Energy, Fury Attack
#053: Persian     NRM        L35  1110 Exp.
 Stats -  HP:  96  Atk:  60  Def:  52  Spc:  56  Spe:  91
 ~ Scratch, Growl, Bite, Pay Day
#111: Rhyhorn     GRN / RCK  L37  1069 Exp.
 Stats -  HP: 112  Atk:  74  Def:  81  Spc:  33  Spe:  29
 ~ Horn Attack, Stomp, Tail Whip
#031: Nidoqueen   PSN / GRN  L41  1704 Exp.
 Stats -  HP: 131  Atk:  79  Def:  82  Spc:  73  Spe:  73
 ~ Double Kick, Tail Whip, Poison Sting, Body Slam
_________________________________________________________

Giovanni shouldn't pose any problems. If he does, you seriously need to level
up before taking on Sabrina, especially if you're a Yellow player. His toughest
Pokemon, Nidoqueen, easily falls to Psychic, Ground, Ice or Water attacks. Tell
me you have at least one of those. He likes to use Guard Spec., which prevents
his Pokemon's stats from being lowered for five turns. Unless you're still
honestly using Growl or Tail Whip, this should just be a waste of a turn for
him.
___

Once Giovanni is defeated, talk to the Silph Co. President for the , a Ball that has a 100% capture chance against all Pokemon except
trainer-owned Pokemon and the Pokemon Tower Marowak. Rightly, it should be
saved for Mewtwo, the game's most powerful 'Mon, but just as difficult to catch
are Articuno, Zapdos and Moltres, so take your pick. Whoever aggrivates you the
most (I always seem to have trouble with Articuno, for some reason).

There's also a PC you can use to the southeast, if you must. Use the Escape
Rope that we found earlier to get out of here. Finally!
____________

Saffron City
____________

New Items
---------
[ ] TM31 (Mimic)  [ ] Nugget (H)  [ ] TM46 (Psywave)

- Recommended Party Avg. Level: 46

Now that Team Rocket are gone, there are a few more things to do. First, you
can visit Copycat's house in the northwest of the city. Head upstairs and give
her a Poke Doll (bought in Celadon) for  (Mimic). Also, in the desk, one
square to the right of her computer, is a hidden .

Now we can finally take on Sabrina, who resides in Saffron City Gym to the
northeast of the city. If you cannot take out a L43 Alakazam (or in Yellow, a
L50), then do not bother taking her on. If you have Zapdos, he should prove
excellent at defeating the spoon-bending freak-of-nature. Otherwise, anything
with strong physical attacks should be okay. It has Recover and Psychic, so
watch out.

Head into the teleporter. I'm now going to assume that you battle the trainers
in a certain order--that is, by heading into the teleporter opposite to the one
you come out of. e.g. if you come out of the northeast teleporter, head into
the northwest teleporter, battling the room's occupant on the way.
_________________________________________________________
Trainer: Psychic         Version: R  B  Y    Money: $ 330
---------------------------------------------------------
#079: Slowpoke    WTR / PSY  L33   699 Exp.
 Stats -  HP: 107  Atk:  53  Def:  53  Spc:  36  Spe:  20
 ~ Disable, Headbutt, Growl, Water Gun
#079: Slowpoke    WTR / PSY  L33   699 Exp.
 Stats -  HP: 107  Atk:  53  Def:  53  Spc:  36  Spe:  20
 ~ Disable, Headbutt, Growl, Water Gun
#080: Slowbro     WTR / PSY  L33  1159 Exp.
 Stats -  HP: 110  Atk:  60  Def:  82  Spc:  63  Spe:  30
 ~ Disable, Headbutt, Growl, Water Gun
_________________________________________________________
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $ 990
---------------------------------------------------------
#092: Gastly      GST / PSN  L33   670 Exp.
 Stats -  HP:  68  Atk:  34  Def:  30  Spc:  76  Spe:  63
 ~ Lick, Confuse Ray, Night Shade, Hypnosis
#092: Gastly      GST / PSN  L33   670 Exp.
 Stats -  HP:  68  Atk:  34  Def:  30  Spc:  76  Spe:  63
 ~ Lick, Confuse Ray, Night Shade, Hypnosis
#093: Haunter     GST / PSN  L33   891 Exp.
 Stats -  HP:  77  Atk:  43  Def:  39  Spc:  86  Spe:  72
 ~ Lick, Confuse Ray, Night Shade, Hypnosis
_________________________________________________________
_________________________________________________________
Trainer: Psychic         Version: R  B  Y    Money: $ 310
---------------------------------------------------------
#064: Kadabra     PSY        L31   963 Exp.
 Stats -  HP:  70  Atk:  32  Def:  28  Spc:  84  Spe:  75
 ~ Confusion, Disable, Psybeam, Recover
#079: Slowpoke    WTR / PSY  L31   657 Exp.
 Stats -  HP: 101  Atk:  50  Def:  50  Spc:  34  Spe:  19
 ~ Confusion, Disable, Headbutt, Growl
#122: Mr. Mime    PSY        L31   903 Exp.
 Stats -  HP:  70  Atk:  38  Def:  50  Spc:  71  Spe:  65
 ~ Confusion, Barrier, Light Screen, DoubleSlap
#064: Kadabra     PSY        L31   963 Exp.
 Stats -  HP:  70  Atk:  32  Def:  28  Spc:  84  Spe:  75
 ~ Confusion, Disable, Psybeam, Recover
_________________________________________________________
_________________________________________________________
Trainer: Psychic         Version: R  B  Y    Money: $ 380
---------------------------------------------------------
#080: Slowbro     WTR / PSY  L38  1335 Exp.
 Stats -  HP: 126  Atk:  68  Def:  94  Spc:  71  Spe:  33
 ~ Headbutt, Growl, Water Gun, Withdraw
_________________________________________________________
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $1020
---------------------------------------------------------
#092: Gastly      GST / PSN  L34   691 Exp.
 Stats -  HP:  69  Atk:  34  Def:  30  Spc:  78  Spe:  64
 ~ Lick, Confuse Ray, Night Shade, Hypnosis
#093: Haunter     GST / PSN  L34   918 Exp.
 Stats -  HP:  80  Atk:  45  Def:  41  Spc:  88  Spe:  75
 ~ Lick, Confuse Ray, Night Shade, Hypnosis
_________________________________________________________
_________________________________________________________
Trainer: Channeler       Version: R  B  Y    Money: $1140
---------------------------------------------------------
#093: Haunter     GST / PSN  L38  1026 Exp.
 Stats -  HP:  88  Atk:  49  Def:  45  Spc:  98  Spe:  83
 ~ Confuse Ray, Night Shade, Hypnosis, Dream Eater
_________________________________________________________

After this battle, head into the east teleporter, then into the teleporter
above you to fight the Gym's final trainer.
_________________________________________________________
Trainer: Psychic         Version: R  B  Y    Money: $ 340
---------------------------------------------------------
#122: Mr. Mime    PSY        L34   990 Exp.
 Stats -  HP:  76  Atk:  41  Def:  54  Spc:  78  Spe:  71
 ~ Confusion, Barrier, Light Screen, DoubleSlap
#064: Kadabra     PSY        L34  1056 Exp.
 Stats -  HP:  76  Atk:  34  Def:  30  Spc:  92  Spe:  81
 ~ Confusion, Disable, Psybeam, Recover
_________________________________________________________

If you're in good shape, head into the northwest, then southwest, then
southwest teleporters to get to Sabrina. If you want to go to the Poke Center,
try northeast, then southeast. To get back to Sabrina from the entrance, try
first teleporter, northwest, southwest, southwest. Prepare yourself.
_________________________________________________________
Trainer: Sabrina         Version: R  B       Money: $4257
---------------------------------------------------------
#064: Kadabra     PSY        L38  1180 Exp.
 Stats -  HP:  84  Atk:  38  Def:  33  Spc: 102  Spe:  90
 ~ Disable, Psybeam, Recover, Psychic
#122: Mr. Mime    PSY        L37  1077 Exp.
 Stats -  HP:  82  Atk:  44  Def:  59  Spc:  84  Spe:  77
 ~ Confusion, Barrier, Light Screen, DoubleSlap
#049: Venomoth    BUG / PSN  L38  1123 Exp.
 Stats -  HP: 107  Atk:  61  Def:  56  Spc:  79  Spe:  79
 ~ PoisonPowder, Leech Life, Stun Spore, Psybeam
#065: Alakazam    PSY        L43  1713 Exp.
 Stats -  HP: 107  Atk:  55  Def:  50  Spc: 127  Spe: 115
 ~ Psybeam, Recover, Psywave, Reflect
_________________________________________________________
Trainer: Sabrina         Version:       Y    Money: $4950
---------------------------------------------------------
#063: Abra        PSY        L50   781 Exp.
 Stats -  HP:  93  Atk:  34  Def:  28  Spc: 118  Spe: 103
 ~ Teleport, Flash
#064: Kadabra     PSY        L50  1552 Exp.
 Stats -  HP: 108  Atk:  49  Def:  43  Spc: 133  Spe: 118
 ~ Psychic, Recover, Kinesis, Psywave
#065: Alakazam    PSY        L50  1992 Exp.
 Stats -  HP: 123  Atk:  64  Def:  58  Spc: 148  Spe: 133
 ~ Psychic, Psywave, Reflect, Recover
_________________________________________________________

She's the same level as Koga, only Psychic is a LOT more dangerous than Poison.
I know that for a while now you've been fighting poor, underlevelled trainers,
but Sabrina is, in Yellow at least, the toughest trainer so far. Having Zapdos
will help out a lot--its high Special means it can take some punishment and its
decent Attack will punch holes in her frail Psychics.

If you do have Zapdos, you can Drill Peck everything and come out on top. She
likes to use X Defend, but this should make very little difference (it's like
using Defense Curl).

I'm not going to discuss anything that isn't named Alakazam--you should be more
than prepared for her little cronies. 'Zam is, of course, one of the most
dangerous Pokemon in the game (you know this already if, like me, you've been
raising one yourself). Both versions have the same moves, except Red and Blue's
Psybeam is turned into Psychic in Yellow--gulp!--and Yellow's is seven levels
higher. Psywave is a set-amount-of-damage-attack, ranging from 1 HP to 1 less
than 1.5x the user's level, meaning it can do 1 to 63 damage in Red and Blue or
1 to 74 in Yellow. This shouldn't be a problem, since your creatures should be
in at least the low 100s.

Recover is its next attack, restoring half its Max HP. If you're doing more
than that amount of damage in a turn, then it's merely a delaying tactic and
he'll fall to a critical hit soon enough. Reflect halves all damage from
physical attacks, so you should try to use them as soon as you can. Finally, we
have Psybeam or Psychic, a devasting move with lots of power in the hands of
Alakazam. Psychic has a 30% chance each turn of lowering your Special stat
while Psybeam is less powerful but might cause confusion. Needless to say, it
will be in your best interests to finish him off quickly.

The best way to do this is by having a strong physical attacker with a decent
Special stat to soak up attacks. And, of course, make sure they aren't Poison
or Fighting. Golem works in a pinch, but his low Speed and Special mean Psychic
will hammer him before he lets off an Earthquake. Normal types such as Snorlax
will do very well; it can soak up Psychic all day with its gargantuan HP.
Zapdos is probably the best thing you can get at this point--a minimum of L50,
with fantastic stats and a 120 power physical move--it's something you'd dream
for.

If, however, you have none of these, you might have to use two Pokemon--one to
soften him up and another to deliver the killing blow (before he uses Recover).
Finally, the last resort is to fight fire with fire--that is, use your own
Psychic type, who will resist Psychic and isn't affected by Reflect. Of course,
you'll be doing very little damage in return, but if you have the edge stat-
wise, you'll come through eventually.
___

Defeating Sabrina earns you the MarshBadge, which lets you train traded Pokemon
up to level 70 before they start to disobey you. She'll also fork over the
terrible  (Psywave), that set-amount-of-damage-attack I mentioned before.
Anyway, to get out, take the following teleporters: The one next to Sabrina,
northwest, northwest, northeast, southeast.

Heal up and do whatever you usually do once you've earned another badge
(perhaps a victory jig?), then make your way to Fuchsia City. You're going to
need to prepare yourself now. We're heading to Seafoam Islands where we'll be
bagging ourselves another legendary Pokemon; the icy bird of the legendary
trio--Articuno. If you didn't already guess, Zapdos was the electric bird. And
there's a fire one later too (although it's easily the worst of the three--this
game hands them to you in reverse order of usefulness).

Bring a Surf-user, a Strength-user, an Escape Rope or Dig-user, a bunch of
Ultra Balls (for Arty), a bunch of Great Balls (for the wild Pokemon there) and
a status-inflicting Pokemon. You might also want to consider changing boxes. On
the way, there are a lot of trainers to take care of, so you might also want a
Fly-user to Fly to a Center to restore PP. Take Fuchsia City's south exit on to
the beach.
_________________________________________________

[44] Sea Route 19       Surfing Encounter Rate: 5
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#072: Tentacool   WTR / PSN  -  -  Y   60%  15-30
#073: Tentacruel  WTR / PSN  -  -  Y   10%     30
#090: Shellder    WTR        R  B  -   25%     15
#116: Horsea      WTR        R  B  -   25%     15
#118: Goldeen     WTR        R  B  -   25%     15
#120: Staryu      WTR        R  B      25%     15
                                   Y   30%     20
- Surfing: --------------------------------------
#072: Tentacool   WTR / PSN  -  -  Y  100%   5-40
_________________________________________________

New Pokemon
-----------
( ) Tentacruel (Y)  [ ] Staryu (RB)

- Recommended Party Avg. Level: 47

Yep, Tentacool is to seas what Pidgey is to land and Zubat is to caves. You'll
get very sick of this guy. Anyway, before we can start catching the tasty fish-
I mean, Water Pokemon... you'll need to take out the two trainers below you.
And no, you're not getting any strategies. All the trainers on the route are in
their low 30s, so you'll be fine.
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $ 150
---------------------------------------------------------
#072: Tentacool   WTR / PSN  L30   675 Exp.
 Stats -  HP:  68  Atk:  34  Def:  30  Spc:  69  Spe:  51
 ~ Wrap, Poison Sting, Water Gun, Constrict
#090: Shellder    WTR        L30   622 Exp.
 Stats -  HP:  62  Atk:  49  Def:  69  Spc:  36  Spe:  33
 ~ Withdraw, Supersonic, Clamp, Aurora Beam
_________________________________________________________
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $ 145
---------------------------------------------------------
#118: Goldeen     WTR        L29   688 Exp.
 Stats -  HP:  69  Atk:  49  Def:  44  Spc:  38  Spe:  46
 ~ Peck, Tail Whip, Supersonic, Horn Attack
#116: Horsea      WTR        L29   514 Exp.
 Stats -  HP:  61  Atk:  33  Def:  50  Spc:  50  Spe:  44
 ~ Bubble, SmokeScreen, Leer
#120: Staryu      WTR        L29   658 Exp.
 Stats -  HP:  61  Atk:  36  Def:  41  Spc:  50  Spe:  58
 ~ Tackle, Water Gun, Harden, Recover
_________________________________________________________

In Yellow only, a building appears on the left, which is the Surfing Pikachu
minigame. You'll need a Pikachu with Surf acquired from the N64 Stadium game
(or acquired via a GameShark) to participate. For more information on this min-
game, check out section A01; 'Pikachu's Beach'. Don't worry if you can't get a
Surfing Pikachu--you're not missing out on much.

Surf on to the water and catch whatever you haven't got yet. Then start heading
south, taking on all the trainers you meet along the way. First, the trainer
just to the south of the beach.
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $ 150
---------------------------------------------------------
#116: Horsea      WTR        L30   532 Exp.
 Stats -  HP:  62  Atk:  34  Def:  51  Spc:  51  Spe:  45
 ~ Bubble, SmokeScreen, Leer, Water Gun
#116: Horsea      WTR        L30   532 Exp.
 Stats -  HP:  62  Atk:  34  Def:  51  Spc:  51  Spe:  45
 ~ Bubble, SmokeScreen, Leer, Water Gun
_________________________________________________________

Head to the right side (but don't hug the wall), then head south to encounter
the next trainer.
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $ 150
---------------------------------------------------------
#060: Poliwag     WTR        L30   495 Exp.
 Stats -  HP:  68  Atk:  40  Def:  33  Spc:  33  Spe:  63
 ~ Bubble, Hypnosis, Water Gun, DoubleSlap
#061: Poliwhirl   WTR        L30   841 Exp.
 Stats -  HP:  83  Atk:  49  Def:  48  Spc:  39  Spe:  63
 ~ Bubble, Hypnosis, Water Gun, DoubleSlap
_________________________________________________________

Over to the left is the next trainer.
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $ 135
---------------------------------------------------------
#116: Horsea      WTR        L27   480 Exp.
 Stats -  HP:  57  Atk:  31  Def:  47  Spc:  47  Spe:  41
 ~ Bubble, SmokeScreen, Leer
#072: Tentacool   WTR / PSN  L27   607 Exp.
 Stats -  HP:  62  Atk:  31  Def:  28  Spc:  63  Spe:  47
 ~ Wrap, Poison Sting, Water Gun, Constrict
#072: Tentacool   WTR / PSN  L27   607 Exp.
 Stats -  HP:  62  Atk:  31  Def:  28  Spc:  63  Spe:  47
 ~ Wrap, Poison Sting, Water Gun, Constrict
#118: Goldeen     WTR        L27   642 Exp.
 Stats -  HP:  65  Atk:  46  Def:  41  Spc:  36  Spe:  43
 ~ Peck, Tail Whip, Supersonic, Horn Attack
_________________________________________________________

Head right and a tiny bit to the south for the next victim.
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $ 145
---------------------------------------------------------
#118: Goldeen     WTR        L29   688 Exp.
 Stats -  HP:  69  Atk:  49  Def:  44  Spc:  38  Spe:  46
 ~ Peck, Tail Whip, Supersonic, Horn Attack
#090: Shellder    WTR        L29   601 Exp.
 Stats -  HP:  61  Atk:  47  Def:  67  Spc:  35  Spe:  32
 ~ Tackle, Withdraw, Supersonic, Clamp
#119: Seaking     WTR        L29  1056 Exp.
 Stats -  HP:  90  Atk:  63  Def:  47  Spc:  56  Spe:  49
 ~ Peck, Tail Whip, Supersonic, Horn Attack
_________________________________________________________

If you keep heading south, staying roughly in the centre of the Route, you'll
come across four trainers arranged so that each one faces either north, west,
south or east. That's the order I'll be defeating them in here:
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $ 135
---------------------------------------------------------
#072: Tentacool   WTR / PSN  L27   607 Exp.
 Stats -  HP:  62  Atk:  31  Def:  28  Spc:  63  Spe:  47
 ~ Wrap, Poison Sting, Water Gun, Constrict
#072: Tentacool   WTR / PSN  L27   607 Exp.
 Stats -  HP:  62  Atk:  31  Def:  28  Spc:  63  Spe:  47
 ~ Wrap, Poison Sting, Water Gun, Constrict
#120: Staryu      WTR        L27   612 Exp.
 Stats -  HP:  57  Atk:  34  Def:  39  Spc:  47  Spe:  55
 ~ Tackle, Water Gun, Harden, Recover
#116: Horsea      WTR        L27   480 Exp.
 Stats -  HP:  57  Atk:  31  Def:  47  Spc:  47  Spe:  41
 ~ Bubble, SmokeScreen, Leer
#073: Tentacruel  WTR / PSN  L27  1185 Exp.
 Stats -  HP:  84  Atk:  47  Def:  44  Spc:  74  Spe:  63
 ~ Wrap, Poison Sting, Water Gun, Constrict
_________________________________________________________
_________________________________________________________
Trainer: Beauty          Version: R  B  Y    Money: $1890
---------------------------------------------------------
#060: Poliwag     WTR        L27   445 Exp.
 Stats -  HP:  62  Atk:  36  Def:  30  Spc:  30  Spe:  57
 ~ Bubble, Hypnosis, Water Gun, DoubleSlap
#118: Goldeen     WTR        L27   642 Exp.
 Stats -  HP:  65  Atk:  46  Def:  41  Spc:  36  Spe:  43
 ~ Peck, Tail Whip, Supersonic, Horn Attack
#119: Seaking     WTR        L27   982 Exp.
 Stats -  HP:  84  Atk:  59  Def:  44  Spc:  52  Spe:  46
 ~ Peck, Tail Whip, Supersonic, Horn Attack
#118: Goldeen     WTR        L27   642 Exp.
 Stats -  HP:  65  Atk:  46  Def:  41  Spc:  36  Spe:  43
 ~ Peck, Tail Whip, Supersonic, Horn Attack
#060: Poliwag     WTR        L27   445 Exp.
 Stats -  HP:  62  Atk:  36  Def:  30  Spc:  30  Spe:  57
 ~ Bubble, Hypnosis, Water Gun, DoubleSlap
_________________________________________________________
_________________________________________________________
Trainer: Beauty          Version: R  B  Y    Money: $2030
---------------------------------------------------------
#120: Staryu      WTR        L29   658 Exp.
 Stats -  HP:  61  Atk:  36  Def:  41  Spc:  50  Spe:  58
 ~ Tackle, Water Gun, Harden, Recover
#120: Staryu      WTR        L29   658 Exp.
 Stats -  HP:  61  Atk:  36  Def:  41  Spc:  50  Spe:  58
 ~ Tackle, Water Gun, Harden, Recover
#120: Staryu      WTR        L29   658 Exp.
 Stats -  HP:  61  Atk:  36  Def:  41  Spc:  50  Spe:  58
 ~ Tackle, Water Gun, Harden, Recover
_________________________________________________________
_________________________________________________________
Trainer: Beauty          Version: R  B  Y    Money: $2100
---------------------------------------------------------
#118: Goldeen     WTR        L30   712 Exp.
 Stats -  HP:  71  Atk:  50  Def:  45  Spc:  39  Spe:  47
 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack
#119: Seaking     WTR        L30  1092 Exp.
 Stats -  HP:  92  Atk:  65  Def:  48  Spc:  57  Spe:  50
 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack
_________________________________________________________

Head west all you'll pass an invisible boundary into the next Route.
_________________________________________________

[45] Sea Route 20       Surfing Encounter Rate: 5
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#072: Tentacool   WTR / PSN  -  -  Y   40%     20
#073: Tentacruel  WTR / PSN  -  -  Y   40%  20-40
#090: Shellder    WTR        R  B  -   25%     15
#116: Horsea      WTR        R  B  -   25%     15
#118: Goldeen     WTR        R  B  -   25%     15
#120: Staryu      WTR        R  B      25%     15
                                   Y   20%     30
- Surfing: --------------------------------------
#072: Tentacool   WTR / PSN  -  -  Y  100%   5-40
_________________________________________________

- Recommended Party Avg. Level: 48

Head west along the southern edge of the Route to encounter this guy:
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $ 140
---------------------------------------------------------
#116: Horsea      WTR        L28   498 Exp.
 Stats -  HP:  59  Atk:  32  Def:  48  Spc:  48  Spe:  43
 ~ Bubble, SmokeScreen, Leer
#116: Horsea      WTR        L28   498 Exp.
 Stats -  HP:  59  Atk:  32  Def:  48  Spc:  48  Spe:  43
 ~ Bubble, SmokeScreen, Leer
#117: Seadra      WTR        L28   930 Exp.
 Stats -  HP:  73  Atk:  46  Def:  62  Spc:  62  Spe:  57
 ~ Bubble, SmokeScreen, Leer
#116: Horsea      WTR        L28   498 Exp.
 Stats -  HP:  59  Atk:  32  Def:  48  Spc:  48  Spe:  43
 ~ Bubble, SmokeScreen, Leer
_________________________________________________________

Directly above him is another trainer.
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $ 155
---------------------------------------------------------
#090: Shellder    WTR        L31   643 Exp.
 Stats -  HP:  64  Atk:  50  Def:  71  Spc:  37  Spe:  34
 ~ Withdraw, Supersonic, Clamp, Aurora Beam
#091: Cloyster    WTR / ICE  L31  1348 Exp.
 Stats -  HP:  76  Atk:  69  Def: 121  Spc:  62  Spe:  53
 ~ Withdraw, Supersonic, Clamp, Aurora Beam
_________________________________________________________

In the middle of the Route, to your west, is another trainer.
_________________________________________________________
Trainer: Beauty          Version: R  B  Y    Money: $2100
---------------------------------------------------------
#117: Seadra      WTR        L30   996 Exp.
 Stats -  HP:  77  Atk:  49  Def:  66  Spc:  66  Spe:  60
 ~ Bubble, SmokeScreen, Leer, Water Gun
#116: Horsea      WTR        L30   532 Exp.
 Stats -  HP:  62  Atk:  34  Def:  51  Spc:  51  Spe:  45
 ~ Bubble, SmokeScreen, Leer, Water Gun
#117: Seadra      WTR        L30   996 Exp.
 Stats -  HP:  77  Atk:  49  Def:  66  Spc:  66  Spe:  60
 ~ Bubble, SmokeScreen, Leer, Water Gun
_________________________________________________________

Up to the northern edge of the Route, you can head west and get yourself on to
dry land. Head west. You'll notice there are two cave entrances. The uppermost
one has a trainer to the southwest of it; you'll have to Surf on to the water
again to face her. After that, it's Articuno time.
_________________________________________________________
Trainer: Beauty          Version: R  B  Y    Money: $2450
---------------------------------------------------------
#119: Seaking     WTR        L35  1275 Exp.
 Stats -  HP: 106  Atk:  75  Def:  56  Spc:  66  Spe:  58
 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack
_________________________________________________________

Once you're finished up, head into the cave. Make sure, like I told you, to
bring a Surf-user, a Strength-user, a bunch of Great and Ultra Balls and
perhaps a Dig-user or Escape Rope.
_________________________________________________

[46] Seafoam Islands        Encounter Rate 1F: 15
            Encounter Rate B1F, B2F, B3F, B4F: 10
                    Surfing Encounter Rate (Y): 5
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Fated Encounter: ------------------------------
#144: Articuno    ICE / FLY  R  B  Y   --      50
- 1F - Cave Floor: ------------------------------
#041: Zubat       PSN / FLY  R  B      10%     21
                                   Y   45%   9-36
#042: Golbat      PSN / FLY  R  B       5%     29
                                   Y    5%  27-36
#054: Psyduck     WTR        R     -    5%     28
                                B      20%     30
#055: Golduck     WTR        R  -  -    1%     38
#079: Slowpoke    WTR / PSY  R         20%     30
                                B       5%     28
                                   Y   15%  28-30
#080: Slowbro     WTR / PSY  -  B  -    1%     38
#086: Seel        WTR        R  B  -   20%     30
#090: Shellder    WTR        R  -  -   19%  28-30
#098: Krabby      WTR        -  B      20%  28-30
                                   Y   35%  25-27
#116: Horsea      WTR        R  -  -   20%  28-30
#120: Staryu      WTR        -  B  -   19%  28-30
- B1F - Cave Floor: -----------------------------
#041: Zubat       PSN / FLY  -  -  Y   40%  18-36
#042: Golbat      PSN / FLY  -  -  Y   10%     27
#054: Psyduck     WTR        -  B  -   15%  28-30
#079: Slowpoke    WTR / PSY  R  -      15%  28-30
                                   Y   10%     29
#086: Seel        WTR        R  B      15%  28-30
                                   Y    5%  22-26
#087: Dewgong     WTR / ICE  R  B  -    4%     38
#090: Shellder    WTR        R     -   15%     32
                                B      20%     30
#098: Krabby      WTR        -  B      30%  30-32
                                   Y   30%  26-28
#099: Kingler     WTR        -  B       1%     37
                                   Y    5%     28
#116: Horsea      WTR        R  -  -   30%  30-32
#117: Seadra      WTR        R  -  -    1%     37
#120: Staryu      WTR        R     -   20%     30
                                B      15%     32
- B2F - Cave Floor: -----------------------------
#041: Zubat       PSN / FLY  -  -  Y   35%  27-36
#042: Golbat      PSN / FLY  R  B       4%     30
                                   Y   15%  27-36
#054: Psyduck     WTR        -  B  -   30%  30-32
#055: Golduck     WTR        -  B  -    1%     37
#079: Slowpoke    WTR / PSY  R  -      30%  30-32
                                   Y    4%     31
#080: Slowbro     WTR / PSY  R  -       1%     37
                                   Y    1%     31
#086: Seel        WTR        R  B      35%  30-32
                                   Y   10%     24
#090: Shellder    WTR        R     -    5%     28
                                B      10%     30
#098: Krabby      WTR        -  B      15%  28-30
                                   Y   25%  27-29
#099: Kingler     WTR        -  -  Y   10%     28
#116: Horsea      WTR        R  -  -   15%  28-30
#120: Staryu      WTR        R     -   10%     30
                                B       5%     28
- B3F - Cave Floor: -----------------------------
#041: Zubat       PSN / FLY  -  -  Y   30%  27-36
#042: Golbat      PSN / FLY  -  -  Y   20%     27
#054: Psyduck     WTR        -  B  -   35%  31-33
#079: Slowpoke    WTR / PSY  R  -  -   35%  31-33
#086: Seel        WTR        R  B      30%  31-33
                                   Y   15%  26-30
#087: Dewgong     WTR / ICE  R  B       1%     37
                                   Y    5%  28-32
#090: Shellder    WTR        R  -  -   15%  29-31
#098: Krabby      WTR        -  B      15%  29-31
                                   Y   20%  29-31
#099: Kingler     WTR        -  B       4%     39
                                   Y   10%     30
#116: Horsea      WTR        R  -  -   15%  29-31
#117: Seadra      WTR        R  -  -    4%     39
#120: Staryu      WTR        -  B  -   15%  29-31
- B3F - Old Rod: --------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- B3F - Good Rod: -------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- B3F - Super Rod: ------------------------------
#090: Shellder    WTR        R  B  -   25%     15
#098: Krabby      WTR        -  -  Y   40%     25
#099: Kingler     WTR        -  -  Y   20%     35
#116: Horsea      WTR        R  B  -   25%     15
#118: Goldeen     WTR        R  B  -   25%     15
#120: Staryu      WTR        R  B      25%     15
                                   Y   40%  20-40
- B3F - Surfing: --------------------------------
#072: Tentacool   WTR / PSN  -  -  Y   70%  20-40
#120: Staryu      WTR        -  -  Y   30%     30
- B4F - Cave Floor: -----------------------------
#041: Zubat       PSN / FLY  -  -  Y   25%  36-45
#042: Golbat      PSN / FLY  R  B       1%     32
                                   Y   25%  27-36
#054: Psyduck     WTR        -  B  -   15%  29-31
#055: Golduck     WTR        -  B  -    4%     39
#079: Slowpoke    WTR / PSY  R  -  -   15%  29-31
#080: Slowbro     WTR / PSY  R  -  -    4%     39
#086: Seel        WTR        R  B      15%  29-31
                                   Y   20%  28-32
#087: Dewgong     WTR / ICE  -  -  Y    5%  30-34
#090: Shellder    WTR        R  -  -   30%  31-33
#098: Krabby      WTR        -  B      35%  31-33
                                   Y   15%     30
#099: Kingler     WTR        -  -  Y   10%     32
#116: Horsea      WTR        R  -  -   35%  31-33
#120: Staryu      WTR        -  B  -   30%  31-33
- B4F - Old Rod: --------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- B4F - Good Rod: -------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- B4F - Super Rod: ------------------------------
#090: Shellder    WTR        R  B  -   25%     15
#098: Krabby      WTR        -  -  Y   40%     25
#099: Kingler     WTR        -  -  Y   20%     35
#116: Horsea      WTR        R  B  -   25%     15
#118: Goldeen     WTR        R  B  -   25%     15
#120: Staryu      WTR        R  B      25%     15
                                   Y   40%  20-40
- B4F - Surfing: --------------------------------
#072: Tentacool   WTR / PSN  -  -  Y   70%  20-40
#120: Staryu      WTR        -  -  Y   30%     30
_________________________________________________

New Items
---------
[ ] Ultra Ball (H)  [ ] Nugget (H)  [ ] Max Elixer (H)

New Pokemon
-----------
( ) Golbat  ( ) Golduck (RB)  [ ] Slowpoke (Y)  ( ) Slowbro (RB)  [ ] Seel
( ) Dewgong  ( ) Kingler (B)  ( ) Seadra (R)  [ ] Lickitung (RB)  [ ] Articuno

- Recommended Party Avg. Level: 48

There's a lot of stuff to catch here if you didn't go on a frenzy with your
Super Rod earlier, but the only new thing to all versions is Seel and its
evolution, Dewgong.

 - Rating: **
I would evaluate Seel here, but the best one is a traded one on Cinnabar
Island, so look there for details. Unfortunately that's only for Red and Blue,
so Yellow ones are stuck with a much lower levelled one. It's okay, but a bit
late in the game to be massively useful since you'll have to grind like crazy.
It's just an inferior Lapras, but hey, if it's cute, why not?

Red and Blue players should catch a Slowpoke and evolve it into Slowbro (or
alternatively catch a Slowbro) to trade for a Lickitung in Route 18.

 - Rating: *
Well, Lickitung gets boosted experience at least, but it's far from being a
decent fighter. Many better Normal types exist, if you want to try them.

Anyway, head east, then north and use Strength to push the boulder into the
nearby square hole. If you screw up by pushing it into a corner, leave and re-
enter to reset the puzzle. This applies to all rooms, so remember it well.

Follow the boulder down the hole, then push it in a hole again. Repeat this
process until you fall into a heavy current of water, which will push you to a
different section of the dungeon. Head to the southeast and step on to the tiny
patch of land. Face down and hit A for a hidden .

Surf north and ascend the steps on to a large rocky plateau. Head west and
follow the path to a ladder, which you should climb. Head up the stairs, then
loop around south and take the ladder here. Head east and examine the rocky
square here for a hidden . Head back down the ladder to the west, the
one you just came from.

Head east, then go south at the intersection and follow the path down some
steps, then head west. Examine another rocky square here for a hidden . Ahead of you are four boulders--we need to push two of them down two
different holes. If we label them--from left to right--A, B, C and D, then push
B left until you can push A south into its hole. Then push D all the way up.
Finally, push C one down, two left, then loop around the hole and push C south.
Done. Fall down either hole afterwards.

Surf all the way north. On a lonely plateau here rests the legend of ice,
Articuno. SAVE BEFOREHAND!
_________________________________________________________
Fated Encounter: Articuno                Version: R  B  Y
---------------------------------------------------------
#144: Articuno    ICE / FLY  L50  1535 Exp.
 ~ Peck, Ice Beam
_________________________________________________________

Much the same as Zapdos, there is next to no point in chipping away Articuno's
health, since it will not increase your chances to catch him by very much.
Instead, inflict a status condition on him--SLP and FRZ are the best ones--and
start lobbing Ultra Balls. If you want to know why this is the best strategy,
take a look at capturing Zapdos above, or the Mechanics and Formulae section
for a more in-depth view. Trust me on this.

Peck is harmless, but Ice Beam can freeze your Pokemon. In RBY, that's a Game
Over--Freeze is only curable with items, or getting hit by a Fire attack which
Articuno obviously does not possess. Follow my advice: Slam status on it, chuck
Ultra Balls, reset if you screw up. You'll get him eventually.
___

 - Rating: *****
Articuno is simply a fantastic Pokemon with a brilliant stat spread and
brutally powerful STAB moves, and it doesn't need any TMs at all to function
well. I made it an instant team member.

Now, if you heeded my earlier advice, you have an Escaoe Rope or Dig-user on
hand. If you didn't follow my advice, I guess I can find it within myself to
bail you out of this mess.

If, like me, your Pokemon are in bad shape, you'll want to get to a Poke Center
immediately. We could continue west from Seafoam Islands along Route 20, but I
don't fancy coming down Route 19 again, so I'm going to come back to the other
half of Route 20 later on, okay? There are only trainers there, so you're not
missing out on much.

Anyway, to get out of here Escape Rope-free, head south and up the stairs on to
the landmass here. Head up the ladder, loop to the south and climb this ladder.
Now head up the stairs on the landmass to the north, then head to your east and
take the ladder here. Head down the stairs to your southwest, then loop around
north and take the ladder on the tiny plateau here. Finally, head south to exit
the caves.

I don't know about you, but my Pokemon are in terrible shape. Fly to any city
with a Poke Center and take care of yourself, then Fly to Pallet Town, taking a
Surf-user with you. Head to the water to the south of town and hop in, heading
south.
_________________________________________________

[47] Sea Route 21              Encounter Rate: 25
                        Surfing Encounter Rate: 5
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Tall Grass: -----------------------------------
#016: Pidgey      NRM / FLY  R  B      30%  21-23
                                   Y   55%  11-17
#017: Pidgeotto   NRM / FLY  R  B      15%  30-32
                                   Y   10%  15-19
#019: Rattata     NRM        R  B      30%  21-23
                                   Y   30%  13-15
#020: Raticate    NRM        R  B      15%     30
                                   Y    5%     15
#114: Tangela     GRS        R  B  -   10%  28-32
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#072: Tentacool   WTR / PSN  -  -  Y   60%  15-30
#073: Tentacruel  WTR / PSN  -  -  Y   10%     30
#090: Shellder    WTR        R  B  -   25%     15
#116: Horsea      WTR        R  B  -   25%     15
#118: Goldeen     WTR        R  B  -   25%     15
#120: Staryu      WTR        R  B      25%     15
                                   Y   30%     20
- Surfing: --------------------------------------
#072: Tentacool   WTR / PSN  -  -  Y  100%   5-40
_________________________________________________

New Pokemon
-----------
[ ] Tangela (RB)

- Recommended Party Avg. Level: 48

Surfing down just a tiny bit revelas an open expanse of tall grass on your
right--unfortunately, the only new thing is Tangela for Red and Blue players.
Everything else is very common muck. Anyway, much like Route 19, you just Surf
down and fight every trainer on the way.

Surf down the left hand side of the route to encounter two trainers sitting on
a platform. Take out the northwest one first:
_________________________________________________________
Trainer: Fisherman       Version: R  B  Y    Money: $ 980
---------------------------------------------------------
#119: Seaking     WTR        L28  1020 Exp.
 Stats -  HP:  87  Atk:  61  Def:  45  Spc:  54  Spe:  47
 ~ Peck, Tail Whip, Supersonic, Horn Attack
#118: Goldeen     WTR        L28   666 Exp.
 Stats -  HP:  67  Atk:  47  Def:  43  Spc:  37  Spe:  44
 ~ Peck, Tail Whip, Supersonic, Horn Attack
#119: Seaking     WTR        L28  1020 Exp.
 Stats -  HP:  87  Atk:  61  Def:  45  Spc:  54  Spe:  47
 ~ Peck, Tail Whip, Supersonic, Horn Attack
#119: Seaking     WTR        L28  1020 Exp.
 Stats -  HP:  87  Atk:  61  Def:  45  Spc:  54  Spe:  47
 ~ Peck, Tail Whip, Supersonic, Horn Attack
_________________________________________________________
_________________________________________________________
Trainer: Fisherman       Version: R  B  Y    Money: $ 945
---------------------------------------------------------
#129: Magikarp    WTR        L27   115 Exp.
 Stats -  HP:  52  Atk:  15  Def:  39  Spc:  20  Spe:  52
 ~ Splash, Tackle
#129: Magikarp    WTR        L27   115 Exp.
 Stats -  HP:  52  Atk:  15  Def:  39  Spc:  20  Spe:  52
 ~ Splash, Tackle
#129: Magikarp    WTR        L27   115 Exp.
 Stats -  HP:  52  Atk:  15  Def:  39  Spc:  20  Spe:  52
 ~ Splash, Tackle
#129: Magikarp    WTR        L27   115 Exp.
 Stats -  HP:  52  Atk:  15  Def:  39  Spc:  20  Spe:  52
 ~ Splash, Tackle
#129: Magikarp    WTR        L27   115 Exp.
 Stats -  HP:  52  Atk:  15  Def:  39  Spc:  20  Spe:  52
 ~ Splash, Tackle
#129: Magikarp    WTR        L27   115 Exp.
 Stats -  HP:  52  Atk:  15  Def:  39  Spc:  20  Spe:  52
 ~ Splash, Tackle
_________________________________________________________

Best trainer in the world there. A bit to the southeast is a trainer facing
north who will engage you from quite a distance.
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $ 165
---------------------------------------------------------
#117: Seadra      WTR        L33  1095 Exp.
 Stats -  HP:  84  Atk:  53  Def:  72  Spc:  72  Spe:  66
 ~ Bubble, SmokeScreen, Leer, Water Gun
#073: Tentacruel  WTR / PSN  L33  1449 Exp.
 Stats -  HP: 101  Atk:  57  Def:  53  Spc:  89  Spe:  76
 ~ Wrap, Poison Sting, Water Gun, Constrict
_________________________________________________________

To his right is another trainer.
_________________________________________________________
Trainer: Cue Ball        Version: R  B  Y    Money: $ 775
---------------------------------------------------------
#072: Tentacool   WTR / PSN  L31   697 Exp.
 Stats -  HP:  70  Atk:  35  Def:  31  Spc:  71  Spe:  53
 ~ Wrap, Poison Sting, Water Gun, Constrict
#072: Tentacool   WTR / PSN  L31   697 Exp.
 Stats -  HP:  70  Atk:  35  Def:  31  Spc:  71  Spe:  53
 ~ Wrap, Poison Sting, Water Gun, Constrict
#073: Tentacruel  WTR / PSN  L31  1360 Exp.
 Stats -  HP:  95  Atk:  53  Def:  50  Spc:  84  Spe:  71
 ~ Wrap, Poison Sting, Water Gun, Constrict
_________________________________________________________

Along the right side, a fair bit down to the south, are a pair of Fishermen.
Top-left one first:
_________________________________________________________
Trainer: Fisherman       Version: R  B  Y    Money: $1085
---------------------------------------------------------
#090: Shellder    WTR        L31   643 Exp.
 Stats -  HP:  64  Atk:  50  Def:  71  Spc:  37  Spe:  34
 ~ Withdraw, Supersonic, Clamp, Aurora Beam
#091: Cloyster    WTR / ICE  L31  1348 Exp.
 Stats -  HP:  76  Atk:  69  Def: 121  Spc:  62  Spe:  53
 ~ Withdraw, Supersonic, Clamp, Aurora Beam
_________________________________________________________
_________________________________________________________
Trainer: Fisherman       Version: R  B  Y    Money: $ 980
---------------------------------------------------------
#119: Seaking     WTR        L33  1201 Exp.
 Stats -  HP: 101  Atk:  71  Def:  53  Spc:  63  Spe:  55
 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack
#118: Goldeen     WTR        L33   784 Exp.
 Stats -  HP:  77  Atk:  55  Def:  49  Spc:  43  Spe:  51
 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack
_________________________________________________________

Directly to the south of these guys is a Swimmer.
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $ 185
---------------------------------------------------------
#121: Starmie     WTR / PSY  L37  1641 Exp.
 Stats -  HP:  97  Atk:  67  Def:  73  Spc:  84  Spe:  96
 ~ Tackle, Water Gun, Harden
_________________________________________________________

To the south of your last trainer is another Swimmer.
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $ 160
---------------------------------------------------------
#061: Poliwhirl   WTR        L32   897 Exp.
 Stats -  HP:  88  Atk:  52  Def:  51  Spc:  42  Spe:  67
 ~ Bubble, Hypnosis, Water Gun, DoubleSlap
#072: Tentacool   WTR / PSN  L32   720 Exp.
 Stats -  HP:  72  Atk:  36  Def:  32  Spc:  74  Spe:  54
 ~ Wrap, Poison Sting, Water Gun, Constrict
#117: Seadra      WTR        L32  1062 Exp.
 Stats -  HP:  82  Atk:  52  Def:  70  Spc:  70  Spe:  64
 ~ Bubble, SmokeScreen, Leer, Water Gun
_________________________________________________________

And to the left is the final trainer of this Route.
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $ 165
---------------------------------------------------------
#121: Staryu      WTR        L33   748 Exp.
 Stats -  HP:  68  Atk:  40  Def:  46  Spc:  56  Spe:  66
 ~ Water Gun, Harden, Recover, Swift
#008: Wartortle   WTR        L33  1011 Exp.
 Stats -  HP:  87  Atk:  52  Def:  63  Spc:  53  Spe:  48
 ~ Bubble, Water Gun, Bite, Withdraw
_________________________________________________________

Now just head south to Cinnabar Island. Before we explore it fully, let's take
care of the rest of the trainers on Route 20. Heal up, then head east into the
waters of the Route.
____________

Sea Route 20
____________

- Recommended Party Avg. Level: 48

Head east along the middle of the Route for trainer numero uno.
_________________________________________________________
Trainer: Beauty          Version: R  B  Y    Money: $2170
---------------------------------------------------------
#060: Poliwag     WTR        L31   511 Exp.
 Stats -  HP:  70  Atk:  41  Def:  34  Spc:  34  Spe:  65
 ~ Hypnosis, Water Gun, DoubleSlap, Body Slam
#118: Goldeen     WTR        L31  1128 Exp.
 Stats -  HP:  73  Atk:  52  Def:  47  Spc:  40  Spe:  49
 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack
_________________________________________________________

Directly to the east is another trainer.
_________________________________________________________
Trainer: Beauty          Version: R  B  Y    Money: $2100
---------------------------------------------------------
#090: Shellder    WTR        L30   622 Exp.
 Stats -  HP:  62  Atk:  49  Def:  69  Spc:  36  Spe:  33
 ~ Withdraw, Supersonic, Clamp, Aurora Beam
#090: Shellder    WTR        L30   622 Exp.
 Stats -  HP:  62  Atk:  49  Def:  69  Spc:  36  Spe:  33
 ~ Withdraw, Supersonic, Clamp, Aurora Beam
#091: Cloyster    WTR / ICE  L30  1305 Exp.
 Stats -  HP:  74  Atk:  67  Def: 117  Spc:  60  Spe:  51
 ~ Withdraw, Supersonic, Clamp, Aurora Beam
_________________________________________________________

To the south of her is a Jr. Trainer F.
_________________________________________________________
Trainer: Jr. Trainer F   Version: R  B  Y    Money: $ 620
---------------------------------------------------------
#118: Goldeen     WTR        L31   736 Exp.
 Stats -  HP:  73  Atk:  52  Def:  47  Spc:  40  Spe:  49
 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack
#119: Seaking     WTR        L31  1128 Exp.
 Stats -  HP:  95  Atk:  67  Def:  50  Spc:  59  Spe:  52
 ~ Tail Whip, Supersonic, Horn Attack, Fury Attack
_________________________________________________________

To the east, a Bird Keeper resides on a platform.
_________________________________________________________
Trainer: Bird Keeper     Version: R  B  Y    Money: $ 750
---------------------------------------------------------
#022: Fearow      NRM / FLY  L30  1041 Exp.
 Stats -  HP:  83  Atk:  64  Def:  48  Spc:  46  Spe:  69
 ~ Growl, Leer, Fury Attack, Mirror Move
#022: Fearow      NRM / FLY  L30  1041 Exp.
 Stats -  HP:  83  Atk:  64  Def:  48  Spc:  46  Spe:  69
 ~ Growl, Leer, Fury Attack, Mirror Move
#017: Pidgeotto   NRM / FLY  L30   726 Exp.
 Stats -  HP:  82  Atk:  46  Def:  42  Spc:  39  Spe:  52
 ~ Gust, Sand-Attack, Quick Attack, Whirlwind
_________________________________________________________

To the southeast, in the water, is another trainer.
_________________________________________________________
Trainer: Swimmer         Version: R  B  Y    Money: $ 175
---------------------------------------------------------
#121: Staryu      WTR        L35   795 Exp.
 Stats -  HP:  71  Atk:  42  Def:  49  Spc:  59  Spe:  70
 ~ Water Gun, Harden, Recover, Swift
_________________________________________________________

To the east, down a narrow pathway to the other Seafoam Islands cave, is the
last trainer of the Route.
_________________________________________________________
Trainer: Jr. Trainer F   Version: R  B  Y    Money: $ 600
---------------------------------------------------------
#072: Tentacool   WTR / PSN  L30   675 Exp.
 Stats -  HP:  68  Atk:  34  Def:  30  Spc:  69  Spe:  51
 ~ Wrap, Poison Sting, Water Gun, Constrict
#116: Horsea      WTR        L30   532 Exp.
 Stats -  HP:  62  Atk:  34  Def:  51  Spc:  51  Spe:  45
 ~ Bubble, SmokeScreen, Leer, Water Gun
#086: Seel        WTR        L30   642 Exp.
 Stats -  HP:  83  Atk:  37  Def:  42  Spc:  51  Spe:  36
 ~ Headbutt, Growl
_________________________________________________________

Fly or Surf back to Cinnabar Island.
_________________________________________________

[48] Cinnabar Island
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Trade for Ponyta in Cinnabar Lab: -------------
#086: Seel        WTR        R  B  -   --   Trade
- Trade for Raichu in Cinnabar Lab: -------------
#101: Electrode   ELE        R  B  -   --   Trade
- Trade for Venonat in Cinnabar Lab: ------------
#114: Tangela     GRS        R  B  -   --   Trade
- Trade for Growlithe in Cinnabar Lab: ----------
#087: Dewgong     WTR / ICE  -  -  Y   --   Trade
- Trade for Kangaskhan in Cinnabar Lab: ---------
#089: Muk         PSN        -  -  Y   --   Trade
- Trade for Golduck in Cinnabar Lab: ------------
#112: Rhydon      GRN / RCK  -  -  Y   --   Trade
- Revive Helix Fossil: --------------------------
#138: Omanyte     RCK / WTR  R  B  Y   --      30
- Revive Dome Fossil: ---------------------------
#140: Kabuto      RCK / WTR  R  B  Y   --      30
- Revive Old Amber: -----------------------------
#142: Aerodactyl  RCK / FLY  R  B  Y   --      30
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#072: Tentacool   WTR / PSN  -  -  Y   40%  15-30
#090: Shellder    WTR        R  B  -   25%     15
#116: Horsea      WTR        R  B  -   25%     15
#118: Goldeen     WTR        R  B  -   25%     15
#120: Staryu      WTR        R  B      25%     15
                                   Y   60%  10-15
_________________________________________________
___________________
Poke Mart     Price
-------------------
Ultra Ball    $1200
Great Ball    $ 600
Hyper Potion  $1500
Max Repel     $ 700
Escape Rope   $ 550
Full Heal     $ 600
Revive        $1500
___________________

New Items
---------
[ ] TM35 (Metronome)

New Pokemon
-----------
( ) Rhydon (Y)  [ ] Omanyte  [ ] Kabuto  [ ] Aerodactyl

- Recommended Party Avg. Level: 49

The main atraction of Cinnabar Island is the Missingno. Glitch and the ability
to catch any wild Pokemon available in the previous area (including Safari Zone
Pokemon catchable by normal means--see section C01; 'The Cinnabar Island
Glitch' for details). Legitimately, Cinnabar is still quite fun--check out the
Pokemon Lab; the big building to the left of the Poke Center. Take out your
fossils (Dome/Helix Fossil, Old Amber) and head inside, where there are three
rooms. The first contains two people who want to trade; in Red and Blue, you'll
get Tangela for Venonat and Electrode for Raichu. In Yellow, you'll get Dewgong
for Growlithe and Rhydon for Golduck. Do whatever you wish--but you can get
these Pokemon in the wild with ease.

In the second room, the man in the corner will fork over  (Metronome) and
in the last room someone wants to trade Seel for your Ponyta (R/B).

 - Rating: ****
Despite average stats and arriving very late, Seel has all the tools it needs
to succeed--being a Water type on a Fire-dominated Island and gaining boosted
EXP. points are massive pluses. It even gets the brilliant Ice Beam naturally!

You can also get Muk for your Kangaskhan (Y). The guy at the top is the one who
will transform your fossils. You'll have either the Dome or Helix Fossil from
Mt. Moon, which turn into a L30 Kabuto or Omanyte respectively. I also
recommended that you pluck the Old Amber from Pewter museum earlier, which
entitles you to a L30 Aerodactyl. Sweet. That's all for this place.

 - Rating: ***
A useful Water type that's got an awesome Special stat and a resistance to
Normal moves because of its part Rock typing. It's a bit slow and maybe it
arrives too late, but it can be a solid teammate if you want it.

 - Rating: ***
Not quite as powerful since it has to use non-STAB moves to use its higher
Attack stat, but still useful enough. Average Special gives it usable Water
moves too, and it's merely average in terms of Speed as opposed to bad.

 - Rating: **
A terrible movepool outside of Fly, but otherwise can abuse its fantastic Speed
and great Attack to decent effect. Not massively good, but usable if you are
persistent.

The gym in the northeast of the city is closed, so you know what this means.
Yep, long dungeon to trawl through to get the right to challenge the Gym
leader. That dungeon is to the west side of the island, in the form of a large
building. Grab some Great Balls to nab the new wild Pokemon and some Super
Repels (best value for money) to keep away the common muck, then enter.
_________________________________________________

[49] Pokemon Mansion           Encounter Rate: 10
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- 1F: -------------------------------------------
#019: Rattata     NRM        -  -  Y   30%  34-37
#020: Raticate    NRM        -  -  Y   30%  34-37
#037: Vulpix      FIR        -  B  -   10%     34
#058: Growlithe   FIR        R  -      10%     34
                                   Y   20%  26-38
#077: Ponyta      FIR        R  B  -   40%  28-34
#088: Grimer      PSN        R          5%     30
                                B      40%  30-32
                                   Y   20%  23-26
#089: Muk         PSN        R     -    1%     39
                                B       4%     37
#109: Koffing     PSN        R     -   40%  30-32
                                B       5%     30
#110: Weezing     PSN        R     -    4%     37
                                B       1%     39
- 2F: -------------------------------------------
#019: Rattata     NRM        -  -  Y   30%  37-40
#020: Raticate    NRM        -  -  Y   30%  37-40
#037: Vulpix      FIR        -  B  -   20%     32
#058: Growlithe   FIR        R  -  -   20%     32
#077: Ponyta      FIR        R  B  -   25%  28-32
#088: Grimer      PSN        R          5%     30
                                B      45%  30-34
                                   Y   35%  26-35
#089: Muk         PSN        R          1%     37
                                B       4%     39
                                   Y    5%  35-38
#109: Koffing     PSN        R     -   45%  30-34
                                B       5%     30
#110: Weezing     PSN        R     -    4%     39
                                B       1%     37
- 3F: -------------------------------------------
#019: Rattata     NRM        -  -  Y   30%  40-43
#020: Raticate    NRM        -  -  Y   30%  40-43
#037: Vulpix      FIR        -  B  -   20%     33
#058: Growlithe   FIR        R  -  -   20%     33
#077: Ponyta      FIR        R  B  -   24%  32-36
#088: Grimer      PSN        R          5%     34
                                B      35%  31-35
                                   Y   35%  32-38
#089: Muk         PSN        R          1%     42
                                B      15%  38-40
                                   Y    5%  38-41
#109: Koffing     PSN        R     -   35%  31-35
                                B       5%     34
#110: Weezing     PSN        R     -   15%  38-40
                                B       1%     42
#126: Magmar      FIR        -  B  -   10%     34
- B1F: ------------------------------------------
#020: Raticate    NRM        -  -  Y   40%  37-46
#037: Vulpix      FIR        -  B  -   15%     35
#058: Growlithe   FIR        R  -  -   15%     35
#077: Ponyta      FIR        R  B  -   15%  32-34
#088: Grimer      PSN        R          5%     35
                                B      50%  31-33
                                   Y   40%  35-38
#089: Muk         PSN        R          1%     42
                                B      10%     40
                                   Y   10%     41
#109: Koffing     PSN        R     -   50%  31-33
                                B       5%     35
#110: Weezing     PSN        R     -   14%  40-42
                                B       1%     42
#126: Magmar      FIR        -  B  -    4%     38
#132: Ditto       NRM        -  -  Y   10%  12-24
_________________________________________________

New Items
---------
[ ] Moon Stone (H)  [ ] Escape Rope  [ ] Max Revive (H)  [ ] Max Potion
[ ] Calcium  [ ] Iron  [ ] Carbos  [ ] TM14 (Blizzard)  [ ] Full Restore
[ ] Rare Candy  [ ] TM22 (SolarBeam)  [ ] Secret Key  [ ] Rare Candy (H)

New Pokemon
-----------
[ ] Growlithe (Y)  [ ] Ponyta (RB)  [ ] Grimer (RB)  ( ) Muk (RB)
[ ] Koffing (RB)  ( ) Weezing (RB)  [ ] Magmar (B)  [ ] Ditto (Y)

- Recommended Party Avg. Level: 49

Lots of Fire types here.

 - Rating: **
 - Rating: *
Ponyta and Magmar are new additions (well, unless you Yellow players caught a
Ponyta earlier anyway), but Fire types generally have limited use in RBY and
they're underlevelled at this point. Don't bother, but definitely catch a
Ponyta and run it back to trade for the awesome Seel in the Pokemon Lab next
door.

 - Rating: *
Grimer and Koffing also make appearances, but if you only learn one thing from
this guide, make sure it is this: Being weak to Psychic types is just painting
a great, fat target on your head. Poison types should be avoided like the
plague, unless they have a second type that dampens their weakness. Grimer was
encountered earlier by Yellow players in the Power Plant, at least.

Once inside, head north. Examine the fifth pillar on the right for a hidden
, then take the northeast passage past the stairs. You can grab an
 on the way. Head back to the stairs and ascend them, then ascend
the stairs next to you.

Inside there is a trainer pacing about. He won't engage you--you'll need to
prompt him to battle.
_________________________________________________________
Trainer: Burglar         Version: R  B  Y    Money: $3420
---------------------------------------------------------
#038: Ninetales   FIR        L38  1449 Exp.
 Stats -  HP: 109  Atk:  69  Def:  68  Spc:  87  Spe:  87
 ~ Ember, Tail Whip, Quick Attack, Roar
_________________________________________________________

The path to the west has a hidden  at the end and the south path
has a  in plain sight. After you've got them, head back down the
flight of stairs. In the path to the south is a Burglar to fight.
_________________________________________________________
Trainer: Burglar         Version: R  B  Y    Money: $3060
---------------------------------------------------------
#004: Charmander  FIR        L34   472 Exp.
 Stats -  HP:  75  Atk:  46  Def:  39  Spc:  44  Spe:  54
 ~ Ember, Leer, Rage, Slash
#005: Charmeleon  FIR        L34  1033 Exp.
 Stats -  HP:  88  Atk:  54  Def:  49  Spc:  54  Spe:  64
 ~ Ember, Leer, Rage, Slash
_________________________________________________________

Afterwards, head to the very northeast room on this floor for a . Then
head to the northwestern room and take the stairs here. Go east through a few
rooms for an , then return and examine the statue here. Flick the secret
switch when prompted, then head south and speak to the Scientist. By 'speak',
of course, I mean 'fight'.
_________________________________________________________
Trainer: Scientist       Version: R  B  Y    Money: $1650
---------------------------------------------------------
#081: Magnemite   ELE        L33   628 Exp.
 Stats -  HP:  64  Atk:  34  Def:  56  Spc:  72  Spe:  39
 ~ Tackle, SonicBoom, ThunderShock, Supersonic
#082: Magneton    ELE        L33  1138 Exp.
 Stats -  HP:  81  Atk:  50  Def:  72  Spc:  89  Spe:  56
 ~ Tackle, SonicBoom, ThunderShock, Supersonic
#100: Voltorb     ELE        L33   727 Exp.
 Stats -  HP:  74  Atk:  30  Def:  43  Spc:  46  Spe:  76
 ~ Screech, SonicBoom, Selfdestruct, Light Screen
_________________________________________________________

Just below him, take the left of the two pathways into the nether, then fight
another Scientist here.
_________________________________________________________
Trainer: Scientist       Version: R  B  Y    Money: $1450
---------------------------------------------------------
#101: Electrode   ELE        L29   931 Exp.
 Stats -  HP:  78  Atk:  39  Def:  50  Spc:  56  Spe:  90
 ~ Screech, SonicBoom, Selfdestruct, Light Screen
#110: Weezing     PSN        L29  1074 Exp.
 Stats -  HP:  81  Atk:  62  Def:  79  Spc:  58  Spe:  44
 ~ Tackle, Smog, Sludge
_________________________________________________________

To the south, nab the , then head downstairs. Follow the passageway,
then enter the small room to the south when presented with a crossroad of
sorts. Talk to the Burglar in here to fight him.
_________________________________________________________
Trainer: Burglar         Version: R  B  Y    Money: $3060
---------------------------------------------------------
#058: Growlithe   FIR        L34   663 Exp.
 Stats -  HP:  86  Atk:  58  Def:  41  Spc:  44  Spe:  51
 ~ Roar, Ember, Leer, Take Down
#077: Ponyta      FIR        L34  1107 Exp.
 Stats -  HP:  83  Atk:  68  Def:  47  Spc:  54  Spe:  71
 ~ Ember, Tail Whip, Stomp
_________________________________________________________

Absolutely grab  (Blizzard) next to the statue; it's one of the most
powerful moves in the game, with 120 Power and 90% accuracy and a fantastic
type to boot. Very recommended for the Elite Four, but don't teach it to
Articuno, who gets it at L51.

Flip the secret statue switch and head all the way left for a .
Head back to the stairs, but don't take them--instead, head north along the
east wall to engage a Scientist.
_________________________________________________________
Trainer: Scientist       Version: R  B  Y    Money: $1700
---------------------------------------------------------
#081: Magnemite   ELE        L34   648 Exp.
 Stats -  HP:  66  Atk:  34  Def:  58  Spc:  75  Spe:  41
 ~ Tackle, SonicBoom, ThunderShock, Supersonic
#101: Electrode   ELE        L34  1092 Exp.
 Stats -  HP:  90  Atk:  45  Def:  58  Spc:  64  Spe: 105
 ~ Screech, SonicBoom, Selfdestruct, Light Screen
_________________________________________________________

Keep heading north and enter the first room you chance across. Flick the switch
inside, then exit. Head west and enter this room for a . Keep
heading west and grab  (SolarBeam) from the table here, then head south
and pick up the . The northwest corner of this room has a hidden
 to uncover, as well. Woop!

Well, we're done here. Use the Escape Rope you picked up earlier or, if you
have no means of escape, flick the switch in the northeast room. Head south,
then west into the room where you picked up TM14, flick the switch, then take
the stairs. Head north and circle around to the south to find an alternative
exit.
_______________

Cinnabar Island
_______________

New Items
---------
[ ] TM38 (Fire Blast)

- Recommended Party Avg. Level: 50

Okay, it's time to take on Blaine, the Island's Gym leader. He uses Fire types,
so bring your Water, Rock and Grounds but leave your Grass and Ice types (I
hope to God you're not using Bug types either). Heal up at the Poke Center,
then enter the Gym on the east side of the Island. You need the Secret Key to
enter, so don't deposit it.

I'll show you my team so far, which should be a fairly decent guideline to what
levels you should be at. I'll probably be a bit higher than most of you, since
I've bagged both Zapdos and Articuno:
___

My Team

Golem       L51 ~ Rock Throw, Submission, Earthquake, Explosion
Venusaur    L51 ~ Tackle, PoisonPowder, Razor Leaf, Growth
Alakazam    L47 ~ Psybeam, Recover, Reflect, Psychic
Zapdos      L53 ~ ThunderShock, Drill Peck, Thunder
Articuno    L50 ~ Peck, Ice Beam

We're getting close to the end of the game now, so it is important to have a
team of L50s now or very soon. Otherwise, the Elite Four will cream you (unless
you're an expert and have specially trained your Pokemon). You will want
something as varied as this, with similar types and perhaps a Water move or a
bulky Normal type in there as well. If I could be bothered to train one, I'd
have a Snorlax with Amnesia, Rest, Body Slam and Surf. But I'm lazy, so I'm
going to nab that L50 Moltres in Victory Road. Probably.

Note that, as always, this team is not supposed to be what I think is the best
team. For a start, Rock Slide would be better than Rock Throw and Thunderbolt
would be a better choice than Thunder. I'm a bit stingy with TMs, you see.
___

This Gym requires you to answer a series of Yes/No questions to proceed. You
examine the console in each room to get the question. By answering it
correctly, that room's trainer can be bypassed, but if you answer incorrectly,
you'll be forced to fight them.

Either way, if you want to fight all the trainers, it doesn't matter how you
answer; if you answer correctly you can still fight the trainer afterwards. If
you answer incorrectly, you fight the trainer, but the door is then opened for
you anyway. So yeah, get started already:

Q1: Caterpie evolves into Butterfree? YES.
Technically it evolves into Metapod, but it does eventually evolve into
Butterfree. I said no, but it turns out the answer is yes.
_________________________________________________________
Trainer: Burglar         Version: R  B  Y    Money: $3240
---------------------------------------------------------
#058: Growlithe   FIR        L36   702 Exp.
 Stats -  HP:  91  Atk:  61  Def:  43  Spc:  46  Spe:  53
 ~ Roar, Ember, Leer, Take Down
#037: Vulpix      FIR        L36   486 Exp.
 Stats -  HP:  79  Atk:  41  Def:  39  Spc:  57  Spe:  57
 ~ Quick Attack, Roar, Confuse Ray, Flamethrower
#038: Ninetales   FIR        L36  1372 Exp.
 Stats -  HP: 104  Atk:  66  Def:  64  Spc:  82  Spe:  82
 ~ Ember, Tail Whip, Quick Attack, Roar
_________________________________________________________

The trainer to the north isn't related to a question.
_________________________________________________________
Trainer: Super Nerd      Version: R  B  Y    Money: $ 900
---------------------------------------------------------
#037: Vulpix      FIR        L36   486 Exp.
 Stats -  HP:  79  Atk:  41  Def:  39  Spc:  57  Spe:  57
 ~ Quick Attack, Roar, Confuse Ray, Flamethrower
#037: Vulpix      FIR        L36   486 Exp.
 Stats -  HP:  79  Atk:  41  Def:  39  Spc:  57  Spe:  57
 ~ Quick Attack, Roar, Confuse Ray, Flamethrower
#038: Ninetales   FIR        L36  1372 Exp.
 Stats -  HP: 104  Atk:  66  Def:  64  Spc:  82  Spe:  82
 ~ Ember, Tail Whip, Quick Attack, Roar
_________________________________________________________

Q2: There are 9 certified Pokemon League Badges? NO.
There are eight. Any trainer worth his salt knows that.
_________________________________________________________
Trainer: Super Nerd      Version: R  B  Y    Money: $ 850
---------------------------------------------------------
#077: Ponyta      FIR        L34  1107 Exp.
 Stats -  HP:  83  Atk:  68  Def:  47  Spc:  54  Spe:  71
 ~ Ember, Tail Whip, Stomp#
#004: Charmander  FIR        L34   472 Exp.
 Stats -  HP:  75  Atk:  46  Def:  39  Spc:  44  Spe:  54
 ~ Ember, Leer, Rage, Slash
#037: Vulpix      FIR        L34   459 Exp.
 Stats -  HP:  75  Atk:  39  Def:  37  Spc:  54  Spe:  54
 ~ Tail Whip, Quick Attack, Roar, Confuse Ray
#058: Growlithe   FIR        L34   663 Exp.
 Stats -  HP:  86  Atk:  58  Def:  41  Spc:  44  Spe:  51
 ~ Roar, Ember, Leer, Take Down
_________________________________________________________

Q3: Poliwag evolves 3 times? NO.
Twice; once into Poliwhirl, then again into Poliwrath. As of GSC however, it
does have three evolutions--Poliwhirl can evolve into Politoed instead of
Poliwrath.
_________________________________________________________
Trainer: Burglar         Version: R  B  Y    Money: $3690
---------------------------------------------------------
#077: Ponyta      FIR        L41  1335 Exp.
 Stats -  HP:  98  Atk:  82  Def:  56  Spc:  64  Spe:  85
 ~ Tail Whip, Stomp, Growl, Fire Spin
_________________________________________________________

Q4: Are thunder moves effective against ground element-type Pokemon? NO.
There's so much wrong with the wording of that question. First, it's
'Electric', not 'thunder'. Second 'ground element-type'? Try 'Ground type'. But
yes, Electric moves cannot affect Ground types.
_________________________________________________________
Trainer: Super Nerd      Version: R  B  Y    Money: $1025
---------------------------------------------------------
#078: Rapidash    FIR        L41  1686 Exp.
 Stats -  HP: 110  Atk:  94  Def:  68  Spc:  77  Spe:  97
 ~ Tail Whip, Stomp, Growl, Fire Spin
_________________________________________________________

Q5: Pokemon of the same kind and level are not identical? YES.
Definitely true.
_________________________________________________________
Trainer: Burglar         Version: R  B  Y    Money: $3330
---------------------------------------------------------
#037: Vulpix      FIR        L37   499 Exp.
 Stats -  HP:  81  Atk:  42  Def:  40  Spc:  59  Spe:  59
 ~ Quick Attack, Roar, Confuse Ray, Flamethrower
#058: Growlithe   FIR        L37   721 Exp.
 Stats -  HP:  93  Atk:  63  Def:  44  Spc:  47  Spe:  55
 ~ Roar, Ember, Leer, Take Down
_________________________________________________________

Q6: TM28 contains Tombstoner? NO.
Never heard of Tombstoner. Anyway, TM28 contains Dig.
_________________________________________________________
Trainer: Super Nerd      Version: R  B  Y    Money: $ 925
---------------------------------------------------------
#058: Growlithe   FIR        L37   721 Exp.
 Stats -  HP:  93  Atk:  63  Def:  44  Spc:  47  Spe:  55
 ~ Roar, Ember, Leer, Take Down
#037: Vulpix      FIR        L37   499 Exp.
 Stats -  HP:  81  Atk:  42  Def:  40  Spc:  59  Spe:  59
 ~ Quick Attack, Roar, Confuse Ray, Flamethrower
_________________________________________________________

The last room contains none other than Blaine, the Fire type 'master'.
_________________________________________________________
Trainer: Blaine          Version: R  B       Money: $4653
---------------------------------------------------------
#058: Growlithe   FIR        L42   819 Exp.
 Stats -  HP: 104  Atk:  71  Def:  49  Spc:  53  Spe:  62
 ~ Ember, Leer, Take Down, Agility
#077: Ponyta      FIR        L40  1302 Exp.
 Stats -  HP:  96  Atk:  80  Def:  55  Spc:  63  Spe:  63
 ~ Tail Whip, Stomp, Growl, Fire Spin
#078: Rapidash    FIR        L42  1728 Exp.
 Stats -  HP: 113  Atk:  96  Def:  70  Spc:  78  Spe:  99
 ~ Tail Whip, Stomp, Growl, Fire Spin
#059: Arcanine    FIR        L47  2145 Exp.
 Stats -  HP: 149  Atk: 116  Def:  87  Spc:  87  Spe: 101
 ~ Roar, Ember, Take Down, Fire Blast
_________________________________________________________
Trainer: Blaine          Version:       Y    Money: $5346
---------------------------------------------------------
#038: Ninetales   FIR        L48  1830 Exp.
 Stats -  HP: 135  Atk:  86  Def:  84  Spc: 108  Spe: 108
 ~ Confuse Ray, Quick Attack, Tail Whip, Flamethrower
#078: Rapidash    FIR        L50  2056 Exp.
 Stats -  HP: 133  Atk: 114  Def:  83  Spc:  93  Spe: 118
 ~ Take Down, Stomp, Growl, Fire Spin
#059: Arcanine    FIR        L54  2464 Exp.
 Stats -  HP: 169  Atk: 133  Def: 100  Spc: 100  Spe: 116
 ~ Reflect, Take Down, Fire Blast, Flamethrower
_________________________________________________________

Blaine likes to use Super Potions, although this should only be a mild
annoyance. Growlithe and Ponyta should pose no threat. Then we have two evolved
forms for Red and Blue and three for Yellow.

Rapidash can be pretty annoying with Fire Spin, but thankfully it doesn't do
too much damage. Put it out of its misery with a swift Surf or Earthquake.
Arcanine is the beast of the group--the highest level and the powerful Fire
Blast that will put a dent in anything that isn't Water, Rock or Fire. Take
Down also hurts non Rock types, so try Golem or a sturdy Water type like
Blastoise. In Yellow, it packs Flamethrower, which hurts, and Reflect, which
halves physical damage against its team for five turns. Take it out ASAP.

The only Pokemon I haven't covered is exclsuive to Yellow; Ninetales is, if you
don't faint it quickly, very irritating. It packs Confuse Ray and Flamethrower,
which in tandem will quickly smack you with damage. Switch around to avoid
confusion and make sure your Water or Rock type is available to sponge up those
Flamethrowers.
___

Once you beat him, you get the VolcanoBadge, which secretly raises the Special
stat of your team members for in-game battles to 1.125x its original amount.
Sweet. You'll also receive  (Fire Blast), a 120 Power, 85% accurate Fire
type move. It's a great power-over-accuracy alternative to Flamethrower.

Fly to Viridian City. It's nearing the end-game now.
_____________

Viridian City
_____________

New Items
---------
[ ] Revive  [ ] TM27 (Fissure)

- Recommended Party Avg. Level: 51

The Gym in the northeast part of the City is now unlocked, so heal up and
enter. Officially, the Gym uses Ground types, but in reality it's a mix of
Rocket-style physical attackers, namely Normal, Poison, Ground, Fighting and
Rock. You'll see why soon enough.

Take one of the left spinners (arrows) and fight the trainer here.
_________________________________________________________
Trainer: Tamer           Version: R  B  Y    Money: $1560
---------------------------------------------------------
#024: Arbok       PSN        L39  1228 Exp.
 Stats -  HP: 102  Atk:  78  Def:  65  Spc:  61  Spe:  73
 ~ Poison Sting, Bite, Glare, Screech
#128: Tauros      NRM        L39  1762 Exp.
 Stats -  HP: 113  Atk:  90  Def:  85  Spc:  65  Spe:  97
 ~ Tackle, Stomp, Tail Whip, Leer
_________________________________________________________

Take the next spinner to another trainer.
_________________________________________________________
Trainer: Blackbelt       Version: R  B  Y    Money: $1075
---------------------------------------------------------
#067: Machoke     FGT        L43  1344 Exp.
 Stats -  HP: 128  Atk:  98  Def:  72  Spc:  54  Spe:  50
 ~ Karate Chop, Low Kick, Leer, Focus Energy
_________________________________________________________

Ignore the next spinner and head south underneath it. Take a right at the
intersection and fight the guy here.
_________________________________________________________
Trainer: CoolTrainer M   Version: R  B       Money: $1365
---------------------------------------------------------
#033: Nidorino    PSN        L39   985 Exp.
 Stats -  HP: 102  Atk:  68  Def:  55  Spc:  54  Spe:  61
 ~ Horn Attack, Poison Sting, Focus Energy, Fury Attack
#034: Nidoking    PSN / GRN  L39  1629 Exp.
 Stats -  HP: 118  Atk:  83  Def:  71  Spc:  69  Spe:  77
 ~ Tackle, Horn Attack, Poison Sting, Thrash
_________________________________________________________
Trainer: CoolTrainer M   Version:       Y    Money: $1365
---------------------------------------------------------
#033: Nidorino    PSN        L39   985 Exp.
 Stats -  HP: 102  Atk:  68  Def:  55  Spc:  54  Spe:  61
 ~ Double Kick, Poison Sting, Focus Energy, Fury Attack
#034: Nidoking    PSN / GRN  L39  1629 Exp.
 Stats -  HP: 118  Atk:  83  Def:  71  Spc:  69  Spe:  77
 ~ Horn Attack, Poison Sting, Thrash, Double Kick
_________________________________________________________

Head to the next set of spinners to the south to end up back at the entrance of
the Gym. Take the first north passage and loop around to collect the 
just to the right. Then go west out of that tiny corrdior to fight three
trainers.
_________________________________________________________
Trainer: CoolTrainer M   Version: R  B  Y    Money: $1365
---------------------------------------------------------
#028: Sandslash   GRN        L39  1362 Exp.
 Stats -  HP: 113  Atk:  90  Def:  97  Spc:  54  Spe:  61
 ~ Sand-Attack, Slash, Poison Sting, Swift
#051: Dugtrio     GRN        L39  1278 Exp.
 Stats -  HP:  82  Atk:  74  Def:  50  Spc:  65  Spe: 104
 ~ Growl, Dig, Sand-Attack, Slash
_________________________________________________________
_________________________________________________________
Trainer: Blackbelt       Version: R  B  Y    Money: $1000
---------------------------------------------------------
#066: Machop      FGT        L40   753 Exp.
 Stats -  HP: 112  Atk:  76  Def:  51  Spc:  39  Spe:  39
 ~ Low Kick, Leer, Focus Energy, Seismic Toss
#067: Machoke     FGT        L40  1251 Exp.
 Stats -  HP: 120  Atk:  92  Def:  67  Spc:  51  Spe:  47
 ~ Karate Chop, Low Kick, Leer, Focus Energy
_________________________________________________________
_________________________________________________________
Trainer: Tamer           Version: R  B  Y    Money: $1720
---------------------------------------------------------
#111: Rhyhorn     GRN / RCK  L43  1243 Exp.
 Stats -  HP: 128  Atk:  85  Def:  93  Spc:  37  Spe:  33
 ~ Horn Attack, Stomp, Tail Whip, Fury Attack
_________________________________________________________

Head east and then north, above where you picked up the Revive, for another
trainer.
_________________________________________________________
Trainer: CoolTrainer M   Version: R  B  Y    Money: $1505
---------------------------------------------------------
#111: Rhyhorn     GRN / RCK  L43  1243 Exp.
 Stats -  HP: 128  Atk:  85  Def:  93  Spc:  37  Spe:  33
 ~ Horn Attack, Stomp, Tail Whip, Fury Attack
_________________________________________________________

Follow the west pathway to encounter a Blackbelt.
_________________________________________________________
Trainer: Blackbelt       Version: R  B  Y    Money: $ 950
---------------------------------------------------------
#067: Machoke     FGT        L38  1188 Exp.
 Stats -  HP: 114  Atk:  87  Def:  64  Spc:  49  Spe:  45
 ~ Karate Chop, Low Kick, Leer, Focus Energy
#066: Machop      FGT        L38   715 Exp.
 Stats -  HP: 107  Atk:  72  Def:  49  Spc:  37  Spe:  37
 ~ Karate Chop, Low Kick, Leer, Focus Energy
#067: Machoke     FGT        L38  1188 Exp.
 Stats -  HP: 114  Atk:  87  Def:  64  Spc:  49  Spe:  45
 ~ Karate Chop, Low Kick, Leer, Focus Energy
_________________________________________________________

That's all the trainers, so head back to the Gym's entrance. Hug the eastern
wall and follow that path around to the Gym leader.
_________________________________________________________
Trainer: Giovanni        Version: R  B       Money: $4950
---------------------------------------------------------
#111: Rhyhorn     GRN / RCK  L45  1300 Exp.
 Stats -  HP: 134  Atk:  89  Def:  97  Spc:  39  Spe:  34
 ~ Stomp, Tail Whip, Fury Attack, Horn Drill
#051: Dugtrio     GRN        L42  1377 Exp.
 Stats -  HP:  88  Atk:  79  Def:  53  Spc:  70  Spe: 112
 ~ Growl, Dig, Sand-Attack, Slash
#031: Nidoqueen   PSN / GRN  L44  1828 Exp.
 Stats -  HP: 140  Atk:  85  Def:  88  Spc:  78  Spe:  78
 ~ Scratch, Tail Whip, Poison Sting, Body Slam
#034: Nidoking    PSN / GRN  L45  1879 Exp.
 Stats -  HP: 135  Atk:  95  Def:  81  Spc:  79  Spe:  88
 ~ Tackle, Horn Attack, Poison Sting, Thrash
#112: Rhydon      GRN / RCK  L50  2185 Exp.
 Stats -  HP: 173  Atk: 144  Def: 133  Spc:  58  Spe:  53
 ~ Stomp, Tail Whip, Fissure, Horn Drill
_________________________________________________________
Trainer: Giovanni        Version:       Y    Money: $5445
---------------------------------------------------------
#051: Dugtrio     GRN        L50  1638 Exp.
 Stats -  HP: 103  Atk:  94  Def:  63  Spc:  83  Spe: 133
 ~ Sand-Attack, Dig, Fissure, Earthquake
#053: Persian     NRM        L53  1680 Exp.
 Stats -  HP: 140  Atk:  88  Def:  77  Spc:  82  Spe: 135
 ~ Screech, Slash, Fury Swipes, Double Team
#031: Nidoqueen   PSN / GRN  L53  2202 Exp.
 Stats -  HP: 166  Atk: 101  Def: 105  Spc:  92  Spe:  94
 ~ Tail Whip, Earthquake, Double Kick, Thunder
#034: Nidoking    PSN / GRN  L55  2298 Exp.
 Stats -  HP: 162  Atk: 116  Def:  98  Spc:  96  Spe: 107
 ~ Thunder, Leer, Earthquake, Thrash
#112: Rhydon      GRN / RCK  L55  2403 Exp.
 Stats -  HP: 189  Atk: 157  Def: 145  Spc:  63  Spe:  57
 ~ Rock Slide, Fury Attack, Earthquake, Horn Drill
_________________________________________________________

Rhyhorn and Rhydon should be no problem--they've got such low Speed and Special
stats that one Razor Leaf or Surf will annihilate them. Don't worry about Horn
Drill being a one-hit-KO move because it only works when the user moves first.
This ain't gonna happen, since the Rhyhorn family are VERY slow. Dugtrio is a
pain with Sand-Attack and Slash (Earthquake in Yellow), but it's too frail to
last long (use Ice Beam/Blizzard, Razor Leaf and Surf).

Then in Yellow, we have Persian. Its moves are irritaing, but especially so is
Double Team; don't let it pull off too many of these of you'll be there all
day. And then in both versions we have the Nidos. Body Slam and Thrash are the
moves to watch out for in Red and Blue, so take them out quickly with Ice,
Psychic, Water or Ground attacks (you should have at least one of those, if not
all).

In Yellow, you might be tempted to avoid their Earthquakes by using a Flying
type. You'll have to be certain that you can score a very quick one-hit-KO or
you'll get hit with Thunder. My L50 Articuno took them both down in one hit
with Ice Beam, for reference. Otherwise, use a bulky Psychic (Hypno or Alakazam
with Reflect up). Use the same move types I mentioned for Red and Blue and you
should be fine.

Giovanni likes to waste his time using Guard Specs. Treat these as a free turn
to attack.
___

After the battle, Giovanni forks over the EarthBadge, which makes all traded
Pokemon up to and including L100 obey you (any higher--those obtained through a
glitch or hacking--are still disobediant, however). He also hands over 
(Fissure), a one-hit-KO move with 30% accuracy that only works against slower
opponents. However, like I mentioned back in the Celadon City portion of this
guide, if you use an X Accuracy first, the move is boosted to 99.6% accuracy
(but still only works provided you're faster than the foe).

You can talk to him again afterwards to make him say some stuff and then go
away, but it's not really necessary.

Heal up, prepare yourself, then take the west exit out to Route 22.
________

Route 22
________

- Recommended Party Avg. Level: 51

You won't progress far before you get challenged by your Rival.
_________________________________________________________
Trainer: Rival           Version: R  B       Money: $3445
---------------------------------------------------------
- You started with Bulbasaur: ---------------------------
#018: Pidgeot     NRM / FLY  L47  1731 Exp.
 Stats -  HP: 142  Atk:  88  Def:  83  Spc:  78  Spe:  98
 ~ Quick Attack, Whirlwind, Wing Attack, Agility
#111: Rhyhorn     GRN / RCK  L45  1300 Exp.
 Stats -  HP: 134  Atk:  89  Def:  97  Spc:  39  Spe:  34
 ~ Stomp, Tail Whip, Fury Attack, Horn Drill
#102: Exeggcute   GRS / PSY  L45   945 Exp.
 Stats -  HP: 116  Atk:  49  Def:  84  Spc:  66  Spe:  48
 ~ Leech Seed, Stun Spore, PoisonPowder, SolarBeam
#130: Gyarados    WTR / FLY  L47  2154 Exp.
 Stats -  HP: 153  Atk: 130  Def:  86  Spc: 106  Spe:  88
 ~ Bite, Dragon Rage, Leer, Hydro Pump
#065: Alakazam    PSY        L50  1992 Exp.
 Stats -  HP: 123  Atk:  64  Def:  58  Spc: 148  Spe: 133
 ~ Psybeam, Recover, Psychic, Reflect
#006: Charizard   FIR / FLY  L53  2373 Exp.
 Stats -  HP: 154  Atk: 103  Def:  96  Spc: 103  Spe: 119
 ~ Leer, Rage, Slash, Flamethrower
- You started with Charmander: --------------------------
#018: Pidgeot     NRM / FLY  L47  1731 Exp.
 Stats -  HP: 142  Atk:  88  Def:  83  Spc:  78  Spe:  98
 ~ Quick Attack, Whirlwind, Wing Attack, Agility
#111: Rhyhorn     GRN / RCK  L45  1300 Exp.
 Stats -  HP: 134  Atk:  89  Def:  97  Spc:  39  Spe:  34
 ~ Stomp, Tail Whip, Fury Attack, Horn Drill
#058: Growlithe   FIR        L45   877 Exp.
 Stats -  HP: 111  Atk:  76  Def:  52  Spc:  57  Spe:  66
 ~ Ember, Leer, Take Down, Agility
#102: Exeggcute   GRS / PSY  L47   987 Exp.
 Stats -  HP: 120  Atk:  51  Def:  87  Spc:  68  Spe:  50
 ~ Leech Seed, Stun Spore, PoisonPowder, SolarBeam
#065: Alakazam    PSY        L50  1992 Exp.
 Stats -  HP: 123  Atk:  64  Def:  58  Spc: 148  Spe: 133
 ~ Psybeam, Recover, Psychic, Reflect
#009: Blastoise   WTR        L53  2835 Exp.
 Stats -  HP: 155  Atk: 102  Def: 119  Spc: 103  Spe:  96
 ~ Bite, Withdraw, Skull Bash, Hydro Pump
- You started with Squirtle: ----------------------------
#018: Pidgeot     NRM / FLY  L47  1731 Exp.
 Stats -  HP: 142  Atk:  88  Def:  83  Spc:  78  Spe:  98
 ~ Quick Attack, Whirlwind, Wing Attack, Agility
#111: Rhyhorn     GRN / RCK  L45  1300 Exp.
 Stats -  HP: 134  Atk:  89  Def:  97  Spc:  39  Spe:  34
 ~ Stomp, Tail Whip, Fury Attack, Horn Drill
#130: Gyarados    WTR / FLY  L45  2062 Exp.
 Stats -  HP: 147  Atk: 125  Def:  83  Spc: 102  Spe:  85
 ~ Bite, Dragon Rage, Leer, Hydro Pump
#058: Growlithe   FIR        L47   916 Exp.
 Stats -  HP: 116  Atk:  79  Def:  54  Spc:  59  Spe:  68
 ~ Ember, Leer, Take Down, Agility
#065: Alakazam    PSY        L50  1992 Exp.
 Stats -  HP: 123  Atk:  64  Def:  58  Spc: 148  Spe: 133
 ~ Psybeam, Recover, Psychic, Reflect
#003: Venusaur    GRS / PSN  L53  2361 Exp.
 Stats -  HP: 156  Atk: 101  Def: 101  Spc: 119  Spe:  98
 ~ Vine Whip, PoisonPowder, Razor Leaf, Growth
_________________________________________________________
Trainer: Rival           Version:       Y    Money: $3445
---------------------------------------------------------
- Lost both Oak's Lab and Route 22 Rival battles*: ------
#028: Sandslash   GRN        L47  1641 Exp.
 Stats -  HP: 135  Atk: 107  Def: 115  Spc:  64  Spe:  73
 ~ Slash, Poison Sting, Swift, Fury Swipes
#102: Exeggcute   GRS / PSY  L45   945 Exp.
 Stats -  HP: 116  Atk:  49  Def:  84  Spc:  66  Spe:  48
 ~ Leech Seed, Stun Spore, PoisonPowder, SolarBeam
#082: Magneton    ELE        L45  1552 Exp.
 Stats -  HP: 107  Atk:  67  Def:  97  Spc: 120  Spe:  75
 ~ SonicBoom, ThunderShock, Supersonic, Thunder Wave
#038: Ninetales   FIR        L47  1792 Exp.
 Stats -  HP: 133  Atk:  84  Def:  83  Spc: 106  Spe: 106
 ~ Ember, Tail Whip, Quick Attack, Roar
#064: Kadabra     PSY        L50  1552 Exp.
 Stats -  HP: 108  Atk:  49  Def:  43  Spc: 133  Spe: 118
 ~ Psybeam, Recover, Psychic, Reflect
#134: Vaporeon    WTR        L53  2226 Exp.
 Stats -  HP: 209  Atk:  83  Def:  77  Spc: 130  Spe:  82
 ~ Haze, Mist, Acid Armor, Hydro Pump
- Lost one and won one of the Lab and Route 22 fights*: -
#028: Sandslash   GRN        L47  1641 Exp.
 Stats -  HP: 135  Atk: 107  Def: 115  Spc:  64  Spe:  73
 ~ Slash, Poison Sting, Swift, Fury Swipes
#102: Exeggcute   GRS / PSY  L45   945 Exp.
 Stats -  HP: 116  Atk:  49  Def:  84  Spc:  66  Spe:  48
 ~ Leech Seed, Stun Spore, PoisonPowder, SolarBeam
#091: Cloyster    WTR / ICE  L45  1957 Exp.
 Stats -  HP: 107  Atk:  98  Def: 174  Spc:  88  Spe:  75
 ~ Withdraw, Supersonic, Clamp, Aurora Beam
#082: Magneton    ELE        L47  1621 Exp.
 Stats -  HP: 111  Atk:  69  Def: 101  Spc: 125  Spe:  78
 ~ ThunderShock, Supersonic, Thunder Wave, Swift
#064: Kadabra     PSY        L50  1552 Exp.
 Stats -  HP: 108  Atk:  49  Def:  43  Spc: 133  Spe: 118
 ~ Psybeam, Recover, Psychic, Reflect
#136: Flareon     FIR        L53  2248 Exp.
 Stats -  HP: 140  Atk: 152  Def:  77  Spc: 130  Spe:  82
 ~ Fire Spin, Smog, Leer, Flamethrower
- Won both Oak's Lab and Route 22 Rival battles: --------
#028: Sandslash   GRN        L47  1641 Exp.
 Stats -  HP: 135  Atk: 107  Def: 115  Spc:  64  Spe:  73
 ~ Slash, Poison Sting, Swift, Fury Swipes
#102: Exeggcute   GRS / PSY  L45   945 Exp.
 Stats -  HP: 116  Atk:  49  Def:  84  Spc:  66  Spe:  48
 ~ Leech Seed, Stun Spore, PoisonPowder, SolarBeam
#038: Ninetales   FIR        L45  1716 Exp.
 Stats -  HP: 127  Atk:  81  Def:  79  Spc: 102  Spe: 102
 ~ Ember, Tail Whip, Quick Attack, Roar
#091: Cloyster    WTR / ICE  L47  2044 Exp.
 Stats -  HP: 111  Atk: 102  Def: 181  Spc:  92  Spe:  78
 ~ Withdraw, Supersonic, Clamp, Aurora Beam
#064: Kadabra     PSY        L50  1552 Exp.
 Stats -  HP: 108  Atk:  49  Def:  43  Spc: 133  Spe: 118
 ~ Psybeam, Recover, Psychic, Reflect
#135: Jolteon     ELE        L53  2236 Exp.
 Stats -  HP: 140  Atk:  83  Def:  77  Spc: 130  Spe: 151
 ~ Pin Missile, Thunder Wave, Agility, Thunder
_________________________________________________________

*If you skipped the Route 22 Rival battle, the game considers the fight lost.

You're going to need to be in the high 40s in level to succesfully take on your
Rival. Your team should look something like his--that is, good levels, lots of
type versatility and somewhat decent movesets.

However, despite his high levels--potentially higher than yours--he's
controlled by utterly moronic AI which will never switch, even when faced with
a type disadvantage. Therefore, being a few levels shy of his Pokemon won't
hurt much.

First up in Red and Blue are Pidgeot and Rhyhorn, neither of whom will pose
much of a problem--Pidgeot bites Rock, Electric and Ice attacks, while Rhyhorn
fails hardest against Ice and especially Water and Grass moves. Neither Pokemon
possesses any dangerous moves (even Rhyhorn's one-hit-KO Horn Drill won't work
if he moves last in a turn, which he will because he's so slow).

Then we have two of Exeggcute, Growlithe and Gyarados. Smack Exeggcute with
Fire, Ice or Flying; Growlithe with Water, Rock or Ground; and Gyarados with
Electric for instant wins. Then he'll send out Alakazam. This guy has dangerous
moves, so send out your strongest Pokemon and lay down your strongest moves,
then hope for the best (that's all you can do versus Psychics--just don't send
out Poison or Fighting types).

Finally, he'll send out his starter. Each one of them has an amazing STAB move,
so make sure to take them out ASAP, using Fire, Ice, Flying or Psychic for
Venusaur; Rock, Water, Ice or Electric for Charizard; and Grass or Electric for
Blastoise. That's all there is to it.

Yellow players will first square off against Sandslash, who falls to Grass,
Water and Ice attacks (see how useful Ice is?). Then Exeggcute, who falls to
Fire, Ice and Flying. Next, he'll send out two of Magneton, Cloyster and
Growlithe. Magneton's only weakness is Ground, so exploit that. Cloyster falls
to Fighting, Electric, Rock and Grass attacks, although the first two are most
effective since Cloyster has super-effective moves against Rock and Grass
types. Finally, Growlithe is really weak, so Water, Rock or Ground will finish
it off.

Next, he'll send out Kadabra--no problem if you've dealt with Sabrina--and
finally his starter. Vaporeon should be taken care of with Electric or Grass.
Flareon falls to the same attacks as any other Fire type, namely Water, Rock
and Ground. Fianlly, Jolteon can't do much to Ground types, so use one of
those.
___

Your Rival is about 12 levels lower than the toughest trainer you will soon
have to face as the last 'boss' of the game, just to let you know. Head back to
the Poke Center, heal up and then make sure you bring a Surf and Strength user
with you. You might also want to get some Great/Ultra Balls (for the high level
wild Pokemon), an Escape Rope or two, a few potent healing items and a handful
of Super Repels. Yep, it's dungeon crawling time.

Continue west through Route 22 and enter the big building at the end. Head
north and the guard will check that you have the BoulderBadge before allowing
you passage into...
_________________________________________________

[50] Route 23                  Encounter Rate: 10
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Tall Grass: -----------------------------------
#021: Spearow     NRM / FLY  R  B  -   15%     26
#022: Fearow      NRM / FLY  R  B      25%  38-43
                                   Y   15%  40-45
#023: Ekans       PSN        R  -  -   20%     26
#024: Arbok       PSN        R  -  -    5%     41
#027: Sandshrew   GRN        -  B  -   20%     26
#028: Sandslash   GRN        -  B  -    5%     41
#030: Nidorina    PSN        -  -  Y   30%  41-44
#033: Nidorino    PSN        -  -  Y   30%  41-44
#056: Mankey      FGT        -  -  Y   20%  36-41
#057: Primeape    FGT        -  -  Y    5%  41-46
#132: Ditto       NRM        R  B  -   35%  33-43
- Old Rod: --------------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Good Rod: -------------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- Super Rod: ------------------------------------
#060: Poliwag     WTR        -  -  Y   70%  25-30
#061: Poliwhirl   WTR        -  -  Y   30%  30-40
#080: Slowbro     WTR / PSY  R  B  -   25%     23
#099: Kingler     WTR        R  B  -   25%     23
#117: Seadra      WTR        R  B  -   25%     23
#119: Seaking     WTR        R  B  -   25%     23
_________________________________________________

New Items
---------
[ ] Max Ether (H)  [ ] Ultra Ball (H)  [ ] Full Restore (H)

New Pokemon
-----------
( ) Arbok (R)  ( ) Sandslash (B)  ( ) Primeape (Y)

- Recommended Party Avg. Level: 51

There's not much to do on this Route, except show the guards all your flashy
Badges so they let you proceed. The path is fairly linear, but there are a few
hidden goodies. After getting your RainbowBadge checked, you can fish for some
Pokemon if you want, then continue.

After the SoulBadge check, head north on to the 2x2 island and examine the
northwest patch for a hidden . Continue on until you pass the
MarshBadge checkpoint and hit dry land. Turn east into the grass (nothing new,
but all high levels--don't waste your energy!) and examine the southeast tree
for a hidden .

After the VolcanoBadge checkpoint, head north until you hit a 2x2 grass patch,
then examine the northernmost rock piece to the left of the grass for a hidden
. I think that's it for hidden items, so just continue through to
Victory Road, a hellhole full of boulder puzzles, high-level trainers and wild
Pokemon and the legendary Pokemon--Moltres.
_________________________________________________

[51] Victory Road       Encounter Rate 1F, 3F: 15
                            Encounter Rate 2F: 10
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Fated Encounter: ------------------------------
#146: Moltres     FIR / FLY  R  B  Y   --      50
- 1F - Cave Floor: ------------------------------
#041: Zubat       PSN / FLY  R  B      15%     22
                                   Y   20%  39-44
#042: Golbat      PSN / FLY  R  B  -    5%     41
#066: Machop      FGT        R  B  -   20%     24
#067: Machoke     FGT        R  B  -    4%     42
#074: Geodude     RCK / GRN  R  B      20%     26
                                   Y   65%  26-41
#075: Graveler    RCK / GRN  R  B       5%     41
                                   Y    5%  41-47
#095: Onix        RCK / GRN  R  B      30%  36-42
                                   Y   10%  43-45
#105: Marowak     GRN        R  B  -    1%     43
- 2F - Cave Floor: ------------------------------
#041: Zubat       PSN / FLY  R  B      15%     26
                                   Y   10%     44
#042: Golbat      PSN / FLY  R  B       5%     40
                                   Y   10%     39
#066: Machop      FGT        R  B  -   20%     22
#067: Machoke     FGT        R  B       5%     41
                                   Y    5%  39-42
#074: Geodude     RCK / GRN  R  B      20%     24
                                   Y   55%  31-41
#075: Graveler    RCK / GRN  R  B       1%     43
                                   Y   10%     44
#095: Onix        RCK / GRN  R  B      30%  36-42
                                   Y   10%  45-47
#105: Marowak     GRN        R  B  -    4%     40
- 3F - Cave Floor: ------------------------------
#041: Zubat       PSN / FLY  R  B      15%     22
#042: Golbat      PSN / FLY  R  B       5%     41
                                   Y   20%     44
#049: Venomoth    BUG / PSN  R  B  -   10%     40
#066: Machop      FGT        R  B  -   20%     24
#067: Machoke     FGT        R  B       5%  42-45
                                   Y   10%  42-45
#074: Geodude     RCK / GRN  R  B      20%     26
                                   Y   45%  36-46
#075: Graveler    RCK / GRN  R  B       5%     43
                                   Y   15%  41-47
#095: Onix        RCK / GRN  R  B      20%  42-45
                                   Y   10%     49
_________________________________________________

New Items
---------
[ ] Rare Candy  [ ] TM43 (Sky Attack)  [ ] TM05 (Mega Kick)  [ ] Full Heal
[ ] TM17 (Submission)  [ ] Max Revive  [ ] TM47 (Explosion)  [ ] Ultra Ball (H)
[ ] Guard Spec.  [ ] Full Restore (H)

New Pokemon
-----------
( ) Machoke (RB)  ( ) Graveler  ( ) Marowak (RB)  [ ] Moltres

- Recommended Party Avg. Level: 51

You've seen all of Victory Road's wild Pokemon before, although not at this
level. The only unique Pokemon is, of course, Moltres. It's near the end of the
dungeon, so I hope you've got some status to slap on it and a bunch of Ultra
Balls. If not, don't worry too much--we can exit the cave at the end, stock up,
then come right back. It'll wait patiently for you to catch it.

As you enter, you'll spot a boulder on your left. Get a Pokemon that knows
Strength to push it all the way over to the right side and on to a strange
circular switch. I won't insult your intelligence by telling you exactly how to
do that, but let's just say that you can exit and re-enter if you foul up.

Climb up the stairs on to the plateau and work your way around the east path.
At the intersection, take a right and head down the stiars, then follow the
path to a boulder. There are two items here that you can get--unfortunately,
gaining access to one will block you from getting the other, so to get both
items you'll have to grab one, then exit and re-enter the cave to reset the
boulder, then get the other. The items are a  and  (Sky
Attack).

Head back to the intersection I mentioned, then battle the trainer on the left.
_________________________________________________________
Trainer: CoolTrainer F   Version: R  B  Y    Money: $1540
---------------------------------------------------------
#053: Persian     NRM        L44  1395 Exp.
 Stats -  HP: 118  Atk:  74  Def:  64  Spc:  69  Spe: 113
 ~ Bite, Pay Day, Screech, Fury Swipes
#038: Ninetales   FIR        L44  1677 Exp.
 Stats -  HP: 125  Atk:  79  Def:  78  Spc: 100  Spe: 100
 ~ Ember, Tail Whip, Quick Attack, Roar
_________________________________________________________

Follow the path to another trainer.
_________________________________________________________
Trainer: CoolTrainer M   Version: R  B  Y    Money: $1470
---------------------------------------------------------
#002: Ivysaur     GRS / PSN  L42  1269 Exp.
 Stats -  HP: 109  Atk:  64  Def:  64  Spc:  78  Spe:  62
 ~ Vine Whip, PoisonPowder, Razor Leaf, Growth
#008: Wartortle   WTR        L42  1287 Exp.
 Stats -  HP: 108  Atk:  65  Def:  78  Spc:  66  Spe:  60
 ~ Water Gun, Bite, Withdraw, Skull Bash
#005: Charmeleon  FIR        L42  1278 Exp.
 Stats -  HP: 107  Atk:  66  Def:  60  Spc:  66  Spe:  78
 ~ Leer, Rage, Slash, Flamethrower
#006: Charizard   FIR / FLY  L42  1881 Exp.
 Stats -  HP: 124  Atk:  83  Def:  77  Spc:  83  Spe:  95
 ~ Ember, Leer, Rage, Slash
_________________________________________________________

Take the ladder up after your battle, then head south and push the boulder on
to the switch (don't push it down into the corner--push it in a zig-zag
pattern) and head up the stairs to the east to fight a trainer.
_________________________________________________________
Trainer: Blackbelt       Version: R  B  Y    Money: $1075
---------------------------------------------------------
#067: Machoke     FGT        L43  1344 Exp.
 Stats -  HP: 128  Atk:  98  Def:  72  Spc:  54  Spe:  50
 ~ Karate Chop, Low Kick, Leer, Focus Energy
#066: Machop      FGT        L43   810 Exp.
 Stats -  HP: 120  Atk:  81  Def:  54  Spc:  41  Spe:  41
 ~ Low Kick, Leer, Focus Energy, Seismic Toss
#067: Machoke     FGT        L43  1344 Exp.
 Stats -  HP: 128  Atk:  98  Def:  72  Spc:  54  Spe:  50
 ~ Karate Chop, Low Kick, Leer, Focus Energy
_________________________________________________________

Follow the plateau to another trainer. This one has Psychic types :(.
_________________________________________________________
Trainer: Juggler         Version: R  B  Y    Money: $1435
---------------------------------------------------------
#096: Drowzee     PSY        L41   895 Exp.
 Stats -  HP: 106  Atk:  51  Def:  48  Spc:  85  Spe:  46
 ~ Headbutt, Poison Gas, Psychic, Meditate
#097: Hypno       PSY        L41  1449 Exp.
 Stats -  HP: 127  Atk:  72  Def:  68  Spc: 105  Spe:  66
 ~ Confusion, Headbutt, Poison Gas, Psychic
#064: Kadabra     PSY        L41  1273 Exp.
 Stats -  HP:  90  Atk:  41  Def:  36  Spc: 109  Spe:  97
 ~ Disable, Psybeam, Recover, Psychic
#064: Kadabra     PSY        L41  1273 Exp.
 Stats -  HP:  90  Atk:  41  Def:  36  Spc: 109  Spe:  97
 ~ Disable, Psybeam, Recover, Psychic
_________________________________________________________

Take the steps down and head left for  (Mega Kick). Head right
afterwards, up and around the plateau until you reach a trainer next to an item
ball.
_________________________________________________________
Trainer: Tamer           Version: R  B  Y    Money: $1760
---------------------------------------------------------
#053: Persian     NRM        L44  1395 Exp.
 Stats -  HP: 118  Atk:  74  Def:  64  Spc:  69  Spe: 113
 ~ Bite, Pay Day, Screech, Fury Swipes
#055: Golduck     WTR        L44  1639 Exp.
 Stats -  HP: 131  Atk:  85  Def:  80  Spc:  82  Spe:  86
 ~ Scratch, Tail Whip, Disable, Confusion
_________________________________________________________

The item ball is a . Head north around the rocky wall to fight
another trainer.
_________________________________________________________
Trainer: Juggler         Version: R  B  Y    Money: $1680
---------------------------------------------------------
#122: Mr. Mime    PSY        L48  1398 Exp.
 Stats -  HP: 104  Atk:  56  Def:  75  Spc: 108  Spe:  99
 ~ Light Screen, Doubleslap, Meditate, Substitute
_________________________________________________________

In the dead end to the right is  (Submission). Loop back around the wall
and take the ladder here, then head north and east into a small alcove to fight
a trainer.
_________________________________________________________
Trainer: CoolTrainer M   Version: R  B  Y    Money: $1505
---------------------------------------------------------
#103: Exeggutor   GRS / PSY  L43  1953 Exp.
 Stats -  HP: 141  Atk:  94  Def:  84  Spc: 119  Spe:  59
 ~ Barrage, Hypnosis, Stomp
#091: Cloyster    WTR / ICE  L43  1870 Exp.
 Stats -  HP: 102  Atk:  94  Def: 166  Spc:  84  Spe:  72
 ~ Withdraw, Supersonic, Clamp, Aurora Beam
#059: Arcanine    FIR        L43  1962 Exp.
 Stats -  HP: 137  Atk: 107  Def:  80  Spc:  80  Spe:  93
 ~ Ember, Leer, Take Down, Agility
_________________________________________________________

Steal his , then push the boulder up two spaces and all the way
west. Push it into the gap here, then down on to the switch. Grab 
(Explosion) just out to the right, then drop down the ladder and battle the
trainer to your southeast.
_________________________________________________________
Trainer: PokeManiac      Version: R  B  Y    Money: $2000
---------------------------------------------------------
#005: Charmeleon  FIR        L40  1216 Exp.
 Stats -  HP: 102  Atk:  63  Def:  57  Spc:  63  Spe:  75
 ~ Ember, Leer, Rage, Slash
#131: Lapras      WTR / ICE  L40  1876 Exp.
 Stats -  HP: 160  Atk:  80  Def:  75  Spc:  87  Spe:  59
 ~ Mist, Body Slam, Confuse Ray, Ice Beam
#108: Lickitung   NRM        L40  1087 Exp.
 Stats -  HP: 128  Atk:  56  Def:  71  Spc:  59  Spe:  35
 ~ Disable, Defense Curl, Slam, Screech
_________________________________________________________

In the rock next to this guy is a hidden . Grab the 
to the northeast, then save your game before trying to capture Moltres, the
legendary bird of fire.
_________________________________________________________
Fated Encounter: Moltres                 Version: R  B  Y
---------------------------------------------------------
#146: Moltres     FIR / FLY  L50  1550 Exp.
 ~ Peck, Fire Spin
_________________________________________________________

Use the same strategy as you did for Zapdos and Articuno--inflict him with
Sleep or Freeze, then lob Ultra Balls at him until you win. Remember that
lowering his health barely makes any impact on your chance to catch him--spend
those turns throwing Ultra Balls instead.
___

 - Rating: **
Unlike the other two legendary birds who are nothing short of fantastic,
Moltres is actually pretty trashy. This is mostly because there are very few
fights left in the game, and Moltres isn't useful for any of them. Bummer.

Return through the ladder you came up, then head east to loop around and then
up on to the plateau. Battle the trainer.
_________________________________________________________
Trainer: CoolTrainer F   Version: R  B  Y    Money: $1505
---------------------------------------------------------
#047: Parasect    BUG / GRS  L43  1179 Exp.
 Stats -  HP: 111  Atk:  94  Def:  80  Spc:  80  Spe:  37
 ~ Stun Spore, Leech Life, Spore, Slash
#087: Dewgong     WTR / ICE  L43  1621 Exp.
 Stats -  HP: 137  Atk:  72  Def:  80  Spc:  93  Spe:  72
 ~ Headbutt, Growl, Aurora Beam
#113: Chansey     NRM        L43  2349 Exp.
 Stats -  HP: 274  Atk:  17  Def:  16  Spc: 102  Spe:  54
 ~ DoubleSlap, Sing, Growl, Minimize
_________________________________________________________

Follow the path until you take the stairs off the plateau and chance across a
pair of trainers.
_________________________________________________________
Trainer: CoolTrainer M   Version: R  B  Y    Money: $1505
---------------------------------------------------------
#099: Kingler     WTR        L43  1897 Exp.
 Stats -  HP: 107  Atk: 124  Def: 110  Spc:  54  Spe:  76
 ~ ViceGrip, Guillotine, Stomp, Crabhammer
#073: Tentacruel  WTR / PSN  L43  1888 Exp.
 Stats -  HP: 128  Atk:  72  Def:  67  Spc: 115  Spe:  97
 ~ Water Gun, Constrict, Barrier, Screech
#009: Blastoise   WTR        L43  1935 Exp.
 Stats -  HP: 127  Atk:  84  Def:  97  Spc:  84  Spe:  78
 ~ Water Gun, Bite, Withdraw, Skull Bash
_________________________________________________________
_________________________________________________________
Trainer: CoolTrainer F   Version: R  B  Y    Money: $1505
---------------------------------------------------------
#069: Bellsprout  GRS / PSN  L43   774 Exp.
 Stats -  HP: 102  Atk:  77  Def:  41  Spc:  72  Spe:  46
 ~ Stun Spore, Acid, Razor Leaf, Slam
#070: Weepinbell  GRS / PSN  L43  1390 Exp.
 Stats -  HP: 115  Atk:  90  Def:  54  Spc:  84  Spe:  59
 ~ Sleep Powder, Stun Spore, Acid, Razor Leaf
#071: Victreebel  GRS / PSN  L43  1759 Exp.
 Stats -  HP: 128  Atk: 103  Def:  67  Spc:  97  Spe:  72
 ~ Vine Whip, Growth, Wrap, PoisonPowder
_________________________________________________________

They were the last trainers of Victory Road. Woo! If you couldn't make it
through without taking a trip to the Poke Center, you'll have some trouble
against the Elite Four. Head east, push the boulder into its hole and drop down
after it, then push it west on to its switch. Head up on to the plateau and go
east, then take the ladder here. Take the next ladder and examine the rock to
the left of the ladder here for a hidden . Finally, exit east out
on to the north portion of Route 23, then head north and take the first gap in
the statues north to enter the Indigo Plateau. *Gulp*.
_________________________________________________

[52] Indigo Plateau
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Lorelei's Room - Old Rod: ---------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- Lorelei's Room - Good Rod: --------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
_________________________________________________
___________________
Poke Mart     Price
-------------------
Ultra Ball    $1200
Great Ball    $ 600
Full Restore  $3000
Max Potion    $2500
Full Heal     $ 600
Revive        $1500
Max Repel     $ 700
___________________

- Recommended Party Avg. Level: 53

Okay, here's how it works for those who have been in a coma for the last
decade. The Elite Four is a series of four consecutive battles, where you are
not allowed to visit a Poke Center in between. You can use items, save your
game and switch your first party member, but that's about it. Once you've
creamed the four trainers, I'll try not to spoil much, but be prepared for a
fifth fight against the game's toughest trainer. Again, you can't visit a Poke
Center in between fights. Oh, and losing against even one means you must fight
them all over again.

You might as well bust out all the healing items you've stocked up on so far,
and then don't be tight about buying some at the Mart over on the left. After
all, you won't be spending your money on much else. For maximum coverage and
power, your team should be composed of the following types with the following
moves: Electric (Thunderbolt or Thunder), Ice (Ice Beam or Blizzard), one of
either Grass (Razor Leaf) or Water (Surf or maybe Hydro Pump), Psychic
(Psychic) and Ground (Earthquake or perhaps Dig). You don't need six members,
but if you do and they're all about L50, then that's just a bonus.
___

My Team

Golem       L55 ~ Rock Throw, Submission, Earthquake, Explosion
Venusaur    L53 ~ Tackle, PoisonPowder, Razor Leaf, Growth
Alakazam    L52 ~ Psybeam, Recover, Reflect, Psychic
Zapdos      L54 ~ ThunderShock, Drill Peck, Thunder
Articuno    L52 ~ Peck, Ice Beam, Blizzard
Moltres     L50 ~ Peck, Fire Spin

Moltres is entirely filler, but it's the highest level I've got besides my main
five. Yeah, I know I'm pretty cheap for using the three legendaries, but
honestly, I've spent a long time on this guide and didn't want to spend further
hours grinding away an alternative Pokemon. Anyway, you'll notice that all the
types I've mentioned above are totally covered, so if you have something like
this you should be fine. For discussions on the best Elite Four team, see
section T02; 'In-Game (Elite Four) Teams'.

Note that this team is nowhere near the 'best' team ever. It's just something I
threw together in a relatively quick time to beat the League with. If I wanted
to improve upon it, I could come up with a much better team, which would look
something like this:

Golem       ~ Rock Slide, Earthquake, Body Slam, Submission/Explosion
Venusaur    ~ Swords Dance, Body Slam/Hyper Beam, Razor Leaf, Sleep Powder
Alakazam    ~ Psychic, Recover, Reflect, Seismic Toss
Zapdos      ~ Thunderbolt, Thunder Wave, Drill Peck, Rest/Reflect
Starmie     ~ Surf, Ice Beam/Blizzard, Thunderbolt, Recover
Snorlax     ~ Body Slam, Hyper Beam, Rest, Earthquake

Again, not the best team ever, but certainly much better than the one I'm
using.
___

If you just can't beat the Elite Four and you've followed all my advice, then
I'm afraid you'll just have to grind up some levels. Sorry.

Make sure you save before you head up the staircase at the back. The only way
out once you go in is to beat all five trainers consecutively, or lose half
your money by losing the battle. Unless you're fairly certain you can win,
train some more. If you think you can do it, I'd recommend saving before
confronting each Elite Four member (besides the first, of course) so that if it
doesn't go well you can always restart that battle.

Anyway, enough with the preamble. Let's do this.
_________________________________________________________
Trainer: Lorelei         Version: R  B       Money: $5544
---------------------------------------------------------
#087: Dewgong     WTR / ICE  L54  2035 Exp.
 Stats -  HP: 169  Atk:  90  Def: 100  Spc: 116  Spe:  89
 ~ Growl, Aurora Beam, Rest, Take Down
#091: Cloyster    WTR / ICE  L53  2305 Exp.
 Stats -  HP: 124  Atk: 115  Def: 204  Spc: 103  Spe:  87
 ~ Supersonic, Clamp, Aurora Beam, Spike Cannon
#080: Slowbro     WTR / PSY  L54  1897 Exp.
 Stats -  HP: 175  Atk:  95  Def: 132  Spc: 100  Spe:  46
 ~ Water Gun, Growl, Withdraw, Amnesia
#124: Jynx        ICE / PSY  L56  1644 Exp.
 Stats -  HP: 147  Atk:  71  Def:  53  Spc: 120  Spe: 120
 ~ DoubleSlap, Ice Punch, Body Slam, Thrash
#131: Lapras      WTR / ICE  L56  2628 Exp.
 Stats -  HP: 220  Atk: 110  Def: 103  Spc: 120  Spe:  81
 ~ Body Slam, Confuse Ray, Hydro Pump, Blizzard
_________________________________________________________
Trainer: Lorelei         Version:       Y    Money: $5544
---------------------------------------------------------
#087: Dewgong     WTR / ICE  L54  2035 Exp.
 Stats -  HP: 169  Atk:  90  Def: 100  Spc: 116  Spe:  89
 ~ BubbleBeam, Aurora Beam, Rest, Take Down
#091: Cloyster    WTR / ICE  L53  2305 Exp.
 Stats -  HP: 124  Atk: 115  Def: 204  Spc: 103  Spe:  87
 ~ Supersonic, Clamp, Ice Beam, Spike Cannon
#080: Slowbro     WTR / PSY  L54  1897 Exp.
 Stats -  HP: 175  Atk:  95  Def: 132  Spc: 100  Spe:  46
 ~ Surf, Psychic, Withdraw, Amnesia
#124: Jynx        ICE / PSY  L56  1644 Exp.
 Stats -  HP: 147  Atk:  71  Def:  53  Spc: 120  Spe: 120
 ~ DoubleSlap, Ice Punch, Lovely Kiss, Thrash
#131: Lapras      WTR / ICE  L56  2628 Exp.

 Stats -  HP: 220  Atk: 110  Def: 103  Spc: 120  Spe:  81
 ~ Body Slam, Confuse Ray, Hydro Pump, Blizzard
_________________________________________________________

Since these are the hardest battles in the game, now might be a good time to
learn about exploiting the game's moronic AI if you didn't read section M01;
'AI Mechanics'. Essentially, trainers that are supposed to be 'smart' (Gym
Leaders, Elite Four, high-level trainers) have an AI that forces them to use
super-effective moves *even when that move does no damage*. For example, Rest
is a Psychic type move and so is 'super-effective' against Fighting types,
despite doing no damage. A Fighting type can come in and deck Dewgong with a
swift Submission and all Dewgong will do is Rest.

In addition, trainers will NEVER attack with moves that are 'not very
effective' unless forced to (e.g. Disabling valid moves, having four not very
effective moves, etc.)

Most of Lorelei's Pokemon are capable of causing a Freeze status, which, in
RBY, means your Pokemon is offically out of action until you use a Full Heal or
Ice Heal on it. Lorelei will also occasionally use a Super Potion, which should
just delay her imminent demise.

I noticed that, with my Venusaur, Dewgong still used the 'super-effective'
Rest. It didn't use Aurora Beam, but that might just be because of luck. So
Grass/Poison types should be fairly safe as well. Thus, use Grass types with
Razor Leaf or an Electric type. Zapdos fits the bill as an Electric type, but
must be wary of its Ice weakness--luckily, its high Special stat should soak up
some of the damage. Dewgong's moves and stats aren't the scariest, so hopefully
you shouldn't be troubled by it.

Cloyster has a monstrous Defense stat, but it's rather slow and has an average
Special stat, so smash it with a swift Special sweeper; the best ones would be,
again, Grass (watch out for Aurora/Ice Beam) and Electric, with a powerful hit
taking it out in one. I OHKO'd with Venusaur's Razor Leaf.

Slowbro is up next and depending on your version he'll have good or poor moves.
In Red and Blue, his only damaging attack is Water Gun, so if you send out
something resistant to Water (Grass, Dragon or Water) you won't get damaged.
Too many Amnesias will make it hard to take down though. In Yellow, it's
equipped with the much better combination of Surf and Psychic, which are deadly
when used with Amnesia. Luckily, I took it out in one hit with Razor Leaf--if
you can take it out in one hit then go ahead; it's too slow to hit first. Grass
and Electric are your best friends once more.

Jynx is likely to be a problem--it critical hit Ice Punched my Moltres for an
OHKO--since it only has Bug, Rock and Fire for weaknesses. Rock types often
have a secondary type with an Ice weakness (Ground, Flying) so Fire is the best
bet. However, Fire types are largely not very useful so if you don't have one
(or it's useless, like my Moltres), you might just have to hit it hard with
your strongest Pokemon and then heal them up after the battle. It might also
use Lovely Kiss, but you should have your Poke Flute for that. Its Defense is
atrocious, however, so hit it with a physical attack like Drill Peck or
something for a decent chunk of damage. I used Zapdos.

Lastly, we have Lapras, a living tank of a Pokemon. With massive HP and
respectable Def and Spc stats, this thing isn't going down easily. Plus, it has
two 120 x 1.5 (STAB) = 180 base power moves in Hydro Pump and Blizzard, and a
30% chance to paralyse you with Body Slam. Its Speed is below average, so I
managed to fire off two Razor Leafs to kill it, while I got hit by Blizzard for
about 2/3rds of Venusaurs health bar. If you're faster and have a strong, STAB,
super-effective attack, you should be okay.
___

If you beat Lorelei, well done. That's a good sign for beating the rest of the
Elite Four--Ice is a fantastic type and beating it IS difficult. Although the
next two Elite Four members are higher-levelled, their type choices aren't as
good, so they should be much easier. Well, I found them easier at least. Heal
up and save if you want, then proceed into the next room to fight the next
trainer--a user of Fighting types.
_________________________________________________________
Trainer: Bruno           Version: R  B       Money: $5742
---------------------------------------------------------
#095: Onix        RCK / GRN  L53  1225 Exp.
 Stats -  HP: 108  Atk:  62  Def: 183  Spc:  45  Spe:  87
 ~ Rock Throw, Rage, Slam, Harden
#107: Hitmonchan  FTG        L55  1650 Exp.
 Stats -  HP: 128  Atk: 130  Def: 100  Spc:  52  Spe:  97
 ~ Ice Punch, Mega Punch, ThunderPunch, Counter
#106: Hitmonlee   FTG        L55  1638 Exp.
 Stats -  HP: 128  Atk: 146  Def:  72  Spc:  52  Spe: 109
 ~ Jump Kick, Focus Energy, Hi Jump Kick, Mega Kick
#095: Onix        RCK / GRN  L56  1296 Exp.
 Stats -  HP: 114  Atk:  65  Def: 193  Spc:  47  Spe:  92
 ~ Rock Throw, Rage, Slam, Harden
#068: Machamp     FTG        L58  2398 Exp.
 Stats -  HP: 181  Atk: 166  Def: 107  Spc:  89  Spe:  78
 ~ Leer, Focus Energy, Fissure, Submission
_________________________________________________________
Trainer: Bruno           Version:       Y    Money: $5742
---------------------------------------------------------
#095: Onix        RCK / GRN  L53  1225 Exp.
 Stats -  HP: 108  Atk:  62  Def: 183  Spc:  45  Spe:  87
 ~ Rock Slide, Dig, Screech, Slam
#107: Hitmonchan  FTG        L55  1650 Exp.
 Stats -  HP: 128  Atk: 130  Def: 100  Spc:  52  Spe:  97
 ~ Ice Punch, Fire Punch, ThunderPunch, Double Team
#106: Hitmonlee   FTG        L55  1638 Exp.
 Stats -  HP: 128  Atk: 146  Def:  72  Spc:  52  Spe: 109
 ~ Double Kick, Double Team, Hi Jump Kick, Mega Kick
#095: Onix        RCK / GRN  L56  1296 Exp.
 Stats -  HP: 114  Atk:  65  Def: 193  Spc:  47  Spe:  92
 ~ Rock Slide, Screech, Earthquake, Slam
#068: Machamp     FTG        L58  2398 Exp.
 Stats -  HP: 181  Atk: 166  Def: 107  Spc:  89  Spe:  78
 ~ Leer, Strength, Karate Chop, Submission
_________________________________________________________

Consider Bruno a breather after Lorelei. He'll try to boost his Pokemons'
Defenses with X Defend which is a massive waste since we will be using Special
attacks to hit his Pokemon hard on their MUCH weaker defensive side.

Onix is a non-issue--even Water Gun and Vine Whip can take this guy out. His
Special is horrendous, but don't try attacking him physically. He's also not
particularly speedy, so you should have nothing to complain about with either
Onix.

Hitmonchan has a horrendous Special as well, which means that Fire, Ice, and
ThunderPunch all have pathetic power. This means that a swift Psychic will take
care of him very easily. The only remotely scary things are Mega Punch in RBY,
which is moderately powerful, and Double Team in Yellow, which is more
irritaing than deadly. Very easy.

Hitmonlee is marginally more threatening because it has decent Fighting and
Normal attacks running off its high Attack. A swift Psychic will still OHKO it
though; just deal with him quickly (most Psychics are fast anyway) and you'll
have no issues.

Machamp is Bruno's biggest brusier, but even he keels before a well-aimed
Psychic. His strongest attack is Submission, but he won't use it if you send
out a Psychic or Flying type, so feel free to use those. In Red and Blue, that
will limit him to his non-damaging moves and Fissure (which he won't use
against Flying types and is totally ineffective against anything faster than
Machamp) and in Yellow his best move then becomes Karate Chop. With its
critical hit factored in, it has 100 effective base power, which isn't
something to laugh at coming off his massive Attack. Still, you shouldn't worry
about it if you have a decent Psychic or Flying type.
___

Bruno was very easy. You shouldn't be any worse for wear except for your PP for
Psychic being three down. Save and heal up (???) before taking on the next
member of the Elite Four.
_________________________________________________________
Trainer: Agatha          Version: R  B       Money: $5940
---------------------------------------------------------
#094: Gengar      GST / PSN  L56  2280 Exp.
 Stats -  HP: 142  Atk:  87  Def:  81  Spc: 159  Spe: 137
 ~ Confuse Ray, Night Shade, Hypnosis, Dream Eater
#042: Golbat      PSN / FLY  L56  2052 Exp.
 Stats -  HP: 158  Atk: 104  Def:  92  Spc:  97  Spe: 114
 ~ Supersonic, Confuse Ray, Wing Attack, Haze
#093: Haunter     GST / PSN  L55  1485 Exp.
 Stats -  HP: 123  Atk:  69  Def:  63  Spc: 140  Spe: 118
 ~ Confuse Ray, Night Shade, Hypnosis, Dream Eater
#024: Arbok       PSN        L58  1827 Exp.
 Stats -  HP: 146  Atk: 114  Def:  94  Spc:  89  Spe: 107
 ~ Bite, Glare, Screech, Acid
#094: Gengar      GST / PSN  L60  2442 Exp.
 Stats -  HP: 151  Atk:  93  Def:  86  Spc: 170  Spe: 146
 ~ Confuse Ray, Night Shade, Toxic, Dream Eater
_________________________________________________________
Trainer: Agatha          Version:       Y    Money: $5940
---------------------------------------------------------
#094: Gengar      GST / PSN  L56  2280 Exp.
 Stats -  HP: 142  Atk:  87  Def:  81  Spc: 159  Spe: 137
 ~ Confuse Ray, Lick, Substitute, Mega Drain
#042: Golbat      PSN / FLY  L56  2052 Exp.
 Stats -  HP: 158  Atk: 104  Def:  92  Spc:  97  Spe: 114
 ~ Supersonic, Leech Life, Wing Attack, Toxic
#093: Haunter     GST / PSN  L55  1485 Exp.
 Stats -  HP: 123  Atk:  69  Def:  63  Spc: 140  Spe: 118
 ~ Confuse Ray, Lick, Hypnosis, Dream Eater
#024: Arbok       PSN        L58  1827 Exp.
 Stats -  HP: 146  Atk: 114  Def:  94  Spc:  89  Spe: 107
 ~ Wrap, Glare, Screech, Acid
#094: Gengar      GST / PSN  L60  2442 Exp.
 Stats -  HP: 151  Atk:  93  Def:  86  Spc: 170  Spe: 146
 ~ Confuse Ray, Psychic, Hypnosis, Dream Eater
_________________________________________________________

Theoretically, Agatha is the Ghost type Master, but in actuality all of her
Pokemon only have the Poison type in common. In fairness, using only Ghost
types would limit her to the Gastly line. Anyway, Agatha hits things off with a
Gengar. RB players will most likely get hit by Confuse Ray or Hypnosis or both.
Switch out for the former or use a Poke Flute immediately for the latter to
avoid Dream Eater (which only works if the foe is asleep). In RB, it also has
Night Shade, which will deal 56HP damage when it hits. This shouldn't be a
massive problem.

To defeat it, use a Psychic type or a Ground type. It has a high Special so
will sponge up some damage from Psychic, but it has Mega Drain to combat Ground
types in Yellow. Dugtrio is fast enough and powerful enough to kill it, but
Golem will have to eat a 4x effective Mega Drain. It's only 40 base power
though, and my Golem survived to fire back a one hit KO with Earthquake.

Golbat's next, but this thing doesn't really have much going for it. Its most
damaging attack is Wing Attack, which has a paltry 35 x 1.5 (STAB) = 52.5 base
power. It's more likely to annoy you with confusion, but if you switch around
and hit it with a fast Psychic (Alakzam), Electric (Zapdos), Ice (Articuno) or
Rock type, then it won't pose any threat.

Haunter is a weak Gengar, so just follow my strategy for Gengar. Only it's
easier this time. Arbok is like Golbat in that it's weak and has no good moves.
It'll annoy with confusion and Wrap... that's about it. The main problem Agatha
poses is with her final Pokemon; a Level 60 Gengar. In Red and Blue, Dream
Eater won't work since it has no Sleep moves. It'll use Confuse Ray, Night
Shade and Toxic. Switch out to rid yourself of confusion and revert Toxic
poison to normal PSN, and deal with Night Shade like you did previously. Ground
and Psychic types are A-OK.

In Yellow, it retains Hypnosis over Toxic and slaps Psychic over Night Shade.
Your own Psychic type will resist Psychic and can hit back super-effectively
with its own Psychic. Hypnosis is cured through Poke Flute and Confuse is cured
by switching or riding it out. Dream Eater should be a non-issue if you have
the Flute. Oh, and Agatha uses Super Potions when her Pokemon are on low
health, but this should barely affect the battle outcome.
___

Agatha was moderately tough, but still not much compared to Lorelei. This next
trainer should change all that--he has high level Dragon Pokemon, which you
probably haven't fought before. Their only effective weakness is Ice, so I hope
you have one. Dragons also resist Grass, Fire, Water and Electric attacks, so
be warned. You'll automatically engage him when you stand in the square below
or to the left of him, so make sure you prepare yourself before you go near
him.
_________________________________________________________
Trainer: Lance           Version: R  B       Money: $6138
---------------------------------------------------------
#130: Gyarados    WTR / FLY  L58  2659 Exp.
 Stats -  HP: 187  Atk: 160  Def: 105  Spc: 130  Spe: 108
 ~ Hydro Pump, Dragon Rage, Leer, Hyper Beam
#148: Dragonair   DRG        L56  1728 Exp.
 Stats -  HP: 143  Atk: 109  Def:  86  Spc:  92  Spe:  92
 ~ Agility, Slam, Dragon Rage, Hyper Beam
#148: Dragonair   DRG        L56  1728 Exp.
 Stats -  HP: 143  Atk: 109  Def:  86  Spc:  92  Spe:  92
 ~ Agility, Slam, Dragon Rage, Hyper Beam
#142: Aerodactyl  RCK / FLY  L60  2596 Exp.
 Stats -  HP: 175  Atk: 141  Def:  92  Spc:  86  Spe: 170
 ~ Supersonic, Take Down, Bite, Hyper Beam
#149: Dragonite   DRG / FLY  L62  2895 Exp.
 Stats -  HP: 194  Atk: 182  Def: 132  Spc: 138  Spe: 114
 ~ Agility, Slam, Barrier, Hyper Beam
_________________________________________________________
Trainer: Lance           Version:       Y    Money: $6138
---------------------------------------------------------
#130: Gyarados    WTR / FLY  L58  2659 Exp.
 Stats -  HP: 187  Atk: 160  Def: 105  Spc: 130  Spe: 108
 ~ Hydro Pump, Dragon Rage, Leer, Hyper Beam
#148: Dragonair   DRG        L56  1728 Exp.
 Stats -  HP: 143  Atk: 109  Def:  86  Spc:  92  Spe:  92
 ~ Thunderbolt, Slam, Thunder Wave, Hyper Beam
#148: Dragonair   DRG        L56  1728 Exp.
 Stats -  HP: 143  Atk: 109  Def:  86  Spc:  92  Spe:  92
 ~ Wrap, BubbleBeam, Ice Beam, Hyper Beam
#142: Aerodactyl  RCK / FLY  L60  2596 Exp.
 Stats -  HP: 175  Atk: 141  Def:  92  Spc:  86  Spe: 170
 ~ Wing Attack, Fly, Swift, Hyper Beam
#149: Dragonite   DRG / FLY  L62  2895 Exp.
 Stats -  HP: 194  Atk: 182  Def: 132  Spc: 138  Spe: 114
 ~ Blizzard, Fire Blast, Thunder, Hyper Beam
_________________________________________________________

Lance doesn't mess around--he uses Hyper Potion, which restores 200HP to a
Pokemon, when his Pokemon's health is low. If you don't think you can down your
foe in one hit, try using a low power attack and then your finisher to avoid
him using it.

Lead off with an Electric type to counter Gyarados--its only other weakness is
Rock and it'll decimate them with Hydro Pump. So yeah, let loose with
Thunderbolt or, if needs must, Thunder, to fry the leviathan. Dragon Rage does
40HP damage, so no issues there, and it's all he'll use if you have a Dragon
type against him. Otherwise, he might use Hyper Beam, which has 150 base power
but requires a recharge turn if the foe doesn't faint. All of Lance's Pokemon
have this, but Rock types resist it and Ghosts are immune to it. Honestly
though, use an Electric type--Gyarados has a 4x weakness to it so he won't last
long.

The Dragonairs are up next. In Red and Blue they're identical and Hyper Beam is
their most dangerous move. Since it has the Psychic type move Agility, this is
all it'll use if you happen to send out a Poison or Fighting type, so feel free
to abuse this mechanic. In Yellow, however, one is tailored as an Electric
attacker and the other as a Water/Ice attacker. A Ground type can handle the
first and a Water type with an Ice attack can handle the second. All versions
of Dragonair absolutely hate Ice attacks though--they croaked it in one hit
versus my Articuno's Ice Beam.

Aerodactyl is up next, with weaknesses against Ice, Electric, Rock and Water.
You'll have at least one of these I hope, so hit him with whatever. You only
have to avoid Flying and Normal attacks (a Rock type resists both) and it has
low Defenses, so any super-effective move should OHKO it.

Dragonite is Lance's bad boy and it will give you hell if you don't have an Ice
type. If you do, like me, then Ice Beam or Blizzard is more than sufficient to
take him out since he has a 4x weakness to Ice attacks. If you ignored my
repeated advice about getting a good Ice move, then this'll be difficult. You
can exploit his use of Agility in Red and Blue (read Dragonair, above), but
Slam and Hyper Beam are both coming off the game's highest Attack, so be
careful.

In Yellow, the bad boy has Thunder, Blizzard, Fire Blast--the unholy elemental
trinity--and Hyper Beam, the meanest attack under the sun (if it KOs you). This
is nothing to laugh at and Dragonite can hit EVERYTHING at least neutrally with
these attacks, if not super-effectively. Only Alakazam on my team is neutral to
all of them, but Hyper Beam would easily KO him. The best you can hope for here
is a ridiculously powerful Pokemon, lots of item usage and a bit of luck. You
will suffer for not having an Ice type. Out of interest, its only other
weakness is Rock.
___

Do not head through into the next room without preparing first--IF YOU ENTER
THE NEXT ROOM, YOU WILL AUTOMATICALLY FIGHT THE CHAMPION. MAKE SURE TO ORGANISE
YOUR PARTY AND SAVE BEFORE ENTERING. Yeah... unfortunately, somebody has
already beaten the Elite Four just moments ago, and to claim the title of
Champion, you'll have to defeat this newly-crowned trainer. Can you guess who
it is? Hint: they have a very well-balanced team.
_________________________________________________________
Trainer: Rival           Version: R  B       Money: $6435
---------------------------------------------------------
#018: Pidgeot     NRM / FLY  L61  2247 Exp.
 Stats -  HP: 182  Atk: 113  Def: 106  Spc: 100  Spe: 125
 ~ Wing Attack, Mirror Move, Sky Attack, Whirlwind
#065: Alakazam    PSY        L59  2350 Exp.
 Stats -  HP: 143  Atk:  74  Def:  67  Spc: 173  Spe: 156
 ~ Psybeam, Psychic, Reflect, Recover
#112: Rhydon      GRN / RCK  L61  2665 Exp.
 Stats -  HP: 208  Atk: 174  Def: 161  Spc:  69  Spe:  63
 ~ Leer, Tail Whip, Fury Attack, Horn Drill
- And ONE of the following combinations: ----------------
- You started with Bulbasaur: ---------------------------
#103: Exeggutor   GRS / PSY  L61  2270 Exp.
 Stats -  HP: 196  Atk: 131  Def: 118  Spc: 167  Spe:  81
 ~ Barrage, Hypnosis, Stomp
#130: Gyarados    WTR / FLY  L63  2889 Exp.
 Stats -  HP: 202  Atk: 173  Def: 114  Spc: 141  Spe: 117
 ~ Dragon Rage, Leer, Hydro Pump, Hyper Beam
#006: Charizard   FIR / FLY  L65  2910 Exp.
 Stats -  HP: 186  Atk: 125  Def: 116  Spc: 125  Spe: 145
 ~ Fire Blast, Rage, Slash, Fire Spin
- You started with Charmander: --------------------------
#059: Arcanine    FIR        L61  2784 Exp.
 Stats -  HP: 190  Atk: 150  Def: 112  Spc: 112  Spe: 130
 ~ Roar, Leer, Ember, Take Down
#103: Exeggutor   GRS / PSY  L63  2862 Exp.
 Stats -  HP: 202  Atk: 136  Def: 122  Spc: 172  Spe:  84
 ~ Barrage, Hypnosis, Stomp
#009: Blastoise   WTR        L65  2925 Exp.
 Stats -  HP: 188  Atk: 124  Def: 145  Spc: 125  Spe: 116
 ~ Hydro Pump, Blizzard, Bite, Withdraw
- You started with Squirtle: ----------------------------
#130: Gyarados    WTR / FLY  L61  2796 Exp.
 Stats -  HP: 196  Atk: 168  Def: 111  Spc: 136  Spe: 113
 ~ Dragon Rage, Leer, Hydro Pump, Hyper Beam
#059: Arcanine    FIR        L63  2875 Exp.
 Stats -  HP: 196  Atk: 154  Def: 115  Spc: 115  Spe: 134
 ~ Roar, Leer, Ember, Take Down
#003: Venusaur    GRS / PSN  L65  2896 Exp.
 Stats -  HP: 189  Atk: 123  Def: 123  Spc: 145  Spe: 119
 ~ Growth, Mega Drain, Razor Leaf, SolarBeam
_________________________________________________________
Trainer: Rival           Version:       Y    Money: $6435
---------------------------------------------------------
#028: Sandslash   GRN        L61  2130 Exp.
 Stats -  HP: 172  Atk: 137  Def: 148  Spc:  81  Spe:  94
 ~ Earthquake, Slash, Poison Sting, Fury Swipes
#065: Alakazam    PSY        L59  2350 Exp.
 Stats -  HP: 143  Atk:  74  Def:  67  Spc: 173  Spe: 156
 ~ Psybeam, Recover, Psychic, Kinesis
#103: Exeggutor   GRS / PSY  L61  2270 Exp.
 Stats -  HP: 196  Atk: 131  Def: 118  Spc: 167  Spe:  81
 ~ Barrage, Hypnosis, Stomp, Leech Seed
- And ONE of the following combinations: ----------------
- Lost both Oak's Lab and Route 22 Rival battles*: ------
#038: Ninetales   FIR        L61  2326 Exp.
 Stats -  HP: 169  Atk: 108  Def: 106  Spc: 136  Spe: 136
 ~ Fire Spin, Tail Whip, Quick Attack, Confuse Ray
#082: Magneton    ELE        L63  2173 Exp.
 Stats -  HP: 146  Atk:  91  Def: 134  Spc: 166  Spe: 103
 ~ Thunderbolt, Thunder Wave, Screech, Swift
#134: Vaporeon    WTR        L65  2730 Exp.
 Stats -  HP: 254  Atk: 101  Def:  93  Spc: 158  Spe:  99
 ~ Hydro Pump, Aurora Beam, Quick Attack, Haze
- Lost one and won one of the Lab and Route 22 fights*: -
#082: Magneton    ELE        L61  2104 Exp.
 Stats -  HP: 141  Atk:  89  Def: 130  Spc: 161  Spe: 100
 ~ Thunderbolt, Thunder Wave, Screech, Swift
#091: Cloyster    WTR / ICE  L63  2740 Exp.
 Stats -  HP: 146  Atk: 136  Def: 241  Spc: 122  Spe: 103
 ~ Ice Beam, Spike Cannon, Aurora Beam, Clamp
#136: Flareon     FIR        L65  2757 Exp.
 Stats -  HP: 169  Atk: 185  Def:  93  Spc: 158  Spe:  99
 ~ Flamethrower, Quick Attack, Smog, Fire Spin
- Won both Oak's Lab and Route 22 Rival battles: --------
#091: Cloyster    WTR / ICE  L61  2653 Exp.
 Stats -  HP: 141  Atk: 131  Def: 234  Spc: 118  Spe: 100
 ~ Ice Beam, Spike Cannon, Aurora Beam, Clamp
#038: Ninetales   FIR        L63  2403 Exp.
 Stats -  HP: 175  Atk: 112  Def: 109  Spc: 141  Spe: 141
 ~ Fire Spin, Tail Whip, Quick Attack, Confuse Ray
#135: Jolteon     ELE        L65  2743 Exp.
 Stats -  HP: 169  Atk: 101  Def:  93  Spc: 158  Spe: 184
 ~ Quick Attack, Pin Missile, Thunder Wave, Thunder
_________________________________________________________

*If you skipped the Route 22 Rival battle, the game considers the fight lost.

Since he has vastly different teams depending on the version, I'll split this
section up. The only thing he has in common is that he uses Full Restores at
low HP. Interestingly enough, the battle animations will show even if you opted
to turn them off in the 'Option' menu. Makes it more dramatic, I suppose.

Red/Blue
----------
Pidgeot finally gained some ammunition with Sky Attack and Mirror Move. Sky
Attack takes two turns to charge, though, and Mirror Move fires the move the
foe just used right back at them. In other words, Pidgeot is still terrible.
Any swift Electric, Ice or Rock attack will own it.

Next up is Alakazam. Thankfully, it's his lowest level, but it's still very
tough--use a Pokemon with high Attack and Special (I used Zapdos with Drill
Peck on the Yellow version) or a Normal type like Snorlax to sponge his
attacks. His Defense is pitiful so it shouldn't be too bad. Since Psychic types
'resist' everything except Recover, that's all he'll use if you send out a
Psychic type. Therefore, you can try to force him down by using your own
Psychic.

Now we have Rhydon. It's far too slow to make use of Horn Drill, so its best
attack is Fury Attack. This is certainly managable and a swift Surf/Razor
Leaf/Water Gun/Vine Whip/Bubble/Absorb will make quick work of him.

Your Rival will then revert to his Grass/Fire/Water trio. You'll face two of
Exeggutor, Arcanine or Gyarados. Exeggutor has no really threatening attacks
and Hypnosis can be cured by Poke Flute. Use Fire, Ice or Flying moves against
him. Arcanine's best move is Take Down--a tough Water, Rock or Ground type
takes him out easily. Finally, Gyarados is identical to Lance's, only a higher
level, so use the same strategy (hint: use Electric types) that you did for
Lance's Gyara'.

Finally, his starter. Venusaur is the most threatening with Razor Leaf, Mega
Drain, SolarBeam and Growth. You'll notice that all his damaging attacks are
Grass types, meaning anything that resists them (Bug, Dragon, Fire, Grass,
Poison, Flying) will only ever see Growth. Nifty. Use an Ice, Flying or Fire
type for best results.

Charizard has Fire and Normal attacks, meaning a Rock type can resist every
move he has and counter with a 4x effective Rock Throw/Slide. If you don't have
a Rock type, try a bulky Water type to avoid Fire Blast, or just hit him with
his weaknesses--Water, Rock, Ice and Electric. Last of all is Blastoise with
Blizzard and Hydro Pump. If you resist those two moves (Water types do) then
you'll only ever see Bite. Hit him with a powerful Grass or Electric move for
best results.

Yellow
------
He'll start with Sandslash. This guy has Earthquake, but it's slow so if you
can fire of a quick Razor Leaf, Ice Beam/Blizzard or Surf you'll have no
problems. Next up is Alakazam, who is largely the same as his RB version so
look above for a strategy. The last of his 'consistent' Pokemon is Exeggutor--
again, he is covered above, except this one has Leech Seed which is pathetic.

The Yellow rival opts for a Fire/Water/Electric rotation, starting with two out
of Ninetales, Cloyster and Magneton. Ninetales's attacks are quite weak, and if
you resist Fire you'll never see Fire Spin. Rock types will only ever see
Confuse Ray, so if you don't mind that you can hope for a lucky hit. Otherwise,
use Rock, Water or Ground like always.

Cloyster is like always--slow but with massive defense. I took it down with one
Razor Leaf and I'm sure Thunder/Thunderbolt would do just as nicely, but if you
can't knock it out in one hit then just make sure you can survive Ice attacks
(you won't see any if you resist them) and Clamp (a trapping Water type move).

Magneton falls like any other Electric type--against Ground attacks. It can
also only use Swift against them. Otherwise, you'll just have to hit it
powerfully while sucking up a Thunder Wave. We'll move on to his starter next,
since that's the main attraction.

Vaporeon has Aurora Beam and Hydro Pump, but a swift Electric or Grass type
won't be hit by those if it can loose off a Thunderbolt or Razor Leaf (Grass
types be careful of Aurora Beam). Flareon functions similarly to Ninetales in
that it can't do much to Rock and bulky Water types--its best move is
Flamethrower but you'll never see it if you're a Water type (since you resist
all its moves as a Rock type, you might see it then). Rock, Water and Ground
kill it.

Lastly, Jolteon can only Pin Missile against a Rock/Ground type and adds Quick
Attack to that mix if it faces a Ground type (without Rock as a type). These
attacks are pathetic and an Earthquake against its poor Defense will quickly
finish off your Rival and crown you Champion.
___

If you succeed, congratulations. Honestly, well done--that wasn't easy and I'm
willing to bet that your Rival was at least 10 levels higher than you. So find
a way to reward yourself and then watch the closing ceremony. I have to say, I
feel a bit sorry for your Rival in the proceedings.

After you get your Pokemon inducted in the Hall of Fame (you can access this
from your PC now at any time), the credits will roll. You have to watch these,
I'm afraid--I found out the hard way when I turned the game off and had to
fight my Rival again--and then the game will auto-save.

Back at the title screen, if you press 'Continue', you'll notice that you end
up in Pallet Town, outside your house. Talk to your Mom (Mum!) to heal your
battered team, and the world of Pokemon Red, Blue and Yellow is yours to
explore! Also, if you had the battle animations turned off, like me, you'll
want to turn them back off again in the 'Option' menu since your last fight
with your Rival turned them on automatically.

But before you revel in your new Champion status, there's one more thing to do
before you can confidently say that you have 'completed' RBY. We're going to
venture into the 'Unknown Dungeon', a cave filled with L60-odd Pokemon and the
most powerful Pokemon in the game (and easily the strongest Pokemon to exist
relative to the generation it appears in).

I speak, of course, of none other than the horrendously powerful Psychic
Pokemon, Mewtwo. He is L70, so be sure you can handle that before following the
section of the walkthrough. As always, to catch a tough Pokemon, be sure to
bring plenty of Ultra Balls and a status-inducer--preferably Sleep or Freeze--
to get the job done as well as you can. Otherwise, feel free to use your Master
Ball if you haven't already--there isn't anything else worth using it on.

Get yourself a Fly-user and head to Cerulean City. Deposit your Fly-user and
take out a Surf-user. Buy a few healing items and an Escape Rope or two,
deposit your useless items in the PC, then proceed north up the Nugget Bridge.
Head left after crossing it and get into the water. Surf down and follow the
path to find a cave entrance. It was blocked before, but now you've beaten the
League, the man will let you pass.

Before we enter though, we should tackle one last trainer--the last one in the
game (if you don't include Elite Four rematches). Head west from the cave
entrance to encounter a Lass.
_________________________________________________________
Trainer: Lass            Version: R  B  Y    Money: $ 465
---------------------------------------------------------
#046: Paras       BUG / GRS  L31   465 Exp.
 Stats -  HP:  67  Atk:  53  Def:  44  Spc:  44  Spe:  25
 ~ Scratch, Stun Spore, Leech Life, Spore
#046: Paras       BUG / GRS  L31   465 Exp.
 Stats -  HP:  67  Atk:  53  Def:  44  Spc:  44  Spe:  25
 ~ Scratch, Stun Spore, Leech Life, Spore
#047: Parasect    BUG / GRS  L31   849 Exp.
 Stats -  HP:  83  Atk:  69  Def:  59  Spc:  59  Spe:  28
 ~ Scratch, Stun Spore, Leech Life, Spore
_________________________________________________________

Bit of an anticlimax there. Anyway, there is one cave layout for Red and Blue
versions and then the cave was totally redesigned for Yellow players. I'll
split the following section into two parts to accommodate this.
_________________________________________________

[53] Cerulean Cave          Encounter Rate 1F: 10
                            Encounter Rate 2F: 15
                           Encounter Rate B1F: 25
_________________________________________________
_________________________________________________
Pokemon           Type       Version  Rate  Level
- Fated Encounter: ------------------------------
#150: Mewtwo      PSY        R  B  Y   --      70
- 1F - Cave Floor: ------------------------------
#024: Arbok       PSN        R  -  -   10%     52
#026: Raichu      ELE        R  B  -    4%     53
#028: Sandslash   GRN        -  B  Y   10%     52
#042: Golbat      PSN / FLY  R  B      20%     46
                                   Y   40%  50-55
#044: Gloom       GRS / PSN  -  -  Y   10%     55
#047: Parasect    BUG / GRS  R  B       5%     52
                                   Y    5%     54
#049: Venomoth    BUG / PSN  R  B      10%     49
                                   Y    5%     54
#064: Kadabra     PSY        R  B  -    5%     49
#070: Weepinbell  GRS / PSN  -  -  Y   10%     55
#075: Graveler    RCK / GRN  -  -  Y   15%     45
#082: Magneton    ELE        R  B  -   15%     46
#085: Dodrio      NRM / FLY  R  B  -   10%     49
#097: Hypno       PSY        R  B  -   20%     46
#132: Ditto       NRM        R  B       1%     53
                                   Y    5%  55-60
- 1F - Old Rod: ---------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- 1F - Good Rod: --------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- 1F - Super Rod: -------------------------------
#080: Slowbro     WTR / PSY  R  B  -   25%     23
#099: Kingler     WTR        R  B  -   25%     23
#117: Seadra      WTR        R  B  -   25%     23
#118: Goldeen     WTR        -  -  Y   40%     25
#119: Seaking     WTR        R  B      25%     23
                                   Y   60%  35-55
- 2F - Cave Floor: ------------------------------
#028: Sandslash   GRN        -  -  Y   10%     56
#040: Wigglytuff  NRM        R  B  -    5%     54
#042: Golbat      PSN / FLY  -  -  Y   40%  52-57
#044: Gloom       GRS / PSN  -  -  Y    5%     58
#049: Venomoth    BUG / PSN  R  B  -   20%     51
#064: Kadabra     PSY        R  B  -   15%     51
#070: Weepinbell  GRS / PSN  -  -  Y    5%     58
#075: Graveler    RCK / GRN  -  -  Y   15%     50
#085: Dodrio      NRM / FLY  R  B  -   20%     51
#101: Electrode   ELE        R  B  -   10%     52
#105: Marowak     GRN        R  B  -   10%     52
#111: Rhyhorn     GRN / RCK  -  -  Y   10%     50
#112: Rhydon      GRN / RCK  R  B      10%     52
                                   Y    5%  58-60
#113: Chansey     NRM        R  B  -    5%     56
#132: Ditto       NRM        R  B       5%  55-60
                                   Y   10%     60
- B1F - Cave Floor: -----------------------------
#024: Arbok       PSN        R  -  -    5%     57
#026: Raichu      ELE        R  B  -   10%     64
#028: Sandslash   GRN        -  B  -    5%     57
#042: Golbat      PSN / FLY  -  -  Y   40%  54-59
#047: Parasect    BUG / GRS  R  B  -   10%     64
#075: Graveler    RCK / GRN  -  -  Y   15%     55
#101: Electrode   ELE        R  B  -   15%     55
#105: Marowak     GRN        R  B  -   20%     55
#108: Lickitung   NRM        -  -  Y    5%  50-55
#111: Rhyhorn     GRN / RCK  -  -  Y   10%     52
#112: Rhydon      GRN / RCK  R  B      20%     55
                                   Y   10%     62
#113: Chansey     NRM        R  B      10%     64
                                   Y    5%     56
#132: Ditto       NRM        R  B      10%  63-67
                                   Y   15%  60-65
- B1F - Old Rod: --------------------------------
#129: Magikarp    WTR        R  B  Y  100%      5
- B1F - Good Rod: -------------------------------
#060: Poliwag     WTR        R  B  Y   50%     10
#118: Goldeen     WTR        R  B  Y   50%     10
- B1F - Super Rod: ------------------------------
#080: Slowbro     WTR / PSY  R  B  -   25%     23
#099: Kingler     WTR        R  B  -   25%     23
#117: Seadra      WTR        R  B  -   25%     23
#118: Goldeen     WTR        -  -  Y   40%     30
#119: Seaking     WTR        R  B      25%     23
                                   Y   60%  40-60
_________________________________________________

New Items
---------
- Red/Blue:
[ ] PP Up  [ ] Max Elixer  [ ] Nugget  [ ] Full Restore  [ ] Rare Candy (H)
[ ] Full Restore  [ ] Ultra Ball  [ ] Max Revive  [ ] Ultra Ball
[ ] Ultra Ball (H)
- Yellow:
[ ] Max Elixer  [ ] Ultra Ball  [ ] PP Up (H)  [ ] Max Revive  [ ] Rare Candy
[ ] PP Up (H)  [ ] Ultra Ball  [ ] Full Restore  [ ] Max Revive  [ ] Rare Candy
[ ] Max Elixer  [ ] PP Up (H)  [ ] Max Revive  [ ] Ultra Ball  [ ] Ultra Ball

New Pokemon
-----------
[ ] Lickitung (Y)  [ ] Mewtwo

- Recommended Party Avg. Level: 55

There's only one new Pokemon available here: Lickitung for Yellow players. If
you're going for all in-game trades, catch one to trade for Dugtrio in Route
11.

Red/Blue
----------
Follow the linear path and head past the ladder into the water. Loop around and
take the ladder on the landmass to the north. Head south down here and grab the
 to the east, then return up the ladder you just used. Get back into the
water and head west, grabbing a  on your way. Keep going west and
dismount on to the land here. Grab the  and head down the ladder.

There is only one path to follow here (although it branches off occasionally),
so just follow it to the next ladder and grab the  on the way.
Once you ascend the ladder, check the white rock to your southwest for a hidden
, then leap into the water and grab the  just over to
the left.

Get back on to the landmass you were just on and take the southeast stairs
down, then follow this pathway west until you come across a ladder. Take it.
From the ladder here, take a right, then head south at the second intersection.
Once you hit the south wall, hug it all the way to the left (pick up the  en route), then hug the west wall all the way to the north to get to
another ladder.

Follow this short path to another ladder, which you should take. Swing a right
on this floor for a , then follow the winding path to the west.
It's a long path and you'll grab an  in plain sight on the way.
Also, when you reach the northeast corner of the cave, examine the white rock
here for a hidden . Now it's simply a case of following the path
all the way down to Mewtwo--see below for strategies on catching him.

Yellow
------
Follow the path through the water to the west and the narrow northern path for
a . Hop back in the water and follow the path west to a ladder,
which you should climb. On this floor, head northeast to grab an ,
then head in the opposite direction, past the ladder and through a winding path
east until you reach a north-south intersection. Head north and examine the
standalone rock for a hidden . Grab the  to the east. Take
the path to the east, which heads south, then loops around north to a ladder.

Take the ladder down to the first floor, then head down into the water and head
southeast for a . Exit the water to the north and examine the
standalone rock to the west (directly above the ladder and below the item ball)
for a hidden . Grab the item ball to the north, which contains an , then continue on the west path to take the next ladder up.

Follow the path here and head east at the intersection, hugging the north wall,
to find a . Head back to the intersection and go south this time
to eventually end up at a ladder. Descend it, then take the southeast path for
a . Head west along the path here and you'll end up at another
ladder to climb up.

Follow the path here (the split in the path ends up at the same place anyway)
and head south to grab a , then head north to desecend yet another
ladder. Follow the short path to another ladder, then follow this pathway until
you hit an intersection. Head east for a , then return and head
south. The lone white rock just before the water's edge houses a hidden .

Get into the water and grab the  and  on the plateau to
the left, then head east through the currents and along the winding pathway on
land. Grab the  in the northeast corner when the path splits, then
follow it south all the way down to Mewtwo.

Mewtwo
------
ABSOLUTELY SAVE BEFOREHAND, unless you're using the Master Ball (unless you're
going to catch glitch Pokemon, now is the best time to use it).
_________________________________________________________
Fated Encounter: Mewtwo                  Version: R  B  Y
---------------------------------------------------------
#150: Mewtwo      PSY        L70  2200 Exp.
 ~ Swift, Psychic, Barrier, Recover
_________________________________________________________

If you've been following my guide so far, you'll know that, short of using a
Master Ball, the best way to catch a legendary is by inflicting it with Sleep
or Freeze, then throwing Ultra Balls at it until you strike lucky. There is
next to no point in lowering his HP as the catch formula increases your chances
by about 2% if you get him down to very low HP. I wouldn't bother, so just give
him Sleep or Freeze, then start lobbing those Ultra Balls.

Mewtwo is more difficult to catch, however, because he boasts an awesome
moveset. Swift never misses, but is easy to handle. Psychic is devastating and
should be avoided at all costs--Mewtwo's Special is far too high for you to
survive too many Psychic hits, especially if, like me, you're fresh out of the
Pokemon League. Barrier doubles, then triples, then quadruples his Defense
before it stops having an effect, so damaging it physically will be just as
hard as it is specially. Finally, Recover is annoying as always, but thankfully
doesn't cure him of staus ailments.

If you're following this strategy, which boasts a minimum chance of ~17.22%
(assuming you Sleep or Freeze), then Barrier and Recover shouldn't be any
problem and Swift isn't anything to get upset about. Therefore, just pray that
Mewtwo's AI doesn't get cruel and end up using Psychic on every available turn.
You'll bag him eventually.
___


Mewtwo is undoubtedly the most powerful Pokemon in the game and now almost
certainly your strongest team member. No questions asked--it's simply a
monster.

Use the Escape Rope I told you to pack or just backtrack your way out using the
following version specific instructions. They're essentially just following the
directions I've already given you in reverse, so if you can remember the route
you took then you don't have to follow these instructions--there are no new
items to get. However, if you've forgotten how to get back out, they should be
helpful.

Red/Blue
--------
The path back from Mewtwo on this floor is pretty linear. After the second body
of water, take the left path at the fork. Keep following the path until you see
a ladder to your north--keep following the path and takethe next set of stairs
up the plateau, then head west and take the ladder you just saw. On the next
floor, snake around the tiny path and take the other ladder.

On this floor, follow the path and head west at the fork. Keep going and head
east at the next fork, then north at the fork imediately after that. At the
next fork, head all the way west until you see a ladder, which you should
descend.

Head down the stairs and follow the path. After ascending the next plateau head
left around the rocks and go into the water. Follow the body of water and take
the very last set of stairs up on to the plateau once the water pathway ends.
Ignore the ladder and descend the other set of stairs on this plateau, then
just head south to find the exit.

Yellow
------
The path is pretty linear back from Mewtwo--ascend the first plateau you come
across, then descend it on its west side. Keep following the path and head into
the body of water, exiting north at the first opportunity. Keep going north and
take a left at the fork, following the twisted path up a plateau. Take the
ladder here. On this next floor, take the small pathway round to another
ladder.

Head south and immediately east at the fork here. Take either path at the fork
here since they both go to the same place, then head east and up to the ladder
here. Follow the pathway until you reach a plateau, which you should ascend.
Climb the ladder here.

This pathway is long and only has one fork--you should go west and descend the
ladder at the end there. Descend the plateau and follow the path. Ignore the
plateau you come across and take the ladder to the east.

Another long pathway here--take the first fork west and the second fork west
again. At the third fork head north, then north again and into the ladder.
Follow the pathway into the water and surf east as far as you can. Disembark at
the very end and follow the pathway out to the exit.
___

As far as the handheld RPG experience goes, you're now free to catch and evolve
Pokemon to complete your 'Dex and fight the Elite Four multiple times, but
you're essentially done unless you want to complete the 'Dex. Once you do, head
to Celadon Mansion (where you received the Eevee) and speak to the head Game
Developer for a certificate--a virtual piece of paper congratulating you on
your completion of the Pokedex. Joy. A winner is you.

Well congratulations on basically completing the game. Honestly well done,
especially if this was your first time! Unfortunately, unlike later games in
the series, there's not much to do now except fill out the Pokedex. Once you've
filled it (Mew is not required), talk to the Game Designer in Celadon City--in
the building where Eevee is--for the Diploma which basically says you've
completed the game. Well done you!

However, there's much more to Pokemon Red, Blue and Yellow--see the other
sections of this guide for various ways of extending your gameplay hours--and
you'll soon find out that the RPG section of Pokemon is merely the tip of the
iceberg. If you don't know where to start, I'd highly recommend sections V. and
VI. of this guide. Alternatively, if that wasn't enough RPG for you, consider
checking out section A02; 'Self-Imposed Challenges' for ideas on how to replay
the game with an added level of difficulty.

Or you could always move on to another game in the series if your Pokemon
cravings haven't quite been fulfilled ;).
_______________________________________________________________________________

                                II. The Basics
_______________________________________________________________________________
_________________________________________________

[B01] Controls and Menus
_________________________________________________

Controls
--------
_____________________________________________
Button  Field           Menu
---------------------------------------------
D-Pad   Move character  Move cursor
A       Examine/talk    Confirm
B       Cancel text     Cancel
Start   Bring up Menu   -
Select  -               Reposition item/move*
_____________________________________________

*In the Item menu, you can use the Select button to highlight an Item and then
press Select elsewhere to slot it in a different order in your bag or PC. In
battle, you can rearrange a Pokemon's four moves in a similar manner.

A+B+Start+Select performs a Soft Reset--it returns you to the opening scenes,
as if you had powered your Game Boy off and on again.

Oh, and 'Field' is a universal term for 'anywhere not in battle' i.e. where you
control your hero and walk around.

Main Menu
---------
This is where you end up once you've fired up your cartridge and skipped the
introductory scenes. You have three choices:

- Continue: Displays your name, how many Badges you have earned out of eight,
  how many different species of Pokemon you have caught and the total amount of
  time you have played your current game for. Then it will resume from where
  you last saved your game.
- New Game: Where to go to begin a new adventure. See section I. 'The
  Walkthrough' for more on this.
- Option: Displays a few different options for customing the appearance of
  your game. You can access 'Option' (shouldn't that be 'Options'?) in-game as
  well; see below for a more in-depth look at it.

Menu
----
Once you end up in the game properly and are on the field, you can access the
Menu by pressing Start. It has seven different selections:

1 - Pokedex:
Only available once you have the Pokedex, you can access 'Pokedex' for some
information on the Pokemon you have encountered. A list of all encountered
Pokemon will appear--ordred by National Dex number--along with the total number
of 'Seen' Pokemon (seen, but not caught) and 'Own' Pokemon (had in your
possession at some point). A Pokemon with a ball by its name is one that you
own or have owned. You can scroll one entry at a time by pressing up or down,
or seven at a time by pressing left or right.

Once you select a Pokemon, you are given four options:
- Data: If you own the selected Pokemon, it displays the Pokemon's sprite,
  number, name, species, height (feet and inches), weight (pounds) and two
  pages of information you can scroll through. If you don't own the selected
  Pokemon, it displays the Pokemon's sprite, number, name and species.
- Cry: Plays the sound file of the Pokemon's signature noise or 'cry'.
- Area: Displays the Kanto region and highlights areas that Pokemon can be
  found in the wild (does not apply to Fated Encounters--one time only special
  Pokemon).
- Quit: Takes you back to the Menu.

2 - Pokemon:
Only available once you have at least one Pokemon, 'Pokemon' gives greater
information on the six or fewer Pokemon on your current team. An overview of
your current team members will be displayed, showing an icon for each, its
nickname (if one applies), level, and current and Max HP, represented
numerically and by a HP bar. Once you select a Pokemon, you have a few options:

- [Move]: The name of any moves your Pokemon knows which can be used on the
  field will show and by selecting one, your Pokemon will perform that move's
  out-of-battle effects, such as Teleporting or Surfing.
- Stats: When you select this, you'll be presented with the first of two data
  pages about your Pokemon. This one displays its sprite, Pokedex No.,
  nickname, level, current and max HP (numerically and graphically), current
  status effects such as BRN or PSN (OK if it is healthy, FNT if it has
  fainted), stats (Attack, Defense, Speed and Special values), types, ID No.
  (same as its first trainer's) and the name of its Original Trainer ('OT').
  The second page displays a few of the things from above, plus its real name,
  total Exp Points, required Exp Points to get to the next level and moveset
  (with each move displaying its current and Max PP).
  For more information about this, check out section B02; 'Pokemon: An
  Overview'.
- Switch: Use this to switch the order of your Pokemon. The Pokemon at the top
  of the list comes out first for battle. The rest of the order doesn't matter.
- Cancel: I have no idea what this does.

3 - Item:
Displays a list of your current items. Items are stackable, meaning that you
can have one Potion or 99 Potions but both only occupy one slot. Your bag only
has space for 20 item slots, but you can deposit some in a PC (more on that
later). Selecting an item gives you the option of 'Use' or 'Toss'--or you can
back out of your decision with B. They are both self-explanatory, although you
can use 'Toss' to throw away only a specificed number of a stackable item. Key
Items--items central to your adventure--cannot be thrown away and will
automatically be used when you select them e.g. the Bicycle.

4 - [Name]:
The name you chose at the beginning. It displays a sprite, your name, current
money (max $999999), total time played and an image of all the badges you have
(or have not) earned.

5 - Option:
Displays the following options for tweaking your game's appearance:

- Text Speed:  Fast  Medium  Slow
  Fast isn't particularly fast, but the other speeds are painful.
- Battle Animation:  On  Off
  Whether you see the animation of a Pokemon's move execution. On is good for
  the novelty, but Off is the quicker and more efficient option.
- Style:  Shift  Set
  Shift means that once you have knocked out a Pokemon, the game will tell you
  which Pokemon, if any, your opponent is going to send out next, and will give
  you the choice of switching to another member of your team. Set means that
  the opponent brings out the next Pokemon without giving you any prior warning
  or opportunity to switch out. Shift is easily the superior option, but if you
  plan on battling competitively or against other (real life) people, the
  option is adamantly set to, well, Set. You might want to get in practice now.
- Sound:  Mono  Earphone1  Earphone2  Earphone3  (Yellow only)
  Personal preference here, really. The default is Mono and that is what I
  stick with.
- Print:  Lightest  Lighter  Normal  Darker  Darkest  (Yellow only)
  The tone setting you would like to use for your non-existant Game Boy
  Printer.

The best options are probably Fast-Off-Shift(-Mono-Normal).

6 - Save:
No sub-menus here, thankfully. It'll ask if you're sure--just press 'Yes' to
save your current adventure. Pokemon is cheap in that every main series game
only allows you to have one save file.

7 - Exit:
The button used the least--if ever--since B does the same thing and doesn't
require scrolling. It just closes the menu, but it would be better if it let
you quit to the main menu.
_________________________________________________

[B02] Pokemon: An Overview
_________________________________________________

Pokemon are what you will be centering your game around, so you'd better know
what you're dealing with. Pokemon are essentially the game's equivalent of
'animals', although I use that term loosely since Pokemon have powers that no
animal has. You catch wild Pokemon or are given them and then you can train
them up to fight other trainers' Pokemon. Yeah, that's the game's premise.

As a trainer, you'll have access to a team of up to six Pokemon at any one time
and many more which you can switch around with your main party. Each Pokemon
has four moves and a lot more data besides. Using the 'Pokemon' command of the
menu, you can access a trove of data about your Pokemon.

Level
-----
Your Pokemon's level is a number (legitimately between 2 and 100 inclusive, but
can be glitched between 0 and 255 inclusive) that roughly represents how strong
it is in comparison to other Pokemon. The higher, the better. Battle other
Pokemon and win to gain Experience (Exp.) to increase your Pokemon's Level.

Stats
-----
Each Pokemon has five stats, which vary based on the species of Pokemon in
question, its level, its defeated foes and a slight random factor. Again, the
higher the value, the better. The five stats are:
HP            - The Pokemon's health. Reduce this to zero to faint it.
Attack (Atk)  - How much damage can be dealt with physical* type attacks.
Defense (Def) - Reduces damage recieved from physical* type attacks.
Special (Spc) - Deals AND reduces damage to special^ type attacks.
Speed (Spe)   - The Pokemon with the highest Speed acts first in a round.

In addition, each of your Pokemon's moves has PP, which determines how many
times that move can be used. Once it gets to zero, that move cannot be used
until you restore its PP. If all a Pokemon's moves have zero PP, then it uses
the move Struggle which also damages the user. Because the AI is a cheating
b****** (buffoon), AI foes have infinite PP.

*Physical types: Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock.
^Special types:  Dragon, Electric, Fire, Grass, Ice, Psychic, Water.

ID No. and OT
-------------
When you begin the game, it assigns you an ID No. and an Originial Trainer
(OT). Your ID No. is a random value between 0 and 65535, your OT is the name
you pick at the start, and all Pokemon you get in-game that aren't gotten via
an in-game trade will share the ID No. and OT with you. Any Pokemon that do not
share your ID No. and OT will disobey you unless you have obtained some Badges,
which will be explained later on.

Types
-----
Each and every Pokemon has one or two out of fifteen possible types. Every
Pokemon of the same species (that is, every Pokemon of the same name) has the
same type--so a Charmander is always a Fire type, for instance. Pokemon attacks
also have types; the amount of damage a Pokemon takes from a move is modified
dependant on the Pokemon's type(s) and the move's type. For example, a Fire
type Pokemon takes double damage from a Water type move. The full chart is
outlined below:
_________________________________________________

[B03] Types
_________________________________________________

Type Effectiveness Chart
------------------------
Key:
O  Super effective! (2x damage)
   Neutral (1x damage)
-  Not very effective... (0.5x damage)
X  Doesn't affect (0x damage)
*  (Please see notes below)
_____________________________________________________________________
Attack ->|                 Defending Pokemon's type
---------------------------------------------------------------------
Move type|BUG|DGN|ELE|FGT|FIR|FLY|GST|GRS|GRN|ICE|NRM|PSN|PSY|RCK|WTR
---------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---
Bug      |   |   |   | - | - | - | - | O |   |   |   | O*| O |   |
Dragon   |   | O |   |   |   |   |   |   |   |   |   |   |   |   |
Electric |   | - | - |   |   | O |   | - | X |   |   |   |   |   | O
Fighting | - |   |   |   |   | - | X |   |   | O | O | - | - | O |
Fire     | O | - |   |   | - |   |   | O |   | O |   |   |   | - | -
---------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---
Flying   | O |   | - | O |   |   |   | O |   |   |   |   |   | - |
Ghost    |   |   |   |   |   |   | O |   |   |   | X |   | X*|   |
Grass    | - | - |   |   | - | - |   | - | O |   |   | - |   | O | O
Ground   | - |   | O |   | O | X |   | - |   |   |   | O |   | O |
Ice      |   | O |   |   | * | O |   | O | O | - |   |   |   |   | -
---------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---
Normal   |   |   |   |   |   |   | X |   |   |   |   |   |   | - |
Poison   | O*|   |   |   |   |   | - | O | - |   |   | - |   | - |
Psychic  |   |   |   | O |   |   |   |   |   |   |   | O | - |   |
Rock     | O |   |   | - | O | O |   |   | - | O |   |   |   |   |
Water    |   | - |   |   | O |   |   | - | O |   |   |   |   | O | -
_________|___|___|___|___|___|___|___|___|___|___|___|___|___|___|___

There are five major differences to this type chart--four of which have been
highlighted with an asterisk above--when compared with later generations of
Pokemon:

1. Bug is 2x effective against Poison, unlike 0.5x in later generations (making
   it 4x effective against Grass/Poison types!).
2. Regardless of anything you have heard to the contrary, Ghost is completely
   useless against Psychics, dealing 0x damage, unlike 2x in later generations.
   This is most probably a glitch.
3. Ice deals neutral damage to Fire, unlike 0.5x in later generations (so
   Charizard takes 2x damage from Ice attacks).
4. Poison is 2x effective against Bug, whereas it is neutral in later
   generations (so Paras and Parasect take 4x damage from it).
5. The Steel and Dark types do not exist in RBY. Hence, moves like Bite are not
   Dark type and Magnemite/Magneton are not Steel types yet.

N.B: There are a lot of rumours flying around the internet that Bug is neutral
against Ghost in Generation I. I tested this by using Twineedle (which critical
hit) from a L20 Beedrill against a L20 Gastly, and predicting my results with
the Damage Formula. Result? According to the Damage Formula, if Bug was neutral
against Ghost, Twineedle (because it critical hit) would have definitely killed
Gastly in one hit, even if Gastly had max stats. But it didn't--only about
three quarters of its HP was depleted.

Anyway, you absolutely MUST get at least a basic idea of type advantage when
you play Pokemon games, or you'll be about in useful in combat as a L1
Magikarp.

Attacking a Pokemon that has two Types
--------------------------------------
If you use, say, a Rock attack against a Fire/Flying type, notice from above
that Rock is super effective against Fire and Flying types. So yes, the 2x
bonus is applied twice, resulting in 4x damage! Sweet...

However, consider a Grass type attacking a Bug/Flying type. Notice that Grass
is not very effective against both of those types, resulting in 0.5 * 0.5 =
0.25x total damage. So yes, you can potentially quarter your damage output if
you don't know your type chart!
Now say a Ground Pokemon was to attack the same Fire/Flying type. Ground is 2x
effective against Fire, but 0x effective against Flying. The type modifiers
stack, resulting in 2 * 0 = 0, so you deal no damage.

Finally, consider the case where, say, a Grass type attacks a Water/Poison
type. Grass is super effective against Water, but not very effective against
Poison, resulting in 2 * 0.5 = 1, so there is no overall change to the damage.

...But the game will tell you otherwise. Because of the game's programming, if
you attack a Pokemon in this manner (one type super effective, the other not
very effective), the game will tell you that it's either not very effective or
super effective. Which message it displays is fixed depending on the types
involved, because the game draws from an ordered, programmed-in list of type
advantages/disadvantages. But none of that matters; all that matters is the
output--neutral damage--is the same.

If you really want to find out which message takes priority, have a look at
section M14; 'Type Effectiveness Message Display'.

STAB
----
When a Pokemon uses a move which is the same type as itself, that move will
deal 1.5x the damage it normally would, e.g. Charmander (Fire type Pokemon)
using Ember (Fire type move). This is known as Same Type Attack Bonus, commonly
known as 'STAB', and Pokemon with two types have access to two STABs. Bonus!

Knowing your Types
------------------
For your adventure--and especially in competitive play--you should use Pokemon
and moves of the following important and powerful types:

Psychic, Normal, Ice, Electric and Ground.

The following types are not entirely necessary but still good types to use on a
team:

Water, Rock, Grass, Flying, Fire and Fighting.

The following types suffer from a lack of powerful moves and have poor type
advantages, and should thus be avoided unless that Pokemon has redeeming
features:

Poison, Bug, Ghost and Dragon.
_________________________________________________

[B04] Moves
_________________________________________________

All Pokemon have at least one move when you obtain them and can learn more
moves, up to a maximum of four; learning another move after it already has four
will require an already known move to be forgotten. You can find detailed
information on all 165 moves in section L04; 'Movedex +'.

PP
--
All moves have a certain amount of PP--Tackle, for instance, has 35PP. PP
simply denotes how many times a move may be used--once a move has 0PP, it can
no longer be used and you must find a way to restore PP (use an item such as an
Ether or visit a Poke Center) to use that move again. In general, a stronger
move will have less PP.

Move Categories
---------------
Each move type falls into either the Physical or Special move category.
- Physical attack damage is based on the attacker's Attack (Atk) stat and the
  defender's Defense (Def) stat.
- Special attack damage is based on the attacker's Special (Spc) stat and the
  defender's Special (Spc) stat. Yes, the Special stat is your Special Attack
  and Special Defense rolled into one, making it twice as useful as the other
  stats.

A move's category depends on its type:
- Physical: Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock.
- Special: Dragon, Electric, Fire, Grass, Ice, Psychic, Water.

Learning Moves
--------------
Each Pokemon can learn moves in the following ways. Be sure to check out
section L05; 'Pokedex +' which covers the individual instances of move learning
for every species of Pokemon.

- Level Up
Pokemon have a level up movepool, whereby they learn set moves whenever they
reach a certain level.

- TMs/HMs
Throughout the game, you will chance across items known as TMs or HMs. There
are 55 different types of TMs and HMs in Red, Blue and Yellow, and each one
contains a different move. You can teach the contained move to any compatible
Pokemon--that is, some moves can't be learned by certain Pokemon. For instance,
TM22 (SolarBeam) cannot be taught to, say, Blastoise.

Of the 55 machines, 50 are Technical Machines (TMs) and 5 are Hidden Machines
(HMs). TMs are strictly one-use only, and using one typically means it's gone
forever unless you can buy another one--but most TMs cannot be bought,
appearing once per game. HMs, on the other hand, can be used indefinitely, but
they cannot be deleted once taught (short of trading to GSC and deleting it
there), so think carefully before giving your Pokemon an HM.

Some TMs and all HMs have out-of-battle effects. Some of the HMs are compulsory
to beat the game, such as Cut and Surf, while others like Fly are strictly
speaking unnecessary but very helpful. For HMs which are compulsory to complete
the game, but aren't very useful attacking moves, I'd recommend teaching them
to a 'HM slave'--a weak Pokemon designated just to hold HMs--so that you don't
accidentally teach it to something you'd like to have a better move.

On a side note, a Pokemon can use moves outside of battle like HMs even if the
move has no PP or the Pokemon has fainted.

- Stadium
Two Pokemon--Pikachu and Psyduck--learn signature moves by fulfilling certain
conditions in Pokemon Stadium.

- GSC Tradeback
If you trade your Pokemon over to either Gold, Silver or Crystal, they can be
taught moves in those games via new level up movepools, breeding, NYPC events,
new TMs and HMs or being tutored. The moves that can be traded back to RBY will
be detailed in the Pokedex section I have provided for you.

Status Effects
--------------
Some moves can induce status effects on the foe. The status effects are
explored in detail in section M02; 'Status Effects', but the basic information
about them is as follows:

- Burn (BRN)
A Pokemon under burn status loses 1/16th of its max HP after each of its turns
and its Attack stat is halved. Fire type Pokemon are immune to burn.

- Confusion
A confused Pokemon will attack itself instead of the opponent 50% of the time
with a typeless, 40 power move. It lasts between 1 to 4 turns inclusive.

- Flinch
A Pokemon can only be affected by a flinch if moves second in a round. A
flinched Pokemon cannot perform its selected move on its turn.

- Freeze (FRZ)
A frozen Pokemon becomes immobile and cannot use any moves.

- Leech Seed
A Pokemon under Leech Seed status loses 1/16th of its Max HP at the end of
every turn and this HP is absorbed by the Leech Seed user.

- Paralysis (PAR)
When under Paralysis status, a Pokemon's Speed stat is quartered and it will
have a 25% chance to become fully paralysed on each of its subsequent turns,
which renders it immobile for that turn.

- Poison (PSN)
A poisoned Pokemon loses 1/16th of its Max HP at the end of each of its turns.

- Sleep (SLP)
Under Sleep status, a Pokemon will be unable to attack for between 1 and 7
turns. Then it will wake up and be unable to attack on the turn it does so.

- Toxic Poison (PSN)
The 'badly' poisoned Pokemon will lose 1/16th of its Max HP at the end of the
first turn it is badly poisoned, then 2/16ths on its next turn, then 3/16ths,
4/16ths... etc. It will revert to normal poison status if the affected Pokemon
switches out and back in or the battle finishes.

Accuracy
--------
Except for Bide, Swift, Transform and self-targeting moves, all moves are
subject to miss. The exact chances of a miss are dependant on the move in
question--accuracy of a move can be found in my Movedex--and the accuracy and
evade modifiers in play (see M05; 'Accuracy and Evade' for more details).
_________________________________________________

[B05] Evolution
_________________________________________________

When Pokemon satisfy certain conditions, they evolve into a new species of
Pokemon, with better stats and, ocassionally, a new type and set of moves.
Evolution chains are fixed, so a Bulbasaur can only ever evolve into an
Ivysaur, for example. Check out section L05; 'Pokedex +' for the exact
conditions each Pokemon needs to evolve (if it can evolve at all).

A Pokemon's movepool (list of all the moves it can learn) will probably change
when it evolves, and many level up evolution Pokemon will learn moves at a much
later level then if they had stayed unevolved. To work out whether evolving is
beneficial, it will be helpful to check the Pokedex section I just mentioned.
All Pokemon that can evolve will evolve by one of the following methods:

Level Up
--------
When it reaches a certain level, the Pokemon will attempt to evolve on that
level. This can be cancelled by pressing B and the Pokemon will then attempt to
evolve on every subsequent level. If a Pokemon reaches L100, it will no longer
be allowed to evolve via this method.

Stone
-----
Some Pokemon evolve when an evolution stone is used on them. Simply have the
item in your inventory and 'Use' it on the compatible Pokemon. Evolution cannot
be cancelled in this way by pressing B during evolution. All stones except the
Moon Stone can be purchased at the Celadon Dept. Store (4F) for $2100.

Trade
-----
Four Pokemon--Kadabra, Machoke, Graveler and Haunter--only evolve when traded
to another game cartridge. This type of evolution cannot be cancelled by
pressing B.
_________________________________________________

[B06] Items
_________________________________________________

Items are just objects you use to help in your adventure. Some can be used to
heal your Pokemon in battle or escape from dungeons, for instance. You can
switch the position of two items within your Bag or PC by pressing Select on
the first item and then Select on the second. A full list of items, their cost
and effects can be found in section L03; 'Itemdex +'.

Bag
---
You will come across many items in the Pokemon world and can store up to 20
item slots in your bag. Items are stackable, meaning that one Potion takes up
as much space as 99 Potions in your bag, since one type of item only takes up
one slot, no matter how many there are.

The PC
------
The PC (see section B11; 'The PC' for more information) can store up to 50 item
slots. There are more than 70 different types of item in the game, so you are
going to have to decide which ones you'll have to do without.
_________________________________________________

[B07] Pokemon Battling: An Overview
_________________________________________________

Types of Battle
---------------
There are two types of battle in this game: Wild or Trainer:

- Wild
You will only face one Pokemon that selects one of its moves at random. Usually
low-level and easy to take out. You can attempt to capture wild Pokemon to add
them to your collection. You can also escape from wild Pokemon battles.

- Trainer
You will face a team of Pokemon with *slightly* (only very slightly) smarter
AI. These Pokemon cannot be caught and will offer 1.5x the Exp. of a wild
Pokemon of exactly the same species and level. Trainers will give out money
relative to their trainer class (Youngster, Bug Catcher, etc.) and highest
Pokemon's level. You cannot escape from a trainer battle once you have started
one.

Structure
---------
Pokemon battles consist of rounds in which the ultimate aim is to faint the
opposing set of Pokemon by reducing their HP to zero. Each round consists of
two turns--yours and your opponent's. Each combatant gives their Pokemon
commands at the beginning of a round and the fastest Pokemon will get its turn
before the slower one. The rounds continue in this manner until one combatant
is the victor.

Actions
-------
Each round in battle presents you with four options:

- Fight
Select one of your Pokemon's 1-4 moves. It might or might not be successful,
depending on your opponent's actions. The faster Pokemon goes first.

- PKMN
You are taken to the 'Pokemon' menu, where you can check your Pokemons' stats
or switch out your currently selected Pokemon. Switching will always go first,
regardless of Speed (except for AI opponents, who switch according to Speed).

- Item
Use an item from your bag. Always acts first, regardless of Speed (except for
AI opponents, who use items according to Speed).

- Run
Impossible in trainer battles, but lets you escape from wild battles. Might not
be successful depeding on your Speed in relation to your opponent's. See
section M13; 'Running Success Formula' for the exact chances of running away,
if you don't mind a bit of maths.

Obedience
---------
If your Pokemon do not have the same ID No. as you, they will disobey you (act
randomly, not act at all) if you don't have the right badges. Pokemon with
different ID Nos to you are obtained via trading.

The badges are obtained by defeating Gym Leaders. You will need the following
badges to command the corresponding levels of Pokemon:

No Badges:    Up to and including L10.
CascadeBadge: Up to and inclduing L30.
RainbowBadge: Up to and inclduing L50.
MarshBadge:   Up to and inclduing L70.
EarthBadge:   Up to and inclduing L100. (Glitched Pokemon of higher levels will
              still disobey.)

See section M15; 'Obedience Mechanics' for more information on obedience...
mechanics.
_________________________________________________

[B08] Catching Pokemon
_________________________________________________

Provided you have a Poke Ball, Great Ball, Ultra Ball or Master Ball (or Safari
Ball in the Safari Zone), you can attempt to catch any wild Pokemon you chance
across to add it to your team. The Master Ball offers a 100% chance to catch,
but you only get one, whereas the other Balls offer chances depending on your
foe's species, Max HP, current HP and the type of ball you are using.

Applying status effects to the Pokemon you are attempting to catch will improve
your chances, with sleep and freeze offering the biggest boosts. If you are not
averse to a lot of maths, try section M08; 'Catch Rate Formula' for the full
rundown. Generally, Poke Balls are the least effective, followed by Great Balls
and then Ultra Balls. Safari Balls are only used in the Safari Zone and no
other Ball can be used in there. The main things you should know about catching
Pokemon are:

HP Limit
--------
Due to the mechanics of this game, the Poke Ball and Ultra Ball work best when
the Pokemon you are attempting to catch has less than a third of its Max HP
remaining--any lower is unnecessary. For Great Balls, it's under a half--again,
any lower is unnecessary. Slap status on the foe (sleep or freeze in particular
are good) and then throw Balls for the best chance.

Safari Zone
-----------
Catching Pokemon in the Safari Zone is difficult and time-consuming.
Nevertheless, some unique Pokemon live there that cannot be caught elsewhere
except through glitch abuse. Instead of fighting, you are given rocks and bait
to throw. See section M09; 'Safari Zone Catching Mechanics' for the full
rundown, but in the end the best thing to do is to just lob Balls--you'll catch
them eventually. Safari Zone Pokemon have a horrible tendancy to run at any
opportunity, so throwing anything but Balls just increases that chance they
have of running.

Methods of Encounter
--------------------
There are four main ways of encountering wild Pokemon:

- Walking in Caves or Tall Grass
Wild Pokemon will randomly appear when you walk in these areas.

- Surfing
Much like walking, but on water. Most bodies of water do not contain Pokemon
that can be encountered via Surf, but the bigger Routes do.

- Fishing
Once you get either the Old Rod, Good Rod or Super Rod, you can use it while
facing water to fish. Each Rod produces different Pokemon.

- Fated Encounter
These special Pokemon appear as sprites on the field and are once-chance-only.
Save before 'talking' to them and you'll engage with a Fated Encounter Pokemon.
If you faint it, it's gone forever, so be sure to catch it to add it to your
collection.
_________________________________________________

[B09] The Pokedex
_________________________________________________

Prof. Oak will hand you this nifty device shortly into your adventure. It
records data on Pokemon you've 'Seen' and Pokemon you 'Own'. Owned Pokemon just
have to be owned at some point in your journey--once a Pokemon is considered
owned, it will not be unowned again. If you have seen a wild or trainer-owned
Pokemon but have never owned one yourself, that Pokemon is considered 'Seen'
and its full data will not be displayed. Section B01 above has more details
about the 'Dex. It's essentially an in-game checklist.
_________________________________________________

[B10] Useful Buildings
_________________________________________________

Running around in grass and caves is all well and good, but eventually you'll
want to pop into the following three important buildings:

Gyms
----
There are eight Gyms in the Pokemon world and you must venture into each one
and defeat its leader--a toughened trainer--to take its Badge. This is to
complete the game--see section B12 below.

Poke Centers
------------
These wonderful buildings heal your Pokemon to full HP, cure it of status
effects, restores each of its moves to full PP. All this is a free service and
can be used infinitely. They are situated in all major towns and cities, as
well as some out-of-the-way areas. They also contain PCs which are explained in
more detail in the next section.

Poke Marts
----------
Shops, essentially. You'll want to head into these to stock up on healing items
and such.
_________________________________________________

[B11] The PC
_________________________________________________

PCs are available to use for free at all Poke Centers. They all have five
options:

Someone's PC/Bill's PC
------------------------
This option starts as 'Someone's PC' and becomes 'Bill's PC' once you meet
Bill. Each Pokemon you catch that isn't in your party will end up in one of 12
boxes, each of which can house 20 Pokemon for a total of 240 Pokemon. If your
party consists of six members, newly caught Pokemon will automatically be sent
to your current selected Box.

If your Box is full and your party has six members, you will not be able to
catch any more Pokemon until you manually change Box.

Someone's PC/Bill's PC has five sub-options:

- Withdraw PKMN
So long as you have five or fewer Pokemon in your current party, you can take
out a Pokemon from the current Box to place into your party.

- Deposit PKMN
Takes a Pokemon from your party and puts it in the current Box, as long as
fewer than 20 Pokemon are in that Box.

- Release PKMN
Allows you to get rid of Pokemon from the current Box. They can never be
retrieved, so choose wisely.

- Change Box
Changes the current Box to another one.

- See Ya!
Goes back to the previous menu.

[Your Name]'s PC
----------------
This manages item storage in a similar manner to Pokemon storage. Items are
stackable, meaning that one Potion takes up as much space as 99 Potions in your
bag, since one type of item only takes up one slot, no matter how many there
are. The PC has 50 item slots.

- Withdraw Item
Takes an item from the PC, as long as you have fewer than 20 items in your Bag.

- Deposit Item
Takes an item from your Bag and puts it in the PC, as long as there are fewer
then 50 items in the PC.

- Toss Item
Allows you to select items to get rid of that are stored in your PC. Only
applies to non-Key Items.

- Log Off
Goes back to the previous menu.

Prof. Oak's PC
--------------
Selecting this option just lets Prof. Oak rate how well your Pokedex is coming
along. Not very helpful.

PKMN League
-----------
Displays teams of Pokemon (and their level/type(s)) with which you have beaten
the Elite Four. Can only hold 50 records--the oldest data will be wiped if you
defeat the Elite Four more than 50 times.

Log Off
-------
Hm. Cancels your PC interaction. Fun.
_________________________________________________

[B12] The Goal of Pokemon Red, Blue and Yellow
_________________________________________________

There are two main goals of the RPG section of these games.

1. Defeat the Gym Leaders and the Elite Four
--------------------------------------------
There are eight Gym leaders in this game and my walkthrough describes how to
defeat each one. When you do, you will get the following badges:

- BoulderBadge: Increases Attack for all your Pokemon. Allows use of the HM
                Flash outside of battle.
- CascadeBadge: All Pokemon up to and including L30 will obey your commands.
                Allows use of the HM Cut outside of battle.
- ThunderBadge: Increases Speed for all your Pokemon. Allows use of the HM Fly
                outside of battle.
- RainbowBadge: All Pokemon up to and including L50 will obey your commands.
                Allows use of the HM Strength outside of battle.
- SoulBadge:    Increases Defense for all your Pokemon. Allows use of the HM
                Surf outside of battle.
- MarshBadge:   All Pokemon up to and including L70 will obey your commands.
- VolcanoBadge: Increases Special for all your Pokemon.
- EarthBadge:   All Pokemon up to and including L100 will obey your commands.

Once you have all eight badges, go and challenge the Elite Four, a bunch of
trainers whose levels range from 53 to 65, each with six Pokemon. Yowza. Then,
you're *kinda* done.

2. Fill the Pokedex
-------------------
Of course, the other goal is to fill the Pokedex and my section on finding them
all--L08; 'Pokemon Locations Checklist'--will help immensely here. Once you've
filled it (Mew is not required), talk to the Game Designer in Celadon City--in
the building where Eevee is--for the Diploma which basically says you've
completed the game. Well done you!
_________________________________________________

[B13] Universal Linking
_________________________________________________

Universal Linking is the term given to connecting to another Game Boy system
using the Game Link Cable. Doing this lets you battle or trade with other
owners of Pokemon Red, Blue Yellow.

To start, both players need go and speak to the lady next to the PC in any Poke
Center to start a Link. They should do this at the same time. Do not link two
different language versions of the game, or save data will get screwed up.

You will then get two or three options after you have saved:

Trade Center
------------
Here is where you swap Pokemon with people. Go to the table in the center of
the room and press A to begin the sequence. You can check the 'Stats' of your
selected Pokemon or choose to 'Trade' them away. When you have both selected
'Trade', you will both be asked to confirm your trade choices and see what the
other player has offered up. If one of you cancels at this stage, the trade is
cancelled and you must both choose again (or choose to cancel). Once you're
done, press Start and 'Reset' to return to the title screen.

Colosseum
---------
This is where you go to battle. A few different rules apply here:
- You cannot use items.
- Exp. is not gained.
- 'Run' forfeits the match.
- You are not given the option to switch out when the opponent's Pokemon
  faints.
- Some moves will change their effects slightly. See the Movedex for more info.

Colosseum 2 (Yellow only)
-------------------------
Another battle arena, but with special rules if both players are playing
Pokemon Yellow. You can play the following special rulesets:

- Poke Cup:  Three different species of Pokemon, all between L50-55 inclusive.
             Combined level of the three Pokemon must not exceed 155. Mew is
             not elligible to participate.
- Pika Cup:  Three different species of Pokemon, all between L15-20 inclusive.
             Combined level of the three Pokemon must not exceed 50. Mew is
             not elligible to participate.
- Petit Cup: Three different species of Pokemon, all between L25-30 inclusive.
             Combined level of the three Pokemon must not exceed 80. Mew is
             not elligible to participate. Pokemon taller than 6'7" or heavier
             than 44 lbs are not elligible to particpate.
_______________________________________________________________________________

                       III. Lists, Charts and Other Data
_______________________________________________________________________________
_________________________________________________

[L01] Red, Blue and Yellow Version Differences
_________________________________________________

Red and Blue versions are essentially the same game, except the colour filter
is set to that of the respective version's colour, if you're playing on a
colour Game Boy system. The main difference, of course, is that both versions
have some unique Pokemon, just so you'll hand Nintendo more of your money to
get the other version and truly 'catch 'em all'.

Yellow version has some unique features over Red and Blue. Namely, your starter
Pokemon is no longer one of Bulbasaur, Charmander or Squirtle. Instead, you are
forced to play a Pikachu so stubborn it refuses to evolve. Thus, the game
mimics the anime (which in turn mimicked the original Japanese games, so its a
game based on an anime based on a game). You can eventually obtain all three
starters as well.

Other minor tweaks to gameplay include some changed movepools--i.e. some
Pokemon gain moves at different levels when compared to Red and Blue--and new
'pro' (Gym Leaders, Giovanni, Elite Four) Trainer Pokemon, usually at higher
Levels. The sprites were changed (whether they did a good job is up for
debate), the in-game trades were changed and your Rival has an entirely
different team, mostly because he starts with an Eevee.

Finally, some wild Pokemon have moved locations, the Surfing Pikachu mini-game
was added to the Route just below Fuchsia and, of course, Game Freak decided to
leave out a handful of Pokemon, this time forcing you to trade with both Red
and Blue versions if you wish to truly own all 151 Pokemon.

The following is a list of Pokemon which *DO NOT* appear in the game version
you are playing. This is excluding the four Trade evolution Pokemon--Alakazam,
Machamp, Golem and Gengar--which cannot be obtained in any version without
trading. Machamp, however, can be obtained via an in-game trade in Yellow
version. It also doesn't include choices such as between Bulbasaur, Charmander
and Squirtle, of which you can get all three in Yellow. The lists also include
which versions the Pokemon otherwise appear in.

Basically, the following lists detail the *wild* Pokemon you will never run
into in those versions. Also, it's impossible to get Raichu in Yellow without
trading, so I put him in that list too.

- Red:
______________________________
Pokemon           Versions
------------------------------
#027: Sandshrew   Blue, Yellow
#028: Sandslash   Blue, Yellow
#037: Vulpix      Blue, Yellow
#038: Ninetales   Blue, Yellow
#052: Meowth      Blue
#053: Persian     Blue
#069: Bellsprout  Blue, Yellow
#070: Weepinbell  Blue, Yellow
#071: Victreebel  Blue, Yellow
#126: Magmar      Blue
#127: Pinsir      Blue, Yellow
______________________________

- Blue:
_____________________________
Pokemon           Versions
-----------------------------
#023: Ekans       Red
#024: Arbok       Red
#043: Oddish      Red, Yellow
#044: Gloom       Red, Yellow
#045: Vileplume   Red, Yellow
#056: Mankey      Red, Yellow
#057: Primeape    Red, Yellow
#058: Growlithe   Red, Yellow
#059: Arcanine    Red, Yellow
#123: Scyther     Red, Yellow
#125: Electabuzz  Red
_____________________________

- Yellow:
___________________________
Pokemon           Version
---------------------------
#013: Weedle      Red, Blue
#014: Kakuna      Red, Blue
#015: Beedrill    Red, Blue
#023: Ekans       Red
#024: Arbok       Red
#026: Raichu      Red, Blue
#052: Meowth      Blue
#053: Persian     Blue
#109: Koffing     Red, Blue
#110: Weezing     Red, Blue
#124: Jynx        Red, Blue
#125: Electabuzz  Red
#126: Magmar      Blue
___________________________

The 'Best' Version
------------------
I think most people would agree that the 'definitive' version of this game is
Pokemon Yellow, since it comes with quite a few extra features and was released
later. The only real downside to it is that you need to trade with both Red and
Blue versions to get 150 Pokemon legitimately (excluding Mew here, who
currently can only be obtained via trading with someone else or cheating for
it).

If, however, you're deciding between Red and Blue, you should first know that
the only difference is the rarity and appearance of certain Pokemon--you will
need to trade with the opposing version to get them all. Having said that, we
can determine which of these two versions is better by comparing the Pokemon
contained within each one. Game Freak have made this quite easy to do--each
Pokemon missing from one version has a 'counterpart' missing from the opposing
version. For example, Blue players get Vulpix while Red players get Growlithe--
these guys appear in the same areas with the same frequency and are both Fire
types.

So here is the list of all the Pokemon and their counterparts, along with a
symbol displaying who is better (in my humble opinion):

Key
---
>  Is better than
=  Is more-or-less equal to
<  Is worse than
_______________________________________________________________
Red                          Blue
---------------------------------------------------------------
Ekans, Arbok              <  Sandshrew, Sandslash
Oddish, Gloom, Vileplume  <  Bellsprout, Weepinbell, Victreebel
Mankey, Primeape          <  Meowth, Persian
Growlithe, Arcanine       =  Vulpix, Ninetales
Scyther                   <  Pinsir
Electabuzz                >  Magmar
_______________________________________________________________

So I would say that Blue is better than Red. But then Red has Charizard on the
box, so...

Also, bear in mind that you can use the Mew Glitch to get any of the opposing
version's Pokemon, so this is a moot point really.
_________________________________________________

[L02] Experience Charts
_________________________________________________

Total amount of experience needed to acquire a particular level
(Example: A Slow Pokemon will need a total of 1663 Exp. to be at L11)
____________________________________________
Level  Fast    Medium   Medium Slow  Slow
--------------------------------------------
    1       0        1          -54        1
    2       6        8            9       10
    3      21       27           57       33
    4      51       64           96       80
    5     100      125          135      156
    6     172      216          179      270
    7     274      343          236      428
    8     409      512          314      640
    9     583      729          419      911
   10     800     1000          560     1250
   11    1064     1331          742     1663
   12    1382     1728          973     2160
   13    1757     2197         1261     2746
   14    2195     2744         1612     3430
   15    2700     3375         2035     4218
   16    3276     4096         2535     5120
   17    3930     4913         3120     6141
   18    4665     5832         3798     7290
   19    5487     6859         4575     8573
   20    6400     8000         5460    10000
   21    7408     9261         6458    11576
   22    8518    10648         7577    13310
   23    9733    12167         8825    15208
   24   11059    13824        10208    17280
   25   12500    15625        11735    19531
   26   14060    17576        13411    21970
   27   15746    19683        15244    24603
   28   17561    21952        17242    27440
   29   19511    24389        19411    30486
   30   21600    27000        21760    33750
   31   23832    29791        24294    37238
   32   26214    32768        27021    40960
   33   28749    35937        29949    44921
   34   31443    39304        33084    49130
   35   34300    42875        36435    53593
   36   37324    46656        40007    58320
   37   40522    50653        43808    63316
   38   43897    54872        47846    68590
   39   47455    59319        52127    74148
   40   51200    64000        56660    80000
   41   55136    68921        61450    86151
   42   59270    74088        66505    92610
   43   63605    79507        71833    99383
   44   68147    85184        77440   106480
   45   72900    91125        83335   113906
   46   77868    97336        89523   121670
   47   83058   103823        96012   129778
   48   88473   110592       102810   138240
   49   94119   117649       109923   147061
   50  100000   125000       117360   156250
   51  106120   132651       125126   165813
   52  112486   140608       133229   175760
   53  119101   148877       141677   186096
   54  125971   157464       150476   196830
   55  133100   166375       159635   207968
   56  140492   175616       169159   219520
   57  148154   185193       179056   231491
   58  156089   195112       189334   243890
   59  164303   205379       199999   256723
   60  172800   216000       211060   270000
   61  181584   226981       222522   283726
   62  190662   238328       234393   297910
   63  200037   250047       246681   312558
   64  209715   262144       259392   327680
   65  219700   274625       272535   343281
   66  229996   287496       286115   359370
   67  240610   300763       300140   375953
   68  251545   314432       314618   393040
   69  262807   328509       329555   410636
   70  274400   343000       344960   428750
   71  286328   357911       360838   447388
   72  298598   373248       377197   466560
   73  311213   389017       394045   486271
   74  324179   405224       411388   506530
   75  337500   421875       429235   527343
   76  351180   438976       447591   548720
   77  365226   456533       466464   570666
   78  379641   474552       485862   593190
   79  394431   493039       505791   616298
   80  409600   512000       526260   640000
   81  425152   531441       547274   664301
   82  441094   551368       568841   689210
   83  457429   571787       590969   714733
   84  474163   592704       613664   740880
   85  491300   614125       636935   767656
   86  508844   636056       660787   795070
   87  526802   658503       685228   823128
   88  545177   681472       710266   851840
   89  563975   704969       735907   881211
   90  583200   729000       762160   911250
   91  602856   753571       789030   941963
   92  622950   778688       816525   973360
   93  643485   804357       844653  1005446
   94  664467   830584       873420  1038230
   95  685900   857375       902835  1071718
   96  707788   884736       932903  1105920
   97  730138   912673       963632  1140841
   98  752953   941192       995030  1176490
   99  776239   970299      1027103  1212873
  100  800000  1000000      1059860  1250000
____________________________________________

Amount of experience needed to advance from one level to the next
(Example: A Fast Pokemon will need 217 Exp. to get from L9 to L10)
________________________________________
Level  Fast   Medium  Medium Slow  Slow
----------------------------------------
    1      0       1          -54      1
    2      6       7           63      9
    3     15      19           48     23
    4     30      37           39     47
    5     49      61           39     76
    6     72      91           44    114
    7    102     127           57    158
    8    135     169           78    212
    9    174     217          105    271
   10    217     271          141    339
   11    264     331          182    413
   12    318     397          231    497
   13    375     469          288    586
   14    438     547          351    684
   15    505     631          423    788
   16    576     721          500    902
   17    654     817          585   1021
   18    735     919          678   1149
   19    822    1027          777   1283
   20    913    1141          885   1427
   21   1008    1261          998   1576
   22   1110    1387         1119   1734
   23   1215    1519         1248   1898
   24   1326    1657         1383   2072
   25   1441    1801         1527   2251
   26   1560    1951         1676   2439
   27   1686    2107         1833   2633
   28   1815    2269         1998   2837
   29   1950    2437         2169   3046
   30   2089    2611         2349   3264
   31   2232    2791         2534   3488
   32   2382    2977         2727   3722
   33   2535    3169         2928   3961
   34   2694    3367         3135   4209
   35   2857    3571         3351   4463
   36   3024    3781         3572   4727
   37   3198    3997         3801   4996
   38   3375    4219         4038   5274
   39   3558    4447         4281   5558
   40   3745    4681         4533   5852
   41   3936    4921         4790   6151
   42   4134    5167         5055   6459
   43   4335    5419         5328   6773
   44   4542    5677         5607   7097
   45   4753    5941         5895   7426
   46   4968    6211         6188   7764
   47   5190    6487         6489   8108
   48   5415    6769         6798   8462
   49   5646    7057         7113   8821
   50   5881    7351         7437   9189
   51   6120    7651         7766   9563
   52   6366    7957         8103   9947
   53   6615    8269         8448  10336
   54   6870    8587         8799  10734
   55   7129    8911         9159  11138
   56   7392    9241         9524  11552
   57   7662    9577         9897  11971
   58   7935    9919        10278  12399
   59   8214   10267        10665  12833
   60   8497   10621        11061  13277
   61   8784   10981        11462  13726
   62   9078   11347        11871  14184
   63   9375   11719        12288  14648
   64   9678   12097        12711  15122
   65   9985   12481        13143  15601
   66  10296   12871        13580  16089
   67  10614   13267        14025  16583
   68  10935   13669        14478  17087
   69  11262   14077        14937  17596
   70  11593   14491        15405  18114
   71  11928   14911        15878  18638
   72  12270   15337        16359  19172
   73  12615   15769        16848  19711
   74  12966   16207        17343  20259
   75  13321   16651        17847  20813
   76  13680   17101        18356  21377
   77  14046   17557        18873  21946
   78  14415   18019        19398  22524
   79  14790   18487        19929  23108
   80  15169   18961        20469  23702
   81  15552   19441        21014  24301
   82  15942   19927        21567  24909
   83  16335   20419        22128  25523
   84  16734   20917        22695  26147
   85  17137   21421        23271  26776
   86  17544   21931        23852  27414
   87  17958   22447        24441  28058
   88  18375   22969        25038  28712
   89  18798   23497        25641  29371
   90  19225   24031        26253  30039
   91  19656   24571        26870  30713
   92  20094   25117        27495  31397
   93  20535   25669        28128  32086
   94  20982   26227        28767  32784
   95  21433   26791        29415  33488
   96  21888   27361        30068  34202
   97  22350   27937        30729  34921
   98  22815   28519        31398  35649
   99  23286   29107        32073  36383
  100  23761   29701        32757  37127
________________________________________
_________________________________________________

[L03] Itemdex +
_________________________________________________

Every item in the game is listed here. A buy price of '-' indicates that
nowhere sells the item. A sell price of '-' indicates that the item cannot be
sold, as opposed to '$0', which indicates that the item can be sold for
nothing.

The 'Marts' refers to where you can *buy* the item indefinitely. If you wish to
know the locations of one-time-only items lying around on the field, my
walkthrough details them all--simply use the 'Find' feature by pressing Ctrl +
F and search for the item's name, capitalising it and enclosing it inside the
inequality signs, '<' and '>' (without quotation marks). For instance, if I
wish to search for the non-existant item 'Flower', I would type into the Find
bar: 
_____________

General Items
_____________

- Repel
Buy/Sell: $300/$150
Marts:    Cerulean City, Vermilion City.
Effect:   Repels wild Pokemon of a lower level than your first party member for
          100 steps.

- Super Repel
Buy/Sell: $500/$250
Marts:    Lavender Town, Celadon City (2F), Fuchsia City.
Effect:   Repels wild Pokemon of a lower level than your first party member for
          200 steps.

- Max Repel
Buy/Sell: $700/$350
Marts:    Saffron City, Cinnabar Island, Indigo Plateau.
Effect:   Repels wild Pokemon of a lower level than your first party member for
          250 steps.

- Escape Rope
Buy/Sell: $550/$275
Marts:    Pewter City, Cerulean City (Y), Lavender Town, Saffron City, Cinnabar
          Island.
Effect:   When in a dungeon, it teleports you to the last used PokeCenter.

- Nugget
Buy/Sell: -/$5000
Effect:   None.

- Poke Doll
Buy/Sell: $1000/$500
Marts:    Celadon City (4F).
Effect:   Escapes any wild Pokemon battle. Soothes the ghost Marowak in Pokemon
          Tower. Can be traded with Copycat in Saffron City for TM31 (Mimic).

Evolution Items
---------------
The following items are required to evolve certain Pokemon. Simply 'Use' the
item on the chosen Pokemon for evolution to occur.

- Moon Stone
Buy/Sell: -/$0
Effect:   Evolves the following Pokemon: Nidorina, Nidorino, Clefairy,
          Jigglypuff.

- Fire Stone
Buy/Sell: $2100/$1050
Marts:    Celadon City (4F).
Effect:   Evolves the following Pokemon: Vulpix, Growlithe, Eevee.

- Thunderstone
Buy/Sell: $2100/$1050
Marts:    Celadon City (4F).
Effect:   Evolves the following Pokemon: Pikachu (R/B), Eevee.

- Water Stone
Buy/Sell: $2100/$1050
Marts:    Celadon City (4F).
Effect:   Evolves the following Pokemon: Poliwhirl, Shellder, Staryu, Eevee.

- Leaf Stone
Buy/Sell: $2100/$1050
Marts:    Celadon City (4F).
Effect:   Evolves the following Pokemon: Gloom, Weepinbell, Exeggcute.
________

Medicine
________

Medicines are used to keep your Pokemon healthy and, in Yellow, will increase
Pikachu's happiness, even if they don't take effect (a Potion at full HP, for
instance).

HP Restoratives
---------------
HP Restoratives can be used on the field or in battle at the cost of a turn. If
you use one in battle, you will go first in that turn regardless of Speed or
priority.

- Potion
Buy/Sell: $300/$150
Marts:    Pewter City, Cerulean City.
Effect:   Restores 20HP.

- Super Potion
Buy/Sell: $700/$350
Marts:    Vermilion City, Lavender Town, Celadon City (2F), Fuchsia City (R/B).
Effect:   Restores 50HP.

- Hyper Potion
Buy/Sell: $1500/$750
Marts:    Fuchsia City (Y), Saffron City, Cinnabar Island.
Effect:   Restores 200HP.

- Max Potion
Buy/Sell: $2500/$1250
Marts:    Indigo Plateau.
Effect:   Restores all HP.

- Full Restore
Buy/Sell: $3000/$1500
Marts:    Indigo Plateau.
Effect:   Restores all HP and cures any major status effect--Poison, Burn,
          Freeze, Sleep and Paralysis.

- Fresh Water
Buy/Sell: $200/$100
Marts:    Celadon City (Rooftop Square).
Effect:   Restores 50HP.

- Soda Pop
Buy/Sell: $300/$150
Marts:    Celadon City (Rooftop Square).
Effect:   Restores 60HP.

- Lemonade
Buy/Sell: $350/$175
Marts:    Celadon City (Rooftop Square).
Effect:   Restores 80HP.

PP Restoratives
---------------
These items restore PP to moves and can be used in battle or on the field.

- Ether
Buy/Sell: -/$0
Effect:   Restores 10PP to one move.

- Max Ether
Buy/Sell: -/$0
Effect:   Restores all PP to one move.

- Elixer
Buy/Sell: -/$0
Effect:   Restores 10PP to all moves of one Pokemon.

- Max Elixer
Buy/Sell: -/$0
Effect:   Restores all PP to all moves of one Pokemon.

Revivers
--------
These items can be used in battle or on the field to revive a Pokemon--that is,
remove the Faint status from them and give them some HP when their HP is zero.

- Revive
Buy/Sell: $1500/$750
Marts:    Lavender Town, Celadon City (2F), Fuchsia City, Saffron City,
          Cinnabar Island, Indigo Plateau.
Effect:   Revives a Pokemon with half its HP.

- Max Revive
Buy/Sell: -/$2000
Effect:   Revives a Pokemon with all of its HP.

Status Curers
-------------
Like HP Restoratives, Status Curers can be used on the field or in battle at
the cost of a turn.

- Antidote
Buy/Sell: $100/$50
Marts:    Viridian City, Pewter City, Cerulean City, Lavender Town, Celadon
          City (2F).
Effect:   Cures Poison.

- Burn Heal
Buy/Sell: $250/$125
Marts:    Viridian City, Pewter City, Cerulean City, Lavender Town, Celadon
          City (2F).
Effect:   Cures Burn.

- Ice Heal
Buy/Sell: $250/$125
Marts:    Vermilion City, Lavender Town, Celadon City (2F).
Effect:   Cures Freeze.

- Awakening
Buy/Sell: $200/$100
Marts:    Pewter City, Cerulean City, Lavender Town, Celadon City (2F).
Effect:   Cures Sleep.

- Parlyz Heal
Buy/Sell: $200/$100
Marts:    Viridian City, Pewter City, Cerulean City, Lavender Town, Celadon
          City (2F).
Effect:   Cures Paralysis.

- Full Heal
Buy/Sell: $600/$300
Marts:    Fuchsia City, Saffron City, Cinnabar Island, Indigo Plateau.
Effect:   Cures any major status effect--Poison, Burn, Freeze, Sleep and
          Paralysis.

Vitamins
--------
Vitamins pump up your Pokemon's stats. See section M03 for more information on
exactly how they work. Each vitamin that boosts stat experience adds 2560 stat
experience points to its corresponding stat, up to a maximum of 25600 points.
If adding 2560 to your stat experience would take the total past 25600, then
only enough is added to be at exactly 25600.

- HP Up
Buy/Sell: $9800/$4900
Marts:    Celadon City (5F).
Effect:   Boosts your Pokemon's HP stat experience.

- Protein
Buy/Sell: $9800/$4900
Marts:    Celadon City (5F).
Effect:   Boosts your Pokemon's Attack stat experience.

- Iron
Buy/Sell: $9800/$4900
Marts:    Celadon City (5F).
Effect:   Boosts your Pokemon's Defense stat experience.

- Carbos
Buy/Sell: $9800/$4900
Marts:    Celadon City (5F).
Effect:   Boosts your Pokemon's Speed stat experience.

- Calcium
Buy/Sell: $9800/$4900
Marts:    Celadon City (5F).
Effect:   Boosts your Pokemon's Special stat experience.

- Rare Candy
Buy/Sell: -/$2400
Effect:   Gives your Pokemon the fewest Exp. points necessary to boost its
          level by 1. If your Pokemon is fainted and you use a Rare Candy on it
          causing it to get a Max HP increase, the Pokemon will be revived by
          however much Max HP it gained upon level up.

- PP Up
Buy/Sell: -/$0
Effect:   Increases a selected move's Max PP by 20% of the original amount.
__________

Poke Balls
__________

The tools you need to add Pokemon to your collection. You can only use them in
battle and if you fail to catch the Pokemon, the ball is still used up. You
cannot catch a trainer's Pokemon.

- Poke Ball
Buy/Sell: $200/$100
Marts:    Viridian City, Pewter City, Cerulean City, Vermilion City.
Effect:   Basic ball for attempting to catch Pokemon.

- Great Ball
Buy/Sell: $600/$300
Marts:    Lavender Town, Celadon City (2F), Fuchsia City, Saffron City,
          Cinnabar Island, Indigo Plateau.
Effect:   Roughly 1.27x better than a Poke Ball.

- Ultra Ball
Buy/Sell: $1200/$600
Marts:    Fuchsia City, Cinnabar Island, Indigo Plateau.
Effect:   Roughly 1.7x better than a Poke Ball.

- Safari Ball
Marts:    Forced to buy 30 for $500 when you enter the Safari Zone.
Effect:   Only allowed in the Safari Zone. Same mechanics as an Ultra Ball.

- Master Ball
Buy/Sell: -/$0
Effect:   Never fails to catch Pokemon, unless they are owned by a trainer.
          Also fails against the ghost Marowak in Pokemon Tower.
________

Machines
________

Machines, commonly known as TMs and HMs--Technical Machines and Hidden Machines
respectively--teach your Pokemon new moves, provided they are compatible with
the Machine you are attempting to use on them. TMs are one-use-only, whereas
HMs can be used indefinitely. Also, HMs cannot be bought or sold, cannot be
deleted once learned (unless you trade the Pokemon to GSC) and have useful out-
of-battle effects which allow you to traverse the game world more easily.

The brackets next to each Machine denote the move it teaches to compatible
Pokemon. See section L06; 'TM/HM Compatibilty List' for a list of Pokemon
compatible with every TM and HM and section L04; 'Movedex +' for the effects of
the moves contained within. For each machine's location in my walkthrough, do a
Ctrl + F search for the TM inside angled brackets '<' and '>' without quotation
marks--but don't include the move's name that's in parenthesis. For example,
searching for the 'TM00 (Example)' I would put into the search bar



and then hit return to be taken to it's location in the walthrough.

- TM01 (Mega Punch)
Buy/Sell: $3000/$1500
Marts:    Celadon City (2F).

- TM02 (Razor Wind)
Buy/Sell: $2000/$1000
Marts:    Celadon City (2F).

- TM03 (Swords Dance)
Buy/Sell: -/$1000

- TM04 (Whirlwind)
Buy/Sell: -/$500

- TM05 (Mega Kick)
Buy/Sell: $3000/$1500
Marts:    Celadon City (2F).

- TM06 (Toxic)
Buy/Sell: -/$2000

- TM07 (Horn Drill)
Buy/Sell: $2000/$1000
Marts:    Celadon City (2F).

- TM08 (Body Slam)
Buy/Sell: -/$2000

- TM09 (Take Down)
Buy/Sell: $3000/$1500
Marts:    Celadon City (2F).

- TM10 (Double-Edge)
Buy/Sell: -/$2000

- TM11 (BubbleBeam)
Buy/Sell: -/$1000

- TM12 (Water Gun)
Buy/Sell: -/$500

- TM13 (Ice Beam)
Buy/Sell: -/$2000

- TM14 (Blizzard)
Buy/Sell: -/$2500

- TM15 (Hyper Beam)
Buy/Sell: -/$2500
Marts:    Purchase from Celadon Game Corner for 5500 Coins.

- TM16 (Pay Day)
Buy/Sell: -/$2500

- TM17 (Submission)
Buy/Sell: $3000/$1500
Marts:    Celadon City (2F).

- TM18 (Counter)
Buy/Sell: -/$1500

- TM19 (Seismic Toss)
Buy/Sell: -/$1000

- TM20 (Rage)
Buy/Sell: -/$1000

- TM21 (Mega Drain)
Buy/Sell: -/$2500

- TM22 (SolarBeam)
Buy/Sell: -/$2500

- TM23 (Dragon Rage)
Buy/Sell: -/$2500
Marts:    Purchase from Celadon Game Corner for 3300 Coins.

- TM24 (Thunderbolt)
Buy/Sell: -/$1000

- TM25 (Thunder)
Buy/Sell: -/$2500

- TM26 (Earthquake)
Buy/Sell: -/$2000

- TM27 (Fissure)
Buy/Sell: -/$2500

- TM28 (Dig)
Buy/Sell: -/$1000

- TM29 (Psychic)
Buy/Sell: -/$2000

- TM30 (Teleport)
Buy/Sell: -/$500

- TM31 (Mimic)
Buy/Sell: -/$1000

- TM32 (Double Team)
Buy/Sell: $1000/$500
Marts:    Celadon City (2F).

- TM33 (Reflect)
Buy/Sell: $1000/$500
Marts:    Celadon City (2F).

- TM34 (Bide)
Buy/Sell: -/$1000

- TM35 (Metronome)
Buy/Sell: -/$2000

- TM36 (Selfdestruct)
Buy/Sell: -/$1000

- TM37 (Egg Bomb)
Buy/Sell: $2000/$1000
Marts:    Celadon City (2F).

- TM38 (Fire Blast)
Buy/Sell: -/$2500

- TM39 (Swift)
Buy/Sell: -/$1000

- TM40 (Skull Bash)
Buy/Sell: -/$2000

- TM41 (Softboiled)
Buy/Sell: -/$1000

- TM42 (Dream Eater)
Buy/Sell: -/$1000

- TM43 (Sky Attack)
Buy/Sell: -/$2500

- TM44 (Rest)
Buy/Sell: -/$1000

- TM45 (Thunder Wave)
Buy/Sell: -/$1000

- TM46 (Psywave)
Buy/Sell: -/$2000

- TM47 (Explosion)
Buy/Sell: -/$1500

- TM48 (Rock Slide)
Buy/Sell: -/$2000

- TM49 (Tri Attack)
Buy/Sell: -/$2000

- TM50 (Substitute)
Buy/Sell: -/$2000
Marts:    Purchase from Celadon Game Corner for 7700 Coins.

- HM01 (Cut)

- HM02 (Fly)

- HM03 (Surf)

- HM04 (Strength)

- HM05 (Flash)
____________

Battle Items
____________

All Battle Items can only be used on the currently battling Pokemon. The
effects will be lost if that Pokemon switches out or the battle ends.

If you don't know exactly what 'boosts X by one stage' means, then have a look
at section M04; 'Stat Modifiers' for the full story.

- X Accuracy
Buy/Sell: $950/$475
Marts:    Celadon City (5F).
Effect:   Boosts your Pokemon's Accuracy to 99.6% provided you're faster than
          the opponent. Does nothing otherwise. This is something of a glitch,
          since it's supposed to boost your Pokemon's Accuracy by one stage.

- Guard Spec.
Buy/Sell: $700/$350
Marts:    Celadon City (5F).
Effect:   Prevents your Pokemon's stats from being lowered for five turns.

- Dire Hit
Buy/Sell: $650/$325
Marts:    Celadon City (5F).
Effect:   Boosts your Pokemon's critical hit ratio by one stage...
          theoretically. In actuality, it works like Focus Energy i.e. totally
          glitched. It will *quarter* your chances of a critical hit, so don't
          bother with this one.

- X Attack
Buy/Sell: $500/$250
Marts:    Celadon City (5F).
Effect:   Boosts your Pokemon's Attack by one stage.

- X Defense
Buy/Sell: $550/$275
Marts:    Celadon City (5F).
Effect:   Boosts your Pokemon's Defense by one stage.

- X Speed
Buy/Sell: $350/$175
Marts:    Celadon City (5F).
Effect:   Boosts your Pokemon's Speed by one stage.

- X Special
Buy/Sell: $350/$175
Marts:    Celadon City (5F).
Effect:   Boosts your Pokemon's Special by one stage.
_________

Key Items
_________

Crucial to your adventure, Key Items cannot be bought, sold or tossed. I will
include the location for these one-time-only deals.

- Bicycle
Location: Exchange the Bike Voucher for one in the Cerulean City Bike Shop.
Effect:   Allows you to travel faster and access Routes 16, 17 and 18.

- Bike Voucher
Location: Recieve from the leader of the Pokemon Fan Club in Vermilion City
          as thanks for listening to him.
Effect:   Can be traded in for a Bicycle at Cerulean Bike Shop.

- Card Key
Location: Silph Co, 5F; to the southeast of the room, along a thin pathway
          heading east.
Effect:   Opens up the gateways in the Sliph Co. building in Saffron City.

- Coin Case
Location: Given by a man in a restaurant in Celadon City.
Effect:   Stores Coins for gambling or buying things with in the Celadon Game
          Corner.

- Exp. All
Location: Given by Oak's Aide in the Route 15 guardhouse for having 50 or
          more Pokemon 'Owned' in the Pokedex.
Effect:   Divides Exp. evenly between all non-fainted party members. See
          section M10; 'Experience Formulae' for more information.

- Gold Teeth
Location: Safari Zone, Area 3; in the area just before you reach the Secret
          House.
Effect:   Give them to Warden Slowpoke in Fuchsia City for HM04 (Strength).

- Itemfinder
Location: Given by Oak's aide in the Route 11 guardhouse for having 30 or
          more Pokemon 'Owned' in the Pokedex.
Effect:   Informs you whether a hidden item is within your field of view.

- Lift Key
Location: Rocket Hideout, B4F; dropped by a Rocket trainer to the northwest.
Effect:   Opens up the gateways in the Rocket Hideout in Celadon City.

- Oak's Parcel
Location: Given by the clerk in the Viridian City.
Effect:   Plot advancement item--give to Oak for a Pokedex.

- Poke Flute
Location: Given by Mr. Fuji in Lavender Town after rescuing him from the
          Rockets inside Pokemon Tower.
Effect:   Wakes up the two wild Snorlax (one on Route 12, the other on Route
          16) and allows you to fight them. Wakes up all Sleeping Pokemon in
          battle.

- S.S. Ticket
Location: Given by Bill in Sea Cottage after you help him turn back into a
          human.
Effect:   Allows passage on the S.S. Anne.

- Secret Key
Location: Pokemon Mansion, B1F; in the west room.
Effect:   Opens the door to the Cinnabar Island Gym.

- Silph Scope
Location: Recieved by beating Giovanni in the Rocket Hideout.
Effect:   Reveals the ghosts in Pokemon Tower.

- Town Map
Location: Your Rival's sister, Daisy, will give you one in Pallet Town once
          you have received the Pokedex.
Effect:   Displays a map of Kanto and shows your current position in the
          region. By using the up and down buttons, you can see the names and
          locations of other areas.

Rods
----
Rods allow you to fish for specific Pokemon:

- Old Rod
Location: Given by the Fishing Guru in Vermilion City.
Effect:   Allows you to fish for Magikarp.

- Good Rod
Location: Given by the Fishing Guru in Fuchsia City.
Effect:   Allows you to fish for Poliwag and Goldeen.

- Super Rod
Location: Given by the Fishing Guru on Route 12.
Effect:   Allows you to fish for Psyduck, Poliwag, Poliwhirl, Tentacool,
          Tentacruel, Slowpoke, Slowbro, Shellder, Krabby, Kingler, Horsea,
          Seadra, Goldeen, Seaking, Staryu, Magikarp, Gyarados, Dratini and
          Dragonair.

Fossils
-------
These Fossils can be resurrected back into Pokemon at the Cinnabar Island
Laboratory. The Pokemon will be L30.

- Dome Fossil
Location: Receieve either this or the Helix Fossil from the Super Nerd in
          Mt. Moon.
Effect:   Resurrects Kabuto.

- Helix Fossil
Location: Receieve either this or the Dome Fossil from the Super Nerd in Mt.
          Moon.
Effect:   Resurrects Omanyte.

- Old Amber
Location: Receive from a scientist in the Pewter Museum's east entrance,
          accessible with Cut.
Effect:   Resurrects Aerodactyl.
___________

Dummy Items
___________

These are items that appear in the game's coding, but are not obtained through
any method other than using an external device (GameShark) to cheat for them.

- Pokedex
Notes:    Accesses the Pokedex. This item can be used in battles, but might
          screw up the graphics.

- Coin
Buy/Sell: $10/$5
Notes:    Coins can be legitimately purchased at a rate of $1000 for 50 in
          Celadon City. However, they are not considered to be items, since
          they are encompassed in the Coin Case key item.

Badges
------
You earn the Badges in-game, but not as items. However, they actually have an
item slot designated to them which never gets filled--instead, they simply come
up as icons in the '[Player Name]' menu choice. Only the first two item-slot
'Badges' have effects.

- BoulderBadge
Effect:   When selected in battle, it acts as if the player had selected the
          'Throw Rock' command as in the Safari Zone.

- CascadeBadge
Effect:   When selected in battle, it acts as if the player had selected the
          'Bait' command as in the Safari Zone.

- ThunderBadge

- RainbowBadge

- SoulBadge

- MarshBadge

- VolcanoBadge

- EarthBadge
_________________________________________________

[L04] Movedex +
_________________________________________________

- Move:     The name of the move. Duh.

- Type:     The type of the move determines its effectiveness against different
            types of Pokemon. See section B03; 'Types' for full details of how
            types work in this game.

- PP:       The amount of times you can use the move. Once it hits zero, the
            move can no longer be used and you must restore the move's PP
            either with an item or by using the Poke Center.

- Max PP:   The maximum PP the move can have. To increase up to Max PP, use the
  (Max)     item 'PP Up'. Each use of PP Up will increase PP value by 20% of
            the original PP value, up to the maximum displayed here. For
            example, a move with a PP of 10: 20% of 10 is 2, so each use of PP
            Up will increase the Max PP by 2. You can use a PP Up on a selected
            move up to three times. So our original 10PP will hit 12, 14 and
            finally 16PP. The absolute limit for a move's PP seems to be 61 in
            this game, only achievable on moves with an original PP of 40.

- Power:    The base power of the move. The higher this value, the stronger the
  (Pwr)     attack is and the more damage it will do. For exact calculations,
            see section M06; 'The Damage Formula'. If the value in this column
            is simply '-', then the move either does not cause any damage or
            performs a set-amount-of-damage attack that is not affected by type
            effectiveness. Details can be found in the 'Effects:' area of the
            move in question.

- Accuracy: The chance of successfully landing the move, up to 99.6%. The
            mechanics in RBY render all accuracy values slightly lower than
            they are in future generations, probably due to a programming
            oversight, so all accuracies are ~0.4% lower than their future
            'true' accuracies. Some moves have 'true' 99.6% accuracy and are
            marked with ' -%' in the Accuracy column. They do not perform an
            accuracy check and thus can never miss. These moves include all
            Self-targeting moves, Bide, Swift and Transform. Except for Bide in
            Stadium, these moves even hit Dig- and Fly-users. Also, the moves
            Metronome and Mirror Move--two moves which conjure up other moves--
            do not miss, but the moves that they conjure have the same accuracy
            as they would usually.

- Priority: If two battling Pokemon use a move in the same turn, the move that
  (Pri)     has a higher priority will always go first, regardless of Speed. If
            the two moves have equal priority, the faster Pokemon will act
            first. If the two Pokemon have equal Speed then the first to act is
            randomly decided. Most moves have a priority value of zero, but
            some don't. The values are:

             1  Quick Attack
             0  Everything else
            -1  Counter
            For all intents and purposes, running takes top priority, then
            switching, then item usage and finally attacking.

            Interestingly, Metronome and Mirror Move--two moves that conjure
            up other available moves--will give their conjured move a priority
            of zero, regardless of the move's original priority value.

- Target:   The target of the move--Self, Foe or All.

- Effect:   Any special effects the move has, detailed in full. Anything
            followed by a percentage in brackets indicates the chance that
            effect has of happening. Any calculations, such as recovering 50%
            health, are rounded down to the nearest whole number.

- In-Game:  The move effects are all written as though you are battling over
            link cable or through an online simulator. If you are instead
            playing in-game against an AI-controlled opponent, the move might
            work differently and will be detailed here.

- Stadium:  Some moves work differently if you use them in Pokemon Stadium.

- Field:    In-game, some moves can be used out of battle to help you in your
            adventure. These moves have an extra 'Field:' area which details
            what out-of-battle effects the move has.
_______________________________________________________________________________
Move            Type      PP/Max  Pwr   Acc   Pri  Target
-------------------------------------------------------------------------------
- Absorb        Grass      20/32   20  99.6%    0  Foe
User recovers 50% of the damage inflicted on the target. The minimum health
that can be restored is 1HP, but it will not restore any health to the user if
it breaks a substitute.

Stadium: This move will miss if the foe is behind a substitute.

- Acid          Poison     30/48   40  99.6%    0  Foe
Lowers target's Defense by 1 stage (9.8%). The stat lowering effect cannot
occur if the foe is behind a substitute.

Stadium: The chance to lower Defense is increased to 19.9%.

- Acid Armor    Poison     40/61    -     -%    0  Self
Raises Defense by 2 stages.

- Agility       Psychic    30/48    -     -%    0  Self
Raises Speed by 2 stages.

- Amnesia       Psychic    20/32    -     -%    0  Self
Raises Special by 2 stages.

- Aurora Beam   Ice        20/32   65  99.6%    0  Foe
Lowers target's Attack by 1 stage (9.8%). The stat lowering effect cannot occur
if the foe is behind a substitute.

Stadium: The chance to lower Attack is increased to 29.7%.

- Barrage       Normal     20/32   15  84.4%    0  Foe
Hits 2-5 times in one turn. 37.5% chance to hit 2 or 3 times, 12.5% chance to
hit 4 or 5 times. Damage is only calculated for the first hit and this damage
is repeated for the rest of the hits, even if it is a critical hit. Will end
mid-sequence if it breaks a substitute. Counter only counters the damage from
the final hit of this move. Only the first hit of the sequence depletes 1PP and
tests for accuracy.

- Barrier       Psychic    30/48    -     -%    0  Self
Raises Defense by 2 stages.

- Bide          Normal     10/16    -     -%    0  Foe
User remains motionless for 2 or 3 turns following Bide (but can switch out if
they want). In that time, any damage received is paid back double to the foe.
Unaffected by Accuracy and Evade modifiers. Bide does not really have a
'type'--that is, it will deal normal, unmodified damage against all enemy
types, inlcuding Ghosts. If the Bide-user falls victim to Sleep, Freeze, a
partial trapping move duration or a flinch, the storing damage period will
resume from where it was interrupted.

If, during the Bide period, you hit yourself in confusion, incur recoil damage
or incur crash damage due to Hi/Jump Kick missing, that will count towards the
stored up damage.

If the foe uses a damaging attack during the Bide period and then attempts to
stall using non-damaging moves or items, each non-damaging action (that does
not miss) will count as doing the same amount of damage as the previous
damaging attack (but still won't hurt the Bide user). For example, using Water
Gun on a Bide-user, then Tail Whip twice; the Bide-user will counter with
damage equal to double the taken damage of Water Gun three times.

Stadium Differences: During the Bide period, you can attack. Bide will miss
against Dig- or Fly-users. Since you can now attack during the Bide period, you
can, in the meantime, incur crash damage as a result of Hi/Jump Kick missing.
That damage will be added to the stored up damage to be done to the foe.

- Bind          Normal     20/32   15  74.6%    0  Foe
See 'Partial Trapping Moves' below.

- Bite          Normal     25/40   60  99.6%    0  Foe
Flinches target (9.8%). Cannot flinch Pokemon behind a substitute or Pokemon
acting first in a round.

- Blizzard      Ice          5/8  120  89.5%    0  Foe
Freezes target (9.8%). Cannot freeze a target behind a substitute. In Japanese
language versions of Red, Green, Blue and Yellow, this Freeze chance is
increased to 29.7%, unless you are playing Colosseum link battle mode in Yellow
version.

- Body Slam     Normal     15/24   85  99.6%    0  Foe
Paralyzes target (29.7%). Cannot paralyse a target behind a substitute.

- Bone Club     Ground     20/32   65  84.4%    0  Foe
Flinches target (9.8%). Cannot flinch Pokemon behind a substitute or Pokemon
acting first in a round.

- Bonemerang    Ground     10/16   50  89.5%    0  Foe
Hits twice in one turn. Damage is only calculated for the first hit and this
damage is repeated for the rest of the hits, even if it is a critical hit. Will
end mid-sequence if it breaks a substitute. Counter only counters the damage
from the final hit of this move. Only the first hit of the sequence depletes
1PP and tests for accuracy.

- Bubble        Normal     30/48   20  99.6%    0  Foe
Lowers target's Speed by 1 stage (9.8%). The stat lowering effect cannot occur
if the foe is behind a substitute.

- BubbleBeam    Water      20/32   65  99.6%    0  Foe
Lowers target's Speed by 1 stage (9.8%). The stat lowering effect cannot occur
if the foe is behind a substitute.

Stadium: The chance to lower Speed is increased to 29.7%.

- Clamp         Water      10/16   35  74.6%    0  Foe
See 'Partial Trapping Moves' below.

- Comet Punch   Normal     15/24   18  84.4%    0  Foe
Hits 2-5 times in one turn. 37.5% chance to hit 2 or 3 times, 12.5% chance to
hit 4 or 5 times. Damage is only calculated for the first hit and this damage
is repeated for the rest of the hits, even if it is a critical hit. Will end
mid-sequence if it breaks a substitute. Counter only counters the damage from
the final hit of this move. Only the first hit of the sequence depletes 1PP and
tests for accuracy.

- Confuse Ray   Ghost      10/16    -  99.6%    0  Foe
Confuses target. Cannot confuse a target behind a substitute.

- Confusion     Psychic    25/40   50  99.6%    0  Foe
Confuses target (9.8%).

Stadium: Cannot confuse a target behind a substitute.

- Constrict     Normal     35/56   10  99.6%    0  Foe
Lowers target's Speed by 1 stage (10%).

- Conversion    Normal     30/48    -     -%    0  Self
Changes user's type(s) to match target's.

- Counter       Fighting   20/32    -  99.6%   -1  Foe
Attacks last in a turn and pays back double the damage received on that turn.
Counter is slightly glitched in RBY--it will fail unless the move it counters
is either Normal or Fighting type. It can counter damage from any move of those
types including Seismic Toss, Bide, recoil damage and even Counter itself. On
multi-hit moves such as DoubleSlap or Wrap, only the last hit is countered.
Counter has -1 priority.

Counter can also counter back damage from previous turns, as long as the foe
does not use any damaging move in the meantime. For example: switching out,
being fully paralyzed, recharging for Hyper Beam etc. You can keep countering
back the same damage repeatedly in this way if you wish.

The user can counter damage from behind a substitute. The foe's attack will
damage the substitute, but you can counter back the damage as if it had been
done to you. Thus, you can Counter back damage equal to up to twice your
Maximum HP. Trying to Counter an OHKO move from behind a substitute will cause
Counter to fail.

Self-inflicted damage from confusion, recoil damage and crash damage from
Hi/Jump Kick missing can be countered to damage the foe, so long as they don't
damage you in the meantime.

Also, Counter doesn't really have a 'type'; that is, its damage is not affected
by type effectiveness and can even hit Ghost types despite being a Fighting-
type move. It can also critical hit, but this makes no difference damage-wise.
It will always fail if it is conjured by Metronome or if both Pokemon use
Counter in the same round.

In-Game: Counter can counter damage taken from a previous battle, so long as
you don't take damage in the meantime.

Stadium: Switching out, being fully paralysed or beginning a two-turn attack
such as Dig or Skull Bash set the amount of damage you are able to counter to
zero until you next get damaged.

- Crabhammer    Water      10/16   90  84.4%    0  Foe
Has an 8x chance for a critical hit.

- Cut           Normal     30/48   50  94.5%    0  Foe
No extra effects.

Field: Cuts down thin trees. Cuts out 2x2 patches of tall grass.

- Defense Curl  Normal     40/61    -     -%    0  Self
Raises Defense by 1 stage.

- Dig           Ground     10/16  100  99.6%    0  Foe
Becomes immune to damage on the first turn (underground) and then unleashes the
attack on the second. The only moves the foe can use that appear to penetrate
this first turn invulnerability are Bide, Swift and Transform. On the first
(charge) turn, the user can do nothing but fully execute Dig on the next turn
*unless* the user is fully paralysed or hits itself in confusion. Now, this is
where this move is glitched in RBY:

If on the first (charge) turn the user is fully paralysed or hits itself in
confusion, then the user will stay invulnerable until it uses the move again or
switches out. While in this invulnerable state the user can use any of its
other attacking moves freely.

The PP for Dig is only deducted once it performs its second turn, but it still
cannot be selected in the first place if it has 0PP. Dig does not count as the
last move used on its first turn. Thus, Mirror Move will copy the move used
immediately preceeding Dig if the user of Dig is underground when Mirror Move
is used.

Earthquake cannot hit Dig-users in their 'underground' stage, unlike in future
generations.

Stadium: Dig counts as the last used move on its first turn. Thus, Mirror Move
can copy Dig on either of its turns. If the user is in the first, invulnerable
turn of Dig, they cannot be hit by Bide.

In addition, the invulnerable glitch mentioned above will not occur; if the
user of Dig is fully paralysed or hits itself in confusion while underground,
the user will resurface, Dig will not fully execute and no PP will be deducted
from it.

Field: Digs out of dungeons to return to the last visited Poke Center.

- Disable       Normal     20/32    -  54.7%    0  Foe
Disables one of the target's moves at random for 0-6 rounds, as long as that
move still has PP remaining, which renders it unusable. The move will become
reusable in the round after Disable wears off. Only one move per Pokemon can be
disabled at any one time. If the foe selects a disabled move, they will be
prompted to select another move instead. If the foe has 0PP left for all of its
moves, Disable will fail.

In addition, if the foe has two of the same move in its moveset (through Mimic
or a glitch), all identical moves will effectively be disabled--selecting a
'clone' move will result in a wasted turn instead of a prompt to use another
move.

If you attack first in a round and the foe selects the move you just disabled,
they forfeit their turn. In the instance that Disable lasts zero rounds, the
aforementioned scenario will occur if you use Disable first and then the foe
will no longer be disabled at the end of the round. However, if you use Disable
second in a round and it happens that Disable lasts zero rounds, the foe
suffers no ill effects; they have already attacked first in that round and then
Disable will wear off at the end of the round.

If the foe has one move disabled and its other moves are out of PP or don't
exist, then the foe is forced to use Struggle if they wish to attack. Any turn
spent sleeping, frozen, recharging Hyper Beam, trapped (e.g. Wrap) or flinching
does not count towards the rounds spent disabled.

The disabled move can still be used if conjured through Metronome or Mirror
Move. Even if it misses, Disable causes Rage to build despite being a non-
damaging attack.

Stadium: Disable will only cause rage to build if it hits.

- Dizzy Punch   Normal     10/16   70  99.6%    0  Foe
No extra effects. Although it confuses in later generations, Dizzy Punch has no
added effects in RBY.

- Double Kick   Fighting   30/48   30  99.6%    0  Foe
Hits twice in one turn. Damage is only calculated for the first hit and this
damage is repeated for the rest of the hits, even if it is a critical hit. Will
end mid-sequence if it breaks a substitute. Counter only counters the damage
from the final hit of this move. Only the first hit of the sequence depletes
1PP and tests for accuracy.

- Double Team   Normal     15/24    -     -%    0  Self
Raises Evade by 1 stage.

- Double-Edge   Normal     10/16  100  99.6%    0  Foe
Inflicts recoil damage on user for 25% of the damage inflicted on target. If
the user goes first in a turn and is KOed as a result of recoil damage, the
enemy Pokemon will skip the remainder of its turn--i.e. it won't lose any PP,
get damaged from poison, burn or Leech Seed etc. No recoil damage is taken if
the user breaks a subtitute.

Self-inflicted recoil damage can be countered with Counter, so long as the foe
does not damage you in the meantime.

Stadium: No recoil damage is taken if the foe is KOed as a result of this move.

- DoubleSlap    Normal     10/16   15  84.4%    0  Foe
Hits 2-5 times in one turn. 37.5% chance to hit 2 or 3 times, 12.5% chance to
hit 4 or 5 times. Damage is only calculated for the first hit and this damage
is repeated for the rest of the hits, even if it is a critical hit. Will end
mid-sequence if it breaks a substitute. Counter only counters the damage from
the final hit of this move. Only the first hit of the sequence depletes 1PP and
tests for accuracy.

- Dragon Rage   Dragon     10/16    -  99.6%    0  Foe
Inflicts 40HP set damage.

- Dream Eater   Psychic    15/24  100  99.6%    0  Foe
Only works if target is sleeping. User recovers 50% of the damage inflicted on
the target. The minimum health that can be restored is 1HP, but it will not
restore any health to the user if it breaks a substitute.

Stadium: This move will miss if the foe is behind a substitute.

- Drill Peck    Flying     20/32   80  99.6%    0  Foe
No extra effects.

- Earthquake    Ground     10/16  100  99.6%    0  Foe
No extra effects. Earthquake does not hit foes who are in the underground stage
of Dig in RBY, unlike in future generations.

- Egg Bomb      Normal     10/16   100 74.6%    0  Foe
No extra effects.

- Ember         Fire       25/40   40  99.6%    0  Foe
Burns target (9.8%). Cannot burn a target behind a substitute.

- Explosion     Normal       5/8  170  99.6%    0  Foe
User faints. Target's Defense stat is halved or set to 1 in damage
calculations--whichever is higher--effectively bringing this to 340 power. User
will not faint if it breaks a subtitute, although its sprite will disappear
unless it has a substitute or switches out.

If the user goes first in a turn and is KOed as a result of this move, the
enemy Pokemon will skip the remainder of its turn--i.e. it won't lose any PP,
get damaged from poison, burn or Leech Seed etc.

Stadium: User still faints even if the foe's substitute is broken by this move.

- Fire Blast    Fire         5/8  120  84.4%    0  Foe
Burns target (29.7%). Cannot burn a target behind a substitute.

- Fire Punch    Fire       15/24   75  99.6%    0  Foe
Burns target (9.8%). Cannot burn a target behind a substitute.

- Fire Spin     Fire       15/24   15  69.5%    0  Foe
See 'Partial Trapping Moves' below.

- Fissure       Ground       5/8    -  29.7%    0  Foe
OHKO--does damage equal to target's current HP. Breaks substitutes instantly.
Fails if user attacks second in the turn.

- Flamethrower  Fire       15/24   95  99.6%    0  Foe
Burns target (10%).

- Flash         Normal     20/32    -  69.5%    0  Foe
Lowers target's Accuracy by 1 stage. The stat lowering effect cannot occur if
the foe is behind a substitute or under the effects of Mist.

Field:  Lights up dark areas.

- Fly           Flying     15/24   70  94.5%    0  Foe
Becomes immune to damage on the first turn (in the air) and then unleashes the
attack on the second. The only moves the foe can use that appear to penetrate
this first turn invulnerability are Bide, Swift and Transform. On the first
(charge) turn, the user can do nothing but fully execute Fly on the next turn
*unless* the user is fully paralysed or hits itself in confusion. Now, this is
where this move is glitched in RBY:

If on the first (charge) turn the user is fully paralysed or hits itself in
confusion, then the user will stay invulnerable until it uses the move again or
switches out. While in this invulnerable state the user can use any of its
other attacking moves freely.

The PP for Fly is only deducted once it performs its second turn, but it still
cannot be selected in the first place if it has 0PP. Fly does not count as the
last move used on its first turn. Thus, Mirror Move will copy the move used
immediately preceeding Fly if the user of Fly is in the air when Mirror Move is
used.

Thunder cannot hit Fly-users in their 'in the air' stage, unlike in future
generations.

Stadium: Fly counts as the last used move on its first turn. Thus, Mirror Move
can copy Fly on either of its turns. If the user is in the first, invulnerable
turn of Fly, they cannot be hit by Bide.

In addition, the invulnerable glitch mentioned above will not occur; if the
user of Fly is fully paralysed or hits itself in confusion while in the air,
the user will land back on the ground, Fly will not fully execute and no PP
will be deducted from it.

Field: Fly to any previously visited town or city. Unavailable in dungeons.

- Focus Energy  Normal     30/48    -     -%    0  Self
Totally glitched in RBY. Quarters your chance for a critical hit until you
switch out, are hit by Haze or are KOed.

Stadium: Focus Energy works as it is supposed to, quadrupling the user's chance
for a critical hit until they switch out or are KOed.

- Fury Attack   Normal     20/32   15  84.4%    0  Foe
Hits 2-5 times in one turn. 37.5% chance to hit 2 or 3 times, 12.5% chance to
hit 4 or 5 times. Damage is only calculated for the first hit and this damage
is repeated for the rest of the hits, even if it is a critical hit. Will end
mid-sequence if it breaks a substitute. Counter only counters the damage from
the final hit of this move. Only the first hit of the sequence depletes 1PP and
tests for accuracy.

- Fury Swipes   Normal     15/24   18  84.4%    0  Foe
Hits 2-5 times in one turn. 37.5% chance to hit 2 or 3 times, 12.5% chance to
hit 4 or 5 times. Damage is only calculated for the first hit and this damage
is repeated for the rest of the hits, even if it is a critical hit. Will end
mid-sequence if it breaks a substitute. Counter only counters the damage from
the final hit of this move. Only the first hit of the sequence depletes 1PP and
tests for accuracy.

- Glare         Normal     30/48    -  74.6%    0  Foe
Paralyzes target. Works against Ghost types too.

Stadium: Cannot paralyse a target behind a substitute.

- Growl         Normal     40/61    -  99.6%    0  Foe
Lowers target's Attack by 1 stage. The stat lowering effect cannot occur if the
foe is behind a substitute or under the effects of Mist.

- Growth        Normal     40/61    -     -%    0  Self
Raises Special by 1 stage.

- Guillotine    Normal       5/8    -  29.7%    0  Foe
OHKO--does damage equal to target's current HP. Breaks substitutes instantly.
Fails if user attacks second in the turn. Cannot be countered, since it would
either kill the foe or break their substitute. Countering an OHKO move from
behind a substitute causes Counter to fail.

- Gust          Normal     35/56   40  99.6%    0  Foe
No extra effects.

- Harden        Normal     30/48    -     -%    0  Self
Raises Defense by 1 stage.

- Haze          Ice        30/48    -     -%    0  All
Somewhat glitched in RBY. All stat modifiers return to normal (stage zero).
Removes the effects of Focus Energy, Leech Seed, Light Screen, Mist, Reflect
and confusion status ailment from both Pokemon. Toxic poison reverts to normal
poison for both Pokemon. Stat reductions due to burn and paralysis are negated.

Foe recovers from any 'major' status afflictions (burn, sleep, paralysis,
freeze and poison). If a Pokemon is frozen before it has the opportunity to
perform the recharge turn of Hyper Beam and is then unfrozen via Haze, that
Pokemon cannot do anything (including switch out) until it is KOed or the
battle ends.

Stadium: Cures both Pokemon of all status ailments.

- Headbutt      Normal     15/24   70  99.6%    0  Foe
Flinches target (29.7%). Cannot flinch Pokemon behind a substitute or Pokemon
acting first in a round.

- Hi Jump Kick  Fighting   20/32   85  89.5%    0  Foe
User receives 1HP crash damage if attack misses. Crash damage always occurs if
the user targets a Ghost type because the attack will always miss them. If the
user goes first in a turn and is KOed as a result of crash damage, the enemy
Pokemon will skip the remainder of its turn--i.e. it won't lose any PP, get
damaged from poison, burn or Leech Seed etc.

The 1HP crash damage counts as damage to be stored up via Bide or Counter.

- Horn Attack   Normal     25/40   65  99.6%    0  Foe
No extra effects.

- Horn Drill    Normal       5/8    -  29.7%    0  Foe
OHKO--does damage equal to target's current HP. Breaks substitutes instantly.
Fails if user attacks second in the turn. Cannot be countered, since it would
either kill the foe or break their substitute. Countering an OHKO move from
behind a substitute causes Counter to fail.

- Hydro Pump    Water        5/8  120  79.7%    0  Foe
No extra effects.

- Hyper Beam    Normal       5/8  150  89.5%    0  Foe
User sacrifices next turn to recharge. Does not need to recharge if (a) it
causes the opposing Pokemon to faint; (b) it misses completely; (c) it breaks a
substitute; (d) the user is targeted by a partial trapping move, even if it
misses; (e) the user flinches before the recharge turn; or (f) the user falls
asleep before the recharge turn.

If the user uses Hyper Beam on the previous turn and the foe attacks *first*
and *misses* with the trapping move on Hyper Beam's recharge turn, the user
will automatically retaliate with Hyper Beam. Because the move is automatically
selected in this case, a glitch occurs if the move has 0PP left--it will still
be used and the current PP will roll over to 63. In addition, Hyper Beam will
now have Max PP as though three PP Ups had been applied to it.

If a Pokemon is frozen before it has the opportunity to perform the recharge
turn of Hyper Beam and is then unfrozen via Haze, that Pokemon cannot do
anything (including switch out) until it is KOed or the battle ends.

Stadium: Recharge turn always occurs unless Hyper Beam ends the match.

- Hyper Fang    Normal     15/24   80  89.5%    0  Foe
Flinches target (9.8%). Cannot flinch Pokemon behind a substitute or Pokemon
acting first in a round.

- Hypnosis      Psychic    20/32    -  59.8%    0  Foe
Inflicts Sleep.

Stadium: Cannot put to sleep a target behind a substitute.

- Ice Beam      Ice        10/16   95  99.6%    0  Foe
Freezes target (9.8%). Cannot freeze Pokemon behind a substitute.

- Ice Punch     Ice        15/24   75  99.6%    0  Foe
Freezes target (9.8%). Cannot freeze Pokemon behind a substitute.

- Jump Kick     Normal     25/40   70  94.5%    0  Foe
User receives 1HP crash damage if attack misses. Crash damage always occurs if
the user targets a Ghost type because the attack will always miss them. If the
user goes first in a turn and is KOed as a result of crash damage, the enemy
Pokemon will skip the remainder of its turn--i.e. it won't lose any PP, get
damaged from poison, burn or Leech Seed etc.

The 1HP crash damage counts as damage to be stored up via Bide or Counter.

- Karate Chop   Normal     25/40   50  99.6%    0  Foe
Has an 8x chance for a critical hit.

- Kinesis       Psychic    15/24    -  79.7%    0  Foe
Lowers target's Accuracy by 1 stage. The stat lowering effect cannot occur if
the foe is behind a substitute or under the effects of Mist.

- Leech Life    Bug        15/24   20  99.6%    0  Foe
User recovers 50% of the damage inflicted on the target. The minimum health
that can be restored is 1HP, but it will not restore any health to the user if
it breaks a substitute.

Stadium: This move will miss if the foe is behind a substitute.

- Leech Seed    Grass      10/16    -  89.5%    0  Foe
User places foe under Leech Seed minor status effect.

Leech Seed absorbs 1/16th of the target's Max HP at the end of their turn, even
if the target has less than 1/16th of its health remaining. The minimum health
that can be restored this way is 1HP. For example, a Pokemon with 8HP out of
160 that falls victim to Leech Seed will faint, but 10HP will be restored to
the user. Grass types are immune to Leech Seed.

The effect disappears if the target switches out or faints, or either Pokemon
uses Haze. The user of Leech Seed can switch and, so long as the foe is still
seeded, the newly switched in ally will then receive the health absorbed from
Leech Seed.

Leech Seed absorbs health at the end of a turn, after the effects of partial
trapping moves and recurrent poison or burn damage. If, however, the target
affected by Leech Seed KOs their opponent, then they will not be subjected to
Leech Seed (or any other recurrent damage) at the end of their turn. If the
target affected by Leech Seed knocks itself out at the end of its turn
(creating a Substitute, hitting itself in confusion or using Exploison, for
instance), its opponent will still gain health at the end of the turn, despite
the foe having no health to absorb.

If a Pokemon is seeded as it switches in, it will only take recurrent damage
from Leech Seed (and poison or burn) if its Speed is less than or equal to the
Leech Seed user's.

When used in conjunction with Toxic, the results compound. Toxic inflicts
1/16th damage on the first turn, 2/16ths the second... etc. With both in play
at once, Leech Seed absorbs more health per turn. On turn 1, Toxic damages
1/16th HP and then Leech Seed absorbs 2/16ths damage. Then on turn 2 Toxic
damages 3/16ths HP and Leech Seed absorbs 4/16ths damage...

- Leer          Normal     30/48    -  99.6%    0  Foe
Lowers target's Defense by 1 stage. The stat lowering effect cannot occur if
the foe is behind a substitute or under the effects of Mist.

- Lick          Ghost      30/48   20  99.6%    0  Foe
Paralyzes target (29.7%). Cannot paralyse Pokemon behind a substitute.

- Light Screen  Psychic    30/48    -     -%    0  Self
Halves user's Special stat for *defensive* calculations and quarters foe's
Special stat for *offensive* calculations (effectively just doubling user's
Speical for *defensive* calculations) until user switches out. The effect is
penetrated by critical hits and dissolved by Haze. Unlike future generations,
it does not pass over to other Pokemon when you switch, nor does it last five
turns.

- Lovely Kiss   Normal     15/24    -  74.6%    0  Foe
Inflicts Sleep.

Stadium: Cannot put to sleep a target behind a substitute.

- Low Kick      Fighting   20/32   50  89.5%    0  Foe
Flinches target (29.7%). Cannot flinch Pokemon behind a substitute or Pokemon
acting first in a round.

- Meditate      Psychic    40/61    -     -%    0  Self
Raises Attack by 1 stage.

- Mega Drain    Grass      10/16   40  99.6%    0  Foe
User recovers 50% of the damage inflicted on the target. The minimum health
that can be restored is 1HP, but it will not restore any health to the user if
it breaks a substitute.

Stadium: This move will miss if the foe is behind a substitute.

- Mega Kick     Normal       5/8  120  74.6%    0  Foe
No extra effects.

- Mega Punch    Normal     20/32   80  84.4%    0  Foe
No extra effects.

- Metronome     Normal     10/16   ??    ??%    0  ???
Performs a random attack from the entire set of moves in the game, using that
move's type and accuracy, with the exceptions of Metronome and Struggle. A move
called by Metronome always has 0 priority, so Quick Attack and Counter are
based on Speed instead. Counter will always fail if conjured by Metronome, and
Metronome can call and perform a locked move due to Disable.

If Metronome has 0PP and calls Hyper Beam or a partial trapping move and is
then forced to use that move again due to the mechanics of those moves, then
Metronome's PP will roll over to 63. In addition, Metronome will now have Max
PP as though three PP Ups had been applied to it.

Mirror Move will not copy Metronome; it will copy the move that Metronome
conjures.

- Mimic         Normal     10/16    -  99.6%    0  Foe
Selects one of the target's moves at random and copies it into user's moveset
(replacing Mimic itself) until user switches, faints or the battle ends. The
mimicked move has 5PP which is separate from the PP of Mimic, but it will copy
the move's Max PP. There are no limitations to the moves that can be mimicked,
including Mimic itself, moves that the user already knows and Struggle (if the
opponent somehow has it as a move).

If Mimic copies either Hyper Beam or Wrap and the mechanics of those moves
force it to be used when it has 0PP remaining, then the PP will roll over to 63
for that move and it will now have Max PP as though three PP Ups had been
applied to it. In this situation, Mimic will keep the move's current PP (up to
a maximum of 63) if the user switches out and back in. In addition, any move
that Mimic copies from then will have Max PP as though three PP Ups had been
applied to it.

A Pokemon's moveset cannot consist of the same move twice or more except
temporarily via Mimic (or via cheating/glitching).

In-game: Mimic does not copy a foe's move at random; it lets you choose which
one of its moves you would like to copy.

Stadium: Mimic does not copy a move's maximum PP.

- Minimize      Normal     20/32    -     -%    0  Self
Raises Evade by 1 stage.

- Mirror Move   Flying     20/32   ??    ??%    0  ???
Performs the move that the target just used. A move called by Mirror Move
always has 0 priority, so Quick Attack and Counter are based on Speed instead.
Mirror Move copies the move that Metronome calls insetad of Metronome itself.
Mirror Move will not copy Mirror Move or even the move that Mirror Move
conjures; it will simply fail. Mirror Move will also fail if no attack has been
made before Mirror Move is used.

If the user uses Mirror Move and target could have executed an attack but
didn't (e.g. switches, uses items) then Mirror Move will fail. If, however, it
couldn't have executed an attack (i.e. hit itself in confusion, becomes fully
paralysed, recharges or charges up for a two-turn move) then Mirror Move will
instead perform the last move the target executed.

Mirror Move can copy and perform a locked move due to Disable.

Stadium: Mirror Move will copy a two-turn move during either of its turns.

- Mist          Ice        30/48    -     -%    0  Foe
Causes target's moves that lower stat modifiers (e.g. Growl, Leer) to fail.
Effect remains if user faints, but can be dissolved by the user switching out
or either Pokemon using Haze. Secondary effect stat reductions (when a stat
reduction only has a chance of happening as a side-effect of a move, e.g.
Aurora Beam) are still fair game.

- Night Shade   Ghost      15/24    -  99.6%    0  Foe
Inflicts damage equal to the user's Level. Can hit Normal and Psychic types
despite being a Ghost-type move.

- Pay Day       Normal     20/32   40  99.6%    0  Foe
No extra effects.

In-Game: Gives money equal to 2x user's Level, regardless of who used the move,
provided you win the trainer battle.

- Peck          Flying     35/56   35  99.6%    0  Foe
No extra effects.

- Petal Dance   Grass      20/32   70  99.6%    0  Foe
User is will automatically use this move for 3-4 turns (including the turn this
move is selected) and becomes confused afterwards. If the user hits itself in
confusion or becomes fully paralysed during the sequence, then the sequence
will end and the user will not become confused.

If the user frozen, put to sleep, flinched or caught in a partial trapping
sequence, this move will continue to be used automatically once the condition
is lifted.

- Pin Missile   Bug        20/32   14  84.4%    0  Foe
Hits 2-5 times in one turn. 37.5% chance to hit 2 or 3 times, 12.5% chance to
hit 4 or 5 times. Damage is only calculated for the first hit and this damage
is repeated for the rest of the hits, even if it is a critical hit. Will end
mid-sequence if it breaks a substitute. Only the first hit of the sequence
depletes 1PP and tests for accuracy.

- Poison Gas    Poison     40/61    -  54.7%    0  Foe
Poisons target.

Stadium: Cannot poison a target behind a substitute.

- Poison Sting  Poison     35/56   15  99.6%    0  Foe
Poisons target (19.9%). Cannot poison Pokemon behind a substitute.

- PoisonPowder  Poison     35/56    -  74.6%    0  Foe
Poisons target.

Stadium: Cannot paralyse a target behind a substitute.

- Pound         Normal     35/56   40  99.6%    0  Foe
No extra effects.

- Psybeam       Psychic    20/32   65  99.6%    0  Foe
Confuses target (9.8%).

Stadium: Cannot confuse a target behind a substitute.

- Psychic       Psychic    10/16   90  99.6%    0  Foe
Lowers target's Special by 1 stage (29.7%).

- Psywave       Psychic    15/24    -  79.7%    0  Foe
Inflicts a random amount of damage strictly less than 1.5x the user's Level
rounded down. The minimum damage that can be inflicted is 1.

- Quick Attack  Normal     30/48   40  99.6%    1  Foe
Always attacks first in a round, unless the foe also uses Quick attack, in
which case the normal rules for order determination apply.

- Rage          Normal     20/32   20  99.6%    0  Foe
User is locked into automatically using Rage every turn until it faints or the
battle ends. User's Attack is raised by 1 stage every time it is damaged by the
foe or targeted by Disable--even if Disable misses.

User will only spend 1PP for the initial use of Rage--all subsequent forced
uses are PP-free. If the user is asleep or prevented from using Rage in any way
other than KO, Rage will continue to be used once the effect has passed. If the
user hits itself in confusion it will still use Rage on that turn.

If Rage misses due to anything other than type immunity of the target (i.e.
Ghost-type foe) then the accuracy of Rage will be reduced to 1/256 for all
subsequent turns, due to a glitch.

Stadium: If Disable misses against the Rage-user, it will not cause the Rage-
users attack to increase by 1 stage.

- Razor Leaf    Grass      25/40   55  94.5%    0  Foe
Has an 8x chance for a critical hit.

- Razor Wind    Normal     10/16   80  74.6%    0  Foe
A two-turn attack. The first turn does nothing and then on the second turn, PP
is deducted and the attack is executed. The second turn is forced to occur
unless the user hits itself in confusion or is fully paralysed--then the second
turn is forfeited and the user must choose an attack again.

If the user frozen, put to sleep, flinched or caught in a partial trapping
sequence, this move will continue to be used automatically once the condition
is lifted. Mirror Move will only copy this move once its second turn has been
executed; if the user of Mirror Move attempts to copy the first turn of this
move, it will instead copy the last move the target of Mirror Move used.

Stadium: Mirror Move can copy this move on its charge-up turn as well.

- Recover       Normal     20/32    -     -%    0  Self
Heals 50% of the user's Max HP. Fails if user's (Max HP - Current HP) mod 256 =
255. In other words, in any legitimate scenario, this move fails if the user's
HP is full, 255 below Max HP or 511 below Max HP.

Stadium: Recover cannot fail unless the user already has full health.

- Reflect       Psychic    20/32    -     -%    0  Self
Halves user's Defense stat and quarters foe's Attack stat (effectively just
doubling user's Defense) until user switches out. The effect is penetrated by
critical hits and dissolved by Haze. Unlike future generations, it does not
pass over to other Pokemon when you switch, nor does it last five turns.

- Rest          Psychic    10/16    -     -%    0  Self
User sleeps on the turn this move is used and then on the following turn,
restoring its HP to full and curing all major status effects; it then wakes up
on the turn after that (and cannot attack on the turn it wakes up).

Although burns and paralysis are cured, the stat drops associated with each
staus effect (Attack and Speed respectively) will not be negated until the user
switches out. Also, curing Toxic poison through Rest will not reset the damage
multiplier for Toxic--if you get Toxic poisoned again, the damage will continue
at whichever rate it left off from.

Fails if HP is full, 511HP below Max HP or 255HP below Max HP. All status
afflictions cured but any stat modifiers as a result of status afflictions are
not cured until user switches out.

Stadium: Rest will reset the damage multplier for Toxic poison.

- Roar          Normal     20/32    -  99.6%    0  Foe
Does nothing.

In-Game: Ends wild battles.

- Rock Slide    Rock       10/16   75  89.5%    0  Foe
No extra effects. Rock Slide does not cause flinching like it does in later
Generations.

- Rock Throw    Rock       15/24   50  64.7%    0  Foe
No extra effects.

- Rolling Kick  Fighting   15/24   60  84.4%    0  Foe
Flinches target (29.7%). Cannot flinch Pokemon behind a substitute or Pokemon
acting first in a round.

- Sand-Attack   Ground     15/24    -  99.6%    0  Foe
Lowers target's Accuracy by 1 stage. The stat lowering effect cannot occur if
the foe is behind a substitute or under the effects of Mist.

- Scratch       Normal     35/56   40  99.6%    0  Foe
No extra effects.

- Screech       Normal     40/61    -  84.4%    0  Foe
Lowers target's Defense by 2 stage. The stat lowering effect cannot occur if
the foe is behind a substitute or under the effects of Mist.

- Seismic Toss  Fighting   20/32    -  99.6%    0  Foe
Inflicts damage equal to the user's Level. Can hit Ghost types despite being a
Fighting-type move.
- Scratch       Normal     35/56   40  99.6%    0  Foe
No extra effects.

- Selfdestruct  Normal       5/8  130  99.6%    0  Foe
User faints. Target's Defense stat is halved or set to 1 in damage
calculations--whichever is higher--effectively bringing this to 260 power. User
will not faint if it breaks a subtitute, although its sprite will disappear
unless it has a substitute or switches out.

If the user goes first in a turn and is KOed as a result of this move, the
enemy Pokemon will skip the remainder of its turn--i.e. it won't lose any PP,
get damaged from poison, burn or Leech Seed etc.

Stadium: User still faints even if the foe's substitute is broken by this move.

- Sharpen       Normal     30/48    -     -%    0  Self
Raises Attack by 1 stage.

- Sing          Normal     15/24    -  54.7%    0  Foe
Inflicts Sleep.

Stadium: Cannot put to sleep a target behind a substitute.

- Skull Bash    Normal     15/24  100  99.6%    0  Foe
A two-turn attack. The first turn does nothing and then on the second turn, PP
is dedcuted and the attack is executed. The second turn is forced to occur
unless the user hits itself in confusion or is fully paralysed--then the second
turn is forefeited and the user must choose an attack again.

If the user frozen, put to sleep, flinched or caught in a partial trapping
sequence, this move will continue to be used automatically once the condition
is lifted. Mirror Move will only copy this move once its second turn has been
executed; if the user of Mirror Move attempts to copy the first turn of this
move, it will instead copy the last move the target of Mirror Move used.

Stadium: Mirror Move can copy this move on its charge-up turn as well.

- Sky Attack    Flying       5/8  140  89.5%    0  Foe
A two-turn attack. The first turn does nothing and then on the second turn, PP
is dedcuted and the attack is executed. The second turn is forced to occur
unless the user hits itself in confusion or is fully paralysed--then the second
turn is forefeited and the user must choose an attack again.

If the user frozen, put to sleep, flinched or caught in a partial trapping
sequence, this move will continue to be used automatically once the condition
is lifted. Mirror Move will only copy this move once its second turn has been
executed; if the user of Mirror Move attempts to copy the first turn of this
move, it will instead copy the last move the target of Mirror Move used.

Stadium: Mirror Move can copy this move on its charge-up turn as well.

- Slam          Normal     20/32   80  74.6%    0  Foe
No extra effects.

- Slash         Normal     20/32   70  99.6%    0  Foe
Has an 8x chance for a critical hit.

- Sleep Powder  Grass      15/24    -  74.6%    0  Foe
Inflicts Sleep.

Stadium: Cannot put to sleep a target behind a substitute.

- Sludge        Poison     20/32   65  99.6%    0  Foe
Poisons target (29.7%). Cannot poison Pokemon behind a substitute.

- Smog          Poison     20/32   20  69.5%    0  Foe
Poisons target (39.8%). Cannot poison Pokemon behind a substitute.

- SmokeScreen   Normal     20/32    -  99.6%    0  Foe
Lowers target's Accuracy by 1 stage. The stat lowering effect cannot occur if
the foe is behind a substitute or under the effects of Mist.

- Softboiled    Normal     10/16    -     -%    0  Self
Heals 50% of the user's Max HP. Fails if user's (Max HP - Current HP) mod 256 =
255. In other words, in any legitimate scenario, this move fails if the user's
HP is full, 255 below Max HP or 511 below Max HP.

Stadium: Softboiled cannot fail unless the user already has full health.

Field: Distributes 20% of user's HP among other party members.

- SolarBeam     Grass      10/16  120  99.6%    0  Foe
A two-turn attack. The first turn does nothing and then on the second turn, PP
is dedcuted and the attack is executed. The second turn is forced to occur
unless the user hits itself in confusion or is fully paralysed--then the second
turn is forefeited and the user must choose an attack again.

If the user frozen, put to sleep, flinched or caught in a partial trapping
sequence, this move will continue to be used automatically once the condition
is lifted. Mirror Move will only copy this move once its second turn has been
executed; if the user of Mirror Move attempts to copy the first turn of this
move, it will instead copy the last move the target of Mirror Move used.

Stadium: Mirror Move can copy this move on its charge-up turn as well.

- SonicBoom     Normal     20/32    -  89.5%    0  Foe
Inflicts 20HP set damage.

- Spike Cannon  Normal     15/24   20  99.6%    0  Foe
Hits 2-5 times in one turn. 37.5% chance to hit 2 or 3 times, 12.5% chance to
hit 4 or 5 times. Damage is only calculated for the first hit and this damage
is repeated for the rest of the hits, even if it is a critical hit. Will end
mid-sequence if it breaks a substitute. Counter only counters the damage from
the final hit of this move. Only the first hit of the sequence depletes 1PP and
tests for accuracy.

- Splash        Normal     40/61    -     -%    0  Foe
Does nothing.

- Spore         Grass      15/24    -  99.6%    0  Foe
Inflicts Sleep.

Stadium: Cannot put to sleep a target behind a substitute.

- Stomp         Normal     20/32   65  99.6%    0  Foe
Flinches target (29.7%). Cannot flinch Pokemon behind a substitute or Pokemon
acting first in a round.

- Strength      Normal     15/24   80  99.6%    0  Foe
No extra effects.

Field:  Can be used to move heavy boulders.

- String Shot   Bug        40/61    -  94.5%    0  Foe
Lowers target's Speed by 1 stage.

- Struggle      Normal     10/16    -     -%    0  Foe
Automatically used if user is out of PP or otherwise unable to use any moves
due to Disable etc. PP for this move is infinite, even if it is hacked on to a
Pokemon as a moveset move. Inflicts recoil damage on user for 50% of the damage
inflicted on target. If the user goes first in a turn and is KOed as a result
of recoil damage, the enemy Pokemon will skip the remainder of its turn--i.e.
it won't get damaged from poison, burn or Leech Seed etc. No recoil damage is
taken if the user breaks a subtitute.

As an aside, Struggle is Normal in RBY and not typeless like in future
generations. Therefore, Struggle cannot hit Ghost types and is not very
effective against Rock types.

Stadium: No recoil damage is taken if the foe is KOed as a result of this move.
Also, Struggle is typeless, so it can hit Ghosts.

- Stun Spore    Grass      30/48    -  74.6%    0  Foe
Paralyzes target. Works against Ghost types too.

Stadium: Cannot paralyse a target behind a substitute.

- Submission    Fighting   25/40   80  79.7%    0  Foe
Inflicts recoil damage on user for 25% of the damage inflicted on target. If
the user goes first in a turn and is KOed as a result of recoil damage, the
enemy Pokemon will skip the remainder of its turn--i.e. it won't lose any PP,
get damaged from poison, burn or Leech Seed etc. No recoil damage is taken if
the user breaks a subtitute.

Stadium: No recoil damage is taken if the foe is KOed as a result of this move.

- Substitute    Normal     10/16    -     -%    0  Self
User sacrifices a quarter of its HP to creates a substitute with (int(user's
Max HP/4) + 1) HP which absorbs damage for the user. It takes damage as if it
has the stats, current stat modifiers and types of the user, and will break
once its HP reaches zero. Damage does not overflow to the user if the
substitute breaks. Any stat modifiers (boosts) the user has after the
substitute is made will also be applied to the substitute. Instant OHKO moves
such as Horn Drill will break a substitute if successful.

Behind a substitute, the user acquires immunity to poison, flinch, stat
modifying moves such as Growl and Leech Seed. The user is also immune to the
secondary effects of damaging moves whilst behind a substitute, such as Fire
Blast not burning or Stomp not flinching. The exception to this is secondary
confusion. For some reason, primary confusion moves such as Confuse Ray do not
affect the user, but secondary confusion such as from Confusion may still get
through the substitute.

Substitute does not block the effect of trapping moves like Bind (although the
substitute will absorb the damage until it breaks), so the user will still be
unable to attack if it is caught in a trapping move. HP draining moves such as
Absorb do not restore health to the attacker if the substitute is destroyed by
the attack. Self-inflicted confusion damage from the user will hit the
substitute, but crash damage from Hi/Jump Kick, recoil damage (e.g. Take Down)
and recurrent damage from poison and burn will not.

If Selfdestruct or Exploison break a substitute, the attacker will not faint.
Likewise, if Hyper Beam breaks a substitute, the recharge turn afterwards does
not apply. If a Pokemon breaks a substitute with a recoil-inducing move such as
Take Down, that Pokemon will not suffer the recoil effects. Using Substitute at
exactly a quarter of Max HP remaining will cause the user to faint. Trying to
use the move at less than a quarter of Max HP remaining will cause the move to
fail.

Stadium: Substitute guards against any and all status effects. It also provides
immunity to the damage and effects of draining moves such as Absorb. If
Selfdestruct or Exploison break a substitute, the attacker will faint. Trying
to use the move at exactly a quarter of Max HP remaining will cause the move to
fail.

- Super Fang    Normal     10/16    -  89.5%    0  Foe
Inflicts damage equal to half the target's current HP. The minimum amount of
damage this attack can inflict is 1.

- Supersonic    Normal     20/32    -  54.7%    0  Foe
Confuses target. Cannot confuse a target behind a substitute.

- Surf          Water      15/24   95  99.6%    0  Foe
No extra effects.

Field:  Allows travel across bodies of water.

- Swift         Normal     20/32   60     -%    0  Foe
Does not perform an accuracy check and can therefore never miss, even if the
target is underground (Dig) on in the air (Fly).

- Swords Dance  Normal     30/48    -     -%    0  Self
Raises Attack by 2 stages.

- Tackle        Normal     35/56   35  94.5%    0  Foe
No extra effects.

- Tail Whip     Normal     30/48    -  99.6%    0  Foe
Lowers target's Defense by 1 stage. The stat lowering effect cannot occur if
the foe is behind a substitute or under the effects of Mist.

- Take Down     Normal     20/32   90  84.4%    0  Foe
Inflicts recoil damage on user for 25% of the damage inflicted on target. If
the user goes first in a turn and is KOed as a result of recoil damage, the
enemy Pokemon will skip the remainder of its turn--i.e. it won't lose any PP,
get damaged from poison, burn or Leech Seed etc. No recoil damage is taken if
the user breaks a subtitute.

Stadium: No recoil damage is taken if the foe is KOed as a result of this move.

- Teleport      Psychic    20/32    -     -%    0  Self
Does nothing.

In-Game: Ends wild battles.

Field: Teleport to last visited Poke Center. Unavailable in dungeons.

- Thrash        Normal     20/32   90  99.6%    0  Foe
User is will automatically use this move for 3-4 turns (including the turn this
move is selected) and becomes confused afterwards. If the user hits itself in
confusion or becomes fully paralysed during the sequence, then the sequence
will end and the user will not become confused.

If the user frozen, put to sleep, flinched or caught in a partial trapping
sequence, this move will continue to be used automatically once the condition
is lifted.

- Thunder       Electric   10/16  120  69.5%    0  Foe
Paralyses target (9.8%). Cannot paralyse a target behind a substitute. In RBY,
Thunder cannot hit Pokemon using Fly.

- Thunder Wave  Electric   20/32    -  99.6%    0  Foe
Paralyses target. Does not affect Ground types.

Stadium: Cannot paralyse a target behind a substitute.

- Thunderbolt   Electric   15/24   95  99.6%    0  Foe
Paralyses target (9.8%). Cannot paralyse a target behind a substitute.

- ThunderPunch  Electric   15/24   75  99.6%    0  Foe
Paralyses target (9.8%). Cannot paralyse a target behind a substitute.

- ThunderShock  Electric   30/48   40  99.6%    0  Foe
Paralyses target (9.8%). Cannot paralyse a target behind a substitute.

- Toxic         Poison     10/16    -  84.4%    0  Foe
'Badly' poisons the target. Cannot poison a target behind a substitute. Toxic
increases in damage each turn, dealing 1/16th HP damage at the end of the first
turn, then 2/16ths, then 3/16ths, 4/16ths, etc. The minimum damage it can do
per turn is 1.

It reverts to normal Poison if the afflicted Pokemon switches out and then back
in or if the afflicted Pokemon uses Haze. If the afflicted Pokemon uses Rest to
cure itself of Toxic and then gets hit by the move Toxic again, the damage
sequence will begin where it left off and continue to increase as it had done
before. Toxic can be used in conjunction with Leech Seed to rapidly increase
damage to target--see 'Leech Seed', above.

Stadium: Rest will reset the damage multplier for Toxic poison.

- Transform     Normal     10/16    -     -%    0  Foe
Transforms into the target. The user inherits the species, type(s), stats (but
not HP), moves (5 temporary PP each), catch rate and stat modifiers of the
target. The user's own stat modifiers before transforming are lost. The user
retains its Level. User remains transformed until it switches or is KOed.
Critical hits will deal damage based on the user's pre-Transform stats.

In-Game: A wild Pokemon that uses Transform will always become a Ditto when it
is caught, regardless of its original species. The only thing that will not
change is the HP it had when you caught it. You should watch out for this if
performing the Mew glitch on a Mew of L10 or higher.

Stadium: Transform will fail if used against a Ditto.

- Tri Attack    Normal     10/16   80  99.6%    0  Foe
No extra effects. Although it inflicts a random status effect in later
generations, Tri Attack does nothing special in RBY.

- Twineedle     Bug        20/32   25  99.6%    0  Foe
Hits twice in one turn. Damage is only calculated for the first hit and this
damage is repeated for the rest of the hits, even if it is a critical hit. Will
end mid-sequence if it breaks a substitute. Counter only counters the damage
from the final hit of this move. Only the first hit of the sequence depletes
1PP and tests for accuracy. Poisons target after both hits land (19.8%).

- ViceGrip      Normal     30/48   55  99.6%    0  Foe
No extra effects.

- Vine Whip     Grass      10/16   35  99.6%    0  Foe
No extra effects.

- Water Gun     Water      25/40   40  99.6%    0  Foe
No extra effects.

- Waterfall     Water      15/24   80  99.6%    0  Foe
No extra effects.

- Whirlwind     Normal     20/32    -  84.4%    0  Foe
Does nothing.

In-Game: Ends wild battles.

- Wing Attack   Flying     35/56   35  99.6%    0  Foe
No extra effects.

- Withdraw      Water      40/61    -     -%    0  Self
Raises Defense by 1 stage.

- Wrap          Normal     20/32   15  84.4%    0  Foe
See 'Partial Trapping Moves' below.
_______________________________________________________________________________

Partial Trapping Moves
----------------------
(This details the moves Bind, Clamp, Fire Spin and Wrap.)

Hits once per turn for 2-5 turns. 37.5% chance to hit 2 or 3 times, 12.5%
chance to hit 4 or 5 times. Damage is only calculated for the first hit and
this damage is repeated for the rest of the hits, even if it is a critical hit.
Will end mid-sequence if it breaks a substitute. Only the first hit of the
sequence depletes 1PP and tests for accuracy. The damage is done after end-of-
turn recurrent damage from poison, burn or Leech Seed etc.

During this sequence, the foe will be unable to select an attack. The sequence
ends naturally after 2-5 turns, when the user switches or when the user becomes
fully paralyzed mid-sequence. In the latter two cases, the target will remain
immobilised for that turn.

If the foe switches out and the user selects the 'Fight' option, the trapping
move is automatically used against the newly switched in Pokemon. In this case,
1PP is used and accuracy is tested again. Because the move is automatically
selected in this case, a glitch occurs if the move has 0PP left--it will still
be used and the current PP will roll over to 63. In addition, the trapping move
will now have Max PP as though three PP Ups had been applied to it.

Wrap and Bind's secondary effects still occur against Ghost types despite being
Normal-type moves--that is, the damage will not be inflicted on the target, but
they will still be immobilised regardless, as outlined above.

If the target uses Hyper Beam on the previous turn and the user uses the
trapping move on Hyper Beam's recharge turn, then the target using Hyper Beam
will not have to recharge, even if the trapping move misses. If, in this
situation, the user attacks *first* and misses, the target will automatically
retaliate with Hyper Beam. Because the move is automatically selected in this
case, a glitch occurs if the move has 0PP left--it will still be used and the
current PP will roll over to 63. In addition, Hyper Beam will now have Max PP
as though three PP Ups had been applied to it.

In-game: The foe will get to choose a move for each turn it spends immobilised.
If the sequence ends due to the user switching or being fully paralysed mid-
sequence, the foe will retaliate with its selected move.

Stadium: The foe will get to choose a move when it is immobilised. If the
sequence ends due to the user switching or being fully paralysed mid-sequence,
the foe will *not* retaliate with its selected move. If the target uses Hyper
Beam on the previous turn and the user uses the trapping move on Hyper Beam's
recharge turn, then the target using Hyper Beam will not have to recharge, but
only if the trapping move does not miss. If it misses, the Hyper Beam user will
then have to recharge.
_________________________________________________

[L05] Pokedex +
_________________________________________________

This is an explanation of the information and data you can find in the Pokedex,
as well as a representation of its layout.

- Pokedex Data
Type:     A Pokemon can have one or two types, which determine which moves gain
          a 1.5x damage boost and which types deal multiplied damage to it. For
          more information on the fifteen types, check out section B02; 'Your
          Pokemon'.
Species:  The species name given to the Pokemon by the Pokedex. It loosely
          states what kind of animal/object/thing it is based on.
Height:   Self-explanatory. Measured in feet and inches.
Weight:   Ditto. Measured in pounds.
Red/Blue: The Pokedex entry from Red and Blue versions.
Yellow:   The entry from Yellow version.

- Damage Received
A chart detailing how much the damage will be multiplied by if the Pokemon
takes a hit from certain types.

- Stats
The Pokemon's base and max stats, as well as a Base Stat Total for both RBY and
GSC versions. Base stats indicate how powerful a Pokemon is in that particular
stat (where 80 is about average for a fully evolved Pokemon), while the Max
stat tells you the absolute highest that particular stat can go for that
Pokemon. The stats are HP, Attack (Atk), Defense (Def), Special Attack (SpA),
Special Defense (SpD) and Speed (Spe). However, in RBY, Special Attack and
Special Defense are rolled into one Special stat. One of either SpA or SpD is
the Pokemon's Special value in RBY and this is indicated by an asterisk (*)
next to the correct stat--unless, of course, both SpA and SpD are the same.

The Base Stat Total (BST) is simply the total of all the Pokemon's base stats,
surprisingly. The RBY BST is always lower, simply because either SpA or SpD
will be assimilated into the opposing stat.

- Evolution Chain
Details the Pokemon this Pokemon can evolve into or from and the method for
achieving this.

- Miscellaneous Data
Base Exp:     The higher this number is, the more Exp. you will gain from this
              Pokemon in battle. More for information, see section M10;
              'Experience Formulae'.
Capture Rate: The higher this number is, the easier the Pokemon is to catch,
              with 255 being the highest.
Growth Rate:  Pokemon belong to either the Fast, Medium, Medium Slow or Slow
              category, and will level up at that rate. In other words, Pokemon
              in the slower groups will require more Exp. to achieve a Level.
              For more information, see the section mentioned above or L02;
              'Experience Charts'.
Held Item:    When a Pokemon is traded to GSC, it will be holding the item
              specified here.

- Natural Moves
Details the moves the Pokemon will learn naturally by levelling up. Moves
learned may be different for Red/Blue, Yellow, Gold/Silver and Crystal
versions, so I have included all versions. I have only included moves that can
be traded back to RBY in the GSC columns--this might prove useful in cases like
Bulbasaur's, who learns Sleep Powder at L41 in RBY but L15 in GSC.

A level of '--' indicates that the Pokemon starts with the move. Sometimes a
move will be listed two or even three times--this is not a mistake--which
simply means that the game data exists for the Pokemon to relearn that move if
it has forgotten it by the time it reaches the required level.

- TMs/HMs
A list of all the TMs and HMs that the Pokemon can learn. Any RBY move which
can be taught via a GSC TM will also be included.

- Tradeback Moves
By trading to GSC and back again, a Pokemon can pick up RBY moves it couldn't
otherwise learn. In this section, I will outline the moves which can ONLY be
learned from GSC and the methods by which you can learn them. Competitively,
these moves are illegal in 'pure RBY' battles, which ban tradeback moves.

Also note the moves labelled 'NYPC'. Many years ago they did some promotional
events in Japan and New York where they gave away Pokemon with these special
moves for GSC. Now, of course, these Pokemon are all but impossible to obtain,
but nevertheless these are still legal moves competitively if you're not
playing 'Pure' RBY.

- Illegal Moveset Combinations
Sometimes, you can't have certain move combinations on a Pokemon, due to
conflicts in how those moves are learnt. These combinations are listed here. A
'(Gen I)' tag next to a combination means that the combination is only illegal
in 'pure' RBY, but can be learnt through generation II games.
________________

#001: Bulbasaur
________________

- Pokedex Data
Type:     Grass/Poison
Species:  Seed
Height:   2'4"
Weight:   15 lbs
Red/Blue: A strange seed was planted on its back at birth. The plant sprouts
          and grows with this Pokemon.
Yellow:   It can go for days without eating a single morsel. In the bulb on its
          back, it stores energy.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 4   1  1/2 1/2  2   2   1  1/4  1   2   1   1   2   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   45   49   49   65   65   45  253  318
Max   293  196  196  228  228  188  RBY  GSC

- Evolution Chain
#001: Bulbasaur
  --> #002: Ivysaur (Level 16)
        --> #003: Venusaur (Level 32)

- Miscellaneous Data
Base Exp:     64
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --   4   4  Growl
 7   7   7   7  Leech Seed
13  13  10  10  Vine Whip
20  20  15  15  PoisonPowder
        15  15  Sleep Powder
27  27  20  20  Razor Leaf
34  34  32  32  Growth
41  41          Sleep Powder
48  48  46  46  SolarBeam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
03  03          Swords Dance
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
        40  40  Defense Curl
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
        H5  H5  Flash
____________________________

- Tradeback Moves
Defense Curl - TM40
Flash        - HM05
Headbutt     - TM02
Light Screen - Breed
Petal Dance  - Breed
Razor Wind   - Breed
Skull Bash   - Breed

- Illegal Moveset Combinations
Light Screen/Razor Wind
Petal Dance/Razor Wind
Petal Dance/Skull Bash
Razor Wind/Skull Bash
________________

#002: Ivysaur
________________

- Pokedex Data
Type:     Grass/Poison
Species:  Seed
Height:   3'3"
Weight:   29 lbs
Red/Blue: When the bulb on its back grows large, it appears to lose the ability
          to stand on its hind legs.
Yellow:   The bulb on its back grows by drawing energy. It gives off an aroma
          when it is ready to bloom.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 4   1  1/2 1/2  2   2   1  1/4  1   2   1   1   2   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   60   62   63   80   80   60  325  405
Max   323  222  224  258  258  218  RBY  GSC

- Evolution Chain
#001: Bulbasaur
  --> #002: Ivysaur (Level 16)
        --> #003: Venusaur (Level 32)

- Miscellaneous Data
Base Exp:     141
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  Growl
--  --  --  --  Leech Seed
         4   4  Growl
 7   7   7   7  Leech Seed
13  13  10  10  Vine Whip
22  22  15  15  PoisonPowder
        15  15  Sleep Powder
30  30  22  22  Razor Leaf
38  38  38  38  Growth
46  46          Sleep Powder
54  54  56  56  SolarBeam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
03  03          Swords Dance
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
        40  40  Defense Curl
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
        H5  H5  Flash
____________________________

- Tradeback Moves
Defense Curl - TM40
Flash        - HM05
Headbutt     - TM02
Light Screen - Breed
Petal Dance  - Breed
Razor Wind   - Breed
Skull Bash   - Breed

- Illegal Moveset Combinations
Light Screen/Razor Wind
Petal Dance/Razor Wind
Petal Dance/Skull Bash
Razor Wind/Skull Bash
________________

#003: Venusaur
________________

- Pokedex Data
Type:     Grass/Poison
Species:  Seed
Height:   6'7"
Weight:   221 lbs
Red/Blue: The plant blooms when it is absorbing solar energy. It stays on the
          move to seek sunlight.
Yellow:   The flower on its back catches the sun's rays. The sunlight is then
          absorbed and used for energy.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 4   1  1/2 1/2  2   2   1  1/4  1   2   1   1   2   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   80   82   83  100  100   80  425  525
Max   363  262  264  298  298  258  RBY  GSC

- Evolution Chain
#001: Bulbasaur
  --> #002: Ivysaur (Level 16)
        --> #003: Venusaur (Level 32)

- Miscellaneous Data
Base Exp:     208
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  Growl
--  --  --  --  Leech Seed
--  --  --  --  Vine Whip
         4   4  Growl
 7   7   7   7  Leech Seed
13  13  10  10  Vine Whip
22  22  15  15  PoisonPowder
        15  15  Sleep Powder
30  30  22  22  Razor Leaf
43  43  41  41  Growth
55  55          Sleep Powder
65  65  65  65  SolarBeam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
03  03          Swords Dance
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
        40  40  Defense Curl
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
        H5  H5  Flash
____________________________

- Tradeback Moves
Defense Curl - TM40
Flash        - HM05
Headbutt     - TM02
Light Screen - Breed
Petal Dance  - Breed
Razor Wind   - Breed
Roar         - TM05
Skull Bash   - Breed

- Illegal Moveset Combinations
Light Screen/Razor Wind
Petal Dance/Razor Wind
Petal Dance/Skull Bash
Razor Wind/Skull Bash
________________

#004: Charmander
________________

- Pokedex Data
Type:     Fire
Species:  Lizard
Height:   2'0"
Weight:   19 lbs
Red/Blue: Obviously prefers hot places. When it rains, steam is said to spout
          from the tip of its tail.
Yellow:   The flame at the tip of its tail makes a sound as it burns. You can
          only hear it in quiet places.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1  1/2  1   1  1/2  2   1   1   1   1   2   2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   39   52   43   60   50   65  249  309
Max   281  202  184  218  198  228  RBY  GSC

- Evolution Chain
#004: Charmander
  --> #005: Charmeleon (Level 16)
        --> #006: Charizard (Level 36)

- Miscellaneous Data
Base Exp:     65
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
--  --  --  --  Growl
 9   9   7   7  Ember
        13  13  SmokeScreen
15  15          Leer
22  22  19  19  Rage
30  30          Slash
38  38  31  31  Flamethrower
        37  37  Slash
        43  43  Dragon Rage
46  46  49  49  Fire Spin
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
03  03          Swords Dance
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
23  23          Dragon Rage
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
        48  48  Fire Punch
50  50          Substitute
H1  H1  H1  H1  Cut
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Bite         - Breed
Defense Curl - TM40
Fire Punch   - TM48
Headbutt     - TM02
Rock Slide   - Breed
________________

#005: Charmeleon
________________

- Pokedex Data
Type:     Fire
Species:  Flame
Height:   3'7"
Weight:   42 lbs
Red/Blue: When it swings its burning tail, it elevates the temperature to
          unbearably high levels.
Yellow:   Tough fights could excite this Pokemon. When excited, it may blow out
          bluish-white flames.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1  1/2  1   1  1/2  2   1   1   1   1   2   2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   58   64   58   80   65   80  325  405
Max   319  226  214  258  228  258  RBY  GSC

- Evolution Chain
#004: Charmander
  --> #005: Charmeleon (Level 16)
        --> #006: Charizard (Level 36)

- Miscellaneous Data
Base Exp:     142
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
--  --  --  --  Growl
--  --  --  --  Ember
 9   9   7   7  Ember
        13  13  SmokeScreen
15  15          Leer
24  24  20  20  Rage
33  33          Slash
42  42  34  34  Flamethrower
        41  41  Slash
        48  48  Dragon Rage
56  56  55  55  Fire Spin
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
03  03          Swords Dance
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
23  23          Dragon Rage
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
        48  48  Fire Punch
50  50          Substitute
H1  H1  H1  H1  Cut
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Bite         - Breed
Defense Curl - TM40
Fire Punch   - TM48
Headbutt     - TM02
Rock Slide   - Breed
________________

#006: Charizard
________________

- Pokedex Data
Type:     Fire/Flying
Species:  Flame
Height:   5'7"
Weight:   200 lbs
Red/Blue: Spits fire that is hot enough to melt boulders. Known to cause forest
          fires unintentionally.
Yellow:   When expelling a blast of super hot fire, the red flame at the tip of
          its tail burns more intensely.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   2  1/2 1/2  1   1  1/4  0   2   1   1   1   4   2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   78   84   78  109   85  100  425  534
Max   359  266  254  326  268  298  RBY  GSC

- Evolution Chain
#004: Charmander
  --> #005: Charmeleon (Level 16)
        --> #006: Charizard (Level 36)

- Miscellaneous Data
Base Exp:     209
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
--  --  --  --  Growl
--  --  --  --  Ember
--  --          Leer
        --  --  SmokeScreen
 9   9   7   7  Ember
        13  13  SmokeScreen
15  15          Leer
24  24  20  20  Rage
36  36          Slash
46  46  34  34  Flamethrower
        36  36  Wing Attack
        44  44  Slash
        54  54  Dragon Rage
55  55  64  64  Fire Spin
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
03  03          Swords Dance
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
23  23          Dragon Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
        48  48  Fire Punch
50  50          Substitute
H1  H1  H1  H1  Cut
    H2  H2  H2  Fly
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Bite         - Breed
Defense Curl - TM40
Fire Punch   - TM48
Headbutt     - TM02
Roar         - TM05
Rock Slide   - Breed
Wing Attack  - L36
________________

#007: Squirtle
________________

- Pokedex Data
Type:     Water
Species:  Tinyturtle
Height:   1'8"
Weight:   20 lbs
Red/Blue: After birth, its back swells and hardens into a shell. Powerfully
          sprays foam from its mouth.
Yellow:   Shoots water at prey while in the water. Withdraws into its shell
          when in danger.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   44   48   65   50   64   43  250  314
Max   291  194  228  198  226  184  RBY  GSC

- Evolution Chain
#007: Squirtle
  --> #008: Wartortle (Level 16)
        --> #009: Blastoise (Level 36)

- Miscellaneous Data
Base Exp:     66
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --   4   4  Tail Whip
 8   8   7   7  Bubble
        10  10  Withdraw
15  15  13  13  Water Gun
22  22  18  18  Bite
28  28          Withdraw
35  35  40  40  Skull Bash
42  42  47  47  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Confusion    - Breed
Defense Curl - TM40
Haze         - Breed
Headbutt     - TM02
Ice Punch    - TM33
Mist         - Breed
Waterfall    - HM07

- Illegal Moveset Combinations
Confusion/Haze
Confusion/Mist
________________

#008: Wartortle
________________

- Pokedex Data
Type:     Water
Species:  Turtle
Height:   3'3"
Weight:   50 lbs
Red/Blue: Often hides in water to stalk unwary prey. For swimming fast, it
          moves its ears to maintain balance.
Yellow:   When tapped, this Pokemon will pull in its head, but its tail will
          still stick out a little bit.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   59   63   80   65   80   58  325  405
Max   321  224  258  228  258  214  RBY  GSC

- Evolution Chain
#007: Squirtle
  --> #008: Wartortle (Level 16)
        --> #009: Blastoise (Level 36)

- Miscellaneous Data
Base Exp:     143
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  Tail Whip
--  --  --  --  Bubble
         4   4  Tail Whip
 8   8   7   7  Bubble
        10  10  Withdraw
15  15  13  13  Water Gun
24  24  19  19  Bite
31  31          Withdraw
39  39  45  45  Skull Bash
47  47  53  53  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Confusion    - Breed
Defense Curl - TM40
Haze         - Breed
Headbutt     - TM02
Ice Punch    - TM33
Mist         - Breed
Waterfall    - HM07

- Illegal Moveset Combinations
Confusion/Haze
Confusion/Mist
________________

#009: Blastoise
________________

- Pokedex Data
Type:     Water
Species:  Shellfish
Height:   5'3"
Weight:   189 lbs
Red/Blue: A brutal Pokemon with pressurized water jets on its shell. They are
          used for high speed tackles.
Yellow:   Once it takes aim at its enemy, it blasts out water with even more
          force than a fire hose.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   79   83  100   85  105   78  425  530
Max   361  264  298  268  308  254  RBY  GSC

- Evolution Chain
#007: Squirtle
  --> #008: Wartortle (Level 16)
        --> #009: Blastoise (Level 36)

- Miscellaneous Data
Base Exp:     210
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  Tail Whip
--  --  --  --  Bubble
--  --          Water Gun
        --  --  Withdraw
         4   4  Tail Whip
 8   8   7   7  Bubble
        10  10  Withdraw
15  15  13  13  Water Gun
24  24  19  19  Bite
31  31          Withdraw
42  42  55  55  Skull Bash
52  52  68  68  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Confusion    - Breed
Defense Curl - TM40
Haze         - Breed
Headbutt     - TM02
Ice Punch    - TM33
Mist         - Breed
Roar         - TM05
Waterfall    - HM07

- Illegal Moveset Combinations
Confusion/Haze
Confusion/Mist
________________

#010: Caterpie
________________

- Pokedex Data
Type:     Bug
Species:  Worm
Height:   1'0"
Weight:   6 lbs
Red/Blue: Its short feet are tipped with suction pads that enable it to
          tirelessly climb slopes and walls.
Yellow:   If you touch the feeler on top of its head, it will release a
          horrible stink to protect itself.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1  1/2  2   2   1  1/2 1/2  1   1   2   1   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   45   30   35   20   20   45  175  195
Max   293  158  168  138  138  188  RBY  GSC

- Evolution Chain
#010: Caterpie
  --> #011: Metapod (Level 7)
        --> #012: Butterfree (Level 10)

- Miscellaneous Data
Base Exp:     53
Capture Rate: 255
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  String Shot
____________________________

- TMs/HMs
None

- Tradeback Moves
None
________________

#011: Metapod
________________

- Pokedex Data
Type:     Bug
Species:  Cocoon
Height:   2'4"
Weight:   22 lbs
Red/Blue: This Pokemon is vulnerable to attack while its shell is soft,
          exposing its weak and tender body.
Yellow:   Hardens its shell to protect itself. However, a large impact may
          cause it to pop out of its shell.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1  1/2  2   2   1  1/2 1/2  1   1   2   1   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   50   20   55   25   25   30  180  205
Max   303  138  208  148  148  158  RBY  GSC

- Evolution Chain
#010: Caterpie
  --> #011: Metapod (Level 7)
        --> #012: Butterfree (Level 10)

- Miscellaneous Data
Base Exp:     72
Capture Rate: 120
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Harden
     7   7   7  Harden
____________________________

- TMs/HMs
None

- Tradeback Moves
None
________________

#012: Butterfree
________________

- Pokedex Data
Type:     Bug/Flying
Species:  Butterfly
Height:   3'7"
Weight:   71 lbs
Red/Blue: In battle, it flaps its wings at high speed to release highly toxic
          dust into the air.
Yellow:   Its wings, covered with poisonous powders, repel water. This allows
          it to fly in the rain.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   2  1/4  2   2   1  1/4  0   2   1   2   1   4   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   60   45   50   80   80   70  305  385
Max   323  188  198  258  258  238  RBY  GSC

- Evolution Chain
#010: Caterpie
  --> #011: Metapod (Level 7)
        --> #012: Butterfree (Level 10)

- Miscellaneous Data
Base Exp:     160
Capture Rate: 45
Growth Rate:  Medium
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Confusion
12  10  10  10  Confusion
15  13  13  13  PoisonPowder
16  14  14  14  Stun Spore
17  15  15  15  Sleep Powder
21  18  18  18  Supersonic
26  23  23  23  Whirlwind
    28  28  28  Gust
32  34  34  34  Psybeam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
04  04          Whirlwind
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
44  44  44  44  Rest
46  46          Psywave
50  50          Substitute
    H5  H5  H5  Flash
____________________________

- Tradeback Moves
None
________________

#013: Weedle
________________

- Pokedex Data
Type:     Bug/Poison
Species:  Hairy Bug
Height:   1'0"
Weight:   7 lbs
Red/Blue: Often found in forests, eating leaves. It has a sharp venomous
          stinger on its head.
Yellow:   Beware of the sharp stinger on its head. It hides in grass and bushes
          where it eats leaves.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/4  2   2   1  1/4  1   1   1   1   2   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   40   35   30   20   20   50  175  195
Max   283  168  158  138  138  198  RBY  GSC

- Evolution Chain
#013: Weedle
  --> #014: Kakuna (Level 7)
        --> #015: Beedrill (Level 10)

- Miscellaneous Data
Base Exp:     52
Capture Rate: 255
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Poison Sting
--  --  --  --  String Shot
____________________________

- TMs/HMs
None

- Tradeback Moves
None
________________

#014: Kakuna
________________

- Pokedex Data
Type:     Bug/Poison
Species:  Cocoon
Height:   2'0"
Weight:   22 lbs
Red/Blue: Almost incapable of moving, this Pokemon can only harden its shell to
          protect itself from predators.
Yellow:   Able to move only slightly. When endangered, it may stick out its
          stinger and poison its enemy.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/4  2   2   1  1/4  1   1   1   1   2   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   45   25   50   25   25   35  180  205
Max   293  148  198  148  148  168  RBY  GSC

- Evolution Chain
#013: Weedle
  --> #014: Kakuna (Level 7)
        --> #015: Beedrill (Level 10)

- Miscellaneous Data
Base Exp:     71
Capture Rate: 120
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Harden
     7   7   7  Harden
____________________________

- TMs/HMs
None

- Tradeback Moves
None
________________

#015: Beedrill
________________

- Pokedex Data
Type:     Bug/Poison
Species:  Poison Bee
Height:   3'3"
Weight:   65 lbs
Red/Blue: Flies at high speed and attacks using its large venomous stingers on
          its forelegs and tail.
Yellow:   It has 3 poisonous stingers on its forelegs and its tail. They are
          used to jab its enemy repeatedly.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/4  2   2   1  1/4  1   1   1   1   2   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   65   80   40   45   80   75  305  385
Max   333  258  178  188  258  248  RBY  GSC

- Evolution Chain
#013: Weedle
  --> #014: Kakuna (Level 7)
        --> #015: Beedrill (Level 10)

- Miscellaneous Data
Base Exp:     159
Capture Rate: 45
Growth Rate:  Medium
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Fury Attack
12  12  10  10  Fury Attack
16  16  15  15  Focus Energy
20  20  20  20  Twineedle
25  25  25  25  Rage
30  30  35  35  Pin Missile
35  35  40  40  Agility
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
03  03          Swords Dance
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
21  21          Mega Drain
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
____________________________

- Tradeback Moves
None
________________

#016: Pidgey
________________

- Pokedex Data
Type:     Normal/Flying
Species:  Tiny Bird
Height:   1'0"
Weight:   4 lbs
Red/Blue: A common sight in forests and woods. It flaps its wings at ground
          level to kick up blinding sand.
Yellow:   Very docile. If attacked, it will often kick up sand to protect
          itself rather than fight back.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   2   1   1   1   0  1/2  0   2   1   1   1   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   40   45   40   35   35   56  216  251
Max   283  188  178  168  168  210  RBY  GSC

- Evolution Chain
#016: Pidgey
  --> #017: Pidgeotto (Level 18)
        --> #018: Pidgeot (Level 36)

- Miscellaneous Data
Base Exp:     55
Capture Rate: 255
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Gust
        --  --  Tackle
 5   5   5   5  Sand-Attack
         9   9  Gust
12  12  15  15  Quick Attack
19  19  21  21  Whirlwind
28  28  29  29  Wing Attack
36  36  37  37  Agility
44  44  47  47  Mirror Move
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
04  04          Whirlwind
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
43  43          Sky Attack
44  44  44  44  Rest
50  50          Substitute
H2  H2  H2  H2  Fly
____________________________

- Tradeback Moves
Tackle       - L--
________________

#017: Pidgeotto
________________

- Pokedex Data
Type:     Normal/Flying
Species:  Bird
Height:   3'7"
Weight:   66 lbs
Red/Blue: Very protective of its sprawling territorial area, this Pokemon will
          fiercely peck at any intruder.
Yellow:   This Pokemon is full of vitality. It constantly flies around its
          large territory in search of prey.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   2   1   1   1   0  1/2  0   2   1   1   1   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   63   60   55   50   50   71  299  349
Max   329  218  208  198  198  240  RBY  GSC

- Evolution Chain
#016: Pidgey
  --> #017: Pidgeotto (Level 18)
        --> #018: Pidgeot (Level 36)

- Miscellaneous Data
Base Exp:     113
Capture Rate: 120
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Gust
        --  --  Tackle
--  --  --  --  Sand-Attack
        --  --  Gust
 5   5   5   5  Sand-Attack
         9   9  Gust
12  12  15  15  Quick Attack
21  21  23  23  Whirlwind
31  31  33  33  Wing Attack
40  40  43  43  Agility
49  49  55  55  Mirror Move
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
04  04          Whirlwind
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
43  43          Sky Attack
44  44  44  44  Rest
50  50          Substitute
H2  H2  H2  H2  Fly
____________________________

- Tradeback Moves
Tackle       - L--
________________

#018: Pidgeot
________________

- Pokedex Data
Type:     Normal/Flying
Species:  Bird
Height:   4'11"
Weight:   87 lbs
Red/Blue: When hunting, it skims the surface of water at high speed to pick off
          unwary prey such as Magikarp.
Yellow:   This Pokemon flies at Mach 2 speed, seeking prey. Its large talons
          are feared as wicked weapons.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   2   1   1   1   0  1/2  0   2   1   1   1   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   83   80   75   70   70   91  399  469
Max   369  258  248  238  238  280  RBY  GSC

- Evolution Chain
#016: Pidgey
  --> #017: Pidgeotto (Level 18)
        --> #018: Pidgeot (Level 36)

- Miscellaneous Data
Base Exp:     172
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Gust
        --  --  Tackle
--  --  --  --  Sand-Attack
        --  --  Gust
--  --  --  --  Quick Attack
 5   5   5   5  Sand-Attack
         9   9  Gust
12  12  15  15  Quick Attack
21  21  23  23  Whirlwind
31  31  33  33  Wing Attack
44  44  46  46  Agility
54  54  61  61  Mirror Move
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
04  04          Whirlwind
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
43  43          Sky Attack
44  44  44  44  Rest
50  50          Substitute
H2  H2  H2  H2  Fly
____________________________

- Tradeback Moves
Tackle       - L--
________________

#019: Rattata
________________

- Pokedex Data
Type:     Normal
Species:  Rat
Height:   1'0"
Weight:   8 lbs
Red/Blue: Bites anything when it attacks. Small and very quick, it is a common
          sight in many places.
Yellow:   Will chew on anything with its fangs. If you see one, it is certain
          that 40 more live in the area.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   30   56   35   25   35   72  218  253
Max   263  210  168  148  168  242  RBY  GSC

- Evolution Chain
#019: Rattata
  --> #020: Raticate (Level 20)

- Miscellaneous Data
Base Exp:     57
Capture Rate: 255
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  Tail Whip
 7   7   7   7  Quick Attack
14  14  13  13  Hyper Fang
23  23  20  20  Focus Energy
34  34  34  34  Super Fang
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
14  14  14  14  Blizzard
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
50  50          Substitute
____________________________

- Tradeback Moves
Bite         - Breed
Counter      - Breed
Defense Curl - TM40
Fury Swipes  - Breed
Headbutt     - TM02
Screech      - Breed
________________

#020: Raticate
________________

- Pokedex Data
Type:     Normal
Species:  Rat
Height:   2'4"
Weight:   41 lbs
Red/Blue: It uses its whiskers to maintain its balance. It apparently slows
          down if they are cut off.
Yellow:   Its hind feet are webbed. They act as flippers, so it can swim in
          rivers and hunt for prey.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   55   81   60   50   70   97  343  413
Max   313  260  218  198  238  292  RBY  GSC

- Evolution Chain
#019: Rattata
  --> #020: Raticate (Level 20)

- Miscellaneous Data
Base Exp:     116
Capture Rate: 90
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  Tail Whip
--  --  --  --  Quick Attack
 7   7   7   7  Quick Attack
14  14  13  13  Hyper Fang
27  27          Focus Energy
41  41  40  40  Super Fang
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
50  50          Substitute
        H1  H1  Cut
        H4  H4  Strength
____________________________

- Tradeback Moves
Bite         - Breed
Counter      - Breed
Cut          - HM01
Defense Curl - TM40
Fury Swipes  - Breed
Headbutt     - TM02
Roar         - TM05
Screech      - Breed
Strength     - HM04
________________

#021: Spearow
________________

- Pokedex Data
Type:     Normal/Flying
Species:  Tiny Bird
Height:   1'0"
Weight:   4 lbs
Red/Blue: Eats bugs in grassy areas. It has to flap its short wings at high
          speed to stay airborne.
Yellow:   Inept at flying high. However, it can fly around very fast to protect
          its territory.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   2   1   1   1   0  1/2  0   2   1   1   1   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   40   60   30   31   31   70  231  262
Max   283  218  158  160  160  238  RBY  GSC

- Evolution Chain
#021: Spearow
  --> #022: Fearow (Level 20)

- Miscellaneous Data
Base Exp:     58
Capture Rate: 255
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Peck
--  --  --  --  Growl
 9   9   7   7  Leer
15  15  13  13  Fury Attack
22  22  31  31  Mirror Move
29  29  37  37  Drill Peck
36  36  43  43  Agility
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
04  04          Whirlwind
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
43  43          Sky Attack
44  44  44  44  Rest
50  50          Substitute
H2  H2  H2  H2  Fly
____________________________

- Tradeback Moves
Quick Attack - Breed
SonicBoom    - NYPC
Tri Attack   - Breed

- Illegal Moveset Combinations
Quick Attack/SonicBoom
SonicBoom/Tri Attack
________________

#022: Fearow
________________

- Pokedex Data
Type:     Normal/Flying
Species:  Beak
Height:   3'11"
Weight:   84 lbs
Red/Blue: With its huge and magnificent wings, it can keep aloft without ever
          having to land for rest.
Yellow:   A Pokemon that dates back many years. If it senses danger, it flies
          high and away, instantly.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   2   1   1   1   0  1/2  0   2   1   1   1   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   65   90   65   61   61  100  381  442
Max   333  278  228  220  220  298  RBY  GSC

- Evolution Chain
#021: Spearow
  --> #022: Fearow (Level 20)

- Miscellaneous Data
Base Exp:     162
Capture Rate: 90
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Peck
--  --  --  --  Growl
--  --  --  --  Leer
        --  --  Fury Attack
 9   9   7   7  Leer
15  15  13  13  Fury Attack
25  25  32  32  Mirror Move
34  34  40  40  Drill Peck
43  43  47  47  Agility
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
04  04          Whirlwind
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
43  43          Sky Attack
44  44  44  44  Rest
50  50          Substitute
H2  H2  H2  H2  Fly
____________________________

- Tradeback Moves
Quick Attack - Breed
SonicBoom    - NYPC
Tri Attack   - Breed

- Illegal Moveset Combinations
Quick Attack/SonicBoom
SonicBoom/Tri Attack
________________

#023: Ekans
________________

- Pokedex Data
Type:     Poison
Species:  Snake
Height:   6'7"
Weight:   15 lbs
Red/Blue: Moves silently and stealthily. Eats the eggs of birds, such as Pidgey
          and Spearow, whole.
Yellow:   The older it gets, the longer it grows. At night, it wraps its long
          body around tree branches to rest.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   1  1/2  2   1   1  1/2  2   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   35   60   44   40   54   55  234  288
Max   273  218  186  178  206  208  RBY  GSC

- Evolution Chain
#023: Ekans
  --> #024: Arbok (Level 22)

- Miscellaneous Data
Base Exp:     62
Capture Rate: 255
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Wrap
--  --  --  --  Leer
10  10   9   9  Poison Sting
17  17  15  15  Bite
24  24  23  23  Glare
31  31  29  29  Screech
38  38  37  37  Acid
        43  43  Haze
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
20  20          Rage
21  21          Mega Drain
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
40  40          Skull Bash
44  44  44  44  Rest
48  48          Rock Slide
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Haze         - L43
Headbutt     - TM02
Slam         - Breed
________________

#024: Arbok
________________

- Pokedex Data
Type:     Poison
Species:  Cobra
Height:   11'6"
Weight:   143 lbs
Red/Blue: It is rumored that the ferocious warning markings on its belly differ
          from area to area.
Yellow:   The frightening patterns on its belly have been studied. Six
          variations have been confirmed.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   1  1/2  2   1   1  1/2  2   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   60   85   69   65   79   80  359  438
Max   323  268  236  228  256  258  RBY  GSC

- Evolution Chain
#023: Ekans
  --> #024: Arbok (Level 22)

- Miscellaneous Data
Base Exp:     147
Capture Rate: 90
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Wrap
--  --  --  --  Leer
--  --  --  --  Poison Sting
        --  --  Bite
10  10   9   9  Poison Sting
17  17  15  15  Bite
27  27  25  25  Glare
36  36  33  33  Screech
47  47  43  43  Acid
        51  51  Haze
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
21  21          Mega Drain
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
40  40          Skull Bash
44  44  44  44  Rest
48  48          Rock Slide
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Haze         - L51
Headbutt     - TM02
Slam         - Breed
________________

#025: Pikachu
________________

- Pokedex Data
Type:     Electric
Species:  Mouse
Height:   1'4"
Weight:   13 lbs
Red/Blue: When several of these Pokemon gather, their electricity could build
          and cause lightning storms.
Yellow:   It keeps its tail raised to monitor its surroundings. If you yank its
          tail, it will try to bite you.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1  1/2  1   1  1/2  1   1   2   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   35   55   30   50   40   90  260  300
Max   273  208  158  198  178  278  RBY  GSC

- Evolution Chain
#025: Pikachu
  --> #026: Raichu (Thunderstone)

- Miscellaneous Data
Base Exp:     82
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry (R/B), Light Ball (Y)

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  ThunderShock
--  --  --  --  Growl
     6   6   6  Tail Whip
 9   8   8   8  Thunder Wave
16  11  11  11  Quick Attack
    15  15  15  Double Team
    20  20  20  Slam
26              Swift
    26  26  26  Thunderbolt
33  33  33  33  Agility
43  41  41  41  Thunder
    50  50  50  Light Screen
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
16  16          Pay Day
17  17          Submission
19  19          Seismic Toss
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
        41  41  ThunderPunch
44  44  44  44  Rest
45  45          Thunder Wave
50  50          Substitute
        H4  H4  Strength
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Defense Curl - TM40
Dizzy Punch  - Odd Egg (Crystal)/NYPC
DoubleSlap   - Breed
Headbutt     - TM02
Petal Dance  - NYPC
Sing         - NYPC
Strength     - HM04
ThunderPunch - TM41

- Stadium Moves
Surf         - Using a non-rental Pikachu at least once in EVERY battle and
               without using any continues, beat the Prime Cup Master Ball R-2.

- Illegal Moveset Combinations
Dizzy Punch/Petal Dance
Dizzy Punch/Sing
DoubleSlap/Petal Dance
DoubleSlap/Sing
Petal Dance/Sing
________________

#026: Raichu
________________

- Pokedex Data
Type:     Electric
Species:  Mouse
Height:   2'7"
Weight:   66 lbs
Red/Blue: Its long tail serves as a ground to protect itself from its own high
          voltage power.
Yellow:   When electricity builds up inside its body, it becomes feisty. It
          also glows in the dark.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1  1/2  1   1  1/2  1   1   2   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   60   90   55   90   80  100  395  475
Max   323  278  208  278  258  298  RBY  GSC

- Evolution Chain
#025: Pikachu
  --> #026: Raichu (Thunderstone)

- Miscellaneous Data
Base Exp:     122
Capture Rate: 75
Growth Rate:  Medium
Held Item:    Gold Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  ThunderShock
--  --          Growl
--  --          Thunder Wave
        --  --  Tail Whip
        --  --  Quick Attack
        --  --  Thunderbolt
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
16  16          Pay Day
17  17          Submission
19  19          Seismic Toss
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
        41  41  ThunderPunch
44  44  44  44  Rest
45  45          Thunder Wave
50  50          Substitute
        H4  H4  Strength
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Dizzy Punch  - Odd Egg (Crystal)/NYPC
Defense Curl - TM40
DoubleSlap   - Breed
Headbutt     - TM02
Petal Dance  - NYPC
Sing         - NYPC
Strength     - HM04
ThunderPunch - TM41

- Stadium Moves
Surf         - Using a non-rental Pikachu at least once in EVERY battle and
               without using any continues, beat the Prime Cup Master Ball R-2.

- Illegal Moveset Combinations
Dizzy Punch/Petal Dance
Dizzy Punch/Sing
DoubleSlap/Petal Dance
DoubleSlap/Sing
Petal Dance/Sing
________________

#027: Sandshrew
________________

- Pokedex Data
Type:     Ground
Species:  Mouse
Height:   2'0"
Weight:   26 lbs
Red/Blue: Burrows deep underground in arid locations far from water. It only
          emerges to hunt for food.
Yellow:   Its body is dry. When it gets cold at night, its hide is said to
          become coated with a fine dew.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   0   1   1   1   1   2   1   2   1  1/2  1  1/2  2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   50   75   85   20   30   40  280  300
Max   303  248  268  138  158  178  RBY  GSC

- Evolution Chain
#027: Sandshrew
  --> #028: Sandslash (Level 22)

- Miscellaneous Data
Base Exp:     93
Capture Rate: 255
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
         6   6  Defense Curl
10  10  11  11  Sand-Attack
        17  17  Poison Sting
17  17  23  23  Slash
24  24          Poison Sting
31  31  30  30  Swift
38  38  37  37  Fury Swipes
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
03  03          Swords Dance
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
17  17          Submission
19  19          Seismic Toss
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
48  48          Rock Slide
50  50          Substitute
H1  H1  H1  H1  Cut
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Counter      - Breed
Defense Curl - L6, TM40
Headbutt     - TM02
________________

#028: Sandslash
________________

- Pokedex Data
Type:     Ground
Species:  Mouse
Height:   3'3"
Weight:   65 lbs
Red/Blue: Curls up into a spiny ball when threatened. It can roll while curled
          up to attack or escape.
Yellow:   It is skilled at slashing enemies with its claws. If broken, they
          start to grow back in a day.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   0   1   1   1   1   2   1   2   1  1/2  1  1/2  2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   75  100  110   45   55   65  405  450
Max   353  298  318  188  208  228  RBY  GSC

- Evolution Chain
#027: Sandshrew
  --> #028: Sandslash (Level 22)

- Miscellaneous Data
Base Exp:     163
Capture Rate: 90
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
        --  --  Defense Curl
--  --  --  --  Sand-Attack
         6   6  Defense Curl
10  10  11  11  Sand-Attack
        17  17  Poison Sting
17  17  24  24  Slash
27  27          Poison Sting
36  36  33  33  Swift
47  47  42  42  Fury Swipes
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
03  03          Swords Dance
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
17  17          Submission
19  19          Seismic Toss
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
48  48          Rock Slide
50  50          Substitute
H1  H1  H1  H1  Cut
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Counter      - Breed
Defense Curl - L--, L6, TM40
Headbutt     - TM02
________________

#029: Nidoran F
________________

- Pokedex Data
Type:     Poison
Species:  Poison Pin
Height:   1'4"
Weight:   15 lbs
Red/Blue: Although small, its venomous barbs render this Pokemon dangerous. The
          female has smaller horns.
Yellow:   A mild-mannered Pokemon that does not like to fight. Beware, its
          small horns secrete venom.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   1  1/2  2   1   1  1/2  2   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   55   47   52   40   40   41  235  275
Max   313  192  202  178  178  180  RBY  GSC

- Evolution Chain
#029: Nidoran F
  --> #030: Nidorina (Level 16)
        --> #031: Nidoqueen (Moon Stone)

- Miscellaneous Data
Base Exp:     59
Capture Rate: 235
Growth Rate:  Medium Slow
Held Item:    TM43 (Detect)

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Growl
--  --  --  --  Tackle
 8   8   8   8  Scratch
    12  12  12  Double Kick
14  17  17  17  Poison Sting
21  23  23  23  Tail Whip
29  30  30  30  Bite
36  38  38  38  Fury Swipes
43              Double Kick
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
14  14  14  14  Blizzard
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
50  50          Substitute
____________________________

- Tradeback Moves
Counter      - Breed
Defense Curl - TM40
Disable      - Breed
Focus Energy - Breed
Headbutt     - TM02
Lovely Kiss  - NYPC
Supersonic   - Breed

- Illegal Moveset Combinations
Counter/Lovely Kiss
Disable/Lovely Kiss
Focus Energy/Lovely Kiss
Lovely Kiss/Supersonic
________________

#030: Nidorina
________________

- Pokedex Data
Type:     Poison
Species:  Poison Pin
Height:   2'7"
Weight:   44 lbs
Red/Blue: The female's horn develops slowly. Prefers physical attacks such as
          clawing and biting.
Yellow:   When resting deep in its burrow, its thorns always retract. This is
          proof that it is relaxed.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   1  1/2  2   1   1  1/2  2   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   70   62   67   55   55   56  310  365
Max   343  222  232  208  208  210  RBY  GSC

- Evolution Chain
#029: Nidoran F
  --> #030: Nidorina (Level 16)
        --> #031: Nidoqueen (Moon Stone)

- Miscellaneous Data
Base Exp:     117
Capture Rate: 120
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Growl
--  --  --  --  Tackle
--  --   8   8  Scratch
 8   8          Scratch
    12  12  12  Double Kick
14  19  19  19  Poison Sting
23  27  27  27  Tail Whip
32  36  36  36  Bite
41  46  46  46  Fury Swipes
50              Double Kick
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
50  50          Substitute
        H4  H4  Strength
____________________________

- Tradeback Moves
Counter      - Breed
Defense Curl - TM40
Disable      - Breed
Focus Energy - Breed
Headbutt     - TM02
Lovely Kiss  - NYPC
Strength     - HM04
Supersonic   - Breed

- Illegal Moveset Combinations
Counter/Lovely Kiss
Disable/Lovely Kiss
Focus Energy/Lovely Kiss
Lovely Kiss/Supersonic
________________

#031: Nidoqueen
________________

- Pokedex Data
Type:     Poison/Ground
Species:  Drill
Height:   4'3"
Weight:   132 lbs
Red/Blue: Its hard scales provide strong protection. It uses its hefty bulk to
          execute powerful moves.
Yellow:   Tough scales cover the sturdy body of this Pokemon. It appears that
          the scales grow in cycles.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   0  1/2  1   1   1   1   2   2   1  1/4  2  1/2  2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   90   82   87   75   85   76  410  495
Max   383  262  272  248  268  250  RBY  GSC

- Evolution Chain
#029: Nidoran F
  --> #030: Nidorina (Level 16)
        --> #031: Nidoqueen (Moon Stone)

- Miscellaneous Data
Base Exp:     194
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--              Body Slam
--  --  --  --  Scratch
--  --          Tail Whip
    --          Body Slam
 8   8          Scratch
    12  --  --  Double Kick
        --  --  Tail Whip
14              Poison Sting
23  23  23  23  Body Slam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
        05  05  Roar
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
16  16          Pay Day
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
26  26          Earthquake
27  27          Fissure
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
38  38  38  38  Fire Blast
40  40          Skull Bash
        40  40  Defense Curl
        41  41  ThunderPunch
44  44  44  44  Rest
48  48          Rock Slide
        48  48  Fire Punch
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Defense Curl - TM40
Disable      - Breed
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Focus Energy - Breed
Headbutt     - TM02
Ice Punch    - TM33
Lovely Kiss  - NYPC
Roar         - TM05
Supersonic   - Breed
ThunderPunch - TM41

- Illegal Moveset Combinations
Disable/Lovely Kiss
Focus Energy/Lovely Kiss
Lovely Kiss/Supersonic
________________

#032: Nidoran M
________________

- Pokedex Data
Type:     Poison
Species:  Poison Pin
Height:   1'8"
Weight:   20 lbs
Red/Blue: Stiffens its ears to sense danger. The larger its horns, the more
          powerful its secreted venom.
Yellow:   Its large ears are always kept upright. If it senses danger, it will
          attack with a poisonous sting.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   1  1/2  2   1   1  1/2  2   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   46   57   40   40   40   50  233  273
Max   295  212  178  178  178  198  RBY  GSC

- Evolution Chain
#032: Nidoran M
  --> #033: Nidorino (Level 16)
        --> #034: Nidoking (Moon Stone)

- Miscellaneous Data
Base Exp:     60
Capture Rate: 235
Growth Rate:  Medium Slow
Held Item:    TM43 (Detect)

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Leer
--  --  --  --  Tackle
 8   8   8   8  Horn Attack
    12  12  12  Double Kick
14  17  17  17  Poison Sting
21  23  23  23  Focus Energy
29  30  30  30  Fury Attack
36  38  38  38  Horn Drill
43              Double Kick
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
14  14  14  14  Blizzard
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
50  50          Substitute
____________________________

- Tradeback Moves
Amensia      - Breed
Confusion    - Breed
Counter      - Breed
Defense Curl - TM40
Disable      - Breed
Headbutt     - TM02
Lovely Kiss  - NYPC
Supersonic   - Breed

- Illegal Moveset Combinations
Amnesia/Lovely Kiss
Confusion/Lovely Kiss
Counter/Lovely Kiss
Disable/Lovely Kiss
Lovely Kiss/Supersonic
________________

#033: Nidorino
________________

- Pokedex Data
Type:     Poison
Species:  Poison Pin
Height:   2'11"
Weight:   43 lbs
Red/Blue: An aggressive Pokemon that is quick to attack. The horn on its head
          secretes a powerful venom.
Yellow:   Its horns contain venom. If they are stabbed into an enemy, the
          impact makes the poison leak out.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   1  1/2  2   1   1  1/2  2   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   61   72   57   55   55   65  310  365
Max   325  242  212  208  208  228  RBY  GSC

- Evolution Chain
#032: Nidoran M
  --> #033: Nidorino (Level 16)
        --> #034: Nidoking (Moon Stone)

- Miscellaneous Data
Base Exp:     118
Capture Rate: 120
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Leer
--  --  --  --  Tackle
--  --   8   8  Horn Attack
 8   8          Horn Attack
    12  12  12  Double Kick
14  19  19  19  Poison Sting
23  27  27  27  Focus Energy
32  36  36  36  Fury Attack
41  46  46  46  Horn Drill
50              Double Kick
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
50  50          Substitute
        H4  H4  Strength
____________________________

- Tradeback Moves
Amensia      - Breed
Confusion    - Breed
Counter      - Breed
Defense Curl - TM40
Disable      - Breed
Headbutt     - TM02
Lovely Kiss  - NYPC
Strength     - HM04
Supersonic   - Breed

- Illegal Moveset Combinations
Amnesia/Lovely Kiss
Confusion/Lovely Kiss
Counter/Lovely Kiss
Disable/Lovely Kiss
Lovely Kiss/Supersonic
________________

#034: Nidoking
________________

- Pokedex Data
Type:     Poison
Species:  Drill
Height:   4'7"
Weight:   137 lbs
Red/Blue: It uses its powerful tail in battle to smash, constrict, then break
          the prey's bones.
Yellow:   Its steel-like hide adds to its powerful tackle. Its horns are so
          hard, they can pierce a diamond.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   0  1/2  1   1   1   1   2   2   1  1/4  2  1/2  2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   81   92   77   85   75   85  410  495
Max   365  282  252  268  248  268  RBY  GSC

- Evolution Chain
#032: Nidoran M
  --> #033: Nidorino (Level 16)
        --> #034: Nidoking (Moon Stone)

- Miscellaneous Data
Base Exp:     195
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  Horn Attack
--  --          Poison Sting
--  --          Thrash
 8   8          Horn Attack
    12  --  --  Double Kick
14      --  --  Poison Sting
23  23  23  23  Thrash
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
        05  05  Roar
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
16  16          Pay Day
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
26  26  26  26  Earthquake
27  27          Fissure
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
38  38  38  38  Fire Blast
40  40          Skull Bash
        40  40  Defense Curl
        41  41  ThunderPunch
44  44  44  44  Rest
48  48          Rock Slide
        48  48  Fire Punch
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Amensia      - Breed
Confusion    - Breed
Defense Curl - TM40
Disable      - Breed
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Ice Punch    - TM33
Lovely Kiss  - NYPC
Roar         - TM05
Supersonic   - Breed
ThunderPunch - TM41

- Illegal Moveset Combinations
Amnesia/Lovely Kiss
Confusion/Lovely Kiss
Counter/Lovely Kiss
Disable/Lovely Kiss
Fury Attack/Thrash (Gen I)
Lovely Kiss/Supersonic
________________

#035: Clefairy
________________

- Pokedex Data
Type:     Normal
Species:  Fairy
Height:   2'0"
Weight:   17 lbs
Red/Blue: Its magical and cute appeal has many admirers. It is rare and found
          only in certain areas.
Yellow:   Adored for their cute looks and playfulness. They are thought to be
          rare, as they do not appear often.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   70   45   48   60   65   35  263  323
Max   343  188  194  218  228  168  RBY  GSC

- Evolution Chain
#035: Clefairy
  --> #036: Clefable (Moon Stone)

- Miscellaneous Data
Base Exp:     68
Capture Rate: 150
Growth Rate:  Fast
Held Item:    MysteryBerry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Pound
--  --  --  --  Growl
13  13   8   8  Sing
18  18  13  13  DoubleSlap
24  24  19  19  Minimize
        26  26  Defense Curl
31  31  34  34  Metronome
39  39          Defense Curl
48  48  53  53  Light Screen
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
22  22  22  22  SolarBeam
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
38  38  38  38  Fire Blast
40  40          Skull Bash
        40  40  Defense Curl
        41  41  ThunderPunch
        42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
        48  48  Fire Punch
49  49          Tri Attack
50  50          Substitute
H4  H4  H4  H4  Strength
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Amnesia      - Breed
Dizzy Punch  - Odd Egg (Crystal)
Dream Eater  - TM42
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Ice Punch    - TM33
Petal Dance  - NYPC
Splash       - Breed
Swift        - NYPC
ThunderPunch - TM41

- Illegal Moveset Combinations
Amnesia/Dizzy Punch
Amnesia/Petal Dance
Amnesia/Swift
Dizzy Punch/Petal Dance
Dizzy Punch/Splash
Dizzy Punch/Swift
Petal Dance/Splash
Petal Dance/Swift
Splash/Swift
________________

#036: Clefable
________________

- Pokedex Data
Type:     Normal
Species:  Fairy
Height:   4'3"
Weight:   88 lbs
Red/Blue: A timid fairy Pokemon that is rarely seen. It will run and hide the
          moment it senses people.
Yellow:   They appear to be very protective of their own world. It is a kind of
          fairy, rarely seen by people.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   95   70   73   85   90   60  388  473
Max   393  238  244  268  278  218  RBY  GSC

- Evolution Chain
#035: Clefairy
  --> #036: Clefable (Moon Stone)

- Miscellaneous Data
Base Exp:     129
Capture Rate: 25
Growth Rate:  Fast
Held Item:    Leftovers

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Sing
--  --  --  --  DoubleSlap
--  --          Minimize
--  --  --  --  Metronome
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
22  22  22  22  SolarBeam
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
38  38  38  38  Fire Blast
40  40          Skull Bash
        40  40  Defense Curl
        41  41  ThunderPunch
        42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
        48  48  Fire Punch
49  49          Tri Attack
50  50          Substitute
H4  H4  H4  H4  Strength
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Amnesia      - Breed
Dream Eater  - TM42
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Ice Punch    - TM33
Petal Dance  - NYPC
Splash       - Breed
Swift        - NYPC
ThunderPunch - TM41

- Illegal Moveset Combinations
Amnesia/Dizzy Punch
Amnesia/Petal Dance
Amnesia/Swift
Dizzy Punch/Petal Dance
Dizzy Punch/Splash
Dizzy Punch/Swift
Petal Dance/Splash
Petal Dance/Swift
Splash/Swift
________________

#037: Vulpix
________________

- Pokedex Data
Type:     Fire
Species:  Fox
Height:   2'0"
Weight:   22 lbs
Red/Blue: At the time of birth, it has just one tail. The tail splits from its
          tip as it grows older.
Yellow:   Both its fur and its tails are beautiful. As it grows, the tails
          split and form more tails.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1  1/2  1   1  1/2  2   1   1   1   1   2   2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   38   41   40   50   65   65  249  299
Max   279  180  178  198  228  228  RBY  GSC

- Evolution Chain
#037: Vulpix
  --> #038: Ninetales (Fire Stone)

- Miscellaneous Data
Base Exp:     63
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Ember
--  --  --  --  Tail Whip
16  16   7   7  Quick Attack
21  21  13  13  Roar
28  28  19  19  Confuse Ray
35  35  31  31  Flamethrower
42  42  37  37  Fire Spin
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
20  20          Rage
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
____________________________

- Tradeback Moves
Disable      - Breed
Headbutt     - TM02
Hypnosis     - Breed
________________

#038: Ninetales
________________

- Pokedex Data
Type:     Fire
Species:  Fox
Height:   3'7"
Weight:   44 lbs
Red/Blue: Very smart and very vengeful. Grabbing one of its many tails could
          result in a 1000-year curse.
Yellow:   According to an enduring legend, 9 noble saints were united and
          reincarnated as this Pokemon.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1  1/2  1   1  1/2  2   1   1   1   1   2   2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   73   76   75   81  100  100  424  505
Max   349  250  248  260  298  298  RBY  GSC

- Evolution Chain
#037: Vulpix
  --> #038: Ninetales (Fire Stone)

- Miscellaneous Data
Base Exp:     178
Capture Rate: 75
Growth Rate:  Medium
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Ember
--  --          Tail Whip
--  --  --  --  Quick Attack
--  --          Roar
        --  --  Confuse Ray
        43  43  Fire Spin
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
____________________________

- Tradeback Moves
Disable      - Breed
Headbutt     - TM02
Hypnosis     - Breed
________________

#039: Jigglypuff
________________

- Pokedex Data
Type:     Normal
Species:  Balloon
Height:   1'8"
Weight:   12 lbs
Red/Blue: When its huge eyes light up, it sings a mysteriously soothing melody
          that lulls its enemies to sleep.
Yellow:   Uses its alluring eyes to enrapture its foe. It then sings a pleasing
          melody that lulls the foe to sleep.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base  115   45   20   45   25   20  225  270
Max   433  188  138  188  148  138  RBY  GSC

- Evolution Chain
#039: Jigglypuff
  --> #040: Wigglytuff (Moon Stone)

- Miscellaneous Data
Base Exp:     76
Capture Rate: 170
Growth Rate:  Fast
Held Item:    Polkadot Bow

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Sing
         4   4  Defense Curl
 9   9   9   9  Pound
14  14  14  14  Disable
19  19          Defense Curl
24  24  24  24  DoubleSlap
29  29  29  29  Rest
34  34  34  34  Body Slam
39  39  39  39  Double-Edge
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
22  22  22  22  SolarBeam
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
        41  41  ThunderPunch
        42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
        48  48  Fire Punch
49  49          Tri Attack
50  50          Substitute
H4  H4  H4  H4  Strength
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Dizzy Punch  - Odd Egg (Crystal)
Dream Eater  - TM42
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Ice Punch    - TM33
Petal Dance  - NYPC
ThunderPunch - TM41

- Illegal Moveset Combinations
Dizzy Punch/Petal Dance
________________

#040: Wigglytuff
________________

- Pokedex Data
Type:     Normal
Species:  Balloon
Height:   3'3"
Weight:   26 lbs
Red/Blue: The body is soft and rubbery. When angered, it will suck in air and
          inflate itself to an enormous size.
Yellow:   Its body is full of elasticity. By inhaling deeply, it can continue
          to inflate itself without limit.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base  140   70   45   75   50   45  350  425
Max   483  238  188  248  198  188  RBY  GSC

- Evolution Chain
#039: Jigglypuff
  --> #040: Wigglytuff (Moon Stone)

- Miscellaneous Data
Base Exp:     109
Capture Rate: 50
Growth Rate:  Fast
Held Item:    Gold Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Sing
--  --  --  --  Disable
--  --  --  --  Defense Curl
--  --  --  --  DoubleSlap
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
22  22  22  22  SolarBeam
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
        41  41  ThunderPunch
        42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
        48  48  Fire Punch
49  49          Tri Attack
50  50          Substitute
H4  H4  H4  H4  Strength
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Dizzy Punch  - Odd Egg (Crystal)
Dream Eater  - TM42
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Ice Punch    - TM33
Petal Dance  - NYPC
ThunderPunch - TM41

- Illegal Moveset Combinations
Dizzy Punch/Petal Dance
________________

#041: Zubat
________________

- Pokedex Data
Type:     Poison/Flying
Species:  Bat
Height:   2'7"
Weight:   17 lbs
Red/Blue: Forms colonies in perpetually dark places. Uses ultrasonic waves to
          identify and approach targets.
Yellow:   Emits ultrasonic cries while it flies. They act as a sonar used to
          check for objects in its way.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2  1/4  1   1   1  1/4  0   2   1  1/2  2   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   40   45   35   30   40   55  215  245
Max   283  188  168  158  178  208  RBY  GSC

- Evolution Chain
#041: Zubat
  --> #042: Golbat (Level 22)

- Miscellaneous Data
Base Exp:     54
Capture Rate: 255
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Leech Life
10  10   6   6  Supersonic
15  15  12  12  Bite
21  21  19  19  Confuse Ray
28  28  27  27  Wing Attack
36  36  46  46  Haze
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
04  04          Whirlwind
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
20  20          Rage
21  21          Mega Drain
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
39  39  39  39  Swift
44  44  44  44  Rest
50  50          Substitute
____________________________

- Tradeback Moves
Gust         - Breed
Quick Attack - Breed
________________

#042: Golbat
________________

- Pokedex Data
Type:     Poison/Flying
Species:  Bat
Height:   5'3"
Weight:   121 lbs
Red/Blue: Once it strikes, it will not stop draining energy from the victim
          even if it gets too heavy to fly.
Yellow:   It attacks in a stealthy manner, without warning. Its sharp fangs are
          used to bite and suck blood.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2  1/4  1   1   1  1/4  0   2   1  1/2  2   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   75   80   70   65   75   90  390  455
Max   353  258  238  228  248  278  RBY  GSC

- Evolution Chain
#041: Zubat
  --> #042: Golbat (Level 22)

- Miscellaneous Data
Base Exp:     171
Capture Rate: 90
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Leech Life
--  --  --  --  Screech
--  --          Bite
        --  --  Leech Life
10  10  --  --  Supersonic
         6   6  Supersonic
15  15  12  12  Bite
21  21  19  19  Confuse Ray
32  32  30  30  Wing Attack
43  43  55  55  Haze
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
04  04          Whirlwind
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
21  21          Mega Drain
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
39  39  39  39  Swift
44  44  44  44  Rest
50  50          Substitute
____________________________

- Tradeback Moves
Gust         - Breed
Quick Attack - Breed
________________

#043: Oddish
________________

- Pokedex Data
Type:     Grass/Poison
Species:  Weed
Height:   1'8"
Weight:   12 lbs
Red/Blue: During the day, it keeps its face buried in the ground. At night, it
          wanders around sowing its seeds.
Yellow:   It may be mistaken for a clump of weeds. If you try to yank it out of
          the ground, it shrieks horribly.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 4   1  1/2 1/2  2   2   1  1/4  1   2   1   1   2   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   45   50   55   75   65   30  255  320
Max   293  198  208  248  228  158  RBY  GSC

- Evolution Chain
#043: Oddish
  --> #044: Gloom (Level 21)
        --> #045: Vileplume (Leaf Stone)

- Miscellaneous Data
Base Exp:     78
Capture Rate: 255
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Absorb
15  15  14  14  PoisonPowder
17  17  16  16  Stun Spore
19  19  18  18  Sleep Powder
24  24  23  23  Acid
33  33  39  39  Petal Dance
46  46          SolarBeam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
03  03          Swords Dance
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
        H5  H5  Flash
____________________________

- Tradeback Moves
Flash        - HM05
Leech Seed   - NYPC
Razor Leaf   - Breed

- Illegal Moveset Combinations
Leech Seed/Razor Leaf
________________

#044: Gloom
________________

- Pokedex Data
Type:     Grass/Poison
Species:  Weed
Height:   2'7"
Weight:   19 lbs
Red/Blue: The fluid that oozes from its mouth isn't drool. It is a nectar that
          is used to attract prey.
Yellow:   Smells incredibly foul! However, around 1 out of 1,000 people enjoy
          sniffing its nose-bending stink.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 4   1  1/2 1/2  2   2   1  1/4  1   2   1   1   2   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   60   65   70   85   75   40  320  395
Max   323  228  238  268  248  178  RBY  GSC

- Evolution Chain
#043: Oddish
  --> #044: Gloom (Level 21)
        --> #045: Vileplume (Leaf Stone)

- Miscellaneous Data
Base Exp:     132
Capture Rate: 120
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Absorb
--  --  --  --  PoisonPowder
--  --          Stun Spore
15  15  14  14  PoisonPowder
17  17  16  16  Stun Spore
19  19  18  18  Sleep Powder
28  28  24  24  Acid
38  38  44  44  Petal Dance
52  52          SolarBeam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
03  03          Swords Dance
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
        H5  H5  Flash
____________________________

- Tradeback Moves
Flash        - HM05
Leech Seed   - NYPC
Razor Leaf   - Breed

- Illegal Moveset Combinations
Leech Seed/Razor Leaf
________________

#045: Vileplume
________________

- Pokedex Data
Type:     Grass/Poison
Species:  Flower
Height:   3'11"
Weight:   41 lbs
Red/Blue: The larger its petals, the more toxic pollen it contains. Its big
          head is heavy and hard to hold up.
Yellow:   Flaps its broad flower petals to scatter its poisonous pollen. The
          flapping sound is very loud.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 4   1  1/2 1/2  2   2   1  1/4  1   2   1   1   2   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   75   80   85  100   90   50  390  480
Max   353  258  268  298  278  198  RBY  GSC

- Evolution Chain
#043: Oddish
  --> #044: Gloom (Level 21)
        --> #045: Vileplume (Leaf Stone)

- Miscellaneous Data
Base Exp:     184
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
        --  --  Absorb
--  --  --  --  Stun Spore
--  --          Sleep Powder
--  --          Acid
--  --  --  --  Petal Dance
15  15          PoisonPowder
17  17          Stun Spore
19  19          Sleep Powder
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
03  03          Swords Dance
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
        H5  H5  Flash
____________________________

- Tradeback Moves
Flash        - HM05
Leech Seed   - NYPC
Razor Leaf   - Breed

- Illegal Moveset Combinations
Leech Seed/Razor Leaf
________________

#046: Paras
________________

- Pokedex Data
Type:     Bug/Grass
Species:  Mushroom
Height:   1'0"
Weight:   12 lbs
Red/Blue: Burrows to suck tree roots. The mushrooms on its back grow by drawing
          nutrients from the bug host.
Yellow:   Burrows under the ground to gnaw on tree roots. The mushrooms on its
          back absorb most of the nutrition.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1  1/2 1/2  4   4   1  1/4 1/4  2   1   4   1   2  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   35   70   55   45   55   25  240  285
Max   273  238  208  188  208  148  RBY  GSC

- Evolution Chain
#046: Paras
  --> #047: Parasect (Level 24)

- Miscellaneous Data
Base Exp:     70
Capture Rate: 190
Growth Rate:  Medium
Held Item:    MysteryBerry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
13  13   7   7  Stun Spore
        13  13  PoisonPowder
20  20  19  19  Leech Life
27  27  25  25  Spore
34  34  31  31  Slash
41  41  37  37  Growth
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
03  03          Swords Dance
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
        H5  H5  Flash
____________________________

- Tradeback Moves
Counter      - Breed
Flash        - HM05
Light Screen - Breed
PoisonPowder - L13
Psybeam      - Breed
Screech      - Breed

- Illegal Moveset Combinations
Counter/Psybeam
Counter/Screech
Light Screen/Screech
________________

#047: Parasect
________________

- Pokedex Data
Type:     Bug/Grass
Species:  Mushroom
Height:   3'3"
Weight:   65 lbs
Red/Blue: A host-parasite pair in which the parasite mushroom has taken over
          the host bug. Prefers damp places.
Yellow:   The bug host is drained of energy by the mushrooms on its back. They
          appear to do all the thinking.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1  1/2 1/2  4   4   1  1/4 1/4  2   1   4   1   2  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   60   95   80   60   80   30  345  405
Max   323  288  258  218  258  158  RBY  GSC

- Evolution Chain
#046: Paras
  --> #047: Parasect (Level 24)

- Miscellaneous Data
Base Exp:     128
Capture Rate: 75
Growth Rate:  Medium
Held Item:    Gold Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
--  --  --  --  Stun Spore
        --  --  PoisonPowder
--  --          Leech Life
13  13   7   7  Stun Spore
        13  13  PoisonPowder
20  20  19  19  Leech Life
30  30  28  28  Spore
39  39  37  37  Slash
48  48  46  46  Growth
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
03  03          Swords Dance
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
        H5  H5  Flash
____________________________

- Tradeback Moves
Counter      - Breed
Flash        - HM05
Light Screen - Breed
PoisonPowder - L13
Psybeam      - Breed
Screech      - Breed

- Illegal Moveset Combinations
Counter/Psybeam
Counter/Screech
Light Screen/Screech
________________

#048: Venonat
________________

- Pokedex Data
Type:     Bug/Poison
Species:  Insect
Height:   3'3"
Weight:   66 lbs
Red/Blue: Lives in the shadows of tall trees where it eats insects. It is
          attracted by light at night.
Yellow:   Its large eyes act as radars. In a bright place, you can see that
          they are clusters of many tiny eyes.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/4  2   2   1  1/4  1   1   1   1   2   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   60   55   50   40   55   45  250  305
Max   323  208  198  178  208  188  RBY  GSC

- Evolution Chain
#048: Venonat
  --> #049: Venomoth (Level 31)

- Miscellaneous Data
Base Exp:     75
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  Disable
    11   9   9  Supersonic
    19  17  17  Confusion
24  22  20  20  PoisonPowder
27  27  25  25  Leech Life
30  30  28  28  Stun Spore
35  35  33  33  Psybeam
38  38  36  36  Sleep Powder
43  43  41  41  Psychic
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
29  29  29  29  Psychic
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
        39  39  Swift
44  44  44  44  Rest
46  46          Psywave
50  50          Substitute
    H5          Flash
____________________________

- Tradeback Moves
Screech      - Breed
Swift        - TM39
________________

#049: Venomoth
________________

- Pokedex Data
Type:     Bug/Poison
Species:  Poisonmoth
Height:   4'11"
Weight:   28 lbs
Red/Blue: The dust-like scales covering its wings are color coded to indicate
          the kinds of poison it has.
Yellow:   The powdery scales on its wings are hard to remove. They also contain
          poison that leaks out on contact.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/4  2   2   1  1/4  1   1   1   1   2   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   70   65   60   90   75   90  375  450
Max   343  228  218  278  248  278  RBY  GSC

- Evolution Chain
#048: Venonat
  --> #049: Venomoth (Level 31)

- Miscellaneous Data
Base Exp:     138
Capture Rate: 75
Growth Rate:  Medium
Held Item:    Gold Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  Disable
    --  --  --  Supersonic
         9   9  Supersonic
    --  17  17  Confusion
--  22  20  20  PoisonPowder
--  27  25  25  Leech Life
24              PoisonPowder
27              Leech Life
30  30  28  28  Stun Spore
        31  31  Gust
38  38  36  36  Psybeam
43  43  42  42  Sleep Powder
50  50  52  52  Psychic
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
04  04          Whirlwind
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
44  44  44  44  Rest
46  46          Psywave
50  50          Substitute
    H5  H5  H5  Flash
____________________________

- Tradeback Moves
Screech      - Breed
________________

#050: Diglett
________________

- Pokedex Data
Type:     Ground
Species:  Mole
Height:   0'8"
Weight:   2 lbs
Red/Blue: Lives about one yard underground where it feeds on plant roots. It
          sometimes appears above ground.
Yellow:   It prefers dark places. It spends most of its time underground,
          though it may pop up in caves.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   0   1   1   1   1   2   1   2   1  1/2  1  1/2  2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   10   55   25   35   45   95  230  265
Max   223  208  148  168  188  288  RBY  GSC

- Evolution Chain
#050: Diglett
  --> #051: Dugtrio (Level 26)

- Miscellaneous Data
Base Exp:     81
Capture Rate: 255
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
15  15   5   5  Growl
19  19  17  17  Dig
24  24  25  25  Sand-Attack
31  31  33  33  Slash
40  40  41  41  Earthquake
        49  49  Fissure
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
44  44  44  44  Rest
48  48          Rock Slide
50  50          Substitute
    H1  H1  H1  Cut
____________________________

- Tradeback Moves
Screech      - Breed
________________

#051: Dugtrio
________________

- Pokedex Data
Type:     Ground
Species:  Mole
Height:   2'4"
Weight:   73 lbs
Red/Blue: A team of Diglett triplets. It triggers huge earthquakes by burrowing
          60 miles underground.
Yellow:   A team of triplets that can burrow over 60 MPH. Due to this, some
          people think it's an earthquake.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   0   1   1   1   1   2   1   2   1  1/2  1  1/2  2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   35   80   50   50   70  120  355  405
Max   273  258  198  198  238  338  RBY  GSC

- Evolution Chain
#050: Diglett
  --> #051: Dugtrio (Level 26)

- Miscellaneous Data
Base Exp:     153
Capture Rate: 50
Growth Rate:  Medium
Held Item:    Gold Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
            --  Tri Attack
--  --  --  --  Scratch
--  --  --  --  Growl
--  --          Dig
15  15   5   5  Growl
19  19  17  17  Dig
24  24  25  25  Sand-Attack
35  35  37  37  Slash
47  47  49  49  Earthquake
        61  61  Fissure
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
44  44  44  44  Rest
48  48          Rock Slide
50  50          Substitute
    H1  H1  H1  Cut
____________________________

- Tradeback Moves
Screech      - Breed
Tri Attack   - L-- (Crystal Only)
________________

#052: Meowth
________________

- Pokedex Data
Type:     Normal
Species:  Scratchcat
Height:   1'4"
Weight:   9 lbs
Red/Blue: Adores circular objects. Wanders the streets on a nightly basis to
          look for dropped loose change.
Yellow:   Appears to be more active at night. It loves round and shiny things.
          It can't stop from picking them up.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   40   45   35   40   40   90  250  290
Max   283  188  168  178  178  278  RBY  GSC

- Evolution Chain
#052: Meowth
  --> #053: Persian (Level 28)

- Miscellaneous Data
Base Exp:     69
Capture Rate: 255
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
--  --  --  --  Growl
12  12  11  11  Bite
17  17  20  20  Pay Day
24  24  35  35  Screech
33  33  41  41  Fury Swipes
44  44  46  46  Slash
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
16  16          Pay Day
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
        42  42  Dream Eater
44  44  44  44  Rest
50  50          Substitute
____________________________

- Tradeback Moves
Amnesia      - Breed
Defense Curl - TM40
Dream Eater  - TM42
Headbutt     - TM02
Hypnosis     - Breed
________________

#053: Persian
________________

- Pokedex Data
Type:     Normal
Species:  Classy Cat
Height:   3'3"
Weight:   71 lbs
Red/Blue: Although its fur has many admirers, it is tough to raise as a pet
          because of its fickle meanness.
Yellow:   The gem in its forehead glows on its own! It walks with all the grace
          and elegance of a proud queen.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   65   70   60   65   65  115  375  440
Max   333  238  218  228  228  328  RBY  GSC

- Evolution Chain
#052: Meowth
  --> #053: Persian (Level 28)

- Miscellaneous Data
Base Exp:     148
Capture Rate: 90
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
--  --  --  --  Growl
--  --  --  --  Bite
--  --          Screech
12  12  11  11  Bite
17  17  20  20  Pay Day
24  24  38  38  Screech
37  37  46  46  Fury Swipes
51  51  53  53  Slash
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
15  15  15  15  Hyper Beam
16  16          Pay Day
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
        42  42  Dream Eater
44  44  44  44  Rest
50  50          Substitute
____________________________

- Tradeback Moves
Amnesia      - Breed
Defense Curl - TM40
Dream Eater  - TM42
Headbutt     - TM02
Hypnosis     - Breed
Roar         - TM05
________________

#054: Psyduck
________________

- Pokedex Data
Type:     Water
Species:  Duck
Height:   2'7"
Weight:   43 lbs
Red/Blue: While lulling its enemies with its vacant look, this wily Pokemon
          will use psychokinetic powers.
Yellow:   Always tormented by headaches. It uses psychic powers, but it is not
          known if it intends to do so.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   50   52   48   65   50   55  255  320
Max   303  202  194  228  198  208  RBY  GSC

- Evolution Chain
#054: Psyduck
  --> #055: Golduck (Level 33)

- Miscellaneous Data
Base Exp:     80
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
28  28   5   5  Tail Whip
31  31  10  10  Disable
36  36  16  16  Confusion
        23  23  Screech
43  43  40  40  Fury Swipes
52  52  50  50  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14          Blizzard
16  16          Pay Day
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
        H5  H5  Flash
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Flash        - HM05
Headbutt     - TM02
Hypnosis     - Breed
Ice Punch    - TM33
Light Screen - Breed
Petal Dance  - NYPC
Psybeam      - Breed
Psychic      - Breed
Screech      - L23
Tri Attack   - NYPC
Waterfall    - HM07

- Stadium Moves
Amnesia      - Get all 151 Pokemon in the Hall of Fame.

- Illegal Moveset Combinations
Amnesia/Hypnosis
Amnesia/Light Screen
Amnesia/Petal Dance
Amnesia/Psybeam
Amnesia/Psychic
Amnesia/Tri Attack
Hypnosis/Petal Dance
Hypnosis/Tri Attack
Light Screen/Petal Dance
Light Screen/Tri Attack
Petal Dance/Psybeam
Petal Dance/Psychic
Petal Dance/Tri Attack
Psybeam/Tri Attack
Psychic/Tri Attack
________________

#055: Golduck
________________

- Pokedex Data
Type:     Water
Species:  Duck
Height:   5'7"
Weight:   169 lbs
Red/Blue: Often seen swimming elegantly by lake shores. It is often mistaken
          for the Japanese monster, Kappa.
Yellow:   Its slim and long limbs end in broad flippers. They are used for
          swimming gracefully in lakes.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   80   82   78   95   80   85  405  500
Max   363  262  254  288  258  268  RBY  GSC

- Evolution Chain
#054: Psyduck
  --> #055: Golduck (Level 33)

- Miscellaneous Data
Base Exp:     174
Capture Rate: 75
Growth Rate:  Medium
Held Item:    Gold Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
--  --  --  --  Tail Whip
--  --  --  --  Disable
        --  --  Confusion
28  28   5   5  Tail Whip
31  31  10  10  Disable
39  39  16  16  Confusion
        23  23  Screech
48  48  44  44  Fury Swipes
59  59  58  58  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14          Blizzard
15  15  15  15  Hyper Beam
16  16          Pay Day
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
        H5  H5  Flash
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Flash        - HM05
Headbutt     - TM02
Hypnosis     - Breed
Ice Punch    - TM33
Light Screen - Breed
Petal Dance  - NYPC
Psybeam      - Breed
Psychic      - Breed
Screech      - L23
Tri Attack   - NYPC
Waterfall    - HM07

- Stadium Moves
Amnesia      - Get all 151 Pokemon in the Hall of Fame.

- Illegal Moveset Combinations
Amnesia/Hypnosis
Amnesia/Light Screen
Amnesia/Petal Dance
Amnesia/Psybeam
Amnesia/Psychic
Amnesia/Tri Attack
Hypnosis/Petal Dance
Hypnosis/Tri Attack
Light Screen/Petal Dance
Light Screen/Tri Attack
Petal Dance/Psybeam
Petal Dance/Psychic
Petal Dance/Tri Attack
Psybeam/Tri Attack
Psychic/Tri Attack
________________

#056: Mankey
________________

- Pokedex Data
Type:     Fighting
Species:  Pig Monkey
Height:   1'8"
Weight:   62 lbs
Red/Blue: Extremely quick to anger. It could be docile one moment then
          thrashing away the next instant.
Yellow:   An agile Pokemon that lives in trees. It angers easily and will not
          hesitate to attack anything.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1   1   2   1   1   1   1   1   1   2  1/2  1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   40   80   35   35   45   70  260  305
Max   283  258  168  168  188  238  RBY  GSC

- Evolution Chain
#056: Mankey
  --> #057: Primeape (Level 28)

- Miscellaneous Data
Base Exp:     74
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
--  --  --  --  Leer
     9   9   9  Low Kick
15  15  15  15  Karate Chop
21  21  21  21  Fury Swipes
27  27  27  27  Focus Energy
33  33  33  33  Seismic Toss
39  39          Thrash
    45  45  45  Screech
        51  51  Thrash
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
16  16          Pay Day
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
        41  41  ThunderPunch
44  44  44  44  Rest
48  48          Rock Slide
        48  48  Fire Punch
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Defense Curl - TM40
Fire Punch   - TM48
Headbutt     - TM02
Ice Punch    - TM33
Meditate     - Breed
ThunderPunch - TM41
________________

#057: Primeape
________________

- Pokedex Data
Type:     Fighting
Species:  Pig Monkey
Height:   3'3"
Weight:   71 lbs
Red/Blue: Always furious and tenacious to boot. It will not abandon chasing its
          quarry until it is caught.
Yellow:   It stops being angry only when nobody else is around. To view this
          moment is very difficult.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1   1   2   1   1   1   1   1   1   2  1/2  1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   65  105   60   60   70   95  385  455
Max   333  308  218  218  238  288  RBY  GSC

- Evolution Chain
#056: Mankey
  --> #057: Primeape (Level 28)

- Miscellaneous Data
Base Exp:     149
Capture Rate: 75
Growth Rate:  Medium
Held Item:    Gold Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
--  --  --  --  Leer
--              Karate Chop
    --  --  --  Low Kick
        --  --  Rage
--              Fury Swipes
    --          Karate Chop
     9   9   9  Low Kick
15  15  15  15  Karate Chop
21  21  21  21  Fury Swipes
27  27  27  27  Focus Energy
    28  28  28  Rage
37  37  36  36  Seismic Toss
    45  54  54  Screech
46  46  63  63  Thrash
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
16  16          Pay Day
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
        41  41  ThunderPunch
44  44  44  44  Rest
48  48          Rock Slide
        48  48  Fire Punch
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Defense Curl - TM40
Fire Punch   - TM48
Headbutt     - TM02
Ice Punch    - TM33
Meditate     - Breed
ThunderPunch - TM41
________________

#058: Growlithe
________________

- Pokedex Data
Type:     Fire
Species:  Puppy
Height:   2'4"
Weight:   42 lbs
Red/Blue: Very protective of its territory. It will bark and bite to repel
          intruders from its space.
Yellow:   A Pokemon with a friendly nature. However, it will bark fiercely at
          anything invading its territory.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1  1/2  1   1  1/2  2   1   1   1   1   2   2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   55   70   45   70   50   60  280  350
Max   313  238  188  238  198  218  RBY  GSC

- Evolution Chain
#058: Growlithe
  --> #059: Arcanine (Fire Stone)

- Miscellaneous Data
Base Exp:     91
Capture Rate: 190
Growth Rate:  Slow
Held Item:    Ice Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Bite
--  --  --  --  Roar
18  18   9   9  Ember
23  23  18  18  Leer
30  30  26  26  Take Down
39  39  42  42  Agility
50  50  50  50  Flamethrower
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
20  20          Rage
23  23          Dragon Rage
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
____________________________

- Tradeback Moves
Fire Spin    - Breed
Headbutt     - TM02
Thrash       - Breed
________________

#059: Arcanine
________________

- Pokedex Data
Type:     Fire
Species:  Legendary
Height:   6'3"
Weight:   342 lbs
Red/Blue: A Pokemon that has been admired since the past for its beauty. It
          runs agilely as if on wings.
Yellow:   A legendary Pokemon in China. Many people are charmed by its grace
          and beauty while running.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1  1/2  1   1  1/2  2   1   1   1   1   2   2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   90  110   80  100   80   95  455  555
Max   383  318  258  298  258  288  RBY  GSC

- Evolution Chain
#058: Growlithe
  --> #059: Arcanine (Fire Stone)

- Miscellaneous Data
Base Exp:     213
Capture Rate: 75
Growth Rate:  Slow
Held Item:    Ice Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Roar
--  --          Ember
--  --  --  --  Leer
--  --  --  --  Take Down
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
23  23          Dragon Rage
28  28  28  28  Dig
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
____________________________

- Tradeback Moves
Fire Spin    - Breed
Headbutt     - TM02
Thrash       - Breed
________________

#060: Poliwag
________________

- Pokedex Data
Type:     Water
Species:  Tadpole
Height:   2'0"
Weight:   27 lbs
Red/Blue: Its newly grown legs prevent it from running. It appears to prefer
          swimming than trying to stand.
Yellow:   The direction of the spiral on the belly differs by area. It is more
          adept at swimming than walking.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   40   50   40   40   40   90  260  300
Max   283  198  178  178  178  278  RBY  GSC

- Evolution Chain
#060: Poliwag
  --> #061: Poliwhirl (Level 25)
        --> #062: Poliwrath (Water Stone)

- Miscellaneous Data
Base Exp:     77
Capture Rate: 255
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Bubble
16  16   7   7  Hypnosis
19  19  13  13  Water Gun
25  25  19  19  DoubleSlap
31  31  31  31  Body Slam
38  38          Amnesia
45  45  43  43  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
20  20          Rage
29  29  29  29  Psychic
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
46  46          Psywave
50  50          Substitute
H3  H3  H3  H3  Surf
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Defense Curl - TM40
Growth       - NYPC
Haze         - Breed
Headbutt     - TM02
Lovely Kiss  - NYPC
Mist         - Breed
Splash       - Breed
Waterfall    - HM07

- Illegal Moveset Combinations
Haze/Lovely Kiss
Haze/Splash
Lovely Kiss/Mist
Lovely Kiss/Splash
Mist/Splash
________________

#061: Poliwhirl
________________

- Pokedex Data
Type:     Water
Species:  Tadpole
Height:   3'3"
Weight:   44 lbs
Red/Blue: Capable of living in or out of water. When out of water, it sweats to
          keep its body slimy.
Yellow:   Under attack, it uses its belly spiral to put the foe to sleep. It
          then makes its escape.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   65   65   65   50   50   90  335  385
Max   333  228  228  198  198  278  RBY  GSC

- Evolution Chain
#060: Poliwag
  --> #061: Poliwhirl (Level 25)
        --> #062: Poliwrath (Water Stone)

- Miscellaneous Data
Base Exp:     131
Capture Rate: 120
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Bubble
--  --  --  --  Hypnosis
--  --  --  --  Water Gun
16  16   7   7  Hypnosis
19  19  13  13  Water Gun
26  26  19  19  DoubleSlap
33  33  35  35  Body Slam
41  41          Amnesia
49  49  51  51  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
29  29  29  29  Psychic
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
46  46          Psywave
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Defense Curl - TM40
Growth       - NYPC
Haze         - Breed
Headbutt     - TM02
Ice Punch    - TM33
Lovely Kiss  - NYPC
Mist         - Breed
Splash       - Breed
Waterfall    - HM07

- Illegal Moveset Combinations
Haze/Lovely Kiss
Haze/Splash
Lovely Kiss/Mist
Lovely Kiss/Splash
Mist/Splash
________________

#062: Poliwrath
________________

- Pokedex Data
Type:     Water/Fighting
Species:  Tadpole
Height:   4'3"
Weight:   119 lbs
Red/Blue: An adept swimmer at both the front crawl and breast stroke. Easily
          overtakes the best human swimmers.
Yellow:   Swims powerfully using all the muscles in its body. It can even
          overtake champion swimmers.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   2   1  1/2  2   1   2   1  1/2  1   1   2  1/2 1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   90   85   95   70   90   70  410  500
Max   383  268  288  238  278  238  RBY  GSC

- Evolution Chain
#060: Poliwag
  --> #061: Poliwhirl (Level 25)
        --> #062: Poliwrath (Water Stone)

- Miscellaneous Data
Base Exp:     185
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Hypnosis
--  --  --  --  Water Gun
        --  --  Hypnosis
--  --  --  --  DoubleSlap
--  --          Body Slam
        --  --  Submission
16  16          Hypnosis
19  19          Water Gun
        35  35  Submission
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
29  29  29  29  Psychic
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
40  40          Skull Bash
        40  40  Defense Curl
44  44  44  44  Rest
46  46          Psywave
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Defense Curl - TM40
Growth       - NYPC
Haze         - Breed
Headbutt     - TM02
Ice Punch    - TM33
Lovely Kiss  - NYPC
Mist         - Breed
Splash       - Breed
Waterfall    - HM07

- Illegal Moveset Combinations
Haze/Lovely Kiss
Haze/Splash
Lovely Kiss/Mist
Lovely Kiss/Splash
Mist/Splash
________________

#063: Abra
________________

- Pokedex Data
Type:     Psychic
Species:  Psi
Height:   2'11"
Weight:   43 lbs
Red/Blue: Using its ability to read minds, it will identify impending danger
          and Teleport to safety.
Yellow:   Sleeps 18 hours a day. If it senses danger, it will teleport to
          safety even as it sleeps.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   0   1   1   1   1   1  1/2  1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   25   20   15  105   55   90  255  310
Max   253  138  128  308  208  278  RBY  GSC

- Evolution Chain
#063: Abra
  --> #064: Kadabra (Level 16)
        --> #065: Alakazam (Trade)

- Miscellaneous Data
Base Exp:     73
Capture Rate: 200
Growth Rate:  Medium Slow
Held Item:    TM09 (Psych Up)

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Teleport
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
40  40          Skull Bash
        41  41  ThunderPunch
        42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
        48  48  Fire Punch
49  49          Tri Attack
50  50          Substitute
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Barrier      - Breed
Dream Eater  - TM42
Fire Punch   - TM48
Headbutt     - TM02
Ice Punch    - TM33
Light Screen - Breed
ThunderPunch - TM41
________________

#064: Kadabra
________________

- Pokedex Data
Type:     Psychic
Species:  Psi
Height:   4'3"
Weight:   125 lbs
Red/Blue: It emits special alpha waves from its body that induce headaches just
          by being close by.
Yellow:   Many odd things happen if this Pokemon is close by. For example, it
          makes clocks run backwards.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   0   1   1   1   1   1  1/2  1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   40   35   30  120   70  105  330  400
Max   283  168  158  338  238  308  RBY  GSC

- Evolution Chain
#063: Abra
  --> #064: Kadabra (Level 16)
        --> #065: Alakazam (Trade)

- Miscellaneous Data
Base Exp:     145
Capture Rate: 100
Growth Rate:  Medium Slow
Held Item:    Berry (R/B), TwistedSpoon (Y)

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Teleport
    --  --  --  Kinesis
--  16  16  16  Confusion
--  20  18  18  Disable
16              Confusion
20              Disable
27  27  21  21  Psybeam
31  31  26  26  Recover
38  38  38  38  Psychic
42  42  45  45  Reflect
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
28  28  28  28  Dig
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
40  40          Skull Bash
        41  41  ThunderPunch
        42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
        48  48  Fire Punch
49  49          Tri Attack
50  50          Substitute
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Barrier      - Breed
Dream Eater  - TM42
Fire Punch   - TM48
Headbutt     - TM02
Ice Punch    - TM33
Light Screen - Breed
ThunderPunch - TM41
________________

#065: Alakazam
________________

- Pokedex Data
Type:     Psychic
Species:  Psi
Height:   4'11"
Weight:   106 lbs
Red/Blue: Its brain can outperform a super-computer. Its intelligence quotient
          is said to be 5,000.
Yellow:   A Pokemon that can memorize anything. It never forgets what it learns
          -- that's why this Pokemon is so smart.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   0   1   1   1   1   1  1/2  1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   55   50   45  135   85  120  405  490
Max   313  198  188  368  268  338  RBY  GSC

- Evolution Chain
#063: Abra
  --> #064: Kadabra (Level 16)
        --> #065: Alakazam (Trade)

- Miscellaneous Data
Base Exp:     186
Capture Rate: 50
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Teleport
    --  --  --  Kinesis
--  16  16  16  Confusion
--  20  18  18  Disable
16              Confusion
20              Disable
27  27  21  21  Psybeam
31  31  26  26  Recover
38  38  38  38  Psychic
42  42  45  45  Reflect
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
28  28  28  28  Dig
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
40  40          Skull Bash
        41  41  ThunderPunch
        42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
        48  48  Fire Punch
49  49          Tri Attack
50  50          Substitute
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Barrier      - Breed
Dream Eater  - TM42
Fire Punch   - TM48
Headbutt     - TM02
Ice Punch    - TM33
Light Screen - Breed
ThunderPunch - TM41
________________

#066: Machop
________________

- Pokedex Data
Type:     Fighting
Species:  Superpower
Height:   2'7"
Weight:   43 lbs
Red/Blue: Loves to build its muscles. It trains in all styles of martial arts
          to become even stronger.
Yellow:   Very powerful in spite of its small size. Its mastery of many martial
          arts makes it very tough.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1   1   2   1   1   1   1   1   1   2  1/2  1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   70   80   50   35   35   35  270  305
Max   343  258  198  168  168  168  RBY  GSC

- Evolution Chain
#066: Machop
  --> #067: Machoke (Level 28)
        --> #068: Machamp (Trade)

- Miscellaneous Data
Base Exp:     88
Capture Rate: 180
Growth Rate:  Medium Slow
Held Item:    Stardust

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Karate Chop
20  20  --  --  Low Kick
25  25  --  --  Leer
32  32   7   7  Focus Energy
        13  13  Karate Chop
39  39  19  19  Seismic Toss
46  46  49  49  Submission
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
38  38  38  38  Fire Blast
40  40          Skull Bash
        41  41  ThunderPunch
44  44  44  44  Rest
48  48          Rock Slide
        48  48  Fire Punch
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Ice Punch    - TM33
Light Screen - Breed
Meditate     - Breed
Rolling Kick - Breed
Thrash       - NYPC
ThunderPunch - TM41

- Illegal Moveset Combinations
Light Screen/Thrash
Meditate/Thrash
Rolling Kick/Thrash
________________

#067: Machoke
________________

- Pokedex Data
Type:     Fighting
Species:  Superpower
Height:   4'11"
Weight:   155 lbs
Red/Blue: Its muscular body is so powerful, it must wear a power save belt to
          be able to regulate its motions.
Yellow:   The belt around its waist holds back its energy. Without it, this
          Pokemon would be unstoppable.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1   1   2   1   1   1   1   1   1   2  1/2  1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   80  100   70   50   60   45  345  405
Max   363  298  238  198  218  188  RBY  GSC

- Evolution Chain
#066: Machop
  --> #067: Machoke (Level 28)
        --> #068: Machamp (Trade)

- Miscellaneous Data
Base Exp:     146
Capture Rate: 90
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Karate Chop
--  --  --  --  Low Kick
--  --  --  --  Leer
        --  --  Focus Energy
20  20          Low Kick
25  25          Leer
36  36   8   8  Focus Energy
        15  15  Karate Chop
44  44  19  19  Seismic Toss
52  52  61  61  Submission
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
38  38  38  38  Fire Blast
40  40          Skull Bash
        41  41  ThunderPunch
44  44  44  44  Rest
48  48          Rock Slide
        48  48  Fire Punch
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Ice Punch    - TM33
Light Screen - Breed
Meditate     - Breed
Rolling Kick - Breed
Thrash       - NYPC
ThunderPunch - TM41

- Illegal Moveset Combinations
Light Screen/Thrash
Meditate/Thrash
Rolling Kick/Thrash
________________

#068: Machamp
________________

- Pokedex Data
Type:     Fighting
Species:  Superpower
Height:   5'3"
Weight:   287 lbs
Red/Blue: Using its heavy muscles, it throws powerful punches that can send the
          victim clear over the horizon.
Yellow:   One arm alone can move mountains. Using all four arms, this Pokemon
          fires off awesome punches.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1   1   2   1   1   1   1   1   1   2  1/2  1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   90  130   80   65   85   55  420  505
Max   383  358  258  228  268  208  RBY  GSC

- Evolution Chain
#066: Machop
  --> #067: Machoke (Level 28)
        --> #068: Machamp (Trade)

- Miscellaneous Data
Base Exp:     193
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Karate Chop
--  --  --  --  Low Kick
--  --  --  --  Leer
        --  --  Focus Energy
20  20          Low Kick
25  25          Leer
36  36   8   8  Focus Energy
        15  15  Karate Chop
44  44  19  19  Seismic Toss
52  52  61  61  Submission
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
38  38  38  38  Fire Blast
40  40          Skull Bash
        41  41  ThunderPunch
44  44  44  44  Rest
48  48          Rock Slide
        48  48  Fire Punch
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Ice Punch    - TM33
Light Screen - Breed
Meditate     - Breed
Rolling Kick - Breed
Thrash       - NYPC
ThunderPunch - TM41

- Illegal Moveset Combinations
Light Screen/Thrash
Meditate/Thrash
Rolling Kick/Thrash
________________

#069: Bellsprout
________________

- Pokedex Data
Type:     Grass/Poison
Species:  Flower
Height:   2'4"
Weight:   9 lbs
Red/Blue: A carnivorous Pokemon that traps and eats bugs. It uses its root feet
          to soak up needed moisture.
Yellow:   Prefers hot and humid places. It ensnares tiny insects with its vines
          and devours them.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 4   1  1/2 1/2  2   2   1  1/4  1   2   1   1   2   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   50   75   35   70   30   40  270  300
Max   303  248  168  238  158  178  RBY  GSC

- Evolution Chain
#069: Bellsprout
  --> #070: Weepinbell (Level 21)
        --> #071: Victreebel (Leaf Stone)

- Miscellaneous Data
Base Exp:     84
Capture Rate: 255
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Vine Whip
--  --   6   6  Growth
13  13  11  11  Wrap
        15  15  Sleep Powder
15  15  17  17  PoisonPowder
18  18          Sleep Powder
21  21  19  19  Stun Spore
26  26  23  23  Acid
33  33  37  37  Razor Leaf
42  42  45  45  Slam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
03  03          Swords Dance
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
        H5  H5  Flash
____________________________

- Tradeback Moves
Flash        - HM05
Leech Life   - Breed
Lovely Kiss  - NYPC

- Illegal Moveset Combinations
Leech Life/Lovely Kiss
________________

#070: Weepinbell
________________

- Pokedex Data
Type:     Grass/Poison
Species:  Flycatcher
Height:   3'3"
Weight:   14 lbs
Red/Blue: It spits out PoisonPowder to immobilize the enemy and then finishes
          it with a spray of Acid.
Yellow:   When hungry, it swallows anything that moves. Its hapless prey is
          melted inside by strong acids.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 4   1  1/2 1/2  2   2   1  1/4  1   2   1   1   2   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   65   90   50   85   45   55  345  390
Max   333  278  198  268  188  208  RBY  GSC

- Evolution Chain
#069: Bellsprout
  --> #070: Weepinbell (Level 21)
        --> #071: Victreebel (Leaf Stone)

- Miscellaneous Data
Base Exp:     151
Capture Rate: 120
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Vine Whip
--  --  --  --  Growth
--  --  --  --  Wrap
         6   6  Growth
13  13  11  11  Wrap
        15  15  Sleep Powder
15  15  17  17  PoisonPowder
18  18          Sleep Powder
23  23  19  19  Stun Spore
29  29  24  24  Acid
38  38  42  42  Razor Leaf
49  49  54  54  Slam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
03  03          Swords Dance
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
        H5  H5  Flash
____________________________

- Tradeback Moves
Flash        - HM05
Leech Life   - Breed
Lovely Kiss  - NYPC

- Illegal Moveset Combinations
Leech Life/Lovely Kiss
________________

#071: Victreebel
________________

- Pokedex Data
Type:     Grass/Poison
Species:  Flycatcher
Height:   5'7"
Weight:   34 lbs
Red/Blue: Said to live in huge colonies deep in jungles, although no one has
          ever returned from there.
Yellow:   Lures prey with the sweet aroma of honey. Swallowed whole, the prey
          is melted in a day, bones and all.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 4   1  1/2 1/2  2   2   1  1/4  1   2   1   1   2   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   80  105   65  100   60   70  420  480
Max   363  308  228  298  218  238  RBY  GSC

- Evolution Chain
#069: Bellsprout
  --> #070: Weepinbell (Level 21)
        --> #071: Victreebel (Leaf Stone)

- Miscellaneous Data
Base Exp:     191
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
        --  --  Vine Whip
--  --  --  --  Sleep Powder
--  --          Stun Spore
--  --          Acid
--  --  --  --  Razor Leaf
13  13          Wrap
15  15          PoisonPowder
18  18          Sleep Powder
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
03  03          Swords Dance
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
        H5  H5  Flash
____________________________

- Tradeback Moves
Flash        - HM05
Leech Life   - Breed
Lovely Kiss  - NYPC

- Illegal Moveset Combinations
Leech Life/Lovely Kiss
________________

#072: Tentacool
________________

- Pokedex Data
Type:     Water/Poison
Species:  Jellyfish
Height:   2'11"
Weight:   100 lbs
Red/Blue: Drifts in shallow seas. Anglers who hook them by accident are often
          punished by its stinging acid.
Yellow:   It can sometimes be found all dry and shriveled up on a beach. Toss
          it back into the sea to revive it.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   2  1/2 1/2  1   1   1   2  1/2  1  1/2  2   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   40   40   35   50  100   70  285  335
Max   283  178  168  198  298  238  RBY  GSC

- Evolution Chain
#072: Tentacool
  --> #073: Tentacruel (Level 30)

- Miscellaneous Data
Base Exp:     105
Capture Rate: 190
Growth Rate:  Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Acid
        --  --  Poison Sting
 7   7   6   6  Supersonic
13  13          Wrap
18  18          Poison Sting
22  22          Water Gun
27  27  12  12  Constrict
        19  19  Acid
        25  25  BubbleBeam
        30  30  Wrap
33  33  36  36  Barrier
40  40  43  43  Screech
48  48  49  49  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
03  03          Swords Dance
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
20  20          Rage
21  21          Mega Drain
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
H3  H3  H3  H3  Surf
____________________________

- Tradeback Moves
Aurora Beam  - Breed
Confuse Ray  - NYPC
Haze         - Breed
________________

#073: Tentacruel
________________

- Pokedex Data
Type:     Water/Poison
Species:  Jellyfish
Height:   5'3"
Weight:   121 lbs
Red/Blue: The tentacles are normally kept short. On hunts, they are extended to
          ensnare and immobilize prey.
Yellow:   Its 80 tentacles can stretch and contract freely. They wrap around
          prey and weaken it with poison.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   2  1/2 1/2  1   1   1   2  1/2  1  1/2  2   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   80   70   65   80  120  100  435  515
Max   363  238  228  258  338  298  RBY  GSC

- Evolution Chain
#072: Tentacool
  --> #073: Tentacruel (Level 30)

- Miscellaneous Data
Base Exp:     205
Capture Rate: 60
Growth Rate:  Slow
Held Item:    Silver Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Acid
        --  --  Poison Sting
--  --  --  --  Supersonic
--  --          Wrap
        --  --  Constrict
 7   7   6   6  Supersonic
13  13          Wrap
18  18          Poison Sting
22  22          Water Gun
27  27  12  12  Constrict
        19  19  Acid
        25  25  BubbleBeam
        30  30  Wrap
35  35  38  38  Barrier
43  43  47  47  Screech
50  50  55  55  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
03  03          Swords Dance
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
20  20          Rage
21  21          Mega Drain
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
H3  H3  H3  H3  Surf
____________________________

- Tradeback Moves
Aurora Beam  - Breed
Confuse Ray  - NYPC
Haze         - Breed
________________

#074: Geodude
________________

- Pokedex Data
Type:     Rock/Ground
Species:  Rock
Height:   1'4"
Weight:   44 lbs
Red/Blue: Found in fields and mountains. Mistaking them for boulders, people
          often step or trip on them.
Yellow:   Commonly found near mountain trails, etc. If you step on one by
          accident, it gets angry.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   0   2  1/2 1/2  1   4   2   2  1/2 1/4  1  1/2  4
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   40   80  100   30   30   20  270  300
Max   283  258  298  158  158  138  RBY  GSC

- Evolution Chain
#074: Geodude
  --> #075: Graveler (Level 25)
        --> #076: Golem (Trade)

- Miscellaneous Data
Base Exp:     86
Capture Rate: 255
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
11  11   6   6  Defense Curl
16  16  11  11  Rock Throw
21  21  21  21  Selfdestruct
26  26  26  26  Harden
31  31  36  36  Earthquake
36  36  41  41  Explosion
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
35  35          Metronome
36  36          Selfdestruct
38  38  38  38  Fire Blast
        40  40  Defense Curl
44  44  44  44  Rest
47  47          Explosion
48  48          Rock Slide
        48  48  Fire Punch
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
________________

#075: Graveler
________________

- Pokedex Data
Type:     Rock/Ground
Species:  Rock
Height:   3'3"
Weight:   232 lbs
Red/Blue: Rolls down slopes to move. It rolls over any obstacle without slowing
          or changing its direction.
Yellow:   Often seen rolling down mountain trails. Obstacles are just things to
          roll over, not avoid.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   0   2  1/2 1/2  1   4   2   2  1/2 1/4  1  1/2  4
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   55   95  115   45   45   35  345  390
Max   313  288  328  188  188  168  RBY  GSC

- Evolution Chain
#074: Geodude
  --> #075: Graveler (Level 25)
        --> #076: Golem (Trade)

- Miscellaneous Data
Base Exp:     134
Capture Rate: 120
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  Defense Curl
11  11   6   6  Defense Curl
16  16  11  11  Rock Throw
21  21  21  21  Selfdestruct
29  29  27  27  Harden
36  36  41  41  Earthquake
43  43  48  48  Explosion
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
35  35          Metronome
36  36          Selfdestruct
38  38  38  38  Fire Blast
        40  40  Defense Curl
44  44  44  44  Rest
47  47          Explosion
48  48          Rock Slide
        48  48  Fire Punch
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
________________

#076: Golem
________________

- Pokedex Data
Type:     Rock/Ground
Species:  Megaton
Height:   4'7"
Weight:   662 lbs
Red/Blue: Its boulder-like body is extremely hard. It can easily withstand
          dynamite blasts without damage.
Yellow:   Once it sheds its skin, its body turns tender and whitish. Its hide
          hardens when exposed to air.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   0   2  1/2 1/2  1   4   2   2  1/2 1/4  1  1/2  4
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   80  110  130   55   65   45  420  485
Max   363  318  358  208  228  188  RBY  GSC

- Evolution Chain
#074: Geodude
  --> #075: Graveler (Level 25)
        --> #076: Golem (Trade)

- Miscellaneous Data
Base Exp:     177
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  Defense Curl
11  11   6   6  Defense Curl
16  16  11  11  Rock Throw
21  21  21  21  Selfdestruct
29  29  27  27  Harden
36  36  41  41  Earthquake
43  43  48  48  Explosion
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
35  35          Metronome
36  36          Selfdestruct
38  38  38  38  Fire Blast
        40  40  Defense Curl
44  44  44  44  Rest
47  47          Explosion
48  48          Rock Slide
        48  48  Fire Punch
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
________________

#077: Ponyta
________________

- Pokedex Data
Type:     Fire
Species:  Fire Horse
Height:   3'3"
Weight:   66 lbs
Red/Blue: Its hooves are 10 times harder than diamonds. It can trample anything
          completely flat in little time.
Yellow:   Capable of jumping incredibly high. Its hooves and sturdy legs absorb
          the impact of a hard landing.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1  1/2  1   1  1/2  2   1   1   1   1   2   2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   50   85   55   65   65   90  345  410
Max   303  268  208  228  228  278  RBY  GSC

- Evolution Chain
#077: Ponyta
  --> #078: Rapidash (Level 40)

- Miscellaneous Data
Base Exp:     152
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Ember
        --  --  Tackle
         4   4  Growl
30  30   8   8  Tail Whip
        13  13  Ember
32  32  19  19  Stomp
35  35          Growl
39  39  26  26  Fire Spin
43  43  34  34  Take Down
48  48  43  43  Agility
        53  53  Fire Blast
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
____________________________

- Tradeback Moves
Double Kick  - Breed
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Hypnosis     - Breed
Low Kick     - NYPC
Quick Attack - Breed
Tackle       - L--
Thrash       - Breed

- Illegal Moveset Combinations
Double Kick/Low Kick
Hypnosis/Low Kick
Low Kick/Quick Attack
Low Kick/Thrash
________________

#078: Rapidash
________________

- Pokedex Data
Type:     Fire
Species:  Fire Horse
Height:   5'7"
Weight:   209 lbs
Red/Blue: Very competitive, this Pokemon will chase anything that moves fast in
          the hopes of racing it.
Yellow:   Just loves to run! If it sees something faster than itself, it will
          give chase at top speed.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1  1/2  1   1  1/2  2   1   1   1   1   2   2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   65  100   70   80   80  105  420  500
Max   333  298  238  258  258  308  RBY  GSC

- Evolution Chain
#077: Ponyta
  --> #078: Rapidash (Level 40)

- Miscellaneous Data
Base Exp:     192
Capture Rate: 60
Growth Rate:  Medium
Held Item:    Silver Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Ember
        --  --  Tackle
        --  --  Growl
--  --  --  --  Tail Whip
--  --          Stomp
        --  --  Ember
--  --   4   4  Growl
30  30   8   8  Tail Whip
        13  13  Ember
32  32  19  19  Stomp
35  35          Growl
39  39  26  26  Fire Spin
47  47  34  34  Take Down
        40  40  Fury Attack
55  55  47  47  Agility
        61  61  Fire Blast
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
____________________________

- Tradeback Moves
Double Kick  - Breed
Flamethrower - Crystal Move Tutor
Fury Attack  - L40
Headbutt     - TM02
Hypnosis     - Breed
Low Kick     - NYPC
Quick Attack - Breed
Tackle       - L--
Thrash       - Breed

- Illegal Moveset Combinations
Double Kick/Low Kick
Hypnosis/Low Kick
Low Kick/Quick Attack
Low Kick/Thrash
________________

#079: Slowpoke
________________

- Pokedex Data
Type:     Water/Psychic
Species:  Dopey
Height:   3'11"
Weight:   79 lbs
Red/Blue: Incredibly slow and dopey. It takes 5 seconds for it to feel pain
          when under attack.
Yellow:   Incredibly slow and sluggish. It is quite content to loll about
          without worrying about the time.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   2  1/2 1/2  1   0   2   1  1/2  1   1  1/2  1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   90   65   65   40   40   15  275  315
Max   383  228  228  178  178  128  RBY  GSC

- Evolution Chain
#079: Slowpoke
  --> #080: Slowbro (Level 37)

- Miscellaneous Data
Base Exp:     99
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
        --  --  Tackle
         6   6  Growl
        15  15  Water Gun
--  --  20  20  Confusion
18  18  29  29  Disable
22  22  34  34  Headbutt
27  27          Growl
33  33          Water Gun
40  40  43  43  Amnesia
48  48  48  48  Psychic
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
        42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
49  49          Tri Attack
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Dream Eater  - TM42
Flamethrower - Crystal Move Tutor
Stomp        - Breed
Tackle       - L--
________________

#080: Slowbro
________________

- Pokedex Data
Type:     Water/Psychic
Species:  Hermitcrab
Height:   5'3"
Weight:   173 lbs
Red/Blue: The Shellder that is latched onto Slowpoke's tail is said to feed on
          the host's left over scraps.
Yellow:   Lives lazily by the sea. If the Shellder on its tail comes off, it
          becomes a Slowpoke again.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   2  1/2 1/2  1   0   2   1  1/2  1   1  1/2  1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   95   75  110  100   80   30  390  490
Max   393  248  318  298  258  158  RBY  GSC

- Evolution Chain
#079: Slowpoke
  --> #080: Slowbro (Level 37)

- Miscellaneous Data
Base Exp:     164
Capture Rate: 75
Growth Rate:  Medium
Held Item:    Gold Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Confusion
--  --          Disable
--  --          Headbutt
        --  --  Tackle
        --  --  Growl
        --  --  Water Gun
         6   6  Growl
        15  15  Water Gun
        20  20  Confusion
18  18  29  29  Disable
22  22  34  34  Headbutt
27  27          Growl
33  33          Water Gun
37  37  37  37  Withdraw
44  44  46  46  Amnesia
55  55  54  54  Psychic
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
16  16          Pay Day
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
        42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
49  49          Tri Attack
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Dream Eater  - TM42
Flamethrower - Crystal Move Tutor
Ice Punch    - TM33
Stomp        - Breed
Tackle       - L--
________________

#081: Magnemite
________________

- Pokedex Data
Type:     Electric
Species:  Magnet
Height:   1'0"
Weight:   13 lbs
Red/Blue: Uses anti-gravity to stay suspended. Appears without warning and uses
          Thunder Wave and similar moves.
Yellow:   It is born with the ability to defy gravity. It floats in air on
          powerful electro-magnetic waves.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1  1/2  1   1  1/2  1   1   2   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   25   35   70   95   55   45  270  325
Max   253  168  238  288  208  188  RBY  GSC

- Evolution Chain
#081: Magnemite
  --> #082: Magneton (Level 30)

- Miscellaneous Data
Base Exp:     89
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
21  21          SonicBoom
25  25   6   6  ThunderShock
29  29  11  11  Supersonic
        16  16  SonicBoom
35  35  21  21  Thunder Wave
41  41  33  33  Swift
47  47  39  39  Screech
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
44  44  44  44  Rest
45  45          Thunder Wave
50  50          Substitute
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Agility      - NYPC
________________

#082: Magneton
________________

- Pokedex Data
Type:     Electric
Species:  Magnet
Height:   3'3"
Weight:   132 lbs
Red/Blue: Formed by several Magnemites linked together. They frequently appear
          when sunspots flare up.
Yellow:   Generates strange radio signals. It raises the temperature by 3.6F
          degrees within 3,300 feet.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1  1/2  1   1  1/2  1   1   2   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   50   60   95  120   70   70  395  465
Max   303  218  288  338  238  238  RBY  GSC

- Evolution Chain
#081: Magnemite
  --> #082: Magneton (Level 30)

- Miscellaneous Data
Base Exp:     161
Capture Rate: 60
Growth Rate:  Medium
Held Item:    Silver Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --          SonicBoom
--  --  --  --  ThunderShock
        --  --  Supersonic
21  21  --  --  SonicBoom
25  25   6   6  ThunderShock
29  29  11  11  Supersonic
        16  16  SonicBoom
38  38  21  21  Thunder Wave
46  46  35      Swift
            35  Tri Attack
54  54  43  43  Screech
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
44  44  44  44  Rest
45  45          Thunder Wave
50  50          Substitute
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Agility      - NYPC
Tri Attack   - L35 (Crystal)
________________

#083: Farfetch'd
________________

- Pokedex Data
Type:     Normal/Flying
Species:  Wild Duck
Height:   2'7"
Weight:   33 lbs
Red/Blue: The spring of green onions it holds is its weapon. It is used much
          like a metal sword.
Yellow:   Lives where reedy plants grow. They are rarely seen, so it's thought
          that their numbers are decreasing.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   2   1   1   1   0  1/2  0   2   1   1   1   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   52   65   55   58   62   60  290  352
Max   307  228  208  214  222  218  RBY  GSC

- Evolution Chain
#083: Farfetch'd

- Miscellaneous Data
Base Exp:     94
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Peck
--  --   7   7  Sand-Attack
 7   7  13  13  Leer
15  15  19  19  Fury Attack
23  23  25  25  Swords Dance
31  31  31  31  Agility
39  39  37  37  Slash
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
        02  02  Headbutt
03  03          Swords Dance
04  04          Whirlwind
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
H2  H2  H2  H2  Fly
____________________________

- Tradeback Moves
Gust         - Breed
Headbutt     - TM02
Mirror Move  - Breed
Quick Attack - Breed
________________

#084: Doduo
________________

- Pokedex Data
Type:     Normal/Flying
Species:  Twin Bird
Height:   4'7"
Weight:   86 lbs
Red/Blue: A bird that makes up for its poor flying with its fast foot speed.
          Leaves giant footprints.
Yellow:   Its short wings make flying difficult. Instead, this Pokemon runs at
          high speeds on developed legs.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   2   1   1   1   0  1/2  0   2   1   1   1   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   35   85   45   35   35   75  275  310
Max   273  268  188  168  168  248  RBY  GSC

- Evolution Chain
#084: Doduo
  --> #085: Dodrio (Level 31)

- Miscellaneous Data
Base Exp:     96
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Peck
20  20  --  --  Growl
24  24  13  13  Fury Attack
        21  21  Tri Attack
        25  25  Rage
30  30  33  33  Drill Peck
36  36          Rage
40  40          Tri Attack
44  44  37  37  Agility
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
04  04          Whirlwind
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
43  43          Sky Attack
44  44  44  44  Rest
49  49          Tri Attack
50  50          Substitute
H2  H2  H2  H2  Fly
____________________________

- Tradeback Moves
Haze         - Breed
Low Kick     - NYPC
Quick Attack - Breed
Supersonic   - Breed

- Illegal Moveset Combinations
Haze/Low Kick
Low Kick/Quick Attack
Low Kick/Supersonic
________________

#085: Dodrio
________________

- Pokedex Data
Type:     Normal/Flying
Species:  Triplebird
Height:   5'11"
Weight:   188 lbs
Red/Blue: Uses its three brains to execute complex plans. While two heads
          sleep, one head stays awake.
Yellow:   One of Doduo's 2 heads splits to form a unique species. It runs close
          to 40 MPH in prairies.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   2   1   1   1   0  1/2  0   2   1   1   1   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   60  110   70   60   60  100  400  460
Max   323  318  238  218  218  298  RBY  GSC

- Evolution Chain
#084: Doduo
  --> #085: Dodrio (Level 31)

- Miscellaneous Data
Base Exp:     158
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Peck
--  --  --  --  Growl
--  --  --  --  Fury Attack
20  20          Growl
24  24  13  13  Fury Attack
        21  21  Tri Attack
        25  25  Rage
30  30  38  38  Drill Peck
39  39          Rage
45  45          Tri Attack
51  51  47  47  Agility
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
04  04          Whirlwind
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
43  43          Sky Attack
44  44  44  44  Rest
49  49          Tri Attack
50  50          Substitute
H2  H2  H2  H2  Fly
____________________________

- Tradeback Moves
Haze         - Breed
Low Kick     - NYPC
Quick Attack - Breed
Supersonic   - Breed

- Illegal Moveset Combinations
Haze/Low Kick
Low Kick/Quick Attack
Low Kick/Supersonic
________________

#086: Seel
________________

- Pokedex Data
Type:     Water
Species:  Sea Lion
Height:   3'7"
Weight:   198 lbs
Red/Blue: The protruding horn on its head is very hard. It is used for bashing
          through thick ice.
Yellow:   Loves freezing cold conditions. Relishes swimming in a frigid climate
          of around 14 degrees.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   65   45   55   45   70   45  280  325
Max   338  188  208  188  238  188  RBY  GSC

- Evolution Chain
#086: Seel
  --> #087: Dewgong (Level 34)

- Miscellaneous Data
Base Exp:     100
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Headbutt
30  30   5   5  Growl
35  35  16  16  Aurora Beam
40  40  21  21  Rest
45  45  32  32  Take Down
50  50  37  37  Ice Beam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
16  16          Pay Day
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4          Strength
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Disable      - Breed
Lick         - Breed
Peck         - Breed
Slam         - Breed
Waterfall    - HM07
________________

#087: Dewgong
________________

- Pokedex Data
Type:     Water/Ice
Species:  Sea Lion
Height:   5'7"
Weight:   265 lbs
Red/Blue: Stores thermal energy in its body. Swims at a steady 8 knots even in
          intensely cold waters.
Yellow:   Its entire body is a snowy-white. Unharmed by even intense cold, it
          swims powerfully in icy waters.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   2   1   1   1   2   1  1/4  1   1   1   2  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   90   70   80   70   95   70  405  475
Max   383  238  258  238  288  238  RBY  GSC

- Evolution Chain
#086: Seel
  --> #087: Dewgong (Level 34)

- Miscellaneous Data
Base Exp:     176
Capture Rate: 75
Growth Rate:  Medium
Held Item:    Gold Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Headbutt
--  --  --  --  Growl
--  --  --  --  Aurora Beam
30  30   5   5  Growl
35  35  16  16  Aurora Beam
44  44  21  21  Rest
50  50  32  32  Take Down
56  56  43  43  Ice Beam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
16  16          Pay Day
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4          Strength
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Disable      - Breed
Lick         - Breed
Peck         - Breed
Slam         - Breed
Waterfall    - HM07
________________

#088: Grimer
________________

- Pokedex Data
Type:     Poison
Species:  Sludge
Height:   2'11"
Weight:   66 lbs
Red/Blue: Appears in filthy areas. Thrives by sucking up polluted sludge that
          is pumped out of factories.
Yellow:   Made of hardened sludge. It smells too putrid to touch. Even weeds
          don't grow in its path.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   1  1/2  2   1   1  1/2  2   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   80   80   50   40   50   25  275  325
Max   363  258  198  178  198  148  RBY  GSC

- Evolution Chain
#088: Grimer
  --> #089: Muk (Level 38)

- Miscellaneous Data
Base Exp:     90
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
        --  --  Poison Gas
--  --  --  --  Pound
         5   5  Harden
--  --  10  10  Disable
30  30          Poison Gas
        16  16  Sludge
33  33  23  23  Minimize
37  37          Sludge
42  42          Harden
48  48  31  31  Screech
55  55  40  40  Acid Armor
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
08  08          Body Slam
20  20          Rage
21  21          Mega Drain
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
36  36          Selfdestruct
38  38  38  38  Fire Blast
        41  41  ThunderPunch
44  44  44  44  Rest
47  47          Explosion
        48  48  Fire Punch
50  50          Substitute
____________________________

- Tradeback Moves
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Haze         - Breed
Ice Punch    - TM33
Lick         - Breed
ThunderPunch - TM41
________________

#089: Muk
________________

- Pokedex Data
Type:     Poison
Species:  Sludge
Height:   3'11"
Weight:   66 lbs
Red/Blue: Thickly covered with a filthy, vile sludge. It is so toxic, even its
          footprints contain poison.
Yellow:   Smells so awful, it can cause fainting. Through degeneration, it lost
          its sense of smell.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   1  1/2  2   1   1  1/2  2   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base  105  105   75   65  100   50  400  500
Max   413  308  248  228  298  198  RBY  GSC

- Evolution Chain
#088: Grimer
  --> #089: Muk (Level 38)

- Miscellaneous Data
Base Exp:     157
Capture Rate: 75
Growth Rate:  Medium
Held Item:    Gold Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
        --  --  Poison Gas
--  --  --  --  Pound
--  --          Disable
--  --          Poison Gas
30  30          Poison Gas
        --  --  Harden
33  33  23  23  Minimize
        31  31  Screech
        33  33  Harden
        37  37  Disable
37  37  45  45  Sludge
45  45          Harden
53  53          Screech
60  60  45  45  Acid Armor
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
08  08          Body Slam
15  15  15  15  Hyper Beam
20  20          Rage
21  21          Mega Drain
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
36  36          Selfdestruct
38  38  38  38  Fire Blast
        41  41  ThunderPunch
44  44  44  44  Rest
47  47          Explosion
        48  48  Fire Punch
50  50          Substitute
____________________________

- Tradeback Moves
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Haze         - Breed
Ice Punch    - TM33
Lick         - Breed
ThunderPunch - TM41
________________

#090: Shellder
________________

- Pokedex Data
Type:     Water
Species:  Bivalve
Height:   1'0"
Weight:   9 lbs
Red/Blue: Its hard shell repels any kind of attack. It is vulnerable only when
          its shell is open.
Yellow:   The shell can withstand any attack. However, when it is open, the
          tender body is exposed.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   30   65  100   45   25   40  280  305
Max   263  228  298  188  148  178  RBY  GSC

- Evolution Chain
#090: Shellder
  --> #091: Cloyster (Water Stone)

- Miscellaneous Data
Base Exp:     97
Capture Rate: 190
Growth Rate:  Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  Withdraw
18  18   9   9  Supersonic
23  23          Clamp
30  30  17  17  Aurora Beam
39  39  33  33  Leer
        41  41  Clamp
50  50  49  49  Ice Beam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
20  20          Rage
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
36  36          Selfdestruct
39  39  39  39  Swift
44  44  44  44  Rest
47  47          Explosion
49  49          Tri Attack
50  50          Substitute
H3  H3  H3  H3  Surf
____________________________

- Tradeback Moves
Barrier      - Breed
Screech      - Breed
________________

#091: Cloyster
________________

- Pokedex Data
Type:     Water/Ice
Species:  Bivalve
Height:   4'11"
Weight:   292 lbs
Red/Blue: When attacked, it launches its horns in quick volleys. Its innards
          have never been seen.
Yellow:   For protection, it uses its harder-than-diamonds shell. It also
          shoots spikes from the shell.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   2   1   1   1   2   1  1/4  1   1   1   2  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   50   95  180   85   45   70  480  525
Max   303  288  458  268  188  238  RBY  GSC

- Evolution Chain
#090: Shellder
  --> #091: Cloyster (Water Stone)

- Miscellaneous Data
Base Exp:     203
Capture Rate: 60
Growth Rate:  Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Withdraw
--  --  --  --  Supersonic
--  --          Clamp
--  --  --  --  Aurora Beam
50  50  41  41  Spike Cannon
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
20  20          Rage
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
36  36          Selfdestruct
39  39  39  39  Swift
44  44  44  44  Rest
47  47          Explosion
49  49          Tri Attack
50  50          Substitute
H3  H3  H3  H3  Surf
____________________________

- Tradeback Moves
Barrier      - Breed
Screech      - Breed
________________

#092: Gastly
________________

- Pokedex Data
Type:     Ghost/Poison
Species:  Gas
Height:   4'3"
Weight:   0.2 lbs
Red/Blue: Almost invisible, this gaseous Pokemon cloaks the target and puts it
          to sleep without notice.
Yellow:   Said to appear in decrepit, deserted buildings. It has no real shape
          as it appears to be made out of gas.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   0   1   1   2  1/2  2   1   0  1/4  2   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   30   35   30  100   35   80  275  310
Max   263  168  158  298  168  258  RBY  GSC

- Evolution Chain
#092: Gastly
  --> #093: Haunter (Level 25)
        --> #094: Gengar (Trade)

- Miscellaneous Data
Base Exp:     95
Capture Rate: 190
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
        --  --  Hypnosis
--  --  --  --  Lick
--  --          Confuse Ray
--  --  21  21  Night Shade
27  27          Hypnosis
        28  28  Confuse Ray
35  35  33  33  Dream Eater
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
20  20          Rage
21  21          Mega Drain
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
36  36          Selfdestruct
42  42  42  42  Dream Eater
44  44  44  44  Rest
46  46          Psywave
47  47          Explosion
50  50          Substitute
____________________________

- Tradeback Moves
Haze         - Breed
________________

#093: Haunter
________________

- Pokedex Data
Type:     Ghost/Poison
Species:  Gas
Height:   5'3"
Weight:   0.2 lbs
Red/Blue: Because of its ability to slip through block walls, it is said to be
          from another dimension.
Yellow:   By licking, it saps the victim's life. It causes shaking that won't
          stop until the victim's demise.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   0   1   1   2  1/2  2   1   0  1/4  2   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   45   50   45  115   55   95  350  405
Max   293  198  188  328  208  288  RBY  GSC

- Evolution Chain
#092: Gastly
  --> #093: Haunter (Level 25)
        --> #094: Gengar (Trade)

- Miscellaneous Data
Base Exp:     126
Capture Rate: 90
Growth Rate:  Medium Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
        --  --  Hypnosis
--  --  --  --  Lick
--  --          Confuse Ray
--  --  21  21  Night Shade
29  29          Hypnosis
        31  31  Confuse Ray
38  38  39  39  Dream Eater
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
20  20          Rage
21  21          Mega Drain
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
36  36          Selfdestruct
42  42  42  42  Dream Eater
44  44  44  44  Rest
46  46          Psywave
47  47          Explosion
50  50          Substitute
____________________________

- Tradeback Moves
Haze         - Breed
________________

#094: Gengar
________________

- Pokedex Data
Type:     Ghost/Poison
Species:  Shadow
Height:   4'11"
Weight:   89 lbs
Red/Blue: Under a full moon, this Pokemon likes to mimic the shadows of people
          and laugh at their fright.
Yellow:   A Gengar is close by if you feel a sudden chill. It may be trying to
          lay a curse on you.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   0   1   1   2  1/2  2   1   0  1/4  2   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   60   65   60  130   75  110  425  500
Max   323  228  218  358  248  318  RBY  GSC

- Evolution Chain
#092: Gastly
  --> #093: Haunter (Level 25)
        --> #094: Gengar (Trade)

- Miscellaneous Data
Base Exp:     190
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
        --  --  Hypnosis
--  --  --  --  Lick
--  --          Confuse Ray
--  --  21  21  Night Shade
29  29          Hypnosis
        31  31  Confuse Ray
38  38  39  39  Dream Eater
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
21  21          Mega Drain
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
36  36          Selfdestruct
40  40          Skull Bash
        41  41  ThunderPunch
42  42  42  42  Dream Eater
44  44  44  44  Rest
46  46          Psywave
47  47          Explosion
        48  48  Fire Punch
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Fire Punch   - TM48
Haze         - Breed
Headbutt     - TM02
Ice Punch    - TM33
ThunderPunch - TM41
________________

#095: Onix
________________

- Pokedex Data
Type:     Rock/Ground
Species:  Rock Snake
Height:   28'10"
Weight:   463 lbs
Red/Blue: As it grows, the stone portions of its body harden to become similar
          to diamond, but colored black.
Yellow:   Burrows at high speed in search of food. The tunnels it leaves are
          used as homes by Digletts.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   0   2  1/2 1/2  1   4   2   2  1/2 1/4  1  1/2  4
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   35   45  160   30   45   70  270  385
Max   273  188  418  158  188  238  RBY  GSC

- Evolution Chain
#095: Onix

- Miscellaneous Data
Base Exp:     108
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  Screech
15  15  10  10  Bind
19  19  14  14  Rock Throw
        23  23  Harden
25  25  27  27  Rage
33  33  40  40  Slam
43  43          Harden
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
36  36          Selfdestruct
40  40          Skull Bash
44  44  44  44  Rest
47  47          Explosion
48  48          Rock Slide
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Headbutt     - TM02
Roar         - TM05
Sharpen      - NYPC
________________

#096: Drowzee
________________

- Pokedex Data
Type:     Psychic
Species:  Hypnosis
Height:   3'3"
Weight:   71 lbs
Red/Blue: Puts enemies to sleep then eats their dreams. Occasionally gets sick
          from eating bad dreams.
Yellow:   If you sleep by it all the time, it will sometimes show you dreams it
          has eaten in the past.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   0   1   1   1   1   1  1/2  1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   60   48   45   43   90   42  285  328
Max   323  194  188  184  278  182  RBY  GSC

- Evolution Chain
#096: Drowzee
  --> #097: Hypno (Level 26)

- Miscellaneous Data
Base Exp:     102
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Pound
--  --  --  --  Hypnosis
12  12  10  10  Disable
17  17  18  18  Confusion
24  24  25  25  Headbutt
29  29  31  31  Poison Gas
        36  36  Meditate
32  32  40  40  Psychic
37  37          Meditate
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
40  40          Skull Bash
        41  41  ThunderPunch
42  42  42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
        48  48  Fire Punch
49  49          Tri Attack
50  50          Substitute
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Amnesia      - NYPC
Barrier      - Breed
Fire Punch   - TM48
Ice Punch    - TM33
Light Screen - Breed
ThunderPunch - TM41

- Illegal Moveset Combinations
Amnesia/Barrier
Amnesia/Light Screen
________________

#097: Hypno
________________

- Pokedex Data
Type:     Psychic
Species:  Hypnosis
Height:   5'3"
Weight:   167 lbs
Red/Blue: When it locks eyes with an enemy, it will use a mix of psi moves such
          as Hypnosis and Confusion.
Yellow:   Avoid eye contact if you come across one. It will try to put you to
          sleep by using its pendulum.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   0   1   1   1   1   1  1/2  1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   85   73   70   73  115   67  410  483
Max   373  244  238  244  328  232  RBY  GSC

- Evolution Chain
#096: Drowzee
  --> #097: Hypno (Level 26)

- Miscellaneous Data
Base Exp:     165
Capture Rate: 75
Growth Rate:  Medium
Held Item:    Gold Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Pound
--  --  --  --  Hypnosis
--  --  --  --  Disable
--  --  --  --  Confusion
12  12  10  10  Disable
17  17  18  18  Confusion
24  24  25  25  Headbutt
33  33  33  33  Poison Gas
        40  40  Meditate
37  37  49  49  Psychic
43  43          Meditate
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
40  40          Skull Bash
        41  41  ThunderPunch
42  42  42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
        48  48  Fire Punch
49  49          Tri Attack
50  50          Substitute
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Amnesia      - NYPC
Barrier      - Breed
Fire Punch   - TM48
Ice Punch    - TM33
Light Screen - Breed
ThunderPunch - TM41

- Illegal Moveset Combinations
Amnesia/Barrier
Amnesia/Light Screen
________________

#098: Krabby
________________

- Pokedex Data
Type:     Water
Species:  River Crab
Height:   1'4"
Weight:   14 lbs
Red/Blue: Its pincers are not only powerful weapons, they are used for balance
          when walking sideways.
Yellow:   Its pincers are superb weapons. They sometimes break off during
          battle, but they grow back fast.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   30  105   90   25   25   50  300  325
Max   263  308  278  148  148  198  RBY  GSC

- Evolution Chain
#098: Krabby
  --> #099: Kingler (Level 28)

- Miscellaneous Data
Base Exp:     115
Capture Rate: 225
Growth Rate:  Medium
Held Item:    TM33 (Ice Punch)

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Bubble
--  --   5   5  Leer
20  20  12  12  ViceGrip
        16  16  Harden
        23  23  Stomp
25  25  27  27  Guillotine
30  30          Stomp
35  35  41  41  Crabhammer
40  40          Harden
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
03  03          Swords Dance
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Amnesia      - Breed
Dig          - Breed
Haze         - Breed
Slam         - Breed

- Illegal Moveset Combinations
Amnesia/Dig
Amnesia/Haze
Amnesia/Slam
Dig/Haze
Dig/Slam
________________

#099: Kingler
________________

- Pokedex Data
Type:     Water
Species:  Pincer
Height:   4'3"
Weight:   132 lbs
Red/Blue: The large pincer has 10000 hp of crushing power. However, its huge
          size makes it unwieldy to use.
Yellow:   One claw grew massively and as hard as steel. It has 10,000-HP
          strength. However, it is too heavy.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   55  130  115   50   50   75  425  475
Max   313  358  328  198  198  248  RBY  GSC

- Evolution Chain
#098: Krabby
  --> #099: Kingler (Level 28)

- Miscellaneous Data
Base Exp:     206
Capture Rate: 60
Growth Rate:  Medium
Held Item:    Silver Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Bubble
--  --  --  --  Leer
--  --  --  --  ViceGrip
         5   5  Leer
20  20  12  12  ViceGrip
        16  16  Harden
        23  23  Stomp
25  25  27  27  Guillotine
34  34          Stomp
42  42  49  49  Crabhammer
49  49          Harden
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
03  03          Swords Dance
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Amnesia      - Breed
Dig          - Breed
Haze         - Breed
Slam         - Breed

- Illegal Moveset Combinations
Amnesia/Dig
Amnesia/Haze
Amnesia/Slam
Dig/Haze
Dig/Slam
________________

#100: Voltorb
________________

- Pokedex Data
Type:     Electric
Species:  Ball
Height:   1'8"
Weight:   23 lbs
Red/Blue: Usually found in power plants. Easily mistaken for a Poke Ball, they
          have zapped many people.
Yellow:   It is said to camouflage itself as a Poke Ball. It will self-destruct
          with very little stimulus.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1  1/2  1   1  1/2  1   1   2   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   40   30   50   55   55  100  275  330
Max   283  158  198  208  208  298  RBY  GSC

- Evolution Chain
#100: Voltorb
  --> #101: Electrode (Level 30)

- Miscellaneous Data
Base Exp:     103
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --   9   9  Screech
17  17  17  17  SonicBoom
22  22  23  23  Selfdestruct
29  29  33  33  Light Screen
36  36  37  37  Swift
43  43  39  39  Explosion
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
09  09          Take Down
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
36  36          Selfdestruct
39  39  39  39  Swift
44  44  44  44  Rest
45  45          Thunder Wave
47  47          Explosion
50  50          Substitute
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Agility      - NYPC
Headbutt     - TM02
________________

#101: Electrode
________________

- Pokedex Data
Type:     Electric
Species:  Ball
Height:   3'11"
Weight:   147 lbs
Red/Blue: It stores electric energy under very high pressure. It often explodes
          with little or no provocation.
Yellow:   Stores electrical energy in its body. Even the slightest shock could
          trigger a huge explosion.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1  1/2  1   1  1/2  1   1   2   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   60   50   70   80   80  140  400  480
Max   323  198  238  258  258  378  RBY  GSC

- Evolution Chain
#100: Voltorb
  --> #101: Electrode (Level 30)

- Miscellaneous Data
Base Exp:     150
Capture Rate: 60
Growth Rate:  Medium
Held Item:    Silver Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --  --  --  Screech
--  --  --  --  SonicBoom
        --  --  Selfdestruct
         9   9  Screech
17  17  17  17  SonicBoom
22  22  23  23  Selfdestruct
29  29  34  34  Light Screen
40  40  40  40  Swift
50  50  44  44  Explosion
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
09  09          Take Down
15  15  15  15  Hyper Beam
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
36  36          Selfdestruct
39  39  39  39  Swift
44  44  44  44  Rest
45  45          Thunder Wave
47  47          Explosion
50  50          Substitute
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Agility      - NYPC
Headbutt     - TM02
________________

#102: Exeggcute
________________

- Pokedex Data
Type:     Grass/Psychic
Species:  Egg
Height:   1'4"
Weight:   6 lbs
Red/Blue: Often mistaken for eggs. When disturbed, they quickly gather and
          attack in swarms.
Yellow:   The heads attract each other and spin around. There must be 6 heads
          for it to maintain balance.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 4   1  1/2 1/2  2   2   0  1/2 1/2  2   1   2  1/2  1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   60   40   80   60   45   40  280  325
Max   323  178  258  218  188  178  RBY  GSC

- Evolution Chain
#102: Exeggcute
  --> #103: Exeggutor (Leaf Stone)

- Miscellaneous Data
Base Exp:     98
Capture Rate: 90
Growth Rate:  Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Barrage
--  --  --  --  Hypnosis
25  25   7   7  Reflect
28  28  13  13  Leech Seed
        19  19  Confusion
32  32  25  25  Stun Spore
37  37  31  31  PoisonPowder
        37  37  Sleep Powder
42  42  43  43  SolarBeam
48  48          Sleep Powder
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
20  20          Rage
        22  22  SolarBeam
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
36  36          Selfdestruct
37  37          Egg Bomb
        42  42  Dream Eater
44  44  44  44  Rest
46  46          Psywave
47  47          Explosion
50  50          Substitute
        H4  H4  Strength
        H5  H5  Flash
____________________________

- Tradeback Moves
Confusion    - L19
Dream Eater  - TM42
Flash        - HM05
Mega Drain   - Breed
Strength     - HM04
________________

#103: Exeggutor
________________

- Pokedex Data
Type:     Grass/Psychic
Species:  Coconut
Height:   6'7"
Weight:   265 lbs
Red/Blue: Legend has it that on rare occasions, one of its heads will drop off
          and continue on as an Exeggcute.
Yellow:   Its cries are very noisy. This is because each of the 3 heads thinks
          about whatever it likes.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 4   1  1/2 1/2  2   2   0  1/2 1/2  2   1   2  1/2  1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   95   95   85  125   65   55  455  520
Max   393  288  268  348  228  208  RBY  GSC

- Evolution Chain
#102: Exeggcute
  --> #103: Exeggutor (Leaf Stone)

- Miscellaneous Data
Base Exp:     212
Capture Rate: 45
Growth Rate:  Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Barrage
--  --  --  --  Hypnosis
        --  --  Confusion
28  28  19  19  Stomp
        31  31  Egg Bomb
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
36  36          Selfdestruct
37  37          Egg Bomb
        42  42  Dream Eater
44  44  44  44  Rest
46  46          Psywave
47  47          Explosion
50  50          Substitute
H4  H4  H4  H4  Strength
        H5  H5  Flash
____________________________

- Tradeback Moves
Confusion    - L--
Dream Eater  - TM42
Flash        - HM05
Headbutt     - TM02
________________

#104: Cubone
________________

- Pokedex Data
Type:     Ground
Species:  Lonely
Height:   1'4"
Weight:   14 lbs
Red/Blue: Because it never removes its skull helmet, no one has ever seen this
          Pokemon's real face.
Yellow:   Wears the skull of its deceased mother. Its cries echo inside the
          skull and come out as a sad melody.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   0   1   1   1   1   2   1   2   1  1/2  1  1/2  2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   50   50   95   40   50   35  270  320
Max   303  198  288  178  198  168  RBY  GSC

- Evolution Chain
#104: Cubone
  --> #105: Marowak (Level 28)

- Miscellaneous Data
Base Exp:     87
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--              Bone Club
--  --  --  --  Growl
         5   5  Tail Whip
    10   9   9  Bone Club
    13          Tail Whip
    18  13  13  Headbutt
25  25  17  17  Leer
31  31  21  21  Focus Energy
38  38          Thrash
43  43  25  25  Bonemerang
46  46  29  29  Rage
        37  37  Thrash
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
38  38  38  38  Fire Blast
40  40          Skull Bash
        41  41  ThunderPunch
44  44  44  44  Rest
        48  48  Fire Punch
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Fury Attack  - NYPC
Rock Slide   - Breed
Screech      - Breed
Swords Dance - Breed (Crystal)
ThunderPunch - TM41

- Illegal Moveset Combinations
Fury Attack/Rock Slide
Fury Attack/Screech
Fury Attack/Swords Dance
Screech/Swords Dance
________________

#105: Marowak
________________

- Pokedex Data
Type:     Ground
Species:  Bonekeeper
Height:   3'3"
Weight:   99 lbs
Red/Blue: The bone it holds is its key weapon. It throws the bone skillfully
          like a boomerang to KO targets.
Yellow:   Small and weak, this Pokemon is adept with its bone club. It has
          grown more vicious over the ages.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   0   1   1   1   1   2   1   2   1  1/2  1  1/2  2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   60   80  110   50   80   45  345  425
Max   323  258  318  198  258  188  RBY  GSC

- Evolution Chain
#104: Cubone
  --> #105: Marowak (Level 28)

- Miscellaneous Data
Base Exp:     124
Capture Rate: 75
Growth Rate:  Medium
Held Item:    Gold Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Bone Club
--      --  --  Growl
--              Leer
--              Focus Energy
    --  --  --  Tail Whip
    10  --  --  Bone Club
        --  --  Headbutt
    13   5   5  Tail Whip
         9   9  Bone Club
    18  13  13  Headbutt
25  25  17  17  Leer
33  33  21  21  Focus Energy
41  41          Thrash
48  48  25  25  Bonemerang
55  55  32  32  Rage
        46  46  Thrash
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
38  38  38  38  Fire Blast
40  40          Skull Bash
        41  41  ThunderPunch
44  44  44  44  Rest
        48  48  Fire Punch
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Fury Attack  - NYPC
Rock Slide   - Breed
Screech      - Breed
Swords Dance - Breed (Crystal)
ThunderPunch - TM41

- Illegal Moveset Combinations
Fury Attack/Rock Slide
Fury Attack/Screech
Fury Attack/Swords Dance
Screech/Swords Dance
________________

#106: Hitmonlee
________________

- Pokedex Data
Type:     Fighting
Species:  Kicking
Height:   4'11"
Weight:   110 lbs
Red/Blue: When in a hurry, its legs lengthen progressively. It runs smoothly
          with extra long, loping strides.
Yellow:   When kicking, the sole of its foot turns as hard as a diamond on
          impact and destroys its enemy.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1   1   2   1   1   1   1   1   1   2  1/2  1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   50  120   53   35  110   87  345  455
Max   303  338  204  168  318  272  RBY  GSC

- Evolution Chain
#106: Hitmonlee
(Note that in GSC, Hitmonlee can breed a Tyrogue, which can evolve into either
Hitmonlee or Hitmonchan)

- Miscellaneous Data
Base Exp:     139
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Double Kick
--  --   6   6  Meditate
33  33  11  11  Rolling Kick
38  38  16  16  Jump Kick
43  43  21  21  Focus Energy
48  48  26  26  Hi Jump Kick
53  53  46  46  Mega Kick
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
35  35          Metronome
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Dizzy Punch  - Odd Egg (Crystal)/NYPC
Headbutt     - TM02
Tackle       - Learned by Tyrogue
________________

#107: Hitmonchan
________________

- Pokedex Data
Type:     Fighting
Species:  Punching
Height:   4'7"
Weight:   111 lbs
Red/Blue: While apparently doing nothing, it fires punches in lightning fast
          volleys that are impossible to see.
Yellow:   Punches in cork-screw fashion. It can punch its way through a
          concrete wall in the same way as a drill.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1   1   2   1   1   1   1   1   1   2  1/2  1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   50  105   79   35  110   76  345  455
Max   303  308  256  168  318  250  RBY  GSC

- Evolution Chain
#107: Hitmonlee
(Note that in GSC, Hitmonchan can breed a Tyrogue, which can evolve into either
Hitmonlee or Hitmonchan)

- Miscellaneous Data
Base Exp:     140
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Comet Punch
--  --   7   7  Agility
        26  26  ThunderPunch
        26  26  Ice Punch
33  33  26  26  Fire Punch
38  38          Ice Punch
43  43          ThunderPunch
48  48  38  38  Mega Punch
53  53  50  50  Counter
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
39  39  39  39  Swift
40  40          Skull Bash
        41  41  ThunderPunch
44  44  44  44  Rest
        48  48  Fire Punch
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Dizzy Punch  - Odd Egg (Crystal)/NYPC
Headbutt     - TM02
Hi Jump Kick - Breed
Tackle       - Learned by Tyrogue

Illegal Combinations
Dizzy Punch/Hi Jump Kick
________________

#108: Lickitung
________________

- Pokedex Data
Type:     Normal
Species:  Licking
Height:   3'11"
Weight:   144 lbs
Red/Blue: Its tongue can be extended like a chameleon's. It leaves a tingling
          sensation when it licks enemies.
Yellow:   Its tongue spans almost 7 feet and moves more freely than its
          forelegs. Its licks can cause paralysis.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   90   55   75   60   75   30  310  385
Max   383  208  248  218  248  158  RBY  GSC

- Evolution Chain
#108: Lickitung

- Miscellaneous Data
Base Exp:     127
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Wrap
        --  --  Lick
--  --   7   7  Supersonic
        13  13  Defense Curl
 7   7  19  19  Stomp
        25  25  Wrap
15  15  31  31  Disable
23  23          Defense Curl
31  31  37  37  Slam
39  39  43  43  Screech
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
03  03          Swords Dance
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
26  26  26  26  Earthquake
27  27          Fissure
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
38  38  38  38  Fire Blast
40  40          Skull Bash
        40  40  Defense Curl
        41  41  ThunderPunch
        42  42  Dream Eater
44  44  44  44  Rest
        48  48  Fire Punch
50  50          Substitute
H1  H1  H1  H1  Cut
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
DoubleSlap   - NYPC
Dream Eater  - TM42
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Ice Punch    - TM33
Lick         - L--
ThunderPunch - TM41
________________

#109: Koffing
________________

- Pokedex Data
Type:     Poison
Species:  Poison Gas
Height:   2'0"
Weight:   2 lbs
Red/Blue: Because it stores several kinds of toxic gases in its body, it is
          prone to exploding without warning.
Yellow:   In hot places, its internal gases could expand and explode without
          any warning. Be very careful!

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   1  1/2  2   1   1  1/2  2   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   40   65   95   60   45   35  295  340
Max   283  228  288  218  188  168  RBY  GSC

- Evolution Chain
#109: Koffing
  --> #110: Weezing (Level 35)

- Miscellaneous Data
Base Exp:     114
Capture Rate: 190
Growth Rate:  Medium
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
        --  --  Poison Gas
--  --  --  --  Tackle
--  --   9   9  Smog
        17  17  Selfdestruct
32  32  21  21  Sludge
37  37  25  25  SmokeScreen
40  40          Selfdestruct
45  45  33  33  Haze
48  48  41  41  Explosion
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
36  36          Selfdestruct
38  38  38  38  Fire Blast
44  44  44  44  Rest
47  47          Explosion
50  50          Substitute
____________________________

- Tradeback Moves
Flamethrower - Crystal Move Tutor
Poison Gas   - L--
Psybeam      - Breed
Psywave      - Breed
Screech      - Breed
________________

#110: Weezing
________________

- Pokedex Data
Type:     Poison
Species:  Poison Gas
Height:   3'11"
Weight:   21 lbs
Red/Blue: Where two kinds of poison gases meet, 2 Koffings can fuse into a
          Weezing over many years.
Yellow:   It lives and grows by absorbing dust, germs and poison gases that are
          contained in toxic waste and garbage.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   1  1/2  2   1   1  1/2  2   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   65   90  120   85   70   60  420  490
Max   333  278  338  268  238  218  RBY  GSC

- Evolution Chain
#109: Koffing
  --> #110: Weezing (Level 35)

- Miscellaneous Data
Base Exp:     173
Capture Rate: 60
Growth Rate:  Medium
Held Item:    Silver Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
        --  --  Poison Gas
--  --  --  --  Tackle
--  --  --  --  Smog
--  --          Sludge
        --  --  Selfdestruct
         9   9  Smog
        17  17  Selfdestruct
32  32  21  21  Sludge
39  39  25  25  SmokeScreen
43  43          Selfdestruct
49  49  33  33  Haze
53  53  44  44  Explosion
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
15  15  15  15  Hyper Beam
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
36  36          Selfdestruct
38  38  38  38  Fire Blast
44  44  44  44  Rest
47  47          Explosion
50  50          Substitute
____________________________

- Tradeback Moves
Flamethrower - Crystal Move Tutor
Poison Gas   - L--
Psybeam      - Breed
Psywave      - Breed
Screech      - Breed
________________

#111: Rhyhorn
________________

- Pokedex Data
Type:     Ground/Rock
Species:  Spikes
Height:   3'3"
Weight:   254 lbs
Red/Blue: Its massive bones are 1000 times harder than human bones. It can
          easily knock a trailer flying.
Yellow:   A Pokemon with a one-track mind. Once it charges, it won't stop
          running until it falls asleep.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   0   2  1/2 1/2  1   4   2   2  1/2 1/4  1  1/2  4
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   80   85   95   30   30   25  315  345
Max   363  268  288  158  158  148  RBY  GSC

- Evolution Chain
#111: Rhyhorn
  --> #112: Rhydon (Level 42)

- Miscellaneous Data
Base Exp:     135
Capture Rate: 120
Growth Rate:  Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Horn Attack
30  --          Stomp
35  --  --  --  Tail Whip
40  --          Fury Attack
    30  13  13  Stomp
    35          Tail Whip
    40  19  19  Fury Attack
45  45  37  37  Horn Drill
50  50          Leer
55  55  49  49  Take Down
        55  55  Earthquake
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
        05  05  Roar
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
38  38  38  38  Fire Blast
40  40          Skull Bash
44  44  44  44  Rest
48  48          Rock Slide
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Counter      - Breed
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Roar         - TM05
Thrash       - Breed
________________

#112: Rhydon
________________

- Pokedex Data
Type:     Ground/Rock
Species:  Drill
Height:   6'3"
Weight:   265 lbs
Red/Blue: Protected by an armor-like hide, it is capable of living in molten
          lava of 3,600 degrees.
Yellow:   Walks on its hind legs. Shows signs of intelligence. Its armor-like
          hide even repels molten lava.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   0   2  1/2 1/2  1   4   2   2  1/2 1/4  1  1/2  4
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base  105  130  120   45   45   40  440  485
Max   413  358  338  188  188  178  RBY  GSC

- Evolution Chain
#111: Rhyhorn
  --> #112: Rhydon (Level 42)

- Miscellaneous Data
Base Exp:     204
Capture Rate: 60
Growth Rate:  Slow
Held Item:    Silver Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Horn Attack
--  30          Stomp
--  35  --  --  Tail Whip
        --  --  Stomp
--  40  --  --  Fury Attack
30      13  13  Stomp
35              Tail Whip
40      19  19  Fury Attack
48  48  37  37  Horn Drill
55  55          Leer
64  64  54  54  Take Down
        65  65  Earthquake
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
        05  05  Roar
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
16  16          Pay Day
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
38  38  38  38  Fire Blast
40  40          Skull Bash
        41  41  ThunderPunch
44  44  44  44  Rest
48  48          Rock Slide
        48  48  Fire Punch
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Counter      - Breed
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Roar         - TM05
Thrash       - Breed
ThunderPunch - TM41
________________

#113: Chansey
________________

- Pokedex Data
Type:     Normal
Species:  Egg
Height:   3'7"
Weight:   76 lbs
Red/Blue: A rare and elusive Pokemon that is said to bring happiness to those
          who manage to get it.
Yellow:   A gentle and kind-hearted Pokemon that shares its nutritious eggs if
          it sees an injured Pokemon.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base  250    5    5   35  105   50  415  450
Max   703  108  108  168  308  198  RBY  GSC

- Evolution Chain
#113: Chansey

- Miscellaneous Data
Base Exp:     255
Capture Rate: 30
Growth Rate:  Fast
Held Item:    Lucky Punch

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Pound
         5   5  Growl
    --   9   9  Tail Whip
        13  13  Softboiled
--  12  17  17  DoubleSlap
        23  23  Minimize
24  24  29  29  Sing
30  30          Growl
38  38          Minimize
        35  35  Egg Bomb
44  44  41  41  Defense Curl
48  48  49  49  Light Screen
54  54  57  57  Double-Edge
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
22  22  22  22  SolarBeam
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
35  35          Metronome
37  37          Egg Bomb
38  38  38  38  Fire Blast
40  40          Skull Bash
        40  40  Defense Curl
41  41          Softboiled
        42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
49  49          Tri Attack
50  50          Substitute
H4  H4  H4  H4  Strength
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Dream Eater  - TM42
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
________________

#114: Tangela
________________

- Pokedex Data
Type:     Grass
Species:  Vine
Height:   3'3"
Weight:   77 lbs
Red/Blue: The whole body is swathed with wide vines that are similar to
          seaweed. Its vines shake as it walks.
Yellow:   Its identity is obscured by masses of thick, blue vines. The vines
          are said to never stop growing.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1  1/2  1   2   2   1  1/2 1/2  2   1   2   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   65   55  115  100   40   60  395  435
Max   338  208  328  298  178  218  RBY  GSC

- Evolution Chain
#114: Tangela

- Miscellaneous Data
Base Exp:     166
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Constrict
         4   4  Sleep Powder
        10  10  Absorb
        13  13  PoisonPowder
        19  19  Vine Whip
--  24  25  25  Bind
29  27          Absorb
    29          Vine Whip
32  32          PoisonPowder
        31  31  Mega Drain
36  36  34  34  Stun Spore
39  39          Sleep Powder
45  45  40  40  Slam
49  48  46  46  Growth
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
03  03          Swords Dance
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
        H5  H5  Flash
____________________________

- Tradeback Moves
Amnesia      - Breed
Confusion    - Breed
Flash        - HM05
Headbutt     - TM02
Reflect      - Breed

- Illegal Moveset Combinations
Amnesia/Confusion
________________

#115: Kangaskhan
________________

- Pokedex Data
Type:     Normal
Species:  Parent
Height:   7'3"
Weight:   176 lbs
Red/Blue: The infant rarely ventures out of its mother's protective pouch until
          it is 3 years old.
Yellow:   Raises its young in its belly pouch. Won't run from any fight to keep
          its young protected.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base  105   95   80   40   80   90  410  490
Max   413  288  258  178  258  278  RBY  GSC

- Evolution Chain
#115: Kangaskhan

- Miscellaneous Data
Base Exp:     175
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Comet Punch
--  --          Rage
         7   7  Leer
26  26  13  13  Bite
31  31  19  19  Tail Whip
36  36  25  25  Mega Punch
41  41          Leer
        31  31  Rage
46  46  43  43  Dizzy Punch
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
26  26  26  26  Earthquake
27  27          Fissure
31  31          Mimic
32  32  32  32  Double Team
        33  33  Ice Punch
34  34          Bide
38  38  38  38  Fire Blast
40  40          Skull Bash
        41  41  ThunderPunch
44  44  44  44  Rest
48  48          Rock Slide
        48  48  Fire Punch
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Disable      - Breed
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Focus Energy - Breed
Headbutt     - TM02
Ice Punch    - TM33
Roar         - TM05
Stomp        - Breed
ThunderPunch - TM41

- Illegal Moveset Combinations
Focus Energy/Stomp
________________

#116: Horsea
________________

- Pokedex Data
Type:     Water
Species:  Dragon
Height:   1'4"
Weight:   18 lbs
Red/Blue: Known to shoot down flying bugs with precision blasts of ink from the
          surface of the water.
Yellow:   If it senses danger, it will vigorously spray water or a special type
          of ink from its mouth.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   30   40   70   70   25   60  270  295
Max   263  178  238  238  148  218  RBY  GSC

- Evolution Chain
#116: Horsea
  --> #117: Seadra (Level 32)

- Miscellaneous Data
Base Exp:     83
Capture Rate: 225
Growth Rate:  Medium
Held Item:    TM33 (Ice Punch)

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Bubble
19  19   8   8  SmokeScreen
24  24  15  15  Leer
30  30  22  22  Water Gun
37  37  36  36  Agility
45  45  43  43  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Aurora Beam  - Breed
Disable      - Breed
Dragon Rage  - Breed
Haze         - NYPC
Headbutt     - TM02
Splash       - Breed
Waterfall    - HM07

- Illegal Moveset Combinations
Aurora Beam/Dragon Rage/Splash
Disable/Dragon Rage
Disable/Splash
________________

#117: Seadra
________________

- Pokedex Data
Type:     Water
Species:  Dragon
Height:   3'11"
Weight:   55 lbs
Red/Blue: Capable of swimming backwards by rapidly flapping its wing-like
          pectoral fins and stout tail.
Yellow:   Touching the back fin causes numbness. It hooks its tail to coral to
          stay in place while sleeping.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   55   65   95   95   45   85  395  440
Max   313  228  288  288  188  268  RBY  GSC

- Evolution Chain
#116: Horsea
  --> #117: Seadra (Level 32)

- Miscellaneous Data
Base Exp:     155
Capture Rate: 75
Growth Rate:  Medium
Held Item:    Gold Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Bubble
--  --  --  --  SmokeScreen
        --  --  Leer
        --  --  Water Gun
19  19   8   8  SmokeScreen
24  24  15  15  Leer
30  30  22  22  Water Gun
41  41  40  40  Agility
52  52  51  51  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Aurora Beam  - Breed
Disable      - Breed
Dragon Rage  - Breed
Haze         - NYPC
Headbutt     - TM02
Splash       - Breed
Waterfall    - HM07

- Illegal Moveset Combinations
Aurora Beam/Dragon Rage/Splash
Disable/Dragon Rage
Disable/Splash
________________

#118: Goldeen
________________

- Pokedex Data
Type:     Water
Species:  Goldfish
Height:   2'0"
Weight:   33 lbs
Red/Blue: Its tail fin billows like an elegant ballroom dress, giving it the
          nickname of the Water Queen.
Yellow:   When it is time for them to lay their eggs, they can be seen swimming
          up rivers and falls in large groups.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   45   67   60   35   50   63  295  320
Max   293  232  218  168  198  224  RBY  GSC

- Evolution Chain
#118: Goldeen
  --> #119: Seaking (Level 33)

- Miscellaneous Data
Base Exp:     111
Capture Rate: 225
Growth Rate:  Medium
Held Item:    TM33 (Ice Punch)

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Peck
--  --  --  --  Tail Whip
19  19  10  10  Supersonic
24  24  15  15  Horn Attack
30  30  29  29  Fury Attack
37  37  38  38  Waterfall
45  45  43  43  Horn Drill
54  54  52  52  Agility
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
07  07          Horn Drill
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Haze         - Breed
Hydro Pump   - Breed
Psybeam      - Breed
Swords Dance - NYPC

- Illegal Moveset Combinations
Haze/Swords Dance
Hydro Pump/Psybeam
Hydro Pump/Swords Dance
Psybeam/Swords Dance
________________

#119: Seaking
________________

- Pokedex Data
Type:     Water
Species:  Goldfish
Height:   4'3"
Weight:   86 lbs
Red/Blue: In the autumn spawning season, they can be seen swimming powerfully
          up rivers and creeks.
Yellow:   It is the male's job to make a nest by carving out boulders in a
          stream using the horn on its head.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   80   92   65   65   80   68  385  450
Max   293  232  218  168  198  224  RBY  GSC

- Evolution Chain
#118: Goldeen
  --> #119: Seaking (Level 33)

- Miscellaneous Data
Base Exp:     170
Capture Rate: 60
Growth Rate:  Medium
Held Item:    Silver Leaf

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Peck
--  --  --  --  Tail Whip
--  --  10  10  Supersonic
19  19          Supersonic
24  24  15  15  Horn Attack
30  30  29  29  Fury Attack
39  39  41  41  Waterfall
48  48  49  49  Horn Drill
54  54  61  61  Agility
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
07  07          Horn Drill
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Haze         - Breed
Hydro Pump   - Breed
Psybeam      - Breed
Swords Dance - NYPC

- Illegal Moveset Combinations
Haze/Swords Dance
Hydro Pump/Psybeam
Hydro Pump/Swords Dance
Psybeam/Swords Dance
________________

#120: Staryu
________________

- Pokedex Data
Type:     Water
Species:  Starshape
Height:   2'7"
Weight:   76 lbs
Red/Blue: An enigmatic Pokemon that can effortlessly regenerate any appendage
          it loses in battle.
Yellow:   As long as the center section is unharmed, it can grow back fully
          even if it is chopped to bits.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   30   45   55   70   55   85  285  340
Max   263  188  208  238  208  268  RBY  GSC

- Evolution Chain
#120: Staryu
  --> #121: Starmie (Water Stone)

- Miscellaneous Data
Base Exp:     106
Capture Rate: 225
Growth Rate:  Slow
Held Item:    TM33 (Ice Punch)

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
        --  --  Harden
17  17   7   7  Water Gun
22  22          Harden
27  27  19  19  Recover
32  32  25  25  Swift
        31  31  BubbleBeam
37  37  37  37  Minimize
42  42  43  43  Light Screen
47  47  50  50  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
49  49          Tri Attack
50  50          Substitute
H3  H3  H3  H3  Surf
H5  H5  H5  H5  Flash
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Aurora Beam  - Breed (Gold/Silver)
Barrier      - Breed (Gold/Silver)
Supersonic   - Breed (Gold/Silver)
Waterfall    - HM07
Note that the breeding moves are a programming oversight - Staryu and Starmie
should not be able to breed with compatible fathers since they are genderless.
This was fixed from Crystal onwards.
________________

#121: Starmie
________________

- Pokedex Data
Type:     Water/Psychic
Species:  Mysterious
Height:   3'7"
Weight:   176 lbs
Red/Blue: Its central core glows with the seven colors of the rainbow. Some
          people value the core as a gem.
Yellow:   The center section is named the core. People think that it is
          communicating when it glows in 7 colors.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   2  1/2 1/2  1   0   2   1  1/2  1   1  1/2  1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   60   75   85  100   85  115  435  520
Max   323  248  268  298  268  328  RBY  GSC

- Evolution Chain
#120: Staryu
  --> #121: Starmie (Water Stone)

- Miscellaneous Data
Base Exp:     207
Capture Rate: 60
Growth Rate:  Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --          Water Gun
--  --          Harden
        --  --  Recover
        --  --  BubbleBeam
        37  37  Confuse Ray
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
        42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
49  49          Tri Attack
50  50          Substitute
H3  H3  H3  H3  Surf
H5  H5  H5  H5  Flash
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Aurora Beam  - Breed (Gold/Silver)
Barrier      - Breed (Gold/Silver)
Confuse Ray  - L37
Dream Eater  - TM42
Supersonic   - Breed (Gold/Silver)
Waterfall    - HM07
Note that the breeding moves are a programming oversight - Staryu and Starmie
should not be able to breed with compatible fathers since they are genderless.
This was fixed from Crystal onwards.
________________

#122: Mr. Mime
________________

- Pokedex Data
Type:     Psychic
Species:  Barrier
Height:   4'3"
Weight:   120 lbs
Red/Blue: If interrupted while it is miming, it will slap around the offender
          with its broad hands.
Yellow:   Always practices its pantomime act. It makes enemies believe
          something exists that really doesn't.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   0   1   1   1   1   1  1/2  1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   40   45   65  100  120   90  340  460
Max   283  188  228  298  338  278  RBY  GSC

- Evolution Chain
#063: Abra
  --> #064: Kadabra (Level 16)
        --> #065: Alakazam (Trade)

- Miscellaneous Data
Base Exp:     136
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Confusion
--  --  --  --  Barrier
15  15   6   6  Confusion
        11  11  Substitute
        16  16  Meditate
        21  21  DoubleSlap
23  23  26  26  Light Screen
31  31          DoubleSlap
39  39          Meditate
47  47          Substitute
        36  36  Psybeam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
22  22  22  22  SolarBeam
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
40  40          Skull Bash
        41  41  ThunderPunch
        42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
        48  48  Fire Punch
50  50          Substitute
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Dream Eater  - TM42
Fire Punch   - TM48
Headbutt     - TM02
Hypnosis     - Breed
Ice Punch    - TM33
Psybeam      - L36
ThunderPunch - TM41
________________

#123: Scyther
________________

- Pokedex Data
Type:     Bug/Flying
Species:  Mantis
Height:   4'11"
Weight:   123 lbs
Red/Blue: With ninja-like agility and speed, it can create the illusion that
          there is more than one.
Yellow:   Leaps out of tall grass and slices prey with its scythes. The
          movement looks like that of a ninja.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   2  1/4  2   2   1  1/4  0   2   1   2   1   4   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   70  110   80   55   80  105  420  500
Max   343  318  258  208  258  308  RBY  GSC

- Evolution Chain
#123: Scyther

- Miscellaneous Data
Base Exp:     187
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Quick Attack
17  17  --  --  Leer
20  20   6   6  Focus Energy
24  24          Double Team
        24  24  Agility
        30  30  Wing Attack
29  29  36  36  Slash
35  35  42  42  Swords Dance
42  42          Agility
    50          Wing Attack
        48  48  Double Team
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
03  03          Swords Dance
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
46  46          Psywave
50  50          Substitute
H1  H1  H1  H1  Cut
____________________________

- Tradeback Moves
Counter      - Breed
Headbutt     - TM02
Light Screen - Breed
Razor Wind   - Breed
SonicBoom    - NYPC
________________

#124: Jynx
________________

- Pokedex Data
Type:     Ice/Psychic
Species:  Humanshape
Height:   4'7"
Weight:   90 lbs
Red/Blue: It seductively wiggles its hips as it walks. It can cause people to
          dance in unison with it.
Yellow:   Appears to move to a rhythm of its own, as if it were dancing. It
          wiggles its hips as it walks.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1   1   2   1   0   1   1  1/2  1   1  1/2  2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   65   50   35  115   95   95  340  455
Max   333  198  168  318  288  288  RBY  GSC

- Evolution Chain
#124: Jynx

- Miscellaneous Data
Base Exp:     137
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Pound
        --  --  Lick
--  --  --  --  Lovely Kiss
18  18          Lick
         9   9  Lovely Kiss
23  23  21  21  DoubleSlap
31  31  25  25  Ice Punch
39  39  41  41  Body Slam
47  47          Thrash
58  58  57  57  Blizzard
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
40  40          Skull Bash
        42  42  Dream Eater
44  44  44  44  Rest
46  46          Psywave
50  50          Substitute
____________________________

- Tradeback Moves
Confusion    - Learned by Smoochum (pre-evolution)
Dizzy Punch  - Odd Egg (Crystal)
Dream Eater  - TM42
Headbutt     - TM02
Meditate     - Breed
Metronome    - NYPC
Petal Dance  - NYPC
Sing         - Learned by Smoochum (pre-evolution)

- Illegal Moveset Combinations
Dizzy Punch/Meditate
Dizzy Punch/Metronome
Dizzy Punch/Petal Dance
Meditate/Metronome
Meditate/Petal Dance
Metronome/Petal Dance
________________

#125: Electabuzz
________________

- Pokedex Data
Type:     Electric
Species:  Electric
Height:   3'7"
Weight:   66 lbs
Red/Blue: Normally found near power plants, they can wander away and cause
          major blackouts in cities.
Yellow:   If a major power outage occurs, it is certain that this Pokemon has
          eaten electricity at a power plant.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1  1/2  1   1  1/2  1   1   2   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   65   83   57   95   85  105  395  490
Max   333  264  212  288  268  308  RBY  GSC

- Evolution Chain
#125: Electabuzz

- Miscellaneous Data
Base Exp:     156
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Quick Attack
--  --  --  --  Leer
34  34          ThunderShock
37  37          Screech
42  42  --  --  ThunderPunch
         9   9  ThunderPunch
49  49  17  17  Light Screen
        25  25  Swift
        36  36  Screech
        47  47  Thunderbolt
54  54  58  58  Thunder
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
        41  41  ThunderPunch
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
        48  48  Fire Punch
50  50          Substitute
H4  H4  H4  H4  Strength
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Barrier      - Breed
Dizzy Punch  - Odd Egg (Crystal)/NYPC
Fire Punch   - TM48
Headbutt     - TM02
Ice Punch    - TM33
Karate Chop  - Breed
Meditate     - Breed
Rolling Kick - Breed

- Illegal Moveset Combinations
Barrier/Dizzy Punch
Barrier/Karate Chop
Barrier/Rolling Kick
Dizzy Punch/Karate Chop
Dizzy Punch/Meditate
Dizzy Punch/Rolling Kick
________________

#126: Magmar
________________

- Pokedex Data
Type:     Fire
Species:  Spitfire
Height:   4'3"
Weight:   98 lbs
Red/Blue: Its body always burns with an orange glow that enables it to hide
          perfectly among flames.
Yellow:   Born in a active volcano. Its body is always cloaked in flames, so it
          looks like a big ball of fire.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1  1/2  1   1  1/2  2   1   1   1   1   2   2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   65   95   57  100   85   93  395  495
Max   333  288  212  298  268  284  RBY  GSC

- Evolution Chain
#126: Magmar

- Miscellaneous Data
Base Exp:     167
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Ember
36  36  --  --  Leer
39  39          Confuse Ray
        --  --  Smog
43  43  --  --  Fire Punch
         7   7  Leer
        13  13  Smog
        19  19  Fire Punch
48  48  25  25  SmokeScreen
52  52          Smog
55  55  41  41  Flamthrower
        49  49  Confuse Ray
        57  57  Fire Blast
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
35  35          Metronome
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
        41  41  ThunderPunch
44  44  44  44  Rest
46  46          Psywave
        48  48  Fire Punch
50  50          Substitute
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Barrier      - Breed
Dizzy Punch  - Odd Egg (Crystal)/NYPC
Headbutt     - TM02
Karate Chop  - Breed
Screech      - Breed
ThunderPunch - TM41

- Illegal Moveset Combinations
Barrier/Dizzy Punch
Barrier/Karate Chop
Dizzy Punch/Karate Chop
Dizzy Punch/Screech
________________

#127: Pinsir
________________

- Pokedex Data
Type:     Bug
Species:  Stagbeetle
Height:   4'11"
Weight:   121 lbs
Red/Blue: If it fails to crush the victim in its pincers, it will swing it
          around and toss it hard.
Yellow:   Grips its prey with its pincers and squeezes hard! It can't move if
          it's cold, so it lives in warm places.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1  1/2  2   2   1  1/2 1/2  1   1   2   1   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   65  125  100   55   70   85  430  500
Max   333  348  298  208  238  268  RBY  GSC

- Evolution Chain
#127: Pinsir

- Miscellaneous Data
Base Exp:     200
Capture Rate: 45
Growth Rate:  Slow
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  ViceGrip
         7   7  Focus Energy
    21  13  13  Bind
25  25  19  19  Seismic Toss
        25  25  Harden
30  30  31  31  Guillotine
36  36          Focus Energy
43  43          Harden
49  49          Slash
        37  37  Submission
54  54  43  43  Swords Dance
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
03  03          Swords Dance
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
17  17          Submission
19  19          Seismic Toss
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
44  44  44  44  Rest
50  50          Substitute
H1  H1  H1  H1  Cut
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Fury Attack  - Breed
Headbutt     - TM02
Rock Throw   - NYPC

- Illegal Moveset Combinations
Fury Attack/Rock Throw
________________

#128: Tauros
________________

- Pokedex Data
Type:     Normal
Species:  Wild Bull
Height:   4'7"
Weight:   195 lbs
Red/Blue: When it targets an enemy, it charges furiously while whipping its
          body with its long tails.
Yellow:   A rowdy Pokemon with a lot of stamina. Once running, it won't stop
          until it hits something.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   75  100   95   40   70  110  450  490
Max   353  298  288  178  238  318  RBY  GSC

- Evolution Chain
#128: Tauros

- Miscellaneous Data
Base Exp:     211
Capture Rate: 45
Growth Rate:  Slow
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
21  21          Stomp
28  28   4   4  Tail Whip
35  35          Leer
44  44   8   8  Rage
        13  13  Horn Attack
        34  34  Rest
        43  43  Thrash
51  51  53  53  Take Down
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
26  26  26  26  Earthquake
27  27          Fissure
31  31          Mimic
32  32  32  32  Double Team
34  34          Bide
38  38  38  38  Fire Blast
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
        H3  H3  Surf
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Horn Attack  - L13
Quick Attack - NYPC
Surf         - HM03
Thrash       - L43
________________

#129: Magikarp
________________

- Pokedex Data
Type:     Water
Species:  Fish
Height:   2'11"
Weight:   22 lbs
Red/Blue: In the distant past, it was somewhat stronger than the horribly weak
          descendants that exist today.
Yellow:   Famous for being very unreliable. It can be found swimming in seas,
          lakes, rivers and shallow puddles.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   20   10   55   15   20   80  185  200
Max   243  118  208  128  138  258  RBY  GSC

- Evolution Chain
#129: Magikarp
  --> #130: Gyarados (Level 20)

- Miscellaneous Data
Base Exp:     20
Capture Rate: 255
Growth Rate:  Slow
Held Item:    Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Splash
15  15  15  15  Tackle
____________________________

- TMs/HMs
None

- Tradeback Moves
Bubble       - NYPC
________________

#130: Gyarados
________________

- Pokedex Data
Type:     Water/Flying
Species:  Atrocious
Height:   21'4"
Weight:   518 lbs
Red/Blue: Rarely seen in the wild. Huge and vicious, it is capable of
          destroying entire cities in a rage.
Yellow:   Brutally vicious and enormously destructive. Known for totally
          destroying cities in ancient times.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   4  1/2 1/2  1   1   1   0   1   1   1   1   2  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   95  125   79   60  100   81  480  540
Max   393  348  256  218  298  260  RBY  GSC

- Evolution Chain
#129: Magikarp
  --> #130: Gyarados (Level 20)

- Miscellaneous Data
Base Exp:     214
Capture Rate: 45
Growth Rate:  Slow
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--              Bite
--              Dragon Rage
--              Leer
--              Hydro Pump
    --          Tackle
        --  --  Thrash
20  20  20  20  Bite
25  25  25  25  Dragon Rage
32  32  30  30  Leer
41  41  40  40  Hydro Pump
52  52  50  50  Hyper Beam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
20  20          Rage
23  23          Dragon Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Bubble       - NYPC
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Roar         - TM05
Thrash       - L--
Waterfall    - HM07
________________

#131: Lapras
________________

- Pokedex Data
Type:     Water/Ice
Species:  Transport
Height:   8'2"
Weight:   485 lbs
Red/Blue: A Pokemon that has been over hunted almost to extinction. It can
          ferry people across the water.
Yellow:   A gentle soul that can read the minds of people. It can ferry people
          across the sea on its back.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   2   1   1   1   2   1  1/4  1   1   1   2  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base  130   85   80   85   95   60  450  535
Max   463  238  258  238  288  238  RBY  GSC

- Evolution Chain
#131: Lapras

- Miscellaneous Data
Base Exp:     219
Capture Rate: 45
Growth Rate:  Slow
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Water Gun
--  --  --  --  Growl
16  16  --  --  Sing
20  20   8   8  Mist
25  25  15  15  Body Slam
31  31  22  22  Confuse Ray
38  38  36  36  Ice Beam
46  46  57  57  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
20  20          Rage
22  22          SolarBeam
23  23          Dragon Rage
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
40  40          Skull Bash
        42  42  Dream Eater
44  44  44  44  Rest
46  46          Psywave
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Aurora Beam  - Breed
Bite         - NYPC
Dream Eater  - TM42
Headbutt     - TM02

- Illegal Moveset Combinations
Aurora Beam/Bite
________________

#132: Ditto
________________

- Pokedex Data
Type:     Normal
Species:  Transform
Height:   1'0"
Weight:   9 lbs
Red/Blue: Capable of copying an enemy's genetic code to instantly transform
          itself into a duplicate of the enemy.
Yellow:   When it spots an enemy, its body transfigures into an almost perfect
          copy of its opponent.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   48   48   48   48   48   48  240  288
Max   299  194  194  194  194  194  RBY  GSC

- Evolution Chain
#132: Ditto

- Miscellaneous Data
Base Exp:     61
Capture Rate: 35
Growth Rate:  Medium
Held Item:    Metal Powder

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Transform
____________________________

- TMs/HMs
None

- Tradeback Moves
None
________________

#133: Eevee
________________

- Pokedex Data
Type:     Normal
Species:  Evolution
Height:   1'0"
Weight:   14 lbs
Red/Blue: Its genetic code is irregular. It may mutate if it is exposed to
          radiation from element Stones.
Yellow:   Its genetic code is unstable, so it could evolve in a variety of
          ways. There are only a few alive.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   55   55   50   45   65   55  260  325
Max   303  208  198  188  228  208  RBY  GSC

- Evolution Chain
#133: Eevee
  --> #134: Vaporeon (Water Stone)
OR--> #135: Jolteon (ThunderStone)
OR--> #136: Flareon (Fire Stone)

- Miscellaneous Data
Base Exp:     92
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
    --  --  --  Tail Whip
--   8   8   8  Sand-Attack
    16  16  16  Growl
27  23  23  23  Quick Attack
31              Tail Whip
37  30  30  30  Bite
    36  36      Focus Energy
45  42  42  42  Take Down
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
____________________________

- Tradeback Moves
Growth       - NYPC
Headbutt     - TM02

- Illegal Moveset Combinations
Growl/Tackle (Gen I)
________________

#134: Vaporeon
________________

- Pokedex Data
Type:     Water
Species:  Bubblejet
Height:   3'3"
Weight:   64 lbs
Red/Blue: Lives close to water. Its long tail is ridged with a fin which is
          often mistaken for a mermaid's.
Yellow:   Its structure is similar to water molecules. It will melt away and
          become invisible in water.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   1  1/2  1   1   2   1  1/2  1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base  130   65   60  110   95   65  430  525
Max   463  228  218  318  288  228  RBY  GSC

- Evolution Chain
#133: Eevee
  --> #134: Vaporeon (Water Stone)
OR--> #135: Jolteon (ThunderStone)
OR--> #136: Flareon (Fire Stone)

- Miscellaneous Data
Base Exp:     196
Capture Rate: 45
Growth Rate:  Medium
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--              Sand-Attack
    --  --  --  Tail Whip
--  --          Quick Attack
--  --          Water Gun
     8   8   8  Sand-Attack
    16  16  16  Water Gun
27  23  23  23  Quick Attack
31              Water Gun
37              Tail Whip
40  30  30  30  Bite
42              Acid Armor
    36  36  36  Aurora Beam
44  42  42  42  Haze
48  42          Mist
    47  47  47  Acid Armor
54  52  52  52  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Growth       - NYPC
Headbutt     - TM02
Roar         - TM05
Waterfall    - HM07

- Illegal Moveset Combinations
Growl/Tackle (Gen I)
________________

#135: Jolteon
________________

- Pokedex Data
Type:     Electric
Species:  Lightning
Height:   2'7"
Weight:   54 lbs
Red/Blue: It accumulates negative ions in the atmosphere to blast out 10000-
          volt lightning bolts.
Yellow:   A sensitive Pokemon that easily becomes sad or angry. Every time its
          mood changes, it charges power.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1  1/2  1   1  1/2  1   1   2   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   65   65   60  110   95  130  430  525
Max   333  228  218  318  288  358  RBY  GSC

- Evolution Chain
#133: Eevee
  --> #134: Vaporeon (Water Stone)
OR--> #135: Jolteon (ThunderStone)
OR--> #136: Flareon (Fire Stone)

- Miscellaneous Data
Base Exp:     197
Capture Rate: 45
Growth Rate:  Medium
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--              Sand-Attack
    --  --  --  Tail Whip
--  --          Quick Attack
--  --          ThunderShock
     8   8   8  Sand-Attack
    16  16  16  ThunderShock
27  23  23  23  Quick Attack
31              ThunderShock
37              Tail Whip
40              Thunder Wave
42  30  30  30  Double Kick
48  36  36  36  Pin Missile
    42  42  42  Thunder Wave
44  47  47  47  Agility
54  52  52  52  Thunder
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
45  45          Thunder Wave
50  50          Substitute
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Growth       - NYPC
Headbutt     - TM02
Roar         - TM05

- Illegal Moveset Combinations
Focus Energy/ThunderShock (Gen I)
Growl/Tackle (Gen I)
________________

#136: Flareon
________________

- Pokedex Data
Type:     Fire
Species:  Flame
Height:   2'11"
Weight:   55 lbs
Red/Blue: When storing thermal energy in its body, its temperature could soar
          to over 1600 degrees.
Yellow:   It has a flame chamber inside its body. It inhales, then blows out
          fire that is over 3,000F degrees.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1   1  1/2  1   1  1/2  2   1   1   1   1   2   2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   65  130   60   95  110   65  430  525
Max   333  358  218  288  318  228  RBY  GSC

- Evolution Chain
#133: Eevee
  --> #134: Vaporeon (Water Stone)
OR--> #135: Jolteon (ThunderStone)
OR--> #136: Flareon (Fire Stone)

- Miscellaneous Data
Base Exp:     198
Capture Rate: 45
Growth Rate:  Medium
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--              Sand-Attack
    --  --  --  Tail Whip
--  --          Quick Attack
--  --          Ember
     8   8   8  Sand-Attack
    16  16  16  Ember
27  23  23  23  Quick Attack
31              Ember
37              Tail Whip
40  30  30  30  Bite
42              Leer
44  36  36  36  Fire Spin
48              Rage
    42  42  42  Smog
    47  47  47  Leer
54  52  52  52  Flamethrower
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
        05  05  Roar
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
45  45          Thunder Wave
50  50          Substitute
____________________________

- Tradeback Moves
Growth       - NYPC
Headbutt     - TM02
Roar         - TM05

- Illegal Moveset Combinations
Focus Energy/Ember (Gen I)
Growl/Tackle (Gen I)
________________

#137: Porygon
________________

- Pokedex Data
Type:     Normal
Species:  Virtual
Height:   2'7"
Weight:   80 lbs
Red/Blue: A Pokemon that consists entirely of programming code. Capable of
moving freely in cyberspace.
Yellow:   The only Pokemon people anticipate can fly into space. None has
          managed the feat yet, however.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   65   60   70   85   75   40  310  395
Max   333  218  238  268  248  178  RBY  GSC

- Evolution Chain
#137: Porygon

- Miscellaneous Data
Base Exp:     130
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Tackle
--  --          Sharpen
--  --  --  --  Conversion
         9   9  Agility
23  23  12  12  Psybeam
28  28  20  20  Recover
35  35          Agility
        24  24  Sharpen
42  42  36  36  Tri Attack
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
40  40          Skull Bash
        42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
49  49          Tri Attack
50  50          Substitute
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Barrier      - NYPC
Dream Eater  - TM42
________________

#138: Omanyte
________________

- Pokedex Data
Type:     Rock/Water
Species:  Spiral
Height:   1'4"
Weight:   17 lbs
Red/Blue: Although long extinct, in rare cases, it can be genetically
          resurrected from fossils.
Yellow:   An ancient Pokemon that was recovered from a fossil. It swims by
          cleverly twisting its 10 tentacles about.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   2  1/4 1/2  1   4   2  1/2 1/2 1/2  1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   35   40  100   90   55   35  300  355
Max   273  178  298  278  208  168  RBY  GSC

- Evolution Chain
#138: Omanyte
  --> #139: Omastar (Level 40)

- Miscellaneous Data
Base Exp:     120
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Water Gun
        --  --  Constrict
--  --  --  --  Withdraw
34  34          Horn Attack
        13  13  Bite
        19  19  Water Gun
39  39  31  31  Leer
46  46          Spike Cannon
53  53  55  55  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
____________________________

- Tradeback Moves
Aurora Beam  - Breed
Bite         - L13
Constrict    - L--
Haze         - Breed
Headbutt     - TM02
Rock Throw   - NYPC
Slam         - Breed
Supersonic   - Breed

- Illegal Moveset Combinations
Aurora Beam/Haze/Slam
Aurora Beam/Slam/Supersonic
Aurora Beam/Rock Throw
Haze/Rock Throw
Rock Throw/Slam
Rock Throw/Supersonic
________________

#139: Omastar
________________

- Pokedex Data
Type:     Rock/Water
Species:  Spiral
Height:   3'3"
Weight:   77 lbs
Red/Blue: A prehistoric Pokemon that died out when its heavy shell made it
          impossible to catch prey.
Yellow:   Sharp beaks ring its mouth. Its shell was too big for it to move
          freely, so it became extinct.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   2  1/4 1/2  1   4   2  1/2 1/2 1/2  1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   70   60  125  115   70   55  425  495
Max   343  218  348  328  238  208  RBY  GSC

- Evolution Chain
#138: Omanyte
  --> #139: Omastar (Level 40)

- Miscellaneous Data
Base Exp:     199
Capture Rate: 45
Growth Rate:  Medium
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Water Gun
        --  --  Constrict
--  --  --  --  Withdraw
--  --          Horn Attack
        --  --  Bite
34  34          Horn Attack
        13  13  Bite
        19  19  Water Gun
39  39  31  31  Leer
44  44  40  40  Spike Cannon
49  49  65  65  Hydro Pump
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
17  17          Submission
19  19          Seismic Toss
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
H3  H3  H3  H3  Surf
____________________________

- Tradeback Moves
Aurora Beam  - Breed
Bite         - L13
Constrict    - L--
Haze         - Breed
Headbutt     - TM02
Rock Throw   - NYPC
Slam         - Breed
Supersonic   - Breed

- Illegal Moveset Combinations
Aurora Beam/Haze/Slam
Aurora Beam/Slam/Supersonic
Aurora Beam/Rock Throw
Haze/Rock Throw
Rock Throw/Slam
Rock Throw/Supersonic
________________

#140: Kabuto
________________

- Pokedex Data
Type:     Rock/Water
Species:  Shellfish
Height:   1'8"
Weight:   25 lbs
Red/Blue: A Pokemon that was resurrected from a fossil found in what was once
          the ocean floor eons ago.
Yellow:   A Pokemon that was recovered from a fossil. It uses the eyes on its
          back while hiding on the sea floor.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   2  1/4 1/2  1   4   2  1/2 1/2 1/2  1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   30   80   90   55   45   55  300  355
Max   263  258  278  208  188  208  RBY  GSC

- Evolution Chain
#140: Kabuto
  --> #141: Kabutops (Level 40)

- Miscellaneous Data
Base Exp:     119
Capture Rate: 45
Growth Rate:  Medium
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
--  --  --  --  Harden
34  34  10  10  Absorb
39  39          Slash
44  44  19  19  Leer
49  49          Hydro Pump
        28  28  Sand-Attack
        46  46  Mega Drain
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
44  44  44  44  Rest
50  50          Substitute
H3  H3          Surf
____________________________

- Tradeback Moves
Aurora Beam  - Breed
Dig          - Breed
Mega Drain   - L46
Rock Throw   - NYPC
Sand-Attack  - L28

- Illegal Moveset Combinations
Aurora Beam/Dig
Aurora Beam/Rock Throw
Dig/Rock Throw
________________

#141: Kabutops
________________

- Pokedex Data
Type:     Rock/Water
Species:  Shellfish
Height:   4'3"
Weight:   89 lbs
Red/Blue: Its sleek shape is perfect for swimming. It slashes prey with its
          claws and drains the body fluids.
Yellow:   A slim and fast swimmer. It slices its prey with its sharp sickles
          and drains the body fluids.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   2   2  1/4 1/2  1   4   2  1/2 1/2 1/2  1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   60  115  105   65   70   80  430  495
Max   323  328  308  228  238  258  RBY  GSC

- Evolution Chain
#140: Kabuto
  --> #141: Kabutops (Level 40)

- Miscellaneous Data
Base Exp:     201
Capture Rate: 45
Growth Rate:  Medium
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Scratch
--  --  --  --  Harden
--  --  --  --  Absorb
34  34  10  10  Absorb
39  39          Slash
46  46  19  19  Leer
53  53          Hydro Pump
        28  28  Sand-Attack
        40  40  Slash
        51  51  Mega Drain
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
        02  02  Headbutt
03  03          Swords Dance
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
17  17          Submission
19  19          Seismic Toss
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
40  40          Skull Bash
44  44  44  44  Rest
50  50          Substitute
    H1  H1  H1  Cut
H3  H3  H3  H3  Surf
____________________________

- Tradeback Moves
Aurora Beam  - Breed
Dig          - Breed
Headbutt     - TM02
Mega Drain   - L51
Rock Throw   - NYPC
Sand-Attack  - L28

- Illegal Moveset Combinations
Aurora Beam/Dig
Aurora Beam/Rock Throw
Dig/Rock Throw
________________

#142: Aerodactyl
________________

- Pokedex Data
Type:     Rock/Flying
Species:  Fossil
Height:   5'11"
Weight:   130 lbs
Red/Blue: A ferocious, prehistoric Pokemon that goes for the enemy's throat
          with its serrated saw-like fangs.
Yellow:   A savage Pokemon that died out in ancient times. It was resurrected
          using DNA taken from amber.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   2   1  1/2 1/2  1   1   0   2  1/2 1/2  1   2   2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   80  105   65   60   75  130  440  515
Max   363  208  228  218  248  358  RBY  GSC

- Evolution Chain
#142: Aerodactyl

- Miscellaneous Data
Base Exp:     202
Capture Rate: 45
Growth Rate:  Slow
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Wing Attack
--  --   8   8  Agility
        15  15  Bite
33  33  22  22  Supersonic
38  38          Bite
45  45  43  43  Take Down
54  54  50  50  Hyper Beam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
        02  02  Headbutt
04  04          Whirlwind
        05  05  Roar
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
23  23          Dragon Rage
        26  26  Earthquake
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
43  43          Sky Attack
44  44  44  44  Rest
50  50          Substitute
H2  H2  H2  H2  Fly
____________________________

- Tradeback Moves
Earthquake   - TM26
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Roar         - TM05
Rock Throw   - NYPC
________________

#143: Snorlax
________________

- Pokedex Data
Type:     Normal
Species:  Sleeping
Height:   6'11"
Weight:   1014 lbs
Red/Blue: Very lazy. Just eats and sleeps. As its rotund bulk builds, it
          becomes steadily more slothful.
Yellow:   Will eat anything, even if the food happens to be a little moldy. It
          never gets an upset stomach.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   1   1   2   1   1   0   1   1   1   1   1   1   1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base  160  110   65   65  110   30  430  540
Max   523  208  248  218  248  158  RBY  GSC

- Evolution Chain
#143: Snorlax

- Miscellaneous Data
Base Exp:     154
Capture Rate: 25
Growth Rate:  Slow
Held Item:    Leftovers

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Headbutt
        --  --  Tackle
--  --   8   8  Amnesia
        15  15  Defense Curl
        29  29  Headbutt
--  --  36  36  Rest
35  35  43  43  Body Slam
41  41          Harden
48  48          Double-Edge
56  56  57  57  Hyper Beam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
16  16          Pay Day
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
22  22  22  22  SolarBeam
24  24          Thunderbolt
25  25  25  25  Thunder
26  26  26  26  Earthquake
27  27          Fissure
29  29  29  29  Psychic
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
36  36          Selfdestruct
38  38  38  38  Fire Blast
40  40          Skull Bash
        40  40  Defense Curl
        41  41  ThunderPunch
44  44  44  44  Rest
46  46          Psywave
48  48          Rock Slide
        48  48  Fire Punch
50  50          Substitute
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
____________________________

- Tradeback Moves
Defense Curl - L15, TM40
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Ice Punch    - TM33
Lick         - Breed
Lovely Kiss  - NYPC
Splash       - NYPC
Tackle       - L--
ThunderPunch - TM41

- Illegal Moveset Combinations
Lick/Lovely Kiss
Lick/Splash
Love Kiss/Splash
________________

#144: Articuno
________________

- Pokedex Data
Type:     Ice/Flying
Species:  Freeze
Height:   5'7"
Weight:   122 lbs
Red/Blue: A legendary bird Pokemon that is said to appear to doomed people who
          are lost in icy mountains.
Yellow:   A legendary bird Pokemon. It freezes water that is contained in
          winter air and makes it snow.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   2   1   2   1   1  1/2  0   1   1   1   1   4   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD* Spe    BST
Base   90   85  100   95  125   85  485  580
Max   383  268  298  288  348  268  RBY  GSC

- Evolution Chain
#144: Articuno

- Miscellaneous Data
Base Exp:     215
Capture Rate: 3
Growth Rate:  Slow
Held Item:    BrightPowder

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Peck
        --  --  Gust
        13  13  Mist
        25  25  Agility
--  --  49  49  Ice Beam
51  51          Blizzard
55  55          Agility
60  60          Mist
        61  61  Reflect
        73  73  Blizzard
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
04  04          Whirlwind
        05  05  Roar
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
43  43          Sky Attack
44  44  44  44  Rest
50  50          Substitute
H2  H2  H2  H2  Fly
____________________________

- Tradeback Moves
Gust         - L--
Roar         - TM05
________________

#145: Zapdos
________________

- Pokedex Data
Type:     Electric/Flying
Species:  Electric
Height:   5'3"
Weight:   116 lbs
Red/Blue: A legendary bird Pokemon that is said to appear from clouds while
          dropping enormous lightning bolts.
Yellow:   This legendary bird Pokemon is said to appear when the sky turns dark
          and the lightning showers down.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  1   1  1/2  1  1/2  1  1/2  0   2   1   1   1   2   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   90   90   85  125   90  100  490  580
Max   383  278  268  348  278  298  RBY  GSC

- Evolution Chain
#145: Zapdos

- Miscellaneous Data
Base Exp:     216
Capture Rate: 3
Growth Rate:  Slow
Held Item:    BrightPowder

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
        --  --  Peck
--  --  --  --  ThunderShock
        13  13  Thunder Wave
        25  25  Agility
--  --  49  49  Drill Peck
51  51          Thunder
55  55          Agility
60  60  61  61  Light Screen
        73  73  Thunder
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
04  04          Whirlwind
        05  05  Roar
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
39  39  39  39  Swift
43  43          Sky Attack
44  44  44  44  Rest
45  45          Thunder Wave
50  50          Substitute
H2  H2  H2  H2  Fly
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Peck         - L--
Roar         - TM05
________________

#146: Moltres
________________

- Pokedex Data
Type:     Fire/Flying
Species:  Flame
Height:   6'7"
Weight:   132 lbs
Red/Blue: Known as the legendary bird of fire. Every flap of its wings creates
          a dazzling flash of flames.
Yellow:   A legendary bird Pokemon. As it flaps its flaming wings, even the
          night sky will turn red.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/4  1   2  1/2 1/2  1   1  1/4  0   2   1   1   1   4   2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base   90  100   90  125   85   90  495  580
Max   383  298  278  348  268  278  RBY  GSC

- Evolution Chain
#146: Moltres

- Miscellaneous Data
Base Exp:     217
Capture Rate: 3
Growth Rate:  Slow
Held Item:    BrightPowder

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --          Peck
        --  --  Wing Attack
        --  --  Ember
--  --  13  13  Fire Spin
51  51          Leer
55  55  25  25  Agility
        49  49  Flamethrower
60  60  73  73  Sky Attack
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
04  04          Whirlwind
        05  05  Roar
06  06  06  06  Toxic
09  09          Take Down
10  10          Double-Edge
15  15  15  15  Hyper Beam
20  20          Rage
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
43  43          Sky Attack
44  44  44  44  Rest
50  50          Substitute
H2  H2  H2  H2  Fly
____________________________

- Tradeback Moves
Ember        - L--
Flamethrower - L49, Crystal Move Tutor
Roar         - TM05
Wing Attack  - L--
________________

#147: Dratini
________________

- Pokedex Data
Type:     Dragon
Species:  Dragon
Height:   5'11"
Weight:   7 lbs
Red/Blue: Long considered a mythical Pokemon until recently when a small colony
          was found living underwater.
Yellow:   The existence of this mythical Pokemon was only recently confirmed by
          a fisherman who caught one.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   2  1/2  1  1/2  1   1  1/2  1   2   1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   41   64   45   50   50   50  250  300
Max   285  226  188  198  198  198  RBY  GSC

- Evolution Chain
#147: Dratini
  --> #148: Dragonair (Level 30)
        --> #149: Dragonite (Level 55)

- Miscellaneous Data
Base Exp:     67
Capture Rate: 45
Growth Rate:  Slow
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Wrap
--  --  --  --  Leer
10  10   8   8  Thunder Wave
        22  22  Dragon Rage
        29  29  Slam
20  20  36  36  Agility
30  30          Slam
40  40          Dragon Rage
50  50  57  57  Hyper Beam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
20  20          Rage
23  23          Dragon Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
45  45          Thunder Wave
50  50          Substitute
H3  H3  H3  H3  Surf
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Flamethrower - Crystal Move Tutor
Haze         - Breed
Headbutt     - TM02
Hydro Pump   - NYPC
Light Screen - Breed
Mist         - Breed
Supersonic   - Breed
Waterfall    - HM07

- Illegal Moveset Combinations
Haze/Hydro Pump
Haze/Light Screen
Hydro Pump/Light Screen
Hydro Pump/Mist
Hydro Pump/Supersonic
Light Screen/Mist
Light Screen/Supersonic
Mist/Supersonic
________________

#148: Dragonair
________________

- Pokedex Data
Type:     Dragon
Species:  Dragon
Height:   13'1"
Weight:   36 lbs
Red/Blue: A mystical Pokemon that exudes a gentle aura. Has the ability to
          change climate conditions.
Yellow:   According to a witness, its body was surrounded by a strange aura
          that gave it a mystical look.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 1   2  1/2  1  1/2  1   1  1/2  1   2   1   1   1   1  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   61   84   65   70   70   70  350  420
Max   325  266  228  238  238  238  RBY  GSC

- Evolution Chain
#147: Dratini
  --> #148: Dragonair (Level 30)
        --> #149: Dragonite (Level 55)

- Miscellaneous Data
Base Exp:     144
Capture Rate: 45
Growth Rate:  Slow
Held Item:    Bitter Berry (R/B), Protein (Y)

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Wrap
--  --  --  --  Leer
--  --  --  --  Thunder Wave
10  10   8   8  Thunder Wave
        22  22  Dragon Rage
        29  29  Slam
20  20  38  38  Agility
35  35          Slam
45  45          Dragon Rage
55  55  65  65  Hyper Beam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
        02  02  Headbutt
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
20  20          Rage
23  23          Dragon Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
44  44  44  44  Rest
45  45          Thunder Wave
50  50          Substitute
H3  H3  H3  H3  Surf
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Flamethrower - Crystal Move Tutor
Haze         - Breed
Headbutt     - TM02
Hydro Pump   - NYPC
Light Screen - Breed
Mist         - Breed
Supersonic   - Breed
Waterfall    - HM07

- Illegal Moveset Combinations
Haze/Hydro Pump
Haze/Light Screen
Hydro Pump/Light Screen
Hydro Pump/Mist
Hydro Pump/Supersonic
Light Screen/Mist
Light Screen/Supersonic
Mist/Supersonic
________________

#149: Dragonite
________________

- Pokedex Data
Type:     Dragon
Species:  Dragon
Height:   7'3"
Weight:   463 lbs
Red/Blue: An extremely rarely seen marine Pokemon. Its intelligence is said to
          match that of humans.
Yellow:   It is said that this Pokemon lives somewhere in the sea and that it
          flies. However, it is only a rumor.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
1/2  2   1  1/2 1/2  1   1  1/4  0   4   1   1   1   2  1/2
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base   91  134   95  100  100   80  500  600
Max   385  366  288  298  298  258  RBY  GSC

- Evolution Chain
#147: Dratini
  --> #148: Dragonair (Level 30)
        --> #149: Dragonite (Level 55)

- Miscellaneous Data
Base Exp:     218
Capture Rate: 45
Growth Rate:  Slow
Held Item:    None

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Wrap
--  --  --  --  Thunder Wave
--  --  --  --  Leer
--  --          Agility
10  10   8   8  Thunder Wave
        22  22  Dragon Rage
        29  29  Slam
20  20  38  38  Agility
35  35          Slam
45  45          Dragon Rage
        55  55  Wing Attack
60  60  75  75  Hyper Beam
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
02  02          Razor Wind
        02  02  Headbutt
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
20  20          Rage
23  23          Dragon Rage
24  24          Thunderbolt
25  25  25  25  Thunder
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
        41  41  ThunderPunch
44  44  44  44  Rest
45  45          Thunder Wave
        48  48  Fire Punch
50  50          Substitute
        H2  H2  Fly
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Fly          - HM02
Haze         - Breed
Headbutt     - TM02
Hydro Pump   - NYPC
Ice Punch    - TM33
Light Screen - Breed
Mist         - Breed
Supersonic   - Breed
ThunderPunch - TM41
Waterfall    - HM07
Wing Attack  - L55

- Illegal Moveset Combinations
Haze/Hydro Pump
Haze/Light Screen
Hydro Pump/Light Screen
Hydro Pump/Mist
Hydro Pump/Supersonic
Light Screen/Mist
Light Screen/Supersonic
Mist/Supersonic
________________

#150: Mewtwo
________________

- Pokedex Data
Type:     Psychic
Species:  Genetic
Height:   6'7"
Weight:   269 lbs
Red/Blue: It was created by a scientist after years of horrific gene splicing
          and DNA engineering experiments.
Yellow:   Its DNA is almost the same as Mew's. However, its size and
          disposition are vastly different.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   0   1   1   1   1   1  1/2  1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA* SpD  Spe    BST
Base  106  110   90  154   90  130  590  680
Max   415  318  278  406  278  358  RBY  GSC

- Evolution Chain
#150: Mewtwo

- Miscellaneous Data
Base Exp:     220
Capture Rate: 3
Growth Rate:  Slow
Held Item:    BrightPowder

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Confusion
--  --  --  --  Disable
--  --          Swift
--  --          Psychic
63  63  11  11  Barrier
        22  22  Swift
        55  55  Mist
66  66  66  66  Psychic
70  70          Recover
75  75          Mist
81  81  77  77  Amnesia
        88  88  Recover
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
        02  02  Headbutt
05  05          Mega Kick
06  06  06  06  Toxic
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
16              Pay Day
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
22  22  22  22  SolarBeam
24  24          Thunderbolt
25  25  25  25  Thunder
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
36  36          Selfdestruct
38  38  38  38  Fire Blast
        39  39  Swift
40  40          Skull Bash
        41  41  ThunderPunch
        42  42  Dream Eater
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
        48  48  Fire Punch
49  49          Tri Attack
50  50          Substitute
H4  H4  H4  H4  Strength
H5  H5  H5  H5  Flash
____________________________

- Tradeback Moves
Dream Eater  - TM42
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Ice Punch    - TM33
ThunderPunch - TM41
________________

#151: Mew
________________

- Pokedex Data
Type:     Psychic
Species:  New Specie
Height:   1'4"
Weight:   9 lbs
Red/Blue: So rare that it is still said to be a mirage by many experts. Only a
          few people have seen it worldwide.
Yellow:   When viewed through a microscope, this Pok?mon's short, fine,
          delicate hair is seen.

- Damage Received
___________________________________________________________
BUG DGN ELE FGT FIR FLY GST GRS GRN ICE NRM PSN PSY RCK WTR
-----------------------------------------------------------
 2   1   1  1/2  1   1   0   1   1   1   1   1  1/2  1   1
___________________________________________________________

- Stats
Stat   HP  Atk  Def  SpA  SpD  Spe    BST
Base  100  100  100  100  100  100  500  600
Max   403  298  298  298  298  298  RBY  GSC

- Evolution Chain
#151: Mew

- Miscellaneous Data
Base Exp:     64
Capture Rate: 45
Growth Rate:  Medium Slow
Held Item:    Bitter Berry

- Natural Moves
____________________________
RB  Y   GS  C   Move
----------------------------
--  --  --  --  Pound
10  10  10  10  Transform
20  20  20  20  Mega Punch
30  30  30  30  Metronome
40  40  40  40  Psychic
____________________________

- TMs/HMs
____________________________
RB  Y   GS  C   Move
----------------------------
01  01          Mega Punch
02  02          Razor Wind
        02  02  Headbutt
03  03          Swords Dance
04  04          Whirlwind
05  05          Mega Kick
        05  05  Roar
06  06  06  06  Toxic
07  07          Horn Drill
08  08          Body Slam
09  09          Take Down
10  10          Double-Edge
11  11          BubbleBeam
12  12          Water Gun
13  13          Ice Beam
14  14  14  14  Blizzard
15  15  15  15  Hyper Beam
16  16          Pay Day
17  17          Submission
18  18          Counter
19  19          Seismic Toss
20  20          Rage
21  21          Mega Drain
22  22  22  22  SolarBeam
23  23          Dragon Rage
24  24          Thunderbolt
25  25  25  25  Thunder
26  26  26  26  Earthquake
27  27          Fissure
28  28  28  28  Dig
29  29  29  29  Psychic
30  30          Teleport
31  31          Mimic
32  32  32  32  Double Team
33  33          Reflect
        33  33  Ice Punch
34  34          Bide
35  35          Metronome
36  36          Selfdestruct
37  37          Egg Bomb
38  38  38  38  Fire Blast
39  39  39  39  Swift
40  40          Skull Bash
        40  40  Defense Curl
41  41          Softboiled
        41  41  ThunderPunch
42  42  42  42  Dream Eater
43  43          Sky Attack
44  44  44  44  Rest
45  45          Thunder Wave
46  46          Psywave
47  47          Explosion
48  48          Rock Slide
        48  48  Fire Punch
49  49          Tri Attack
50  50          Substitute
H1  H1  H1  H1  Cut
H2  H2  H2  H2  Fly
H3  H3  H3  H3  Surf
H4  H4  H4  H4  Strength
H5  H5  H5  H5  Flash
        H7  H7  Waterfall
____________________________

- Tradeback Moves
Defense Curl - TM40
Fire Punch   - TM48
Flamethrower - Crystal Move Tutor
Headbutt     - TM02
Ice Punch    - TM33
Roar         - TM05
ThunderPunch - TM41
Waterfall    - HM07
_________________________________________________

[L06] TM/HM Compatibility
_________________________________________________

What follows is a list of the TMs and HMs followed by which Pokemon are
compatible with the move. I've also included the TMs from Gold, Silver and
Crystal that Pokemon from RBY can learn in those games and then come back to
RBY with. Some TMs and HMs are common to both games and are marked with
[RBY/GSC], while TMs and Hms only available in GSC are marked [GSC].

Sometimes, a Pokemon can only learn moves in a certain version; the versions it
can learn the move in will be in brackets next to it--see Rhyhorn and TM14
(Blizzard), for example. If there are no brackets next to a Pokemon's name,
then the Pokemon can learn that move in all the games that TM or HM appears in.

- TM01 (Mega Punch)
Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Pikachu,
Raichu; Nidoqueen; Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff;
Psyduck, Golduck; Mankey, Primeape; Poliwhirl, Poliwrath; Abra, Kadabra,
Alakazam; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Slowbro; Gengar;
Drowzee, Hypno; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhydon;
Chansey; Kangaskhan; Mr. Mime; Jynx; Electabuzz; Magmar; Snorlax; Mewtwo; Mew.

- TM02 (Razor Wind)
Butterfree; Pidgey, Pidgeotto, Pidgeot; Spearow, Fearow; Zubat, Golbat;
Venomoth; Farfetch'd; Kabutops; Aerodactyl; Articuno; Zapdos; Moltres;
Dragonite; Mew.

- TM02 (Headbutt) [GSC]
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Rattata, Raticate; Ekans, Arbok; Pikachu, Raichu;
Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino,
Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff;
Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine;
Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke,
Machamp; Geodude, Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro;
Farfetch'd; Seel, Dewgong; Gengar; Onix; Drowzee, Hypno; Voltorb, Electrode;
Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung;
Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan; Horsea, Seadra; Mr. Mime;
Scyther; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee,
Vaporeon, Jolteon, Flareon; Omanyte, Omastar; Kabutops; Aerodactyl; Snorlax;
Dratini, Dragonair, Dragonite; Mewtwo; Mew.

- TM03 (Swords Dance)
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Beedrill;
Sandshrew, Sandslash; Oddish, Gloom, Vileplume; Paras, Parasect; Bellsprout,
Weepinbell, Victreebel; Tentacool, Tentacruel; Farfetch'd; Krabby, Kingler;
Lickitung; Tangela; Scyther; Pinsir; Kabutops; Mew.

- TM04 (Whirlwind)
Butterfree; Pidgey, Pidgeotto, Pidgeot; Spearow, Fearow; Zubat, Golbat;
Venomoth; Farfetch'd; Doduo, Dodrio; Aerodactyl; Articuno; Zapdos; Moltres;
Mew.

- TM05 (Mega Kick)
Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Pikachu,
Raichu; Nidoqueen; Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff;
Psyduck, Golduck; Mankey, Primeape; Poliwhirl, Poliwrath; Abra, Kadabra,
Alakazam; Machop, Machoke, Machamp; Golem; Slowbro; Gengar; Drowzee, Hypno;
Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhydon; Chansey; Kangaskhan;
Mr. Mime; Jynx; Electabuzz; Magmar; Kabutops; Snorlax; Mewtwo; Mew.

- TM05 (Roar) [GSC]
Venusaur; Charizard; Blastoise; Raticate; Nidoqueen; Nidoking; Ninetales;
Persian; Growlithe, Arcanine; Golem; Onix; Rhyhorn, Rhydon; Kangaskhan;
Gyarados; Vaporeon, Jolteon, Flareon; Aerodactyl; Articuno; Zapdos; Moltres;
Mew.

- TM06 (Toxic) [RBY/GSC]
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot;
Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew,
Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking;
Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat;
Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio;
Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine;
Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke,
Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude,
Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton;
Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Shellder, Cloyster;
Gastly, Haunter, Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb,
Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan;
Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan;
Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx;
Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon,
Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax;
Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew.

- TM07 (Horn Drill)
Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Ponyta, Rapidash; Seel,
Dewgong; Rhyhorn, Rhydon; Goldeen, Seaking; Tauros; Lapras; Omastar; Dragonair,
Dragonite; Mew.

- TM08 (Body Slam)
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Rattata, Raticate; Ekans, Arbok; Pikachu, Raichu;
Sandshrew, Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino,
Nidoking; Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff;
Vileplume; Paras, Parasect; Diglett, Dugtrio; Meowth, Persian; Psyduck,
Golduck; Mankey, Primeape; Growlithe, Arcanine; Poliwag, Poliwhirl, Poliwrath;
Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Victreebel; Geodude,
Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Farfetch'd; Doduo,
Dodrio; Seel, Dewgong; Grimer, Muk; Gengar; Onix; Drowzee, Hypno; Krabby,
Kingler; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhyhorn, Rhydon;
Chansey; Tangela; Kangaskhan; Mr. Mime; Jynx; Electabuzz; Magmar; Pinsir;
Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte,
Omastar; Kabuto, Kabutops; Snorlax; Dratini, Dragonair, Dragonite; Mewtwo; Mew.

- TM09 (Take Down)
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot;
Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew,
Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking;
Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat;
Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio;
Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine;
Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke,
Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude,
Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton;
Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Shellder, Cloyster; Gengar; Onix;
Drowzee, Hypno; Krabby, Kingler; Voltorb, Electrode; Exeggcute, Exeggutor;
Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhyhorn, Rhydon; Chansey;
Tangela; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr.
Mime; Scyther; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras;
Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops;
Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite;
Mewtwo; Mew.

- TM10 (Double-Edge)
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot;
Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew,
Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking;
Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat;
Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio;
Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine;
Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke,
Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude,
Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton;
Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Shellder, Cloyster; Gengar; Onix;
Drowzee, Hypno; Krabby, Kingler; Exeggcute, Exeggutor; Cubone, Marowak;
Hitmonlee; Hitmonchan; Lickitung; Rhyhorn, Rhydon; Chansey; Tangela;
Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime;
Scyther; Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee,
Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops;
Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite;
Mewtwo; Mew.

- TM11 (BubbleBeam)
Squirtle, Wartortle, Blastoise; Rattata, Raticate; Nidorina, Nidoqueen;
Nidorino, Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Meowth,
Persian; Psyduck, Golduck; Poliwag, Poliwhirl, Poliwrath; Tentacool,
Tentacruel; Slowpoke, Slowbro; Seel, Dewgong; Shellder, Cloyster; Krabby,
Kingler; Cubone, Marowak; Lickitung; Rhydon; Chansey; Kangaskhan; Horsea,
Seadra; Goldeen, Seaking; Staryu, Starmie; Jynx; Gyarados; Lapras; Vaporeon;
Omanyte, Omastar; Kabuto, Kabutops; Snorlax; Articuno; Dratini, Dragonair,
Dragonite; Mewtwo; Mew.

- TM12 (Water Gun)
Squirtle, Wartortle, Blastoise; Rattata, Raticate; Nidorina, Nidoqueen;
Nidorino, Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Meowth,
Persian; Psyduck, Golduck; Poliwag, Poliwhirl, Poliwrath; Tentacool,
Tentacruel; Slowpoke, Slowbro; Seel, Dewgong; Shellder, Cloyster; Krabby,
Kingler; Cubone, Marowak; Lickitung; Rhydon; Chansey; Kangaskhan; Horsea,
Seadra; Goldeen, Seaking; Staryu, Starmie; Jynx; Gyarados; Lapras; Vaporeon;
Omanyte, Omastar; Kabuto, Kabutops; Snorlax; Articuno; Dratini, Dragonair,
Dragonite; Mewtwo; Mew.

- TM13 (Ice Beam)
Squirtle, Wartortle, Blastoise; Raticate; Nidorina, Nidoqueen; Nidorino,
Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Psyduck, Golduck;
Poliwag, Poliwhirl, Poliwrath; Tentacool, Tentacruel; Slowpoke, Slowbro; Seel,
Dewgong; Shellder, Cloyster; Krabby, Kingler; Cubone, Marowak; Lickitung;
Rhydon; Chansey; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie;
Jynx; Tauros; Gyarados; Lapras; Vaporeon; Porygon; Omanyte, Omastar; Kabuto,
Kabutops; Snorlax; Articuno; Dratini, Dragonair, Dragonite; Mewtwo; Mew.

- TM14 (Blizzard) [RBY/GSC]
Squirtle, Wartortle, Blastoise; Rattata, Raticate; Nidoran F, Nidorina,
Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable; Jigglypuff,
Wigglytuff; Psyduck, Golduck; Poliwag, Poliwhirl, Poliwrath; Tentacool,
Tentacruel; Slowpoke, Slowbro; Seel, Dewgong; Shellder, Cloyster; Krabby,
Kingler; Cubone, Marowak; Lickitung; Rhyhorn (GSC), Rhydon; Chansey;
Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Jynx; Tauros;
Gyarados; Lapras; Vaporeon; Porygon; Omanyte, Omastar; Kabuto, Kabutops;
Snorlax; Articuno; Dratini, Dragonair, Dragonite; Mewtwo; Mew.

- TM15 (Hyper Beam) [RBY/GSC]
Venusaur; Charizard; Blastoise; Butterfree; Beedrill; Pidgeot; Raticate;
Fearow; Arbok; Raichu; Sandslash; Nidoqueen; Nidoking; Clefable; Ninetales;
Wigglytuff; Golbat; Vileplume; Parasect; Venomoth; Dugtrio; Persian; Golduck;
Primeape; Arcanine; Poliwrath; Alakazam; Machamp; Victreebel; Tentacruel;
Golem; Rapidash; Slowbro; Magneton; Dodrio; Dewgong; Muk; Cloyster; Gengar;
Hypno; Kingler; Electrode; Exeggutor; Marowak; Lickitung; Weezing; Rhydon;
Chansey; Tangela; Kangaskhan; Seadra; Seaking; Starmie; Mr. Mime; Scyther;
Jynx; Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Vaporeon, Jolteon,
Flareon; Porygon; Omastar; Kabutops; Aerodactyl; Snorlax; Articuno; Zapdos;
Moltres; Dragonite; Mewtwo; Mew.

- TM16 (Pay Day)
Pikachu, Raichu; Nidoqueen; Nidoking; Meowth, Persian; Psyduck, Golduck;
Mankey, Primeape; Slowpoke, Slowbro; Seel, Dewgong; Rhydon; Snorlax; Mewtwo
(RB); Mew.

- TM17 (Submission)
Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Pikachu,
Raichu; Sandshrew, Sandslash; Nidoqueen; Nidoking; Clefairy, Clefable;
Jigglypuff, Wigglytuff; Psyduck, Golduck; Mankey, Primeape; Poliwhirl,
Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Geodude,
Graveler, Golem; Slowbro; Gengar; Drowzee, Hypno; Cubone, Marowak; Hitmonlee;
Hitmonchan; Lickitung; Rhydon; Chansey; Kangaskhan; Mr. Mime; Jynx; Electabuzz;
Magmar; Pinsir; Omastar; Kabutops; Snorlax; Mewtwo; Mew.

- TM18 (Counter)
Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Nidoqueen;
Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Psyduck, Golduck; Mankey,
Primeape; Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke,
Machamp; Geodude, Graveler, Golem; Slowbro; Gengar; Drowzee, Hypno; Cubone,
Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhydon; Chansey; Kangaskhan; Mr.
Mime; Jynx; Electabuzz; Magmar; Snorlax; Mewtwo; Mew.

- TM19 (Seismic Toss)
Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Pikachu,
Raichu; Sandshrew, Sandslash; Nidoqueen; Nidoking; Clefairy, Clefable;
Jigglypuff, Wigglytuff; Psyduck, Golduck; Mankey, Primeape; Poliwhirl,
Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Geodude,
Graveler, Golem; Slowbro; Gengar; Drowzee, Hypno; Cubone, Marowak; Hitmonlee;
Hitmonchan; Lickitung; Rhydon; Chansey; Kangaskhan; Mr. Mime; Jynx; Electabuzz;
Magmar; Pinsir; Omastar; Kabutops; Snorlax; Mewtwo; Mew.

- TM20 (Rage)
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot;
Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew,
Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking;
Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat;
Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio;
Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine;
Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke,
Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude,
Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton;
Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Shellder, Cloyster;
Gastly, Haunter, Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb,
Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan;
Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan;
Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx;
Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon,
Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax;
Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew.

- TM21 (Mega Drain)
Bulbasaur, Ivysaur, Venusaur; Butterfree; Beedrill; Ekans, Arbok; Zubat,
Golbat; Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth;
Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Grimer, Muk; Gastly,
Haunter, Gengar; Exeggutor; Tangela; Mew.

- TM22 (SolarBeam) [RBY/GSC]
Bulbasaur, Ivysaur, Venusaur; Butterfree; Clefairy, Clefable; Jigglypuff,
Wigglytuff; Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth;
Bellsprout, Weepinbell, Victreebel; Exeggcute (GSC), Exeggutor; Chansey;
Tangela; Mr. Mime; Lapras (RBY); Snorlax; Mewtwo; Mew.

- TM23 (Dragon Rage)
Charmander, Charmeleon, Charizard; Growlithe, Arcanine; Gyarados; Lapras;
Aerodactyl; Dratini, Dragonair, Dragonite; Mew.

- TM24 (Thunderbolt)
Rattata, Raticate; Pikachu, Raichu;  Nidoran F, Nidorina, Nidoqueen; Nidoran M,
Nidorino, Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Meowth,
Persian; Mankey, Primeape; Magnemite, Magneton; Grimer, Muk; Gastly, Haunter,
Gengar; Voltorb, Electrode; Lickitung; Koffing, Weezing; Rhyhorn, Rhydon;
Chansey; Kangaskhan; Staryu, Starmie; Mr. Mime; Electabuzz; Tauros; Gyarados;
Lapras; Jolteon; Porygon; Snorlax; Zapdos; Dratini, Dragonair, Dragonite;
Mewtwo; Mew.

- TM25 (Thunder) [RBY/GSC]
Rattata, Raticate; Pikachu, Raichu;  Nidoran F, Nidorina, Nidoqueen; Nidoran M,
Nidorino, Nidoking; Clefairy, Clefable; Jigglypuff, Wigglytuff; Meowth,
Persian; Mankey, Primeape; Magnemite, Magneton; Grimer, Muk; Gastly, Haunter,
Gengar; Voltorb, Electrode; Lickitung; Koffing, Weezing; Rhyhorn, Rhydon;
Chansey; Kangaskhan; Staryu, Starmie; Mr. Mime; Electabuzz; Tauros; Gyarados;
Lapras; Jolteon; Porygon; Snorlax; Zapdos; Dratini, Dragonair, Dragonite;
Mewtwo; Mew.

- TM26 (Earthquake) [RBY/GSC]
Charizard; Blastoise; Ekans, Arbok; Sandshrew, Sandslash; Nidoqueen; Nidoking;
Diglett, Dugtrio; Poliwhirl, Poliwrath; Machop, Machoke, Machamp; Geodude,
Graveler, Golem; Slowpoke, Slowbro; Onix; Cubone, Marowak; Lickitung; Rhyhorn,
Rhydon; Kangaskhan; Tauros; Aerodactyl (GSC); Snorlax; Mew.

- TM27 (Fissure)
Charizard; Blastoise; Ekans, Arbok; Sandshrew, Sandslash; Nidoqueen; Nidoking;
Diglett, Dugtrio; Poliwhirl, Poliwrath; Machop, Machoke, Machamp; Geodude,
Graveler, Golem; Slowpoke, Slowbro; Onix; Cubone, Marowak; Lickitung; Rhyhorn,
Rhydon; Kangaskhan; Tauros; Snorlax; Mew.

- TM28 (Dig) [RBY/GSC]
Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Rattata,
Raticate; Ekans, Arbok; Sandshrew, Sandslash; Vulpix, Ninetales; Paras,
Parasect; Diglett, Dugtrio; Psyduck, Golduck; Mankey, Primeape; Growlithe,
Arcanine; Kadabra, Alakazam; Machop, Machoke, Machamp; Geodude, Graveler,
Golem; Slowpoke, Slowbro; Onix; Cubone, Marowak; Rhyhorn, Rhydon; Mew.

- TM29 (Psychic) [RBY/GSC]
Butterfree; Clefairy, Clefable; Jigglypuff, Wigglytuff; Venonat, Venomoth;
Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Slowpoke, Slowbro;
Gastly, Haunter, Gengar; Drowzee, Hypno; Exeggcute, Exeggutor; Chansey; Staryu,
Starmie; Mr. Mime; Jynx; Electabuzz; Magmar; Lapras; Porygon; Snorlax; Mewtwo;
Mew.

- TM30 (Teleport)
Butterfree; Clefairy, Clefable; Jigglypuff, Wigglytuff; Venomoth; Arcanine;
Abra, Kadabra, Alakazam; Slowpoke, Slowbro; Magnemite, Magneton; Shellder,
Cloyster; Drowzee, Hypno; Voltrob, Electrode; Exeggcute, Exeggutor; Chansey;
Staryu, Starmie; Mr. Mime; Jynx; Electabuzz; Magmar; Porygon; Mewtwo; Mew.

- TM31 (Mimic)
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot;
Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew,
Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking;
Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat;
Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio;
Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine;
Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke,
Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude,
Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton;
Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Shellder, Cloyster;
Gastly, Haunter, Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb,
Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan;
Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan;
Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx;
Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon,
Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax;
Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew.

- TM32 (Double Team) [RBY/GSC]
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot;
Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew,
Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking;
Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat;
Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio;
Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine;
Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke,
Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude,
Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton;
Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Shellder, Cloyster;
Gastly, Haunter, Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb,
Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan;
Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan;
Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx;
Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon,
Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax;
Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew.

- TM33 (Ice Punch) [GSC]
Squirtle, Wartortle, Blastoise; Nidoqueen; Nidoking; Clefairy, Clefable;
Jigglypuff, Wigglytuff; Psyduck, Golduck; Mankey, Primeape; Poliwhirl,
Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Slowbro; Grimer,
Muk; Gengar; Drowzee, Hypno; Hitmonchan; Lickitung; Kangaskhan; Mr. Mime; Jynx;
Electabuzz; Snorlax; Dragonite; Mewtwo; Mew.

- TM33 (Reflect)
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot;
Pikachu, Raichu; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking;
Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Oddish, Gloom,
Vileplume; Paras, Parasect; Venonat, Venomoth; Growlithe, Arcanine; Abra,
Kadabra, Alakazam; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel;
Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo,
Dodrio; Shellder, Cloyster; Drowzee, Hypno; Voltorb, Electrode; Exeggcute,
Exeggutor; Chansey; Staryu, Starmie; Mr. Mime; Scyther; Jynx; Electabuzz;
Gyarados; Lapras; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte, Omastar;
Kabuto, Kabutops; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini,
Dragonair, Dragonite; Mewtwo; Mew.

- TM34 (Bide)
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot;
Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew,
Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking;
Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat;
Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio;
Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine;
Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke,
Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude,
Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton;
Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Shellder, Cloyster;
Gastly, Haunter, Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb,
Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan;
Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan;
Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx;
Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon,
Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax;
Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew.

- TM35 (Metronome)
Clefairy, Clefable; Mankey, Primeape; Poliwhirl, Poliwrath; Abra, Kadabra,
Alakazam; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Gengar; Drowzee,
Hypno; Hitmonlee; Hitmonchan; Chansey; Mr. Mime; Jynx; Electabuzz; Magmar;
Snorlax; Mewtwo; Mew.

- TM36 (Selfdestruct)
Geodude, Graveler, Golem; Grimer, Muk; Shellder, Cloyster; Gastly, Haunter,
Gengar; Onix; Voltorb, Electrode; Exeggcute, Exeggutor; Koffing, Weezing;
Snorlax; Mewtwo; Mew.

- TM37 (Egg Bomb)
Exeggcute, Exeggutor; Chansey; Mew.

- TM38 (Fire Blast)
Charmander, Charmeleon, Charizard; Nidoqueen; Nidoking; Clefairy, Clefable;
Vulpix, Ninetales; Jigglypuff, Wigglytuff; Growlithe, Arcanine; Machop,
Machoke, Machamp; Geodude, Graveler, Golem; Ponyta, Rapidash; Slowpoke,
Slowbro; Grimer, Muk; Cubone, Marowak; Lickitung; Koffing, Weezing; Rhyhorn,
Rhydon; Chansey; Kangaskhan; Magmar; Tauros; Gyarados; Flareon; Aerodactyl;
Snorlax; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew.

- TM39 (Swift) [RBY/GSC]
Charmander, Charmeleon, Charizard; Butterfree; Beedrill; Pidgey, Pidgeotto,
Pidgeot; Rattata, Raticate; Spearow, Fearow; Pikachu, Raichu; Sandshrew,
Sandslash; Vulpix, Ninetales; Zubat, Golbat; Venonat (GSC), Venomoth; Meowth,
Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Ponyta,
Rapidash; Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo (GSC),
Dodrio (GSC); Shellder, Cloyster; Voltorb, Electrode; Hitmonlee; Hitmonchan;
Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Scyther; Electabuzz; Eevee,
Vaporeon, Jolteon, Flareon; Porygon; Aerodactyl; Articuno; Zapdos; Moltres;
Dratini, Dragonair, Dragonite; Mewtwo (GSC); Mew.

- TM40 (Skull Bash)
Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Beedrill;
Rattata, Raticate; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Nidoran
F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy, Clefable;
Vulpix, Ninetales; Jigglypuff, Wigglytuff; Paras, Parasect; Meowth, Persian;
Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine; Poliwag, Poliwhirl,
Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp; Tentacool,
Tentacruel; Ponyta, Rapidash; Slowpoke, Slowbro; Farfetch'd; Doduo, Dodrio;
Seel, Dewgong; Gengar; Onix; Drowzee, Hypno; Electrode; Cubone, Marowak;
Hitmonlee; Hitmonchan; Lickitung; Rhyhorn, Rhydon; Chansey; Tangela;
Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime;
Scyther; Jynx; Electabuzz; Magmar; Tauros; Gyarados; Lapras; Eevee, Vaporeon,
Jolteon, Flareon; Porygon; Omastar; Kabutops; Snorlax; Dratini, Dragonair,
Dragonite; Mewtwo; Mew.

- TM40 (Defense Curl) [GSC]
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Rattata, Raticate; Pikachu, Raichu; Sandshrew, Sandslash;
Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking; Clefairy,
Clefable; Jigglypuff, Wigglytuff; Meowth, Persian; Mankey, Primeape; Poliwag,
Poliwhirl, Poliwrath; Geodude, Graveler, Golem; Lickitung; Chansey; Snorlax;
Mew.

- TM41 (Softboiled)
Chansey; Mew.

- TM41 (ThunderPunch) [GSC]
Pikachu, Raichu; Nidoqueen; Nidoking; Clefairy, Clefable; Jigglypuff,
Wigglytuff; Mankey, Primeape; Abra, Kadabra, Alakazam; Machop, Machoke,
Machamp; Grimer, Muk; Gengar; Drowzee, Hypno; Cubone, Marowak; Hitmonchan;
Lickitung; Rhydon; Kangaskhan; Mr. Mime; Electabuzz; Magmar; Snorlax;
Dragonite; Mewtwo; Mew.

- TM42 (Dream Eater) [RBY/GSC]
Clefairy (GSC), Clefable (GSC); Jigglypuff (GSC), Wigglytuff (GSC); Meowth
(GSC), Persian (GSC); Abra (GSC), Kadabra (GSC), Alakazam (GSC); Slowpoke
(GSC), Slowbro (GSC); Gastly, Haunter, Gengar; Drowzee, Hypno; Exeggcute (GSC),
Exeggutor (GSC); Lickitung (GSC); Chansey (GSC); Starmie (GSC); Mr. Mime (GSC);
Jynx (GSC); Lapras (GSC); Porygon (GSC); Mewtwo (GSC); Mew.

- TM43 (Sky Attack)
Pidgey, Pidgeotto, Pidgeot; Spearow, Fearow; Doduo, Dodrio; Aerodactyl;
Snorlax; Articuno; Zapdos; Moltres; Mew.

- TM44 (Rest) [RBY/GSC]
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot;
Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew,
Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking;
Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat;
Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio;
Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine;
Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke,
Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude,
Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton;
Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Shellder, Cloyster;
Gastly, Haunter, Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb,
Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan;
Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan;
Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx;
Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon,
Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax;
Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew.

- TM45 (Thunder Wave)
Pikachu, Raichu; Clefairy, Clefable; Jigglypuff, Wigglytuff; Abra, Kadabra,
Alakazam; Slowpoke, Slowbro; Magnemite, Magneton; Drowzee, Hypno; Voltorb,
Electrode; Chansey; Staryu, Starmie; Mr. Mime; Electabuzz; Jolteon; Porygon;
Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew.

- TM46 (Psywave)
Butterfree; Clefairy, Clefable; Jigglypuff, Wigglytuff; Venonat, Venomoth;
Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Slowpoke, Slowbro;
Gastly, Haunter, Gengar; Drowzee, Hypno; Exeggcute, Exeggutor; Chansey; Staryu,
Starmie; Mr. Mime; Jynx; Electabuzz; Magmar; Lapras; Porygon; Snorlax; Mewtwo;
Mew.

- TM47 (Explosion)
Geodude, Graveler, Golem; Grimer, Muk; Shellder, Cloyster; Gastly, Haunter,
Gengar; Onix; Voltorb, Electrode; Exeggcute, Exeggutor; Koffing, Weezing; Mew.

- TM48 (Rock Slide)
Ekans, Arbok; Sandshrew, Sandslash; Nidoqueen; Nidoking; Diglett, Dugtrio;
Mankey, Primeape; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Onix;
Rhyhorn, Rhydon; Kangaskhan; Snorlax; Mew.

- TM48 (Fire Punch) [GSC]
Charmander, Charmeleon, Charizard; Nidoqueen; Nidoking; Clefairy, Clefable;
Jigglypuff, Wigglytuff; Mankey, Primeape; Abra, Kadabra, Alakazam; Machop,
Machoke, Machamp; Geodude, Graveler, Golem; Grimer, Muk; Gengar; Drowzee,
Hypno; Cubone, Marowak; Hitmonchan; Lickitung; Rhydon; Kangaskhan; Mr. Mime;
Electabuzz; Magmar; Snorlax; Dragonite; Mewtwo; Mew.

- TM49 (Tri Attack)
Clefairy, Clefable; Jigglypuff, Wigglytuff; Abra, Kadabra, Alakazam; Slowpoke,
Slowbro; Doduo, Dodrio; Shellder, Cloyster; Drowzee, Hypno; Chansey; Staryu,
Starmie; Porygon; Mewtwo; Mew.

- TM50 (Substitute)
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Butterfree; Beedrill; Pidgey, Pidgeotto, Pidgeot;
Rattata, Raticate; Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew,
Sandslash; Nidoran F, Nidorina, Nidoqueen; Nidoran M, Nidorino, Nidoking;
Clefairy, Clefable; Vulpix, Ninetales; Jigglypuff, Wigglytuff; Zubat, Golbat;
Oddish, Gloom, Vileplume; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio;
Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Growlithe, Arcanine;
Poliwag, Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke,
Machamp; Bellsprout, Weepinbell, Victreebel; Tentacool, Tentacruel; Geodude,
Graveler, Golem; Ponyta, Rapidash; Slowpoke, Slowbro; Magnemite, Magneton;
Farfetch'd; Doduo, Dodrio; Seel, Dewgong; Grimer, Muk; Shellder, Cloyster;
Gastly, Haunter, Gengar; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb,
Electrode; Exeggcute, Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan;
Lickitung; Koffing, Weezing; Rhyhorn, Rhydon; Chansey; Tangela; Kangaskhan;
Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie; Mr. Mime; Scyther; Jynx;
Electabuzz; Magmar; Pinsir; Tauros; Gyarados; Lapras; Eevee, Vaporeon, Jolteon,
Flareon; Porygon; Omanyte, Omastar; Kabuto, Kabutops; Aerodactyl; Snorlax;
Articuno; Zapdos; Moltres; Dratini, Dragonair, Dragonite; Mewtwo; Mew.

- HM01 (Cut) [RBY/GSC]
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Beedrill;
Raticate (GSC); Sandshrew, Sandslash; Oddish, Gloom, Vileplume; Paras,
Parasect; Diglett (Y/GSC), Dugtrio (Y/GSC); Bellsprout, Weepinbell, Victreebel;
Tentacool, Tentacruel; Farfetch'd; Krabby, Kingler; Lickitung; Tangela;
Scyther; Pinsir; Kabutops (Y/GSC); Mew.

- HM02 (Fly) [RBY/GSC]
Charizard (Y/GSC); Pidgey, Pidgeotto, Pidgeot; Spearow, Fearow; Farfetch'd;
Doduo, Dodrio; Aerodactyl; Articuno; Zapdos; Moltres; Dragonite (GSC); Mew.

- HM03 (Surf) [RBY/GSC]
Squirtle, Wartortle, Blastoise; Nidoqueen; Nidoking; Psyduck, Golduck; Poliwag,
Poliwhirl, Poliwrath; Tentacool, Tentacruel; Slowpoke, Slowbro; Seel, Dewgong;
Shellder, Cloyster; Krabby, Kingler; Lickitung; Rhydon; Kangaskhan; Horsea,
Seadra; Goldeen, Seaking; Staryu, Starmie; Tauros (GSC); Gyarados; Lapras;
Eevee, Vaporeon; Omanyte, Omastar; Kabuto (RBY), Kabutops; Snorlax; Dratini,
Dragonair, Dragonite; Mew.

- HM04 (Strength) [RBY/GSC]
Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Raticate
(GSC); Ekans, Arbok; Pikachu (GSC), Raichu (GSC); Sandshrew, Sandslash;
Nidorina (GSC), Nidoqueen; Nidorino (GSC), Nidoking; Clefairy, Clefable;
Jigglypuff, Wigglytuff; Psyduck, Golduck; Mankey, Primeape; Poliwhirl,
Poliwrath; Machop, Machoke, Machamp; Geodude, Graveler, Golem; Slowpoke,
Slowbro; Seel (RBY), Dewgong (RBY); Gengar; Onix; Krabby, Kingler; Exeggcute
(GSC), Exeggutor; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Rhyhorn,
Rhydon; Chansey; Kangaskhan; Electabuzz; Magmar; Pinsir; Tauros; Gyarados;
Lapras; Snorlax; Dragonite; Mewtwo; Mew.

- HM05 (Flash) [RBY/GSC]
Bulbasaur (GSC), Ivysaur (GSC), Venusaur (GSC); Butterfree (Y/GSC); Pikachu,
Raichu; Clefairy, Clefable; Jigglypuff, Wigglytuff; Oddish (GSC), Gloom (GSC),
Vileplume (GSC); Paras (GSC), Parasect (GSC); Venonat (Y), Venomoth (Y/GSC);
Psyduck (GSC), Golduck (GSC); Abra, Kadabra, Alakazam; Bellsprout (GSC),
Weepinbell (GSC), Victreebel (GSC); Slowpoke, Slowbro; Magnemite, Magneton;
Drowzee, Hypno; Voltorb, Electrode; Exeggcute (GSC), Exeggutor (GSC); Chansey;
Tangela (GSC); Staryu, Starmie; Mr. Mime; Electabuzz; Jolteon; Porygon; Zapdos;
Mewtwo; Mew.

- HM07 (Waterfall) [GSC]
Squirtle, Wartortle, Blastoise; Psyduck, Golduck; Poliwag, Poliwhirl,
Poliwrath; Seel, Dewgong; Horsea, Seadra; Goldeen, Seaking; Staryu, Starmie;
Gyarados; Vaporeon; Dratini, Dragonair, Dragonite; Mew.
_________________________________________________

[L07] In-Game Trades
_________________________________________________

If you want to fully complete the Pokemon RPG experience, then you'll want to
know about all the in-game trades. This is where people swap Pokemon with you
within the game and the game treats it as if you've traded with a real-world
person. While this sounds amazing, it's not really. The in-game characters will
only trade on their terms, asking for a specific Pokemon in exchange for a
specific Pokemon. No negotiation can be done. It is essentially a fetch quest.

Anyway, here's the list. Note that all traded Pokemon are nicknamed and cannot
be renamed, much like an actual traded Pokemon. If a Pokemon is labelled as
unique, that means that you will not be able to find it elsewhere *in that
version*. Any other Pokemon games are still alright. For example, it is
possible to get wild Farfetch'd in Gold.
_______________________________________________________________
Receive     Nickname  Trade       Location              Unique?
- Red/Blue Versions: ------------------------------------------
Jynx        LOLA      Poliwhirl   Cerulean City House   Yes
Seel        SAILOR    Ponyta      Cinnabar Island Lab   No
Electrode   DORIS     Raichu      Cinnabar Island Lab   No
Tangela     CRINKLES  Venonat     Cinnabar Island Lab   No
Mr. Mime    MARCEL    Abra        Route 2 House         Yes
Nidoran F   SPOT      Nidoran M   Route 5 House         No
Nidorina    TERRY     Nidorino    Route 11 Guardhouse   No
Lickitung   MARC      Slowbro     Route 18 Guardhouse   Yes
Farfetch'd  DUX       Spearow     Vermilion City House  Yes
- Yellow Version: ---------------------------------------------
Dewgong     CEZANNE   Growlithe   Cinnabar Island Lab   No
Muk         STICKY    Kangaskhan  Cinnabar Island Lab   No
Rhydon      BUFFY     Golduck     Cinnabar Island Lab   No
Mr. Mime    MILES     Clefairy    Route 2 House         Yes
Machoke     RICKY     Cubone      Route 5 House         No*
Dugtrio     GURIO     Lickitung   Route 11 Guardhouse   No
Parasect    SPIKE     Tangela     Route 18 Guardhouse   No
_______________________________________________________________

*Machoke is not unqiue, but by performing this trade, he will evolve into
Machamp; you will not be able to get Machamp in any other way, short of
performing a real-world trade or by using a glitch.
_________________________________________________

[L08] Pokemon Locations Checklist
_________________________________________________

This shows how to get the Pokemon legitimately in RBY only, i.e. I shall not be
covering where to obtain them in GSC. Look up a GSC guide if you want to do
that.

[ ] #001: Bulbasaur / R  B  Y
- Obtained as a Starter from Prof. Oak in Pallet Town--choose either
  Bulbasaur, Charmander or Squirtle (R/B, L5)
- Recieved from a girl in a house in Cerulean City when Pikachu has 147 out of
  255 happiness (Y, L10)
[ ] #002: Ivysaur / R  B  Y
- Evolve Bulbasaur at L16
[ ] #003: Venusaur / R  B  Y
- Evolve Ivysaur at L32
[ ] #004: Charmander / R  B  Y
- Obtained as a Starter from Prof. Oak in Pallet Town--choose either
  Bulbasaur, Charmander or Squirtle (R/B, L5)
- Given to you by the boy at the top of Route 24 (Y, L10)
[ ] #005: Charmeleon / R  B  Y
- Evolve Charmander at L16
[ ] #006: Charizard / R  B  Y
- Evolve Charmeleon at L36
[ ] #007: Squirtle / R  B  Y
- Obtained as a Starter from Prof. Oak in Pallet Town--choose either
  Bulbasaur, Charmander or Squirtle (R/B, L5)
- Recieved from Officer Jenny in Vermilion City after obtaining the
  Thunderbadge (Y, L10)
[ ] #008: Wartortle / R  B  Y
- Evolve Squirtle at L16
[ ] #009: Blastoise / R  B  Y
- Evolve Wartortle at L16
[ ] #010: Caterpie / R  B  Y
- Route 2 (B, 15%, L3-5)
- Route 24 (B, 20%, L7)
- Route 25 (R, 1%, L8) (B, 20%, L8)
- Viridian Forest (R, 5%, L3) (B, 45%, L3-5) (Y, 50%, L3-6)
[ ] #011: Metapod / R  B  Y
- Evolve Caterpie at L7
- Route 24 (B, 20%, L8)
- Route 25 (R, 4%, L7) (B, 20%, L9)
- Viridian Forest (R, 5%, L4) (B, 40%, L4-6) (Y, 25%, L4-6)
[ ] #012: Butterfree / R  B  Y
- Evolve Metapod at L10
[ ] #013: Weedle / R  B  -
- Route 2 (R, 15%, L3-5)
- Route 24 (R, 20%, L7)
- Route 25 (R, 20%, L8) (B, 1%, L8)
- Viridian Forest (R, 45%, L3-5) (B, 5%, L3)
[ ] #014: Kakuna / R  B  -
- Evolve Weedle at L7
- Route 24 (R, 20%, L8)
- Route 25 (R, 20%, L9) (B, 4%, L7)
- Viridian Forest (R, 40%, L4-6) (B, 5%, L4)
[ ] #015: Beedrill / R  B  -
- Evolve Kakuna at L10
[ ] #016: Pidgey / R  B  Y
- Route 1 (R/B, 50%, L2-5) (Y, 70%, L2-7)
- Route 2 (R/B, 45%, L3-5) (Y, 35%, L3-7)
- Route 3 (R/B, 45%, L6-8)
- Route 5 (R/B, 40%, L13-16) (Y, 40%, L15-17)
- Route 6 (R/B, 40%, L13-16) (Y, 40%, L15-17)
- Route 7 (R/B, 30%, L19-22) (Y, 40%, L20-22)
- Route 8 (R/B, 30%, L18-20) (Y, 40%, L20-22)
- Route 11 (Y, 35%, L16-18)
- Route 12 (R/B, 40%, L23-27) (Y, 15%, L28)
- Route 13 (R/B, 35%, L25-27) (Y, 10%, L28)
- Route 14 (R/B, 20%, L26)
- Route 15 (R/B, 15%, L23)
- Sea Route 21 (R/B, 30%, L21-23) (Y, 55%, L11-17)
- Route 24 (R/B, 24%, L12-13) (Y, 29%, L13-17)
- Route 25 (R/B, 15%, L13) (Y, 29%, L13-17)
- Viridian Forest (Y, 24%, L4-8)
[ ] #017: Pidgeotto / R  B  Y
- Evolve Pidgey at L18
- Route 5 (Y, 5%, L17)
- Route 6 (Y, 5%, L17)
- Route 7 (Y, 10%, L24)
- Route 8 (Y, 10%, L24)
- Route 11 (Y, 10%, L18-20)
- Route 12 (Y, 10%, L28)
- Route 13 (Y, 15%, L28)
- Route 14 (R/B, 5%, L28-30) (Y, 10%, L30)
- Route 15 (R/B, 5%, L28-30) (Y, 10%, L32)
- Sea Route 21 (R/B, 15%, L30-32) (Y, 10%, L15-19)
- Route 24 (Y, 1%, L17)
- Route 25 (Y, 1%, L17)
- Viridian Forest (Y, 1%, L9)
[ ] #018: Pidgeot / R  B  Y
- Evolve Pidgeotto at L36
[ ] #019: Rattata / R  B  Y
- Pokemon Mansion 1F (Y, 30%, L34-37)
- Pokemon Mansion 2F (Y, 30%, L37-40)
- Pokemon Mansion 3F (Y, 30%, L40-43)
- Route 1 (R/B, 50%, L2-4) (Y, 30%, L2-4)
- Route 2 (R/B, 40% L2-5)  (Y, 35%, L3-4)
- Route 3 (Y, 15%, L10-12)
- Route 4 (R/B, 40%, L8-12) (Y, 15%, L10-12)
- Route 5 (Y, 30%, L14-16)
- Route 6 (Y, 30%, L14-16)
- Route 7 (Y, 15%, L20)
- Route 8 (Y, 15%, L20)
- Route 9 (R/B, 40%, L14-17) (Y, 15%, L18)
- Route 10 (Y, 20%, L18)
- Route 11 (Y, 30%, L15-17)
- Route 16 (R/B, 30%, L18-22) (Y, 25%, L23-24)
- Route 18 (Y, 25%, L23-24)
- Sea Route 21 (R/B, 30%, L21-23) (Y, 30%, L13-15)
- Route 22 (R/B, 45%, L2-4) (Y, 10%, L3)
[ ] #020: Raticate / R  B  Y
- Evolve Rattata at L20
- Pokemon Mansion 1F (Y, 30%, L34-37)
- Pokemon Mansion 2F (Y, 30%, L37-40)
- Pokemon Mansion 3F (Y, 30%, L40-43)
- Pokemon Mansion B1F (Y, 30%, L37-46)
- Route 9 (Y, 4%, L20)
- Route 10 (Y, 5%, L20)
- Route 11 (Y, 1%, L17)
- Route 16 (R/B, 5%, L23-25) (Y, 5%, L25-26)
- Route 17 (R/B, 30%, L25-29)
- Route 18 (R/B, 20%, L25-29) (Y, 5%, L25-26)
- Sea Route 21 (R/B, 15%, L30) (Y, 5%, L15)
[ ] #021: Spearow / R  B  Y
- Route 3 (R/B, 45%, L5-8) (Y, 55%, L8-12)
- Route 4 (R/B, 35%, L8-12) (Y, 55%, L8-12)
- Route 9 (R/B, 35%, L13-17) (Y, 10%, L17)
- Route 10 (R/B, 35%, L13-17)
- Route 11 (R/B, 35%, L13-17)
- Route 16 (R/B, 40%, L20-22) (Y, 25%, L22-23)
- Route 17 (R/B, 40%, L20-22)
- Route 18 (R/B, 40%, L20-22) (Y, 25%, L22-23)
- Route 22 (R/B, 10%, L3-5) (Y, 10%, L2-6)
- Route 23 (R/B, 15%, L26)
[ ] #022: Fearow / R  B  Y
- Evolve Spearow at L20
- Route 9 (Y, 1%, L19)
- Route 16 (Y, 5%, L24)
- Route 17 (R/B, 25%, L25-27) (Y, 25%, L27-29)
- Route 18 (R/B, 15%, L25-29) (Y, 5%, L24)
- Route 23 (R/B, 25%, L38-43) (Y, 15%, L40-45)
[ ] #023: Ekans / R  -  -
- Route 4 (R, 25%, L6-12)
- Route 8 (R, 20%, L17-19)
- Route 9 (R, 25%, L11-17)
- Route 10 (R, 25%, L11-17)
- Route 11 (R, 40%, L12-15)
- Route 23 (R, 20%, L26)
[ ] #024: Arbok / R  -  -
- Evolve Ekans at L22
- Cerulean Cave 1F (R, 10%, L52)
- Cerulean Cave B1F (R, 5%, L57)
- Route 23 (R, 5%, L41)
[ ] #025: Pikachu / R  B  Y
- Obtained as a starter from Prof. Oak in Pallet Town (Y, L5)
- Power Plant (R/B, 25%, L20-24)
- Viridian Forest (Y, 5%, L3-5)
[ ] #026: Raichu / R  B  -
- Evolve Pikachu via Thunderstone (R/B)
- Cerulean Cave 1F (R/B, 4%, L53)
- Cerulean Cave B1F (R/B, 10%, L64)
- Power Plant (R/B, 5%, L33-36)
[ ] #027: Sandshrew / -  B  Y
- Mt. Moon 1F (Y, 4%, L12)
- Route 3 (Y, 15%, L8-10)
- Route 4 (B, 25%, L6-12) (Y, 15%, L8-10)
- Route 8 (B, 20%, L17-19)
- Route 9 (B, 25%, L11-17)
- Route 10 (B, 25%, L11-17)
- Route 11 (B, 40%, L12-15)
- Route 23 (B, 20%, L26)
[ ] #028: Sandslash / -  B  Y
- Evolve Sandshrew at L22
- Cerulean Cave 1F (B/Y, 10%, L52)
- Cerulean Cave 2F (Y, 10%, L56)
- Cerulean Cave B1F (B, 5%, L57)
- Route 23 (B, 5%, L41)
[ ] #029: Nidoran F / R  B  Y
- Trade for Nidoran M in Route 5 Underground entrance (R/B)
- Route 2 (Y, 15%, L4-6)
- Route 9 (Y, 30%, L16-18)
- Route 10 (Y, 10%, L17)
- Route 22 (R, 5%, L3-4) (B, 40%, L2-4) (Y, 30%, L2-4)
- Safari Zone Entrance (B, 20%, L22) (Y, 20%, L36)
- Safari Zone Area 1 (R, 5%, L24) (B, 20%, L24) (Y, 20%, L29)
- Safari Zone Area 2 (B, 20%, L22) (Y, 20%, L14)
- Safari Zone Area 3 (R, 5%, L25) (B, 20%, L25) (Y, 20%, L21)
[ ] #030: Nidorina / R  B  Y
- Trade for Nidorino in Route 11 Lookout house (R/B)
- Game Corner prize in Celadon City for 1200 Coins (R, L17)
- Evolve Nidoran F at L16
- Route 9 (Y, 5%, L18)
- Route 23 (Y, 30%, L41-44)
- Safari Zone Entrance (R, 5%, L31) (B, 10%, L31)
- Safari Zone Area 1 (B, 10%, L32) (Y, 10%, L33)
- Safari Zone Area 2 (R, 5%, L30) (B, 10%, L30) (Y, 10%, L23)
- Safari Zone Area 3 (B, 10%, L33)
[ ] #031: Nidoqueen / R  B  Y
- Evolve Nidorina via Moon Stone
[ ] #032: Nidoran M / R  B  Y
- Route 2 (Y, 15%, L4-6)
- Route 9 (Y, 30%, L16-18)
- Route 10 (Y, 10%, L17)
- Route 22 (R, 40%, L2-4) (B, 5%, L3-4) (Y, 30%, L2-4)
- Safari Zone Entrance (R, 20%, L22) (Y, 20%, L14)
- Safari Zone Area 1 (R, 20%, L24) (B, 5%, L24) (Y, 20%, L21)
- Safari Zone Area 2 (R, 20%, L22) (Y, 20%, L36)
- Safari Zone Area 3 (R, 20%, L25) (B, 5%, L25) (Y, 20%, L29)
[ ] #033: Nidorino / R  B  Y
- Game Corner prize in Celadon City for 1200 Coins (B, L17)
- Evolve Nidoran M at L16
- Route 9 (Y, 5%, L18)
- Route 23 (Y, 30%, L41-44)
- Safari Zone Entrance (R, 10%, L31) (B, 5%, L31) (Y, 10%, L23)
- Safari Zone Area 1 (R, 10%, L33)
- Safari Zone Area 2 (R, 10%, L30) (B, 5%, L30)
- Safari Zone Area 3 (R, 10%, L33) (Y, 10%, L32)
[ ] #034: Nidoking / R  B  Y
- Evolve Nidorino via Moon Stone
[ ] #035: Clefairy / R  B  Y
- Game Corner prize in Celadon City for 500 Coins (R, L8)
- Game Corner prize in Celadon City for 750 Coins (B, L12)
- Mt. Moon 1F (R/B, 1%, L8) (Y, 1%, L11)
- Mt. Moon B1F (R/B, 4%, L9) (Y, 5%, L10-12)
- Mt. Moon B2F (R/B, 6%, L10-12) (Y, 10%, L9-13)
[ ] #036: Clefable / R  B  Y
- Evolve Clefairy via Moon Stone
[ ] #037: Vulpix / -  B  Y
- Game Corner prize in Celadon City for 1000 Coins (Y, L18)
- Pokemon Mansion 1F (B, 10%, L34)
- Pokemon Mansion 2F (B, 20%, L32)
- Pokemon Mansion 3F (B, 20%, L33)
- Pokemon Mansion B1F (B, 15%, L35)
- Route 7 (B, 10%, L18-20)
- Route 8 (B, 20%, L15-18)
[ ] #038: Ninetales / -  B  Y
- Evolve Vulpix via Fire Stone
[ ] #039: Jigglypuff / R  B  Y
- Route 3 (R/B, 10%, L3-7)
- Route 5 (Y, 10%, L3-7)
- Route 6 (Y, 10%, L3-7)
- Route 7 (Y, 10%, L19-24)
- Route 8 (Y, 10%, L19-24)
[ ] #040: Wigglytuff / R  B  Y
- Game Corner prize in Celadon City for 2680 Coins (Y, L22)
- Evolve Jigglypuff via Moon Stone
- Cerulean Cave 2F (R/B, 5%, L54)
[ ] #041: Zubat / R  B  Y
- Mt. Moon 1F (R/B, 79%, L6-11) (Y, 75%, L6-11)
- Mt. Moon B1F (R/B, 60%, L7-11) (Y, 65%, L8-11)
- Mt. Moon B2F (R/B, 55%, L10-13) (Y, 49%, L9-12)
- Rock Tunnel 1F (R/B, 55%, L15-18) (Y, 50%, L15-21)
- Rock Tunnel B1F (R/B, 50%, L16-18) (Y, 40%, L20-22)
- Seafoam Islands 1F (R/B, 10%, L21) (Y, 45%, L9-36)
- Seafoam Islands B1F (Y, 40%, L18-36)
- Seafoam Islands B2F (Y, 35%, L27-36)
- Seafoam Islands B3F (Y, 30%, L27-36)
- Seafoam Islands B4F (Y, 25%, L36-45)
- Victory Road 1F (R/B, 15%, L22) (Y, 20%, L39-44)
- Victory Road 2F (R/B, 15%, L26) (Y, 10%, L44)
- Victory Road 3F (R/B, 15%, L22)
[ ] #042: Golbat / R  B  Y
- Evolve Zubat at L22
- Cerulean Cave 1F (R/B, 20%, L46) (Y, 40%, L50-55)
- Cerulean Cave 2F (Y, 40%, L52-57)
- Cerulean Cave B1F (Y, 40%, L54-59)
- Seafoam Islands 1F (R/B, 5%, L29) (Y, 5%, L27-36)
- Seafoam Islands B1F (Y, 10%, L27)
- Seafoam Islands B2F (R/B, 4%, L30) (Y, 15%, L27-36)
- Seafoam Islands B3F (Y, 20%, L27)
- Seafoam Islands B4F (R/B, 1%, L32) (Y, 25%, L27-36)
- Victory Road 1F (R/B, 5%, L41)
- Victory Road 2F (R/B, 5%, L40) (Y, 10%, L39)
- Victory Road 3F (R/B, 5%, L41) (Y, 20%, L44)
[ ] #043: Oddish / R  -  Y
- Route 5 (R, 35%, L13-16)
- Route 6 (R, 35%, L13-16)
- Route 7 (R, 30%, L19-22)
- Route 12 (R, 35%, L22-26) (Y, 30%, L25-27)
- Route 13 (R, 35%, L22-26) (Y, 30%, L25-27)
- Route 14 (R, 35%, L22-26) (Y, 30%, L26-28)
- Route 15 (R, 35%, L22-26) (Y, 30%, L26-28)
- Route 24 (R, 25%, L12-14) (Y, 30%, L12-14)
- Route 25 (R, 25%, L12-14) (Y, 30%, L12-14)
[ ] #044: Gloom / R  -  Y
- Evolve Oddish at L21
- Cerulean Cave 1F (Y, 10%, L55)
- Cerulean Cave 2F (Y, 5%, L58)
- Route 12 (R, 5%, L28-30) (Y, 5%, L29)
- Route 13 (R, 5%, L28-30) (Y, 5%, L29)
- Route 14 (R/Y, 5%, L30)
- Route 15 (R/Y, 5%, L30)
[ ] #045: Vileplume / R  -  Y
- Evolve Gloom via Leaf Stone
[ ] #046: Paras / R  B  Y
- Mt. Moon 1F (R/B, 5%, L8)
- Mt. Moon B1F (R/B, 10%, L10) (Y, 10%, L9-11)
- Mt. Moon B2F (R/B, 15%, L10-12) (Y, 15%, L13)
- Safari Zone Entrance (Y, 5%, L27)
- Safari Zone Area 1 (R/B, 15%, L22)
- Safari Zone Area 2 (R/B, 15%, L23)
[ ] #047: Parasect / R  B  Y
- Trade for Tangela at the Route 18 Lookout (Y)
- Evolve Paras at L24
- Cerulean Cave 1F (R/B, 5%, L52) (Y, 5%, L54)
- Cerulean Cave B1F (R/B, 10%, L64)
- Safari Zone Entrance (R/B, 5%, L30) (Y, 15%, L27-32)
- Safari Zone Area 1 (R/B, 5%, L25)
[ ] #048: Venonat / R  B  Y
- Route 12 (R/B, 20%, L24-26)
- Route 13 (R/B, 20%, L24-26)
- Route 14 (R/B, 20%, L24-26) (Y, 19%, L24-27)
- Route 15 (R/B, 20%, L24-26) (Y, 19%, L24-27)
- Route 24 (Y, 10%, L13-16)
- Route 25 (Y, 10%, L13-16)
- Safari Zone Entrance (R/B, 15%, L22)
- Safari Zone Area 3 (R/B, 15%, L23)
[ ] #049: Venomoth / R  B  Y
- Evolve Venonat at L31
- Cerulean Cave 1F (R/B, 10%, L49) (Y, 5%, L54)
- Cerulean Cave 2F (R/B, 20%, L51)
- Route 14 (Y, 1%, L30)
- Route 15 (Y, 1%, L30)
- Safari Zone Area 2 (R/B, 5%, L32)
- Safari Zone Area 3 (R/B, 10%, L32)
- Victory Road 3F (R/B, 10%. L40)
[ ] #050: Diglett / R  B  Y
- Diglett's Cave (R/B/Y, 95%, L15-22)
[ ] #051: Dugtrio / R  B  Y
- Trade for Lickitung at the Route 11 Lookout (Y)
- Evolve Diglett at L26
- Diglett's Cave (R/B/Y, 5%, L29-31)
[ ] #052: Meowth / -  B  -
- Route 5 (B, 25%, L10-16)
- Route 6 (B, 25%, L10-16)
- Route 7 (B, 30%, L17-20)
- Route 8 (B, 30%, L18-20)
[ ] #053: Persian / -  B  -
- Evolve Meowth at L28
[ ] #054: Psyduck / R  B  Y
- Seafoam Islands 1F (R, 5%, L28) (B, 20%, L30)
- Seafoam Islands B1F (B, 15%, L28-30)
- Seafoam Islands B2F (B, 30%, L30-32)
- Seafoam Islands B3F (B, 35%, L31-33)
- Seafoam Islands B4F (B, 15%, L29-31)
Super Rod:
- Cerulean City (R/B, 33%, L15)
- Route 24 (R/B, 33%, L15)
- Route 25 (R/B, 33%, L15)
- Safari Zone Entrance (R/B, 25%, L15)
- Safari Zone Area 1 (R/B, 25%, L15)
- Safari Zone Area 2 (R/B, 25%, L15)
- Safari Zone Area 3 (R/B, 25%, L15)
Surfing:
- Route 6 (Y, 95%, L15)
[ ] #055: Golduck / R  B  Y
- Evolve Psyduck at L33
- Seafoam Islands 1F (R, 1%, L38)
- Seafoam Islands B2F (B, 1%, L37)
- Seafoam Islands B4F (B, 4%, L39)
Surfing:
- Route 6 (Y, 5%, L15-20)
[ ] #056: Mankey / R  -  Y
- Route 3 (Y, 15%, L9)
- Route 4 (Y, 15%, L9)
- Route 5 (R, 25%, L10-16)
- Route 6 (R, 25%, L10-16)
- Route 7 (R, 30%, L17-20)
- Route 8 (R, 30%, L18-20)
- Route 22 (Y, 20%, L3-5)
- Route 23 (Y, 20%, L36-41)
[ ] #057: Primeape / R  -  Y
- Evolve Mankey at L28
- Route 23 (Y, 5%, L41-46)
[ ] #058: Growlithe / R  -  Y
- Pokemon Mansion 1F (R, 10%, L34) (Y, 20%, L26-38)
- Pokemon Mansion 2F (R, 20%, L32)
- Pokemon Mansion 3F (R, 20%, L33)
- Pokemon Mansion B1F (R, 15%, L35)
- Route 7 (R, 10%, L18-20)
- Route 8 (R, 20%, L15-18)
[ ] #059: Arcanine / R  -  Y
- Evolve Growlithe via Fire Stone
[ ] #060: Poliwag / R  B  Y
Good Rod:
- Celadon City (R/B/Y, 50%, L10)
- Cerulean Cave 1F (R/B/Y, 50%, L10)
- Cerulean Cave B1F (R/B/Y, 50%, L10)
- Cerulean City (R/B/Y, 50%, L10)
- Cinnabar Island (R/B/Y, 50%, L10)
- Fuchsia City (R/B/Y, 50%, L10)
- Indigo Plateau (R/B/Y, 50%, L10)
- Pallet Town (R/B/Y, 50%, L10)
- Route 6 (R/B/Y, 50%, L10)
- Route 10 (R/B/Y, 50%, L10)
- Route 11 (R/B/Y, 50%, L10)
- Route 12 (R/B/Y, 50%, L10)
- Route 13 (R/B/Y, 50%, L10)
- Route 17 (R/B/Y, 50%, L10)
- Route 18 (R/B/Y, 50%, L10)
- Sea Route 19 (R/B/Y, 50%, L10)
- Sea Route 20 (R/B/Y, 50%, L10)
- Sea Route 21 (R/B/Y, 50%, L10)
- Route 22 (R/B/Y, 50%, L10)
- Route 23 (R/B/Y, 50%, L10)
- Route 24 (R/B/Y, 50%, L10)
- Route 25 (R/B/Y, 50%, L10)
- Safari Zone Entrance (R/B/Y, 50%, L10)
- Safari Zone Area 1 (R/B/Y, 50%, L10)
- Safari Zone Area 2 (R/B/Y, 50%, L10)
- Safari Zone Area 3 (R/B/Y, 50%, L10)
- Seafoam Islands B3F (R/B/Y, 50%, L10)
- Seafoam Islands B4F (R/B/Y, 50%, L10)
- S.S. Anne Harbour (R/B, 50%, L10)
- Vermilion City (R/B/Y, 50%, L10)
- Viridian City (R/B/Y, 50%, L10)
Super Rod:
- Pallet Town (R/B, 50%, L15)
- Route 22 (R/B, 50%, L15) (Y, 90%, L5-15)
- Route 23 (Y, 70%, L25-30)
- Viridian City (R/B, 50%, L15) (Y, 100%, L5-15)
[ ] #061: Poliwhirl / R  B  Y
- Evolve Poliwag at L25
Super Rod:
- Celadon City (R/B, 50%, L23)
- Route 10 (R/B, 50%, L23)
- Route 22 (Y, 10%, L15)
- Route 23 (Y, 30%, L30-40)
[ ] #062: Poliwrath / R  B  Y
- Evolve Poliwhirl via Water Stone
[ ] #063: Abra / R  B  Y
- Game Corner prize in Celadon City for 180 Coins (R, L9)
- Game Corner prize in Celadon City for 120 Coins (B, L6)
- Game Corner prize in Celadon City for 180 Coins (Y, L15)
- Route 5 (Y, 15%, L7)
- Route 6 (Y, 15%, L7)
- Route 7 (Y, 25%, L15-26)
- Route 8 (Y, 20%, L15-19)
- Route 24 (R/B, 15%, L8-12)
- Route 25 (R/B, 15%, L10-12)
[ ] #064: Kadabra / R  B  Y
- Evolve Abra at L16
- Cerulean Cave 1F (R/B, 5%, L49)
- Cerulean Cave 2F (R/B, 15%, L51)
- Route 8 (Y, 5%, L20-27)
[ ] #065: Alakazam / -  -  -
- Evolve Kadabra via trade
[ ] #066: Machop / R  B  Y
- Rock Tunnel 1F (R/B, 15%, L15-17) (Y, 10%, L17-21)
- Rock Tunnel B1F (R/B, 15%, L15-17) (Y, 20%, L18-20)
- Route 10 (Y, 5%, L16-18)
- Victory Road 1F (R/B, 20%, L24)
- Victory Road 2F (R/B, 20%, L22)
- Victory Road 3F (R/B, 20%, L24)
[ ] #067: Machoke / R  B  Y
- Trade for Cubone in Route 5 Underground entrance (R/B)
- Evolve Machop at L28
- Victory Road 1F (R/B, 4%, L42)
- Victory Road 2F (R/B, 5%, L41) (Y, 5%, L39-42)
- Victory Road 3F (R/B, 5%, L42-45) (Y, 10%, L42-45)
[ ] #068: Machamp / -  -  Y
- Evolve Machoke via trade
[ ] #069: Bellsprout / -  B  Y
- Route 5 (B, 35%, L13-16)
- Route 6 (B, 35%, L13-16)
- Route 7 (B, 30%, L19-22)
- Route 12 (B, 35%, L22-26) (Y, 30%, L25-27)
- Route 13 (B, 35%, L22-26) (Y, 30%, L25-27)
- Route 14 (B, 35%, L22-26) (Y, 30%, L26-28)
- Route 15 (B, 35%, L22-26) (Y, 30%, L26-28)
- Route 24 (B, 25%, L12-14) (Y, 30%, L12-14)
- Route 25 (B, 25%, L12-14) (Y, 30%, L12-14)
[ ] #070: Weepinbell / -  B  Y
- Evolve Bellsprout at L21
- Cerulean Cave 1F (Y, 10%, L55)
- Cerulean Cave 2F (Y, 5%, L58)
- Route 12 (B, 5%, L28-30) (Y, 5%, L29)
- Route 13 (B, 5%, L28-30) (Y, 5%, L29)
- Route 14 (B/Y, 5%, L30)
- Route 15 (B/Y, 5%, L30)
[ ] #071: Victreebel / -  B  Y
- Evolve Weepinbell via Leaf Stone
[ ] #072: Tentacool / R  B  Y
Super Rod:
- Cinnabar Island (Y, 40%, L15-30)
- Pallet Town (R/B, 50%, L15) (Y, 4%, L10-20)
- Route 11 (Y, 90%, L10-20)
- Route 12 (R/B, 25%, L5)
- Route 13 (R/B, 25%, L5) (Y, 20%, L10)
- Route 17 (R/B, 25%, L5) (Y, 70%, L5-15)
- Route 18 (R/B, 25%, L5) (Y, 40%, L15)
- Sea Route 19 (Y, 60%, L15-30)
- Sea Route 20 (Y, 40%, L20)
- Sea Route 21 (Y, 60%, L15-30)
- S.S. Anne Harbour (Y, 70%, L10-15)
- Vermilion City (Y, 60%, L10-20)
- Viridian City (R/B, 50%, L15)
Surfing:
- Sea Route 19 (R/B/Y, 100%, L5-40)
- Sea Route 20 (R/B/Y, 100%, L5-40)
- Sea Route 21 (R/B/Y, 100%, L5-40)
- Seafoam Islands B3F (Y, 70%, L20-40)
- Seafoam Islands B4F (Y, 70%, L20-40)
[ ] #073: Tentacruel / R  B  Y
- Evolve Tentacool at L30
Super Rod:
- Sea Route 19 (Y, 10%, L30)
- Sea Route 20 (Y, 40%, L20-40)
- Sea Route 21 (Y, 10%, L30)
[ ] #074: Geodude / R  B  Y
- Mt. Moon 1F (R/B, 15%, L8-10) (Y, 20%, L10)
- Mt. Moon B1F (R/B, 26%, L7-9) (Y, 20%, L10-11)
- Mt. Moon B2F (R/B, 30%, L9-10) (Y, 20%, L11)
- Rock Tunnel 1F (R/B, 25%, L16-17) (Y, 40%, L16-20)
- Rock Tunnel B1F (R/B, 26%, L16-18) (Y, 30%, L17-21)
- Victory Road 1F (R/B, 20%, L26) (Y, 65%, L26-41)
- Victory Road 2F (R/B, 20%, L24) (Y, 55%, L31-41)
- Victory Road 3F (R/B, 20%, L26) (Y, 45%, L36-46)
[ ] #075: Graveler / R  B  Y
- Evolve Geodude at L25
- Cerulean Cave 1F (Y, 15%, L45)
- Cerulean Cave 2F (Y, 15%, L50)
- Cerulean Cave B1F (Y, 15%, L55)
- Victory Road 1F (R/B, 5%, L41) (Y, 5%, L41-47)
- Victory Road 2F (R/B, 1%, L43) (Y, 10%, L44)
- Victory Road 3F (R/B, 5%, L43) (Y, 15%, L41-47)
[ ] #076: Golem / -  -  -
- Evolve Graveler via trade
[ ] #077: Ponyta / R  B  Y
- Pokemon Mansion 1F (R/B, 40%, L28-34)
- Pokemon Mansion 2F (R/B, 25%, L28-32)
- Pokemon Mansion 3F (R, 24%, L32-36) (B, 14%, L32-36)
- Pokemon Mansion B1F (R/B, 15%, L32-34)
- Route 17 (Y, 24%, L28-32)
[ ] #078: Rapidash / R  B  Y
- Evolve Ponyta at L40
[ ] #079: Slowpoke / R  B  Y
- Seafoam Islands 1F (R, 20%, L30) (B, 5%, L28) (Y, 15%, L28-30)
- Seafoam Islands B1F (R, 15%, L28-30) (Y, 10%, L29)
- Seafoam Islands B2F (R, 30%, L30-32) (Y, 4%, L31)
- Seafoam Islands B3F (R, 35%, L31-33)
- Seafoam Islands B4F (R, 15%, L29-31)
Super Rod:
- Celadon City (R/B, 50%, L15)
- Route 10 (R/B, 50%, L15)
- Safari Zone Entrance (R/B, 25%, L15)
- Safari Zone Area 1 (R/B, 25%, L15)
- Safari Zone Area 2 (R/B, 25%, L15)
- Safari Zone Area 3 (R/B, 25%, L15)
Surfing:
- Route 12 (Y, 95%, L15)
- Route 13 (Y, 95%, L15)
[ ] #080: Slowbro / R  B  Y
- Evolve Slowpoke at L37
- Seafoam Islands 1F (B, 1%, L38)
- Seafoam Islands B2F (R, 1%, L37) (Y, 1%, L31)
- Seafoam Islands B4F (R, 4%, L39)
Super Rod:
- Cerulean Cave 1F (R/B, 25%, L23)
- Cerulean Cave B1F (R/B, 25%, L23)
- Route 23 (R/B, 25%, L23)
Surfing:
- Route 12 (Y, 5%, L15-20)
- Route 13 (Y, 5%, L15-20)
[ ] #081: Magnemite / R  B  Y
- Power Plant (R/B, 30%, L21-23) (Y, 40%, L30-35)
- Route 10 (Y, 50%, L16-22)
[ ] #082: Magneton / R  B  Y
- Evolve Magnemite at L30
- Cerulean Cave 1F (R/B, 15%, L46)
- Power Plant (R/B, 10%, L32-35) (Y, 20%, L33-38)
[ ] #083: Farfetch'd / R  B  Y
- Trade for Spearow in a house in the west of Vermilion City (R/B)
- Route 12 (Y, 5%, L26-31)
- Route 13 (Y, 5%, L26-31)
[ ] #084: Doduo / R  B  Y
- Route 16 (R/B, 25%, L18-22) (Y, 40%, L22-26)
- Route 17 (R/B, 25%, L24-28) (Y, 50%, L26-28)
- Route 18 (R/B, 25%, L24-28) (Y, 40%, L22-26)
- Safari Zone Area 1 (R/B, 20%, L26)
- Safari Zone Area 3 (R/B, 20%, L26)
[ ] #085: Dodrio / R  B  Y
- Evolve Doduo at L31
- Cerulean Cave 1F (R/B, 10%, L49)
- Cerulean Cave 2F (R/B, 20%, L51)
- Route 17 (Y, 1%, L29)
[ ] #086: Seel / R  B  Y
- Trade for Ponyta at Cinnabar Island Pokemon Lab (R/B)
- Seafoam Islands 1F (R/B, 20%, L30)
- Seafoam Islands B1F (R/B, 15%, L28-30) (Y, 5%, L22-26)
- Seafoam Islands B2F (R/B, 35%, L30-32) (Y, 10%, L24)
- Seafoam Islands B3F (R/B, 30%, L31-33) (Y, 15%, L26-30)
- Seafoam Islands B4F (R/B, 15%, L29-31) (Y, 20%, L28-32)
[ ] #087: Dewgong / R  B  Y
- Trade for Growlithe at Cinnabar Island Pokemon Lab (Y)
- Evolve Seel at L34
- Seafoam Islands B1F (R/B, 4%, L38)
- Seafoam Islands B3F (R/B, 1%, L37) (Y, 5%, L28-32)
- Seafoam Islands B4F (Y, 5%, L30-34)
[ ] #088: Grimer / R  B  Y
- Pokemon Mansion 1F (R, 5%, L30) (B, 40%, L30-32) (Y, 20%, L23-26)
- Pokemon Mansion 2F (R, 5%, L30) (B, 45%, L30-34) (Y, 35%, L26-35)
- Pokemon Mansion 3F (R, 5%, L34) (B, 35%, L31-35) (Y, 35%, L32-38)
- Pokemon Mansion B1F (R, 5%, L35) (B, 50%, L31-33) (Y, 40%, L35-38)
- Power Plant (Y, 15%, L33-37)
[ ] #089: Muk / R  B  Y
- Trade for Kangaskhan at Cinnabar Island Pokemon Lab (Y)
- Evolve Grimer at L38
- Pokemon Mansion 1F (R, 1%, L39) (B, 4%, L37)
- Pokemon Mansion 2F (R, 1%, L37) (B, 4%, L39) (Y, 5%, L35-38)
- Pokemon Mansion 3F (R, 1%, L42) (B, 15%, L38-40) (Y, 5%, L38-41)
- Pokemon Mansion B1F (R, 1%, L42) (B, 10%, L40) (Y, 10%, L41)
- Power Plant (Y, 5%, L33-37)
[ ] #090: Shellder / R  B  Y
- Seafoam Islands 1F (R, 19%, L28-30)
- Seafoam Islands B1F (R, 15%, L32) (B, 20%, L30)
- Seafoam Islands B2F (R, 5%, L28) (B, 10%, L30)
- Seafoam Islands B3F (R, 15%, L29-31)
- Seafoam Islands B4F (R, 30%, L31-33)
Super Rod:
- Cinnabar Island (R/B, 25%, L15)
- Route 6 (R/B, 50%, L15)
- Route 11 (R/B, 50%, L15)
- Route 17 (Y, 30%, L25-35)
- Route 18 (Y, 60%, L20-40)
- Sea Route 19 (R/B, 25%, L15)
- Sea Route 20 (R/B, 25%, L15)
- Sea Route 21 (R/B, 25%, L15)
- Seafoam Islands B3F (R/B, 25%, L15)
- Seafoam Islands B4F (R/B, 25%, L15)
- S.S. Anne Harbour (R/B, 50%, L15) (Y, 10%, L10)
- Vermilion City (R/B, 25%, L15)
[ ] #091: Cloyster / R  B  Y
- Evolve Shellder via Water Stone
[ ] #092: Gastly / R  B  Y
- Pokemon Tower 3F (R/B, 90%, L18-24) (Y, 95%, L18-25)
- Pokemon Tower 4F (R/B, 86%, L18-24) (Y, 95%, L18-25)
- Pokemon Tower 5F (R/B, 86%, L18-24) (Y, 90%, L21-27)
- Pokemon Tower 6F (R/B, 85%, L19-24) (Y, 90%, L21-27)
- Pokemon Tower 7F (R/B, 75%, L20-24) (Y, 90%, L23-29)
[ ] #093: Haunter / R  B  Y
- Evolve Gastly at L25
- Pokemon Tower 3F (R/B, 1%, L25) (Y, 5%, L20-25)
- Pokemon Tower 4F (R/B, 5%, L25) (Y, 5%, L20-25)
- Pokemon Tower 5F (R/B, 5%, L25) (Y, 5%, L22-27)
- Pokemon Tower 6F (R/B, 6%, L26-28) (Y, 5%, L22-27)
- Pokemon Tower 7F (R/B, 15%, L28-30) (Y, 5%, L24-29)
[ ] #094: Gengar / -  -  -
- Evolve Haunter via trade
[ ] #095: Onix / R  B  Y
- Rock Tunnel 1F (R/B, 5%, L13-15)
- Rock Tunnel B1F (R/B, 9%, L13-17) (Y, 10%, L14-22)
- Victory Road 1F (R/B, 30%, L36-42) (Y, 10%, L43-45)
- Victory Road 2F (R/B, 30%, L36-42) (Y, 10%, L45-47)
- Victory Road 3F (R/B, 20%, L42-45) (Y, 10%, L49)
[ ] #096: Drowzee / R  B  Y
- Route 11 (R/B, 25%, L9-15) (Y, 24%, L15-19)
[ ] #097: Hypno / R  B  Y
- Evolve Drowzee at L26
- Cerulean Cave 1F (R/B, 20%, L46)
[ ] #098: Krabby / R  B  Y
- Seafoam Islands 1F (B, 20%, L28-30)
- Seafoam Islands B1F (B, 30%, L30-32) (Y, 30%, L26-28)
- Seafoam Islands B2F (B, 15%, L28-30) (Y, 25%, L27-29)
- Seafoam Islands B3F (B, 15%, L29-31) (Y, 20%, L29-31)
- Seafoam Islands B4F (B, 35%, L31-33) (Y, 15%, L30)
Super Rod:
- Cerulean City (R/B, 33%, L15)
- Fuchsia City (R/B, 25%, L15)
- Route 6 (R/B, 50%, L15)
- Route 10 (Y, 70%, L15-20)
- Route 11 (R/B, 50%, L15)
- Route 12 (R/B, 25%, L15)
- Route 13 (R/B, 25%, L15)
- Route 17 (R/B, 25%, L15)
- Route 18 (R/B, 25%, L15)
- Route 24 (R/B, 33%, L15)
- Route 25 (R/B, 33%, L15) (Y, 70%, L10-15)
- Safari Zone Entrance (R/B, 25%, L15)
- Safari Zone Area 1 (R/B, 25%, L15)
- Safari Zone Area 2 (R/B, 25%, L15)
- Safari Zone Area 3 (R/B, 25%, L15)
- Seafoam Islands B3F (Y, 40%, L25)
- Seafoam Islands B4F (Y, 40%, L25)
- S.S. Anne Harbour (R/B, 50%, L15)
- Vermilion City (R/B, 50%, L15)
[ ] #099: Kingler / R  B  Y
- Evolve Krabby at L28
- Seafoam Islands B1F (B, 1%, L37) (Y, 5%, L28)
- Seafoam Islands B2F (Y, 10%, L28)
- Seafoam Islands B3F (B, 4%, L39) (Y, 10%, L30)
- Seafoam Islands B4F (Y, 10%, L32)
Super Rod:
- Cerulean Cave 1F (R/B, 25%, L23)
- Cerulean Cave B1F (R/B, 25%, L23)
- Route 10 (Y, 10%, L25)
- Route 23 (R/B, 25%, L23)
- Route 25 (Y, 30%, L15-25)
- Seafoam Islands B3F (Y, 20%, L35)
- Seafoam Islands B4F (Y, 20%, L35)
[ ] #100: Voltorb / R  B  Y
- Six fake item balls in Power Plant (R/B/Y, L40)
- Power Plant (R/B, 30%, L21-23) (Y, 20%, L33-37)
- Route 10 (R/B, 40%, L14-17)
[ ] #101: Electrode / R  B  Y
- Trade for Raichu at Cinnabar Island Pokemon Lab (R/B)
- Two fake item balls in Power Plant (R/B/Y, L43)
- Evolve Voltorb at L30
- Cerulean Cave 2F (R/B, 10%, L52)
- Cerulean Cave B1F (R/B, 15%, L55)
[ ] #102: Exeggcute / R  B  Y
- Safari Zone Entrance (R/B, 20%, L24-25) (Y, 15%, L24)
- Safari Zone Area 1 (R/B, 20%, L23-25) (Y, 20%, L22-26)
- Safari Zone Area 2 (R/B, 20%, L25-27) (Y, 15%, L20)
- Safari Zone Area 3 (R/B, 20%, L24-26) (Y, 20%, L22-26)
[ ] #103: Exeggutor / R  B  Y
- Evolve Exeggcute via Leaf Stone
[ ] #104: Cubone / R  B  Y
- Pokemon Tower 3F (R/B, 9%, L20-22)
- Pokemon Tower 4F (R/B, 9%, L20-22)
- Pokemon Tower 5F (R/B, 9%, L20-22) (Y, 5%, L20)
- Pokemon Tower 6F (R/B, 9%, L22-24) (Y, 5%, L22)
- Pokemon Tower 7F (R/B, 10%, L22-24) (Y, 5%, L24)
- Safari Zone Area 1 (Y, 10%, L19)
- Safari Zone Area 2 (Y, 5%, L16)
- Safari Zone Area 3 (Y, 10%, L19)
[ ] #105: Marowak / R  B  Y
- Evolve Cubone at L28
- Cerulean Cave 2F (R/B, 10%, L52)
- Cerulean Cave B1F (R/B, 20%, L55)
- Safari Zone Area 1 (Y, 5%, L24)
- Safari Zone Area 3 (Y, 5%, L24)
- Victory Road 1F (R/B, 1%, L43)
- Victory Road 2F (R/B, 4%, L40)
[ ] #106: Hitmonlee / R  B  Y
- Win this or Hitmonchan from Saffron City Dojo (R/B/Y, L30)
[ ] #107: Hitmonchan / R  B  Y
- Win this or Hitmonlee from Saffron City Dojo (R/B/Y, L30)
[ ] #108: Lickitung / R  B  Y
- Trade for Slowbro at the Route 18 Lookout (R/B)
- Cerulean Cave B1F (Y, 5%, L50-55)
[ ] #109: Koffing / R  B  -
- Pokemon Mansion 1F (R, 40%, L30-32) (B, 5%, L30)
- Pokemon Mansion 2F (R, 45%, L30-34) (B, 5%, L30)
- Pokemon Mansion 3F (R, 35%, L31-35) (B, 5%, L34)
- Pokemon Mansion B1F (R, 50%, L31-33) (B, 5%, L35)
[ ] #110: Weezing / R  B  -
- Evolve Koffing at L35
- Pokemon Mansion 1F (R, 4%, L37) (B, 1%, L39)
- Pokemon Mansion 2F (R, 4%, L39) (B, 1%, L37)
- Pokemon Mansion 3F (R, 15%, L38-40) (B, 1%, L42)
- Pokemon Mansion B1F (R, 14%, L40-42) (B, 1%, L42)
[ ] #111: Rhyhorn / R  B  Y
- Cerulean Cave 2F (Y, 10%, L50)
- Cerulean Cave B1F (Y, 10%, L52)
- Safari Zone Entrance (R/B, 20%, L25) (Y, 10%, L20)
- Safari Zone Area 2 (R/B, 20%, L26) (Y, 10%, L25)
[ ] #112: Rhydon / R  B  Y
- Trade for Golduck at Cinnabar Island Pokemon Lab (Y)
- Evolve Rhyhorn at L42
- Cerulean Cave 2F (R/B, 10%, L52) (Y, 5%, L58-60)
- Cerulean Cave B1F (R/B, 20%, L55) (Y, 10%, L62)
[ ] #113: Chansey / R  B  Y
- Cerulean Cave 2F (R/B, 5%, L56)
- Cerulean Cave B1F (R/B, 10%, L64) (Y, 5%, L56)
- Safari Zone Entrance (R/B, 1%, L23) (Y, 1%, L7)
- Safari Zone Area 1 (Y, 4%, L21)
- Safari Zone Area 2 (R/B, 4%, L26)
[ ] #114: Tangela / R  B  Y
- Trade for Venonat at Cinnabar Island Pokemon Lab (R/B)
- Sea Route 21 (R/B, 10%, L28-32)
- Safari Zone Entrance (Y, 4%, L22)
- Safari Zone Area 3 (Y, 1%, L27)
[ ] #115: Kangaskhan / R  B  Y
- Safari Zone Area 1 (R/B, 4%, L25)
- Safari Zone Area 2 (Y, 15%, L28-33)
- Safari Zone Area 3 (R/B, 1%, L28)
[ ] #116: Horsea / R  B  Y
- Seafoam Islands 1F (R, 20%, L28-30)
- Seafoam Islands B1F (R, 30%, L30-32)
- Seafoam Islands B2F (R, 15%, L28-30)
- Seafoam Islands B3F (R, 15%, L29-31)
- Seafoam Islands B4F (R, 35%, L31-33)
Super Rod:
- Cinnabar Island (R/B, 25%, L15)
- Route 10 (Y, 20%, L10)
- Route 11 (Y, 10%, L5)
- Route 12 (Y, 70%, L20-25)
- Route 13 (Y, 70%, L15-20)
- Sea Route 19 (R/B, 25%, L15)
- Sea Route 20 (R/B, 25%, L15)
- Sea Route 21 (R/B, 25%, L15)
- Seafoam Islands B3F (R/B, 25%, L15)
- Seafoam Islands B4F (R/B, 25%, L15)
- Vermilion City (Y, 10%, L5)
[ ] #117: Seadra / R  B  Y
- Evolve Horsea at L32
- Seafoam Islands B1F (R, 1%, L37)
- Seafoam Islands B3F (R, 4%, L39)
Super Rod:
- Cerulean Cave 1F (R/B, 25%, L23)
- Cerulean Cave B1F (R/B, 25%, L23)
- Route 12 (Y, 30%, L25-35)
- Route 13 (Y, 10%, L20)
- Route 23 (R/B, 25%, L23)
[ ] #118: Goldeen / R  B  Y
Good Rod:
- Celadon City (R/B/Y, 50%, L10)
- Cerulean Cave 1F (R/B/Y, 50%, L10)
- Cerulean Cave B1F (R/B/Y, 50%, L10)
- Cerulean City (R/B/Y, 50%, L10)
- Cinnabar Island (R/B/Y, 50%, L10)
- Fuchsia City (R/B/Y, 50%, L10)
- Indigo Plateau (R/B/Y, 50%, L10)
- Pallet Town (R/B/Y, 50%, L10)
- Route 6 (R/B/Y, 50%, L10)
- Route 10 (R/B/Y, 50%, L10)
- Route 11 (R/B/Y, 50%, L10)
- Route 12 (R/B/Y, 50%, L10)
- Route 13 (R/B/Y, 50%, L10)
- Route 17 (R/B/Y, 50%, L10)
- Route 18 (R/B/Y, 50%, L10)
- Sea Route 19 (R/B/Y, 50%, L10)
- Sea Route 20 (R/B/Y, 50%, L10)
- Sea Route 21 (R/B/Y, 50%, L10)
- Route 22 (R/B/Y, 50%, L10)
- Route 23 (R/B/Y, 50%, L10)
- Route 24 (R/B/Y, 50%, L10)
- Route 25 (R/B/Y, 50%, L10)
- Safari Zone Entrance (R/B/Y, 50%, L10)
- Safari Zone Area 1 (R/B/Y, 50%, L10)
- Safari Zone Area 2 (R/B/Y, 50%, L10)
- Safari Zone Area 3 (R/B/Y, 50%, L10)
- Seafoam Islands B3F (R/B/Y, 50%, L10)
- Seafoam Islands B4F (R/B/Y, 50%, L10)
- S.S. Anne Harbour (R/B, 50%, L10)
- Vermilion City (R/B/Y, 50%, L10)
- Viridian City (R/B/Y, 50%, L10)
Super Rod:
- Celadon City (Y, 100%, L5-20)
- Cerulean Cave 1F (Y, 40%, L25)
- Cerulean Cave B1F (Y, 40%, L30)
- Cerulean City (R/B, 34%, L15) (Y, 70%, L25-30)
- Cinnabar Island (R/B, 25%, L15)
- Fuchsia City (R/B, 25%, L15)
- Route 6 (Y, 100%, L5-20)
- Route 10 (R/B, 25%, L15)
- Route 12 (R/B, 25%, L15)
- Route 13 (R/B, 25%, L15)
- Route 17 (R/B, 25%, L15)
- Route 18 (R/B, 25%, L15)
- Sea Route 19 (R/B, 25%, L15)
- Sea Route 20 (R/B, 25%, L15)
- Sea Route 21 (R/B, 25%, L15)
- Route 22 (R/B, 50%, L15)
- Route 24 (R/B, 34%, L15) (Y, 90%, L20-30)
- Route 25 (R/B, 34%, L15)
- Seaforam Islands B3F (R/B, 25%, L15)
- Seaforam Islands B4F (R/B, 25%, L15)
- Viridian City (R/B, 50%, L15) (Y, 100%, L5-15)
[ ] #119: Seaking / R  B  Y
- Evolve Goldeen at L33
Super Rod:
- Cerulean Cave 1F (R/B, 25%, L23) (Y, 60%, L35-55)
- Cerulean Cave B1F (R/B, 25%, L23) (Y, 60%, L40-60)
- Cerulean City (Y, 30%, L30-40)
- Fuchsia City (R/B, 25%, L23)
- Route 23 (R/B, 25%, L23)
- Route 24 (Y, 10%, L30)
[ ] #120: Staryu / R  B  Y
- Seafoam Islands 1F (B, 19%, L28-30)
- Seafoam Islands B1F (R, 20%, L30) (B, 15%, L32)
- Seafoam Islands B2F (R, 10%, L30) (B, 5%, L28)
- Seafoam Islands B3F (B, 15%, L29-31)
- Seafoam Islands B4F (B, 30%, L31-33)
Super Rod:
- Cinnabar Island (R/B, 25%, L15) (Y, 60%, L10-15)
- Pallet Town (Y, 60%, L5-10)
- Sea Route 19 (R/B, 25%, L15) (Y, 30%, L20)
- Sea Route 20 (R/B, 25%, L15) (Y, 20%, L30)
- Sea Route 21 (R/B, 25%, L15) (Y, 30%, L20)
- Seafoam Islands B3F (R/B, 25%, L15) (Y, 40%, L20-40)
- Seafoam Islands B4F (R/B, 25%, L15) (Y, 40%, L20-40)
- S.S. Anne Harbour (Y, 20%, L15)
Surfing:
- Seafoam Islands B3F (Y, 30%, L30)
- Seafoam Islands B4F (Y, 30%, L30)
[ ] #121: Starmie / R  B  Y
- Evolve Staryu via Water Stone
[ ] #122: Mr. Mime / R  B  Y
- Trade for Abra in a house in the east of Route 2 (R/B)
- Trade for Clefairy in a house in the east of Route 2 (Y)
[ ] #123: Scyther / R  -  Y
- Game Corner prize in Celadon City for 5500 Coins (R, L25)
- Game Corner prize in Celadon City for 6500 Coins (Y, L30)
- Safari Zone Entrance (R, 4%, L23)
- Safari Zone Area 1 (R, 1%, L28) (Y, 1%, L15)
- Safari Zone Area 2 (Y, 4%, L25)
[ ] #124: Jynx / R  B  -
- Trade for Poliwhirl in a house in Cerulean City (R/B)
[ ] #125: Electabuzz / R  -  -
- Power Plant (R, 5%, L33-36)
[ ] #126: Magmar / -  B  -
- Pokemon Mansion 3F (B, 10%, L34)
- Pokemon Mansion B1F (B, 4%, L38)
[ ] #127: Pinsir / -  B  Y
- Game Corner prize in Celadon City for 2500 Coins (B, L20)
- Game Corner prize in Celadon City for 6500 Coins (Y, L30)
- Safari Zone Entrance (B, 4%, L23)
- Safari Zone Area 1 (B, 1%, L28)
- Safari Zone Area 2 (Y, 1%, L15)
- Safari Zone Area 3 (Y, 4%, L25)
[ ] #128: Tauros / R  B  Y
- Safari Zone Area 1 (Y, 10%, L21)
- Safari Zone Area 2 (R/B, 1%, L28)
- Safari Zone Area 3 (R/B, 4%, L26) (Y, 10%, L21)
[ ] #129: Magikarp / R  B  Y
- Buy from a man in the Route 4 Poke Center for $500 (R/B/Y, L5)
Old Rod:
- Celadon City (R/B/Y, 100%, L5)
- Cerulean Cave 1F (R/B/Y, 100%, L5)
- Cerulean Cave B1F (R/B/Y, 100%, L5)
- Cerulean City (R/B/Y, 100%, L5)
- Cinnabar Island (R/B/Y, 100%, L5)
- Fuchsia City (R/B/Y, 100%, L5)
- Indigo Plateau (R/B/Y, 100%, L5)
- Pallet Town (R/B/Y, 100%, L5)
- Route 6 (R/B/Y, 100%, L5)
- Route 10 (R/B/Y, 100%, L5)
- Route 11 (R/B/Y, 100%, L5)
- Route 12 (R/B/Y, 100%, L5)
- Route 13 (R/B/Y, 100%, L5)
- Route 17 (R/B/Y, 100%, L5)
- Route 18 (R/B/Y, 100%, L5)
- Sea Route 19 (R/B/Y, 100%, L5)
- Sea Route 20 (R/B/Y, 100%, L5)
- Sea Route 21 (R/B/Y, 100%, L5)
- Route 22 (R/B/Y, 100%, L5)
- Route 23 (R/B/Y, 100%, L5)
- Route 24 (R/B/Y, 100%, L5)
- Route 25 (R/B/Y, 100%, L5)
- Safari Zone Entrance (R/B/Y, 100%, L5)
- Safari Zone Area 1 (R/B/Y, 100%, L5)
- Safari Zone Area 2 (R/B/Y, 100%, L5)
- Safari Zone Area 3 (R/B/Y, 100%, L5)
- Seafoam Islands B3F (R/B/Y, 100%, L5)
- Seafoam Islands B4F (R/B/Y, 100%, L5)
- S.S. Anne Harbour (R/B, 100%, L5)
- Vermilion City (R/B/Y, 100%, L5)
- Viridian City (R/B/Y, 100%, L5)
Super Rod:
- Fuchsia City (R/B, 25%, L15) (Y, 90%, L5-15)
- Route 12 (R/B, 25%, L15)
- Route 13 (R/B, 25%, L15)
- Route 17 (R/B, 25%, L15)
- Route 18 (R/B, 25%, L15)
- Safari Zone Entrance (Y, 70%, L5-10)
- Safari Zone Area 1 (Y, 90%, L5-15)
- Safari Zone Area 2 (Y, 90%, L5-15)
- Safari Zone Area 3 (Y, 90%, L5-15)
[ ] #130: Gyarados / R  B  Y
- Evolve Magikarp at L20
Super Rod:
- Fuchsia City (Y, 10%, L15)
[ ] #131: Lapras / R  B  Y
- Recieved from a man in Silph Co. after you beat your Rival (R/B/Y, L15)
[ ] #132: Ditto / R  B  Y
- Cerulean Cave 1F (R/B, 1%, L53) (Y, 5%, L55-60)
- Cerulean Cave 2F (R/B, 5%, L55-60) (Y, 10%, L60)
- Cerulean Cave B1F (R/B, 10%, L63-67) (Y, 15%, L60-65)
- Pokemon Manison B1F (Y, 10%, L12-24)
- Route 13 (R/B, 5%, L25)
- Route 14 (R/B, 15%, L23)
- Route 15 (R/B, 20%, L26)
- Route 23 (R/B, 35%, L33-43)
[ ] #133: Eevee / R  B  Y
- Inside an item ball at the top of Celadon Mansion, to the north of Celadon
  City (R/B/Y, L25)
[ ] #134: Vaporeon / R  B  Y
- Evolve Eevee via Water Stone
[ ] #135: Jolteon / R  B  Y
- Evolve Eevee via Thunderstone
[ ] #136: Flareon / R  B  Y
- Evolve Eevee via Fire Stone
[ ] #137: Porygon / R  B  Y
- Game Corner prize in Celadon City for 9999 Coins (R/Y, L26)
- Game Corner prize in Celadon City for 6500 Coins (B, L18)
[ ] #138: Omanyte / R  B  Y
- Ressurect Helix Fossil at Cinnabar Island Pokemon Lab (R/B/Y, L30)
[ ] #139: Omastar / R  B  Y
- Evolve Omanyte at L40
[ ] #140: Kabuto / R  B  Y
- Ressurect Dome Fossil at Cinnabar Island Pokemon Lab (R/B/Y, L30)
[ ] #141: Kabutops / R  B  Y
- Evolve Kabuto at L40
[ ] #142: Aerodactyl / R  B  Y
- Ressurect Old Amber at Cinnabar Island Pokemon Lab (R/B/Y, L30)
[ ] #143: Snorlax / R  B  Y
- Fated Encounter; Route 12 (R/B/Y, L30)
- Fated Encounter; Route 16 (R/B/Y, L30)
[ ] #144: Articuno / R  B  Y
- Fated Encounter; Seafoam Islands B4F (R/B/Y, L50)
[ ] #145: Zapdos / R  B  Y
- Fated Encounter; Power Plant (R/B/Y, L50)
[ ] #146: Moltres / R  B  Y
- Fated Encounter; Victory Road 2F (R/B/Y, L50)
[ ] #147: Dratini / R  B  Y
- Game Corner prize in Celadon City for 2800 Coins (R, L18)
- Game Corner prize in Celadon City for 4600 Coins (B, L24)
- Safari Zone Entrance (R/B, 25%, L15) (Y, 20%, L10)
- Safari Zone Area 1 (R/B, 25%, L15) (Y, 10%, L15)
- Safari Zone Area 2 (R/B, 25%, L15) (Y, 10%, L15)
- Safari Zone Area 3 (R/B, 25%, L15) (Y, 10%, L15)
[ ] #148: Dragonair / R  B  Y
- Evolve Dratini at L30
- Safari Zone Entrance (Y, 10%, L15)
[ ] #149: Dragonite / R  B  Y
- Evolve Dragonair at L55
[ ] #150: Mewtwo / R  B  Y
- Fated Encounter; Cerulean Cave B1F (R/B/Y, L70)
[ ] #151: Mew / -  -  -
- Available via glitches, cheating or long-gone Nintendo events only

Maximum Pokemon in one Playthrough
----------------------------------
Out of a potential 151 Pokemon, a certain number of them can not be gotten in
one playthrough without help--another Pokemon game, a cheat cartridge or abuse
of in-game glitches. The following Pokemon cannot be caught legitimately in one
playthrough (without trading):

Totally unobtainable without external help or glitches:
- Mew

You must choose one out of the following Pokemon groups:
- Bulbasaur, Ivysaur, Venusaur OR Charmander, Charmeleon, Charizard OR
  Squirtle, Wartortle, Blastoise
- Hitmonlee OR Hitmonchan
- Vaporeon OR Jolteon OR Flareon
- Omanyte, Omastar OR Kabuto, Kabutops

Three or four Pokemon only available via trade evolution:
- Alakazam
- Machamp (available via in-game trade in Yellow)
- Golem
- Gengar

Version exclusives:
Certain Pokemon cannot be obtained in Red, some cannot be obtained in Blue and
some cannot be obtained in Yellow. Red players need only trade with Blue
players to complete their collection and vice-versa--Yellow players will need
to trade with both Red and Blue versions to complete their collection. See
section L01; 'Red, Blue and Yellow Version Differences' for the full list of
version exclusive Pokemon.

This cuts it down to 129 Pokemon in Yellow or 124 in Red and Blue.
_______________________________________________________________________________

                          IV. Mechanics and Formulae
_______________________________________________________________________________
_________________________________________________

[M00] Preliminaries
_________________________________________________

The following sections detail the inner workings of the game. I'll warn you
that a fair amount of maths is involved, so I hope you're able to follow
formulae. To understand these mathematical mechanics, you should know the
following things:

Order of Operations
-------------------
Brackets, Indices (Powers), Multiplication/Division, Addition/Subtraction.
   ()            ^                   * /                   + -

- Example
3 + (2*4)^3 = 3 + 8^3 = 3 + 512 = 515.

If you have several indentical operations in a row, perform them from left to
right:

- Example
60/6/2 = 10/2 = 5,
NOT 60/3 = 20.

Integer Division
----------------
Video games in general are terrible with decimal values and most older games--
Pokemon RBY included--do not store them at all. Instead, they simply lop off
the digits after the decimal point, always rounding down. For example, 199/100
= 1.99 = 1 in video game maths.

To remind you to do this, all formulae with integer division involved (i.e. any
division performed by the game) will have the 'int' function preceeding it (see
below). Any formulae involving division that are not taken from the game code--
that is, a formula I have come up with to simplify an algorithm--will not have
the 'int' function, so you can tell the difference between the two.

Functions
---------
Functions are just ways to manipulate calculations. These are the functions I
will be using (but it's far from a definitive list of mathematical functions,
if such a thing exists):

sqrt(x)   Take the non-negative square root of the value in the brackets.
int(x)    Round down the number in the brackets.
min(a,b)  Takes the least of the comma-seperated values in the brackets.
max(a,b)  Takes the greatest of the comma-seperated values in the brackets.
a mod b   Divides a by b and returns the remainder. Stands for 'modulo'.
          Conceptually, a mod b = a - b*(int(a/b)).

- Examples
sqrt(25) = 5.
int(4.999999) = 4.
min(17,12,49) = 12.
max(int(15.4),min(sqrt(49),42)) = 15. Try to see why. Work out brackets first!
7 mod 3 = 1 (since 7/3 = 2 remainder 1).

An alternative way to work out 'mod' is to repeatedly minus b from a until you
hit the lowest non-negative integer possible. For example,

17 mod 4 = 17 - 4 - 4 - 4 - 4 = 17 - 4*4 = 17 - 16 = 1,

or via the equation

a mod b = a - b*(int(a/b)),
17 mod 4 = 17 - 4*(int(17/4)) = 17 - 4*(4) = 17 - 16 = 1.

Note: Occasionally, 'mod' can be written '%' e.g. 14 % 4 = 2. I will not use
this notation because I find it ambiguous (Is that 14 mod 4? Or 14% with a
random four floating around?). Typically, however, mod is written this way in
computer code.
_________________________________________________

[M01] AI Mechanics
_________________________________________________

Ah, the moronic Artificial Intelligence (AI). It acts rather strangely--
sometimes unfairly--so I'll detail how it works here.

AI Behaviour Types
------------------
When in battle against an in-game opponent, the AI has three behaviours
depending on the type of Pokemon you are fighting:

1. Wild Pokemon
Wild Pokemon will attack randomly with one move of their moveset, with each
move having the same chance of being chosen.

2. Trainer-owned Pokemon
Trainer-owned Pokemon will attack randomly with one move of their moveset, but
any move type which is deemed to be 'not very effective'--even if that move
does not do damage--is removed from the random selection. The only time a
Pokemon will use a 'not very effective move' is if it has no other choice; for
instance if it has no moves that are at least neutrally effective or if any
moves that are viable are disabled etc.

For example, a trainer-owned Pokemon will not use Rest (Psychic type move)
against a Psychic Pokemon, unless forced to (its other moves are Psychic or
Fighting type, for example).

3. 'Expert' Trainer-owned Pokemon
This group is reserved for Gym Leaders, encounters with Giovanni and the Elite
Four. Not only are they programmed to ignore 'not very effective' moves, but
they will always choose a 'super-effective' move if available, even if that
move does not do damage.

Of course, this is very easy to exploit. If the foe has Rest and no other
Psychic (or Flying) moves, you are safe to send in a Fighting type--the enemy
will just Rest all day long.

Priority
--------
When YOU perform an action in battle that is not an attack, that action will be
given a priority, which means it ignores all Speed stats. An action of a higher
priority will always go first. From highest to lowest, the priorities of
actions are:
Running > Switching Pokemon > Using an Item > Quick Attack (move) > All other
moves > Counter (move).

So if you switch your Pokemon, you will switch out before the opponent attacks,
even if their Speed is higher than yours.

However, the AI does not have this privelige. It respects move priority (Quick
Attack > all others > Counter) but does not respect the other priorties.
Therefore, if your Pokemon has a higher Speed stat than the foe, your opponent
will go second in that round for any action (besides Quick Attack). Thus, you
can attack first in a round and the foe will use their Hyper Potion LAST in
that round. If YOU were to use an item, you would always go first.

The Juggler trainer type likes to switch his Pokemon around. Again, this does
not respect priority and the switch will occur AFTER you perform an action in
that round (so long as you have a higher Speed stat than the foe).

PP Usage
--------
All AI-controlled Pokemon do not use PP when they perform a move. This quirk
does not apply in Pokemon Stadium.

Trainer-owned Pokemon Stats
---------------------------
All trainer-owned Pokemon have 0 Stat Experience and 8 DVs in every stat,
except Attack in which they have 9 DVs. Therefore, it is very easy to work out
an enemy Pokemon's stats via stat calculation--for more details (as well as
information on Stat Experience and DVs) see section M03; 'Stat Calculation'.
_________________________________________________

[M02] Status Effects
_________________________________________________

Status effects are negative conditions that your Pokemon can be affected with
when in battle. There are two types of status and for lack of an official name
I shall call them 'major' effects and 'minor' effects. Their differences are as
follows.
_______________________________________________________________________________
'Major' effects                          'Minor' effects
-------------------------------------------------------------------------------
- Linger until they are cured. Sleep     - Are removed when the Pokemon
  will be cured after a number of turns    switches or the battle ends.
  spent in battle.
- Are not stackable; only one major      - Are stackable; a Pokemon can be
  effect can be on a Pokemon at any        affected by one major effect and
  one time, granting them full             multiple minor effects at any one
  immunity to any further major effects    time.
  until the original major effect is
  cured.
- Are shown in your Pokemon's status     - Are not shown in your Pokemon's
  display with an abbreviation.            status display.
_______________________________________________________________________________

A note on secondary effects
---------------------------
Secondary effects are the effects of moves that may happen with a given
percentage chance. e.g. when Ice Beam says 'Freezes target (10%)', that means
that the Freezing chance of 10% is the secondary effect. This is important to
note because in RBY, a Pokemon is immune to any secondary effects caused by
moves of its own type. In this example, a Cloyster (Ice and Water type) would
be immune to the secondary Freezing effect of Ice Beam, since Cloyster is part
Ice type itself.

Secondary effects are not just limited to status effects. Some secondary
effects include dropping the opponent's stats as well, so bear that in mind.

Stadium Differences
-------------------
In Pokemon Stadium, statuses might work slightly differently. Universally, Haze
cures all status effects--both yours and your opponent's--and Substitute will
protect against all status effects.

Status Effects
--------------
These are the status effects of Pokemon. All 'major' status effects have their
in-game abbreviation next to their name. 'Minor' status effects do not have
abbreviations, so you can differentiate between the two.
__________

Burn (BRN)
__________

A Pokemon under burn status loses 1/16th of its max HP after each turn, rounded
down. If a Pokemon has less than 16HP, it loses 1HP per turn. In addition, that
Pokemon's Attack is redueced by 50% (after applying any current modifiers on
Attack, e.g. Growl). To negate this latter effect, burn must first be cured
*and* the Pokemon must switch out and back in.

Alternatively, Attack stat boosting moves such as Swords Dance negate this
effect. For example, a burnt Pokemon with an Attack of 200 originally would now
only have 100, but Swords Dancing would negate this effect and bring the
Pokemon's attack to 400. However, subsequently lowering the stat modification--
via Growl, for instance--will reinstate the Attack drop. Lastly, critical hits
ignore the burn modifier.

If a Pokemon is inflicted with burn on the turn it switches in, it will only be
affected by the HP loss if it is slower than the opponent. If a burnt Pokemon
knocks out an opponent, they will not lose HP for that round.

Using Haze will nullify the Attack drop until the burnt Pokemon switches out
and back in again. Substitute blocks secondary and thus all Burns. Since Burn
can only be caused by a secondary effect of moves and all burning moves are of
the Fire type, Fire type Pokemon are immune to burn.

In-game: Modifying a Pokemon's Attack stages will negate the Attack-reducing
effect of burn.

Stadium: When a burn is inflicted, the reduced Attack remains in effect until
burn is cured and stacks with other modifiers, so you do not need to switch out
after curing to negate the drop. Thus, a burnt 100 Attack Pokemon would have 50
Attack and Swords Dancing would bring it back to 100. Using Haze cures burn.
Also, burn damage will not occur on the switch-in turn.

Causes: Ember (9.8%), Fire Blast (29.7%), Fire Punch (9.8%), Flamethrower
(9.8%).
Cures: Burn Heal, Full Heal, Rest, opponent's Haze, Haze (Stadium).
_________

Confusion
_________

A confused Pokemon will attack itself instead of the opponent 50% of the time.
The Pokemon will not use one of its four moves; it will instead use a 40 base
power, typeless, non-critical hit, non-random (i.e. the random number in the
damage forumla is 255) unSTABed move which uses no PP. The damage is based on
the Attack and Defense stats of the Pokemon, since the confusion damage is
physical. Confusion damage ignores the Defense boost granted by Reflect.

Confusion lasts between 1 to 4 turns inclusive, but this does not take into
account turns spent flinching, asleep, fully paralysed, frozen, partially-
trapped or recharging Hyper Beam. In addition, all multi-turn moves except Rage
and Hyper Beam will be cancelled mid-sequence if the user hits itself in
confusion.

A substitute will block primary confusion (i.e. moves that deal no damage and
only inflict confusion). Haze will cure the user of confusion. If a Pokemon
hits itself in confusion in the charge up turn for Dig or Fly, that Pokemon
will remain that semi-invulnerable state until it switches out or uses Dig/Fly
again. All its moves will be available for use still.

Stadium: A substitute will block all but self-inflicted confsuion.

Causes: Confuse Ray, Confusion (9.8%), Petal Dance (self-inflicted), Psybeam
(9.8%), Supersonic, Thrash (self-inflicted).
Cures: Wait it out, switch Pokemon, end battle, Haze.
______

Flinch
______

A Pokemon can only be affected by a flinch if moves second in a round. A
flinched Pokemon cannot perform its selected move on its turn. A substitute
will protect Pokemon from being flinched. Being flinched cancels the recharge
turn required for Hyper Beam, but does not interrupt the sequences of Petal
Dance/Thrash, multi-turn moves and confusion duration.

Causes: Bite (9.8%), Bone Club (9.8%), Headbutt (29.7%), Hyper Fang (9.8%),
Rolling Kick (29.7%), Stomp (29.7%).
Cures: None, since the next turn starts immediately afterwards, by which time
flinch's effects will be gone.
____________

Freeze (FRZ)
____________

A frozen Pokemon becomes immobile and cannot use any moves. In later
generations, a frozen Pokemon will eventually thaw but this does not hold true
for RBY, making it totally broken. In competitive play there is usually a
Freeze clause, meaning that only *one* of the opponent's Pokemon can be frozen
at any point in the battle or you will be disqualified.

A frozen Pokemon can only defrost by geting hit with a Fire type move or Haze.
If a Pokemon uses Hyper Beam and gets frozen before it can recharge, then
thawed out via Haze, that Pokemon will be TOTALLY immoble--even unable to
switch--until it faints.

If a Pokemon thaws out via Haze or being the target of a Fire type move and it
is slower than the opponent, it will automatically attack with its last
selected move. If this is not applicable or the Pokemon has since switched out
and back in, the topmost move is chosen instead. Because the move is
automatically selected in this case, a glitch occurs if the move has 0PP left--
it will still be used and the current PP will roll over to 63. In addition, the
move will now have Max PP as though three PP Ups had been applied to it.

Since Freeze can only be caused by a secondary effect of moves and all freezing
moves are of the Ice type, Ice type Pokemon are immune to freeze and a
substitute will block the Freeze status.

Stadium: You get to select a move each turn, meaning that if you thaw and are
slower than the opponent, you will automatically attack with your last selected
move.

Causes: Blizzard (9.8%), Ice Beam (9.8%), Ice Punch (9.8%).
Cures: Ice Heal, Full Heal, get hit by a Fire-type move, opponent's Haze.
__________

Leech Seed
__________

See the move entry for Leech Seed in section L04; 'Movedex +' for the full
story.

Causes: Leech Seed
Cures: Switch Pokemon, end battle, opponent's Haze.
_______________

Paralysis (PAR)
_______________

When under Paralysis status, a Pokemon will have a 25% chance to become fully
paralysed on each of its subsequent turns, which renders it immobile for that
turn only. A paralysed Pokemon's Speed stat is also set to 25% of its current
value (after applying any current modifiers on Speed, e.g. String Shot). To
negate this latter effect, Paralysis must first be cured *and* the Pokemon must
switch out and back in.

Alternatively, Speed stat boosting moves such as Agility negate this speed-
dropping effect. For example, a Pokemon with 100 Speed that has been paralysed
would now have only 25 Speed, but if that Pokemon used Agility (which doubles
Speed), the paralysis speed-lowering effect would be negated and the Pokemon
would have 200 Speed. However, subsequently lowering the stat modification--via
Bubble, for instance--will reinstate the Speed drop.

Using Haze will nullify the Speed drop until the paralysed Pokemon switches out
and back in again. If a Pokemon becomes fully paralysed in the charge up turn
for Dig or Fly, that Pokemon will remain that semi-invulnerable state until it
switches out or uses Dig/Fly again. All its moves will be available for use
still.

In-game: Modifying a Pokemon's Speed stages will negate the Speed-reducing
effect of paralysis.

Stadium: The Speed reducing effect remains until the Pokemon is cured, stacking
with other Speed modifiers (so a Pokemon with 100 Speed that is Paralyzed and
has used Agility will still have 100 Speed). When the Pokemon is cured, the
Speed drop will be negated. Using Haze cures paralysis and a substitute will
protect the user from paralysis.

Causes: Body Slam (29.7%), Glare, Lick (29.7%), Stun Spore, Thunder (9.8%),
Thunder Wave, Thunderbolt (19.8%), ThunderPunch (9.8%), ThunderShock (9.8%).
Cures: Parlyz Heal, Full Heal, Rest, opponent's Haze, Haze (Stadium).
____________

Poison (PSN)
____________

A poisoned Pokemon loses 1/16th of its Max HP (rounded down) at the end of each
turn. If a Pokemon has less than 16HP, it loses 1HP per turn. Poison type
Pokemon are immune to poison.

If a Pokemon is inflicted with poison on the turn it switches in, it will only
be affected by the HP loss if it is slower than the opponent. If a poisoned
Pokemon knocks out an opponent, they will not lose HP for that round.

In-game: If the poison effect lingers after battle, the Pokemon affected will
take 1HP damage for every four steps the player takes until it is cured.
Pokemon can faint as a result of out-of-battle Poison. Resetting the game will
reset the number of steps taken back to zero.

Stadium: Pokemon do not take poison damage upon switching in. Using Haze cures
posion.

Causes: Poison Gas, Poison Sting (19.8%), PoisonPowder, Sludge (29.7%), Smog
(39.8%), Twineedle (19.8%).
Cures: Antidote, Full Heal, Rest, opponent's Haze, Haze (Stadium).
___________

Sleep (SLP)
___________

Under sleep status, a Pokemon is unable to attack. In RBY, a Pokemon cannot
wake up and attack on the same turn, meaning that a faster opponent can send
you right back to sleep. Sleep lasts between 1 and 7 (!) turns inclusive,
except for Rest, which always lasts one turn. In competitive play there is
usually a Sleep Clause, meaning that only *one* of the opponent's Pokemon can
be asleep at any point in the battle or you will be disqualified. This rule
does not apply for self induced sleep via Rest.

Being asleep cancels the recharge turn required for Hyper Beam, but does not
interrupt the sequences of Petal Dance/Thrash, multi-turn moves and confusion
duration.

Stadium: Sleep lasts 1-3 turns. Substitute will totally protect the user from
being put to sleep.

Causes: Hypnosis, Lovely Kiss, Rest (self-inflicted), Sing, Sleep Powder,
Spore.
Cures: Wait it out, Awakening, Full Heal, Poke Flute (both Pokemon), opponent's
Haze.
__________________

Toxic Poison (PSN)
__________________

Works in the same way as poison. The 'badly' poisoned Pokemon will lose 1/16th
of its Max HP (rounded down) at the end of the first turn, then 2/16ths on the
next turn, then 3/16ths, 4/16ths... etc. If the amount of HP lost would be less
than 1, it becomes 1 instead. Poison type Pokemon are immune to bad poison.

It will revert to normal poison status if the affected Pokemon switches out and
back in or the battle finishes. Can also be used in tandem with Leech Seed to
increase damage per turn (see the move entry for Leech Seed in section L04;
'Movedex +'). Curing bad poison within a battle will not reset the damage
multiplier--if you get badly poisoned again, the damage will continue at
whichever rate it left off from.

Apart from the cumulative nature of its effects and the means by which it is
removed, bad poison is functionally identical to normal poison.

In-game: Similar to poison.

Stadium: Similar to poison.

Causes: Toxic
Cures: Antidote, Full Heal, Rest, switch Pokemon (reverts to normal poison),
end battle (reverts to normal poison), opponent's Haze, Haze (Stadium).
_________________________________________________

[M03] Stat Calculation
_________________________________________________

Stat Calculation
----------------
As you are probably well aware, your Pokemon's battle prowess is largely
determined by their stats, which are:

HP             The highest possible current HP value of your Pokemon. Current
               HP ranges from 0 to the Pokemon's HP stat (often referred to as
               Max HP). If Current HP = 0, the Pokemon faints and cannot be
               used in battle. Field HM-usage is still fair game, however.
Attack (Atk)   How much damage your Pokemon deals with physical type attacks -
               Bug, Fighting, Flying, Ghost, Ground, Normal, Poison and Rock.
Defense (Def)  How much damage is reduced from physical type attacks.
Speed (Spe)    The Pokemon with a higher Speed stat acts first in a turn (if no
               priority modifications are in play).
Special (Spc)  How much damage your Pokemon deals with special attacks *and*
               how much damage is reduced from special attacks--Dragon,
               Electric, Fire, Grass, Ice, Psychic and Water.

The stats of your Pokemon are determined by the following formulae.

For HP:

HP = int((2*B + 2*D + min(int((int(sqrt(max(S - 1,0))) + 1)/4),63))*L/100) + L
+ 10.

For Atk, Def, Spe and Spc:

Stat = int((2*B + 2*D + min(int((int(sqrt(max(S - 1,0))) + 1)/4),63))*L/100) +
5.

L  Level of your Pokemon.
B  The base stat of the Pokemon for that stat, as found in my Pokedex.
D  The DV value of that Pokemon for that stat, see below for explanations.
S  The Stat Experience total of that Pokemon for that stat; again, see below.

Base Stats
----------
Base stats are set in stone among a species. Every Venusaur has 100 base
Special for example, and you can find every Pokemon's base stats in my Pokedex
here. The higher the base stat, the more proficient in that area that Pokemon
is statisically. Here is a rough guideline to what the values mean:
_________________
Stat  Ranking
-----------------
<50   Abysmal
 65   Poor
 80   Average
 95   Good
110   Brilliant
125   Amazing
140+  Godly
_________________

I've also added 'BST' to my Pokedex, which stands for Base Stat Total. This is
simply the stats added up and is a crude way of judging a Pokemon's overall
strength. I say crude because the stats may not be ideally placed, or the
Pokemon may have a terrible typing or movepool. Mewtwo's BST is the highest at
590 (!), but most Pokemon flounder at around 400.

Determinant Values (DV)
-----------------------
Determinant values are what make each Pokemon within a species fairly unique.
For each stat, a Pokemon has a hidden value known as the DV, which is set as
soon as you encounter it. This value ranges from 0 to 15 and cannot be changed
once it is set, except by using a cheat cartridge.

How exactly it affects your stat is shown in the above formula. It measures a
Pokemon's stat 'potential', because the higher the DV, the better the stat will
be. Only a Pokemon with a DV of 15 in its stat can reach the highest maximum in
that stat.

At L50, each DV is worth one stat point. At L100, each DV is worth two points.

Let's take an example. Assume we have a L100 Venusaur with a DV of only 7 in
his Special stat. In general, Venusaur's max Special stat is 298, but that is
assuming he has a DV of 15. With a DV of 7, we conclude that this particular
Venusaur's potential max Special is merely 282. How?

Since we have Max Special stat is 298, but the DV is only 7, we minus *two*
points for each lost DV, since Venusaur is L100. We lose 8 DVs, so

298 - 8 * 2 = 298 - 16 = 282.

Each DV is randomly assigned upon encounter except HP. The HP DV is determined
by the other stat DVs and can be found like so:

- Start with HP DV = 0.
- If the Attack DV is odd, then add 8 to the HP DV, or 0 otherwise.
- If the Defense DV is odd, then add 4 to the HP DV, or 0 otherwise.
- If the Speed DV is odd, then add 2 to the HP DV, or 0 otherwise.
- If the Special DV is odd, then add 1 to the HP DV, or 0 otherwise.

Thankfully, we find it is certainly possible to have a Pokemon with 15 DVs
across the board. But what are the chances?

Well, the chance of getting a perfect DV in one stat is 1/16, since it can take
any value between 0 and 15 inclusive. Take that to the power of 4 (we only need
calculate it for four stats; if Atk, Def, Spe and Spc are all 15, HP must be 15
also) to find the chance. Hence,

Chance of getting a maxgene Pokemon = (1/16)^4 = 1/65536.

On average, you'll need to capture 65536 Pokemon to have one with perfect DVs
(also known as a maxgene Pokemon). Good luck!

To work out a Pokemon's DVs (which you will want to do to work out its
potential as a competitive battler), you simply fill in all the other
undetermined values in the formula. You'll notice that the higher a Pokemon's
level, the easier it is to determine their DVs. There are also many good DV
calculators out there, which will work the DVs out for you once you enter the
relevant data.

- Example
I have a L31, freshly caught (i.e. no stat experience) Seel with a Special stat
of 56 and I want to work out how many DVs it has. I input the known values into
the formula above and isolate D to work out the Special DV.

- Stat = 56: Seel's Special stat.
- L    = 31: Seel's Level.
- B    = 70: Seel's base Special stat is 70; I looked it up in my Pokedex.
- S    = 0:  Freshly caught Pokemon do not have any stat experience.

Thus,

Stat = int((2*B + 2*D + min(int((int(sqrt(max(S - 1,0))) + 1)/4),63))*L/100) +
5 implies that
56 = int((2*70 + 2*D + min(int((int(sqrt(max(0 - 1,0))) + 1)/4),63))*31/100) +
5
= int((140 + 2*D + min(int((0 + 1)/4),63))*31/100) + 5
= int((140 + 2*D + min(int(1/4),63))*31/100) + 5
= int((140 + 2*D + 0)*31/100) + 5
= int((4340 + 62*D)/100) + 5
= int(43.4 + 0.62*D) + 5
implies that
51 = int(43.4 + 0.62*D).

This is where it gets a bit fuzzy. 43.4 + 0.62*D can be anywhere from 51 to
51.9999... and the formula will work. Hence, we must work out the minimum and
maximum values of D. D can only be a whole number and we require
51 <= 43.4 + 0.62*D < 52,
7.6 <= 0.62*D < 8.6, (- 43.4 from all)
~12.26 <= D < ~13.87. (divide by 0.62)

D must be a whole number and the only number that fits is 13. Huzzah! Seel has
a Special DV of 13. Admittedly, the formula loses its appeal when you have to
do it four times over for a single Pokemon and it doesn't always give you an
exact answer. Sometimes, two or three whole numbers fit the result, so you have
to level your Pokemon up and rerun the numbers. Still, if you love maths and
hate online calculators, it's always an option.

It's worth remembering that if you want to Google an online DV calculator, you
should be sure that your calculator is designed for Red, Blue, Yellow, Gold,
Silver or Crystal versions. Ruby/Sapphire onwards use a different system and
will give you skewed numbers.

Stat Experience
---------------
When you defeat a Pokemon in battle, your Pokemon gains Exp. to boost its
level. However, you also get hidden Stat Experience that slowly begins to
increase your stats on the sly. This is why levelling by fighting is much
better than levelling by Rare Candies.

Calculating how much Stat Experience you get from a Pokemon is easy. Each stat
for your Pokemon (HP, Atk, etc.) has a Stat Experience pool which starts at
zero. Each time you defeat a Pokemon, you get Stat Experience equal to the
defeated Pokemon's base stats, for their respective stat pools on your Pokemon.

This is totally regardless of the opponent's level. A L2 Rattata and a L100
Rattata will both surrender 30 HP, 56 Atk, 35 Def, 72 Spe and 25 Spc Stat
Experience to your Pokemon, since those are its base stats. Naturally, this
would take a while, but you can use vitamins to speed this process up.

Vitamins boost stat experience by 2560 for its corresponding stat (Protein for
Attack, Iron for Defense, etc.), up to a maximum of 25600 points. If adding
2560 to your stat experience would take the total past 25600, then only enough
is added to be at exactly 25600. Thus, the most vitamins you can use per stat
is 10.

The Stat Experience value maxes out at 65535, so your Pokemon have a long way
to go. However, because of the way the game's data is stored, the formula

min(int((max(int(sqrt(S - 1)),0) + 1)/4),63)

can never give us any more than 63 Stat Points. Hm. So what's the minimum
amount of Stat Experience necessary to get the maximum 63 stat points? With a
little rounding involved (you can plug the result back in to ensure its
accuracy), we see that we want

(sqrt(S - 1) + 1)/4 >= 63,
sqrt(S - 1) + 1 >= 252,
sqrt(S - 1) >= 251,
S - 1 >= 251^2,
S >= 251^2 + 1,
S >= 63001 + 1,
S >= 63002.

So, since 63 extra points per stat is the max bonus you can get from Stat
Experience, it is only necessary to get 63002 Stat Experience per stat to max
it out, shaving a cool 2533 points off what the game would like us to obtain.

If we get 25600 per stat from vitamins and we only need 63002, then we only
need to grind out 37402 points per stat manually, or about 20 Elite Four
runthroughs per Pokemon. Hm. Maybe you'd be better off Sharking your perfect
'Mons...

Competitive Battling
--------------------
When battling in a competitive environment, the Pokemon will pretty much always
have everything maxed out; Level, DVs and Stat Experience. Thus, to calculate
their absolute max stats, we get:

For HP:

HP = int((2*B + 2*D + min(int((max(int(sqrt(S - 1)),0) + 1)/4),63))*L/100) + L
+ 10 =
= int((2*B + 2*15 + min(int((max(int(sqrt(65535 - 1)),0) + 1)/4),63))*100/100)
+ 100 + 10
= int((2*B + 30 + min(int((int(sqrt(65534)) + 1)/4),63))*1) + 110
= int((2*B + 30 + min(int((255 + 1)/4),63))) + 110
= int((2*B + 30 + min(64,63))) + 110
= int(2*B + 30 + 63) + 110
= 2*B + 203.

For Atk, Def, Spe and Spc:

Stat = int((2*B + 2*D + min(int((max(int(sqrt(S - 1)),0) + 1)/4),63))*L/100) +
5
= 2*B + 30 + 63 + 5
= 2*B + 98.

For those who find the maths a bit intimidating, the short version is that a
Pokemon's max stat is its base stat * 2 + 98 or its base stat * 2 + 203 for HP.

When are Stats Calculated?
--------------------------
Good question, figment of my imagination. It would nice to imagine that the
game keeps an accurate record of your stats, but unfortunately this is not the
case. If you look above, you might notice that there is one 'static' variable
in that formula--DVs, which never change--and three 'dynamic' variables--Base
Stats which change upon evolution; Level which changes as you, er, level up;
and Stat Experience, which changes upon, well, gaining Stat Experience.

The game re-calculates your Pokemon's stats when one of the following things
happens:
- Level Up
- Evolve
- Use a vitamin
- Withdraw from PC

As you can see, two of our 'dynamic' variables are taken care of; Level and
Base Stats, which are re-calculated the instant they change. Stat Experience,
however, is not constantly re-calculated--only when you use a vitamin but NOT
when you battle normally--meaning that if you gain a bunch of Stat Experience
without doing one of the above four things, your stats still won't reflect this
change.

This could become problematic for L100 Pokemon, as the first two options are
then out-of-bounds (unless it's a Stone-induced or trade-induced evolution).
Luckily, you can always deposit a Pokemon in the PC, then withdraw it again
instantly to get its 'true' stat values. This is fondly known by gamers as 'The
Box Trick'.
_________________________________________________

[M04] Stat Modifiers
_________________________________________________

When you were young and foolish, you thought stat modifying moves--Swords
Dance, Amnesia and Agility, for example--were for losers. This section is here
to prove you wrong and show you exactly what the game means when it says 'X's
Speed greatly rose!'

In the Movedex, when I talk about a stat being risen by one 'stage', for
example, this is what I am referring to. When a Pokemon is sent into battle,
each stat starts at 'stage' zero. All stats except HP can be raised or lowered
by one or two stages at a time--given you use the correct moves--up to a
minimum of -6 stages or a maximum of +6 stages. Each stage multiplies that
corresponding stat by the following amounts:
___________________________________________________________________________
Stage     -6    -5    -4   -3   -2    -1    0   +1   +2   +3   +4   +5   +6
---------------------------------------------------------------------------
Value    2/8   2/7   2/6  2/5  2/4   2/3  2/2  3/2  4/2  5/2  6/2  7/2  8/2
Approx  0.25  0.29  0.33  0.4  0.5  0.67    1  1.5    2  2.5    3  3.5    4
___________________________________________________________________________

Moves which affect the Stat Modifier
------------------------------------
Any moves which lower stats are used against the enemy and any which raise
stats are used on yourself. Rage gets +1 Attack every time the user is hit by
the foe. For more information, check out the Movedex. Also, whenever the text
says 'X's [stat] *greatly* rose/fell', it means that the stat has risen/fallen
by two stages. If there is no 'greatly', then it only means one stage.

Attack:   Aurora Beam -1, Growl -1, Meditate +1, Rage +1, Sharpen +1,
          Swords Dance +2.
Defense:  Acid -1, Acid Armor +2, Barrier +2, Defense Curl +1, Harden +1,
          Leer -1, Screech -2, Tail Whip -1, Withdraw +1.
Speed:    Agility +2, Bubble -1, BubbleBeam -1, Constrict -1, String Shot -1.
Special:  Amnesia +2, Growth +1, Psychic -1.

Stat Limit
----------
It is important to note that no stat can pass beyond 999 by using modifiers.
For example, a max stat Mewtwo has no need to use Amnesia (Spc +2) more than
twice, for it has 406 Special. One Amnesia rockets it to 812 Special and
another takes it to 999. That's as far as it goes. Check out the damage
formula, two sections below, for the correct way to implement this maximum into
damage calculations.

Cancelling Stat Modifiers
-------------------------
Stat modifiers are reset to zero if either Pokemon uses Haze or the affected
Pokemon switches out or is KOed.

Stat Modifier Glitch
--------------------
Having *any* stat lowered will reset all other stats to stage zero temporarily.
However, if the stat that got reset is boosted again, it will return to its
correct value. For example, if Psyduck uses Amnesia for a +2 Special Boost and
gets hit by Growl for a -1 Attack drop, Psyduck's Special stage will be reset
to zero. However, if Psyduck then uses Amnesia again, it will correctly
calculate as having a +4 Special boost (along with the -1 Attack drop from
before).
_________________________________________________

[M05] Accuracy and Evade
_________________________________________________

Accuracy Algorithm
------------------
If R < int(int(B*A)/E), the move connects. If not, the move misses.

R  A random number between 0 and 255 inclusive.
B  The Base Accuracy of the move you are using, see below.
A  Your Accuracy modifier, see below.
E  Your foe's Evade modifier.

You might have noticed that, despite your favourite move being nearly 100%
accurate, it occasionally misses. The problem lies in that the random number
must be *strictly* less than the Accuracy of the move. A '100%' accurate move
has the value of 255. A random number is pulled and it must be strictly less
than 255. However, there is a 1/256 chance that the number *is* 255, meaning
there is a 1/256 chance for any '100%' accurate move to miss.

This 1/256 quirk applies to all accuracy values, meaning that a '75%' accurate
move is only 191/256ths accurate, or ~74.6% accurate, for example.

Base Accuracy
-------------
Each move has a set 'accuracy' that I have provided for you in my Movedex. The
Base Accuracy of a move is determined as a number between 0 and 255 inclusive.
For example, a move listed in my Movedex as 74.6% accurate move has a Base
Accuracy of 191. You can see it in the conversion chart below:
___________________________________________________________________________
Accuracy  29.7% 54.7% 59.8% 64.7% 69.5% 74.6% 79.7% 84.4% 89.5% 94.5% 99.6%
Base         76   140   153   165   178   191   204   217   229   242   255
___________________________________________________________________________

To find the true accuracy of the move, take the Base Accuracy and divide by
256.

Accuracy and Evade Modifiers
----------------------------
The Accuracy and Evade modifiers work in a similar manner to the stat modifiers
in the previous section. To recap, a Pokemon freshly sent into battle will have
their Accuracy and Evade modifiers both at stage zero. Certain moves can raise
or lower this stage by one, up to a minimum of -6 stages or a maximum of +6
stages. The lower your Accuracy modifier, the less likely you are to hit and
the higher your Evade, the less likely you are to *be* hit.
___________________________________________________________________________
Stage     -6    -5    -4   -3   -2    -1    0   +1   +2   +3   +4   +5   +6
---------------------------------------------------------------------------
Value    2/8   2/7   2/6  2/5  2/4   2/3  2/2  3/2  4/2  5/2  6/2  7/2  8/2
Approx  0.25  0.29  0.33  0.4  0.5  0.67    1  1.5    2  2.5    3  3.5    4
___________________________________________________________________________

Thus, if your Accuracy is lowered by two stages, substitute A = 2/4 into the
Accuracy Formula. If your foe's Evade is raised by, say, 4 stages, then
substitute E = 6/2.

- Moves affecting Accuracy and Evade modifiers:
You can lower your foe's Accuracy and raise your own Evade. In RBY, there is no
way to raise your own Accuracy or lower your foe's Evade.

Accuracy: Flash -1, Kinesis -1, Sand-Attack -1, SmokeScreen -1.
Evade:    Double Team +1, Minimize +1.

Cancelling Accuracy and Evade Modifiers
---------------------------------------
Accuracy and Evade modifiers are reset to zero if either Pokemon uses Haze or
the affected Pokemon switches out or is KOed.

Stat Modifier Glitch
--------------------
Having *any* stat lowered will reset all other stats to stage zero temporarily.
However, if the stat that got reset is boosted again, it will return to its
correct value. For example, if Psyduck uses Double Team for a +1 Evade boost
and gets hit by Growl for a -1 Attack drop, Psyduck's Evade stage will be reset
to zero. However, if Psyduck then uses Double Team again, it will correctly
calculate as having a +2 Evade boost (along with the -1 Attack drop from
before).

Chance of Hitting
-----------------
We see that R < int(int(B*A)/E) implies an accurate hit, as seen above. Okay,
but this isn't exactly a nice formula, is it? So we work with something a bit
more managable--what are the chances of R being strictly less than int(int
(B*A)/E), thus scoring us our accurate hit?

Well, the chace of R being strictly less than int(int(B*A)/E) is precisely

int(int(B*A)/E)/256.

Consider that R takes a possible 256 values, namely 0...255. Then the chance
that R is strictly less than n is n/256. For example, if n = 102, then R has to
be 0...101 to hit, which is a total of 102 values out of a possible 256.

Thus, we have our formula:

Overall Accuracy = int(int(B*A)/E)/256.

Example
-------
Say I have a Rhydon with Rock Slide, an 89.5% accurate move. Rhydon has had
Flash used against him twice, lowering his Accuracy stage to -2, and his foe
has used Double Team three times, raising his Evade to +3. Thus our values for
our formula are:

- B = 229: The Base Accuracy value for a 74.6% accurate move.
- A = 2/4: Rhydon's Accuracy modifier is -2.
- E = 5/2: The foe's Evade modifier is +3.

So what are Rhydon's chances of hitting his elusive foe?

Overall Accuracy = int(int(B*A)/E)/256
= int(int(229*2/4)/(5/2))/256
= int(int(114.5)/2.5)/256
= int(114/2.5)/256
= int(45.6)/256
= 45/256
~= 17.58%.
_________________________________________________

[M06] The Damage Formula
_________________________________________________

I'm not going to try to attempt to teach mathematics here, since that's
probably beyond my capability. If maths isn't your strong suit, I'd advise you
to do something else with your time.

Let

Attack (A) = min(int(int(int(O*M)*B)*E),999)

where

O  Original Attack/Special stat of the attacking Pokemon, depending on the
   type of the move used:
   Physical--Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock.
   Special--Dragon, Electric, Fire, Grass, Ice, Psychic, Water.
M  Application of any stat modifiers as seen in section M04 above, such as
   Swords Dance or Amnesia.
B  Badge bonus. If in cartridge in-game battles, this is equal to 1.125 if
   using a physical attack while in possession of the BoulderBadge, or equal to
   1.125 if using a special attack while in possession of the VolcanoBadge, 1
   otherwise.
E  Burn modifier. 0.5 if the attacking Pokemon is under BRN status and uses a
   physical attack, 0.5 if the attacking Pokemon has been cured of BRN status
   but hasn't switched out since it has been cured and it is using a physical
   attack, 1 if the attacking Pokemon has used an Attack boosting move like
   Swords Dance since it's been on the field, 1 otherwise.

If a critical hit is scored while attacking, the original Attack stat remains
unmodified by M, B and E (i.e. M, B and E are all equal to 1).

Let

Defense (D) = min(int(int(int(O*M)*B)*K),999)

where

O  Original Defense/Special stat of the defending Pokemon, depending on the
   type of the move used:
   Physical--Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock.
   Special--Dragon, Electric, Fire, Grass, Ice, Psychic, Water.
M  Application of any stat modifiers as seen in section M04 above, such as
   Acid Armor or Amnesia.
B  Badge bonus. If in cartridge in-game battles, this is equal to 1.125 if the
   opponent is using a physical attack while you are possession of the Soul
   Badge, or equal to 1.125 if the opponent is using a special attack while you
   are in possession of the VolcanoBadge, or 1 otherwise.
K  Self-KO modifier. 0.5 if the attacking Pokemon uses Selfdestruct or
   Explosion, 1 otherwise.

If a critical hit is scored while attacking, the original Defense stat remains
unmodified by M and B (i.e. M and B and are equal to 1).

If, after calculating A and D, either or both is strictly greater than 255,
then both A and D are divided by four, rounded down and reduced mod 255.
Example: 349 is greater than 255, so 349 becomes int(349/4) mod 255 = 87.

From what I can gather, the RBY damage formula looks something like this:

int(int(int((min(int(int((int((L*C mod 256)*0.4) + 2)*min(int(A*B),1)*P/min(int
(D*E),1))/50),997) + 2)*S)*T)*R/255)

where

L  Level of the attacking Pokemon.
C  Critical hit modifier: 2 if a critical hit is scored, 1 otherwise.
A  Attack/Special value of the attacking Pokemon dependant on move type as
   described above. To calculate A, please see above.
B  0.25 if Reflect (for physical attacks) or Light Screen (for special attacks)
   is up on the opponent, 1 otherwise. Yes, it quarters your Attack, but it
   also halves the opponent's Defense, for some reason.
P  Base power of the attacking move.
D  Defense/Special value of the defending Pokemon, see above.
E  0.5 if Reflect (for physical attacks) or Light Screen (for special attacks)
   is up on the opponent, 1 otherwise.
S  Same-Type-Attack-Bonus (STAB). 1.5 if the attacker uses a move of the same
   type as itself, 1 otherwise.
T  The type effectiveness of the move; super effective = 2, neutral = 1, etc.
   as seen in the Type Effectiveness Chart.
R  A randomly determined number between 217 and 255. R is always 255 if the
   formula up to this point is strictly greater than 767.

Let's run an example:

In my theoretical battle, I own a L100 Rhydon with max stats, because I love
Rhydon. Here are Rhydon's max stats:

HP: 413, Atk: 358, Def: 378, Spe: 178, Spc: 188.

Let's assume I'm up against a pesky L100 max stat Charizard, whose stats are:

HP: 359, Atk: 266, Def: 254, Spe: 298, Spc: 268.

Then our theoretical battle might play out like this:

Charizard has a higher Speed stat, so it will go first. It uses Fire Blast and
gets the burn on my unfortunate Rhydon, but how much damage does it dish out?

We'll calculate Charizard's attack power (A) now:

Attack (A) = min(int(int(int(O*M)*B)*E),999).

- O = 268: Since it's coming off Charizard's 268 Special.
- M = 1:   Charizard hasn't got any stat modifiers.
- B = 1:   No badge bonus, since this is competitive play.
- E = 1:   Charizard isn't burnt.

Attack (A) = min(int(int(int(268*1)*1)*1),999) = 268.

Rhydon's defense power (D) is:

Defense (D) = min(int(int(int(O*M)*B)*K),999).

- O = 188: I'm fending off a Special attack.
- M = 1:   No defense modifiers up.
- B = 1:   No badge bonus since this is competitive play.
- K = 1:   Charizard isn't exploding on me.

Defense (D) = min(int(int(int(188*1)*1)*1),999) = 1.

Since A > 255, we must quarter both A and D, then round them down and reduce by
mod 255. Thus, A = 67 and D = 47.

Then plug it into the formula:

int(int(int((min(int(int((int((L*C mod 256)*0.4) + 2)*min(int(A*B),1)*P/min(int
(D*E),1))/50),997) + 2)*S)*T)*R/255).

- L = 100: Charizard is L100.
- C = 1:   Thankfully, it didn't score a critical hit.
- A = 67:  As seen above.
- B = 1:   No screens in play.
- P = 120: Fire Blast's power is 120.
- D = 47:  My poor Rhydon's defense.
- E = 1:   No screens in play.
- S = 1.5: Charizard is using a Fire move, the same type as itself.
- T = 0.5: Fire isn't very effective against Rock types.
- R = 228: For our example, a random number between 217 and 255 can be 228.

So in our example we have


int(int(int((min(int(int((int((L*C mod 256)*0.4) + 2)*min(int(A*B),1)*P/min(int
(D*E),1))/50),997) + 2)*S)*T)*R/255)
= int(int(int((min(int(int((int((100*1 mod 256)*0.4) + 2)*min(int(67*1),1)*
120/min(int(47*1),1))/50),997) + 2)*1.5)*0.5)*228/255)
= int(int(int((min(int(int((int((100*1 mod 256)*0.4) + 2)*67*120/47)/50),997) +
2)*1.5)*0.5)*228/255)
= int(int((min(int(int((int(100*0.4) + 2)*67*120/47)/50),997) + 2)*1.5)*0.5)*
228/255)
= int(int(int((min(int(int(42*67*120/47)/50),997) + 2)*1.5)*0.5)*228/255)
= int(int(int((min(int(7184/50),997) + 2)*1.5)*0.5)*228/255)
= int(int(int((143 + 2)*1.5)*0.5)*228/255)
= int(int(int(145*1.5)*0.5)*228/255)
= int(int(217*0.5)*228/255)
= int(108*228/255)
= 96.

So there you have it. Charizard does 96 damage with Fire Blast, barely enough
to scratch Rhydon. Even with the random modifier at its max of 255, Charizard
would do 108 damage, 4HKOing Rhydon at best. But say that Fire Blast burns poor
Rhydon. Can Rhydon now defeat Charizard with one Rock Slide?

Attack (A) = min(int(int(int(O*M)*B)*E),999)

- O = 358: Since it's coming off Rhydon's massive 358 Attack.
- M = 1:   Rhydon can't Swords Dance :(.
- B = 1:   No badge bonus, since this is competitive play.
- E = 0.5: Rhydon is burnt, unfortunately.

Attack (A) = min(int(int(int(358*1)*1)*0.5),999) = 179.

Charizard's defense power (D) is:

Defense (D) = min(int(int(int(O*M)*B)*K),999).

- O = 254: Since Charizard is eating a physical attack.
- M = 1:   No defense modifiers up.
- B = 1:   No badge bonus since this is competitive play.
- K = 1:   Rhydon doesn't get Explosion either :(.

Defense (D) = min(int(int(int(254*1)*1)*1),999) = 254.

Then plug it into the formula:

int(int(int((min(int(int((int((L*C mod 256)*0.4) + 2)*min(int(A*B),1)*P/min(int
(D*E),1))/50),997) + 2)*S)*T)*R/255).

- L = 100: Rhydon is L100.
- C = 1:   Assume I don't get a critical hit, since Rhydon is SLOW.
- A = 179: As above.
- B = 1:   No screens in play.
- P = 75:  Rock Slide's power is only 75.
- D = 254: Charizard's Defense.
- E = 1:   No screens in play.
- S = 1.5: Rhydon is a Rock type and so is Rock Slide, so we get STAB.
- T = 4:   Now we're talking. Rock is effective against both Fire and Flying!
- R = 255: Rhydon needs all the help he can get if he's burnt.

So in our example we have

int(int(int((min(int(int((int((L*C mod 256)*0.4) + 2)*min(int(A*B),1)*P/min(int
(D*E),1))/50),997) + 2)*S)*T)*R/255)
= int(int(int((min(int(int((int((100*1 mod 256)*0.4) + 2)*min(int(179*1),1)*
75/min(int(254*1),1))/50),997) + 2)*1.5)*0.5)*228/255)
= int(int(int((min(int(int((int((100*1 mod 256)*0.4) + 2)*179*75/254)/50),997)
+ 2)*1.5)*4)*255/255)
= int(int((min(int(int((int(100*0.4) + 2)*179*75/254)/50),997) + 2)*1.5)*4)*
255/255)
= int(int(int((min(int(int(42*179*75/254)/50),997) + 2)*1.5)*4)*255/255)
= int(int(int((min(int(2219/50),997) + 2)*1.5)*4)*255/255)
= int(int(int((44 + 2)*1.5)*4)*255/255)
= int(int(int(46*1.5)*4)*255/255)
= int(int(69*4)*255/255)
= int(276*255/255)
= 276.

Unfortunately, 276 is not quite Charizard's 359 HP stat. This goes to show that
Burn is a powerful status--Rhydon's gargantuan Attack, STAB and 4x
effectiveness still weren't enough to bring down something with mediocre
defenses, all because of one little status condition. Feel the burn!

Thank you. I hope you learned something there, least of all that Burn is a
killer status for physically orientated Pokemon.

I'm pretty sure it's okay, but let me know if there's a mistake in my maths
somewhere. And yes, we say maths in England, not math.
_________________________________________________

[M07] Critical Hits
_________________________________________________

The algorithm to determine whether you get a critical hit goes like this.

If min(int(int(S/2)*M),255) < R, a critical hit is scored. Otherwise, the
attack does not score a critical hit.

S  The Pokemon's *base* Speed i.e. the value as seen in my Pokedex which cannot
   be altered by status conditions, for example.
M  Move modifier. Starts at 1, then multplied by the following conditions:
   - Focus Energy/Dire Hit is used in RBY *= 0.25 and then rounded down. Yes,
it
     quarters the critical hit rate; this is due to a glitch.
   - Focus Energy/Dire Hit is used in Pokemon Stadium *= 4.
   - Crabhammer, Karate Chop, Razor Leaf or Slash is used *= 8.
R  A random number between 0 and 255 inclusive.

This is how the game works it out, so lets rework it into something more
meaningful which we derive from the above algorithm. If R takes a potential 256
values, 0...255, then we see the chance of getting a critical hit is as
follows.

Crit chance = min(int(int(S/2)*M),255)/256

where S and M are as above.

So, the faster the Pokemon, the better its chances. It ranges from Electrode's
whopping ~27.34% chance to critical hit (140 base Speed) to Snorlax's pitiful ~
5.86% chance (30 base Speed). Also worthy of note is that a Pokemon need only
have greater than 64 base Speed inclusive to ALWAYS critical hit with high
critical hit ratio moves... well, nearly always. The chance of a critical hit
here would be ~99.6%, given that since C must be *strictly* less than R.

Note that critical hits in GSC are set at a base rate of 6.25% and you should
totally ignore RBY mechanics when dealing with Generation II. I would say more
but this is an RBY guide, so look it up elsewhere if you're interested.
_________________________________________________

[M08] Catch Rate Formula
_________________________________________________

Simple Catch Formula
--------------------
If your target Pokemon is in the low HP range (less than 1/2 if you're using a
Great Ball or less than 1/3 for any other Ball) then the chance to catch it is:

Catch% = (S + C + 1)/B

where
B  Ball modifier.
   - Poke Ball = 256.
   - Great Ball = 201.
   - Ultra Ball/Safari Ball = 151.
S  Status modifier.
   - Defending Pokemon is asleep or frozen = 25.
   - Defending Pokemon is poisoned, burnt or paralysed = 12.
   - Otherwise = 4.
C  Defending Pokemon's catch rate, as found in my Pokedex.

Any value above or equal to 100% is a guaranteed catch.

For Mathematicians only!
------------------------
The Catch Formula is actually an algorithm set in RBY (a set of checks
performed by the game), which you can see here. Be aware that the maths is just
a *tad* convoluted.

Determine Successful Catch Algorithm
------------------------------------
Check 1: If the defending Pokemon belongs to a trainer or is the Pokemon Tower
ghost Marowak, that Pokemon is not caught. If not, move on to check 2.

Check 2: If the Master Ball is used, the defending Pokemon is caught. If not,
move on to check 3.

Check 3:
X  Random number generated dependant on Ball type.
   - Poke Ball = random number between 0 and 255 inclusive.
   - Great Ball = random number between 0 and 200 inclusive.
   - Ultra/Safari Ball = random number between 0 and 150 inclusive.
S  Status modifier.
   - Defending Pokemon is asleep or frozen = 25.
   - Defending Pokemon is poisoned, burnt or paralysed = 12.
   - Otherwise = 0.

If X < S, the defending Pokemon is caught. Otherwise, move on to check 4.

Check 4:
C  Defending Pokemon's catch rate, as found in my Pokedex.

If X > S + C, the defending Pokemon is not caught. If X <= S + C, move on to
check 5.

Check 5:
M  Defending Pokemon's Max HP.
G  Great Ball modifier.
   - Great Ball = 8.
   - All others = 12.
H  Defending Pokemon's current HP.
R  Random number between 0 and 255 inclusive.

If min(255,int(int(M*255/G)/max(1,int(H/4)))) < R, the defending Pokemon is not
caught. Otherwise, the Pokemon is caught.

Notice that there's no check for Pokemon using Dig and Fly; this really doesn't
matter and you CAN attempt to catch them while underground/in the air.

Percentage Chance of Capture
----------------------------
X  Random number generated dependant on Ball type.
   - Poke Ball = random number between 0 and 255 inclusive.
   - Great Ball = random number between 0 and 200 inclusive.
   - Ultra/Safari Ball = random number between 0 and 150 inclusive.
B  Ball modifier.
   - Poke Ball = 256.
   - Great Ball = 201.
   - Ultra Ball/Safari Ball = 151.
S  Status modifier.
   - Defending Pokemon is asleep or frozen = 25.
   - Defending Pokemon is poisoned, burnt or paralysed = 12.
   - Otherwise = 0.
C  Defending Pokemon's catch rate, as found in my Pokedex.
M  Defending Pokemon's Max HP.
G  Great Ball modifier.
   - Great Ball = 8.
   - All others = 12.
H  Defending Pokemon's current HP.
R  Random number between 0 and 255 inclusive.

The 'chance' comes from our two random variables. The algorithm first checks
for X--wherever X falls determines whether or not the Pokemon is caught:

                             151 <----- B -----> 256
           0 <--------------- X ---------------> 256
                   S                  S+C
Condition  X < S   |  S <= X <= S + C  |  X > S + C
Result     Caught  |   Maybe caught    |  Not caught

So what are the chances of this happening overall? It will be the chance that X
< S, plus the chances that S <= X <= S + C AND this results in a successful
catch, namely when min(255,int(int(M*255/G)/max(1,int(H/4))))) >= R.

In other words:
Catch Chance = (Chance that X < S) + (Chance that S <= X <= S + C)*(Chance that
min(255,int(int(M*255/G)/max(1,int(H/4)))) >= R).

- Chance that X < S:
S/B.

- Chance that S <= X <= S + C:
The probability that X falls between two values inclusive, say a and b, is
equal to (b - a + 1)/(range of X). Consider that X could take values a, a2, a3,
..., b. That's precisely b - a + 1 values that X could take. Thus, the
probability that S <= X <= S + C is precisely
(S + C - S + 1)/(range of X)
= (C + 1)/B.
However, S + C might be higher than B since S + C can be up to 280. X can never
exceed B, instead giving it B - S + 1 possibilities for the same reasons as
demonstrated above. X would have to take this value if S + C > B, so X will
stop at S + C or B, whichever comes first. Thus, X has min(C + 1,B - S + 1)
possibilities:

min(C + 1,B - S + 1)/B.

- Chance that min(255,int(int(M*255/G)/max(1,int(H/4)))) >= R:
Due to it being greater than or equal to, we have to include the extra +1
possibility that it is *equal* to R, giving us:

(1 + min(255,int(int(M*255/G)/max(1,int(H/4)))))/256.

Thus we have,

(S/B) + (min(C + 1,B - S + 1)/B)*((1 + min(255,int(int(M*255/G)/max(1,int
(H/4)))))/256)
which simplifies to:

Catch% =
(S + min(C + 1,B - S + 1)*((1 + min(255,int(int(M*255/G)/max(1,int
(H/4)))))/256))/B.

As an example, we'll have a 1HP/249 Max HP Sleeping Mewtwo, with an Ultra Ball:

Catch% = (25 + min(3 + 1, 151 - 25 + 1)*((1 + min(255,int(int(249*255/12)/max
(1,int(1/4)))))/256))/151
= (25 + min(4,137)*((1 + min(255,int(5291/max(1,0))))/256))/151
= (25 + 4*((1 + min(255,5291))/256))/151
= (25 + 4*((1 + 255)/256))/151
= (25 + 4*(256/256))/151
= (25 + 4*1)/151
= 29/151
~= 19.21%.

Important Notes about Catching Pokemon
--------------------------------------
1. Status effects add a base chance to any capture.
_____________________________________________
Ball        PSN/PAR/BRN      SLP/FRZ
---------------------------------------------
Poke Ball   12/256 = ~4.69%  25/256 = ~9.77%
Great Ball  12/201 = ~5.97%  25/201 = ~12.44%
Ultra Ball  12/151 = ~7.95%  25/151 = ~16.56%
_____________________________________________

As you can see, using an Ultra Ball with Sleep/Freeze in effect instantly has a
minimum ~16.56% chance of capture. My capture rate with Mewtwo was
~19.21%. If I quickly punch in Mewtwo with full HP, let's have a look what
returns:

Catch% = (25 + min(3 + 1,151 - 25 + 1)*((1 + min(255,int(int(249*255/12)/max
(1,int(249/4)))))/256))/151
= (25 + min(4,137)*((1 + min(255,int(5291/max(1,62))))/256))/151
= (25 + 4*(1 + min(255,85))/256))/151
= (25 + 4*((1 + 85)/256))/151
= (25 + 4*(86/256))/151
= (25 + 344/256)/151
~= 17.45%.

Yippee. So if I chip away all of Mewtwo's health bar 1HP, I get an extra ~1.76%
chance to catch him? Great. So there; status Mewtwo at all costs, because
lowering his health barely does anything. You're probably better off *not*
attacking him at all, but rather using those turns to lob Ultra Balls. Even
better, just reload your save if you don't get him straight away, since,
statisically, you should capture him at full health roughly every one in six
tries if you Sleep or Freeze him.

2. You need only get a Pokemon to a third of its Max HP to have the optimum
chance of catching it or half of its Max HP if you use a Great Ball.

'min(255,int(int(M*255/G)/max(1,int(H/4))))' need not be any higher than 255--
because of the 'min(255 ,' before it, any efforts to raise it above 255 are
wasted. So what does this mean? We want to keep it at or above 255 with minimal
effort. We can't influence our target's Max HP (M), but we can influence its
current HP and the ball we use (G and H), so if we look at and reorganise the
formula as such...

Note: If H < 4 then H = 4, because of 'max(1,int(H/4))'.
We want int(int(M*255/G)/max(1,int(H/4))) >= 255.
Then, with some generous rounding (or else it gets rather difficult),
M*255/G/H >= 63.75,
M*255 >= 63.75*H*G,
M >= 0.25*G*H.

This is a little bit crude since the rounding is ignored, but it's still pretty
accurate. G is either 8 or 12, right? In case of a Great Ball:

M >= 2*H,
H <= M/2.

Yep, you read right. In case you can't see what's happening, by setting a limit
of 255, the game limits how effective HP reduction is. In case of a Great Ball,
you need only get your foe's HP down to halfway or less before *any further HP
reduction is useless*. Yes, that's right--if your foe is below half maximum
health, any further damage to it is USELESS.

Using any other ball, we have G = 12. Thus,

M >= 3*H,
H <= M/3.

Holy moly--using any ball but a Great Ball, there is still *no need to reduce
your foe's health farther than a third of its maximum*. So yes, it's not
necessary to get a foe to 1HP. It's totally pointless. This also allows us to
use a much more simple formula as long as your foe's HP is low enough:

Catch% =
(S + min(C + 1,B - S + 1))/B =
min(S + C + 1, B + 1)/B.

If we get rid of the 'min' function, we see that we may get values over 100%,
but this is fine--we know that values over 100% are definite catches. Hence,

Catch% = (S + C + 1)/B.

3. Great Balls are better than Ultra Balls in certain situations.

Have another look at the catching chance formula:

(S + min(C + 1,B - S + 1)*((1 + min(255,int(int(M*255/G)/max(1,int
(H/4)))))/256))/B.

Notice that 'min(C + 1,B - S + 1)' bit there? It takes the smallest of the two
entries, either C + 1 or B - S + 1, but we want it to be as high as possible.
If C + 1 > B - S + 1, which it can easily be in the case of say Caterpie with C
= 255, then we want B - S + 1 as high as possible, but since they crop up
elsewhere in the formula (we want B low and S high), this seems counter-
productive. If, on a L13 16HP Caterpie at full HP, we use an Ultra Ball and
Sleep, for instance, we're cutting that potential 255 into a measly 127,
resulting in:

Catch% = (S + min(C + 1,B - S + 1)*((1 + min(255,int(int(M*255/G)/max(1,int
(H/4)))))/256))/B
= (25 + 127*((1 + min(255,int(int(16*255/12)/max(1,int(16/4)))))/256))/151
= (25 + 127*((1 + min(255,int(340/max(1,4))))/256))/151
= (25 + 127*((1 + min(255,85))/256))/151
= (25 + 127*((1 + 85)/256))/151
= (25 + 127*86/256)/151
~= 44.81%.

A Poke Ball will get a lower result. But remember that G that was 8 for Great
Balls and 12 for others? Try a Great Ball with no status and see:

Catch% = (S + min(C + 1,B - S + 1)*((1 + min(255,int(int(M*255/G)/max(1,int
(H/4)))))/256))/B
= (202*((1 + min(255,int(int(16*255/8)/max(1,int(16/4)))))/256))/201
= (202*((1 + min(255,int(510/max(1,4))))/256))/201
= (202*((1 + min(255,127))/256))/201
= (202*((1 + 127)/256))/201
= (202*128/256)/201
~= 50.25%.

Yep, an Ultra Ball and status is less effective than a Great Ball with no
status. Of course, either one results in 100% if Caterpie is at low health, but
it always pays to punch the numbers into the formula to test your chances, just
to see what you should be doing. If you play around with it, you'll find that
Great Balls are better used for Pokemon with high catch rates and Ultra Balls
for Pokemon with low catch rates.

Determine Number of Wobbles upon Failed Capture
-----------------------------------------------
If the catch fails, the ball will wobble a certain number of times as an
estimate of the chance the game thinks you have of catching the Pokemon (if you
were to try again under the same circumstances).

C  Defending Pokemon's catch rate, as found in my Pokedex.
B  Ball modifier.
   - Poke Ball = 255.
   - Great Ball = 200.
   - Ultra Ball/Safari Ball = 150.
M  Pokemon's Max HP.
G  Great Ball modifier.
   - Great Ball = 8.
   - All others = 12.
H  Defending Pokemon's current HP.
S  Status modifier.
   - Defending Pokemon is asleep or frozen = 10.
   - Defending Pokemon is poisoned, burnt or paralysed = 5.
   - Otherwise = 0.

If int(C*100/B) > 255, the ball will wobble three times.

If not, the game creates the formula:

Wobble% = int(C*100*min(255,int(int(M*255/G)/max(1,int(H/4))))/255) + S.
______________________________________________
Wobble%   Number of wobbles
----------------------------------------------
  0....9  0 - 'The ball missed the Pokemon!'
 10...29  1 - 'Darn! The Pokemon broke free!'
 30...69  2 - 'Aww! It appeared to be caught!'
70...100  3 - 'Shoot! It was so close too!'
______________________________________________

In other words, if the ball wobbles three times, the game estimates your
chances at between 70 and 100%; twice, it thinks 30 to 69%... etc. Note that
these approximations are made by the game and are not totally accurate
themselves. Also, there is no random factor here, so if the ball wobbles once
and you immediately throw another ball without changing anything (type of ball,
foe's HP, foe's status), you know it will always wobble once if you fail to
capture it. If the ball then wobbles twice, you know you've got it before the
animation even finishes.
_________________________________________________

[M09] Safari Zone Catching Mechanics
_________________________________________________

Ah, the Safari Zone--bane of many. Here, you cannot catch Pokemon by
traditional means. You have four options here: Throw a Rock, throw some Bait,
throw a Safari Ball or Run (which will always succeed). Consider:

C  Defending Pokemon's catch rate, as found in my Pokedex.
B  Bait counter, starts at zero.
R  Rock counter, starts at zero.
S  Pokemon's Speed stat *2.
X  Random number between 0 and 255 inclusive.

- Action: Throw Rock
Double C.
Set B = 0.
Increase R by a random number between 1-5, up to a maximum of 255.

- Action: Throw Bait
Halve C and round it down.
Set R = 0.
Increase B by a random number between 1-5, up to a maximum of 255.

- Action: Throw Ball
Chance of success ~= min(C + 1,152)*86/256/151
(Derived from the formula above for a Pokemon with full HP and using a Safari
Ball. *Approximately* equal since I ignored some rounding, but it should be
accurate enough for our purposes.)

- End of turn:
If B > 0, the Pokemon is eating. Decrease B by 1. Divide S by 4 and round it
down.
If R > 0, the Pokemon is angry. Decrease R by 1. If R becomes zero this way,
then C reverts to its original value. Double S.
If X < S, or the Pokemon's Speed stat is greater than or equal to 128, the
Pokemon will run away.

You'll notice that the best chance you can hope to get is

152*86/256/151 ~= 33.82%,

which is just over once every three tries. No wonder everyone hates the Safari
Zone.
_________________________________________________

[M10] Experience Formulae
_________________________________________________

I've given you some nice easy ones here.

Stat Experience Gained from Battle
----------------------------------
Check section M03; 'Stat Calculation' for the basics of Stat Experience. Your
Pokemon will gain stat experience for EACH stat equal to:

Stat Experience gained per stat = int(B/(N*E))

B  Base Stat of opposing Pokemon, as seen in my Pokedex. The stat used is the
   one you will gain stat experience in.
N  Number of Pokemon who saw the defeated opposing Pokemon and are not fainted.
E  2 if carrying the Exp. All item, 1 otherwise.

If you are carrying the Exp. All item AND the Pokemon saw the defeated opposing
Pokemon and is not fainted, that Pokemon has this formula multiplied by 2.

Example
-------
I am holding the Exp. All, and send my Pokemon, a Magikarp (why not?) into
battle. Somehow, it wins, defeating a Rattata. How much stat Exp. does it gain?

- B = ?:  Whatever Rattata's base stat is for each stat.
- N = 1:  Magikarp is the only participant.
- E = 2:  I'm carrying the Exp. All.

Also, we must multiply the end result by 2 since I am carrying the Exp. All
item, and Magikarp saw the defeated opposing Pokemon and is not fainted.

HP      = 2*int(B/(N*E)) = 2*int(30/(1*2)) = 30.
Attack  = 2*int(56/(1*2)) = 56.
Defense = 2*int(35/(1*2)) = 34.

Etcetera for Sp. Atk, Sp. Def and Speed. Note that Rattata's Base Defense is
35, and we only received 34 stat experience. Due to rounding, Exp. All
sometimes gives slightly less stat experience when it is used, and this is the
same for standard Experience points, as seen below.

Exp. Gained from Battle
-----------------------
Each Pokemon that participates in the defeat of one opponent will gain the
following amount of Exp:

Exp. gained = int(int(int(L*int(X/(N*E))/7)*T)*U)

X  Base Exp. of defeated Pokemon, as seen below.
L  Level of defeated Pokemon.
N  Number of Pokemon who saw the defeated opposing Pokemon and are not fainted.
E  2 if carrying the Exp. All item, 1 otherwise.
T  Trainer bonus. 1.5 if the defeated Pokemon belongs to a trainer, 1
   otherwise.
U  Trade bonus. 1.5 if the victorious Pokemon has a different Trainer ID to the
   Trainer using it (i.e. it was recieved in a trade), 1 otherwise.

If you are carrying the Exp. All item AND the Pokemon saw the defeated opposing
Pokemon and is not fainted, that Pokemon has this formula multiplied by 2.

Base Exp. of Defeated Pokemon
-----------------------------
_______________
Pokemon     Exp
---------------
Bulbasaur    64
Ivysaur     141
Venusaur    208
Charmander   65
Charmeleon  142
Charizard   209
Squirtle     66
Wartortle   143
Blastoise   210
Caterpie     53
Metapod      72
Butterfree  160
Weedle       52
Kakuna       71
Beedrill    159
Pidgey       55
Pidgeotto   113
Pidgeot     172
Rattata      57
Raticate    116
Spearow      58
Fearow      162
Ekans        62
Arbok       147
Pikachu      82
Raichu      122
Sandshrew    93
Sandslash   163
Nidoran F    59
Nidorina    117
Nidoqueen   194
Nidoran M    60
Nidorino    118
Nidoking    195
Clefairy     68
Clefable    129
Vulpix       63
Ninetales   178
Jigglypuff   76
Wigglytuff  109
Zubat        54
Golbat      171
Oddish       78
Gloom       132
Vileplume   184
Paras        70
Parasect    128
Venonat      75
Venomoth    138
Diglett      81
Dugtrio     153
Meowth       69
Persian     148
Psyduck      80
Golduck     174
Mankey       74
Primeape    149
Growlthe     91
Arcanine    213
Poliwag      77
Poliwhirl   131
Poliwrath   185
Abra         73 (75 from Gen IV)
Kadabra     145
Alakazam    186
Machop       88 (75 from Gen IV)
Machoke     146
Machamp     193
Bellsprout   84
Weepinbell  151
Victreebel  191
Tentacool   105
Tentacruel  205
Geodude      86 (73 from Gen IV)
Graveler    134
Golem       177
Ponyta      152
Rapidash    192
Slowpoke     99
Slowbro     164
Magnemite    89
Magneton    161
Farfetch'd   94
Doduo        96
Dodrio      158
Seel        100
Dewgong     176
Grimer       90
Muk         157
Shellder     97
Cloyster    203
Gastly       95
Haunter     126
Gengar      190
Onix        108
Drowzee     102
Hypno       165
Krabby      115
Kingler     206
Voltorb     103
Electrode   150
Exeggcute    98
Exeggutor   212
Cubone       87
Marowak     124
Hitmonlee   139
Hitmonchan  140
Lickitung   127
Koffing     114
Weezing     173
Rhyhorn     135
Rhydon      204
Chansey     255
Tangela     166
Kangaskhan  175
Horsea       83
Seadra      155
Goldeen     111
Seaking     170
Staryu      106
Starmie     207
Mr. Mime    136
Scyther     187
Jynx        137
Electabuzz  156
Magmar      167
Pinsir      200
Tauros      211
Magikarp     20
Gyarados    214
Lapras      219
Ditto        61
Eevee        92
Vaporeon    196
Jolteon     197
Flareon     198
Porygon     130
Omanyte     120 (99 from Gen IV)
Omastar     199
Kabuto      119 (99 from Gen IV)
Kabutops    201 (199 from Gen IV)
Aerodactyl  202
Snorlax     154
Articuno    215
Zapdos      216
Moltres     217
Dratini      67
Dragonair   144
Dragonite   218
Mewtwo      220
Mew          64
_______________

Example
-------
I use a traded Farfetch'd and a non-traded Slowpoke against a L96 trainer-owned
Mewtwo in the same battle and they both, somehow, manage to beat it. How much
Exp. does Farfetch'd get?

For Farfetch'd, who was received in a trade:
- X = 220: Mewtwo's Base Exp.
- L = 96:  Mewtwo is L96.
- N = 2:   I used two Pokemon and neither has fainted, miraculously.
- E = 1:   No Exp. All.
- T = 1.5: This Mewtwo is trainer-owned.
- U = 1.5: Farfetch'd was traded to me.

Exp. gained = int(int(int(L*int(X/(N*E))/7)*T)*U)
= int(int(int(96*int(220/(2*1))/7)*1.5)*1.5)
= int(int(int(96*int(220/2)/7)*1.5)*1.5)
= int(int(96*110/7)*1.5)*1.5)
= int(int(1508*1.5)*1.5)
= int(2262*1.5)
= 3393.

Total Exp. Needed to Achieve a Level
------------------------------------
The total amount of Exp. needed to achieve a particular level depends on the
Pokemon that is levelling up. Each Pokemon belongs to one of the following
experience groups: Fast, Medium, Medium Slow or Slow. The list is given below
and can also be found in my Pokedex.

Fast:        Total Required Exp. = int(0.8*L^3)
Medium:      Total Required Exp. = L^3
Medium Slow: Total Required Exp. = int(1.2*L^3) - 15*L^2 + 100*L - 140
Slow:        Total Required Exp. = int(1.25*L^3)

where L is the level you wish to reach.

For a level-by-level Exp. count, check out section L02; 'Experience Charts'.

A useful corollary of this (fancy maths talk for 'a useful byproduct of this')
is that we can work out how much Exp. we'll need to go from our Pokemon's
current total Exp. (found in its Pokemon 'Stats' page), E, to a desired level,
L. Simply use the formulae above, but plonk '- E' on the end.

Example
-------
I have a L42 Venusaur with 69524 Exp and I wish to know how much Exp. it will
take before I get to L55, so he can learn Sleep Powder. Thus we have:

- L = 55:    Our desired level is L55.
- E = 69524: My Venusaur's total current Exp.

Venusaur is in the Medium Slow group. Thus, we have:

Required Exp. = int(1.2*L^3) - 15*L^2 + 100*L - 140 - E
= int(1.2*55^3) - 15*55^2 + 100*55 - 140 - 69524
= int(1.2*166375) - 15*3025 + 5500 - 140 - 69524
= 199650 - 45375 + 5500 - 140 - 69524
= 90111.

So if I'm killing Pokemon that give out 1000 Exp. a pop, I'll need to waste 91
of them. Ouch.

Experience Groups
-----------------
- Fast
Clefairy, Clefable; Jigglypuff, Wigglytuff; Chansey.

- Medium
Caterpie, Metapod, Butterfree; Weedle, Kakuna, Beedrill; Rattata, Raticate;
Spearow, Fearow; Ekans, Arbok; Pikachu, Raichu; Sandshrew, Sandslash; Vulpix,
Ninetales; Zubat, Golbat; Paras, Parasect; Venonat, Venomoth; Diglett, Dugtrio;
Meowth, Persian; Psyduck, Golduck; Mankey, Primeape; Ponyta, Rapidash;
Slowpoke, Slowbro; Magnemite, Magneton; Farfetch'd; Doduo, Dodrio; Seel,
Dewgong; Grimer, Muk; Onix; Drowzee, Hypno; Krabby, Kingler; Voltorb,
Electrode; Cubone, Marowak; Hitmonlee; Hitmonchan; Lickitung; Koffing, Weezing;
Tangela; Kangaskhan; Horsea, Seadra; Goldeen, Seaking; Mr. Mime; Scyther; Jynx;
Electabuzz; Magmar; Ditto; Eevee, Vaporeon, Jolteon, Flareon; Porygon; Omanyte,
Omastar; Kabuto, Kabutops.

- Medium Slow
Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Pidgey, Pidgeotto, Pidgeot; Nidoran F, Nidorina,
Nidoqueen; Nidoran M, Nidorino, Nidoking; Oddish, Gloom, Vileplume; Poliwag,
Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp;
Bellsprout, Weepinbell, Victreebel; Geodude, Graveler, Golem; Gastly, Haunter,
Gengar; Mew.

- Slow
Growlithe, Arcanine; Tentacool, Tentacruel; Shellder, Cloyster; Exeggcute,
Exeggutor; Rhyhorn, Rhydon; Staryu, Starmie; Pinsir; Tauros; Magikarp,
Gyarados; Lapras; Aerodactyl; Snorlax; Articuno; Zapdos; Moltres; Dratini,
Dragonair, Dragonite; Mewtwo.
_________________________________________________

[M11] Pikachu's Happiness
_________________________________________________

In Yellow, Pikachu's happiness is stored as a variable betwen 0 and 255
inclusive, and starts at zero. It will revert to zero if you trade him, but it
can be raised or lowered by doing the following things. Note that depending on
the value of Pikachu's current happiness, your actions might have different
effects on his happiness, as outlined below.
____________________________________________________
Happiness Range         0...99  100...199  200...255
----------------------------------------------------
Gain a Level                +5         +3         +2
Use an Item                 +5         +3         +2
Challenge a Gym Leader      +3         +2         +1
Deposit in the PC           -3         -3         -5
Faint                       -1         -1         -1
____________________________________________________

Raising Pikachu's Happiness
---------------------------
Thankfully, raising happiness is easy, because you can use an item on Pikachu
and it will give him the happiness points *even if the item has no effect*. So
you can ram a Potion down his throat when he has full HP and you'll get the
points without using the Potion up. Awesome.

Happiness is mostly useless; it's for novelty. The only useful application it
has is for acquiring Bulbasaur--the girl in Cerulean City who gives him away
will only do so if Pikachu's happiness is greater than or equal to 147.
_________________________________________________

[M12] Colour of HP Bar Formulae
_________________________________________________

A nice easy one for the last chapter of the Mechanics section. You'll have
noticed that your Pokemon's HP Bar changes colour as its health decreases,
going from green to yellow to red to represent healthy to weak to near-
fainting. Quite obviously, the colour depends on how much HP the Pokemon has
left in relation to its Max HP, but how much exactly is detailed for you below.
Remember to round down after every operation, like always. If M stands for Max
HP then we have:

- Green
If current HP is greater than or equal to int((9*int(M/4) + 3)/4) but,
obviously, less than or equal to M.

- Yellow
If current HP is greater than or equal to int(int((M + 1)/5)*265/256) + 2 but
less than the cutoff point for the green range.

- Red
If current HP is greater than zero but less than the cutoff point for the
yellow range.

If I ignore rounding down, I can get you some approximate HP percentage ranges
for the colours. I take the current HP range out of (divided by) Max HP:

Green range = int((9*int(M/4) + 3)/4)/M
~= (9*M/4 + 3)/4/M
~= (2.25*M + 0.75)/4/M
~= 0.5625 + 0.75/M.

Since that 0.75/M is negligible, We see that a Pokemon will have health in the
green range from ~56.25% to 100% of its maximum health.

Likewise...

Yellow range = (int(int((M + 1)/5)*265/256) + 2)/M
~= (((M + 1)/5*265/256) + 2)/M
~= ((53*(M + 1)/256) + 2)/M
~= (53*M/256 + 53/256 + 2)/M
~= (53/256 + 53/256/M + 2/M

As M gets larger we approach...

Yellow range = 53/256 ~= 20.7%.

I can illustrate it like so:

                      HP Bar
.---------.-----------------.---------------------.
|  Red    |     Yellow      |        Green        |
'---------'-----------------'---------------------'
|         |                 |                     |
0%     ~20.7%            ~56.25%                100%
_________________________________________________

[M13] Running Success Formula
_________________________________________________

Running Success Algorithm
-------------------------
If R < int(32*S/(int(T/4) mod 256)) + 30*A, the 'Run' command in a wild Pokemon
battle is successful.

R  A random number between 0 and 255 inclusive.
S  Your Pokemon's Speed stat.
T  Your opponent's Speed stat.
A  The number of attempts you have made to Run, starting at 1 the first time
   and increasing by one for every attempt thereafter.

Chance of Successful Run
------------------------
This is simply the chance that the random number generated (R) is less than
that horrible formula above. This is

Success Chance = (int(32*S/(int(T/4) mod 256)) + 30*A)/256.

Example
-------
I have a Golem with 79 Speed against a Rattata with 165 Speed. This is the
first time I have selected the 'Run' command.

- S = 79:  Golem's Speed.
- T = 165: Rattata's Speed.
- A = 1:   First attempt.

Here goes...

Success Chance = (int(32*S/(int(T/4) mod 256)) + 30*A)/256
= (int(32*79/(int(165/4) mod 256)) + 30*1)/256
= (int(2528/41) + 30*1)/256
= (65 + 30)/256
= 95/256
~= 37.11%.

You'll notice that each successive attempt adds a 30/256 chance to escape,
which is + ~11.72% each turn. This means my Golem can definitely escape on his
seventh attempt. It also means that all Pokemon, regardless of Speed, can
escape from battle in nine or fewer attempts, because (30/256)*9 = 270/256
which is certain to escape.
_________________________________________________

[M14] Type Effectiveness Message Display
_________________________________________________

Consider a situation in which you attack the dual-type foe with a move type
that is super-effective against one of their types and not very effective
against the other. For example, a Razor Leaf (Grass) against Tentacool
(Water/Poison) is super effective against Water and ineffective against Poison.
Naturally, the damage modifier remains neutral as each type cancels out the
other. But the message is displayed as 'not very effective'. Why not?

The following list was compiled by a forum user named Captain Mofocious and was
obtained from The Cave of Dragonflies, a fantastic website about all things
Pokemon which I highly recommend visiting. This list details the order in which
type effectiveness was implemented into this game--a type matchup farther down
the list gives its type effectiveness message priority over a matchup that
comes before. Look and you'll find Grass vs. Poison farther down than Grass vs.
Water.

Low Priority
--------------------------
Water 2x vs. Fire
Fire 2x vs. Grass
Fire 2x vs. Ice
Grass 2x vs. Water
Electric 2x vs. Water
Water 2x vs. Rock
Ground 0x vs. Flying
Water 1/2x vs. Water
Fire 1/2x vs. Fire
Electric 1/2x vs. Electric
Ice 1/2x vs. Ice
Grass 1/2x vs. Grass
Psychic 1/2x vs. Psychic
Fire 1/2x vs. Water
Grass 1/2x vs. Fire
Water 1/2x vs. Grass
Electric 1/2x vs. Grass
Normal 1/2x vs. Rock
Normal 0x vs. Ghost
Ghost 2x vs. Ghost
Fire 2x vs. Bug
Fire 1/2x vs. Rock
Water 2x vs. Ground
Electric 0x vs. Ground
Electric 2x vs. Flying
Grass 2x vs. Ground
Grass 1/2x vs. Flying
Grass 1/2x vs. Poison
Grass 2x vs. Rock
Grass 1/2x vs. Flying
Ice 1/2x vs. Water
Ice 2x vs. Grass
Ice 2x vs. Ground
Ice 2x vs. Flying
Fighting 2x vs. Normal
Fighting 1/2x vs. Poison
Fighting 1/2x vs. Flying
Fighting 1/2x vs. Psychic
Fighting 1/2x vs. Bug
Fighting 2x vs. Rock
Fighting 2x vs. Ice
Fighting 0x vs. Ghost
Poison 2x vs. Grass
Poison 1/2x vs. Poison
Poison 1/2x vs. Ground
Poison 2x vs. Bug
Poison 1/2x vs. Rock
Poison 1/2x vs. Ghost
Ground 2x vs. Fire
Ground 2x vs. Electric
Ground 1/2x vs. Grass
Ground 1/2x vs. Bug
Ground 2x vs. Rock
Ground 2x vs. Poison
Flying 1/2x vs. Electric
Flying 2x vs. Fighting
Flying 2x vs. Bug
Flying 2x vs. Grass
Flying 1/2x vs. Rock
Psychic 2x vs. Fighting
Psychic 2x vs. Poison
Bug 1/2x vs. Fire
Bug 2x vs. Grass
Bug 1/2x vs. Fighting
Bug 1/2x vs. Flying
Bug 2x vs. Psychic
Bug 1/2x vs. Ghost
Bug 2x vs. Poison
Rock 2x vs. Fire
Rock 1/2x vs. Fighting
Rock 1/2x vs. Ground
Rock 2x vs. Flying
Rock 2x vs. Bug
Rock 2x vs. Ice
Ghost 0x vs. Normal
Ghost 0x vs. Psychic
Fire 1/2x vs. Dragon
Water 1/2x vs. Dragon
Electric 1/2x vs. Dragon
Grass 1/2x vs. Dragon
Ice 2x vs. Dragon
Dragon 2x vs. Dragon
--------------------------
High Priority
_________________________________________________

[M15] Obedience Mechanics
_________________________________________________

If you have a Pokemon with a different Trainer ID to you (which can be obtained
via trading), you will need the following Badges to control it or it may
disobey you. Each Badge is obtained by beating the respective Gym Leader and
grants you control over traded Pokemon up to and including the following
levels:

Step 1:
-------
If L > B, move to step 2. Otherwise, the Pokemon obeys.

L  Level of Pokemon.
B  Badge modifier.
   - None = 10.
   - CascadeBadge = 30.
   - RainbowBadge = 50.
   - MarshBadge = 70.
   - EarthBadge = 100.

Step 2:
-------
If X >= B, move to step 3. Otherwise, the Pokemon obeys.

X  Random number between 0 and L + B - 1 inclusive.

Step 3:
-------
If Y >= B, go to step 4. Otherwise, the Pokemon will try to use a move
different to the one selected (even if that move has zero PP). PP will be
deducted from the move you ordered the Pokemon to use, rather than the one it
actually DOES use. If this is not possible, one of the following messages is
used:

'X ignored orders!'
'X is loafing around!'
'X turned away!'
'X won't obey!'

Y  Random number between 0 and L - B + 1 inclusive. Note that X does not equal
   Y; i.e. calculate a second random number in the same manner as the first.

Step 4:
-------
If R - L + B >= 0, go to step 5. Otherwise, the Pokemon falls asleep and the
message 'X began to nap!' is used.

R  Random number between 0 and 255 inclusive.

Step 5:
-------
If R - L + B >= L - B, the Pokemon does nothing and one of the aforementioned
messages is used. Otherwise, the Pokemon deals confusion damage to itself and
the message 'X won't obey!' is used.

Note that obedience is not checked in the middle of multi-turn moves such as
Thrash. Obedience is also only checked in in-game battles (i.e. not against
other people via link cables).

Chances and Outcomes
--------------------
I have constructed a tree to display the chances of each outcome occuring.
We'll ignore step 1 since there is no chance factor occuring here, so starting
with step 2 we get:

Step  Outcome 1         Chance           Outcome 2     Chance
2     Obeys             B/(L + B)        Go to step 3  L/(L + B)
3     Uses random move  B/(L + B)        Go to step 4  L/(L + B)
4     Falls asleep      (L - B)/256      Go to step 5  (256 - L + B)/256
5     Hurts itself      (2*L - 2*B)/256  Does nothing  (256 - 2*L + 2*B)/256

Thus we have the chance that:
Obeys: B/(L + B).
Uses random move: L*B/(L + B)^2.
Falls asleep: L^2*(L - B)/256/(L + B)^2.
Hurts itself: L^2*(256 - L + B)*(2*L - 2*B)/65536/(L + B)^2.
Does nothing: L^2*(256 - L + B)*(256 - 2*L + 2*B)/65536/(L + B)^2.

(I have checked this is correct since the sum of these chances is indeed 1).

Example
-------
Let's have a check with my freshly traded L70 Mewtwo. I have the CascadeBadge:

Thus:
- B = 30.
- L = 70.

Chance that Mewtwo...

Obeys:            B/(L + B) = 30/(70 + 30) = 3/10
                  = 30%.
Uses random move: L*B/(L + B)^2 = 70*30/(70 + 30)^2 = 2100/100^2 = 21/100
                  = 21%.
Falls asleep:     L^2*(L - B)/256/(L + B)^2 = 70^2*(70 - 30)/256/(70 + 30)^2
                  = 4900*(40)/256/100^2 = 196000/256/10000 = 49/640
                  ~= 7.66%.
Hurts itself:     L^2*(256 - L + B)*(2*L - 2*B)/65536/(L + B)^2
                  = 70^2*(256 - 70 + 30)*(2*70 - 2*30)/65536/(70 + 30)^2
                  = 4900*216*80/65536/100^2 = 84672000/65536/10000 = 1323/10240
                  ~= 12.92%.
Does nothing:     L^2*(256 - L + B)*(256 - 2*L + 2*B)/65536/(L + B)^2
                  = 70^2*(256 - 70 + 30)*(256 - 2*70 + 2*30)/65536/(70 + 30)^2
                  = 4900*216*176/65536/100^2 = 186278400/65536/10000
                  = 14553/51220
                  ~= 28.42%.
_______________________________________________________________________________

                               V. Team Building
_______________________________________________________________________________
_________________________________________________

[T01] Type Evaluations
_________________________________________________

When building a team--be it within the cartridge RPG or in a competitive,
player-vs.-player scenario--it's very important to know which types to use.
Pokemon is heavily based around types, with certain type matchups instantly
granting double or even quadruple damage. For example, Water does double damage
against Fire. For the full chart, please refer to section B03; 'Types'.

I would evaluate each of the fifteen types here, but Ghost and Dragon only have
one Pokemon family each (Gengar and Dragonite respectively) and no good moves,
so I'll skip those since you can refer to their individual analyses for
information.

The point of this is so you know exactly which types to choose when creating a
team. The Pokemon have their secondary type listed within brackets next to
their name, and category refers to which stat (Attack for Physical, Special for
Special) is used to calculate the attack's damage with. I'm also going to
evaluate the types in order of how 'good' they are, from best to worst (don't
quote me on this; it's a rough guide).

For information about tiers (Uber, OU, BL, UU and NU), please read the section
T03; 'Competitive Battling: An Overview'.

Psychic
-------
Psychic types are just game-breakingly powerful. With a weakness only to the
Bug type, possibly the worst type in the game and definitely one of the rarest
attacking types, Psychics can sweep almost unhindered. The only problem (or
benefit, I suppose) is that other Psychics resist their moves. Otherwise,
Psychic is resisted by absolutely nothing. High Special and Speed stats are
common among these guys and it's no surprise that the two Uber Pokemon are both
Psychic types.

Category: Special

- Offense
Super-effective vs.    Fighting, Poison
Not very effective vs. Psychic

- Defence
Weak vs.      Bug
Resistant vs. Fighting, Psychic
Immune vs.    Ghost

- Best offensive move
Psychic - 90 power, 99.6% accuracy, 10PP.
        - 29.7% chance to lower foe's Special by 1 stage.
Psychic is a powerful, reliable weapon, with a horrific chance to lower the
foe's Special and make them even more vulnerable to Psychic onslaughts.

- Pokemon of this type
Uber - Mew, Mewtwo
OU   - Alakazam, Exeggutor (Grass), Jynx (Ice), Slowbro (Water), Starmie
       (Water)
BL   - Hypno, Kadabra, Mr. Mime

Normal
------
With Psychic types flying around everywhere, it's important to be able to fight
them back--enter the Normal type. Normal type sweepers use physical attacks to
smash Psychics on their lower Defense, and some Normal Pokemon with high
Special can pack BoltBeam to stall Psychics and other special attackers. Normal
type Pokemon have great movesets and a pair of powerful STAB moves, and lack
any common weaknesses (only Fighting, which doesn't appear due to being weak to
Psychic). The only flaws with Normal types is they resist next to nothing and
cannot deal damage to Ghost and Rock types. Ah well.

Category: Physical

- Offense
Not very effective vs. Rock
Does not affect vs.    Ghost

- Defence
Weak vs.      Fighting
Immune vs.    Ghost

- Best offensive moves
Hyper Beam - 150 power, 89.5% accuracy, 5PP.
           - Requires a recharge turn afterwards unless opponent faints as a
             result or Hyper Beam misses. Always requires recharge under
             Pokemon Stadium rules.
Body Slam  - 85 power, 99.6% accuracy, 15PP.
           - 29.7% chance to PAR.
Hyper Beam is incredibly powerful when used correctly. If the opponent faints
as a result of this attack, no recharge is required. Awesome. Body Slam is also
wicked for its Paralysis chance. They're both good, so why not have both of
them?

- Pokemon of this type
OU - Chansey, Persian, Snorlax, Tauros
BL - Clefable, Dodrio (Flying), Kangaskhan
UU - Raticate
NU - Ditto, Farfetch'd, Fearow (Flying), Lickitung, Pidgeot (Flying), Porygon,
     Wigglytuff

Ice
---
After Psychic, Ice attacks are the go-to Special type, dealing massive neutral
damage to most things in the game, besides Water and other Ice types. The most
powerful move is 120 power and 89.5% accuracy, which is beyond ridiculous. Ice
is a fantastic offensive type and can always aim for the freeze status effect,
which is totally broken. Ice types are themselves immune to this horrible
condition. Defensively, Ice is always paired with either Water, Flying or
Psychic, giving most of these Pokemon an Electric weakness, but Ice itself has
very rare weaknesses and resists only itself. Pity.

Category: Special

- Offense
Super-effective vs.    Dragon, Flying, Grass, Ground
Not very effective vs. Ice, Water

- Defence
Weak vs.      Fighting, Fire, Rock
Resistant vs. Ice

- Best offensive moves
Blizzard - 120 power, 89.5% accuracy, 5PP.
         - 9.8% chance to FRZ.
Ice Beam - 95 power, 100% accuracy, 15PP.
         - 9.8% chance to FRZ.
Blizzard tends to be better because of the power, but if you want more PP and
more reliability then go for Ice Beam. If you're aiming to stall and freeze
opponents, then Ice Beam is better in the long run.

- Pokemon of this type
OU - Cloyster (Water), Jynx (Psychic), Lapras (Water)
BL - Articuno (Flying)
UU - Dewgong (Water)

Electric
--------
Electric types rose to prominence due to a combination of largely great Speed,
wide access to paralysing moves, a powerful STAB attack and being mostly
unresisted by most common types. In tandem with Ice Beam or Blizzard,
Thunderbolt gains perfect neutral coverage on every Pokemon in the game. They
only have one weakness as well in the Ground type, which farthers their
usefulness--however, the ubiquity of the Electric type has led to the Ground
type emerging as a popular team member, simply because Electric types would
rule otherwise. Ground types are totally immune to Electric attacks, so be sure
to have a good Ground type counter to let your Electric type wreak some havoc.
Their defenses are also lower than average and they have poor resistances, so
make sure they don't take too many hits.

Category: Special

- Offense
Super-effective vs.    Flying, Water
Not very effective vs. Dragon, Electric, Grass
Does not affect vs.    Ground

- Defence
Weak vs.      Ground
Resistant vs. Electric, Flying

- Best offensive moves
Thunderbolt - 95 power, 99.6% accuracy, 15PP.
            - 10% chance to PAR.
Thunder - 120 power, 69.5% accuracy, 10PP.
        - 10% chance to PAR.
Since both are available via TM, Thunder just isn't worth it at ~70% accuracy.
Thunderbolt all the way--consistent, reliable and powerful.

- Pokemon of this type
OU - Zapdos (Flying)
BL - Raichu, Jolteon
UU - Electabuzz
NU - Magneton, Electrode

Ground
------
Ground types are essential on a team simply because they fill a niche role--
they completely wall the rampaging Electric types. They are backed up by being
physical powerhouses, with good Attack stats and mostly good Defense besides
Dugtrio. Their STAB move of choice is powerful and reliable and they are
generally able to deal decent damage. Besides those pros, Grounds are often
pummelled heavily by Special attacks--their low Special stats and weaknesses to
Water, Grass and Ice bear them no favours. Use them to ward off Electrics and
occasionally to fight off something that is using physical attacks against you.
Most have access to Rock Slide, giving them perfect neutral coverage--but Rock
Slide has only half the power of Earthquake when you factor in STAB, so it's
only really useful against Flying types.

Category: Physical

- Offense
Super-effective vs.    Electric, Fire, Poison, Rock
Not very effective vs. Bug, Grass
Does not affect vs.    Flying

- Defence
Weak vs.      Grass, Ice, Water
Resistant vs. Poison, Rock
Immune vs.    Electric

- Best offensive move
Earthquake - 100 power, 100% accuracy, 10PP.
Earthquake has no frills attached--just straight-up, heavy damage. Great for
taking out Electrics. Dig is basically the same, but requires a charge turn
(although you are invulnerable on this charge turn) so becomes useless since
the opponent can predict it. Earthquake is a staple move on any physical
Pokemon that can access it and available via TM (yes!).

- Pokemon of this type
OU - Golem (Rock), Rhydon (Rock)
BL - Sandslash, Nidoqueen (Poison), Nidoking (Poison), Dugtrio
NU - Onix (Rock), Marowak

Water
-----
Water types have a decent role in RBY. They're only weak to Grass and Electric,
have access to fantastic Ice moves and can scare off Rock and Ground types that
might otherwise wall you. Outside of Rock, Ground and Fire, though, they aren't
super-effective against anything common, which is why you should supplement
their movepools with Ice moves. It's somewhat due to how common these Water
types are that Electric types are so popular. Any decent RBY team packs at
least one Electric type, so always be wary of that. The hardest part here is
picking one--there are so many to choose from. Hint: The dual-types are
generally better.

Category: Special

- Offense
Super-effective vs.    Fire, Ground, Rock
Not very effective vs. Dragon, Grass, Water

- Defence
Weak vs.      Electric, Grass
Resistant vs. Fire, Ice, Water

- Best offensive moves
Hydro Pump - 120 power, 79.7% accuracy, 5PP.
Surf - 95 power, 99.6% accuracy, 15PP.
Surf is way more reliable and has more PP. Hydro Pump is statistically better,
but only just, so I'd go for Surf.

- Pokemon of this type
OU - Slowbro (Psychic), Cloyster (Ice), Starmie (Psychic), Lapras (Ice)
BL - Tentacruel (Poison), Gyarados (Flying)
UU - Blastoise, Golduck, Poliwrath (Fighting), Dewgong (Ice), Kingler,
     Vaporeon, Kabutops (Rock)
NU - Seadra, Seaking, Omastar (Rock)

Rock
----
These guys have the game's only resistance to Normal (besides Ghost's immunity)
which is nice, but other than that they have a massive range of weaknesses.
Rock types have great Defense and Attack, but atrocious Special and Speed. This
would imply a physical staller, but physical attacks are fairly rare and Rock
is weak to Ground anyway. But Normal types are so common and if you don't have
room for Gengar, a Rock type is all but necessary to absorb incoming
Explosions. Rock is a great type when paired with Ground (see Rhydon or Golem)
because of their Normal resistance and Electric immunity, as well as 100%
neutral coverage and great range of super-effective coverage (seven types!).
Rock Slide needs the power boost from STAB, since it's a bit lacking otherwise.

- Offense
Super-effective vs.    Bug, Fire, Flying, Ice
Not very effective vs. Fighting, Ground

- Defence
Weak vs.      Fighting, Grass, Ground, Water
Resistant vs. Fire, Flying, Normal, Poison

- Best offensive move
Rock Slide - 75 power, 89.5% accuracy, 10PP.
Straight-up damage again, but with a poor accuracy and decent-not-great power.
Only put it on things that get STAB or the damage output will be a bit
lacklustre.

- Pokemon of this type
OU - Golem (Ground), Rhydon (Ground)
UU - Kabutops (Water)
NU - Onix (Ground), Omastar (Water), Aerodactyl (Flying)

Grass
-----
They're decent team players, but Grass types have too many types who resist
their STAB attacks: A grand total of 6 out of 15 types. Only Venusaur and
Victreebel get the amazing Razor Leaf and the rest are doomed the the pretty
powerless Mega Drain. Grass types are usually lumped with the Poison type as
well, further depleting their usefulness. Only Exeggutor has a great second
type in Psychic. Being super-effective against the common Water and Ground
types certainly helps though, and Grass Pokemon usually get Sleep Powder which
can definitely be abused by a savvy player. If you must have a Grass type,
stick with the three mentioned Pokemon--the rest are mostly garbage.

Category: Special

- Offense
Super-effective vs.    Ground, Rock, Water
Not very effective vs. Bug, Dragon, Fire, Flying, Grass, Poison

- Defence
Weak vs.      Bug, Fire, Flying, Ice, Poison
Resistant vs. Electric, Grass, Ground, Water

- Best offensive moves
Razor Leaf - 55 power, 94.5% accuracy, 25PP.
           - Has an 8x critical hit rate.
Mega Drain - 40 power, 99.6% accuracy, 10PP.
           - Recovers HP equal to half the damage dealt.
With an effective 110 power, Razor Leaf is incredibly powerful and boasts loads
of PP for such a clearly overpowered move. Mega Drain is nowhere near as good,
but is more widely available and at least heals the user. Don't even consider
SolarBeam--it gives your opponent a chance to switch into something that
resists Grass moves.

- Pokemon of this type
OU - Exeggutor (Psychic)
BL - Venusaur (Poison), Victreebel (Poison)
UU - Tangela
NU - Vileplume (Poison), Parasect (Bug)

Flying
------
Flying is a secondary type on all the Pokemon who have it and unfortunately it
is always usually a detriment to the owner. They are only good offensively
against some fairly uncommon types and pack a bunch of weaknesses to common
types in Electric, Ice and Rock. The only saving grace is that Drill Peck is a
great STAB move and can really hammer Exeggutor. They are also immune to Ground
type attacks, which is nice. Flying isn't really that useful, but it helps
Zapdos make itself into a great mixed sweeper with Drill Peck and adds some
versatility to Dodrio.

- Offense
Super-effective vs.    Bug, Fighting, Grass
Not very effective vs. Electric, Rock

- Defence
Weak vs.      Electric, Ice, Rock
Resistant vs. Bug, Fighting, Grass
Immune vs.    Ground

- Best offensive move
Drill Peck - 80 power, 99.6% accuracy, 20PP.
Basically the only Flying move you should consider using, since Fly works like
Dig and has less power and accuracy anyway. Unfortunately, Zapdos and Dodrio
are the only worthwhile Pokemon that get it--they should hang on to it for dear
life. For Zapdos, it makes him a fierce hybrid (physical and special) sweeper.

- Pokemon of this type
OU - Zapdos (Electric)
BL - Charizard (Fire), Dodrio (Normal), Gyarados (Water), Articuno (Ice),
     Moltres (Fire)
NU - Butterfree (Bug), Pidgeot (Normal), Fearow (Normal), Golbat (Poison),
     Farfetch'd (Normal), Scyther (Bug), Aerodactyl (Rock)

Fire
----
Fire types, despite their coolness, don't see much love in RBY. They're good
against Grass types, which are rarely seen outside of Exeggutor; Bug types, who
are never used; and Ice types, who usually have a Water type to negate their
weakness. They're powerful special attackers, sure, but so are other, better
types. Try using Fire Blast on a Pokemon with high Attack for the best results
with a Fire type.

Category: Special

- Offense
Super-effective vs.    Bug, Grass, Ice
Not very effective vs. Dragon, Fire, Rock, Water

- Defence
Weak vs.      Ground, Rock, Water
Resistant vs. Bug, Fire, Grass

- Best offensive moves
Fire Blast - 120 power, 84.5% accuracy, 5PP.
           - 30% chance to BRN.
Flamethrower - 95 power, 99.6% accuracy, 15PP.
             - 10% chance to BRN.
Technically Fire Blast is better, especially factoring in the BRN chance
against Pokemon with huge Attack like Rhydon and such. It's also widely
available as a TM, but Flamethrower is good for those who like to play it safe
and prefer the accuracy more.

- Pokemon of this type
BL - Charizard (Flying), Moltres (Flying)
UU - Ninetales, Arcanine
NU - Rapidash, Magmar, Flareon

Fighting
--------
These guys are tricky because they're good, but have two glaring faults. One;
they're weak to Psychic and two; most Fighting types are restricted to a STAB
move that causes horrendous recoil damage. They really shine when using their
great Attack stats to batter the ever-popular Normal types, since Fighting
types are the only ones to hit those guys super-effectively. You've just got to
play carefully to avoid those Psychics.

Category: Physical

- Offense
Super-effective vs.    Ice, Normal, Rock
Not very effective vs. Bug, Flying, Poison, Psychic
Does not affect vs.    Ghost

- Defence
Weak vs.      Flying, Psychic
Resistant vs. Bug, Rock

- Best offensive moves
Hi Jump Kick - 85 power, 89.5% accuracy, 20PP.
             - User takes 1HP damage if they miss.
Submission - 80 power, 79.7% accuracy, 25PP.
           - User takes 25% recoil damage.
Hi Jump Kick is obviously better, but Submission is more widely available since
it's a TM. Go for Hi Jump Kick on anything that can get it though. That would
be Hitmonlee and nothing else, by the way.

- Pokemon of this type
UU - Poliwrath (Water), Machamp
NU - Primeape, Hitmonlee, Hitmonchan

Poison
------
Poison types have nothing much going for them. They're strong against Grass
types, but this is negated since most Grass types are part Poison. They're
strong against Bug types... which are never used. And they're weak against
Psychic types, the most powerful and overused type in the game. So yeah. They
suck. Well, at least they're immune to PSN status... which is never used in
competitive battling since PRZ, FRZ, SLP and even BRN are all much better and
being poisoned means you can't apply these status effects. Oh, and their best
damaging move clocks in at 65 base power. Avoid this type like the posionous
plague they are, unless they have a dual-type that somewhat compensates for it.

Category: Physical

- Offense
Super-effective vs.    Bug, Grass
Not very effective vs. Ghost, Ground, Poison, Rock

- Defence
Weak vs.      Bug, Ground, Psychic
Resistant vs. Fighting, Grass, Poison

- Best offensive move
Sludge - 65 power, 99.6% accuracy, 20PP.
       - 29.7% chance to PSN.
This is the best you've got, so live with it.

- Pokemon of this type
OU - Gengar (Ghost)
BL - Venusaur (Grass), Nidoqueen (Ground), Nidoking (Ground), Victreebel
     (Grass), Tentacruel (Water)
UU - Venomoth (Bug)
NU - Beedrill (Bug), Arbok, Golbat (Flying), Vileplume (Grass), Muk, Weezing

Bug
---
Easily the worst type in the game, Bug types are unfortunately lumbered with a
poor selection of Pokemon and next to no STAB moves. Their one potential saving
grace--being super-effective against Psychic types--is wasted because the
limited variety of Bug moves are pathetic, meaning a strong neutral attack
often gets the job done better. The only semi-decent Bug Pokemon are good for
other reasons--their Bug typing actually prevents them from being any better.
Probably one to avoid.

Category: Physical

- Offense
Super-effective vs.    Grass, Poison, Psychic
Not very effective vs. Fighting, Fire, Flying, Ghost

- Defence
Weak vs.      Fire, Flying, Poison, Rock
Resistant vs. Fighting, Grass, Ground

- Best offensive moves
Twineedle - 25 power, 99.6% accuracy, 20PP.
          - Hits twice. 19.8% chance to PSN.
Pin Missle - 14 power, 84.5% accuracy, 20PP.
           - Hits two to five times.
Statisically, Twineedle is better, with a whopping power output of 50 base
damage per turn. Woo. Pin Missile is mentioned because Jolteon can get it and
he is vastly superior to Beedrill, the only one to get Twineedle.

- Pokemon of this type
UU - Venomoth (Poison), Pinsir
NU - Butterfree (Flying), Beedrill (Poison), Parasect (Grass), Scyther (Flying)
_________________________________________________

[T02] In-Game (Elite Four) Teams
_________________________________________________

When you first start up a fresh game of Pokemon, you'll want to ask yourself
what kind of team you'll ultimately want to face the Elite Four--the game's
main challenge--with. With that in mind, here are my recommendations for good
team players--be sure to pick a wide range of types.

Note that these are subjective observations and as such you will always get
conflicting advice over whether a certain Pokemon is 'good' or not--my advice
is to not deliberate too much over team-building and simply go for a nice range
of types. Almost any team of Pokemon can beat the Elite Four if you invest the
time in training them, so don't lose too much sleep over it.

I'm going to rank Pokemon with a few factors taken into account--namely:
- How soon they can be obtained.
- If the level they are obtained at roughly matches your current party levels.
- How powerful they are.
- What kind of moves they can learn.
- How long they take to train.
- How useful they are for certain Gyms.
- How useful they are against the Elite Four.

Essentially, the best Pokemon are those who require little effort and a short
amount of time to be turned into powerhouses--those Pokemon who take a lot of
time and effort to bulk up in time for the Elite Four will most certainly be
ranked lower.

Within these in-game tiers, as they are known online, I'm assuming no cheats or
glitches are involved. I'm also assuming you get no outside help--that is, no
trading with other players. The exception to this is Pokemon who need to be
traded to evolve into their final forms (Alakazam, Machamp, Golem and Gengar)
who will be evaluated. Their unevolved counterparts (Kadabra, Machoke, Graveler
and Haunter) will also be evaluated for those of you who cannot obtain them.

So here are the tiers I'm using for this:

***** - Almost always useful, very highly recommended.
****  - Really good, but just a few flaws that keep it from being on top.
***   - Solid Pokemon, but their moves, stats or availability aren't great.
**    - Only dedicated trainers should attempt to train them up.
*     - Laughably bad; HM-slave material.

Note: I know a lot of you will want to contest this listing, but I'm keeping it
more-or-less fixed, mainly because person A wants X Pokemon moved up, while
person B wants it moved down. I'm not fussing around with all of that unless I
get a mountain of emails all saying X should be moved up.

A few notes on movesets
-----------------------
In-game it is almost always better to run Flamethrower/Thunderbolt/Surf over
their respective more-powerful-but-less-accurate moves Fire Blast/Thunder/Hydro
Pump. Unless a Pokemon has no other choice, these moves are better in-game,
simply because of their increased PP. The 99.6% accuracy is also a nice bonus.
Blizzard over Ice Beam is a viable option though, simply because it has ~90%
accuracy and is a nice coverage move.

I'm never going to recommend Rest nor any healing moves like Recover, since
Poke Centers are readily available, and in-game items are much more efficient
and don't waste a moveslot. Put it this way: A Full Restore will do much more
to help than any of these moves and there is no shortage of money in this game.
Some people also suggest using Rest and the Poke Flute... which takes two turns
to heal instead of the one turn that using, say, a Full Restore would.

I'm also never going to recommend Double Team, because every Pokemon can learn
it and its a great filler move, so it would be on almost every set otherwise.
It raises your Evade stat so can increase the survivability of your Pokemon if
you don't mind relying on luck and cheap strategies to win :).

A note on TMs
-------------
If you're not abusing the Missingno. glitch, most TMs are a one-time-only deal.
Thus, if a certain Pokemon needs it for its moveset, these exclusive TMs will
be marked with an '(E)' for 'exclusive'. Some TMs are not exclsuive though, and
can be bought repeatedly from the Celadon Department Store or won from the
Celadon Game Corner. These are:

TM01 (Mega Punch), TM02 (Razor Wind), TM05 (Mega Kick), TM07 (Horn Drill), TM09
(Take Down), TM15 (Hyper Beam), TM17 (Submission), TM23 (Dragon Rage), TM32
(Double Team), TM33 (Reflect), TM37 (Egg Bomb), TM50 (Substitute).

Therefore, these TMs are assumed to be able to be used on more than one
Pokemon, and there is no competition for them unlike the exclusive ones.

A note on OHKO moves
--------------------
If you boost your Pokemon's accuracy with an X Accuracy, it boosts their
accuracy to 99.6% for all moves, which is pretty handy. Of course, if there is
a glitch there is a way to abuse it, and in this way we have the somewhat
infamous OHKO + X Accuracy trick. Simply put, you buff up your Pokemon with an
X Accuracy and use either Horn Drill, Guillotine or Fissure until you win.

However, these moves don't work if you move second in a turn, so this isn't as
much of a viable strategy for slow Pokemon who can otherwise learn these moves.
One example is Lickitung who can learn Fissure, but has a pathetic base 30
Speed so often won't be fast enough to use it. Thus, I won't recommend OHKO
moves for him and other slow Pokemon.
_______

Summary
_______

So here's a preliminary look at the ratings list, which will be followed by in-
depth evaluations.

Not Rated
---------
Mewtwo
Mew

Rating: *****
-------------
Bulbasaur -> Ivysaur -> Venusaur (RB)
Charmander -> Charmeleon -> Charizard (RB)
Squirtle -> Wartortle -> Blastoise (RB)
Nidoran F -> Nidorina -> Nidoqueen
Nidoran M -> Nidorino -> Nidoking
Diglett -> Dugtrio
Abra -> Kadabra -> Alakazam (Trade)
Articuno
Zapdos

Rating: ****
------------
Spearow -> Fearow
Sandshrew -> Sandslash
Abra -> Kadabra (No trade)
Bellsprout -> Weepinbell -> Victreebel
Doduo -> Dodrio
Seel -> Dewgong (RB)
Gastly -> Haunter -> Gengar (Trade)
Drowzee -> Hypno
Staryu -> Starmie
Jynx
Eevee -> Vaporeon
Eevee -> Jolteon
Snorlax

Rating: ***
-----------
Bulbasaur -> Ivysaur -> Venusaur (Y)
Charmander -> Charmeleon -> Charizard (Y)
Squirtle -> Wartortle -> Blastoise (Y)
Rattata -> Raticate
Pikachu -> Raichu (RB)
Clefairy -> Clefable
Meowth -> Persian
Psyduck -> Golduck (RB)
Mankey -> Primeape (Y)
Growlithe -> Arcanine
Poliwag -> Poliwhirl -> Poliwrath
Machop -> Machoke -> Machamp (Trade)
Tentacool -> Tentacruel
Geodude -> Graveler -> Golem (Trade)
Magnemite -> Magneton
Gastly -> Haunter (No trade)
Voltorb -> Electrode
Exeggcute -> Exeggutor
Hitmonlee
Horsea -> Seadra
Mr. Mime
Electabuzz
Tauros
Magikarp -> Gyarados
Omanyte -> Omastar
Kabuto -> Kabutops

Rating: **
----------
Caterpie -> Metapod -> Butterfree
Pidgey -> Pidgeotto -> Pidgeot
Pikachu (Y)
Vulpix -> Ninetales
Oddish -> Gloom -> Vileplume
Venonat -> Venomoth (Y)
Psyduck -> Golduck (Y)
Mankey -> Primeape (RB)
Machop -> Machoke (No trade)
Geodude -> Graveler (No trade)
Ponyta -> Rapidash (Y)
Slowpoke -> Slowbro
Seel -> Dewgong (Y)
Shellder -> Cloyster
Krabby -> Kingler
Rhyhorn -> Rhydon
Chansey
Goldeen -> Seaking
Lapras
Eevee -> Flareon
Aerodactyl
Moltres
Dratini -> Dragonair -> Dragonite

Rating: *
---------
Weedle -> Kakuna -> Beedrill
Ekans -> Arbok
Jigglypuff -> Wigglytuff
Zubat -> Golbat
Paras -> Parasect
Venonat -> Venomoth (RB)
Ponyta -> Rapidash (RB)
Farfetch'd
Grimer -> Muk
Onix
Cubone -> Marowak
Hitmonchan
Lickitung
Koffing -> Weezing
Tangela
Scyther
Magmar
Pinsir
Ditto
Porygon

It's evaluation time ;).
________________

#003: Venusaur
________________

 - Rating: *****
 - Rating: ***

Type: Grass/Poison

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   80   82   83  100   80  425
Max   363  262  264  298  258

1: Setup Sweeper
~ Razor Leaf
~ Sleep Powder
~ Swords Dance (E)
~ Body Slam (E)/Hyper Beam

This is basically the only set you can run, but it does the job nicely.
Venusaur has a very nice stat distribution--able to take a few hits while
dishing out plenty of damage with a brilliant Special stat. Grass is a pretty
useful type for taking out the bunch of Water and Rock types in the game, so he
sweeps the early game quite nicely with his typing being beneficial against the
first three gyms. Venusaur also gets his best STAB move (Razor Leaf at L30) and
evolves into his final form (at L32) earlier than the other two starters.

Once you get Razor Leaf you'll be running most of the game with it, since it
has 165 effective Base Power (after factoring in STAB and 100% critical hits).
His Normal moves are terrible naturally, so you'll want to spare a nice
attacking TM for Venusaur. You'll be limited to Normal + Grass attacking types,
but that's fine for everything not in the Gastly family. Sleep Powder comes
very late at L55, but can break down otherwise difficult foes for you.

In Yellow, Bulbasaur arrives a lot later (in Cerulean City) at L10, which is a
bit low. If you can expend the extra effort involved in raising his level to
match your other party members (although you'll be stuck with the weak Vine
Whip until L30) then the comments above will still apply. At this point,
however, I would say that Victreebel is a more useful Grass type, since it gets
the great Sleep Powder a lot earlier and can be caught at a higher level than
Bulbasaur.
________________

#006: Charizard
________________

 - Rating: *****
 - Rating: ***

Type: Fire/Flying

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   78   84   78   85  100  425
Max   359  266  254  268  298

1: Mixed Sweeper
~ Flamethrower
~ Slash
~ Dig (E)/Earthquake (E)
~ Submission/Fly (Y)/Fissure (E)

2: Setup Sweeper
~ Flamethrower
~ Swords Dance (E)
~ Dig (E)/Earthquake (E)
~ Body Slam (E)/Hyper Beam (E)/Strength

Charizard has nice stats all round with a particularly decent Speed stat, and
packs just the right moves available to power through most of the game,
starting off by roasting the early Bug types. He has some difficulty with the
first gym though, and is useless in the second. He also sorely misses a decent
STAB move until L46, whereupon he gains Flamethrower, having to make do with
Ember until that point. For a large portion of the game you'll be using the Dig
TM to do damage, with its nice coverage against the plethora of Poison types
you'll see and great 100 base power. This alone makes Charizard a very useful
option.

Round out Charizard's set with Slash at L36, giving Fire + Normal + Ground
coverage unresisted by anything not named Aerodactyl. Slash's 100% critical
chance will carry you through the game very nicely until you get Flamethrower.
Submission is filler that works marginally better against Normal types than
Flamethrower. You can instead run Fissure if you're cheap and like X Accuracy.
Alternatively, you can run Swords Dance to increase your Attack, but you should
substitute Slash for either Body Slam or Hyper Beam in this case as 100%
critical hits from Slash will ignore Swords Dance boosts.

In Yellow, Charmander arrives at Cerulean City and can boost his level fairly
well by roasting the wild Grass types. Since its early movepool is pretty poor,
you'll need to give it Dig and its power level can be somewhat disappointing.
However, much like Bulbasaur, all the above comments about Charizard apply if
you're willing to put the extra time and effort into Charmander. In Yellow,
Charizard can also use Fly to hit Fighting types harder than any other move he
has.
________________

#009: Blastoise
________________

 - Rating: *****
 - Rating: ***

Type: Water

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   79   83  100   85   78  425
Max   361  264  298  268  254

1: Mixed Sweeper
~ Surf
~ Ice Beam (E)/Blizzard (E)
~ Dig (E)/Earthquake (E)
~ Submission (E)/Body Slam (E)/Hyper Beam (E)/Strength/Fissure (E)

Blastoise has the best type of the three starters and a wider movepool, capable
of tearing into many Pokemon that might otherwise counter his STAB attack. His
offensive stats, while not stellar, are good enough in-game and he is able to
take a few hits with that nice bulk. Bubble and Water Gun will sustain you in
the early game--and totally decimate Brock--until you recieve the fantastic
(and reusable!) Surf HM in Fuchsia City. The Ice Beam TM in Celadon City is a
very welcome addition, allowing Blastoise to overcome the Grass and Dragon type
Pokemon he'd otherwise have trouble with.

These two moves alone are enough to muscle through the game, but aren't very
effect against opposing Water types so you'll need a neutral move to deal with
them, like Strength. Blastoise can also use the Dig TM to help him against Lt.
Surge's Electric Gym. If possible though, I'd use that TM on another Pokemon
without a weakness to Electric types. If you're looking for a powerful move in
the early-mid game, BubbleBeam is about the same in damage output, factoring in
STAB, and has much less competition for use. The last move is mostly filler,
and you always have the option of running an X Accuracy + OHKO moveset with
Fissure.

Squirtle arrives mighty late in Yellow, at L10 in Vermilion City. This is a
really low level at this point, so you'll have to bait-and-switch, but
thankfully the Pokemon in Diglett's Cave give lots of Exp. and Squirtle has
super-effective attacks against them. He's also pretty useless in the first gym
he'll come across (Erika's Grass gym). Besides those negative points though,
Blastoise will play much like his Red/Blue counterpart with some time
investment.
________________

#012: Butterfree
________________

 - Rating: **

Type: Bug/Flying

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   45   50   80   70  305
Max   323  188  198  258  238

1: Special Sweeper
~ Sleep Powder
~ Stun Spore/Psybeam
~ Psychic (E)/Psybeam
~ Mega Drain (E)

Caterpie is caught in the early stages of the game and is incredibly useful for
all of about the next two hours of gameplay. Upon evolving into his final form
at L10, Butterfree will soon gain access to Psychic moves and Sleep/Paralysis
moves which help wipe the floor with Brock's Gym, all great points in its
favour. Unfortunately, such early evolution means that once your other party
members evolve later, they'll severely outclass Butterfree in terms of stats.
It also has no access to STAB moves and possesses bad typing weak to many
common attacks, including the ubiquitous Poison.

Sleep Powder and Stun Spore are both very useful, but Sleep is much more useful
in general, so spam that and then hit everything with Psybeam and Psychic (if
you want to waste the TM on Butterfree). Mega Drain won't be particularly
powerful against much, but hits Rock/Ground types harder than even Psychic.
Being serious though, Butterfree's stats mean he won't remain very useful for
much farther then, say, Cerulean City.
________________

#015: Beedrill
________________

 - Rating: *

Type: Bug/Poison

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   80   40   45   75  305
Max   333  258  178  188  248

1: Physical Sweeper
~ Agility/Reflect
~ Swords Dance (E)
~ Twineedle
~ Hyper Beam

Although you can catch and evolve it very early, Beedrill is a pretty poor
Pokemon by all accounts. With an average Attack being its best stat and
defences crafted from paper, Beedrill has a hard time surviving long enough to
net any KOs. Its movepool is also exceptionally poor, picking up Agility and
Twineedle naturally and the only other noteworthy TM options being those listed
above. I really wouldn't waste your Swords Dance TM here, but it's one of
Beedrill's best options. Twineedle, Beedrill's signature move, gets STAB and
hits Psychic types super-effectively... even though they're likely faster than
you and can hammer you with a STAB super-effective Psychic on your abysmal 45
base Special for massive damage.

Twineedle is super-effective against rare Grass types, Psychic types and Poison
types. At least Poison types are fairly common with the abundance of Rocket
members and Bikers, so Beedrill isn't totally useless. The only other offensive
move choice is Hyper Beam, which should only be used if you're sure you can KO
something. If you do decide to waste Swords Dance on such a trashy Pokemon,
Beedrill can hilariously become quite powerful. Reflect can patch up its shoddy
physical Defense too, so it MIGHT work. Not to the extent of other, better
Pokemon, but still...
________________

#018: Pidgeot
________________

 - Rating: **

Type: Normal/Flying

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   83   80   75   70   91  399
Max   369  258  248  238  280

1: Physical Sweeper
~ Fly
~ Take Down/Double-Edge (E)/Hyper Beam
~ Reflect/Mirror Move
~ Sand-Attack/Agility/Hyper Beam

The first Pokemon you are likely to catch, Pidgey's stats are pretty average
across the board, but at least they're not terrible. Unfortunately, its level-
up movepool is, boasting its first Flying STAB, the awful Wing Attack, at L31.
Up until then you'll be stuck with weak Normal moves, but at least they get
STAB too. Pidgey also doesn't fare greatly against the first three Gyms,
really. Once you get to Celadon, Pidgeot's repertoire expands with the powerful
STAB HM Fly, which is like a Fire type attack except it nails the more common
Fighting type instead of Ice types. It can then trash the Grass Gym and now
hold its own against any non-Rock types.

Round out Pidgeot's movepool as best you can--its options are rather limited
even with TM support. Take Down/Double-Edge should only be used when Fly is not
very effective or out of PP, as you'll mostly be using Fly against everything.
Reflect and Agility boost your Defense and Agility respectively, but Agility is
not particularly necessary so you can run Hyper Beam here instead, given how it
gets STAB and doesn't need to recharge if you KO the foe. Sand-Attack is also
viable as a fun option to stall out the foe if you don't fancy running Double
Team here instead.
________________

#020: Raticate
________________

 - Rating: ***

Type: Normal

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   55   81   60   50   97  343
Max   313  260  218  198  292

1: Physical Sweeper
~ Hyper Fang/Hyper Beam
~ Quick Attack
~ Dig (E)
~ Bubblebeam (E)/Blizzard (E)

Rattata is obtained almost straight away, but you'll notice that Raticate's
stats are not particularly great. Luckily, it gets Hyper Fang early to deal
some decent damage and evolves at L20, making it fairly powerful at that time.
However, as your other Pokemon evolve and catch up with their own powerful
moves, you'll see your usage of Raticate begin to dwindle. Its decent Attack is
limited by only having access to Normal moves and the much lusted after Dig,
but attacking options outside of those are restricted to Special TM moves,
which are better off used on a Pokemon that has a non-terrible Special stat.

As for moves, Raticate should have the powerful STAB Hyper Fang at his
disposal. Quick Attack can pick off faster, weakened foes and also gets a power
boost from STAB. Dig, if you can afford to give it to Raticate, will help out
against the Electric and Fire Gyms, for example. The last moveslot is
specifically for Pokemon that Raticate cannot dent otherwise, namely Rock
types. If you don't want to give Dig to Raticate, BubbleBeam/Blizzard will tear
through those Rock types that otherwise wall him, although these great moves
are better placed on other Pokemon.
________________

#022: Fearow
________________

 - Rating: ****

Type: Normal/Flying

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   90   65   61  100  381
Max   333  278  228  220  298

1: Physical Sweeper
~ Drill Peck
~ Take Down/Double-Edge (E)
~ Hyper Beam
~ Reflect

Available nice and early. Unlike its rival Pidgey, it starts off with STAB
Flying moves straight off the bat and also boasts more offensively-leaning
stats at the expense of some bulk. It takes care of the ealy-game Bug types
with ease, evolves into its final form at the early L20 (as opposed to Pidgey's
L36) and learns the fantastic Flying STAB Drill Peck at L29 (or L34 as a
Fearow). Drill Peck is basically all you need to sweep, but like its
Normal/Flying cousins, Fearow can do very little against Rock types.

The rest of the set tries to compliment Drill Peck and wring as much power as
possible from the rest of Fearow's shallow movepool. Take Down or Double-Edge
are great STAB moves but inflict recoil. Hyper Beam is also a great STAB move
that should be used when you think you can KO the foe with it (as it then
doesn't require a recharge turn). Reflect is there to patch up Fearow's
otherwise fairly miserable Defense. Typically though, you'll be Drill Pecking
everything that doesn't resist it.
________________

#024: Arbok
________________

 - Rating: *

Type: Poison

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   85   69   65   80  359
Max   323  268  236  228  258

1: Physical Sweeper
~ Wrap
~ Dig (E)/Earthquake (E)
~ Glare/Body Slam (E)
~ Rock Slide (E)/Fissure (E)/Strength

It's only available in Red version and even there I wouldn't bother. Although
it can be caught fairly early, Ekans has trash typing and no good STAB moves.
His stats are also no better than average anywhere, but they're just about
usable. Its movepool is also pretty shallow, especially without TM support, its
only notable achievement being the unique Glare. Hopefully you'll be using
those TMs elsewhere though. At least it evolves at L22.

Since STAB moves are out of the question, Arbok becomes a poor man's Ground
type, using Dig as his main attack wherever possible. Of course, Dig is best
placed on something else, but we'll ignore that issue. Glare is inaccurate, but
it's unique and paralyses Ground types as well (unlike Thunder Wave) so
warrants some use. After you've paralysed the foe, Wrap is a massively annoying
move that you can use to potentially beat everything in the game. It prevents
the foe from attacking and damages them agonisingly slowly--just beware of its
shoddy accuracy. The last move is filler. Rock Slide hits Flying types that Dig
misses or you can just run an X Accuracy and OHKO set with Fissure.
________________

#025: Pikachu
________________

 - Rating: **

Type: Electric

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   35   55   30   50   90  260
Max   273  208  158  198  278

1: Mixed Sweeper
~ Thunderbolt
~ Body Slam (E)/Strength
~ Reflect/Thunder Wave
~ Submission (E)

Since your yellow starter Pikachu can't evolve, he doesn't fair so well in my
tiering system. Consider that he's competing against fully evolved Pokemon for
a placement, so his stats are by comparison atrocious, save for his Speed. A
small consolation for Yellow players is that Pikachu learns Thunderbolt
naturally, so you can use the TM elsewhere. Pikachu also fairs badly against
the many of the Gyms in Kanto--even Misty's Starmie should beat you despite
your type advantage. Early on, Thundershock's power cannot keep up except
against birds like Pidgey and Spearow.

Thankfully, Thunderbolt will arrive at L26, about the level that you'll really
start to notice Pikachu's dwindling usefulness. However, it can only do so
much--his power just cannot compare to your evolved team members. The rest of
the set hits what Thunderbolt cannot--namely Ground types. Submission is your
best bet against Rock/Ground types (unless you can get Surf from Pokemon
Stadium) while Body Slam/Strength hits mono-Ground types okay. Reflect patches
up your miserable 30 Defense. You can consider Thunder Wave--particularly if
you aren't using Body Slam--but its usually unnecessary with 90 base Speed.
________________

#026: Raichu
________________

 - Rating: ***

Type: Electric

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   90   55   90  100  395
Max   323  278  208  278  298

1: Mixed Sweeper
~ Thunderbolt (E)
~ Body Slam (E)/Strength
~ Reflect/Thunder Wave
~ Submission (E)

See Pikachu's entry above. However, Raichu, as the evolved form, now has the
stats to pull its weight on a team. Oh, and Thunderbolt must be taught by TM in
Red and Blue. Sorry. Until you get to Celadon City (where you can evolve
Pikachu with a Thunderstone), you'll run into similar problems to the Pikachu
set as described above. From there onwards, the sailing is a bit smoother.
________________

#028: Sandslash
________________

 - Rating: ****

Type: Ground

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   75  100  110   55   65  405
Max   353  298  318  208  228

1: Physical Sweeper
~ Dig (E)/Earthquake (E)
~ Slash
~ Rock Slide (E)
~ Fissure (E)

2: Setup Sweeper
~ Swords Dance (E)
~ Dig (E)/Earthquake (E)
~ Body Slam (E)/Hyper Beam
~ Fissure (E)/Rock Slide (E)

Sandshrew is available nice and early for Blue and Yellow players, in between
the first and second Gyms. Fantastic Defense and Attack stats, decent HP and a
Speed stat considered passable by in-game standards mean that Sandslash only
has to worry about Special attacks, especially those of the Grass, Water and
Ice varieties. Although it is powerful, Sandslash's main flaw is that it
doesn't match up favourably against many of the tough trainers you'll be
fighting. Misty, Erika and Lorelei in particular all give Sandslash trouble.
It's also a bit of a TM vacuum...

Cerulean City, just after you obtain Sandshrew, offers up the Dig TM which is
greatly loved--Sandshrew gets STAB on this great 100 base power move, so he
should be high on your list of considerations. He also gets Slash at L17, which
is a great move that critical hits 99.6% of the time when he evolves into
Sandslash at the early L22. It should be substituted for Body Slam on the
Swords Dance set though, as critical hits ignore Swords Dance boosts. Body Slam
is also nice for its paralysis chance, whereas a boosted Hyper Beam, should it
KO the foe, need not recharge so is a perfectly viable option. Rock Slide hits
Flying Pokemon slightly better than a critical Slash, but is mostly filler.
Finally, Sandslash can also run an OHKO + X Accuracy set with Fissure.
Sandslash is a great Pokemon, but it is largely outclassed by Dugtrio.
________________

#031: Nidoqueen
________________

 - Rating: *****

Type: Poison/Ground

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90   82   87   75   76  410
Max   383  262  272  248  250

1: Mixed Sweeper
~ Dig (E)/Earthquake (E)
~ Ice Beam (E)
~ Thunderbolt (E)
~ Body Slam (E)/Hyper Beam/Strength

2: OHKO + X Accuracy
~ Dig (E)/Earthquake (E)
~ Ice Beam (E)
~ Horn Drill
~ Fissure (E)

These gals are available very early in the game and, in Yellow, can help you
through Brock's Gym with Double Kick. Its stats are pretty nice across the
board and it can evolve into its final, powerful form as early as Mt. Moon if
you pick up a Moon Stone and get to L16. She then proceeds to learn a fantastic
slew of TMs including a powerful STAB Dig, BubbleBeam, Thunderbolt, Body Slam
and Ice Beam, to name a few, which provide perfect coverage and lots of super-
effective hits.

Unfortunately, Nidoqueen is a horrendous TM hogger and will leave very little
for your other teammates due to her rather sparse level-up movepool. Her
Special stat is also slightly underwhelming compared to some more dedicated
Special Pokemon in the late stages of the game. However, like Mew, she is also
capable of running a perfect OHKO set, using Horn Drill on everything that
isn't a Ghost and Fissure on everything that isn't Flying. So that probably
makes up for it.
________________

#034: Nidoking
________________

 - Rating: *****

Type: Poison/Ground

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   81   92   77   75   85  410
Max   365  282  252  248  268

1: Mixed Sweeper
~ Dig (E)/Earthquake (E)
~ Ice Beam (E)
~ Thunderbolt (E)
~ Body Slam (E)/Hyper Beam/Strength

2: OHKO + X Accuracy
~ Dig (E)/Earthquake (E)
~ Ice Beam (E)
~ Horn Drill
~ Fissure (E)

See Nidoqueen's analysis, because these guys are basically the same. The only
difference really is that Nidoking has slightly higher Attack and Speed at the
expense of some HP and Defense. So that gives him a very slight edge over his
female counterpart (unless you go the OHKO route), as you should be trying to
OHKO everything anyway.
________________

#036: Clefable
________________

 - Rating: ***

Type: Normal

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   95   70   73   90   60  388
Max   393  238  244  278  218

1: Special Sweeper
~ Body Slam (E)
~ Psychic (E)
~ Ice Beam (E)
~ Thunderbolt (E)/Sing

Clefairy can be caught *and* evolved in Mt. Moon, due to evolving via Moon
Stone. You might as well evolve straight away--and lose Clefairy's level-up
moves in the process--because Clefairy learns absolute trash naturally. So yes,
you'll be hoovering up TMs in a frenzy. Evolving early has the effect of
boosting Clefairy's stats to powerful levels, but as your other team members
catch up you'll find Clefable's stats begin to look somewhat mediocre by
comparison. Luckily, she is in the fastest Exp. group (and thus levels up
quickly) and her TM movepool is very nice. Mega Punch and Water Gun early on
give her STAB and something to handle the Rock types who resist that STAB.

Later on, Body Slam is arguably the best STAB move for her, given its high
paralysis chance and Clefable's lowish Speed. The other three moves are close
to the best Special moves in the game, giving you great coverage against many
Gym Leaders and Elite Four members. Sing's accuracy is shoddy, but can be used
if you fancy your luck and a more accurate Sleep move is not available on your
team. Although more powerful Special Sweepers can be found, not many can boast
Clefable's sheer versatility.
________________

#038: Ninetales
________________

 - Rating: **

Type: Fire

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   73   76   75  100  100  424
Max   349  250  248  298  298

1: Mixed Sweeper
~ Flamethrower
~ Body Slam (E)
~ Dig (E)/Fire Spin
~ Confuse Ray

Vulpix is a cool Pokemon that you can pick up just before Celadon City. Upon
evolving, it has some fantastic stats in Special and Speed and its other stats
aren't too bad either. Vulpix's movepool is somewhat restricted, but it learns
a great set of moves naturally. Unfortunately, Ninetales--the evolution of
Vulpix--doesn't learn any moves by levelling up so you'll be forced to stick
with Vulpix until it's learned everything you want. I'd at least stick around
until L35 when it learns Flamethrower. Fire also isn't as great a type in the
mid-late stages of game as it is earlier on, and although Vulpix is available
just before the Grass Gym, you'll be hard pressed to commit to some serious
damage with only Ember as your STAB output.

Ninetales will require some serious grinding to become a viable option really,
but things will become easier upon acquiring Flamethrower. You can teach it Dig
and Body Slam to round out its offensive coverage, and Confuse Ray is a
brilliant 99.6% accurate confusion move to annoy your opponents. Fire Spin is
also broken in-game since you can trap the opponent endlessly as long as you're
faster, which should be no trouble for Ninetales. However, you'll have to stick
around to L42 as a Vulpix for that leisure. Ninetales is a decent Pokemon with
nice stats and moves, but its typing isn't great and it needs a lot of hand-
holding to reach its full potential.
________________

#040: Wigglytuff
________________

 - Rating: *

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base  140   70   45   50   45  350
Max   483  238  188  198  188

1: Special Sweeper
~ Body Slam
~ Psychic (E)
~ Ice Beam (E)
~ Thunderbolt (E)/Submission (E)

Jigglypuff is a lot like Clefable in that is gains Exp. very quickly, arrives
around Mt. Moon (or Route 5 for Yellow players), evolves straight away via Moon
Stone, and has no natural movepool to speak of, instead relying on Special TMs.
The similarities end here. Wigglytuff simply does not have any offensive
presence and its Speed is ridiculous. Jigglypuff is stuck with Sing when you
catch it as well, so you'll have to spend TMs or bait-and-switch it to L9 to
give it any offensive moves. Mega Punch and Water Gun is okay for the early
game though. Body Slam comes at L34 for Jigglypuff only, so you'll have to hold
off on evolving it if you don't want to use the Body Slam TM later.

The other moves try to round out Wigglytuff's coverage so you'll be getting a
fair amount of 'It's super effective!' messages. Sadly, 50 base Special is
pretty poor so you won't be KOing much, especially without STAB on those moves.
Wigglytuff's high HP is attractive but is somewhat counteracted by its low
defensive stats. Submission is a somewhat decent option due to running off
Wigglytuff's better Attack stat and its recoil not being as much of a detriment
due to that behemoth HP. I'd probably give Wigglytuff a miss and teach those
TMs to something else though--it's just not strong enough.
________________

#042: Golbat
________________

 - Rating: *

Type: Poison/Flying

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   75   80   70   75   90  390
Max   353  258  238  248  278

1: Mixed Sweeper
~ Confuse Ray
~ Double-Edge (E)
~ Mega Drain (E)
~ Leech Life/Wing Attack

Good luck NOT running into a Zubat in Mt. Moon and just about every other cave
in Kanto. Its stats are average across the board and it has nice enough Speed
and Attacking stats, but take a look at that movepool. Just stand in awe of it
for a second as it strikes fear into your heart. Zubat will require a lot of
grinding in Mt. Moon due to his poor moves and then you'll be using
'fantastic' TMs like Double-Edge and Mega Drain. Yes, Golbat's typing is poor--
woth weakness to Electric, Psychic, Ice and the rare Rock--and he gets no STAB
outside of the pathetic Wing Attack.

Sigh... Confuse Ray is annoying enough, granting Golbat a way to stay in the
battle longer. Double-Edge is your best form of damage, but recoil racks up so
recover with Mega Drain against Rock types and such. The last slot is the best
we can do--Leech Life has a measly 20 base power, but does quadruple damage to
Grass/Poison types and can be used to 'counter' Psychics. Yeah... Wing Attack
is Golbat's only STAB, clocking in at a jaw-dropping 52.5 base power (factoring
in STAB). Use it against pesky Fighting, Bug and Grass types. Have fun with
that.
________________

#045: Vileplume
________________

 - Rating: **

Type: Grass/Poison

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   75   80   85  100   50  390
Max   353  258  268  298  198

1: Setup Sweeper
~ Sleep Powder
~ Petal Dance/Mega Drain (E)
~ Swords Dance (E)
~ Body Slam (E)

Oddish can be caught just before Cerulean Gym which is handy considering his
type advtange over Misty. Although he won't be outspeeding much, his Special
stat is pretty good and he learns the ever useful Sleep Powder very early on to
help him win matches that might otherwise get difficult. However, Oddish is
stuck with Absorb for offense for a long time, which means you'll have to grind
him up and invest quite a lot of time, and possibly give him Mega Drain once
you get to Celadon to tide him over until he gets Petal Dance. Speaking of
which, you'll want to get Petal Dance at L38 as a Gloom before evolving into
Vileplume, whereupon it learns no level up moves.

Petal Dance is great in-game because you can simply switch out for free after
you've knocked out an opponent and so negate the undesirable confusion after-
effects. Since Vileplume's movepool is spectacularly bad, Petal Dance and Sleep
Powder are really all you need, but you can fill out the last two slots with
Swords Dance and Body Slam to net some powerful hits on Pokemon that resist
Grass (except the Gastly line though). Body Slam's paralysis chance also helps
with Vileplume's low Speed.
________________

#047: Parasect
________________

 - Rating: *

Type: Bug/Grass

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   95   80   80   30  345
Max   323  288  258  258  158

1: Mixed Sweeper
~ Spore
~ Swords Dance (E)/Growth
~ Body Slam (E)/Slash
~ Mega Drain (E)/Leech Life

Paras can be caught early in Mt. Moon, but I can't recommend it. Its stats
besides its good Attack are all average or less, especially that poor Speed
which will leave you outsped by almost everything. That's not good when your
defences aren't great and you pack a ton of weaknesses, three of them quadruple
(Fire, Flying and Poison)! Its movepool is pretty barren as well, so you'll
have to make do with what you can. Naturally, you get Spore, Growth, Slash and
Leech Life.

Spore is Parasect's claim to fame, a 99.6% accurate Sleep move which comes in
pretty handy when you have a terrible Speed stat. If you teach Parasect Swords
Dance, give it Body Slam instead of Slash since if Slash critical hits (about a
~47% chance for Parasect) it will ignore the boosts from Swords Dance. If you
want Slash, you could use Growth instead of Swords Dance. Growth will boost up
Mega Drain, but Swords Dance boosts Leech Life. Both of them have underwhelming
base power--particularly Leech Life's lacklustre 20--so you'll mostly be
relying on Slash. Slash isn't as useful on Parasect when compared to faster
Pokemon since critical hit chance is based on *base* Speed.
________________

#049: Venomoth
________________

 - Rating: *
 - Rating: **

Type: Bug/Poison

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   70   65   60   90   90  375
Max   343  228  218  278  278

1: Special Sweeper
~ Sleep Powder
~ Psybeam/Stun Spore
~ Psychic
~ Mega Drain (E)

Venonat's main problem is that it takes forever to evolve and it's pretty weak
up until that point. When it does evolve, it still takes a while to learn some
decent moves, not even nabbing Sleep Powder until L43. In Red and Blue, it's
stuck with Tackle until Leech Life (!) at L27, then Psybeam at L38. Ouch. At
least in Yellow it gets non-STAB Confusion to help out your coverage.
Thankfully, upon evolving, its stats are more rounded with decent Special and
Speed. Its typing is pretty bad and it gets no good STAB moves, so non-STAB
special moves is all you get.

Venonat doesn't fare greatly against the in-game challenges like Gyms and such
due to its poor movepool and typing--Confusion (Yellow only) works against
Erika but is too weak to cause her much harm, and although your Psychic attacks
work against Koga he has a high level Venomoth of his own that can Psybeam you
right back. They were the good matchups--the other in-game trainers like Blaine
and Sabrina will wail on you. As for Venomoth's moves, give it Sleep Powder
when it finally gets it, along with Psychic (L50!) and the Mega Drain TM. It
can't do much else.

Although Venonat arrives fairly early in Yellow (Route 25, just before Cerulean
Gym) which boosts its rating somewhat, the Venonat of Red and Blue fame arrives
in Route 12, just before Fuchsia City. Not only that, but it will be a much
lower level than your party and doesn't get Confusion, leaving it with Tackle
for a while. Venonat is just a lot of hard work and grinding for what is,
ultimately, a sub-par Pokemon. use something else.
________________

#051: Dugtrio
________________

 - Rating: *****

Type: Ground

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   35   80   50   70  120  355
Max   273  258  198  238  338

1: Physical Sweeper
~ Earthquake
~ Slash
~ Rock Slide (E)
~ Fissure (E)

Diglett is a fantastic Pokemon and arrives at just the right time--just before
Lt. Surge's Gym to laugh at all of his Electric types. The best thing about it
is you can encounter a L29-31 Dugtrio in Diglett's Cave with a 5% chance, and
it's well worth holding out for--not only will it be much higher levelled than
your current teammates, but it'll come already equipped with 100 base power
STAB Dig. Wow. Just wow. At L35 Dugtrio gets Slash, and until you end up
replacing Dig with Earthquake (which it learns naturally at L47!) those two
moves will be all you need.

Now, Dugtrio's defences are paper thin, so you'll need to be sure to OHKO
everything you come across. Thankfully, with blazing 120 Speed and a decent 80
Attack, pairing with great STAB and a nearly-always critical hit Slash, that
shouldn't be a problem. If it is, use an X Accuracy and go to town with
Fissure. Critical hits for non-Slash moves are also likely to occur with a
23.4% probability, since Dugtrio has such great base Speed. Rock Slide is
merely insurance against Bug and Flying types, which Dig/Earthquake isn't so
good against. Even so, a super-effective Rock Slide will only just outdamage a
critical hit Slash, so it's not strictly necessary.
________________

#053: Persian
________________

 - Rating: ***

Type: Normal

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   70   60   65  115  375
Max   333  238  218  228  328

1: Mixed Sweeper
~ Slash
~ BubbleBeam (E)
~ Thunderbolt (E)
~ Hyper Beam (E)

Arriving on Route 5 (just after Cerulean City), Meowth is a bit underpowered
and won't really begin to catch up until you evolve it at L28. It starts with
STAB Bite which is fairly powerful, and Normal is a nice type, weak to only the
rare Fighting. Straight away you can stick Bubblebeam on it so it isn't walled
by Rock types, then Normal and Water attacks should carry you through most of
the game. Persian's Attack is only mediocre and its Special is even worse, but
they're just good enough to use.

You'll be holding out until L51 for Slash, until which time you'll have to make
do with Bite. Slash is Persian's greatest move though, because coupled with its
great Speed it'll critical hit 99.6% of the time. The other two moves are
almost completely filler, but Thunderbolt helps against pesky Swimmers and
Birdkeepers that plague this game, if you can spare the TM. Hyper Beam just
about outdamages a critical hit Slash if you're confident you can KO the foe,
and Hyper Beam itself will critical hit ~22.5% of the time.
________________

#055: Golduck
________________

 - Rating: ***
 - Rating: **

Type: Water

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   80   82   78   80   85  405
Max   363  262  254  258  268

1: Mixed Sweeper
~ Surf
~ Ice Beam (E)/Blizzard (E)
~ Body Slam (E)/Submission (E)
~ Dig (E)

Psyduck is available as soon as you get the Super Rod in Red and Blue or Surf
in Yellow. I'd still Surf for it in Red and Blue as he has the decency to be
about L30 (or L38ish if you're lucky enough to run into an evolved Golduck) and
he evolves at L33, so that's no problem. In Yellow, though, your best chance is
L20 (most likely L15) so it's much less viable. You probably shouldn't waste
time grinding Psyduck up from that kind of level. Its stats are nice across the
board, but not stellar anywhere in particular. Water is a nice type that you'll
have waited a long time for if you didn't invest in Squirtle or Magikarp, and
access to the Surf HM and Ice Beam TM are always great bonuses.

Unfortunately, Golduck becomes available at the same time as many of the game's
other Water types, and he just can't stack up by comparison to the likes of
Staryu, for instance. Still, just because he's overshadowed doesn't make him
bad. Surf is obligatory STAB for Water types, Ice covers Grass and Dragon types
that Water can't hit, and the last two moves are filler which cover opposing
Water types. Dig in particular covers Electric types, but is much better used
elsewhere since you'll be switching out of Electric types, hopefully. Golduck
is a solid--but not spectacular--Pokemon in Red and Blue, but unfortunately he
arrives far too low-levelled in Yellow to be of much use.
________________

#057: Primeape
________________

 - Rating: **
 - Rating: ***

Type: Fighting

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65  105   60   60   95  385
Max   333  308  218  218  288

1: Physical Sweeper
~ Submission
~ Karate Chop/Body Slam (E)
~ Dig (E)
~ Rock Slide (E)

I'm not sure how useful Fighting types really are in this game. Being good
against Rock and pure Normal is nice, but they're not much good elsewhere (Ice
types tend to beat you despite being weak to Fighting attacks due to their high
Special stats). In Yellow he arrives early with Low Kick to decimate Brock and
take out pesky Normal types (Rattata), but in Red he arrives in the less useful
Route 5, so you'll need to do some grinding and you'll lack a Fighting type
move to smack Normals with. Not evolving until L28 is a pain, but Karate Chop's
100 effective base power (after factoring in its nearly-100% critical hit rate)
should tide you over nicely, as well as Low Kick in Yellow.

In the meantime, the Dig TM from Cerulean is very handy as always, especially
with Primeape's nice Attack stat. In particular, it covers the plethora of
Poison types that your Fighting attacks aren't so useful against. In Cerulean
City you can pick up Submission and Rock Slide. STAB Submission is really
Mankey's major selling point--without it he becomes a sub-par Sandshrew or
Diglett--although that 1/4 recoil will stack quickly given his lowish HP. Rock
Slide is typical not-strictly-necessary physical filler, hitting Flying types
where Dig and Submission can't. Mankey is a decent enough physical Pokemon but
gets outclassed by Sandshrew and Diglett, and matches up poorly against quite a
few trainers like Erika, Koga, Sabrina etc.
________________

#059: Arcanine
________________

 - Rating: ***

Type: Fire

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90  110   80   80   95  455
Max   383  318  258  258  288

1: Mixed Sweeper
~ Fire Blast (E)
~ Dig (E)
~ Body Slam (E)/Take Down
~ Reflect/Hyper Beam

Growlithe arrives just before Celadon City, so a bit of grinding will be
required. However, in Celadon City you can pick up a Fire Stone and evolve him
straight away (you don't want to wait until L50 just for Flamethrower, trust
me), and Arcanine's stats are simply ridiculous. With fantastic Attack, more-
than-adequate in-game Speed and some very nice bulk, Arcanine's stat total of
455 blows most other Pokemon out of the water. Unfortunately, Arcanine is stuck
with the lame Ember as a STAB move until very late in the game when you get
Fire Blast, but you should save your Dig TM and abuse it with that 110 base
Attack.

Dig will be your main method of attacking, occasionally using Ember for
Grass/Poison types that resist Dig. Fire Blast arrives late but is your best
STAB option besides Flamethrower, which isn't going to happen. The last two
moves aren't necessary, but Body Slam provides some neutral coverage with a
nice paralysis chance, as always. Reflect is the most filler-y move possible,
since Arcanine's Defense is already quite nice, but it might help out somewhat.
The only other option is Hyper Beam, which works well if you can comfortably KO
the foe and thus avoid the recharge turn. Arcanine's type and movepool are not
particularly great, but it recovers from those setbacks with a lovely stat
distribution.
________________

#062: Poliwrath
________________

 - Rating: ***

Type: Water/Fighting

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90   85   95   70   70  410
Max   383  268  288  238  238

1: Mixed Sweeper
~ Surf
~ Ice Beam (E)
~ Submission/Earthquake (E)
~ Amnesia/Hypnosis/Psychic (E)

It arrives quite late--the best time to get it is when you have the Super Rod.
On Route 23 in Yellow, you can nab up to a L40 Poliwhirl which is pretty handy,
whereas the highest in Red and Blue is a L23 Poliwhirl in Celadon City or on
Route 10. Poliwrath's stats are not particularly well-distributed, but he's
certainly no slouch and he can even boost up his Special with a well timed
Amnesia. Water is a nice type, but Fighting will give you a nasty Psychic
weakness (although you can try to somewhat compensate for that with Amnesia).
It also comes pre-packed with Hypnosis which can be kind of helpful.

The main draw of Poliwrath though, as you can see from the above movesets, is
his phenominal movepool. Deciding which moves to give him can be kind of
difficult, but Surf and Ice Beam are givens, really. Submission is cool too
since it gets STAB and is re-buyable, but Earthquake or Psychic are certainly
options. And of course, there's always the cheap option of running an X
Accuracy + OHKO set with Fissure. Ice Beam will take care of the fliers that
avoid it, and is very useful against Lance's dragons. I wouldn't forego Amnesia
on anything that gets it, but setting up can be irritating so you're free to
run Hypnosis or something instead.
________________

#065: Alakazam
________________

 - Rating: **** (Kadabra)
       - Rating: ***** (Alakazam)

Type: Psychic

Stats (Kadabra):
Stat   HP  Atk  Def  SpA  Spe  BST
Base   40   35   30  120  105  330
Max   283  168  158  338  308

Stats (Alakazam):
Stat   HP  Atk  Def  Spc  Spe  BST
Base   55   50   45  135  120  405
Max   313  198  188  368  338

1: Special Sweeper
~ Psychic
~ Reflect
~ Psybeam
~ Recover/Teleport/Thunder Wave (E)

Abra arrives around the Cerulean City area, knowing only the non-damaging
Teleport. You'll have to bait-and-switch to grind him up to L16, but boy is it
worth it. At L16 he'll evolve into Kadabra, learn Confusion, and you can then
trade to get an Alakazam. 'Zam is easily one of the best Pokemon in the game
(both at this point and right into the endgame stages), whose fantastic
offensive stats and game-breakingly powerful type easily mow down most threats.
Alakazam's movepool is pretty sparse, but nothing except other Psychic types
resist Psychic, so that move is all he really needs to succeed.

Spamming Psychic is all you really need to do, and Alakazam's ridiculous
Special stat ensures it'll do stupidly high damage even to those who resist it.
The rest of Alakazam's movepool is filler, really. Teleport is a useless
attacking move, but is useful for getting to Poke Centers quickly. Psybeam can
be used if you're afraid of running out of PP for Psychic, and Reflect bolsters
your low Defense. Thunder Wave is hardly necessary due to Alakazam's stupidly
good Speed, but the 25% chance to render the foe inactive is nice, and it also
boosts your chances of catching wild Pokemon (though if you have something that
can Sleep foes, use that instead). Finally, although I never usually recommend
recovery moves (see the top of this section), Alakazam has a poor movepool and
is fast enough to warrant it, so you might as well if you want to save on a few
Hyper Potions.

If you can't evolve him via trading, Kadabra is still a fantastically powerful
Psychic type that will dominate for large portions of the game--just be careful
of his abysmally low Defense and HP. If the defence issues are bugging you, try
Hypno instead, who isn't quite as powerful but makes up for it with greater
bulk, plus has the benefit of being fully evolved.
________________

#068: Machamp
________________

 - Rating: ** (Machoke)
         - Rating: *** (Machamp)

Type: Fighting

Stats (Machoke):
Stat   HP  Atk  Def  SpA  Spe  BST
Base   80  100   70   50   45  345
Max   363  298  238  198  188

Stats (Machamp):
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90  130   80   65   55  420
Max   383  358  258  228  208

1: Physical Sweeper
~ Submission
~ Dig (E)/Earthquake (E)
~ Body Slam (E)
~ Hyper Beam/Rock Slide (E)/Fissure (E)

Like his fellow Fighting types, Machop is useful against the hordes of Normal
types with Low Kick and Submission, but gets outclassed by those physical
sweepers who aren't Fighting type (see: Sandshrew, Diglett). He also arrives
Later than those two, turning up in Rock Tunnel. In Yellow, you can trade a
Cubone for a Machoke which will instantly evolve into Machamp. Unfortunately,
Machamp doesn't fare too well against most of the remaining Gyms (type
disadvantage against Erika, Koga and Sabrina, needs Dig for Blaine) or Elite
Four, and needs some TM support by way of the go-to physical moves Dig and Body
Slam.

Machamp also has a pretty poor Speed stat, but luckily he has passable bulk and
fantastic 130 Attack. Submission is typical fare for Fighting types, even
though its accuracy and recoil are less-than-desirable. Dig/Earthquake gives
coverage, and Body Slam's chance to paralyse sure does help when your Speed
stat is occasionally underwhelming. The last move is filler, but Rock Slide can
beat Flying types and Fissure forms part of the OHKO + Accuracy standard,
although Machamp might be too slow to take advantage of it without an X Speed
boost too.

Machoke is much like Machamp but his stats are severely sub-par. His only good
stat is Attack, which is nice but available on quite a few other, better
physical attacking standards. That bad Speed is reduced even further, so you'll
really have to level grind Machoke to stay even. However, these guys aren't
super-lowly rated since they have a grand selection of physical moves to choose
from and a nice Attack stat, as well as arriving in the early-mid game.
________________

#071: Victreebel
________________

 - Rating: ****

Type: Grass/Poison

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   80  105   65  100   70  420
Max   363  308  228  298  238

1: Mixed Sweeper
~ Sleep Powder
~ Wrap
~ Razor Leaf
~ Swords Dance (E)/Hyper Beam

Being the best Grass type available just before Cerulean Gym is massively
helpful, so Bellsprout is already starting to look good. Learning Sleep Powder
early and resisting Starmie's attacks is great, and Victreebel's stats are
pretty impressive too, with passable Speed, great offenses and decent bulk.
Vine Whip will have to make do until L38 when you get Razor Leaf, but you'll
also get Wrap at L13, which is totally broken in this game. As long as the foe
is slower than you, you can Wrap them ad infinitum (assuming you don't miss)
and they won't be able to retaliate.

It's well worth the wait for Razor Leaf; it's the most powerful Grass move in
the game, with 110 effective base power (factoring in its mad critical hit
chance)--that's 165 with STAB! Sleep Powder, Wrap and Razor Leaf will take care
of almost any foe--the only one I can think of who resists that combination is
Gengar. Hyper Beam is kind of filler, but it it can finish off a foe it won't
need to recharge. Alternatively use Swords Dance to double Wrap's power.
Victreebel's early availability (and usefulness against Misty!), great offenses
and just-right combination of moves earns it a four star rating in my eyes.
________________

#073: Tentacruel
________________

 - Rating: ***

Type: Water/Poison

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   80   70   65  120  100  435
Max   363  238  228  338  298

1: Mixed Sweeper
~ Swords Dance (E)
~ Wrap
~ Surf
~ Ice Beam (E)/Blizzard (E)

Water is a fantastic type, but there's a lot of competition and Tentacool
arrives rather late. Once you get Surf, mosey on down to below Fuchsia and
catch a high level one--up to L40 is possible! Just be aware that anything L35
or higher won't have Wrap, which is a fantastically broken move that can keep
the opponent trapped indefinitely, especially with a Speed stat that high.
Tentacruel's Special is even higher, so his special attacks sure pack a wallop
and he'll be able to tank a few hits. His Poison typing is an unfortunate
hindrance, since you'll be less able to tackle the Psychic types the game
throws at you, but at least it makes you neutral to Grass attacks, I suppose.

Surf is your STAB bread and butter, hitting everything not Grass, Water or
Dragon for heavy damage. Ice attacks round out the coverage as always, hitting
the aforementioned Grass types and particularly Lance's Dragon types. Swords
Dance can be used in conjunction with Wrap, doubling its damage output,
although it's not strictly necessary. Overall, Tentacruel is nice and powerful,
but late-ish availability coupled with Poison typing and a lot of good
competition knock it down a few places in the rankings.
________________

#076: Golem
________________

 - Rating: ** (Graveler)
          - Rating: *** (Golem)

Type: Rock/Ground

Stats (Graveler):
Stat   HP  Atk  Def  SpA  Spe  BST
Base   55   95  115   45   35  345
Max   313  288  328  188  168

Stats (Golem):
Stat   HP  Atk  Def  Spc  Spe  BST
Base   80  110  130   55   45  420
Max   363  318  358  208  188

1: Physical Sweeper
~ Rock Slide (E)/Rock Throw
~ Earthquake
~ Body Slam (E)/Strength
~ Submission (E)/Explosion

Available very early in the game, Golem is a somewhat mixed bag. For one, its
Attack and Defense are simply amazing, and its typing affords it key
resistances to the multitude of Poison and Normal types, as well as the odd
Electric type. However, its Speed and Special are pretty abysmal, and it sports
a common Water weakness as well as an annoying Grass weakness. Golem can easily
handle the game's many physical threats, but the game's trainers slowly start
switching to more potent Special attackers that Golem has a much harder time
with, so you'll notice yourself using him less and less. Entire Water routes
make him basically useless, but he's very handy against the Rocket grunts.

Luckily, it gets some great coverage moves and can learn them all very early,
even having Earthquake by L36 latest. It also evolves into its final form (by
trading) as early as L25. Rock Slide is a great TM from Celadon, and Dig can
tide you over until you get Earthquake. The last two moves are filler, but
Submission hits Normal types super-effectively (although a super-effective
Submission barely outdamages a neutral Earthquake, and provides recoil). The
alternative is Explosion, which will almost never be used since you don't get
any Exp., but can be useful when you have no other way of winning.

Unfortunately, Golem needs to be traded for, and if you have no way of doing
that you're stuck with Graveler. Graveler's base stat total is far below
average, and although his great Defense and now just above-average Attack are
still nice, his Speed and Special dip even further, and he takes a noticable
cut in HP. These compunded stat drops push Graveler's rating a bit lower, since
he loses a lot of bulk, and even level grinding can't ensure you'll be faster
than even average-Speed threats, unlike Golem.
________________

#078: Rapidash
________________

 - Rating: **
 - Rating: **

Type: Fire

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65  100   70   80  105  420
Max   333  298  238  258  308

1: Mixed Sweeper
~ Fire Spin
~ Hyper Beam
~ Fire Blast (E)
~ Body Slam (E)

Ponyta arrives really late in the game, just before the final couple of Gyms
and not packing an advantage against either of them. Yellow players can catch
it a tad earlier on Cycling Road at L30ish which is okay, but TM support is
needed for it and it won't be much stronger than its RB counterpart. In
general, Pokemon arriving very late are less useful because of their level
difference. Fire is also not a great type in the late game and Rapidash's
movepool is ridiculously barren. At least it has some nice Speed and Attack
stats to work with and evolves at L40, fairly soon after you get it. You'll
start out with Ember and Stomp, but you should try to replace these as soon as
possible.

Fire Blast will replace Ember and will have to do due to lack of Flamethrower.
Body Slam runs off Rapidash's higher Attack and will be your main move in
tandem with Fire Spin, due to Fire Blast's poor 5PP. Fire Spin is much like
Wrap in that, as long as you're faster, the foe will take damage over time
without being able to retaliate. You can then use Hyper Beam to pick off
weakened foes without the need to recharge so long as you KO. Yes, that's all
Rapidash can do--not even Dig is available here.
________________

#080: Slowbro
________________

 - Rating: **

Type: Water/Psychic

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   95   75  110   80   30  390
Max   393  248  318  258  158

1: Special Sweeper
~ Amnesia
~ Surf
~ Psychic
~ Ice Beam (E)/Thunder Wave (E)

You're best off catching Slowpoke (or rarely Slowbro) from the Seafoam Islands
at L30ish. You CAN catch it earlier, but it will be L15, which isn't great.
Slowpoke becomes available at the same time as all the other Water types in the
game, really, so how does he stack up? Well, his movepool and typing are
great... but his Speed stat is the killer. You'll always take a hit before you
can land one of your own, which makes him almost unusable. He has decent enough
bulk to take a few hits, but only average offenses mean you'll be taking a lot
of punishment and only dishing out mediocre damage in return.

Slowbro has nice moves though. Amnesia really tanks up your Special side,
increasing your bulk and doubling the damage of Surf and Psychic, your go-to
Special STAB moves of choice. Ice Beam is there for super-effective coverage,
hitting Grass and Dragon types, but its very situational and not at all
necessary. Thunder Wave is an option to outspeed stuff, but you might just be
better off eating a hit first and just attacking with sheer force instead. It
doesn't help that Slowbro is largely outclassed by Starmie, who has the same
typing and vastly superior Speed.
________________

#082: Magneton
________________

 - Rating: ***

Type: Electric

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   50   60   95  120   70  395
Max   303  218  288  338  238

1: Mixed Sweeper
~ Thunderbolt (E)
~ Hyper Beam
~ Reflect
~ Supersonic

The best time to catch Magneton (catch the evolved form) is when you first
visit the Power Plant. The review should stop here since I have no idea why
you'd rather use Magneton over Zapdos, who is also available here, but for the
sake of completeness I'll carry on. It's got some nice stats, particularly that
Special, and its Speed is sufficient to outspeed most of the competition if you
gain some levels. Electric is a nice type to dominate the multitude of Water
Pokemon you'll have to fight, but that's Magneton's problem--it only really
knows Electric moves.

Yes, he's got a movepool entirely reliant on TMs, the most important of which
is the precious Thunderbolt. Off 120 Special and with STAB, that's going to
hurt, but competition for it is high. Hyper Beam hits anything that hunderbolt
can't theoretically, but you'll wind up in trouble against Rock/Ground and
bulky Grass types, since you'll need to recharge if you can't KO them. Switch
to something else. The last two moves are totally filler because of Magneton's
terrible movepool--Reflect bolsters its already decent Defense, whereas
Supersonic can be used to annoy the foe, if you're lucky.
________________

#083: Farfetch'd
________________

 - Rating: *

Type: Normal/Flying

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   52   65   55   58   60  290
Max   307  228  208  214  218

1: Physical Sweeper
~ Swords Dance (E)
~ Body Slam (E)
~ Slash/Sand-Attack
~ Fly

2: HM Slave
~ Cut
~ Fly

Terrible stats, bad typing, terrible movepool... You get this guy in Vermilion,
and you'll have to trade a Spearow for him. Why not just use the Spearow
instead if you're desperate for a Normal/Flying type? Set 2 is the best moveset
here, honestly. Just don't bother. If you do... good luck.
________________

#085: Dodrio
________________

 - Rating: ****

Type: Normal/Flying

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60  110   70   60  100  400
Max   323  318  238  218  298

1: Physical Sweeper
~ Drill Peck
~ Body Slam (E)/Tri Attack
~ Hyper Beam
~ Reflect/Fly

You'll grab Doduo on the Cycling Road, which you can access before Celadon Gym
(and proceed to sweep there!). It's caught in the mid-20s, learns Drill Peck at
L30 and evolves at L31, which is great timing--Dodrio's offensive stats put
many other Pokemon to shame. It's unfortunately that the time when Flying
Pokemon shine best (Viridian Forest) is gone, but Dodrio will certainly find
use against Erika, the Fighting dojo and physically defensively weak Pokemon
like Sabrina's Psychics.

Drill Peck is obligatory Flying STAB on anything that gets it, but you can slap
Fly on there too since it's slightly more powerful and can be very handy for
ferrying you around. There's not much else Dodrio can do, but Body Slam and
Hyper Beam are fantastic STAB moves so you might as well pick up both. Rule of
thumb is that you should Body Slam everything not weak to Drill Peck, or Hyper
Beam if within KO range (and then it won't need to recharge). Reflect is also
an option to patch up your frail Defense.
________________

#087: Dewgong
________________

 - Rating: ****
 - Rating: **

Type: Water/Ice

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90   70   80   95   70  405
Max   383  238  258  288  238

1: Special Sweeper
~ Ice Beam/Blizzard (E)
~ Surf
~ Body Slam (E)
~ Horn Drill/Rest

You might be surprised that a Pokemon that arrives so late in the game gets
such a high rating. I know I was. The reason? In both versions you can trade
for it at Cinnabar Island, greatly increasing the rate at which it gains Exp.
In Red and Blue you trade a Ponyta for a Seel and in Yellow you trade a
Growlithe for a Dewgong. Dewgong itself is largely average stat-wise, but great
typing, a decent Special, nice enough bulk and sufficient Speed all work in its
favour.

Give it Surf and mow down the nearby Fire Pokemon, the Fire trainers in the
Mansion and Blaine. It evolves at L34 and even gets Ice Beam at L54 (if you
don't want to waste the TM) which is a nice touch. Body Slam is filler really
and totally unecessary, but helps against Water types which Ice Beam and Surf
are ineffective against. Lastly, I'd recommend Horn Drill to OHKO any slower
non-Ghost types, if you use an X Accuracy First. Rest isn't as good an option
since you can heal up with items more efficiently, but is the best Dewgong can
muster in absence of Horn Drill. Dewgong is nowhere near the best Water type
around, but his ridiculous Exp. gaining rate and the ease with which he ploughs
through nearby trainers makes him a very good recommendation.

Of course in Yellow, where you can't trade it like this, it's a lot less useful
but still no slouch. You'll have to grab a low level one from the Seafoam
Islands, and although it can still clean up the Fire Pokemon on the Island,
it'll take a lot more grinding due to being low-level and not getting boosted
EXP. points. Shame.
________________

#089: Muk
________________

 - Rating: *

Type: Poison

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base  105  105   75   65   50  400
Max   413  308  248  228  198

1: Physical Sweeper
~ Sludge
~ Body Slam (E)
~ Hyper Beam
~ Acid Armor

Muk is definitely at the lower end of the ratings, arriving horribly late and
possessing the game's singular worst type--Poison. Not only that, but Muk's
physical movepool (I wouldn't try to go Special with a 65 in that stat) is
pretty bare and his Speed stat is miserable. Compounding the depression even
further, Muk is more or less useless against the major remaining battles in the
game, losing out to Blaine, Giovanni, Lorelei... etc. He's only useful against
Bruno's Fighting types, which are easily handled by a wide variety of other,
better Pokemon.

A STAB 65 power Sludge is Muk's main move hitting all the Grass types that
you'll never ever see for super-effective damage. Yeah. Body Slam or Hyper Beam
are standard physical options on anything that gets them, but Muk's movepool is
barren enough to warrant both. Body Slam's paralysis chance helps with that low
Speed, and Hyper Beam finishes off Pokemon in KO range. The last move really is
filler, helping Muk survive a bit longer on the physical side. Still, it's that
Special side where you'll get hammered.
________________

#091: Cloyster
________________

 - Rating: **

Type: Water/Ice

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   50   95  180   85   70  480
Max   303  288  458  268  238

1: Mixed Sweeper
~ Surf
~ Clamp
~ Ice Beam
~ Hyper Beam

You can fish one up once you've obtained the Super Rod, but it'll have some
catching up to do. Stat-wise, Cloyster is a beast, but a bit of respeccing
would be nice (it needs more HP, Special and Speed, less Attack and Defense).
Tackle is your best move until L23, which is when you get Clamp. Clamp is a lot
like Wrap but with worse accuracy and Water typing, so at least it gets STAB.
You cna try to hold out for Aurora Beam at L30 or even Ice Beam at L50 before
you evolve Shellder with the Water Stone, but I'd probably evolve it sooner and
give it the Ice Beam TM. Still, it's notable that the moveset above uses no
exclusive TMs so you can save them for your other 'Mons.

Speaking of which, Surf and Ice Beam are standard options on Water types,
especially when Cloyster gets STAB on both of them. Its Special is decent
enough to punch some holes in the opposition and its Speed is okay, plus you
can use Hyper Beam if you happen to be up against silly Water types that think
they can wall out your STAB attacks. Clamp traps opponents that are slower so
you can really get aggravating with that. It can be a nice Water type, but it
just takes too much grinding and effort for an offensively average Pokemon.
________________

#094: Gengar
________________

 - Rating: *** (Haunter)
         - Rating: **** (Gengar)

Type: Ghost/Poison

Stats (Haunter):
Stat   HP  Atk  Def  SpA  Spe  BST
Base   45   50   45  115   95  350
Max   293  198  188  328  288

Stats (Gengar):
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   65   60  130  110  425
Max   323  228  218  358  318

1: Special Sweeper
~ Hypnosis/Confuse Ray
~ Psychic (E)
~ Thunderbolt (E)
~ Mega Drain (E)

Grab one in Lavender's tower with a level in the mid-twenties. With ridiculous
Speed and Special, as well as access to Normal-type immunity, Gengar laughs in
the face of many a foe. It can be a bit on the frail side, and would really
love to not have to rely on TMs so much, but a lot of trainers in this game
pack Normal type attacks so Defense is not such a big issue. The only thing you
really have to worry about is that awkward phase mid-late game when everyone in
Sabrina's (and in Yellow, Koga's) Gym decide to use Psychic types. Hide Gengar
away then.

The choice between Hypnosis and Confuse depends on whether you want a better
status inflicted (Hypnosis--Sleep with 60% accuracy) or more reliability
(Confuse Ray--Confusion with 99.6% accuracy). The other three moves are
Gengar's best Special options, providing nice coverage. Thunderbolt is your
strongest move, but Psychic should be used on Poison and Fighting types, as
well as the Electric and Grass types that Thunderbolt isn't very effective
against. Mega Drain is sort of filler, but will heal you up nicely if you land
it on a Rock/Ground type for quadruple damage (think Bruno's Onix). It doesn't
quite have the power output of Psychic types with a STAB move, but Normal
immunity goes a long way in making up for that.

Haunter is pretty much just a mini Gengar--he's still offensively powerful, but
now he's 'merely' great as opposed to mind-blowing. That Normal immunity is
just as useful as always, but Haunter's a lot frailer on the physical side so
you have to be sure that the only physical moves the foe knows are Normal type.
Otherwise, use Haunter in exactly the same way, and note that he won't get the
drop on super-speedy foes like Alakazam, whereas Gengar always has a chance to
do so (although you shouldn't try, being weak to Psychic and everything).
________________

#095: Onix
________________

 - Rating: *

Type: Rock/Ground

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   35   45  160   30   70  270
Max   273  188  418  158  238

1: Physical Sweeper
~ Bind/Body Slam (E)
~ Earthquake (E)
~ Rock Slide (E)
~ Hyper Beam

First of all, I'm going to say that there is no reason at all to use Onix. If
you're hankering for a Rock/Ground type so desperately, try Graveler or Golem.
If you insist on Onix, you'll only find disappointment. His Attack stat sits at
a miserable base 45, and Onix will hoover up all the useful physical TMs that
could be used elsewhere just so it can become halfway decent. It also arrives
later than Golem, turning up a bit underlevelled in Rock Tunnel.

Still, it makes a nice enough physical wall--just don't go anywhere near
Special Pokemon--which means you can slowly chip away at the foe's health with
Bind or something. Onix has decent enough Speed to be able to use bind
effectively, but one miss against a Special Pokemon could spell its doom.
Otherwise, you could go for a set that aims to be like the stronger Rock/Ground
types--EarthSlide is a great combination that hits everything fairly well
(though Onix often doesn't have the power to muscle through things) and Hyper
Beam is the standard option on things that don't have a large movepool.
________________

#097: Hypno
________________

 - Rating: ****

Type: Psychic

- Stats
Stat   HP  Atk  Def  Spc  Spe    BST
Base   85   73   70  115   67  410  483
Max   373  244  238  328  232  RBY  GSC

1: Special Sweeper
~ Psychic
~ Headbutt/Tri Attack (E)
~ Hypnosis
~ Reflect/Confusion

Hypno is a fantastic Pokemon but takes a while to get going. Caught near
Vermillion City on Route 11, it won't be particularly helpful at first with
just Pound, but hang around for Confusion at L17 and start destroying things.
Once he evolves at L26, Hypno has fantastic Special (but not Kadabra-level),
usable but not great Speed, nice physical bulk and a usable Attack stat. That
Attack stat is more handy than you think--Hypno's special movepool is pretty
much just Psychic, so when facing other Psychic types you can hammer their
lower Defence with a semi-powerful Normal move while resisting their STAB
attacks.

Psychic is bread-and-butter STAB which should be on all Psychic Pokemon,
whereas Headbutt or Tri Attack smack silly Pokemon that have low Defence and
high Special. Hypnosis is a somewhat inaccurate (60%) Sleep move that Hypno can
use--he doesn't mind a miss now and again due to his decent bulk. Finally,
Reflect patches up your okay Defence and Confusion is an option to take care of
weaker Poison Pokemon if you're worried about Psychic's PP. If you can't get
Alakazam and find that Kadabra is too frail, I'd definitely recommend Hypno.
________________

#099: Kingler
________________

 - Rating: **

Type: Water

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   55  130  115   50   75  425
Max   313  358  328  198  248

1: Mixed Sweeper
~ Swords Dance (E)
~ Stomp/Body Slam (E)
~ Crabhammer
~ Hyper Beam (E)

You might look at the moveset above and think 'why no Blizzard or Ice Beam?'
It's because Kingler's a troll and has all his stats in the wrong area.
Gargantuan base 130 Attack? Check. Terrible physical movepool? Check.
Crabhammer is possibly the best Water type attack in the game, and he gets STAB
on it? Check. No Special to abuse that with? Check. Thankfully you can get a
fully evolved Kingler in each version--Red gets one at L23 with a Super Rod on
Route 23, Blue and Yellow in Seafoam Islands B3F at L39 and L30 respectively.

Unfortunately by this point there have been a bunch of other more usable Water
types available to you. Kingler isn't awful though--it has the bulk to deal
with Physical attackers and can hit them with a semi-powerful Crabhammer, which
will always critical hit (if it hits--it has 85% accuracy). Similarly, it can
outspeed some Special attackers and hammer them with a boosted Body Slam for
heavy damage. Hyper Beam finishes off weak Pokemon, and you can slap Swords
Dance in there to boost both these moves up. Just know that Kingler can't take
hits from Special Pokemon with those bad HP and Special stats, and his Speed
sometimes just doesn't quite cut it.
________________

#101: Electrode
________________

 - Rating: ***

Type: Electric

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   50   70   80  140  400
Max   323  198  238  258  378

1: Mixed Sweeper
~ Thunderbolt (E)
~ Light Screen
~ Hyper Beam
~ Screech

In Red and Blue, Voltorb can be caught fairly early (after the S.S. Anne, if
you want), but in Yellow you can only get it at the same time as Zapdos, who
outclasses it vastly. Electrode's claim to fame is its blazing Speed stat,
which is overkill in-game--it is hardly ever useful since you should be a
higher level than the foe and they're pretty slow anyway. The only time it is
particularly useful is against Lance's Aerodactyl, methinks.

Anyway, the moveset above is really all Electrode can muster. 80 Special is
average enough to work, so fire away with Thunderbolt (if you've already used
Thunderbolt elsewhere, just give up on Electrode entirely). Light Screen is
very helpful against bulky Special Pokemon likes Lorelei's team, and the last
two moves are filler to deal with Ground types and such--soften something up
with Screech then finish it with Hyper Beam, foregoing the recharge turn if you
KO. Electrode is nice enough when using its early-game Thunderbolt on stuff,
but you could have a Raichu or a Zapdos by the same point so it's mostly just
overlooked.
________________

#103: Exeggutor
________________

 - Rating: ***

Type: Grass/Psychic

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   95   95   85  125   55  455
Max   393  288  268  348  208

1: Special Sweeper
~ Hypnosis
~ Psychic (E)
~ Strength/Double-Edge (E)/Hyper Beam
~ Mega Drain (E)

Exeggcute is caught quite late in the Safari Zone at an underwhelming level--
somewhere in the mid-20s. As well as that, it comes with a terrible natural
movepool and will need TMs to give it offensive presence. Luckily, it can be
evolved straight away via Leaf Stone and you can have the Psychic TM by the
time you catch it, so you can give it some punch fairly soon. Grass/Psychic
typing is really handy, but Exeggutor's best Grass move is Mega Drain so you're
better off slamming Water types with Psychic and only using Mega Drain against
Rock/Ground types.

Exeggutor's gargantuan Special made it famous on the competitive scene, but he
has a usable 95 Attack to work with too, making him a great Psychic-type
counter. Slam those low Defense Psychics with a not-so-swift Strength or
Double-Edge for a nice KO. Psychic and Mega-Drain are the strongest STABs
Exeggutor can muster, and Psychic punches through almost anything. Finally,
Hypnosis can help out in situations where you doubt you can OHKO the foe. It's
a nice 'Mon, but it arrives too late and needs TMs to be anywhere near useful.
________________

#105: Marowak
________________

 - Rating: *

Type: Ground

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   80  110   50   45  345
Max   323  258  318  198  188

1: Sweeper
~ Bonemerang/Dig (E)/Earthquake (E)
~ Ice Beam (E)/Blizzard (E)
~ Body Slam (E)
~ Fissure (E)

Ground types really come into their own against Lt. Surge's Gym, because after
that not many in-game Trainers use Electric types. Unfortunately, Cubone can
only be caught in Lavender Tower, strictly after Lt. Surge, rendering him
severely outclassed by other, earlier Ground types. Not only that, but his
stats are mostly inferior to Sandslash's and Dugtrio's, and he's useless
against the plethora of Water Pokemon you'll encounter later on. Stat-wise, its
only outstanding feature is its great Defense, which it'll need since with 45
Speed you'll be taking hits first most of the time. Stay away from Special
Pokemon.

As for moves, Marowak is somewhat unique in that it gets an Ice move instead of
the standard Rock Slide. Still, Ice Beam sucks on Marowak since it doesn't have
the Special to abuse it properly, but if you're crazy enough to use Marowak I
guess you're also crazy enough to waste one of the game's best TMs on him to
help him against Grass types. Body Slam's paralysis chance helps out with
Marowak's abysmal Speed, if you're lucky enough for it to paralyse. Fissure is
to be used in tandem with X Accuracy... but you'll probably need an X Speed or
two to be able to use it, since OHKO moves always fail if you move second in a
round (as Marowak probably will be).
________________

#106: Hitmonlee
________________

 - Rating: ***

Type: Fighting

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   50  120   53   35   87  345
Max   303  338  204  168  272

1: Sweeper
~ Hi Jump Kick
~ Body Slam (E)
~ Meditate
~ Jump Kick/Seismic Toss (E)

If you're powerful enough to beat some L37 Fighting Pokemon, you can obtain a
L30 Hitmonlee shortly after getting the ThunderBadge. In the choice you'll get
between Hitmonlee and Hitmonchan, there really is no competition--Hitmonlee
trumps his cousin in all areas. With awesome Attack, usable Speed, and the best
Fighting technique in the game, Hitmonlee is a juggernaut, steamrolling silly
Rock and Normal types. It can't usually touch most Special Pokemon though--
especially Psychics.

Hitmonlee is stuck with Fighting and Normal moves for coverage which is good
against everything except Ghost types, so you should have next to no problems
with just Hi Jump Kick and Body Slam in your arsenal. And although Meditate is
an inferior boosting move to Swords Dance, Hitmonlee gets it naturally and can
set up on weaker Pokemon that are usually sent out first. Jump Kick really is
filler, but helps if you start running out of PP for Hi Jump Kick (probably not
though), or you can use Seismic Toss if you're desparate to hit Ghost types.
Hitmonlee is a great Pokemon simply because its a very competitive level when
you first get it, but just keep it away from Special Pokemon.
________________

#107: Hitmonchan
________________

 - Rating: *

Type: Fighting

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   50  105   79   35   76  345
Max   303  308  256  168  250

1: Sweeper
~ Submission
~ Body Slam (E)
~ Agility
~ Seismic Toss (E)

Since it's a toss up between a L30 Hitmonlee and a L30 Hitmonchan (you can't
get both), it's clear that I'm going to compare them. And I'll tell you this as
clear as I can--Hitmonchan is painfully outclassed. In every way. He has worse
stats in the areas that count (Attack and Speed) and a worse movepool. 105
Attack and 76 Speed aren't bad, but why bother when you can get Hitmonlee's 120
Attack and 87 Speed?

'Chan's movepool is also bad, suffering from a complete lack of STAB moves
naturally. Yeah, he's gets the elemental punches... and a pathetic base 35
Special to work with, making these moves near-useless. So he's stuck with
Submission--unreliable, not massively powerful and giving pretty bad recoil.
Body Slam neutrally hits anything that Fighting can't (except Ghosts, so try
Seismic Toss for that). Agility is nice enough but mostly filler considering
Hitmonchan's adequate Speed. Stay far away from Special Pokemon--they'll wreck
you--and use Hitmonchan like a Fighting Pokemon that's inferior to every other
Fighting type in the game. Because it is.
________________

#108: Lickitung
________________

 - Rating: *

Type: Normal

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90   55   75   60   30  310
Max   383  208  248  218  158

1: Physical Sweeper
~ Swords Dance (E)
~ Wrap/Body Slam (E)
~ Hyper Beam/Blizzard (E)
~ Earthquake (E)/Blizzard (E)

I guess I'm just discussing RB Lickitung, since in Yellow you can only obtain
him in Cerulean Cave. Looking at Lickitung's stats isn't particularly awe-
inspiring, but he does have a few good points. Namely, becuase you trade a
Slowbro for him on Route 18, he gets boosted experience. Secondly--and the only
reason that Lickitung isn't hopelessly outclassed by other, better Normal
types--is that he has access to Swords Dance, which is something of a rarity.

Swords Dance is absolutely required on this set, or you might as well use just
about anything else. Wrap is an annoying move which can immobilise the foe if
you're faster than them... which you won't be, so maybe try Body Slam for that
30% paralysis chance. Hyper Beam is great STAB for Normal types any day of the
week, as long as you KO with it (which forfeits the recharge turn). Finally,
your last slot is something of a coverage move, with Earthquake hitting the
Pokemon who aren't fazed by your Normal attacks (Rock types and the Gastly
family) super-effectively. Blizzard is for Lance's Dragon's mostly. As it
stands though, Lickitung just doesn't have the stats to sweep, and his low
Speed and meh defences mean he takes too many hits to survive.
________________

#110: Weezing
________________

 - Rating: *

Type: Poison

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   90  120   85   60  420
Max   333  278  338  268  218

1: Mixed Sweeper
~ Sludge
~ Thunderbolt (E)
~ Hyper Beam
~ Fire Blast (E)

Koffing's available quite late in the game--we're talking Pokemon Mansion on
Cinnabar Island--and really isn't worth the effort. He's slightly better than
Muk, but that's not exactly difficult. 90 Attack and 85 Special are nice enough
but not stellar, and 60 Speed is slightly underwhelming, so statistically
Weezing's best at Defense which is probably the worst stat to prioritise in-
game. Woop. As well as that, Poison is a horrible typing, super-effective
against Grass and Bug types that don't happen to be part Poison. Joy.

Sludge is your only STAB attack, packing an underwhelming 65 base power (97.5
with STAB), but it's the best move Weezing learns naturally and runs off his
slightly higher Attack. Thunderbolt is almost universally useful, but a lot of
things will appreciate Thunderbolt far more than Weezing does. Still, if you're
intent on using him, it's a must-have. Hyper Beam is handy for finishing off
weakened Pokemon if you're confident you can secure the KO, and Fire Blast is a
late-game TM that is situational--you won't find much use for it when it only
gives you Ice type coverage (Sludge hits Grass and Bug so Fire's use there is
redundant), but it's filler and helps against... uh... Lorelei's Jynx? Yeah.
________________

#112: Rhydon
________________

 - Rating: **

Type: Ground/Rock

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base  105  130  120   45   40  440
Max   413  358  338  188  178

1: Physical Sweeper
~ Dig (E)/Earthquake (E)
~ Rock Slide (E)
~ Body Slam (E)
~ Hyper Beam/Horn Drill

Considering its stats and physical movepool, Rhyhorn should be compared to the
Geodude line. However, it's no competition--Rhyhorn arrives far later, evolves
later (at L42!) and has a terrible natural movepool entirely dependant on TMs.
Although it pains me to say it because he's my favourite 'Mon, the only reason
he's not a one-star rating is that he can be a brutally powerful physical
sweeper with good type coverage if you invest time and TMs into him.

STAB EarthSlide from 130 base Attack is going to destroy anyone it hits,
packing neutral coverage against everything, and Rhydon's high physical bulk
will help it withstand those hits it'll be taking due to its slow Speed. With
the Speed issue, Body Slam can paralyse things if you're lucky, whereas Hyper
Beam can finish off weakened Pokemon in the KO range. Remember that Hyper Beam
damage = Earthquake damage, so only use it against things that Ground is weak
against and Rock is neutral against, or there isn't much point. In that regard,
Hyper Beam is mostly filler. Despite having a movepool that most Special
Pokemon would die for, Rhydon shouldn't use Special attacks instead of Hyper
Beam--they just won't pack enough power.
________________

#113: Chansey
________________

 - Rating: **

Type: Normal

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base  250    5    5  105   50  415
Max   703  108  108  308  198

1: Special Sweeper
~ Softboiled (E)
~ Ice Beam (E)
~ Thunderbolt (E)
~ Psychic (E)

It's a staple OU Pokemon and it's got some lovely stats and moves, but Chansey
is doomed to a two-star rating for one main reason--its availability is awful.
To have it before the Elite Four, you'll have to get it at the Safari Zone.
It's rare, difficult to catch and often runs before you have a chance to do
anything, so good luck. 250 base HP and 105 Special is awesome, so you can
sponge Special attacks until the cows come home, but watch out for your Defense
and absolutely don't try using any STAB moves with that 5 Attack.

As far as moves go, Chansey is entirely dependant on TMs because her natural
movepool is a load of arse. Softboiled is somewhat against my recommendation
using items over healing moves, but it's nice to have such a great healing move
outside of battle. The other three moves are more-or-less the best Special
moves in the game, hitting everything neutrally and a lot of things super-
effectively. Really, just pick the best one for the situation and batter things
with 105 Special. She's not as strong or fast as one would hope, but can
certainly tank a few hits and keep herself healthy. If you've got the patience
of a saint, try her out; otherwise I'd go for a more dedicated Special sweeper.
________________

#114: Tangela
________________

 - Rating: *

Type: Grass

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   55  115  100   60  395
Max   338  208  328  298  218

1: Special Sweeper
~ Sleep Powder
~ Mega Drain (E)
~ Swords Dance (E)
~ Body Slam (E)/Bind

Poor old Tangela can be yours at around Fuchsia City--go to the Safari Zone in
Yellow or Surf south from Pallet Town on to Sea Route 21 in RB. You can even
get a traded one on Cinnabar Island in RB if you were crazy enough to train up
a Venonat. Yellow Tangela in the Safari Zone almost definitely isn't worth it
though. Despite being probably the worst Grass type Pokemon in the game, it
still has a nice Special stat and some cool Defense points, but it wouldn't
mind having a bit more Speed and Attack. The worst thing about Tangela is its
poor movepool, however.

It starts off with Constrict and Bind, so good luck raising its level. That
said, you'll Sleep Powder at L39 which is nice enough, and Bind is massively
annoying if you're faster than the foe and can trap them indefinitely. Mega
Drain is the strongest Grass attack Tangela can muster, so you might as well
use it to smack the Rock/Ground types that your Normal move can't damage. Since
Tangela's attack is quite low and the only other attacks it learns are Normal,
stick Swords Dance on it to boost Body Slam, whose 30% paralysis chance is
helpful with that lowish Speed. Still, underleveled, with poor Attack and a
weak STAB move, don't expect to do too much with Tangela.
________________

#115: Kangaskhan
________________

 - Rating: **

Type: Normal

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base  105   95   80   40   90  410
Max   413  288  258  178  278

1: Physical Sweeper
~ Body Slam (E)
~ Hyper Beam
~ Earthquake (E)
~ Surf/Blizzard (E)

Like all the other Pokemon you can catch in the Safari Zone, Kangaskhan's main
problem is its lack of availability. It's rare, hard to catch and will run away
at the slightest provocation. Thankfully, its stats are pretty good--though if
you're patient enough to catch Kangaskhan, you might as well catch Tauros since
it's a bit better all-round. The only stat you've got to watch out for is that
40 Special, which means that most Special attacks will floor Kangaskhan if he
isn't fast and powerful enough to OHKO.

As for moves, Kangskhan is much like Rhydon in that his natural movepool is
arse, but his TM movepool is through the roof. Body Slam and Hyper Beam are the
best STAB moves for Normal types, so have them both--use Body Slam for safety
and Hyper Beam to KO things so that you don't have to recharge. Earthquake
rounds out some super-effective coverage. Although he doesn't have a stellar
Special stat, the last move provides a small amount of utility. I wouldn't put
Rock Slide or Submission here since their coverage isn't great, and even when
super-effective a neutral Hyper Beam outdamages them both. So go with Surf or
Blizzard--Surf hits Rock/Ground types, whereas Blizzard nails Lance's Dragons.
________________

#117: Seadra
________________

 - Rating: ***

Type: Water

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   55   65   95   95   85  395
Max   313  228  288  288  268

1: Special Sweeper
~ Surf
~ Ice Beam (E)/Blizzard (E)
~ SmokeScreen/Hyper Beam
~ Agility/Double-Edge (E)/Hyper Beam

Horsea largely isn't used because she is outclassed by many of the game's other
Water types, but if you want to use her I'd recommend catching her as a Seadra.
Seadra can be caught with the Super Rod at L23 on Route 23 (RB) or L25-35 on
Route 12 (Y), so it'll need a bit of support. Still, it's not a bad Pokemon I
suppose. Looking at its stats, Seadra does well where it counts--namely Speed
and Special--and has a good Defense to top it off. Water typing is always
awesome since its weaknesses are next to non-existant in-game, and it hits some
commonish types in Rock, Ground and Fire.

Seadra's movepool is pretty standard fare for a mono-Water type--that is, Surf
and an Ice move for coverage, with whatever crap you can muster for the last
two slots. Hyper Beam or Double-Edge hits Pokemon with high Special a bit
better than her other moves--think Sabrina's Alakazam and such--or else you've
got non-damaging options. You could try SmokeScreen (but Double Team is much
better--remember what I said at the beginning of this section about Double Team
being usable on just about anything?) or Agility (but Seadra's Speed is pretty
nice in-game--you won't be outsped by much).
________________

#119: Seaking
________________

 - Rating: **

Type: Water

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   80   92   65   80   68  385
Max   293  232  218  198  224

1: Special Sweeper
~ Surf
~ Ice Beam (E)/Blizzard (E)
~ Horn Drill
~ Agility/Double-Edge (E)/Hyper Beam

Your best bet with Goldeen is to catch him as his evolved form, Seaking. With a
Super Rod, try Route 23 in R/B for a L23 one, or Route 24 in Yellow for a L30
one. Of course, you'll mostly be way over that level by then, and Seaking is a
pretty mediocre Pokemon at best. Yeah, besides Attack, Seaking's stats are
pretty miserable all round, and there are a truckload of other Water Pokemon,
all much better, waiting to be picked. Maybe a two star ranking is a bit harsh,
but I'd wager that Seaking is the least impressive Water Pokemon in the game, a
notable achievement in a game swimming (pun intended) with mediocre Water
types.

Having said that, Seaking has some niche factor in being able to use Horn
Drill, assuming you've grinded enough so that Speed isn't an issue. Surf and
Ice Beam are standard moves for Water types, with Ice Beam covering everything
that Water doesn't, except for opposing Water types. So you can either get a
Normal move to round out your coverage and take advantage of Seaking's usable
Attack stat, or use Agility to guarantee that your OHKO move, when used with an
X-Accuracy, actually lands (you need to be faster than the foe and use an X-
Accuracy to ensure that Horn Drill will land with a ~99.6% chance). Hyper Beam
doesn't need to recharge if you KO the foe with it, so it could be handy.

Articuno - Ice/Flying
Arrives late in the game but at a fantastic level 50 and with access to Ice
Beam and Blizzard naturally for fantastic STAB moves. Great Special stat and
lovely stats across the rest of the board, but unfortunately doesn't get many
moves other than those mentioned and boring Normal type moves.
________________

#121: Starmie
________________

 - Rating: ****

Type: Water/Psychic

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   75   85  100  115  435
Max   323  248  268  298  328

1: Special Sweeper
~ Surf
~ Ice Beam (E)/Blizzard (E)
~ Thunderbolt (E)
~ Recover/Psychic (E)

Starmie is an example of a Pokemon that, despite arriving pretty late in the
game and largely relying on TMs for a movepool, is considered extremely useful
due to a nice combination of stats, movepool and typing. Water/Psychic is a
lovely type combo, getting some nice resistances to common Water and Psychic
attacks and granting great STAB options to boot. 100 Special is nothing to
scoff at, and a blazing 115 Speed means you'll be outpacing anything that
doesn't severely outlevel you. I'd grab a L30 Staryu in the Seafoam Islands,
although one can be obtained earlier at L15ish on the Sea Routes 19, 20 and 21
if you don't fancy exploring that dungeon yet.

Like I said before, Starmie is heavily reliant on TMs to meet its full
potential as a battler. Surf and Recover are the only guaranteed options it
gets, but if you don't have another 'Mon on which to put Ice Beam/Blizzard,
Thunderbolt and Psychic, they're all fantastic options--you'll be firing off
super-effective hits all over the place. Starmie's Speed grants it a whopping ~
22.5% critical hit rate, so even in tough matchups you can pull through with an
irritating luck factor. Possibly the greatest Water type in the game--the only
reason it doesn't get five stars is because it's a very late-game option. If
you're happy to wait and you didn't start with Blastoise, it's a fine team
addition.
________________

#122: Mr. Mime
________________

 - Rating: ***

Type: Psychic

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   40   45   65  100   90  340
Max   283  188  228  298  278

1: Special Sweeper
~ Psychic (E)
~ Thunder Wave (E)
~ Thunderbolt (E)
~ Barrier/Seismic Toss (E)

Mr. Mime faces tough competition from a group of other, more powerful Psychic
types. On the competitive battling scene there's no reason to use him over say
Alakazam, but in-game he gets a bit of a break due to being received in a
trade. This grants him a 1.5x EXP. boost, allowing Mr. Mime to stay one step
ahead of his allies, and makes him a useful teammate due to requiring much less
level-grinding. Nice Special and Speed stats means he can slug with the best of
them, but miserable HP and poor Defense ensure he can't take a physical hit.
Just be careful how you play him.

You might have noticed a set of '(E)'s across the board for Mr. Mime, who is so
reliant on TMs it isn't even funny. You'll be spamming Confusion throughout
most of the game, which is surprisingly powerful when it's coming from 100
Special and gets a STAB boost. Being unresisted by all but Psychic types only
sweetens the deal. Once you get to Saffron, I'd advise taking up Psychic so
that he continues to remain useful throughout the Elite Four. Barrier patches
up that poor Defense and Thunder Wave supports the slower members of your
party. Thunderbolt is almost purely filler, considering how useful and powerful
Psychic is, but gets a mention for being able to take out opposing Psychics
more easily, while they can't hit you very effectively in return.
________________

#123: Scyther
________________

 - Rating: *

Type: Bug/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   70  110   80   55  105  420
Max   343  318  258  208  308

1: Physical Sweeper
~ Swords Dance
~ Double Team/Hyper Beam
~ Slash/Double-Edge (E)
~ Agility

You're going to have real trouble getting your hands on a Scyther. At best
you've got a 4% chance of catching him in the Safari Zone Entrance (Red) or
Area 2 (Yellow)--and he'll almost certainly run away before you have a chance
to chance him--or you can fork out 5500 (Red) or 6500 (Yellow) Coins at the
Game Corner ($110000/$130000 respectively). Scyther's stats are pretty nice in
terms of Speed and Attack, and it has decent HP and Defense, but should avoid
Special hits. Unfortunately, Bug/Flying is a horrendous typing which affords
Scyther no usable STAB attacks. Sigh. A poor movepool only compounds this.

Your best bet for moves is the natural Swords Dance, Agility, Slash and Double
Team. Double Team I don't usually recommend due to it being universally useful,
but Scyther gets it naturally and hasn't got much else to work with. Slash's
hit critical hit ratio negates Attack boosts from Swords Dance, so you can run
Double-Edge there instead if you want, and Hyper Beam over Double Team if you
want to finish off Pokemon that won't be killed by your other move. That's all
Scyther can do. Not a great fighter--he'd really appreciate STAB Normal moves--
and ridiculously difficult or time-consuming to obtain, I can't recommend
Scyther, despite all that cool factor.
________________

#124: Jynx
________________

 - Rating: ****

Type: Ice/Psychic

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   50   35   95   95  340
Max   333  198  168  288  288

1: Special Sweeper
~ Lovely Kiss
~ Ice Beam (E)/Blizzard
~ Psychic (E)
~ Body Slam

Jynx is another Pokemon that scores highly primarily due to her boosted
experience from being an in-game trade Pokemon. You'll have to snag a Poliwhirl
for this, but with the Super you can grab a L23 one on Route 10 (RB) or a L30-
40 one on Route 23 (Y), which is pretty nice. You trade for Jynx in Cerulean.
As far as stats go, Jynx looks mostly average across the board at best--and
that horrible Defense will definitely require some thinking on the player's
part--but 95 Speed and Special are certainly servicable enough to spam her
fantastic STAB attacks with. Her type combination also affords her extremely
rare weaknesses in Bug, Fire and Rock. So in-game, all that means is not
sending her out against Fire types.

She is also fairly self-sustaining, only requiring a TM for her Psychic move of
choice. Lovely Kiss is a fantastic move to abuse in-game, and Jynx's Speed is
often just good enough to outspeed all but the fastest threats. When you get
her, Ice Beam is available as a TM, or you get the natural Ice Punch, but
ultimately you'll probably go for Blizzard. Although she gets it naturally,
it's at L58, so you might want to use a TM in the meantime. Finally, Body Slam
is entirely filler which you'll almost never use, but she gets it naturally and
it's an option to slam opposing Psychic types like Alakazam on their frail
physical side and cripple them with paralysis.
________________

#125: Electabuzz
________________

 - Rating: ***

Type: Electric

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   83   57   85  105  395
Max   333  264  212  268  308

1: Special Sweeper
~ Thunderbolt (E)
~ Psychic (E)
~ Submission/Reflect
~ Body Slam (E)/Thunder Wave (E)

Mostly average across the board but still perfectly servicable, Electabuzz's
main problem is that it'll never see the light of day--it's only available in
the Power Plant at L33-36 in Red version, and it hopelessly outclassed by
Zapdos, a superior Electric type that arrives at L50 in the same area. Having
said that, if you still want to use Electabuzz, you won't find too many
problems outside of his TM-hoovering--he's got great speed, nice offenses, not-
too-shabby defences and a somewhat diverse movepool. But yeah, he's another
Pokemon that needs TMs to expand his moveset, with ThunderPunch being the only
notable move in his movepool if you want to use the Thunderbolt TM elsewhere.

Still, if you can, Thunderbolt is the bread-and-butter move here. The rest of
the moves are mostly filler for when you're up against Pokemon that resist
Electric, even though you'll probably be switching then anyway. Psychic and
Submission are purely coverage moves if that's what you're into, with Reflect
as a possibility of you're a bit sad. Finally, the last slot is for supporting
your other Pokemon--Electabuzz is decently fast, so he can paralyse Pokemon
before he dies to help out slow Pokemon like Golem. Whatever really, you'll
just be spamming Thunderbolt anyway.
________________

#126: Magmar
________________

 - Rating: *

Type: Fire

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   95   57   85   93  395
Max   333  288  212  268  284

1: Special Sweeper
~ Flamethrower/Fire Blast (E)
~ Psychic (E)
~ Submission
~ Confuse Ray

Eh. It's a fire duck, what do you expect? Thouroughly average and arriving late
in the game, Magmar's main problem is that Fire types are almost useless after
you obtain him--the Elite Four aren't really fazed at all by them. Pokemon
Mansion will give you mid-30s Magmar, but being stuck with Ember as a STAB move
until at least L43 (or until you beat Blaine and get Fire Blast) is going to be
irritating. Magmar's low rank may seem harsh, since he's not atrocious, merely
average--but it's simply his unavailability and uselessness for the game after
you obtain him that ranks him so lowly.

Flamethrower is your bread-and-butter STAB attack, but L55 might be too long to
wait for so you can slap Blaine's Fire Blast TM there instead if you want.
Confuse Ray is a nice filler-y attack that can give you a few extra lucky turns
if you don't think Magmar has the strength to OHKO the foe. Finally, Psychic
and Submission aren't the best coverage moves in the world and you'll probably
never use them, but at least they make Magmar a bit more versatile. It's worth
noting, however, that a neutral Fire Blast does the same amount of damage as a
super-effective Psychic and outdamages Submission, so they're mostly for
preserving PP. Nothing special overall.
________________

#127: Pinsir
________________

 - Rating: *

Type: Bug

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65  125  100   55   85  430
Max   333  348  298  208  268

1: Physical Sweeper
~ Swords Dance
~ Body Slam (E)/Slash/Bind
~ Hyper Beam
~ Submission

2: OHKO + X Accuracy
~ Swords Dance/Slash
~ Body Slam (E)/Submission
~ Guillotine
~ Fissure (E)

Like Scyther, Pinsir is ridiculously hard to catch if you want to find him in
the Safari Zone, so you have two other options: One, use the 'catch Safari Zone
Pokemon normally (not with bait and rocks) trick', outlined in section C01;
'The Cinnabar Island Glitch'. Alternatively, shell out 2500 (Blue) or 6500
(Yellow) Coins for him in the game Corner, equivalent to $50000 or $130000
respectively! Going to that effort isn't worth it, but at least those Attack
and Defense stats are very nice. Unfortunately, Bug typing, horrific
availability, a terrible movepool and no STAB moves condemn Pinsir to a low
ranking.

On the standard set, Swords Dance comes naturally at L54. Ouch. In the
meantime, you'll be using Slash (always critical) and the buyable Submission
TM. If Hyper Beam KOs, it doesn't need to recharge, so use it as a finisher.
Submission comes naturally and is Pinsir's only option for a non-Normal move
outside of Fissure, so take that too. Finally, Body Slam, if you can spare it,
will be handy since it doesn't get critical hits like Slash, so it's more
usable with Swords Dance (since critical hits ignore stat boosts). Pinsir's
Speed is also good enough to run an OHKO set. Learning Guillotine naturally
takes out every non-Ghost Pokemon, whom you can dispose of with Fissure, if
you're cheap like that. It takes a lot of work to accomodate Pinsir, and he's
not really worth the effort.
________________

#128: Tauros
________________

 - Rating: ***

Type: Normal

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   75  100   95   70  110  450
Max   353  298  288  238  318

1: Physical Sweeper
~ Body Slam (E)
~ Hyper Beam
~ Earthquake (E)
~ Blizzard (E)

Despite being one of the competitive scene's most used Pokemon, Tauros doesn't
fare quite as well in-game. For a start, all his best moves are TM moves, some
of which come fairly late in the game, and he has the audacity to appear in the
dreaded Safari Zone (I'd use that Cinnabar Glitch mentioned in Pinsir's
evaluation, above, to avoid that issue). Otherwise, he will be nigh-impossible
to catch. His natural movepool is also nothing short of pathetic, besides maybe
Take Down. Having said that, if you invest the effort, Tauros is a powerful
Pokemon with awesomely good moves that allow him to do exactly what he needs
to--hit hard physically, covering every threat with his range of moves. Nice
Speed and Attack stats, a powerful STAB combo, as well as solid defences across
the board and a usable Special stat make him a very useful Pokemon.

Body Slam and Hyper Beam are fantastic moves--use Body Slam liberally and Hyper
Beam to finish off foes, since the recharge turn won't occur on a KO.
Earthquake will almost never see use except against oddities like Gengar, and
Blizzard will only be helpful against things like Rock/Ground types. Still, for
the sake of completing the moveset, they're good options. You could also have
Thunderbolt or even Fire Blast, but Blizzard is the best choice. He takes a lot
of effort to incorporate into a team, but he's one of the best competitive
'Mons in the game for a reason.
________________

#130: Gyarados
________________

 - Rating: ***

Type: Water/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   95  125   79  100   81  480
Max   393  348  256  298  260

1: Special Sweeper
~ Surf/Hyper Beam
~ Body Slam (E)/Surf
~ Ice Beam (E)/Blizzard (E)
~ Thunderbolt (E)

Magikarp is famous for being the most pathetic Pokemon of RBY, packing
purposely laughable stats and no moves outside of the useless Splash until
gaining Tackle, of all things, at L15. Most of Gyarados's in-game usefulness is
based around the fact that raising a useless fish from L5 to L20 (when it
evolves) is difficult, considering that even Tackle does next to no damage.
Compounding this is Magikarp's slow rate of EXP growth, and you have a
notoriously hard Pokemon to raise. If you can pull through the initial training
phase and ignore the fact that Gyarados has a pretty shoddy movepool, you'll
find yourself with a 480 BST monster.

You'll probably give it the Water Gun and BubbleBeam TMs in the early stages to
tide yourself over until you get the ever-useful Surf. Ice Attacks in the form
of Blizzard and Ice Beam put the hurting on Grass types, and Thunderbolt
counters opposing Waters. Of course, that's all assuming you give Gyarados the
highly sought after TMs. Hyper Beam comes naturally at L52 though, so you can
use that (and possibly Body Slam if you want) to take advantage of the higher
of Gyarados's two offensive stats. With great all round bulk and offenses, the
only time Gyarados isn't a safe play in-game is against Lt. Surge. Otherwise,
he's a powerful fighter only impeded by the effort it takes to obtain him.
________________

#131: Lapras
________________

 - Rating: **

Type: Water/Ice

Stats:
Stat   HP  Atk  Def  Spc  Spe    BST
Base  130   85   80   95   60  450  535
Max   463  238  258  288  238  RBY  GSC

1: Special Sweeper
~ Surf
~ Ice Beam/Blizzard (E)
~ Thunderbolt (E)/Psychic (E)/Body Slam
~ Body Slam/Confuse Ray

Despite being an OU Pokemon competitively, Lapras struggles in-game primarily
due to the fact that you obtain her at L15 rather late in the game, and she has
the bad luck to come in the Slow EXP curve group, meaning she takes longer to
level up. If not for that rather glaring flaw, Lapras would be a top-tier in-
game fighter, boasting great stats across the board (save for Speed, but it's
not atrocious), STAB on two powerful offensive types, a wide movepool and very
little TM support.

You could easily give Lapras a natural movepool consisting of Body Slam,
Confuse Ray and Ice Beam, with the reusable Surf HM thrown in for good measure.
Surf and Ice Beam are brutal STAB attacks that squash most everything except
opposing Water types, so you can Body Slam your way through those and frail
Special Pokemon like Sabrina's Psychic types. Confuse Ray helps if you can't
OHKO, and Thunderbolt and Psychic round out your coverage if that's what you're
in to. So basically, if you've got the patience, Lapras can be an awesome
fighter. You'll just need to grind like crazy, which isn't massively efficient.
________________

#132: Ditto
________________

 - Rating: *

Type: Normal

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   48   48   48   48   48  240
Max   299  194  194  194  194

1: ???
~ Transform

I considered creating a special zero star tier just for this guy, who just
cannot be considered useful in any way. Terrible stats and a useless one-slot
moveset mean he is... well, awful. Frankly.

To recap, Transform works like this: You inherit the opponent's species, type
(s), moves (5PP each), stats (except HP) and stat modifiers. When you switch
out, you revert to Ditto. Essentially, you turn into a copy of your foe with
less HP (unless they have less than Ditto's poor amount, for some reason), less
PP per move and revert to Ditto at the end of it. Ditto also keeps hit own
original critical hit rate of a measly 9.375%. So, you transform into a worse
version of the opposing Pokemon. Since you'll probably be higher levelled than
your enemies in general, why would you want to Transform into them and
downgrade to their level?
________________

#134: Vaporeon
________________

 - Rating: ****

Type: Water

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base  130   65   60  110   65  430
Max   463  228  218  318  228

1: Special Sweeper
~ Surf
~ Aurora Beam/Ice Beam (E)/Blizzard (E)
~ Body Slam (E)
~ Acid Armor

I reckon that by the time you reach Eevee's home in Celadon City, you'll be
about the same level as it--L25. So it slots right in to your team and you can
evolve it straight away into a powerful Pokemon of your choice--Vaporeon,
Jolteon or Flareon. Vaporeon is a strong contender for 'best Eeveelution',
given it's very powerful stat spread, great typing, usable in-game Speed and
awesome array of moves. Plus, it gets the ever useful Ice attacks and great
bulk in that huge HP stat.

Getting the reusable Surf is a plus, although you'll probably want to stick
BubbleBeam on there in the meantime instead of waiting for the worse Water Gun
at L31. Aurora Beam in Yellow is worth a mention as an Ice type move for coming
naturally at L36, but Ice Beam is the infinitely superior option. Body Slam
takes out opposing Water types and frail Psychic types, and the last slot is
entirely filler. Perhaps put a second Water or Ice move there to conserve the
PP of your main ones, but otherwise Acid Armor patches up your weakest stat
(Defense). With great moves and typing and a very reasonable encountered level,
Vaporeon is a great team mate to consider.
________________

#135: Jolteon
________________

 - Rating: ****

Type: Electric

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   65   60  110  130  430
Max   333  228  218  318  358

1: Special Sweeper
~ Thunderbolt (E)
~ Pin Missile
~ Body Slam (E)
~ Double Kick

Competing against Zapdos for 'best Electric Pokemon in the game' is Jolteon,
who packs ridiculous Speed and Special stats and can be yours, fully evolved at
L25 in Celadon City, when most of your party are about L25 as well. So it slots
straight in, and I'd recommend feeding it that Thunderbolt TM from Lt. Surge's
gym. With a ~25.4% critical hit rate and STAB Thunderbolt, Jolteon will destroy
large chunks of Pokemon in the game. It'll have trouble against Ground types,
but that's what your other team members are for.

In terms of moves, Jolteon's moveset outside of Thunderbolt is entirely filler,
since she's got no other Special type moves available to her. Relying on her
Attack stat isn't a great idea, but can help out in a pinch. Pin Missile and
Double Kick come naturally and will almost never be used unless you're
conserving PP. Body Slam is a TM from the S.S. Anne, and probably isn't even
worth putting on there--even the paralysis chance isn't that useful due to
Jolteon's blazing speed. To be honest, you might be better off with
ThunderShock somewhere, to conserve Thunderbolt's PP. Despite running only one
move for most of the game, that's all Jolteon needs to succeed.
________________

#136: Flareon
________________

 - Rating: **

Type: Fire

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65  130   60  110   65  430
Max   333  358  218  318  228

1: Sweeper
~ Flamethrower/Fire Blast (E)
~ Body Slam (E)
~ Hyper Beam (E)
~ Quick Attack

Flareon is the unloved outcast cousin of the Eevee family, since Fire types in
this game just aren't particularly useful and often have terrible moves.
Flareon is no different, with only STAB and Normal moves for coverage. Despite
arriving fully-evolved at L25 in Celadon City, which is awesome, Flareon fails
to keep up. Statwise, Flareon packs great offenses but isn't great anywhere
else. Speed, Defense and HP are all sub-par, so be careful about taking hits.
Outside of Erika and the random Grass and Bug types in your adventure (who
mostly appear before Flareon is available), you'll have trouble hitting
anything super-effectively.

You'll also have no useful STAB TMs for it at this point, unlike Vaporeon and
Jolteon who get BubbleBeam or Thunderbolt respectively, and so the best you'll
have is Body Slam from the S.S. Anne, if you haven't used it elsewhere. Ember
gets STAB, fine, but runs off Flaren's lower Special stat so Body Slam is
better. You'll either have to wait for Flamethrower at L52 (RB)/L54 (Y) or just
wait ages until you get Fire Blast from Blaine. Eesh. Hyper Beam KOes foes
without needing to recharge, and Quick Attack is an example of how bad
Flareon's movepool is. Have fun with that. Methinks two stars is somewhat
generous.
________________

#137: Porygon
________________

 - Rating: *

Type: Normal

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   60   70   75   40  310
Max   333  218  238  248  178

1: Special Sweeper
~ Ice Beam (E)/Blizzard (E)
~ Thunderbolt (E)
~ Psybeam/Psychic (E)
~ Recover/Thunder Wave (E)/Conversion

With no stat that can even be considered average and costing an insane amount
of Coins to obtain from the Game Corner, Porygon is an utter waste of time.
It'll cost you 6500 (Blue) or 9999 (Red/Yellow) Coins, equivalent to $130000 or
$200000 respectively. Have fun saving up for a poor Pokemon that, frankly, has
no usable moves in its movepool outside of Recover, and even that is useless
considering, you know, Hyper Potions. So yes, you'll be wasting all your hard-
earned and very much desired-by-your-other-team-members TMs on this piece of
**** (poop).

You'll get perfect neutral coverage with Ice Beam/Blizzard and Thunderbolt, but
without a great Special stat or any STAB to back it up they can be surprisingly
underwhelming options. Psychic is another option if you love wasting TMs that
badly, to tackle Fighting Pokemon that super-effectively hit Porygon. Well,
unless you use Conversion, a gimmicky move that gives you the type of the
target. This move can be somewhat helpful against Pokemon that resist their own
STAB moves; Poison, Grass, Fire, Electric, Psychic, Ice and Water types (to
name a few). Happily, Ice, Electric and Psychic are included there, so you can
nab some STAB for your Special moves... Assuming that Porygon's 40 base Speed
allows you to steal the foe's type before they OHKO you.
________________

#139: Omastar
________________

 - Rating: ***

Type: Rock/Water

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   70   60  125  115   55  425
Max   343  218  348  328  208

1: Special Sweeper
~ Surf
~ Ice Beam (E)/Blizzard (E)
~ Body Slam (E)
~ Horn Drill

You could, if you wanted, beat Koga then Surf down to Cinnabar to obtain a L30
Omanyte at the earliest possible point. Water types are pretty much always
useful, and Omastar is no exception, with fantastic bulk and great Special
attacks to abuse that high 115 Special. His Speed is something of an issue, but
with a bit of levelling, he can outspeed average threats and use his bulk to
take hits on the chin from anything else. Omastar is pretty useful due to
resisting Normal moves as well--the only things to watch out for are rare
Grass, and Fighting type moves, which are pretty much restricted to the Elite
Four and after Omastar is obtained.

It'll require a bit of grinding, but you'll already have the powerful STAB Surf
and the ever-useful Ice Beam at this point, and Blizzard can be found in the
Pokemon Mansion. These two moves offer great coverage and Ice will destroy
Lance's Dragons. Pokemon Mansion is also full of Fire types, so Omastar should
have no trouble being trained up. Body Slam can paralyse to help your low
Speed, but it's mostly filler, and Horn Drill is a cool OHKO move to use with
an X Accuracy, which boosts its accuracy to 99.6%. However, you'll probably
want an X Speed too, since you'll need to go first for Horn Drill to be
successful. Overall, Omastar is a good Pokemon, but faces still competition
from other good Water types and suffers from being pretty slow.
________________

#141: Kabutops
________________

 - Rating: ***

Type: Rock/Water

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60  115  105   70   80  430
Max   323  328  308  238  258

1: Mixed Sweeper
~ Slash
~ Submission
~ Surf
~ Ice Beam (E)/Blizzard (E)

2: Physical Sweeper
~ Swords Dance (E)
~ Body Slam (E)
~ Hyper Beam
~ Surf

Like Omanyte, to obtain a L30 Kabuto early you can beat Koga then Surf down to
Cinnabar. It's stats are fairly useful overall, even if it's Special is a bit
lacking. STAB moves work off his lower offensive stat and on the physical side
he gets no STAB Rock moves, which is a shame. Still, 115 Attack is very usable,
and Kabutops typing is useful for almost everything except the rare Grass
types, mostly the Venusaur used by your Rival.

The mixed sweeper set is probably the better one, using Slash's stupidly high
critical hit rate to muscle past Pokemon, with Submission for some physical
coverage and Surf for STAB. These three moves are either natural or
reusable/buyable HMs/TMs, so Kabutops is only a TM hoover for his last,
entirely unnecessary slot: Ice Beam and Blizzard are situationally useful at
best, but provide killing blows to Lance's Dragons. The physical Swords Dance
set is a TM-vacuum, but Water and Normal are fine coverage moves with that kind
of power. Body Slam most of your foes, and Hyper Beam ones in KO-range, so it
won't have to recharge. Omastar is probably slightly better, but you might find
some use for Kabutops due to his higher Speed and ability to attack from both
sides of the spectrum.
________________

#142: Aerodactyl
________________

 - Rating: **

Type: Rock/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   80  105   65   60  130  440
Max   363  208  228  218  358

1: Physical Sweeper
~ Double-Edge (E)
~ Hyper Beam
~ Fire Blast (E)
~ Fly

Besides obvious joke Pokemon like Ditto and Farfetch'd, I think Aerodactyl
holds the title for 'most screwed Pokemon by GameFreak in terms of usable
moves'. Much like Omastar and Kabutops, Aerodactyl arrives at L30 and you can
get him early if you Surf to Cinnabar as soon as you beat Koga. Awesome Speed
and great Attack are definitely draws here, and Fly is definitely a usable,
powerful STAB move in-game. Otherwise, Aerodactyl relies on Normal moves to get
the job done.

It doesn't even get the reliable Body Slam, instead having to use Double-Edge
which will slowly chip away on your health bar. Hyper Beam is awesome if you
can KO with it, since it won't need to recharge. You'll probably never use an
move except Fly though, since a STAB Fly has 135 power versus Hyper Beam's only
slightly better 150. Fire Blast is an awful option on non-Fire Pokemon,
epsecially ones with a paltry 60 Special. Also, next to Fly, it covers nothing
of note except the rare Ice-but-not-Water Pokemon (basically Lorelei's Jynx and
THAT'S IT), but it's all Aerodactyl has. Okay, so it's got Fly which is fine,
but it's not an example of a good Pokemon. Rock Slide would really help this
guy out, and Earthquake would be the icing on the cake.
________________

#143: Snorlax
________________

 - Rating: ****

Type: Normal

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base  160  110   65   65   30  430
Max   523  208  248  218  158

1: Special Sweeper
~ Amnesia
~ Surf
~ Body Slam/Hyper Beam
~ Ice Beam (E)/Earthquake (E)

Snorlax arrives at a respectable L30, is weak to nothing except incredibly rare
Fighting moves due to its type, and has great Attack and fantastic defences
courtesy of that gigantic HP stat. Even his less-than-stellar Special can be
patched up very easily with Amnesia, allowing you to reach stupidly high power
levels with Surf. Body Slam is the STAB move of choice--the paralysis chance
will help Snorlax's pitiful Speed, but Hyper Beam is more powerful if you think
it'll down the foe (it doesn't require a recharge if the foe faints).

The last move is up to you to pick a coverage move. I'd go with Ice Beam since
it comes earlier and is super-effective against more common stuff, but your
other 'Mons might want it instead. Snorlax is a fantastic Pokemon all round and
a great counter to powerful Special Pokemon since his Amnesia boosts his
Special offense and defence. Unfortunately, since Snorlax is so slow, fast
Special sweepers can render your Special defence boosts moot with a badly-timed
critical hit, hammering Snorlax's usually low Special stat. Still, Amnesia,
Body Slam and Surf all come without TM support, which is great. Ice Beam can
help, but it's overkill!
________________

#144: Articuno
________________

 - Rating: *****

Type: Ice/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90   85  100  125   85  485
Max   383  268  298  348  268

1: Special Sweeper
~ Blizzard
~ Hyper Beam/Agility
~ Fly
~ Ice Beam

Articuno is an awesomely powerful Pokemon that you get at L50 from the Seafoam
Islands caves. Ridiculous Special combined with the game's most powerful STAB
Blizzard attack spells doom for pretty much any Pokemon that aren't Water or
Ice--even Fire types take neutral damage from Ice in generation I. Above-
average stats across the board including fantastic bulkiness, great offensive
typing and a small but usable movepool that doesn't require TM support all
combine to make Articuno a fearsome Pokemon to face.

When you catch it, it packs Ice Beam, and you can run that alongside Blizzard
(which it learns a level after you catch it) so that you have no PP woes. Fly
and Hyper Beam are entirely filler and run off Articuno's lower Attack stat,
but they at least can help you get some coverage against Water Pokemon and are
useful against frail specialists like Alakazam. They're also good for
conserving PP and, in Fly's case, getting around without switching Pidgey in
and out of the PC. Agility is another option since Articuno's Speed is only
very slightly above average--but I guarantee you it won't be required.
________________

#145: Zapdos
________________

 - Rating: *****

Type: Electric/Flying

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90   90   85  125  100  490
Max   383  278  268  348  298

1: Mixed Sweeper
~ Thunderbolt (E)/Thunder
~ Drill Peck
~ Agility/Reflect
~ Light Screen/Thunder Wave (E)

You can grab Zapdos from the Power Plant as a one-time-only catch, which you
can access once you have Surf, which is about two thirds of the way through the
game. If you've got a balanced team you should be about L40, so Zapdos, a L50
legendary with ridiculously good stats, will be about ten levels stronger.
Zapdos can do it all--it has blazing Speed and Special, but isn't a slouch on
the defensive side either. It's part Flying type negates it's weakness to
Ground but gives it Rock and Ice weaknesses, meaning the only trainer that
might prove to be some trouble is Lorelei... whose Pokemon are all taken care
of by a swift and powerful Thunderbolt.

Although its movepool is fairly sparse, a STAB Thunderbolt and STAB Drill Peck
will tear through anything that isn't a Rock/Ground type. Fly is a slightly
more powerful Flying STAB, but Drill Peck is more useful if you decide you want
to fight your friends and it has more PP. The last two moves are filler.
Agility is Zapdo's boosting move of choice, even though it's pretty fast
anyway. Light Screen and Reflect boost Special defence and Defense
respectively, and Thunder Wave can be useful for slowing down faster foes and
giving them a 25% chance to remain immobile in a turn. Really though, just spam
your STAB attacks. The only downside to Zapdos is how difficult it is to catch.
________________

#146: Moltres
________________

 - Rating: **

Type: Fire/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90  100   90  125   90  495
Max   383  298  278  348  278

1: Mixed Sweeper
~ Fire Blast (E)
~ Hyper Beam
~ Agility
~ Fire Spin

Much like the Eevee trio, the Fire type of the group just can't match up to the
other two. Despite packing the highest BST of the three, Moltres is easily the
worst, and when I used one it got one-shotted by Jynx's Ice Punch in the Elite
Four. Look no further for proof of Moltres's inferiority than it's L51 learned
move--Articuno and Zapdos get Blizzard and Thunder respectively, while Moltres
gets... Leer. It can be found in Victory Road, meaning that it can only be used
against the Elite Four, for all practical purposes. So how does it fare up
against them?

Well you'll have to give it Fire Blast from Blaine--without it, it is next to
useless unless you want to Fire Spin and Peck everything. Okay, so Fire Spin
and Agility at L55 are a cheap strategy to trap the foe and keep up a winning
streak, but it isn't fun. Hyper Beam is the only other option for a non-Fire
move, but will almost never be used. In addition, the only Elite Four member
that Moltres is even really feasable against is Bruno... widely regarded as the
weakest member of the Four that any other member of your team could easily
dispatch. So, despite fabulous stats, an awesomely powerful STAB move and the
title of 'legendary', Moltres is just somehow not very useful. Wow.
________________

#149: Dragonite
________________

 - Rating: **

Type: Dragon/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   91  134   95  100   80  500
Max   385  366  288  298  258

1: Mixed Sweeper
~ Agility
~ Wrap
~ Ice Beam/Blizzard (E)
~ Hyper Beam

2: Mixed Sweeper
~ Hyper Beam
~ Ice Beam (E)/Blizzard (E)
~ Body Slam (E)/Surf
~ Thunderbolt

From a practical standpoint, Dratini will not evolve into Dragonite by the
game's end, since that will occur at L55. Dratini is also like Scyther or
Pinsir, being a Safari Zone Pokemon or a money-drain at the Casino, costing
2800 Coins in Red and 4600 in Blue, equivalent to $56000 or $92000
respectively. Add to that a Slow rate of EXP growth and you'll realise that
despite promises of power, Dratini is pretty poor. It doesn't help that Dratini
and Dragonair have bad stats, no STAB attacks and will hoover up useful TMs
like pigs. Dragonite also has no STAB attacks to work with either.

So for most of the game you'll be using Dratini or Dragonair, and in terms of
natural moves you can abuse Agility and Wrap, with Thunder Wave thrown in if
you want. Thankfully, Dragonair/ite's major boon is that it can learn a wide
variety of special TMs, chief among them Body Slam, Ice Beam, Blizzard, Surf,
Thunderbolt and Fire Blast. Pick some of those for coverage--the Ice moves are
particularly nice against the Elite Four--and use the very very late Hyper Beam
(L60!) to KO weakened foes without needing to recharge. Sure, Dragonite's
powerful, but he won't reach his true potential until the game is basically
finished, and you'll be stuck with a sub-par Pokemon until then. Two stars is
being nice.
________________

#150: Mewtwo
________________



Type: Psychic

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base  106  110   90  154  130  590
Max   415  318  278  406  358

1: Special Sweeper
~ Amnesia
~ Psychic
~ Ice Beam
~ Thunderbolt

Mewtwo is simply the most ferocious Pokemon to ever exist (relative to the game
it appears in), completely dominating all other Pokemon of the Red/Blue/Yellow
games in a way the legendaries of GSC onward only *wish* they could do to the
other Pokemon in their games. Amnesia doubles your Special (Special Attack AND
Special Defense!), Psychic gets STAB, and Ice Beam is a fantastic all-purpose
special move and has perfect neutral coverage with Thunderbolt.

Using those last two moves also means you can tackle both the Slowbro and
Exeggutor of the Elite Four with super-effective moves. Of course, you'll have
already beaten the Elite Four by this point, so using Mewtwo is strictly for
reruns, perhaps to get your lower level 'Mons up to scratch.
________________

#151: Mew
________________



Type: Psychic

- Stats
Stat   HP  Atk  Def  Spc  Spe  BST
Base  100  100  100  100  100  500
Max   403  298  298  298  298

1: Mixed Sweeper
~ Psychic
~ Ice Beam (E)
~ Earthquake (E)
~ Thunderbolt (E)

2: OHKO + X Accuracy
~ Psychic
~ Fissure (E)
~ Horn Drill
~ Ice Beam (E)

You can obtain Mew as early as Cerulean by exploiting a glitch, where it will
arrive at L7. With stellar stats across the board, arguably the best typing in
the game and a capability for learning every TM the game can throw at you, Mew
is undeniably and purposely broken. Essentially, just slap the best attacks in
the game on it, as seen in the first set, or abuse the fact that the second set
offers two OHKO moves which give perfect coverage (Fissure misses against
Flying types, Horn Drill misses against Ghosts, so use the right one depending
on who you're facing).
_________________________________________________

[T03] Competitive Battling: An Overview
_________________________________________________

Once you've beaten the game or completed the Pokedex, you could be forgiven for
thinking that you've found all this game has to offer. Okay, sure, you can
trade and battle your friends, but out there, lurking around on the internet is
this idea of 'competitive batting', whereby Pokemon 'experts' clash Pokemon in
online simulators. For the newcomer, the whole thing seems odd and out-of-
place, but it's a true test of skill--the moronic AI in the cartridge game can
never provide anywhere near the same level of competitive strategy as a well-
informed human player.

It's the same reason that online games are so popular--you're fighting against
real people. As of time of writing, Generation V is up and kicking around, so
RBY battling is largely obsolete, but a number of dedicated retro fans still
mope around the internet somewhere. NetBattle is the software dedicated to
competitive battling from Generations I through III.

It's a bit strange at first. After all, you start out with Max Stat Pokemon,
with all their moves available. Battle animations are non-existent and HP is
represented as a percentage. This is all to make things run smoothly. Not only
that, but the 'anything goes' ethos of the cartridge games is done away with to
make way for a fairer, more balanced metagame.

Perfect Pokemon
---------------
In competitive battling, you take your pick from any of the 151 Pokemon. You
get to pick their levels, moves, etc.--basically you modify them very quickly
to anything that is considered 'legal' by the cartridge games. You will,
without a doubt, want L100 max stat Pokemon, with max PP Ups applied to every
move. These Pokemon are the absolute best they can be, tailored to perfection.
This seems odd, but in the same way that master athletes have access to the
best equipment, we have access to perfect Pokemon. This detracts from the
drudgery of training and allows competitive battlers to focus on strategy.

Competitive Rules
-----------------
The first thing to note about competitive battling is that there are certain
rules that have been designed to balance the game. The 'standard' rules almost
universally accepted are:
- No Mewtwo or Mew
- Species Clause
No two Pokemon of the same species to be used on any one team.
- OHKO Clause
The OHKO moves are banned: Fissure, Guillotine and Horn Drill.
- Sleep Clause
Only one Pokemon per team may be asleep at any time. This does not include
self-induced sleep via Rest. On battle simulators, subsequent sleep attempts
fail. In cartridge play, subsequent sleep attempts that connect result in the
offending party's disqualification.
- Freeze Clause
One one Pokemon per team may be frozen at any time. On battle simulators,
subsequent sleep attempts fail. In cartridge play, subsequent freeze attempts
that connect result in the offending party's disqualification.
- Evasion Clause
The moves Double Team and Minimize are banned.
- Pure RBY Moves
No moves obtained from GSC can be used.
- Full PP Ups
All moves are given three PP Ups, increasing their total PP to 160% of its
natural amount (so a 15PP move now has 24PP, for instance).
- Self-KO Clause
If a player has only one Pokemon remaining, that Pokemon is banned from using
self-KO moves or recoil-inducing moves in the instance where this would KO the
Pokemon using said move. The self-KO moves are Selfdestruct and Explosion.
Recoil-inducing moves are Double-Edge, Submission, Struggle and Take Down. If
the player does decide to use such a move (or is forced into such a situation
via Struggle), they automatically lose.

At the battlers' or host's discretion, the following rule may also be applied:

- Trapping Clause
The moves Bind, Clamp, Fire Spin and Wrap are banned.

These rules exist to balance out the game in the following ways:

- No Mewtwo or Mew
These guys are far too powerful to be used fairly; Mewtwo has insane stats,
Amnesia and access to the game's best Special moves, and Mew has fantastic
stats and a massive movepool. Any team with either of these two Pokemon will
likely emerge victorious.
- Species Clause
This enforces diversity, creativity and strategic thought.
- OHKO Clause
Spamming OHKO moves is not a strategy, it is an abuse of luck. While the game
is admittedly heavily based around luck, deliberate abuse of the luck mechanic
is considered bad form.
- Sleep Clause
Sleep is somewhat broken in RBY, sometimes lasting up to seven turns. Not only
that, but a faster foe will watch you wake up and has the ability to put you
straight back to sleep. A team of six sleeping Pokemon is no fun to play with,
thus the inclusion of this rule. Rest is excluded from this due to its
beneficial properties.
- Freeze Clause
Whereas sleep was somewhat broken, freeze is totally broken, lasting
indefinitely or until the player gets hit by a Fire attack (unlikely). Hence,
restricting it to one Pokemon at a time seems a fairly logical thing to do,
especially since a frozen Pokemon is effectively KOed.
- Evasion Clause
In the same vein as the OHKO Clause, boosting your Evade so high you cannot be
hit is deemed an unfair abuse of the luck mechanic. Especially since almost
every Pokemon can learn it in tandem with Rest, which makes for a horribly long
battle.
- Pure RBY Moves
I don't like this rule myself, but since the metagame had already been
established before GSC came out, it makes sense that GSC moves are banned.
- Full PP Ups
In the vein of maxing the Pokemon as close to its perfect potential as
possible.
- Self-KO Clause
Using a self-KO move in such a way would almost always result in a draw, which
is deemed to be an unsatisfactory result--there must be a winner and a loser.
It is seen as a cheap strategy on the self-KOer's part to avoid losing. Later
generations have no problem with ties (but still, strangely, enforce Self-KO
Clause), but RBY/GSC has winners and losers--that's it.
- Trapping Clause
Some people (myself included) hate Wrap-abusing strategies. The mechanics of
the trapping moves in RBY are much more aggravating than in future generations,
not to mention that trapping moves are glitched in RBY. However, this rule is
not commonly implemented, as there are ways around trapping moves.

Picking your Pokemon
--------------------
Okay, so now you have your rules established. Now you're going to want to
select a team of six powerhouses. Each member has to be a different species of
Pokemon and will be 'perfect', meaning they have max stats at L100.
Unfortunately, some Pokemon are just clearly better than others.

Now, before we start, notice that you should always evolve your Pokemon as far
as possible. Although this rule is subject to a small amount of debate in
future Generations, depending on the Pokemon, RBY Pokemon are all, without
exception, at their best when fully evolved. Consider this a necessity.

The only time you wouldn't want to evolve a Pokemon is to make sure it is
elligible for the UU tier (more on tiers later). In particular, Kadabra,
Graveler and Haunter can all be used in UU and play like their OU counterparts
Alakazam, Golem and Gengar repsectively.

When choosing a Pokemon for your team, two major ideas need to be looked at--
what role it will play on your team and how good it is at fulfilling that role.
'How good it is' is defined by the Smogon tier lists, which I will talk about
soon, but first we'll take a look at the roles a Pokemon can take on.

Roles
-----
Roughly speaking, Pokemon can be divided into three 'roles', although most of
the time the movesets consist of hybrid variations. Note that these are not
official roles or anything--it's just the tactic the Pokemon adopts while
battling. Anyway, the roles are:

Sweeper - A (usually) fast Pokemon built to deliver powerful hits and deal as
much damage as possible before fainting, e.g. Tauros.

Staller - A bulky Pokemon with high HP and defences whose objective is to make
the opponent run out of PP and slowly whittle down their health, while taking
very little damage in return. Comes packed with high PP moves and some form of
recovery, often Rest (if only because every Pokemon that can learn TMs learns
it). An example would be Chansey.

Annoyer - A Pokemon whose primary use is to abuse status effects to annoy the
opponent and cripple their Pokemon into being unable to attack. Also includes
Pokemon who use Wrap repeatedly. The Pokemon then proceeds to damage the foe,
avoiding damage via its inflicted status effects.

Tiers
-----
There are, at time of writing, three 'official' tiers of Pokemon. The tiers are
simply a system for judging Pokemon based on how powerful they are. Smogon is
the website which is primarily used for competitive battling, but unfortunately
the tiers are not fixed and almost never agreed upon fully. I'd recommend you
use the Smogon system as the go-to 'base' system.

Now, you can choose Pokemon based solely on the official Smogon tiers, which is
what most people do. However, it might also be useful to consider the following
attributes of Pokemon, which have some influence over how the Pokemon came to
be ranked as it did.

- Type
Incredibly important. Pokemon who happen to be Psychic or Electric types, for
instance, instantly gain an advantage over other, weaker types, like Bug and
Poison. See section T01; 'Type Evaluations' for, well, individual type
evaluations.

- Moveset
If a Pokemon has access to moves such as Blizzard, Thunderbolt, Body Slam,
Earthquake, Recover, Sleep Powder or Amnesia, to name but a few, it will have a
distinct advantage over its peers who lack those great moves. There's a reason
why Pokemon evaluations are built around the moves they come packing.

- Stats
Not as much of a factor as you might think, but still important. Pokemon must
have the stats to perform their jobs.

- Comparison
Sometimes, a Pokemon would be considered great... if not for another Pokemon
doing its job even better. Especially likely to be compared are Pokemon of the
same type (e.g. which is the best Normal type? The best Water type? Etc.) The
example that comes to my mind is Venusaur, who packs great moves and a fast
Sleep Powder, but is often outclassed by Exeggutor.

- Niche
Sometimes, a Pokemon just fills a niche. Raichu, for instance, is the only
Electric that can somewhat reliably fend off Rhydon and Golem (by using Surf).
Sometimes, a niche alone is enough to boost a Pokemon's usefulness.

'Official' Smogon Tiers
-----------------------
Now that you have some idea of how Pokemon are judged, it's time to introduce
the official Smogon tiers:

Uber; the exclusive domain reserved for Mewtwo and Mew, which places them above
what is considered fair or balanced. They are far too powerful for proper
competitive play.

OU - Over Used; the most common competitive Pokemon you'll find who, through
some combination of the above five attributes, are the best at what they do.

UU - Under Used; includes most Pokemon in the game, Pokemon simply not tough
enough to deal with opponents or otherwise outclassed other Pokemon.

As of the time of writing, the following are the 'official' Smogon tiers.

- Uber
Mew, Mewtwo.

- OU
Alakazam, Chansey, Cloyster, Dragonite, Exeggutor, Gengar, Golem, Jynx, Lapras,
Persian, Rhydon, Slowbro, Snorlax, Starmie, Tauros, Zapdos.

- UU
Aerodactyl, Arbok, Arcanine, Articuno, Beedrill, Blastoise, Butterfree,
Charizard, Clefable, Dewgong, Dodrio, Ditto, Dugtrio, Electabuzz, Electrode,
Farfetch'd, Fearow, Flareon, Golbat, Golduck, Graveler, Gyarados, Haunter,
Hitmonchan, Hitmonlee, Hypno, Jolteon, Kabutops, Kadabra, Kangaskhan, Kingler,
Lickitung, Machamp, Magmar, Magneton, Marowak, Moltres, Mr. Mime, Muk,
Nidoking, Nidoqueen, Ninetales, Omastar, Onix, Parasect, Pidgeot, Pinsir,
Poliwrath, Porygon, Primeape, Rapidash, Raticate, Sandslash, Scyther, Seadra,
Seaking, Tangela, Tentacruel, Vaporeon, Venomoth, Venusaur, Victreebel,
Vileplume, Weezing, Wigglytuff.

Alternative Tier Listing
------------------------
In the 'official' tiers, you'll notice that there are a select handful of OU
Pokemon and everyone else is relegated to UU. I think this is a bit unfair--
it's hardly logical to assume that Charizard is on the same skill level as
Farfetch'd, for instance.

Now there are lots of different tiering systems on the web, although Smogon's
is about as close to the standard as it's going to get. If you do participate
in any battles online, check the forums of the website you are participating
through--they should have a tier listing there, or refer you to another website
which has a tier listing.

Remember that TIERING SYSTEMS VARY BETWEEN WEBSITES. They are never fixed; they
are always up for debate.

However, some websites do the neat thing of cleaning up UU into more categories
which divides the trashy (Ditto) from the near-OU (Jolteon): BL (Borderline)
contains Pokemon deemed too good for UU and not up to scratch for OU and NU
(Never Used) contains trashy Pokemon who are, you guessed it, never
realistially used.

Therefore, we have the new tiers:

Uber > OU > BL > UU > NU

Like I've said, there is not one definite tier system. However, I dislike all
the good UU Pokemon being lumped with the garbage ones in the Smogon tiers. In
the individal analyses to follow, I'm going to compromise and create the
following tiers, with OU being exactly the same as Smogon's OU; and BL, UU and
NU all being contained within Smogon's UU:

- Uber
Mew, Mewtwo.

- OU
Alakazam*, Chansey*, Cloyster, Dragonite, Exeggutor*, Gengar, Golem*, Jynx,
Lapras, Persian, Rhydon*, Slowbro, Snorlax*, Starmie*, Tauros*, Zapdos.
* denotes VERY common and powerful Pokemon--be prepared for these guys.

- BL
Articuno, Charizard, Clefable, Dodrio, Dugtrio, Gyarados, Haunter^, Hypno,
Jolteon, Kadabra^, Kangaskhan, Moltres, Mr. Mime, Nidoking, Nidoqueen, Raichu,
Sandslash, Tentacruel, Venusaur, Victreebel.
^ denotes a pre-evolution of an OU Pokemon--use the same strategy as its
evolved counterpart.

- UU
Arcanine, Blastoise, Dewgong, Electabuzz, Golduck, Graveler^, Kabutops,
Kingler, Machamp, Ninetales, Pinsir, Poliwrath, Raticate, Tangela, Vaporeon,
Venomoth.
^ denotes a pre-evolution of an OU Pokemon--use the same strategy as its
evolved counterpart.

- NU
Aerodactyl, Arbok, Beedrill, Butterfree, Ditto, Electrode, Farfetch'd, Fearow,
Flareon, Golbat, Hitmonchan, Hitmonlee, Lickitung, Magmar, Magneton, Marowak,
Muk, Omastar, Onix, Parasect, Pidgeot, Porygon, Primeape, Rapidash, Scyther,
Seadra, Seaking, Vileplume, Weezing, Wigglytuff.

This is a *rough* guide that I created, based on a sort of amalgamation of
multiple other tier systems. There are always people who will argue for a
Pokemon to be moved up or down a tier, but this one I've come up with is
basically fixed because these things are always going to be subjective.

Do not misunderstand: The tier systems do not imply that a Pokemon from OU will
consistently and invariably beat one from BL, say; there are more things to
take into account, such as type advantage.

Next to each Pokemon's name you'll find a bracketed label; [Uber], [OU], [BL],
[UU] or [NU]. If you're playing Smogon tiers, then just treat BL, UU and NU all
under the title of UU, okay?

Anyway... on with the individual Pokemon movesets and strategies!
_________________________________________________

[T04] Competitive Pokemon Movesets
_________________________________________________

Evasion Clause
--------------
I'll be writing these analyses assuming that Evasion Clause is in effect i.e.
that you can't use Double Team. A common strategy to use if Evasion Clause is
not in effect is to spam Double Team to can't hit levels, then Rest off any
damage incurred. Since pretty much every Pokemon can learn Rest and Double
Team, adding these as moveset ideas would be practically pointless. If you're
playing without Evasion Clause, just replace the Pokemon's weakest moves or
filler moves such as Mimic with Rest and Double Team. Bam.

A note on GSC moves
-------------------
Some moves for Pokemon are only avavilable as level-up, TM or breeding moves in
Pokemon Gold, Silver and Crystal. Once you have the required move, you then
trade back the Pokemon to RBY. When playing competitively, official rules play
'pure' RBY, whereby GSC moves are banned. Thus, no Amnesia Nidoking. Don't ask
me why--I don't make the rules.
_______________________

#003: Venusaur [BL]
_______________________

Type: Grass/Poison

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   80   82   83  100   80  425
Max   363  262  264  298  258

1: Sweeper
~ Sleep Powder
~ Swords Dance
~ Body Slam/Hyper Beam
~ Razor Leaf

Sleep your opponent, then Swords Dance on the switch and use Body Slam to
paralyse special sweepers and take advantage of the Attack boost. Use Razor
Leaf on things like Rhydon, Starmie etc. when the situation requires. Body Slam
is great for paralysis, but if you're planning on busting out Venusaur in the
end-game--when everything is already paralysed and preferably weakened into
Hyper Beam's KO range--Hyper Beam will often serve you better.

Evaluation: With a pretty fast Sleep Powder--faster than Exeggutor--Venusaur
makes a decent lead. If Leech Seed did 1/8th damage like in future generations
instead of 1/16th damage, a stalling set might be viable. If not for Poison
typing giving him an unfortunate weakness to Psychic types, Venusaur might see
a bit more use. With a weakness to Ice as well, Venusaur can be hit super-
effectively by any self-respecting Special Sweeper. Play Venusaur like a faster
but more fragile version of Exeggutor.

OU Counters: Pick the least important member of your team and let them eat a
Sleep Powder. Gengar's high Special, Grass resistance and Normal immunity
render Venusaur's attacks useless. Zapdos resists Razor Leaf and hammers
Venusaur with Drill Peck. Alakazam must be careful to avoid a Hyper Beam, but
he and Exeggutor (resists Razor Leaf!) can smack Venusaur upside the head with
a vicious Psychic or two.

UU Counters: The other two legendary birds resist Razor Leaf as well and can
hit back with a quick Blizzard/Fire Blast. Hypno, if it can avoid Hyper Beam,
can slam Venusaur's Poison weakness and most Fire types can scare Venusaur off
with a well-aimed Fire Blast, as long as they come in on Razor Leaf instead of
Hyper Beam.
_______________________

#006: Charizard [BL]
_______________________

Type: Fire/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   78   84   78   85  100  425
Max   359  266  254  268  298

1: Sweeper
~ Fire Blast/Flamethrower
~ Swords Dance
~ Earthquake
~ Body Slam/Hyper Beam

Bring Charizard in on something it scares, like Venusaur, Exeggutor or Jynx
(preferably after Sleep Clause has been activated), then Swords Dance on the
switch. Then use the appropriate move on the new Pokemon. Earthquake helps
somewhat when facing Rhydon, but burning it with Fire Blast's 30% burn rate is
probably more beneficial. Charizard is totally, totally walled by Starmie and
other fast/bulky Water types, so try to get rid of them first if possible.

Evaluation: Fire types are generally considered useless on RBY teams, but at
least Charizard gets a bit of versatility with the EarthSlide combo outside of
STAB and Normal moves that other Fire types are cursed with. This attacking
diversity comes at a cost: with BoltBeam (Thunderbolt + Ice Beam) flying around
on special sweepers and Rock Slide being fairly common on physical sweepers,
Charizard has a hard time avoiding super-effective attacks. Combined with its
less than amazing defensive stat spread and average attack stats, Charizard is
hard to recommend really. At least its Speed is good and Fire Blast is the best
move available for burning and therefore crippling physical attackers.

OU Counters: Hitting Charizard with Rock Slide is, of course, the best way to
get rid of him, so Pokemon like Golem or Rhydon work wonderfully. However, they
must beware of Fire Blast's 30% BRN rate, but if Charizard has got a Swords
Dance under its belt, then you might have to bring in one of these high Defense
monsters. Otherwise, Starmie with either Blizzard or Thunderbolt works
fantastically, or a Zapdos--who is immune to Earthquake--with Thunderbolt.
Slowbro and Lapras work as well--the former moreso than the latter--due to
their bulk and STAB Water moves (and Ice moves in Lapras's case).

UU Counters: Most defensively decent Water types such as Blastoise, Poliwrath
or Dewgong can handle Charizard and hit back with a STAB Surf or Blizzard. Onix
isn't powerful, but a 4x Rock Slide will still hurt quite a bit and he isn't
fussed by much besides getting burnt. Weezing and Electric types like Jolteon
should avoid Earthquake, but can use Thunderbolt to bring down the fiery
dragon.
_______________________

#009: Blastoise [UU]
_______________________

Type: Water

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   79   83  100   85   78  425
Max   361  264  298  268  254

1: Sweeper
~ Surf/Hydro Pump
~ Blizzard/Ice Beam
~ Body Slam/Hyper Beam
~ Earthquake/Mimic

Blizzard/Ice Beam and Surf/Hydro Pump are classic power vs. accuracy arguments.
Earthquake nails UU Electric-type counters and Gengar, although the power
output isn't stellar, so you might want to opt for Mimic to occasionally nab
Thunderbolt or something. Body Slam is useful to paralyse faster sweepers
(read: all sweepers) but Hyper Beam might net the extra KO in the late-game.
Blastoise requires no strategy to use; you just pick the best move for the
situation.

Evaluation: Blastoise's stats aren't really good enough to sweep with but by
all means try. Though it is not a bad Pokemon, Blastoise has no outstanding
qualities and his lack of a secondary typing, which makes so many of the other
Water types much better, hurts him a lot. Sticking with the set above should
net you a few KOs as its movepool, while not amazing, is at least decent with
Blizzard and Earthquake to cover its weaknesses. If you want a sweeping Water
type though, I'd advise taking a look at Starmie.

OU Counters: Blastoise is primarily a Special attacker, but he has a higher
Defense. Therefore, bring in something with high Special. Starmie and Lapras
resist his main attacks and can hit back with Thunderbolt. Chansey takes very
little from his attacks and can also Thunderbolt. Zapdos is okay to come in--
Blizzard only gets a 3HKO, whereas you can 2HKO with Thunderbolt in return.
Exeggutor can wear him down with Mega Drain, since Blizzard does not 2HKO.
Physical attackers like Tauros and Snorlax do not do much damage to the
armoured turtle, unfortunately.

UU Counters: Venusaur would do well to avoid Blizzard, but can hit Blastoise
with a swift Razor Leaf. Gyarados only takes normal damage from Blizzard, is
immune to Earthquake and can hit back with Thunderbolt--beware Blastoise
potentially mimicking it back on to you! Tangela does alright if it can avoid
Blizzard and most Electric types can fair well as long as Earthquake doesn't
hit them first. He has decent coverage, but Blastoise isn't really built to
attack so just hammer its weaker Special defensive side.
_______________________

#012: Butterfree [NU]
_______________________

Type: Bug/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   45   50   80   70  305
Max   323  188  198  258  238

1: Annoyer
~ Sleep Powder
~ Stun Spore
~ Psychic
~ Mega Drain/Double-Edge/Hyper Beam

Sleep what you can on the first turn and then paralyse the switch-in. Switch
between attacking and paralysing... if you last that long. Mega Drain heals
somewhat and damages pesky Rock types that try to attack your quad weakness.
Double-Edge and Hyper Beam are your best bets against Pokemon with high Special
stats, especially Psychic Pokemon.

Evaluation: Although Butterfree possesses probably the single worst type
combination in the game, the mind games you can play with Sleep Powder and Stun
Spore can be very irritating to your opponents. Venomoth, however, can do the
above set better and has a better stat distribution (though it is by no means a
great Pokemon either).

OU Counters: Anything with Rock Slide will take out Butterfree in one hit.
Thunderbolt, Blizzard or Ice Beam from anything will usually 2HKO, so Starmie,
Lapras and Chansey can sponge attacks all day long and even a Tauros Blizzard
will usually 2HKO this pathetic Pokemon. As long as you have a decent Special
stat and Sleep Clause has been activated, you should be fine.

UU Counters: Any Specially-oriented Pokemon has no problems if it can avoid
Sleep Powder; the best of the bunch are Jolteon with Thunderbolt, Articuno with
Blizzard and Moltres with Fire Blast. Really though, anything with a super-
effective move should waste Butterfree with ease. Resisting its two damaging
attacks would be a bonus.
_______________________

#015: Beedrill [NU]
_______________________

Type: Bug/Poison

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   80   40   45   75  305
Max   333  258  178  188  248

1: Sweeper
~ Agility/Reflect
~ Swords Dance
~ Twineedle
~ Hyper Beam

If you are planning on using Beedrill for whatever reason, the best thing to do
is to switch in on something it scares--next to nothing, by the way--then
Agility when they switch. Now that Beedrill outspeeds everything that is
unboosted, try to fit in a Swords Dance somewhere, then use the more relevant
attacking move for your scenario.

Evaluation: The main attraction of Beedrill is his access to a boosted
Twineedle to lay the smackdown on Psychic types. Unfortunately, his Poison
typing and atrocious defences--not to mention the fairly lame power output of
Twineedle itself--make Beedrill a novelty Pokemon at best and mean that Psychic
types will more often than not put him out of his misery before he can act. Its
terrible stats and awful typing further deplete his usefulness, meaning that
any moderately powerful attack will swiftly put an end to this bee.

OU Counters: Anything with a decent Defense works fine. Golem and Rhydon force
it to switch, eliminating its stat boosts. Even if Beedrill has Mega Drain, it
will only 3HKO Rhydon, who can usually OHKO in return with Rock Slide. Anything
with a STAB Psychic will kill it, but a Swords Dance Twineedle will likely kill
Alakazam and definitely kill Exeggutor. Basically, retaliate with anything not
weak to Bug.

UU Counters: Psychic will be carried on a lot of things in UU to counter the
Fighting and Poison types that come out of hiding, so just use one of those,
such as Magmar or Electabuzz, the former of whom resists Twineedle. Onix does
okay with its high Defense and Rock Slide. Honestly though, Beedrill's Defense
is terrible, so anything that is neutral or resistant to Bug moves will not
have many problems.
_______________________

#018: Pidgeot [NU]
_______________________

Type: Normal/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   83   80   75   70   91  399
Max   369  258  248  238  280

1: Sweeper
~ Double-Edge
~ Mirror Move/Mimic
~ Agility
~ Hyper Beam

The basic premise here is to switch Pidgeot in on something it can deal with
and spam the more appropriate move of either Double-Edge or Hyper Beam. Mirror
Move is Pidgeot's signature move and works well with Agility; basically,
Agility up and get faster than the opponent. Then, you will be able the use the
move they just used without any prediction and copy it via Mirror Move.
Otherwise, Mimic might get lucky and pick up Thunder Wave. If you're using
Mirror Move, you can send back Earthquake against Rhydon or Thunderbolt against
Starmie, for a damage output that is, uh, mediocre at best. There are a few
other options such as Swift (weak), Sand-Attack (negated upon switching) or Fly
(awful) but Pidgeot usually does best with the above set.

Evaluation: Pidgeot is, unfortunately, only able to use Normal moves (except
Fly, which sucks) which renders him useless against the likes of Golem, Rhydon
and Gengar. No status moves, average stats and a shallow movepool, with a
noticable lack of Drill Peck, make Pidgeot hard to recommend. It does, however,
have passable defences and a surprisingly strong pair of STAB moves. But there
are better Normal and/or Flying types out there; I suggest you use those
instead.

OU Counters: Gengar is immune to every Normal move Pidgeot carries. Even if
Pidgeot has a Flying move, Golem and Rhydon totally shut it down. Blizzard and
Thunderbolt should be staple moves for your team and Pidgeot won't be hitting
anything with those two moves super-effectively, so fire away with all you've
got. You know the drill--Starmie, Lapras etc. Anything with semi-decent Defense
will do.

UU Counters: Articuno has good Defense and can OHKO with Blizzard, making it
one of the best UU counters. Otherwise, any Water/Ice Pokemon with Blizzard can
do a good job as well, especially those with the bulk to take a physical attack
or two--Blastoise, Dewgong, Gyarados and Poliwrath (if Pidgeot doesn't have
Fly) are great counters too. Onix can take any of Pidgeot's attacks and hit
back with Rock Slide, although its low attack might fail to put in as big a
dent as you'd hoped.
_______________________

#020: Raticate [UU]
_______________________

Type: Normal

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   55   81   60   50   97  343
Max   313  260  218  198  292

1: Sweeper
~ Super Fang
~ Hyper Beam
~ Body Slam/Quick Attack
~ Blizzard/BubbleBeam

The main reason you'd want to use Raticate is Super Fang. It deals a reliable
50% of current HP damage to everything in the game, including Gengar in RBY.
You use Raticate like this: Send it in as you would a Tauros or something, then
Body Slam if you haven't had a chance to spread Paralysis yet or Super Fang for
that glorious damage. Most things will now be in Hyper Beam's KO range, so
finish them off. Notable exceptions to Hyper Beam's KO range are Golem and
Rhydon, who can be taken care of with BubbleBeam or Blizzard (the former is
more likely to kill them, the latter has better coverage otherwise). Quick
Attack is an option if you have a Paralysis spreader already.

Evaluation: Raticate is very much a niche Pokemon, since his signature move is
the only reason to use him. After stripping 50% of their HP though, Raticate
has a few problems finishing the opponent off due to lacklustre attack power
and poor defences. Try him out for a unique way of playing, but don't expect
him to perform miracles all the time.

OU Counters: Anything that switches into Raticate will get 50% of its HP
stripped away, guaranteed. Even Gengar is affected by Super Fang in RBY.
However, Raticate cannot finish off Gengar, since Blizzard and BubbleBeam
aren't powerful enough and the other two moves miss completely.Alakazam,
Starmie and Chansey work great, since they can use Recover to stall out Super
Fang until it misses or runs out of PP. Otherwise, you should be able to finish
Raticate off with whatever, but it will be in the low HP range once it's
finished. Golem and Rhydon resist the Normal moves, but it often packs
BubbleBeam specifically for them.

UU Counters: Again, you'll have to eat a 50% HP loss, but otherwise, Fighting
types like Machamp can deliver a swift Submission. Hitmonlee is okay as well
with a powerful Hi Jump Kick. Poliwrath also resists Blizzard and BubbleBeam,
but should beware of the odd one carrying Thunderbolt. Other bulky Water types
like Omanyte only fear the odd Thunderbolt and can otherwise hit Raticate's
lacking Special stat. Porygon has Recover to stall out Super Fang, but Hyper
Beam after Super Fang will KO the polygon.
_______________________

#022: Fearow [NU]
_______________________

Type: Normal/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   90   65   61  100  381
Max   333  278  228  220  298

1: Sweeper
~ Drill Peck
~ Double-Edge
~ Hyper Beam
~ Mirror Move/Mimic

Double-Edge and Drill Peck form your STAB duo, that latter of which should be
your primary attack since Fearow doesn't need recoil damage on top of those
miserable defensive stats. Double-Edge takes care of Electrics (I suppose),
Hyper Beam finishes off weakened opponents and Mirror Move/Mimic complement
Fearow's shallow movepool.

Evaluation: There's nothing special about Fearow and Dodrio is so much better
in every single way. Drill Peck is good at least, but honestly, if you want to
use this set, use it on Dodrio, who gets everything here but Mirror Move (but
gets Body Slam to compensate) and has much better stats.

OU Counters: Rhydon and Golem have nothing to fear and can hit back with Rock
Slide for a decent chunk of damage. Zapdos's Thunderbolt almost always OHKOs,
and Zapdos resists Drill Peck and has the defences to take a Normal move or
two. Starmie, Lapras, Cloyster and other Water types can fry it with Blizzard
and/or Thunderbolt. Cloyster especially takes very little damage in return.

UU Counters: Omastar and Kabutops resist its moves and can hit back with
Blizzard or something. Onix doesn't take much damage and Rock Slide is decent.
Articuno can OHKO with Blizzard and Water types packing Blizzard will take down
Fearow in two hits. Electric types such as Jolteon and Magneton resist Drill
Peck and can counter with STAB Thunderbolts. Fearow is decently fast, so just
watch out for that--its defences are very poor though.
_______________________

#024: Arbok [NU]
_______________________

Type: Poison

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   85   69   65   80  359
Max   323  268  236  228  258

1: Sweeper
~ Wrap/Rock Slide
~ Earthquake
~ Glare/Body Slam
~ Hyper Beam

Arbok is so useless that it has nothing going for it outside of what some
consider a cheap wrapping strategy. Glare/Body Slam to spread Paralysis,
Earthquake for reliable (weak, unSTABed) damage and a method of damaging
Gengar, Hyper Beam to hit most things for when they're about 1/3rd health left.
Rock Slide punishes fliers who are immune to Earthquake, but Wrapping is all
Arbok can do so you should only resort to it if Wrap is banned (sometimes it
is). Other than that, just Wrap everything until luck makes either you or the
opponent croak it.

Evaluation: If not for Wrap, Arbok would be about as useless as you can get--
Poison typing affords no usable STAB and weaknesses to Ground and Psychic
(gulp), two very common attacking types. Arbok's stats are poor at best and his
attacks aren't backed by enough power to reliably do any damage. Hence, the
Wrapping scenario. Good luck using him!

OU Counters: Alakazam/Exeggutor with Psychic or Golem/Rhydon with Earthquake
will decimate the snake, Rhydon always OHKOing and Alakazam nearly always. The
last two must beware of a potential Mega Drain though. Starmie is faster and
can beat it up with its strong moves. All the OU Pokemon can defeat Arbok as
long as Wrap's luck doesn't last forever.

UU Counters: Hypno with Psychic does a good job, as does a Sandslash/Dugtrio
packing Earthquake. Aerodactyl only fears Rock Slide which is very rare, so it
can come in and scare the snake away. Kabutops and Omastar don't mind Wrap and
can survive Earthquake, while pummelling Arbok with attacks. Random Pokemon
packing Earthquake or Psychic, like Machamp for the former and Poliwrath for
both, can put a fair dent in the usless cobra.
_______________________

#026: Raichu [BL]
_______________________

Type: Electric

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   90   55   90  100  395
Max   323  278  208  278  298

1: Sweeper
~ Thunderbolt
~ Surf
~ Thunder Wave
~ Body Slam/Seismic Toss/Submission

Thunder Wave spreads Paralysis, as usual, and then you use Thunderbolt until a
Ground type shows up to ruin your fun, so you switch to Surf. That's about it,
except now Grass types completely and utterly wall you, so you need an
attacking move from the last slot to at least damage them neutrally. Submission
is great for Chansey but will heap masses of recoil upon Raichu's less than
stellar defences due to Chansey's massive HP. Also, with Submission, you won't
get coverage against the multitude of Grass/Poison types in UU.

Evaluation: With great Speed, good attacking stats and access to Surf via
Pokemon Stadium, Raichu makes for a decent Electric type. Poor defences leave
it wanting, however, and you'll find that its attack stats aren't always up to
scratch compared to Zapdos' 125 Special, for example. The only reason to use
Raichu is if you're tired of having an Electric type that can't touch Ground
types; otherwise, I'd recommend having a look at Zapdos or Jolteon.

OU Counters: Exeggutor's high Special and resistance to Electric, Water and
Fighting moves makes it an ideal candidate, and Thunder Wave doesn't harm it as
much as it would other sweepers due to its already poor Speed. Chansey sponges
Special assaults as well, but should beware of the odd Submission. Alakazam can
take a few Special hits too, but Thunder Wave will serevely dent his
usefulness. If you can paralyse Raichu and come in on an Electric attack, Golem
and Rhydon can come in and OHKO with Earthquake. Other physical attackers that
don't get STAB Earthquake can still 2HKO, such as Tauros or Snorlax.

UU Counters: Sandslash can almost always OHKO with Earthquake and is never
OHKOed in return by Surf. Unfortunately, most things in UU are hit pretty hard
by Electric or Water, so your best bet is a tough Grass type, such as
Victreebel, Venusaur or Tangela. Physical attackers that take neutral damage
from Raichu's attacks, such as Machamp, can slam its weaker Defense and don't
mind being paralysed as much as other, faster Pokemon. Normal types with decent
defences will be alright as well, such as Wigglytuff or Clefable.
_______________________

#028: Sandslash [BL]
_______________________

Type: Ground

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   75  100  110   55   65  405
Max   353  298  318  208  228

1: Sweeper
~ Swords Dance
~ Earthquake
~ Hyper Beam
~ Rock Slide/Body Slam/Substitute

Come in on a low defense Pokemon that is going to use an Electric move or
something, Swords Dance up and unleash EarthSlide and Hyper Beam. Sandslash
appreciates Paralysis support due to its low Speed, so try Body Slam if that
floats your boat, or Substitute if the opponent can't touch you and you want to
be insured against special sweepers coming out later (Starmie).

Evaluation: Yeah, he's pretty good, and probably one of the best users of
Swords Dance. His lack of Rock typing is a double-edged sword--you won't have
to worry about quadruple weaknesses like Golem and Rhydon, but then, you don't
get STAB on Rock Slide or a resistance to the ubiquitous Normal type moves. He
is almost mandatory on UU teams for his ability to counter Electric types.

OU Counters: Starmie and Slowbro put it down with strong Ice and Water attacks.
Exeggutor's Mega Drain works, but it's only a 3HKO and Sandslash outspeeds you,
potentially Swords Dancing twice and OHKOing with Hyper Beam--leaving you with
a very powerful Sandslash to contend with. Ideally, you want to force it out or
faint it before it can set up too many Swords Dances. Tauros 2HKOs with
Blizzard and is only 3HKOed by Earthquake in return, assuming Swords Dance
isn't in play. Alakazam and Chnasey can 2HKO with Psychic and Ice Beam
respectively, but they should only be used if Sandslash has not used Sords
Dance and is nearing death--they will be obliterated by Earthquake otherwise.

UU Counters: Articuno avoids Earthquake and retaliates with a swift Blizzard,
securing an OHKO. However, it must beware of Rock Slide after a Swords Dance,
which will surely OHKO. Victreebel and Venusaur are almost certain to net an
OHKO with Razor Leaf. Most Water types with decent Special stats can 2HKO with
Surf, foremost among them being Gyarados, who also avoids Earthquake. Blastoise
uses Surf as well and has decent enough Defense to eat an Earthquake.
_______________________

#031: Nidoqueen [BL]
_______________________

Type: Poison/Ground

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90   82   87   75   76  410
Max   383  262  272  248  250

1: Sweeper
~ Earthquake
~ Blizzard
~ Thunderbolt/Thunder
~ Body Slam

Exactly the same set as Nidoking below... but inferior offensive stats are all
the reason you need to never use Nidoqueen competitively. The slightly better
defensive stats don't do much to help her case.

Evaluation: This'll be quick: Read Nidoking's information below, but, like him,
you have yourself one unfortunately average Pokemon. Don't misunderstand;
Nidoqueen is a decent Pokemon. But next to her male counterpart, she has
nothing going for her.

OU Counters: Basically everything has a move that can put a super-effective
dent into the Nidos. That said, none of the moves can OHKO her, but they can
lick up a chunk of HP. Exeggutor doesn't take much damage from Blizzard--it
cannot 2HKO--and can throw Psychics hard. Alakazam and Jynx both outspeed and
outpower it; they just need to switch in on something not named Earthquake.
Likewise, Starmie and Lapras are faster and outpower it, but should avoid
Electric moves.

UU Counters: Articuno can OHKO with Blizzard and has the Special to shrug off
even super-effective attacks. Beware the rare Rock Slide. Vaporeon can tank up
and deliver some powerful moves, as can any bulky Water type apart from
Gyarados, who fears electricity. UU is crawling with Water types, so this
shouldn't be too hard.
_______________________

#034: Nidoking [BL]
_______________________

Type: Poison/Ground

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   81   92   77   75   85  410
Max   365  282  252  248  268

1: Sweeper
~ Earthquake
~ Blizzard
~ Thunderbolt/Thunder
~ Body Slam/Rock Slide

Switch in on a Thunder Wave or something once the Psychics are gone and unleash
BoltBeam hell, with STAB Earthquake. Body Slam helps with Nidoking's less-than-
stellar Speed stat, but Rock Slide deals with Articuno, who can OHKO you.
Thunder is actually somewhat viable on the 'King since the power boost
compensates for the mediocre Special stat.

Evaluation: Nidoking's offensive movepool is huge and his attacks are lovely
and varied. Unfortunately, average stats and a plethora of weaknesses to common
types (Psychic, Ground, Ice, Water) hold him back and make it hard to switch
Nidoking in. Being realistic, you'll have to switch into an Electric attack
after all Psychics are cleared from the table to see much use with him.

Counters: Read Nidoqueen's, but this time, Articuno is guaranteed to get an
OHKO.
_______________________

#036: Clefable [BL]
_______________________

Type: Normal

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   95   70   73   90   60  388
Max   393  238  244  278  218

1: Sweeper
~ Blizzard
~ Body Slam
~ Hyper Beam
~ Thunderbolt/Thunder Wave

Blizzard and Thunderbolt are standard powerful moves for getting maximum
coverage and should be placed on basically any Pokemon who has access to them.
Body Slam gets a power boost due to STAB, which compensates for its poor
Attack. Hyper Beam becomes a 225 power move used for finishing weak and
paralysed foes. Speaking of which, if the paralysis chance of Body Slam isn't
reliable enough for you, you could try replacing Thunderbolt with Thunder
Wave--Normal + Ice covers everything neutrally, so you'll only miss out on
hitting (ubiquitous) Water types super-effectively by doing this.

2: Staller
~ Ice Beam/Reflect
~ Light Screen
~ Rest
~ Body Slam

Set up some double screens to protect your other 'Mons and Rest off any damage
incurred in the meantime. Of course, fast Pokemon who are likely to critical
you can mess this strategy up and any stat-boosting Pokemon will take advantage
of your sleep status, so be aware of that. Of course, Chansey is an infinitely
better staller, so only use this in UU. Sap the opponent's PP away and dish out
some Body Slams. The paralysis chance is lovely and most Pokemon you want to
stall have weaker physical Defense. Since this is a stalling set, Ice Beam is
viable to try to freeze things.

3: Annoyer
~ Thunder Wave
~ Sing/Counter
~ Blizzard
~ Thunderbolt

The main function is to spread paralysis and use Blizzard on Ground types who
are immine to Thunder Wave. Sing puts someone to sleep... 54.7% of the time. If
you don't think it's worth using, try Counter instead--Clefable has the HP to
use it, at least. Finally, Thunderbolt goes well with Blizzard, since Body Slam
has been rendered somewhat redundant by Thunder Wave.

Evaluation: Clefable is the Chansey of the UU world, but can actually use
physical attacks decently and has a usable Defense stat compared to an
atrocious one. It also has better Speed, although it's still nothing to brag
about (it beats Exeggutor; that's about it). Of course, Clefable is UU and
Chansey is OU for a reason--Chansey has much more reliable healing and a
monstrous HP and Special. Clefable has access to some great moves, but
unfortunately it is somewhat decent in many roles and therefore not excellent
in any one of them.

OU Counters: Gengar has the Special to shrug off special assaults and is immune
to Body Slam, but loses usefulness if paralysed. Snorlax weathers assaults,
hits hard with Body Slam and cares very little for paralysis (or can even Rest
it off). Alakazam and Chansey might be able to outmuscle a weakened one, but a
Body Slam/Hyper Beam combo will KO the former and severely dent the latter.
Tauros and Starmie can beat it, given time, but will be useless if they are
paralysed. Zapdos has the Special to only get a 3HKO from Blizzard and smacks
Clefable decently with either of its moves. If Clefable doesn't have Blizzard
(or has run out of PP for it), then Rhydon and Golem can waste it with
Earthquake.

UU Counters: Machamp doesn't like Special moves much, but it's slow, so
paralysis won't hurt it and it and drop Clefable in two Submissions. Other
Fighters work similarly, but aren't as powerful and may worry more about
paralysis. The two legendary birds have the necessary stats to beat it in a
pinch. Onix will also do well, so long as Clefable has no PP for Blizzard.
_______________________

#038: Ninetales [UU]
_______________________

Type: Fire

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   73   76   75  100  100  424
Max   349  250  248  298  298

1: Annoyer
~ Flamethrower/Fire Blast
~ Body Slam
~ Confuse Ray
~ Fire Spin

Mostly, you'll want to use Ninetales in the lead position to scare away enemy
Sleepers such as Jynx, Venusaur and Exeggutor. Ninetales outspeeds and
outdamages all of them. Flamethrower is the preferred option for its lower Burn
rate, since those Pokemon are better off paralysed via Body Slam. Fire Blast is
mentioned as it turns a 50% chance to 2HKO Exeggutor into a dead cert and is
useful if you are, for some reason, trying to fend off Rhydon or Golem. Confuse
Ray and Fire Spin can be used in tandem with paralysis just to annoy and
whittle down HP.

Evaluation: Like most Fire types, Ninetales is restricted to Normal + STAB
moves and thus has no versatility to speak of. If you're not using it as a
counter to the common lead Pokemon, Nintales struggles to fulfil a niche; it
has decent stats but is hit hard by common types in Water and Ground.

OU Counters: Starmie and other bulky Water types such as Slowbro or Lapras
don't take much damage and can hit back super-effectively, but should avoid
paralysis (except Slowbro, who shouldn't care). Rhydon and Golem don't like
being burnt, but are otherwise not too adversely affected by Ninetales's
attacks. Alakazam and Chansey can stall it out in a pinch, but Tauros and
Snorlax work better and have Earthquake. Gengar is immune to the two Normal
moves and batters Ninetales with Thunderbolt.

UU Counters: Again, bulky Waters like Blastoise and Poliwrath can resist damage
and deal out super-effective damage in return. Omastar resists all its moves,
so he's the best bet. Ninetales has very few options and this is the only set
you will ever realistically see, so any Pokemon that can eat Fire attacks will
emerge victorious.
_______________________

#040: Wigglytuff [NU]
_______________________

Type: Normal

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base  140   70   45   50   45  350
Max   483  238  188  198  188

1: Sweeper
~ Body Slam
~ Thunder Wave
~ Hyper Beam
~ Blizzard/BubbleBeam

Try to spread paralysis, primarily through Body Slam but with Thunder Wave if
you want to guarantee it. Once the problematic Pokemon are paralysed and low on
health, use Hyper Beam to finish them off. Blizzard or BubbleBeam take care of
pesky Rock types who will take very little damage from your Normal moves. The
only other option that you might realistically consider is Counter--Wigglytuff
has high HP and low defences, so it can counter back a surprising amount of
damage and catch hard-hitting but frail Pokemon for the OHKO, unless they
decide to play it safe and hit you with Earthquake.

Evaluation: Wigglytuff's only decent attribute is its HP; otherwise, it is
outclassed by Chansey in OU and Clefable in UU. Thus, it is hardly ever seen.
It lacks the defences and recovery options to make it a decent staller and
struggles to carve a niche for itself when compared to the two aforementioned
pink Pokemon.

OU Counters: Gengar ignores its STAB moves and takes little from its Special
moves, although it should avoid being paralysed if it can. Physical sweepers
such as Tauros and Snorlax can take it out, but they will be left at low HP and
might be forced to use Earthquake if Wiggly packs Counter. It matches Alakazam
and Starmie for power in a straight up fist-fight, but those two are faster and
pack recovery, giving them the win. Starmie can beat a Wigglytuff that packs
Thunderbolt, but prefers to face one without that move.

UU Counters: Machamp doesn't mind paralysis and packs Submission, the bane of
Wigglytuff's existence. Other Fighting Pokemon aren't quite as vicious but can
get the job done. Poliwrath is good, but needs to avoid Thunderbolt.
_______________________

#042: Golbat [NU]
_______________________

Type: Poison/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   75   80   70   75   90  390
Max   353  258  238  248  278

1: Annoyer
~ Screech
~ Confuse Ray
~ Double-Edge/Hyper Beam
~ Mega Drain

Switch Golbat in on an Earthquake or something, then Screech whatever you're
fighting and use the appropriate attacking move. Confuse Ray helps Golbat avoid
getting hit. Mega Drain has very little power and should be reserved for Rock
types exclusively. The choice between Double-Edge and Hyper Beam is difficult--
Double-Edge does more damage over turns, but has horrid recoil, whereas Hyper
Beam only hits once every other turn. But then, you probably won't use Golbat
anyway. Haze is an option to nullify stat boosts, but be careful of curing the
opponent's status effects and removing the effects of your Screech.

Evaluation: Golbat is a horrible Pokemon with lacklustre stats and a terrible
movepool. It also packs weaknesses to Electric, Ice, Rock and Psychic, making
it weak to just about every semi-decent Pokemon it'll face. It can't take or
deal damage and must rely on Confuse Ray to survive. Avoid it.

OU Counters: Golem and Rhydon aren't 2HKOed by Mega Drain and can wallop Golbat
with Rock Slide. Every Special-oriented Pokemon in OU can clip its wings with
some sort of super-effective attack. Exeggutor in particular has the defences
and type affinity to take low damage from Golbat's moves. Even Water Pokemon
who take double damage from Mega Drain will laugh off the damage and retailiate
with a powerful Blizzard.

UU Counters: Articuno can OHKO with Blizzard. Most bulky Waters like Blastoise
or Gyarados can smack it with Blizzard as well. Mr. Mime bashes it with Psychic
and the numerous UU Electric types can jolt it with Thunderbolt. Even the
Normal types like Clefable or Wigglytuff have super-effective moves they can
use to outpower it. It's not hard to take down a Golbat.
_______________________

#045: Vileplume [NU]
_______________________

Type: Grass/Poison

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   75   80   85  100   50  390
Max   353  258  268  298  198

1: Annoyer
~ Sleep Powder
~ Swords Dance/Stun Spore
~ Body Slam
~ Mega Drain

This is all Vileplume can really do. Sleep Powder the most useful thing you
can, then Swords Dance on the switch and use the appropriate attacking move,
lamenting your lack of Razor Leaf. Stun Spore is listed as an option is you
don't have enough other members spreading paralysis for you. Of course, if you
do have Stun Spore, use that on the switch instead of Swords Dance to paralyse
the incoming Pokemon.

Evaluation: Vileplume can't compare to Venusaur, who boasts better stats and a
more powerful Razor Leaf. Vileplume is also far too slow to use without serious
paralysis support and its common weaknesses in Ice and Psychic leave much to be
desired. Even in UU, its weaknesses to Fire, Bug and Flying doom it, simply
because it has neither the speed nor power to keep up. Use Venusaur or
Victreebel instead.

OU Counters: Once you've used your sleep bait, Alakazam and Exeggutor pack the
horrendously powerful Psychic and aren't scared of Vileplume much, the latter
even less so due to its typing and higher Defense. Zapdos can use Drill Peck
for the 2HKO and Starmie usually gets a 2HKO with Blizzard, although Mega Drain
will prove annoying (Recover it off). Tauros and Snorlax can wear it down
eventually and most things with Blizzard will work, although Water types should
beware of Mega Drain. Gengar takes next to no damage from Mega Drain, but can't
hit back for much unless it has Psychic or is willing to explode.

UU Counters: Articuno can just about OHKO with Blizzard, but usually won't. Mr.
Mime can batter Vileplume with Psychic and most Fire types have no qualms about
going toe to toe with the 'Plume. Moltres and Charizard in particular will
roast it. Beedrill will annihilate it with Twinneedle and the Flying types with
Drill Peck (Dodrio and Fearow) can make short work of it too. Poison types with
high Defense (Weezing and Muk) can take care of Vileplume without much
difficulty.
_______________________

#047: Parasect [NU]
_______________________

Type: Bug/Grass

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   95   80   80   30  345
Max   323  288  258  258  158

1: Annoyer
~ Spore
~ Swords Dance/Stun Spore
~ Body Slam/Slash
~ Mega Drain

Spore is Parasect's signature move, a 99.6% accurate Sleep move. Use that
initially, then use either Swords Dance or Stun Spore. Body Slam goes with
Swords Dance, but you're better off using Slash with Stun Spore, since critical
hits ignore Swords Dance boosts. Mega Drain is for some sort of coverage,
although if you're feeling particularly brave you can opt for Leech Life over
it since it gets boosts from Swords Dance and can be used to surprise Psychics.
Its low base power doesn't really make it worthwhile though.

Evaluation: Sporting quad weaknesses to Fire, Flying and Poison, Parasect is
difficult to use even in UU. It's also SLOW, so you're going to need lots of
paralysis support. Outside of Spore, it has no redeeming qualities--there are a
slew of sleepers that, although their sleep move is inaccurate, are still
useful afterwards. Parasect cannot claim that.

OU Counters: Everything I mention should beware of Spore; Parasect is much
easier to deal with once something is asleep (thereby activating Sleep Clause).
Zapdos's Drill Peck is a guaranteed OHKO. Blizzard from Jynx OHKOs about a
third of the time and the same move from Tauros, Lapras or Starmie should 2HKO
(although Tauros very occasionally fails to). Alakazam can wear it down and
recover off any damage. Gengar takes little damage from Mega Drain and nothing
from the Normal move, but struggles to mount a counter attack unless it has
Psychic or explodes.

UU Counters: Somewhat strangely, Parasect has more dedicated counters in UU,
since its type weaknesses are all relegated here. Fire types can OHKO with
Flamethrower or Fire Blast. Muk can OHKO with Sludge. Aerodactyl fares well and
can use Fire Blast too. The Flying types Dodrio, Fearow and Pidgeot all do
well, although the latter suffers for its lack of Drill Peck, which OHKOs. Once
something is asleep it's not hard to kill Parasect.
_______________________

#049: Venomoth [UU]
_______________________

Type: Bug/Poison

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   70   65   60   90   90  375
Max   343  228  218  278  278

1: Annoyer
~ Sleep Powder
~ Stun Spore
~ Psychic
~ Mega Drain

Another double powder Pokemon best used as a Lead in UU. Sleep the most useful
thing you can, then paralyse the switch in and go to town with the more
appopriate move of Psychic or Mega Drain. There isn't much strategy to be
employed here, although you should be aware of players who refuse to switch
their sleeping Pokemon ASAP, making you waste a turn using Stun Spore.

Evaluation: Probably the best double powder user and certainly one of the
greatest leads in UU. It's the fastest sleeper in this tier, so use that to
your advantage. While its defences aren't stellar, it has just enough to avoid
an OHKO from Psychic or Rock Slide, although Moltres's Fire Blast will still
OHKO about 60% of the time.

OU Counters: Drill Peck from Zapdos will put a real dent in it, as will Psychic
from Alakazam and Exeggutor. Exeggutor in particluar resists Venomoth's moves
and is slow enough to not worry too much about paralysis. Venomoth's Defense on
the physical side isn't great, so physical sweepers like Snorlax using Rest
will get rid of it soon enough. Starmie will beat it one-on-one and Chansey
will get there in the end. If you're really stuck in a rut, Golem manages to
avoid a 2HKO about two in every three times, so can smack it with Rock Slide.

UU Counters: Fire types with Flamethrower/Fire Blast will make short work of
it, as will Dodrio/Fearow with Drill Peck. Mr. Mime can launch a Psychic
assault against it and has the Special to survive its attacks. A Pokemon with
Rest, like Clefable, can wear it down eventaully and rid itself of paralysis.
_______________________

#051: Dugtrio [BL]
_______________________

Type: Ground

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   35   80   50   70  120  355
Max   273  258  198  238  338

1: Sweeper
~ Earthquake
~ Slash
~ Rock Slide/Sand-Attack
~ Substitute/Mimic

Not much is faster than Dugtrio in the UU tiers--only Jolteon, Electrode and
Aerodactyl. The former two can eat Earthquake and cannot use their Electric
attacks, so yeah. Otherwise, Dugtrio will essentially just spam the top two
moves depending on what's best. Rock Slide is filler but can catch Flying
Pokemon who come in to avoid Earthquake. Sand-Attack helps Dugtrio's low
defences and forces switches. Substitute works with Sand-Attack to protect from
damage, but Mimic helps you nab Sleep Powder against foes like Exeggutor, if
you feel lucky enough.

Evaluation: Use it late game when things are weakened and Dugtrio will tear
through teams. Its speed is its greatest asset, affording it the ability to
rack up kills and give it a ~23.4% chance to critical hit on any given turn. It
also means Dugtrio hits the incoming opponent twice if they switch in. STAB
Earthquake is pretty good and will put dents in things. Unfortunately, Dugtrio
is extremely brittle, so it will require some planning and careful use of
Substitute to circumvent.

OU Counters: Since Dugtrio is so fast, if you switch in you'll be eating two
attacks before you can retaliate and you might get smacked with a critical hit.
Therefore, it's usually best to revenge kill Dugtrio. Paralysing it will also
hamper its success and critical hitting it will likely spell its demise.
Starmie can usually OHKO with Surf and Jynx secures the OHKO with Blizzard.
Exeggutor resists Earthquake and hits hard with a 2HKO Psychic (better than
Mega Drain). Other than that, we can 2HKO it with Tauros's or Snorlax's Body
Slam. Slowbro has the defences to take attacks and can return Surfs all day
long.

UU Counters: Articuno OHKOs with Blizzard and avoids Earthquake, which is very
nice, but Rock Slide is problematic if Dugtrio carries it. Razor Leaf from
Victreebel and Venusaur will also OHKO and they have decent bulk to survive
Dugtrio's onslaught. Gyarados avoids Earthquake and can hit hard with Surf,
which will likely OHKO. Other Water types will do pretty well, but will require
Hydro Pump to secure an OHKO, or make do with a 2HKO from Surf. Cloyster has
the Defense to take Dugtrio's attacks and can counter with a heavy Blizzard.
_______________________

#053: Persian [OU]
_______________________

Type: Normal

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   70   60   65  115  375
Max   333  238  218  228  328

1: Sweeper
~ Slash
~ BubbleBeam
~ Hyper Beam
~ Thunderbolt/Screech

Slash is Persian's weapon of choice and with a Speed that high every hit
becomes critical. Factor in STAB and we have a very powerful move indeed.
BubbleBeam is for countering Rock types who come in to resist your main move,
and does enough damage to 2HKO Rhydon and Golem. The last two moves are
basically filler. Hyper Beam only just outdamages a critical hit Slash, but the
chance of Hyper Beam itself critical hitting might be incentive to use it as a
finisher. Thunderbolt hits Water types, but besides Gyarados and Cloyster these
Pokemon are usually better dealth with via Slash. Screech doubles your damage
output, so can be used to net an OHKO with Hyper Beam on foes like Chansey or
Starmie.

Evaluation: Without Slash, Persian wouldn't be very good, but thankfully that
combined with its high Speed manages to just about get it into OU. Paralysis
really hampers its capabilities though and it is rather frail. Bring it out in
the end game to finish off weakened and paralysed Pokemon, beacuse bringing it
out too early will result in Persian being paralysed or knocked out.

OU Counters: Gengar avoids Slash completely and only has to eat weak
BubbleBeams. Snorlax has the bulk to survive multiple Slash attempts, can Rest
off the damage and can paralyse with Body Slam, negating Persian's usefulness.
Tauros, Exeggutor and Zapdos can all best it with a bit of luck, but will be
heavily damaged in the process.

UU Counters: Machamp can OHKO very rarely with Submission and does a truckload
of damage if it doesn't manage it. Other Fighting types should be careful of
Slash, but might be able to beat a wounded one in a pinch. Cloyster and
Gyarados can take on the variants that eschew Thunderbolt in favour of Screech.
Articuno and Moltres will best it in a straight up fist fight, but will incur
damage.
_______________________

#055: Golduck [UU]
_______________________

Type: Water

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   80   82   78   80   85  405
Max   363  262  254  258  268

1: Staller
~ Amnesia
~ Surf
~ Ice Beam/Blizzard
~ Rest/Body Slam

Amnesia should be a mainstay on your Golduck--doubling your Special stat in one
go is too good to pass up on. After you've beefed up, use your best attacking
move. Blizzard is more powerful, but Ice Beam has 16PP as opposed to Blizzard's
mere 8. The final move depends on what you want Golduck to do; rest up and tank
more hits thanks to Amnesia, or have a move which works against Water types and
has a chance to paralyze. Your choice.

Evaluation: Don't bother with Golduck unless it has Amnesia, which can make it
fairly formidable. Unfortunately, getting set up can be a problem, since
Golduck doesn't have much staying power and can frequently be beaten or forced
to switch out before it has time to bulk itself up. It's also outclassed by
Slowbro, who also boasts Amnesia and greater defences at the cost of Speed.
Still, if you're skilled and lucky enough to set up and Rest off all incurred
damage, Golduck will be a tough foe to face down.

OU Counters: Before it uses Amnesia, Golduck is easy to beat. Starmie and
Lapras can sponge up its attacks and retaliate with a powerful Thunderbolt.
Tauros, Zapdos, Alakazam, Chansey and Exeggutor can all outmuscle it blow-for-
blow. Post-Amnesia, it's much harder to deal with--you'll have to hope for a
critical hit from something while it Rests, or just whittle it down gradually.
The lesson, of course, is to not let it set up at all.

UU Counters: Poliwrath resists its main attacks, bulks itself up with Amnesia
and can hit back physically--ignoring Amnesia's effects--with Submission.
Venusaur and Victreebel using Razor Leaf will almost always critical hit and
thus bypass Amnesia and do a massive chunk of damage, but they would do well to
avoid Blizzard if possible. The UU Electric types--Raichu, Electrode, etc.--can
all put a dent in it as well. If you're at a loss, hammer it physically or aim
for a critical hit to ignore Amnesia's bulking.
_______________________

#057: Primeape [NU]
_______________________

Type: Fighting

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65  105   60   60   95  385
Max   333  308  218  218  288

1: Sweeper
~ Submission
~ Body Slam
~ Rock Slide
~ Focus Energy/Hyper Beam

There's not much strategy involved when using Primeape. In Stadium, definitely
use Focus Energy first (it's glitched in RBY), followed by whichever attack is
the most appropriate for your situation. In RBY, Hyper Beam can sometimes net
you those KOs you might miss out on otherwise. Just be wary of throwing around
Submission, because the recoil isn't pretty.

Evaluation: Primeape is primarily used for taking out Normal Pokemon, but
unfortunately loses to Tauros, Snorlax and occasionally Chansey in a scrap.
Thus, he is confined to the shackles of UU. He's a good alternative to Machamp,
because Machamp's raw power comes at the cost of Speed, which Primeape has. Use
it in the late game to finish weakened Pokemon--Primeape is too frail to
withstand many hits.

OU Counters: Gengar avoids everything but Rock Slide and can smash Primeape
with moves like Thunderbolt and especially Psychic. Alakazam almost always
OHKOs with Psychic and Exeggutor can achieve the same result just over half the
time and has the Defense to take the extra hit if necessary. The OU Pokemon
aren't scared of Primeape, but the Normal types, especially Chansey, probably
shouldn't face him lest they lose muchos health in the process.

UU Counters: Muk and Weezing aren't scared of Primeape's attacks. Dodrio and
Fearow only have to avoid a Rock Slide and can counter with Drill Peck. Mr.
Mime and random Pokemon who have Psychic, such as Electabuzz, can also stop the
crazy ape. His Special side is definitely weaker, so exploit that with Pokemon
like Venusaur and Victreebel, who resist Submission and can fire off some swift
Razor Leaves.
_______________________

#059: Arcanine [UU]
_______________________

Type: Fire

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90  110   80   80   95  455
Max   383  318  258  258  288

1: Sweeper
~ Fire Blast/Flamethrower
~ Body Slam
~ Hyper Beam
~ Reflect/Agility

Arcanine performs somewhat similarly to Ninetales, scaring away the likes of
Jynx, Venusaur and Exeggutor. Arcanine, however, needs Fire Blast over
Flamethrower because of its average Special and to guarantee the 2HKO against
Exeggutor. Fire Blast is also handy for burning Tauros, Snorlax and other
physical sweepers. After the starter is gone, use Body Slam to spread some
paralysis, then Hyper Beam when you think it's necessary. Reflect is great in
the last slot to beef up your Defense, but Agility might come in handy if you
become paralysed.

Evaluation: Arcanine's stats are high, but he doesn't have a good movepool to
make the best use of them. Like most Fire types, Arcanine is of limited use
beyond taking out some common OU leads. It is also outclassed by Ninetales, who
packs a few more useful moves. Still, Arcanine's extra bulk and physical
prowess give him some edges over the nine-tailed fox.

OU Counters: Rhydon and Golem counter Arcanine completely, but should beware of
getting burnt. If it has Surf, Starmie can deal with Arcanine efficiently, as
can Lapras and Slowbro. Chansey and Alakazam can stall it and would love to get
burned, but if they aren't burned on the switch-in then they are begging to get
paralysed via Body Slam. Snorlax and Dragonite can soak up Arcanine's attacks
and retaliate with powerful moves of their own. Tauros can beat it if it can
get in before Reflect is up and even then can beat Arcanine with some luck.

UU Counters: Water types such as Gyarados, Blastoise, Tentacruel and Poliwrath
can handle Arcanine by Surfing. Omastar especially resists every move Arcanine
can throw at it. Onix might be okay with Earthquake as well. Anything that
packs a super-effective move and isn't Grass, Bug or Ice will win, more often
than not.
_______________________

#062: Poliwrath [UU]
_______________________

Type: Water/Fighting

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90   85   95   70   70  410
Max   383  268  288  238  238

1: Sweeper
~ Hypnosis/Blizzard
~ Amnesia
~ Surf
~ Submission/Earthquake/Psychic

Try to get rid of problematic Pokemon--Psychics in particular--before using
this. Use Hypnosis to sleep someone, then Amnesia on the switch. Amnesia is
more used for powering up your mediocre Special here. Then, pummel away with
the best attack you have. Sometimes, you might want to forego the 60% accurate
Hypnosis for Blizzard, which affords you more versatility, especially if you
have another Pokemon with a more accurate sleep move. Submission is the
stronger move, but it has recoil and Earthquake hits more Pokemon super-
effectively, like your Electric counters. Psychic is a decent plan too, since
you can catch Tentacruel, Machamp, Poliwrath and Gengar off-guard.

2: Staller
~ Amnesia
~ Rest
~ Surf
~ Submission/Ice Beam/Earthquake/Psychic

Unfortunately, Poliwrath can't stall against Psychic or Flying Pokemon, so take
them out first. Golduck does a better job of this set, so if you are going to
use Poliwrath, play to its strengths and use a physical move. Submission's
recoil isn't as much of an issue with Rest in play, but the other three moves
can help out in different situations.

Evaluation: Poliwrath has decent stats and the ever-useful Amnesia, which
immediately warrants its use. He also gets a nice set of moves to choose from,
decent Attack for physicals and Amnesia for Specials, so it can attack very
well or decide to tank up with Rest. As the only dual-Fighting type, it also
sees use beyond just countering Normal types, which can only be a plus.
Unfortunately, it has trouble with Psychics--effectively dooming it--and can't
stick around for long without Amnesia.

OU Counters: Starmie basically resists everything Poliwrath can conjure up and
can counter with Thunderbolt. Alakazam shreds Poliwraths HP down and will
occasionally negate portions of Amnesia with Psychic's 30% Special drop chance.
Chansey can stall well and uses Thunderbolt to counter Poliwrath. Zapdos
doesn't like Blizzard, but thankfully Poliwrath doesn't always carry it, so
Zapdos can counter with Thunderbolt, or Drill Peck if Poliwrath has used
Amnesia one too many times. Gengar is immune to Submission and has the Special
to absorb some tougher moves, so it can counter with Thunderbolt. It will
struggle against an Amnesia-boosted Poliwrath though.

UU Counters: Jolteon has a high chance of penetrating Amnesia with a critical
hit Thunderbolt. Dodrio and Fearow should avoid Blizzard, but Drill Peck will
work wonders. Venusaur and Victreebel should also avoid the Ice moves, but
Razor Leaf also ignores Amnesia and will rip off loads of HP. The UU Electrics
like Electabuzz can do pretty well if Poliwrath lacks Earthquake, but they will
be hard-pressed to beat one who has bulked up with Amnesia. Try to beat him
before he boosts up.
_______________________
#065: Alakazam [OU]
_______________________

Type: Psychic

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   55   50   45  135  120  405
Max   313  198  188  368  338

1: Staller
~ Psychic
~ Thunder Wave
~ Recover
~ Reflect/Seismic Toss/Counter

Once Alakazam is in, start paralysing things. Once something is paralysed,
batter it with Psychic until it dies or switches out, so you can paralyse the
incomer. Psychic is great for forcing switches, since it has a 30% chance to
drop the foe's Special. Recover when things start looking hairy. Then you can
start stalling, alternating between Psychic and Recover and using Reflect or
Counter (when available) when you chance across a physical sweeper.
Alternatively, switch out against physical sweepers and opt for Seismic Toss--
it's nowhere near as powerful as Psychic, but offers consistent damage when
Psychic invariably runs out of its 16PP.

Evaluation: Alakazam is incredible. It has a fantastic type, with absolutely
blazing stats to complement that. Its Speed means that anything switching in
has to eat two Psychics before it can retaliate, and off the second-highest
Special in the game (only second to Mewtwo), that is going to hurt. It even has
Reflect to compensate for its dismal Defense. Alakazam doesn't have much
versatility, but he doesn't need it. The only things that'll give you trouble
are other Psychics or Chansey.

OU Counters: Alakazam can give any Pokemon trouble, so be prepared to use a few
fighters against it. That said, Chansey is the best counter--it can spam Ice
Beam and hope for a Freeze while creating a stall war, but if luck isn't on
your side, Alakazam will drop your Special too many times and emerge
victorious. If you freeze it though, good for you. Dual Psychic types do well,
notably Slowbro, who will slowly gain the edge, barring too many Special drops.
If Alakazam is paralysed and you aren't, Snorlax and Tauros can down it with
Body Slam followed by Hyper Beam, as can Rhydon or Golem with two Earthquakes.
Finally, anything with Explosion can guarantee an OHKO, provided it has higher
than or equal to 241 Attack--Gengar manages an OHKO about two-thirds of the
time. If Alakazam has Reflect up and you're playing against a skilled player...
good luck.

UU Counters: With a lot of luck and a Light Screen set up, a dedicated Resting
Clefable might manage to eventually drain Alakazam of PP for Psychic and beat
him via Body Slam. Again, a lot of luck will be required, but a Jolteon with
Pin Missile will outspeed Alakazam. Then again, you'll be doing less than 50%
damage per turn, so Alakazam will just Recover it off. I think it's safe to say
that you shouldn't try to counter Alakazam with UU Pokemon--after all, he put a
lot of Pokemon in that category in the first place and the OU Pokemon have
enough trouble with him as it is.
_______________________

#068: Machamp [UU]
_______________________

Type: Fighting

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90  130   80   65   55  420
Max   383  358  258  228  208

1: Sweeper
~ Submission
~ Earthquake
~ Body Slam
~ Hyper Beam/Rock Slide

All out attack. Just pick the best move that you can. Unfortunately, Submission
won't OHKO Chansey, but it will do a LOT of damage. The recoil will be horrific
though, so beware. Body Slam helps make things slower than you and the last
move is a toss up between extra power or extra type-diversity. Rock Slide's
only real use is for countering Flying Pokemon.

Evaluation: Machamp could be great, but a few things stop him from attaining
his zen. First, he's a Fighting type; granted, he's probably the best there is,
but that still means he's murdered by Psychic types. Second, his primary move,
Submission, just lacks the power and accuracy to be really effective, plus the
recoil sucks. Third, he's slow. Still, Machamp's physical power is pretty
awesome and frail Psychics need to be careful switching in.

OU Counters: Exeggutor is the 'Champ's best counter, boasting resistances to
Submission and Earthquake and firing back with STAB Psychics. After that, most
Psychic types do well, even if they lack Psychic. Starmie, Slowbro and Alakazam
all work, but the latter must be careful of eating too many attacks like Hyper
Beam. None of them can claim an OHKO, however. Zapdos can avoid Earthquake and
resist Submission while countering with Drill Peck.

UU Counters: Venusaur is the Exeggutor of UU and resists Machamp's attacks in a
similar manner before firing off a painful Razor Leaf. Victreebel can claim the
same. Dodrio and Fearow can step up their game with Drill Peck, while Articuno
and Moltres can blitz him with Special attacks. All the birds, especially of
the legendary variety, should be sure to avoid Rock Slide though. Anything
packing Psychic--especially Hypno or Mr. Mime--should be able to dish out
respectable damage so long as they don't take too many powerful hits.
_______________________

#071: Victreebel [BL]
_______________________

Type: Grass/Poison

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   80  105   65  100   70  420
Max   363  308  228  298  238

1: Sweeper
~ Stun Spore
~ Wrap
~ Razor Leaf
~ Hyper Beam

Use this in the end-game against a heavily paralysed team of Pokemon. Stun
Spore anything that isn't paralysed, then Wrap away, watching your foes' health
slowly drain away. Once something is in the KO range of either Razor Leaf or
Hyper Beam, let them have it.

2: Sweeper
~ Sleep Powder
~ Swords Dance
~ Hyper Beam/Body Slam
~ Razor Leaf

Exactly the same set as Venusaur--use Sleep Powder, then Swords Dance on the
switch. Razor Leaf keeps Golem and Rhydon in check. Due to its relatively low
Speed, Victreebel is best used in the end-game phase, so a Swords Dance Hyper
Beam is usually more beneficial. If you are using Victreebel early, opt for
Body Slam instead to spread paralysis.

Evaluation: Victreebel is almost identical to Venusaur and both are noteworthy
for their Razor Leaf attack. Double powder is always useful as well. Victreebel
packs better offensive stats at the cost of Defense and Speed and also has
Wrap. It's a fantastic Grass type, blighted only by its sub-par Speed and many
weaknesses; arguably its weaknesses--especially to the ubiquitous Psychic--are
the only things which keep Victreebel and Venusaur from attaining the elusive
OU status.

OU Counters: Gengar is immune to or resists anything Victreebel can muster and
occasionally packs Psychic to retaliate. Victreebel, though, can paralyse it
via Stun Spore, unlike Venusaur. Most Psychic types with their high Special can
switch into a Razor Leaf and decimate it with Psychic, although Hyper Beam
should be avoided. Zapdos resists Razor Leaf and uses Drill Peck to fight back.

UU Counters: Articuno and Moltres will almost OHKO with their most powerful
attacks, Blizzard and Fire Blast respectively. They resist Razor Leaf, but
should take care to avoid paralysis. Things that carry Psychic--Hypno, Mr. Mime
and random things like Electabuzz--can batter it and only take neutral damage
in return. Finally, there are a slew of Fire types lining up to take a shot at
it with Fire Blast or Flamethrower.
_______________________

#073: Tentacruel [BL]
_______________________

Type: Water/Poison

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   80   70   65  120  100  435
Max   363  238  228  338  298

1: Sweeper
~ Swords Dance/Barrier
~ Wrap
~ Surf
~ Hyper Beam/Blizzard

Switch in on something you scare and Swords Dance when they switch, then
proceed to Wrap everything in sight until they come into the KO range for
either Surf, Hyper Beam or Blizzard. Blizzard is mentioned as an option for
Exeggutor and the like, but it seems a shame to waste doubled Attack on Hyper
Beam if you have the opportunity. This is best used in the end-game, when
things are already weakened and paralysed, since Tentacruel cannot paralyse
things himself. If you use it in the very late stages of the end-game, Swords
Dance probably won't be necessary and you can use Barrier to increase your
longevity instead.

2: Sweeper
~ Swords Dance/Barrier
~ Surf
~ Blizzard
~ Hyper Beam/Mega Drain

For those of you who abhor Wrap-related strategies or if it is banned. Surf and
Blizzard are all-purpose attacks for most situations. Swords Dance boosts Hyper
Beam, but obviously has no use if you're planning on using Mega Drain, so use
Barrier with that instead. Mega Drain isn't really powerful enough to warrant
use, but it's the only option if you find that Tentacruel's Attack isn't
sufficient enough to use Hyper Beam.

Evaluation: Tentacruel is blessed with great stats, but his Poison typing
renders him weak to Psychic and Ground attacks, making him very vulnerable,
particularly with that low Defense. There are also a plethora of Water types
that outrank him, but it's not all bad--he's a decent Wrapper who still poses a
threat to those who resist Normal moves, namely Gengar and Golem.

OU Counters: Alakazam is possibly the best counter with Psychic and Starmie is
decent too with Thunderbolt. Both of them outspeed Tentacruel and so won't be
trapped by Wrap. Gengar avoids Wrap and Hyper Beam, has the Special to deal
with his other moves and can counter with Thunderbolt. Tauros and Persian will
beat it in a straight-up scrap. Anything else that's slower than it will need
to paralyse it first or be scared away by a potentailly interminable Wrap. Once
paralysed, Exeggutor and Snorlax will beat it, no prob.

UU Counters: Jolteon, Electabuzz and Electrode outspeed it and have the power
to send him packing with Thunderbolt. Anything else will preferably want
Tentacruel paralysed, but once he is, most things with Thunderbolt, Psychic or
Earthquake (as long as they aren't a Ground type) will fare pretty well.
_______________________

#076: Golem [OU]
_______________________

Type: Rock/Ground

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   80  110  130   55   45  420
Max   363  318  358  208  188

1: Sweeper
~ Earthquake
~ Explosion
~ Rock Slide
~ Body Slam

Golem has no real other options for moves, but he doesn't need them. EarthSlide
for maximum damage output and use Body Slam as a safe bet if you predict a
switch--hopefully it'll nab you some cheeky paralysis. Explosion is a last-
ditch effort which will usually KO whatever you happen to be fighting, unless
that thing is Rock type or Gengar; thus, be wary of using Explosion at obvious
times--your opponent will switch to one of those Pokemon and you will have
fainted your Golem for nothing, saving them the trouble. Try to outpredict your
foe by using Earthquake instead, which hits both those Pokemon super-
effectively.

Evaluation: Golem is an option you can always find space for in a team. He's a
very specialised fighter with one moveset and one goal--to counter Electric and
Normal Pokemon, which swarm everywhere. Thankfully, he's also a physical
powerhouse, dealing tremendous amounts of damage, and has a handy immunity to
Thunder Wave. Of course, he should be kept safe from Grass, Water and Ice
types, and know when to explode properly, which is a devasting manoeuvre. When
deciding between Rhydon and Golem, Rhydon is marginally better at soaking up
and dishing out damage, but lacks the destruction of Explosion. He also has
slightly less Speed, but that should hardly sway your decision since both
Pokemon are hideously slow. Overall, Golem is preferred for his
unpredictability of Explosion, if you know how to use it right.

OU Counters: The best way to kill Golem, if your opponent falls for it, is to
get it to explode against Gengar, Rhydon or your own Golem. Anything else is
effectively dead when hit by Explosion. Switching in will eat a chunk of
health, since Golem's attacks are brutal, but, once in, several Special Pokemon
can cause trouble (barring a surprise Explosion). Exeggutor resists Earthquake
and has decent Defense, and his Mega Drain causes a near-OHKO while recovering
loads of health. Slowbro and Lapras can OHKO with Surf, and Starmie rips off
masses of health with Blizzard. Tauros with Blizzard and Snorlax with Surf will
both 2HKO, while Golem cannot claim the same in return with Earthquake.

UU Counters: Victreebel and Venusaur will undoubtedly OHKO with Razor Leaf. If
Articuno comes in on Earthquake and avoids Rock Slide, it too will OHKO with
Blizzard. Any Specially-inclined Water type with Surf--Gyarados, Blastoise or
even Poliwrath--will OHKO, although Gyarados in particular is notable since he
avoids Earthquake. Again, be wary of Explosion. The best UU at absorbing the
blow would be Onix, but other Rock Pokemon like Omastar might have to suffice
if you lack the rocky snake.
_______________________

#078: Rapidash [NU]
_______________________

Type: Fire

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65  100   70   80  105  420
Max   333  298  238  258  308

1: Sweeper
~ Fire Blast
~ Body Slam
~ Fire Spin/Hyper Beam
~ Agility/Hyper Beam

Fire Blast and Body Slam are this horse's only proper damage-dealing-and-no-
repurcussion attacks, so you might as well use whichever one fits the situation
best. Agility will temporarily 'cure' Rapidash's Speed loss due to paralysis
(until it switches out) which is fairly useful. Fire Spin can be used with
Rapidash's nice Speed to trap foes and works nicely in tandem with Agility to
stop foes from switching. Unfortunately, it's a poor 70% accuracy, so a few
misses will put an end to your fun. Hyper Beam is the only realistic
alternative if trapping moves are banned.

Evaluation: Rapidash is like Ninetales but with a slight edge in Speed and
Attack. Fire Spin is great if you can use it, but overall its poor movepool and
poor typing make it not worth bothering with. On top of that, Ninetales usually
works better due to its access to Confuse Ray, which can help stall when Fire
Spin misses. Play to its strength--that would be its higher Speed and access to
Agility--but don't expect miracles.

OU Counters: Starmie doesn't often pack Surf, but if it does then that'll go
down a treat. Slowbro isn't fazed by Rapidash, can Amnesia up and deliver a
boosted Surf straight to the face. Alakazam and Chansey will inevitably switch
in, hoping to get burnt, and can beat Rapidash in a brawl. Rhydon and Golem
will not want to get burnt, but can otherwise easily outmuscle it. Snorlax,
Tauros, Persian, Cloyster and Dragonite can all beat it in a fair fight, though
anything slower than Rapidash will want to beware of getting caught in a never-
ending vortex of Fire Spins.

UU Counters: Omastar isn't scared of Rapidash. He, along with many other Water
types such as Blastoise, Tentacruel, Gyarados and Poliwrath, can take care of
Rapidash with a swift Surf. Faster and more powerful Pokemon such as Jolteon
and Dodrio can take Rapidash out without fear of being trapped. Onix might do
okay with Earthquake.
_______________________

#080: Slowbro [OU]
_______________________

Type: Water/Psychic

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   95   75  110   80   30  390
Max   393  248  318  258  158

1: Staller
~ Amnesia
~ Rest
~ Surf
~ Thunder Wave/Blizzard

Nicknamed the 'TobyBro' after some dude on the internet, this set came to
prominence as one of the best counter-attacks against the fearsome Mewtwo.
Unfortunately, it's difficult to get into play. Make sure that paralysis has
been thoroughly spread beforehand, since Slowbro doesn't know what Speed is,
and then come in and start Amnesia-ing against something that poses no threat.
Sounds good, but an Electric type will really ruin your day. It also doesn't
help that everything comes packing Thunderbolt nowadays, so maybe take care of
Electrics first. Anyway, once you've set up, use Rest if necessary and then
begin to Surf things to death. Thunder Wave paralyses Pokemon--Slowbro is too
slow to fight without it--but Blizzard slams Exeggutor and will come in handy
if you use Slowbro after everything's already been paralysed.

Evaluation: Slowbro has great Defense and HP and can tank up specially with
Amnesia, making him a stalling machine. He resists Psychic and has only three
weaknesses--Bug, which is non-existant; Grass, which is rare in OU outside of
Exeggutor's Mega Drain; and Electric... which is bloody everywhere. Electric
types will really screw Slowbro over and one critical hit is all that's needed
to penetrate that Amnesia defence and spell doom for the pink dope. He needs a
lot of preparation which can very quickly be unravelled by a stray critical hit
or nasty Electric type attack. Use him later on when everything's paralysed and
the Electric types are gone--he'll tank up and be nearly invincible.

OU Counters: Most Electric Pokemon are the bane of Slowbro's existence, so be
sure to save some sort of Electric attack for when he's brought out--typically
rather late in the game. Hitting it while its asleep also helps. Starmie
resists basically all the attacks Slowbro has and has a huge critical hit rate
combined with Thunderbolt to bring him down, more often than not. Lapras does
something similar, but takes longer to get critical hits. Snorlax and Chansey
can tank up and just wait for a critical hit Thunderbolt to strike, prompting a
stall war of sorts. Lastly, Zapdos is the strongest Electric type candidate,
ripping off huge amounts of HP, but should be careful of the odd Blizzard.

UU Counters: Venusaur and Victreebel should mind Blizzard, but a Razor Leaf
critical hit will penetrate Amnesia and do a lot of damage. Jolteon, Electrode
and Electabuzz can all abuse their huge critical hit rates to loose off a
devastating Thunderbolt, and even the other Electrics--Raichu, Magneton, etc.--
aren't too bad. Water types won't get hurt by his attacks but need something to
retaliate with--Gyarados with Thunderbolt comes to mind.
_______________________

#082: Magneton [NU]
_______________________

Type: Electric

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   50   60   95  120   70  395
Max   303  218  288  338  238

1: Sweeper
~ Thunder Wave
~ Thunderbolt
~ Hyper Beam
~ Supersonic/Reflect/Mimic

Magneton's only real attacks are Thunder Wave and Thunderbolt, to spread
paralysis (which you'll need with that low Speed) and cause damage
respectively. The other moves are filler, since an non-STAB Hyper Beam from 60
base Atk is unlikely to do much. Supersonic is worth mentioning despite its
horrific (55%) accuracy--it makes Magneton one of the few Pokemon able to score
a parafusion (paralysis + confusion), rendering the foe able to attack only
37.5% of the time. Reflect beefs his Defense and, although I'm not usually an
advocate of the extremely luck-based Mimic, Magneton might find use for it with
a movepool as sparse as this.

Evaluation: Magneton has no moves. Even non-Electric types can Thunderbolt,
Thunder Wave and have a slew of other moves to select. Despite his decent
Defense and great Special, Magneton's low HP is often its undoing. His
lacklustre Attack also means that you should probably be switching against
anything that resists or is immune to Electric. Take my advice and use a better
UU Electric, such as Jolteon.

OU Counters: Golem and Rhydon will shut Magneton down for sure, although only
Rhydon gets an OHKO and it's not even guaranteed. Exeggutor isn't much phased
by Magneton's moves and will eventually cave it in with Psychic. Chansey will
slowly secure a victory with Ice Beam, as long as she recovers every so often.
None of these Pokemon are particularly fussed about being paralysed. Other
things are usable, but won't like being paralysed.

UU Counters: Sandslash has the Defense to knock back a Hyper Beam or two and
won't be hurt at all by Magneton's primary attacks. Grass types with the
Defense to handle a Hyper Beam will do fantastically, such as Victreebel,
Venusaur or Tangela. Onix does well too, since he isn't hurt by anything the
magnet trio can throw at him.
_______________________

#083: Farfetch'd [NU]
_______________________

Type: Normal/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   52   65   55   58   60  290
Max   307  228  208  214  218

1: Sweeper
~ Swords Dance
~ Agility
~ Body Slam
~ Slash/Fly

Set up with the appropriate move--probably Swords Dance if you've been
paralysing things dilligently--then fire away with Body Slam. Slash is there
for a nice STAB move, but Fly lends some type versatility... at the cost of
letting your opponent know exactly what's coming.

2: Staller:
~ Sand-Attack
~ Substitute
~ Swords Dance
~ Body Slam

Stall out as much as you can via the first two moves, then rack up some amount
of damage with the last two. Since you're stalling, you can, in theory, afford
to spend turning bulking up via Swords Dance.

Evaluation: If you ever expect these movesets to honestly work, you're
mistaken. Farfetch'd is one of the worst Pokemon you could think of using. No
stats and no moves outside of Normal ones (unless you count the awful Fly). A
joke character if there ever was one.

OU Counters: Golem, Rhydon, Gengar and Snorlax all top the list, but anything
from OU that has a problem with Farfecth'd should be relegated to beyond UU.

UU Counters: Even in UU, not much has trouble with Farfetch'd. Rock types fare
the best. Maybe only Beedrill couldn't beat it.
_______________________

#085: Dodrio [BL]
_______________________

Type: Normal/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60  110   70   60  100  400
Max   323  318  238  218  298

1: Sweeper
~ Drill Peck
~ Body Slam
~ Hyper Beam
~ Agility/Reflect/Mimic

Drill Peck is a great Flying move and the two Normal moves are the best of
their kind, always deserving a special place in any Pokemon's moveset so long
as they get STAB. The last move is, of course, complete filler. Agility removes
the Speed loss from paralysis until you switch out, Reflect doubles your poor
Defense and Mimic, er, mimics. Good luck with that.

Evaluation: If you're looking for a powerful UU Flying type, Dodrio is your
best bet--it actually has a Flying move worth using for a start. With great
STAB moves and fantastic Attack and Speed, it works like a UU Tauros.
Unfortunately, it's much frailer than Tauros, gets totally walled by Rock types
and is weak to the BoltBeam combo. Still, as long as you avoid Rock types,
Dodrio should serve you finely in UU.

OU Counters: Rhydon and Golem totally wall Dodrio and smash it to bits with
Rock Slide. Zapdos's Thunderbolt will OHKO and the bird itself wll Speed tie
with Dodrio. Jynx should be careful of physical hits, but can OHKO with
Blizzard. Starmie, Cloyster, Lapras and other Water types can use BoltBeam to
take care of it and are all bulky enough to withstand a few hits.

UU Counters: Articuno OHKOs with Blizzard, but is slower so needs to beware of
getting hit by two attacks first. Onix resists all its moves, has massive
Defense and can hit back with a moderately powerful Rock Slide. Water types
packing Blizzard--especially the part Rock types Kabutops and Omasatr--should
be able to 2HKO, unless they are severely weak. Fast Electric types can switch
in on Drill Peck and rip off loads of health with Thunderbolt--try Jolteon,
Electrode or Electabuzz. Sandslash has the Defense to eat a hit or two and
sometimes carries Rock Slide around to hit back with.
_______________________

#087: Dewgong [UU]
_______________________

Type: Water/Ice

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90   70   80   95   70  405
Max   383  238  258  288  238

1: Sweeper
~ Blizzard/Ice Beam
~ Surf
~ Body Slam
~ Rest/Mimic

A very basic set, whereby you just do what you can with your STAB moves.
Getting STAB on Blizzard is nice, but if you plan on abusing Rest and trying to
stall, opt for Ice Beam for its extra PP to try to get a Freeze. Often, you'll
find that Dewgong hasn't the endurance for a stall war, so you can always try
Mimic instead and just stick to Blizzard. If you are against a Water type or
can't predict what's coming in, Body Salm is good to use for its paralysis
chance.

Evaluation: Dewgong's only defining feature that separates him from the
plethora of other Waters is his dual Ice type, buffing Blizzard's damage by
50%. This boost is very helpful, so Dewgong can actually cause some damage.
However, he's too slow and too 'average' to highly recommend--none of his stats
are standout. Give him a try, but don't expect him to last too long--he's not
dedicated enough at his sweeping job and tries to be something of a staller,
but it doesn't really work.

OU Counters: Lapras is the best counter--she can blast Dewgong with
Thunderbolt, resists its STAB moves and is immune to a possible Freeze. Most
things with Thunderbolt give Dewgong a hard time, especially Water types that
can stall or use Thunderbolt, namely Slowbro and Starmie. Snorlax and Chansey
can also sponge its attacks and hit back with Body Slam or Thunderbolt
respectively. Zapdos, if it avoids Blizzard, can 2HKO with Thunderbolt, but
will be seriously damaged by coming in and doing so.

UU Counters: Decent Electrics like Electabuzz, Jolteon and Electrode will all
hurt Dewgong with Thunderbolt. Gyarados takes neutral damage from Blizzard, but
again can fire back with Thunderbolt and outspeeds Dewgong. If they can avoid
Blizzard, Venusaur or Victreebel can come in, put it to sleep and polish it off
with two Razor Leaves.
_______________________

#089: Muk [NU]
_______________________

Type: Poison

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base  105  105   75   65   50  400
Max   413  308  248  228  198

1: Sweeper
~ Sludge
~ Explosion
~ Body Slam
~ Screech/Mega Drain/Acid Armor

Sludge is Muk's STAB move and is used almost on that principle alone. It's only
effective against Grass and Bug, but hey, most of those guys are part Poison
anyway, so whatever. Also be wary of it poisoning Pokemon when you really want
them paralysed instead. Explosion is nice off that high Attack--use it when
your opponent least expects it or you'll waste yourself uselessly--and Body
Slam spreads paralysis which you desparately need. The last move is mostly
filler--Screech forces some switches and sets the foe up nicely for your
attacks if they refuse to switch. Mega Drain is solely for Rock/Ground types
because your other moves will be more effective otherwise. Acid Armor is a nice
bulking up move, although most sweepers in RBY tend to be of the Special
variety.

Evaluation: Muk is pretty bad... It has no moves, an awful type and terrible
Speed. But hey, Muk isn't horrendous--it packs a pretty powerful Explosion off
that high Attack stat and has good enough bulk that it can survive Alakazam's
Psychic. Other than that, it's just unfortunate that Poison gets a bad rap--
weakness to Ground and Psychic is nothing you want in this metagame.

OU Counters: Gengar counters Muk 100% of the time but it will need Psychic to
do any serious damage back if you didn't switch in on the predicted Explosion.
Alakazam will rip off masses of HP with Psychic, as will Exeggutor, but he
needs to be fresh and take care to avoid Sludge, and both these guys should
always be looking out for Explosion. Golem and Rhydon resist Explosion and
Earthquake will take care of Muk, but will require two hits; this works if Muk
is not carrying Mega Drain, which he usually will in OU matches, although it
only 3HKOs anyway.

UU Counters: Hypno will make quick work of it and has decent enough Defense to
survive some attacks. Sandslash and Onix pack Earthquake and will be fine, so
long as the latter avoids Mega Drain. Nidoking and 'Queen resist Sludge and can
fire away with Earthquake. Most things with Psychic (Electabuzz, Magmar, Mr.
Mime) and Earthquake (Machamp, Poliwrath) won't be facing many problems--that
is, if they can avoid Explosion. Of course, once it does explode, you'll be
set.
_______________________

#091: Cloyster [OU]
_______________________

Type: Water/Ice

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   50   95  180   85   70  480
Max   303  288  458  268  238

1: Sweeper
~ Clamp/Surf
~ Blizzard/Ice Beam
~ Hyper Beam
~ Explosion

Use this in the end-game against the masses of paralysed Pokemon. Clamp
evrything in sight and wait for it all to end, but use Surf if trapping is
banned. Blizzard is all purpose STAB-a-thon, but Ice Beam has more PP and
accuracy. Against Tauros and Snorlax, Ice Beam finishes them off in the same
amount of turns, usually. Hyper Beam finishes off weak Pokemon with high
Specials--Alakazam or Chansey, say--and Explosion is basically mandatory on
anything that gets it; be sure to use it at such a time when your opponent
won't predict it and send out Gengar to absorb the blow. You can also batter
Rhydon and Golem coming in to absorb the blow with Clamp or Surf.

Evaluation: Cloyster has a monumental base stat total and a ridiculous Defense.
It is a fantastic counter to all those physical Pokemon--Tauros and Snorlax
among them--who Rhydon and Golem cannot face off against for fear of a Blizzard
or Surf, which Cloyster resists. Clamp is perhaps the most annoying move on the
planet and Explosion is always amazing when used at the right time.
Unfortunately, the ability to face physical Pokemon leaves it weak to Special
ones, namely anything with Thunderbolt, since Cloyster doesn't have the stats
to deal with these guys. Keep him away from Thunderbolt and he'll serve you
well.

OU Counters: Lapras is possibly the best counter, resisting Cloyster's STAB
moves and firing away with Thunderbolt. Starmie boasts the same but with less
defensive prowess and no immunity to Freeze. Chansey with Tunderbolt will give
Cloyster some trouble, as will anything with decent Special and Thunderbolt in
its arsenal. Zapdos, although it has about a 30% chance to OHKO, should be
careful to avoid Blizzard. Gengar is your safest bet for avoiding Explosion and
can use Thunderbolt in a pinch.

UU Counters: Electric types can batter Cloyster's weaker Special side--
Electabuzz, Jolteon and Electrode all work well enough. If they can avoid
Blizzard, Venusaur and Victreebel with Razor Leaf can tear loads of health off
of the overgrown clam. Unfortunately, these are its only weaknesses, so
Electric is the way to go. Perhaps a Clefable with Thunderbolt and Rest would
do pretty well too.
_______________________

#094: Gengar [OU]
_______________________

Type: Ghost/Poison

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   65   60  130  110  425
Max   323  228  218  358  318

1: Sweeper
~ Hypnosis/Confuse Ray
~ Explosion
~ Thunderbolt
~ Mega Drain

Gengar is used as a common lead, since he's the fastest sleeper in the game, at
the cost of Hypnosis being only 60% accurate. Then switch him out and wait
until you predict a Normal move to switch him back in. Thunderbolt is your
bread-and-butter attacking move and Mega Drain stops Golem and Rhydon from
walling you. Finally, explode when your opponent least expects it to take
something out when Gengar's time is nigh. Alternatively, don't use Gengar as a
lead and instead hide him away to absorb an Explosion. In the end-game, Confuse
Ray is more useful against paralysed Pokemon (since Sleep cannot hit paralysed
Pokemon), so if you opt for this strategy use that over Hypnosis.

Evaluation: As the only Ghost type, Gengar finds almost automatic usage due to
his immunity to the ever-present Normal attacks. However, Gengar also packs the
fastest Sleep in the game, a monstrous Special and a movepool just diverse
enough not to be walled by much. It's a shame he doesn't get any STAB attacks
and his weakness to Psychic hurts his usefulness somewhat, but overall, he's a
solid Pokemon whose immunity to Explosion in particular cannot be underrated.

OU Counters: Alakazam beats Gengar with two Psychics and can recover any damage
that isn't Explosion. Rhydon OHKOs with Earthquake and Golem almost always
does, but the two should be wary of Mega Drain, even though it cannot OHKO in
return. Exeggutor isn't hurt by either of Gengar non-Explosion attacking moves
and wallops him with Psychic. Tauros speed ties with Gengar and can hit it with
Earthquake for the 2HKO while taking little damage in return. Always be on the
lookout for Explosion, though.

UU Counters: Hypno and Dugtrio are decent counters with Psychic and Earthquake
respectively, and Dugtrio outspeeds it nicely. Sandslash does okay with
Earthquake and is immune to Thunderbolt. Mr. Mime can also do decently if it
manages to paralyse Gengar and fires off vicious Psychics. Other than that,
most things in UU will take a pounding, so you'll probably have to sacrifice a
Pokemon to bring it down via repeated Psychics and Earthquakes.
_______________________

#095: Onix [NU]
_______________________

Type: Rock/Ground

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   35   45  160   30   70  270
Max   273  188  418  158  238

1: Sweeper
~ Earthquake
~ Explosion
~ Bind/Body Slam
~ Rock Slide

This set is mostly the same as Golem's, but suited to UU with Onix's vastly
inferior stats. The only difference is the option of Bind, which you should use
if trapping isn't banned. EarthSlide for STAB, Explosion to go out with a
bang--although 188 Attack is pretty poor--Bind to rack up damage and Body Slam
to help with Onix's lame-o Speed. It doesn't take much strategy to use Onix,
since all its moves are damaging ones.

Evaluation: The Golem of UU, Onix faces a few problems, mostly due to his poor
stats, which top a grand total of 270 BST. Woo. He's a decent counter to the UU
Normals (that don't pack Blizzard/BubbleBeam) and Electrics, which makes him
useful enough. Unfortunately, Onix's low Special and HP combine to make any
Special attack lethal, and he has no Attack power to speak of which makes four
attacking moves rather useless. He's also outclassed by Graveler in UU.

OU Counters: Nothing in OU, except for Zapdos, is scared of Onix. All of them
can counter with something that will rip off tons of health. And if the attack
is Special AND super-effective, you'll get an OHKO, guaranteed.

UU Counters: Any Water or Grass type will absolutely destroy Onix, including
but not limited to Tangela, Venusaur, Victreebel, Blastoise, Gyarados,
Poliwrath, Seadra... the list goes on. Any Grass or Water attack *will* OHKO.
There's no lack of Water Pokemon in UU, at any rate.
_______________________

#097: Hypno [BL]
_______________________

Type: Psychic

Stats:
Stat   HP  Atk  Def  Spc  Spe    BST
Base   85   73   70  115   67  410  483
Max   373  244  238  328  232  RBY  GSC

1: Staller
~ Psychic
~ Thunder Wave
~ Hypnosis
~ Rest/Counter/Reflect

Sleep and stun is pretty nice, so use Hypno early and start inflicting things
with status effects. Psychic does a healthy chunk of damage against anything
that isn't itself a Psychic type and the last move is a matter of choice. Rest
works in the absence of more reliable recovery and Hypno actually has the type
and defences to make it viable. Counter will hurt things like Snorlax and
Tauros, but only works against Normal moves. Reflect beefs up your Defense, but
Hypno has decent Defense anyway and would probably be better off recovering.

Evaluation: Hypno tries to fill a similar role to Alakazam, but doesn't have
the attacking prowess to be as effective and lacks reliable recovery.
Thankfully, Hypno's defences are average as opposed to awful and he has a
sleep-inducing move which Alakazam cannot claim. Use whichever one appeals to
you more, but often, Alakazam's Speed, power and recovery give him the edge.
Hypno is the Alakazam of UU, however.

OU Counters: Chansey can soak up Hypno's attacks all day long, recover up and
try for a Freeze. Starmie and Slowbro resist his attack and can hit back with
powerful Special moves. If it packs a physical move like Double-Edge, Exeggutor
can deal with it. Tauros and Snorlax will win in the end, but incur a lot of
damage. Zapdos also doesn't fare too badly with Drill Peck. Often, it is best
to stall it with a Psychic Pokemon or Chansey, then batter it with something
physical while it Rests.

UU Counters: Finding a counter in UU is hard, but not impossible. Both
legendary birds are good counters and will damage Hypno well. Clefable can
stall it out and decent things that aren't weak to Psychic will be able to wear
him down, although don't be surprised if it takes two Pokemon. Hypno is
horrific to face in UU, so perhaps a quick Explosion would be in order.
_______________________

#099: Kingler [UU]
_______________________

Type: Water

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   55  130  115   50   75  425
Max   313  358  328  198  248

1: Sweeper
~ Swords Dance
~ Body Slam
~ Crabhammer
~ Hyper Beam

We should take advantage of Kingler's gargantuan Attack by using Swords Dance
and battering everything with the best physical moves available to him... Body
Slam and Hyper Beam. Well, Body Slam will spread that ever-useful paralysis at
least. Crabhammer works off Kingler's abysmal Special, but as a 90 base power
STAB always-critcial move, it becomes somewhat powerful despite that. It's only
85% accurate, so expect bad luck to strike at inopportune moments.

Evaluation: Kingler's fantastic Attack and great Defense are offset by its
other, lacklustre stats. Most glaring is that 50 Special, rendering Kingler
unable to use the likes of Blizzard, unable to use powerful STAB attacks and
being at mercy to most Special Pokemon, going down in a 2HKO to most of them. A
common weakness in Electric doesn't help, but you should beware Kingler all the
same--it will always OHKO Chansey after a Swords Dance Hyper Beam--and try not
to let it set up on you.

OU Counters: Gengar is the best counter--he avoids the Swords Dance boosted
attacks and won't take much from Crabhammer with that high Special, and then he
blasts off a nice Thunderbolt. Exeggutor has the Defense to handle an attack
and can counter with a powerful Psychic. Zapdos blasts it with Thunderbolt for
an easy and guaranteed OHKO. These guys all can counter a Swords Dance bootsed
Kingler--your options increase if he hasn't set up yet.

UU Counters: Electabuzz, Jolteon and Magneton can all batter him with
Thunderbolt. Venusaur and Victreebel with Razor Leaf will do masses of damage,
but should beware boosted attacks--thankfully, they have the defence and
strength to win out in the end. Tangela has great Defense and can paralyse it,
then proceed to use Growth to boost its Mega Drain.
_______________________

#101: Electrode [NU]
_______________________

Type: Electric

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   50   70   80  140  400
Max   323  198  238  258  378

1: Sweeper
~ Thunder Wave
~ Thunderbolt
~ Explosion
~ Screech

Thunder Wave everything to soften them up for future switch-ins and Thunderbolt
anything that will take damage from it. Screech forces switches or softens
Pokemon up for Explosion, but it's prety much exclusively filler. Explosion is
useful as always--as long as you know when to use it (hint: when the foe
doesn't expect it)--but is surprisingly weak... because Electrode only has 198
Attack.

Evaluation: Electrode's claim to fame is the game's highest Speed at a
fantastic 378. So he'll always go first, but unfortunately the good news ends
there. A limited movepool, lame stats besides Speed and a fairly weak Explosion
don't help his case. Still, he boasts the fastest Thunder Wave in the game,
Explosion is always good on anything that gets it and Thunderbolt is always a
good move. A ~27.34% chance to critical hit in any turn is always a welcome
bonus, but frankly, Jolteon is a lot better, at the cost of 20 Speed.

OU Counters: Golem and Rhydon are not phased by anything in Electrode's arsenal
and will happily Earthquake it all day long. Exeggutor resists the Electric
moves, doesn't mind paralysis and counters with Psychic. Chansey can stall it
out with Ice Beam, although it will take a while. Snorlax can absorb
Electrode's feeble blows and counter with Earthquake. Most other things will
not want to get paralysed, but can work in the end-game when everything is
paralysed.

UU Counters: Besides Explosion, Dugtrio works well with a powerful Earthquake
and handy Electric immunity. Sandslash can also perform a similar job and his
lack of Speed doesn't matter since Electrode cannot be outsped short of
paralysis. Victreebel, Venusaur or Tangela don'tlike paralysis, but can fire
off a Sleep Powder and Razor Leaf/Mega Drain it to death. Onix can counter
Electrode as well, since it is immune to all but Explosion, which it has sky
high Defense for.
_______________________

#103: Exeggutor [OU]
_______________________

Type: Grass/Psychic

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   95   95   85  125   55  455
Max   393  288  268  348  208

1: Sweeper
~ Sleep Powder
~ Psychic
~ Explosion/Rest
~ Mega Drain/Stun Spore/Double-Edge

Exeggutor is often too slow to act as a lead sleeper so should stick to being a
secondary sleeper. Afterwards, batter everything with Psychic or Mega Drain,
until you're ready to go out with a bang (Explosion). Alternatively, you can
Rest up because Exeggutor has the defences to do that. Mega Drain can actually
be done without--Golem and Rhydon will assume you have it and won't dare show
their faces, so you can open up a secondary attack or status effect, making
Exeggutor even more of a pain to deal with.

Evaluation: With Sleep Powder and Explosion under its belt, Exeggutor can
effectively take out two Pokemon. He has a fantastic Special stat, great
defences and the Attack to actually support a decent Explosion. Being a Psychic
type is great since he resists Psychic attacks, and the Grass type gives him
resistance to Ground and Electric at the cost of an Ice weakness. Exeggutor is
a top tier Pokemon and can safely be considered for almost any team. The only
bad thing is his low Speed, but at least he doesn't mind being paralysed then.

OU Counters: You'll have to get past Sleep Powder first and even if you do, it
can explode whenever it feels like it. Zapdos's Drill Peck works well, as does
Jynx's Blizzard. A Double-Edge equipped Exeggutor can counter a variant without
it. Chansey can try to stall it out, but it's a risky game since Exeggutor will
blow itself up and OHKO over half the time. Starmie takes heavy damage from
Mega Drain, but does more damage with Blizzard, blow-for-blow, and outspeeds
it. Outside of these options, Exeggutor is difficult to beat--you'll just have
to wear him down until he explodes, and then find a way to minimise that
damage.

UU Counters: Articuno's and Moltres's STAB attacks will put big dents in the
sentient tree. Jolteon's Pin Missile will usually only 3HKO at best, but you
might get lucky with that insane critcial hit rate. That's about it for UU--
these guys aren't cut out for dealing with the big leagues like this.
_______________________

#105: Marowak [NU]
_______________________

Type: Ground

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   80  110   50   45  345
Max   323  258  318  198  188

1: Sweeper
~ Earthquake
~ Blizzard
~ Body Slam
~ Seismic Toss/Hyper Beam

Earthquake is your all-purpose STAB attack and Blizzard--although weak, coming
off 198 Special--will hammer your Grass and Flying type counters well enough.
Body Slam's paralysis rate will help dearly with Marowak's pitiful Speed and
the last option is a toss up; Seismic Toss's constant 100 damage output will
compensate for Marowak's average Attack, while Hyper Beam can try to finish off
poor, paralysed Pokemon, although its power output is equal to Earthquake's, so
only use it if Earthquake is ineffective.

Evaluation: What dooms Marowak to non-usage is his terrible stats which,
besides Defense, are sorely lacking. What's more, he's completely outclassed by
Sandslash in UU--who gets Swords Dance and Rock Slide--and can't stand up to
the OU Pokemon at all. Still, his ability to use Blizzard (despite the low
Special) is a plus over Sandslash, and Ground types are always good at
absorbing Electricity and being able to withstand a couple of physical hits.

OU Counters: Bulky Waters such as Slowbro are Marowak's main counter--repeated
Surfs will finish it off. Despite being weak to Blizzard, Exeggcutor is only
4HKOed, can usually 2HKO with Mega Drain and even outspeeds Marowak. Starmie
can switch in on Blizzard and usually OHKO with Surf. Tauros and Snorlax easily
outdamage it in a fair fight, and Chansey isn't scared of Marowak and can Ice
Beam it to death. For the most part, nothing in OU should have problems with
Marowak.

UU Counters: Articuno easily OHKOs with Blizzard and is immune to Earthquake.
Again, bulky Waters are great to use--Blastoise, Poliwrath, Vaporeon and
Gyarados among others will all do well with a Surf or two. Grass types--
especially those with high Special--don't really mind Blizzard because of
Marowak's low Special, and can finish him off with Razor Leaf or a few Mega
Drains.
_______________________

#106: Hitmonlee [NU]
_______________________

Type: Fighting

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   50  120   53   35   87  345
Max   303  338  204  168  272

1: Sweeper
~ Hi Jump Kick
~ Body Slam
~ Counter
~ Seismic Toss/Substitute

Hi Jump Kick is the game's best Fighting technique, putting major dents in any
Normal type. Unfortunately, it falls just shy of taking out the common
Normals--Chansey, Snorlax and Tauros--so you might want to paralyse them on the
switch-in with Body Slam. Since you'll be taking lots of damage with those poor
defences, you can use Counter against the Normal types you'll face. Seismic
Toss deals with Gengar and is a more reliable finishing move than Hi Jump Kick,
but Substitute helps with those atrocious defences.

Evaluation: Hitmonlee's Fighting type automatically places him in UU, where he
is sadly outclassed by Machamp. His utterly horrendous defensive stats mean he
will be 2HKOed by almost everything, so he won't last long. Still, he's got a
nice Attack stat and decent Speed and poses quite a threat to most Normal
types--only Tauros really gives him trouble and even he can be taken care of
once paralysed.

OU Counters: Any Psychic Pokemon will immediately give Hitmonlee trouble and
Psychic itself will, without a doubt, OHKO. Exeggutor and Slowbro are the best
choices, since they have the Defense to eat up a physical attack or two, but
other, frailer Psychics will still pose a threat. Zapdos also raises hell with
its Fighting resistance, decent Defense and STAB Drill Peck. Gengar is immune
to all but Seismic Toss and will batter Hitmonlee with strong Special attacks.

UU Counters: Special attacks are the way to go, chief among them Articuno's
Blizzard or Moltres's Fire Blast, both of which have a chance to OHKO. Hypno's
Psychic will OHKO and he has the Defense to take an attack. Dodrio and Fearow
resist Hi Jump Kick and can hammer him with Drill Peck, while Poison types like
Muk resist the Fighting move, have high Defense and can hit back with a strong
attack. Random Pokemon with Psychic--like Electabuzz--will work in a pinch.
_______________________

#107: Hitmonchan [NU]
_______________________

Type: Fighting

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   50  105   79   35   76  345
Max   303  308  256  168  250

1: Sweeper
~ Submission
~ Body Slam
~ Counter
~ Seismic Toss

This works much like Hitmonlee's set above, only worse. Submission hammers
Normals, but can't OHKO them and will cause massive recoil. Body Slam spreads
paralysis for that below-average Speed and the other two moves are mostly
filler for certain situations (like a Gengar attack). I've avoided listing the
elemental punches here because Hitmonchan's Special is nowhere near good
enough--just stick with Physical attacks, honestly.

Evaluation: As a Fighting type with barely any physical movepool, Hitmonchan
has it rough. Add to that some poor defensive stats, less-than-stellar Speed
and being outclassed by every other Fighting type, you can see why Hitmonchan
is never used. I'd advise you to avoid him--his only saving grace is somewhat
decent Attack and a STAB Submission for Normal types. Nothing else is scared of
him.

Counters: Read Hitmonlee's entry above, but Hitmonchan poses even less of a
threat.
_______________________

#108: Lickitung [NU]
_______________________

Type: Normal

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90   55   75   60   30  310
Max   383  208  248  218  158

1: Sweeper
~ Swords Dance
~ Body Slam/Wrap
~ Hyper Beam
~ Earthquake/Surf

The only reason you'd want to use Lickitung over every other Normal type is
that it has Swords Dance. Bring it in on something that will switch out, then
Swords Dance and Body Slam away. Body Slam is preferred since Lickitung hasn't
got the Speed to trap effectively, but you can use Wrap if you want. Hyper Beam
finished off weak, paralysed Pokemon and will OHKO Alakazam after a Swords
Dance, and Earthquake deals with anything resistant to Normal (like Gengar), or
when you predict the opponent is about to use Counter. Surf is listed as an
option to deal with Rhydon and Golem, but Earthquake is usually better since it
gets boosted by Swords Dance.

Evaluation: Lickitung has awful stats, but if it can set up a Swords Dance, it
won't be too shabby. Still, other Normal Pokemon can have great stats without
the need to set up, so Lickitung is mostly outclassed and has problems before
it has a Swords Dance underway. When it does get going though, it can be
difficult to stop.

OU Counters: Exeggutor has decent Defense, resists Earthquake and can hit it
with Psychic, although it will only 3HKO. Golem and Rhydon have the Defense to
deal with Lickitung's boosted attacks and can force it out with Earthquake,
although the odd Lickitung with Surf will catch them out. Slowbro can set up
Amnesia on Lickitung and Surf it out. Finally, if Lickitung gets going, you can
revenge kill it with mostly anything, since its Speed is tied for worst in the
game.

UU Counters: Machamp outspeeds it, does a boatload of damage with Submission
and has the Defense to take some boosted Attacks. Other Fighting types like
Hitmonlee and Primeape works similarly but less effectively, and the UU Rock
types--Aerodactyl, Kabutops and Omastar--can try to take it out so long as they
avoid Earthquake. Try to take it out ASAP so you don't get hit by many Swords
Dance boosted attacks.
_______________________

#110: Weezing [NU]
_______________________

Type: Poison

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   90  120   85   60  420
Max   333  278  338  268  218

1: Sweeper
~ Sludge
~ Explosion
~ Thunderbolt
~ Hyper Beam

Sludge is your STAB attack, working well against most Grass and Bug types, but
be careful not to poison anything you'd prefer paralysed. Explosion is always a
given on anything that gets it and Weezing uses it fairly well--as ever, be
vigilant to use it at unlikely times, so your opponent doesn't outpredict you
and bring in Gengar. Thunderbolt doesn't have loads of power, but works nicely
as an option against the many Waters in UU. Finally, the last slot is usually
reserved for Fire Blast, but Sludge outdamages it against Grass and Bug, so
you're only left wanting for Ice types, which, in UU, are all weak to
Thunderbolt anyway. So instead, Hyper Beam finishes off weak Pokemon when you
don't want to explode yet.

Evaluation: Weezing plays like Muk, only Weezing has superior Defense, Special
and Speed at the cost of HP and Attack. I like to think of Weezing as a Special
counterpart to Muk since it has Thunderbolt. Psychic and Earthquake still
hamper Weezing's usefulness, but Explosion can never be compained about. Keep
it away from OU, where Psychics abound, and it'll deal some decent damage in
UU.

OU Counters: Rhydon and Golem suck up all of Weezing's attacks, even eat an
Explosion well and counter with Earthquake. Gengar especially can take an
Explosion and isn't scared of Weezing's other moves. Psychic types can switch
in on the least damaging move (Thunderbolt probably) and rip off HP with
Psychic. However, even Alakazam cannot OHKO, so be prepared for a potential
Explosion. Most OU Pokemon outdamage Weezing one-on-one, but must be careful of
Explosion.

UU Counters: Onix absorbs everything Weezing can muster and chips away with
Earthquake, but everything else must beware of Explosion. Most Ground types
with Earthquake can fare well, such as Sandslash. Anything with Psychic--
especially Hypno--is liable to 2HKO, and anything with Earthquake is likely
going to win, barring an untimely Explosion. Nidoking and Nidoqueen resist
Sludge, are immune to Thunderbolt and will cave it in with Earthquake.
_______________________

#112: Rhydon [OU]
_______________________

Type: Ground/Rock

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base  105  130  120   45   40  440
Max   413  358  338  188  178

1: Sweeper
~ Earthquake
~ Rock Slide
~ Body Slam
~ Substitute/Rest

This set plays similarly to Golem, but without Explosion. Like him, we have
EarthSlide for as much damage as the rocky rhino can muster and Body Slam to
spread paralysis and hopefully outspeed stuff. The last option is either
Substitute or Rest--Substitute lets Rhydon last an extra turn if he does it on
the switch, but Rhydon is often scared out by Water and Grass types. Rest heals
you up, but again, Rhydon's staying power is limited since a lot counters him.

Evaluation: Rhydon is a stronger, bulkier version of Golem and his sole purpose
is to counter the multitude of Electric and Normal Pokemon. Physically, not
many Pokemon can claim to be better than Rhydon--he has superb stats in both
the physical areas, plus HP. His low Special means that puddles and leaves will
totally wreck him, and his low Speed needs working around via paralysis. Rock
typing affords him resistance to Normal attacks like Explosion, which, in terms
of usefulness, cannot be overstated. The only reason you wouldn't want Rhydon
on a standard team is because of Golem--despite Golem's lower stats, Explosion
is too good of a move to willingly pass up on, so Rhydon doesn't see as much
use.

OU Counters: Exeggutor is the best counter since it resists Earthquake and Mega
Drain will rip off loads of health and give half of it to Exeggutor. Any Water
type like Slowbro and Lapras can OHKO with Surf, but Lapras should try to avoid
Rock Slide. Starmie does tons of damage with Blizzard, but should try to avoid
being paralysed. Snorlax and Tauros will outdamage it in a fist fight, but will
incur a lot of damage in doing so.

UU Counters: Victreebel and Venusaur will OHKO with Razor Leaf and Tangela
fares okay with Mega Drain and Earthquake resistance. If Articuno can come in
on Earthquake, it will OHKO with Blizzard--but it really hates Rock Slide.
Gyarados avoids Earthquake and OHKOs with Surf, and basically any Water type
will decimate Rhydon with STAB Surf attacks--think Blastoise, Vaporeon and
Poliwrath.
_______________________

#113: Chansey [OU]
_______________________

Type: Normal

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base  250    5    5  105   50  415
Max   703  108  108  308  198

1: Staller
~ Softboiled
~ Ice Beam
~ Thunderbolt
~ Thunder Wave/Reflect

BoltBeam is the perfect combination, hitting everything at least neutrally and
working off Chansey's high Special. Ice Beam is used over Blizzard because
Chansey is always used to stall; Ice Beam's extra PP affords it more power over
time and the extra chance to freeze, which is always welcome. Softboiled makes
it even more difficult to kill Chansey and Thunder Wave is to spread paralysis.
That last move is usually preferred but, since physical Pokemon tend to wreck
Chansey, Reflect is an option to last longer if you have other Pokemon
spreading paralysis for you. Keep Chansey topped up with Softboiled--Hyper
Beam's ubiquity will punish you otherwise.

2: Staller
~ Softboiled
~ Ice Beam
~ Counter
~ Sing/Thunderbolt/Thunder Wave

This works much like the above set--stall with Softboiled and try to freeze
with Ice Beam--with the additions of Counter and Sing. Counter is a great
option for OHKOing anything that falls short of OHKOing you with Hyper Beam
(many things will try--believe me) and Sing is an option that, albeit
inaccurate, really hampers physical sweepers, who often can't take many hits.
Chansey has the ability to survive should Sing miss, anyway.

Evaluation: Chansey is the game's premier Special wall. Absurd HP and a great
Special stat make her very resilient to special assaults and Softboiled is a
massive bonus. Normal typing just helps further, since she has no weaknesses
outside of Fighting. Since Chansey has low Speed and can wall six strong
special attacks, even from, say, Alakazam, you'll want her paralysed--then
she'll be immune to Sleep and Freeze. Her only fault is that physical Pokemon
dominate her due to that pitiful Defense--luckily, most of RBY's top-tier
Pokemon are specially orientated. She is an option that should be considered
for any team--and any team that cannot take her out is not going to progress
very far.

OU Counters: Tauros, Persian and Snorlax can all beat it one-on-one, but will
almost certainly get paralysed in the process. Snorlax doesn't mind paralysis
much, making him the best counter. Alakazam, while not a total counter, can
wear Chansey down with repeated Special falls and the two will often stall each
other out--beware getting frozen. Physical Pokemon should also be on the
lookout for the odd Chansey with Counter. If you can catch it with Explosion,
Exeggutor and Golem are good too. Rhydon can switch in on a paralysed Chansey
on anything not named Ice Beam from the standard set, then Earthquake twice for
victory and only sustain one Ice Beam in return.

UU Counters: Machamp is faster and will deal a lot of damage with Submission.
Other Fighting Pokemon in UU can do a similar job, but none of them as well as
the 'Champ. Things with Swords Dance can set up and attack okay, I suppose--
Sandslash will almost, but not quite, OHKO with a Swords Dance Earthquake, and
can come in on anything Electric. It even outspeeds Chansey! Not much from UU
is up to the task though.
_______________________

#114: Tangela [UU]
_______________________

Type: Grass

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   55  115  100   60  395
Max   338  208  328  298  218

1: Annoyer
~ Sleep Powder
~ Swords Dance/Stun Spore
~ Body Slam/Bind
~ Mega Drain

Sleep the most useful thing you can, then Swords Dance/paralyse the switch-in
and use the best move appropriate for your situation. Swords Dance is generally
preferred since Body Slam is fairly effective already at spreading paralysis
and Tangela can stay in long enough to make use of it due to its good Defense.
Bind is also an option, but Tangela's Speed and its 75% accuracy are let-downs.
Mega Drain won't see too much use, but it's Tangela's strongest Special attack
besides SolarBeam (!) and takes out Rock types who might otherwise try to wall
you. STAB is nice, too.

Evaluation: Tangela isn't bad, but its movepool is really small and it will
need a boost from Swords Dance to do significant damage. Lack of Razor Leaf is
also really noticable here--it would be nice coming off that great Special.
Still, decent defences and a lack of Poison type granting it neutrality to
Psychic is pretty nice, but it doesn't really shine among peers like Venusaur.

OU Counters: Besides being scared of sleep, the following Pokemon can take it
out: Starmie isn't scared of Mega Drain too much and uses Blizzard well. Zapdos
resists Mega Drain and hammers it with Drill Peck, although its high Defense
causes this to usually be a 3HKO. Jynx's Blizzard will hurt a lot, as will
Tauros's and Snorlax's, to lesser extents. Chansey doesn't really mind
Tangela's physical assaults since its Attack is pretty low, and counters with
Ice Beam. Finally, Gengar, of course, is only hurt by Mega Drain and takes
laughable damage from that.

UU Counters: Articuno and Moltres can OHKO with Blizzard and Fire Blast about
half the time. Dodrio and Fearow can pound it heavily with Drill Peck, while
all the Fire types should have no problems facing it one-to-one. Muk and
Weezing have the Defense to take its attacks and can counter with Sludge.
Gyarados is only neutral to Mega Drain and has a powerful Blizzard to counter
with.
_______________________

#115: Kangaskhan [BL]
_______________________

Type: Normal

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base  105   95   80   40   90  410
Max   413  288  258  178  278

1: Sweeper
~ Body Slam
~ Hyper Beam
~ Earthquake
~ Surf

This moveset works much like Tauros's--Body Slam and Hyper Beam form your core
offensive line, their STAB providing them with immense power. Spread some
paralysis and finish off weak things via Hyper Beam. Earthquake is for Pokemon
who take extra damage from Ground attacks and it provides super-effective
damage against Gengar, who resists your STAB duo. It is also the perfect move
to use when you predict the opponent is about to use Counter. Finally, we have
Surf, which is the only deviation from the Tauros moveset. Due to kangaskhan's
low Special, do not use it on anything but Rock/Ground types--anything else
will take more damage from the other three moves, even if Surf is super-
effective.

Evaluation: Kangaskhan is the Tauros of UU; a powerful physical attacker with
great STAB moves and the right stats to get the job done. Kangaskhan, however,
has an abysmal Special as opposed to a usable one, and is worse at taking and
dealing out damage due to its stats. It's also slower. So yeah, it's worse than
Tauros in just about every way--so it should never be used in OU. UU, of
course, is where it shines--play it just like Tauros and you won't be
disappointed.

OU Counters: Cloytser, Slowbro and Exeggutor are the best counters--strong
Special attackers who have the Defense to take a hit or two. If you lack these
guys, then switching in a frailer Special attacker might prove difficult, but
Alakazam and Starmie will beat it in a straight up fist fight. Zapdos also
fares pretty well with repeated Thunderbolts and Lapras can attack it with Surf
for a victory in the end.

UU Counters: The legendary birds have the Defense and Special to absorb blows
and counter with their powerful Special moves. Fighting Pokemon in general--
especially Machamp--have the Defense and the super-effective arsenal to plaster
Kangaskhan across the walls. Kabutops and Omastar can come in on Surf or the
Normal attacks and set up before pounding away, while Venusaur and Victreebel
have the ability to blow him away with Razor Leaf.
_______________________

#117: Seadra [NU]
_______________________

Type: Water

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   55   65   95   95   85  395
Max   313  228  288  288  268

1: Sweeper
~ Surf
~ Blizzard
~ SmokeScreen
~ Agility/Double-Edge/Hyper Beam

Seadra's your typical Water type, boasting a STAB move and an Ice move. The
last two moves are totally filler. SmokeScreen helps you force switches and,
with a bit of luck, gives you the opportunity to dodge attacks. The last slot
is difficult--I'd go for Agility to boost your average Speed and temporarily
negate the speed-lowering effect that paralysis brings, but you can, if you
want, go for a Normal move so you aren't left helpless against other Water
types, who often pack Thunderbolt.

Evaluation: Seadra's one of the many 'average' Water Pokemon of RBY, with no
standout qualities. It's decent against physical Pokemon and can always take
out the Fire, Ground and Rock types it is super-effective against, but rarely
shines outside of those roles. Most Special Pokemon have very little trouble
with Seadra, since its stats are not spectacular. It's main problem is that it
is outclassed by every other Water type, who can do something other than Water
+ Ice attacks. Seadra cannot really claim that.

OU Counters: Starmie and Lapras resist its attacks and bring about a powerful
Thunderbolt. Zapdos also unleashes a strong flurry of Thunderbolts and isn't
much scared of Seadra's Blizzard, although it should at least try to avoid it.
Chansey and Gengar will soak up the damage that Seadra deals them and again
counter with Thunderbolt. Finally, Alakazam's monstrous Special means he'll
have no trouble taking Seadra's attacks and launching an assault with Psychic
in return.

UU Counters: The UU Electric regulars--Electabuzz, Jolteon and such--all cave
Seadra's head in with, you guessed it, Thunderbolt. Gyarados also has
Thunderbolt and can send it packing. Venusaur and Victreebel should avoid
Blizzard, but Razor Leaf does massive amounts of damage to it. Poliwrath and
Golduck can set up Amnesia in front of it very easily, then scare it off with
non-Water moves.
_______________________

#119: Seaking [NU]
_______________________

Type: Water

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   80   92   65   80   68  385
Max   293  232  218  198  224

1: Sweeper
~ Surf
~ Blizzard
~ Double-Edge
~ Hyper Beam

Seaking cannot do anything else, so just pick the best move for the situation.
Water types will resist Surf and Blizzard, so either Double-Edge them--beware
of racking up recoil!--or Hyper Beam them if they're getting weak. Seaking will
need paralysis support because of that low Speed.

Evaluation: Well, just when I thought that Seadra was the most unimpressive
Pokemon I'd written about... here comes Seaking. With mediocre stats across the
board, save for Attack, and a particularly barren movepool, Seaking is largely
useless. Oh, and there are a billion other Water types who have so many good
qualities that Seaking just doesn't have--like Thunderbolt, Amnesia, Recover...
Seaking should be avoided in favour of one of those Water Pokemon who actually
has decent options.

Counters: Much the same as Seadra, above. Seaking pretty much always has Hyper
Beam and a decent Attack, though, so consider that before sending out frail
Pokemon.
_______________________

#121: Starmie [OU]
_______________________

Type: Water/Psychic

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60   75   85  100  115  435
Max   323  248  268  298  328

1: Staller
~ Blizzard
~ Thunderbolt
~ Thunder Wave/Surf
~ Recover

Starmie can fill one of two roles--either an early game staller intended to
dent and paralyse as many Pokemon as possible before inevitably switching
against Chansey, or a late game sweeper who finishes off poor, paralysed
Pokemon with glee. For the first option, go with Thunder Wave and use Surf for
the other role. Starmie is horrendous to face, pseudo-BoltBeaming everything in
sight and recovering any damage it takes. You might be tempted to use Psychic,
but not much is weak to Psychic except Gengar when you're playing OU.

Evaluation: With stats perfect for stalling and sweeping, a moveset that
couldn't be more generous and Recover to tank itself up, Starmie hits hard
right off the bat with BoltBeam and Psychic or Surf if you're that way
inclined. Handy Water, Ice and Psychic resistances and access to a huge
critical hit rate make Starmie a horrifically powerful Pokemon indeed. Starmie
is so often used that if you're not prepared for it--usually by packing a
healthy Chansey and some backup--you'll be beaten by it. Period.

OU Counters: Chansey is the best counter by a long shot, boasting massive HP
and Special to absorb attacks and Thunderbolt to counter with--it even likes
being paralysed to gain immunity to Freeze. Other than that, your options are
limited. Alakazam can stall it out and will eventually get somehwere with the
Special falls, although it might get frozen in the meantime. Tauros and Snorlax
can, but won't always, kill it via Body Slam followed immediately with Hyper
Beam. Snorlax fares better due to its better Defense, Attack and wilingness to
be paralysed. Water types with Thunderbolt--your own Starmie or Lapras--will go
toe-to-toe, but only luck will present a winner. Starmie is also on about even
terms with Zapdos, so cross your fingers.

UU Counters: Jolteon's high Special, fantastic Speed and Thunderbolt give it
the edge it needs to win, but it will do so at a heavy cost to its HP. Other
Electric types fare less well, but can work in a pinch, especially if you're
willing to sacrifice one to let the next Pokemon revenge kill Starmie. Hypno
works similarly to Alakazam and Clefable works similarly to Chansey, but both
require Rest instead of Recover/Softboiled and so will take longer in that
respect. Starmie can still beat them, especially if it critical hits... which
it does quite often.
_______________________

#122: Mr. Mime [BL]
_______________________

Type: Psychic

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   40   45   65  100   90  340
Max   283  188  228  298  278

1: Sweeper
~ Psychic
~ Thunder Wave
~ Thunderbolt
~ Barrier/Seismic Toss

Paralyse things, then start battering them with Psychic. When you're up against
an opposing Psychic type, use Thunderbolt instead, which is a rarity on pure
Psychic types. The last slot should probably be used for Barrier--Mr. Mime's
Defense is pretty poor and he'll suffer without it. Alternatively, Seismic Toss
can be used to damage things with high Special or that resist your other two
attacking moves, such as Exeggutor.

Evaluation: Mr. Mime would be pretty good in UU if he wasn't outclassed by
Hypno--the only things Mr. Mime has over him are Thunderbolt and higher Speed.
Still, Hypno has better stats elsewhere and Hypnosis to cause Sleep. Lack of
Recover and low defensive stats mean Mr. Mime won't be sticking around for very
long, but he attacks decently from the special side of the spectrum and has a
nice range of moves.

OU Counters: Chansey, of course. Chansey soaks up all special attacks and can
stall Mr. Mime for a freeze while recovering via Softboiled. Physical Pokemon
with a semi-decent Special--think Tauros and Snorlax--can come in and pound Mr.
Mime's weak Defense. Persian in particular will penetrate Barrier with its
critical hit Slashes. Exeggutor resists Mr. Mime's moves, but unless it has
Double-Edge or Sleep Clause hasn't been activated it will be hard-pressed to do
anything in return. Zapdos can also pound it with Drill Peck and has the
Special to weather some assualts. Alakazam will also beat it (it'll take a
while) since he has Recover.

UU Counters: Clefable acts like a mini Chansey and can stall it out similarly.
Electric types with high Special like Jolteon will resist Thunderbolt and can
retaliate with a powerful one of their own, although the two combatants will be
about evenly matched. Sandslash and Dugtrio can come in on Thunderbolt and
proceed to obliterate it with powerful Earthquakes. Unfortunately, due to its
Psychic type, Mr. Mime is hard to 'beat'; you'll need to wear it down with one
of your own Pokemon and take a lot of damage in the process.
_______________________

#123: Scyther [NU]
_______________________

Type: Bug/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   70  110   80   55  105  420
Max   343  318  258  208  308

1: Sweeper
~ Swords Dance
~ Hyper Beam
~ Slash/Double-Edge
~ Agility

Bring in Scyther on a non-damaging move, preferably, and then set up. It's nice
that you get Swords Dance, so buff up with that and before unleashing Hyper
Beam all over the place. If you don't get a chance to set up, Slash is also
viable for its almost guaranteed critical hit rate which, unfortunately,
nullifies Swords Dance boosts. If you don't like it nullifying Swords Dance,
try using Double-Edge instead--Scyther's frail anyway, so the HP loss isn't
such a big deal. Agility should only be used if you are slower than the foe or
to temporarily nullify the speed drop from paralysis.

Evaluation: Scyther's got nice stats, but a poor movepool consisting of no STAB
moves outside of the pathetic Wing Attack. With only Normal moves in his
arsenal, Scyther has a lot of trouble against Rock types and the power output
is lacking against Normal type sweepers, who get STAB. Scyther also has a
massive array of weaknesses due to its type, possibly the worst in the game--a
whopping seven weaknesses make him almost unusable. In UU, though, he can be
okay if he switches out against Rock types.

OU Counters: Rock Slide from Golem and Rhydon will definitely OHKO Scyther and
the two will take minimal damage from those moves. Gengar also takes no damage
from those moves. Even if it's fully set up, those Pokemon are fine. If it
isn't set up, more options become available--Alakazam batters Scyther and can
recover off any damage. Zapdos will always OHKO with Thunderbolt, while Lapras
and Starmie will each do a healthy chunk of damage. If it cannot KO with Hyper
Beam, you can nail it eaasily on the recharge turn. Sturdy physical Pokemon
like Tauros and Snorlax also face few problems against an unboosted Scyther.

UU Counters: The legendary birds both pack super-effective attacks which will
guarantee an OHKO. Onix, Kabutops and Omastar all resist Scyther's attacks and
Onix can counter with Rock Slide--these guys are the best option for a boosted
Scyther. Most Fire types--especially Arcanine who has decent bulk--will scare
it away with Fire Blast. Jolteon, Electabuzz and other Electric types can send
it packing with Thunderbolt, while Muk and Weezing have the super-effective
Sludge and the Defense to take a Hyper Beam.
_______________________

#124: Jynx [OU]
_______________________

Type: Ice/Psychic

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   50   35   95   95  340
Max   333  198  168  288  288

1: Sweeper
~ Lovely Kiss
~ Blizzard
~ Psychic/Counter
~ Mimic/Counter

Use Jynx as a lead Pokemon to put others to sleep. Lovely Kiss is Jynx's main
asset, turning it into the fastest semi-accurate sleeper (Gengar is faster, but
Hypnosis is only 60% accurate compared to Lovely Kiss's 75%). Blizzard is a
great all-purpose STAB attack and the last moves are your choice. Blizzard runs
out of PP fairly quickly, so Psychic is an option for secondary STAB or for
taking out lead Gengar if it fails to get the sleep on you. Starmie is often
used to counter Jynx, so Mimic has a three in four chance of picking up
something useful--Thunderbolt, Thunder Wave or Recover (we don't want
Blizzard). Finally, Counter is an option for things looking to abuse your low
low Defense.

Evaluation: Jynx's stats are pretty awful, but her type and access to an
accurate sleep move mostly redeem her. She only has weaknesses to Rock and
Fire, which are quite rare and you should keep her away from those types
anyway. She works almost exclusively as a lead Pokemon, since it's hard to
switch her in against attacks. Still, if you have her as a lead, she'll serve
you well, since Ice is a universally great type and STAB Ice attacks are
nothing to scoff at.

OU Counters: As a lead, Gengar outspeeds it and can put it to sleep, with some
luck. Chansey doesn't really fear Jynx as long as Sleep Clause is activated--
she can sponge attacks and retaliate with a neutral Thunderbolt. Starmie
resists Jynx's attacks and can wallop it with Thunderbolt, but Jynx often
carries Mimic and so might hit you with Thunderbolt in return. Slowbro can set
up Amnesia against it and Tauros and Snorlax will destroy it one-on-one.
Alakazam can also work in a pinch, since he can Recover.

UU Counters: Bulky Water types--think Blastoise and the like--can come in and
resist a Blizzard while retaliating with powerful moves of their own, like
Surf. Fire type Pokemon come into their own in UU and will make short work of
Jynx, although take care to note that Fire types do not resist Ice type moves
in RBY. Clefable can also work in a pinch as a mini-Chansey, as long as it can
Rest off repeated Blizzards. Most physical Pokemon with decent Special stats
will be able to hold their own, since Jynx is very frail.
_______________________

#125: Electabuzz [UU]
_______________________

Type: Electric

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   83   57   85  105  395
Max   333  264  212  268  308

1: Sweeper
~ Thunder Wave
~ Thunderbolt
~ Psychic
~ Seismic Toss/Reflect

Although Electabuzz has decent Speed, you'll want to spread paralysis for your
other Pokemon to exploit. Thunderbolt is your bread-and-butter STAB and your
main attack. Psychic looks like a nice option, but Electabuzz's Special is just
a bit underwhelming. But, with a lack of better options, it's at least nice to
use against Ground types who might otherwise wall you. Seismic Toss is there
mostly for filler, but works nicely if you begin to run out of PP or are facing
a Special sponge. reflect helps with that poor Defense.

Evaluation: Electabuzz is somewhat unique, being the only Electric to get
Psychic. Still, that's not much to boast about when it has no STAB or decent
Special behind it, and Electabuzz has problems with his low defensive stats,
mediocre Special and slightly restricted movepool. In UU, though, Electric
types are pretty much always useful and Electabuzz's Speed is decent enough to
outrun most things. The only thing that really cripples him is that Jolteon is
a better UU Electric in almost every way, so you shouldn't expect to see
Electabuzz much.

OU Counters: Most things that aren't a Water type won't have much trouble.
Golem and Rhydon work well of course--even Psychic only scores a 4HKO about
half the time--and Golem will almost always OHKO with Rhydon guaranteeing it.
Exeggutor, Alakazam and Chansey all have massive Specials and can stall out
Electabuzz while slamming him with powerful attacks. Just be careful not to let
anything important get paralysed, like Alakazam. Snorlax and Tauros can soak up
his attacks and hammer his weaker defensive side for massive damage.

UU Counters: Dugtrio, Marowak and Sandslash can switch in on either Electric
move and batter Electrabuzz down with repeated Earthquakes. Most Special
Pokemon can best Electabuzz due to his mediocre offense--Tangela resists the
Electric moves, isn't fussed by Psychic and can Mega Drain it to death.
Clefable can soak up his attacks and counter with Body Slam or Ice Beam.
_______________________

#126: Magmar [NU]
_______________________

Type: Fire

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   95   57   85   93  395
Max   333  288  212  268  284

1: Annoyer
~ Fire Blast/Flamethrower
~ Body Slam
~ Confuse Ray
~ Hyper Beam/Psychic/Submission

This set works the same as Ninetales's, but Magmar isn't as good. This set is a
decent counter to common leads--Jynx, Exeggutor and Venusaur in UU--and you can
scare them off with your STAB move before aiming to paralyse everything.
Confuse Ray is good for annoying and forcing switches, while the last slot is
the user's preference; Hyper Beam is best for power, but the other two moves
work against certain Pokemon. Psychic nails Poison and Fighting types more
effectively--but a neutral Fire Blast does the same amount of damage as a
super-effective Psychic--and Submission nails Chansey and not much else.

Evaluation: Fire types are difficult to use in general because they aren't
effective against much and have common weaknesses, but Magmar takes it a step
farther by being the worst Fire type in the game, outclassed by Arcanine,
Ninetales, Charizard, Moltres and Rapidash. Since they're all UU players, pick
one of those guys instead--Ninetales has the moveset most similar to Magmar's.
Magmar's stats are pretty average, so when judged in his own right, he's not
actually that bad. Still, you'll never see him be used.

OU Counters: Slowbro can set up Amnesia all day long against him and Starmie
won't take much damage from his attacks, but won't like being paralysed and
doesn't usually pack Surf. Chansey stalls it out and can aim for a freeze,
while Alakazam would love to come in and get burnt. Rhydon and Golem, on the
other hand, would hate being burnt, but otherwise fear nothing about Magmar.
Gengar's also pretty good, being immune to Body Slam and sucking up Fire
Blast's with that high Special.

UU Counters: Vaporeon, Gyarados, Blastoise and other Water types with some
hefty bulk behind them don't fear Magmar. Onix can use Earthquake and takes
minimal damage from anything Magmar throws his way, and Kabutops and Omastar
doubly resist his STAB move--they should beware the odd Submission though. In a
pinch, Dugtrio and Sandslash can pound it with super-effective Earthquakes for
a decent victory.
_______________________

#127: Pinsir [UU]
_______________________

Type: Bug

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65  125  100   55   85  430
Max   333  348  298  208  268

1: Sweeper
~ Swords Dance
~ Body Slam
~ Hyper Beam
~ Submission

Pinsir is best at setting up against physical Pokemon without super-effective
moves, so switch him in, Swords Dance away, then use the best physical move you
can. Spam Body Slam in the early stages of the game to spread some paralysis
and use Hyper Beam later to finish off weak Pokemon or almost always OHKO
Chansey (after a Swords Dance). Submission shouldn't be used unless it's super-
effective against something, since that recoil isn't very pretty and it won't
outdamage Body Slam. If you use it against Chansey, be warned that OHKOing it
comes at the cost of tearing over half your HP off.

Evaluation: He's got nice Attack, good Defense and alright Speed, but outside
of that Pinsir is hard to recommend. No STAB to speak of, which would have been
nice against Psychics, and no real resistances mar his performance greatly.
That low Special also means he can't stand up to Special atackers and is forced
to switch, negating Swords Dance. Still, if you can bring him in after Gengar
and other fearsome Special sweepers have been taken care of, he should be able
to Swords Dance up and KO some low-Defense Pokemon. Maybe.

OU Counters: Gengar totally walls Pinisr and can blast him with powerful
Special attacks. Special sweepers with decent Defense--Exeggutor or Zapdos, for
instance--can switch in and cause havoc with their STAB attacks, especially
Drill Peck for Zapdos. Slowbro doesn't mind paralysis, resists Submission and
can set up on Pinsir before smacking it with Surf. Lapras also has the Defense
to take it on in combat. Other Pokemon like Starmie can also easily take it out
if it hasn't had the chance to set up yet.

UU Counters: Moltres is probably your best bet and guarantees an OHKO with Fire
Blast. Articuno also has the Defense to face off against it. Arcanine and
Ninetales--along with other Fire types--aren't particularly scared of it and
will do heaps of damage with Fire Blast. Tangela doesn't mind Pinsir's moves
and will outpower it eventually, as will Victreebel and Venusaur. Weezing and
Muk have great Defense to survive his attacks with, resist Submission and can
counterattack with a super-effective Sludge.
_______________________

#128: Tauros [OU]
_______________________

Type: Normal

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   75  100   95   70  110  450
Max   353  298  288  238  318

1: Sweeper
~ Body Slam
~ Hyper Beam
~ Earthquake
~ Blizzard

This moveset is the Tauros standard and has a move for each Pokemon it faces.
You play Tauros when everything is paralysed and weak and then bring him in to
sweep, so make sure to keep him from being paralysed. Body Slam and Hyper Beam
are a fantastic STAB duo, as always, which help Tauros spread paralysis and
deal incredible damage respectively. Earthquake finds less use--it's not as
powerful as a STAB Body Slam and has no good side effect--but is used to smack
Gengar and anything that might try to use Counter against you. Blizzard's power
output is fairly good for a physical Pokemon, but should still only be used if
the other three moves prove to be not as effective.

Evaluation: Tauros is one of the best Pokemon on offer, no question about it,
being able to take on basically any Pokemon one-on-one. His stats are far
beyond average and those great Attack and Speed stats are only complemented by
very respectable defences. Being weak to only Fighting means Tauros has
basically no weaknesses, and STAB Normal moves put a huge dent in almost
everything. He has just the right moves to work a great moveset and a critical
hit rate of ~21.5% means that he can mess up the plans of Pokemon that are
supposed to counter him. Unfortunately, Tauros hasn't quite got the stats to be
a frontline sweeper (though he can work in a pinch) and prefers to pick off
stragglers. Make sure he isn't paralysed or he'll lose a lot of usefulness.

OU Counters: Not many. A Cloyster using Clamp is your best bet, but Tauros
sometimes even carries Thunderbolt specifically for him. Realistically, one of
your Pokemon is going to get taken out, so accept it. Frail special sweepers
like Alakazam and Chansey can, if played cleverly, Counter at the right time
for an instant KO and can paralyse him in the process. Snorlax can sponge hits
and counter well, but will feel the pain afterwards and might get critically
hit. The last semi-reliable option is to explode with Golem or Exeggutor.
Thankfully, Tauros cannot heal, so the most likely scenario is that he will KO
one of your Pokemon, but repeated hits will eventually wear him down and take
him out.

UU Counters: Articuno is really the only true counter. After Reflect and
Agility, specifically, and with Blizzard to smack Tauros into submission for a
quick 2HKO. It is also immune to Earthquake, which is nice. Kingler can also
work as an underrated Tauros counter, if he does not carry Thunderbolt.
Crabhammer, then a boosted Hyper Beam will take care of Tauros faster than he
can deal with you, as a Body Slam, barring critical hits, is only a 4HKO.
Expect bad luck to screw you up though--Tauros is the master of critical hits.
_______________________

#130: Gyarados [BL]
_______________________

Type: Water/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   95  125   79  100   81  480
Max   393  348  256  298  260

1: Sweeper
~ Hyper Beam
~ Body Slam
~ Blizzard/Surf
~ Thunderbolt

Take advantage of that amazing Attack stat with the most overused combination
of physical attacks in the game. Body and Hyper Beam, like always, spread
paralysis and pick off stragglers, depending which stage of the game you decide
to play it at. The last two moves serve up a psuedo-BoltBeam, but you can use
Surf instead if passing up on Gyarados's strongest Special attack seems like
blasphemy. In general, you'll want to spam Body Slam to spread paralysis, but
the other moves come into their own in the end-game phases--just pikc the most
effective one.

Evaluation: With a phenominal stat total, some people might think Gyarados is
amazing. Unfortunately, stats aren't everything. Gyarados cannot heal itself
and its Speed is a tad underwhelming. Of course, the biggest flaw is that
gaping Electric weakness--with basically any self-respecting special sweeper
carrying Thunderbolt, Gyarados finds it difficult to really come into play
against anything and is more or less outclassed by Starmie. Still, against
anything without Thunderbolt, Gyarados can cause havoc with a fearsome Attack
and good Special stat along with some varied moves.

OU Counters: As long as Zapdos can avoid Blizzard, it won't take too much
damage and will OHKO with Thunderbolt. Gengar avoids the normal moves and can
wallop it with Thunderbolt too. Starmie and Lapras also pack an Electric move
to abuse it with. Outside of Thunderbolt, Snorlax will sponge Gyarados's
attacks pretty well and can bring down the leviathan through a combination of
Body Slam and Rest. Of course, Snorlax also occasionally carries Amnesia and
Thunderbolt, so by all means use that instead.

UU Counters: Electric types are the way to go, with the better ones being able
to OHKO with ease--namely Jolteon. Other, weaker Electric Pokemon--say,
Electrode--can rip off masses of health with Thunderbolt and non-STAB
Thunderbolt from Mr. Mime will also hurt a lot. If you somehow don't possess
Thunderbolt in your arsenal (?) then you might have some trouble, but then you
deserve it for ignoring one of the premier attacking types of RBY.
_______________________

#131: Lapras [OU]
_______________________

Type: Water/Ice

Stats:
Stat   HP  Atk  Def  Spc  Spe    BST
Base  130   85   80   95   60  450  535
Max   463  238  258  288  238  RBY  GSC

1: Sweeper
~ Blizzard
~ Thunderbolt/Rest
~ Body Slam/Rest
~ Confuse Ray

STAB Blizzard is your bread-and-butter attack, useful in nearly every
situation. Thunderbolt complements it for perfect neutral coverage, althiugh
some of you might want to opt for Rest, given Lapras's respectable defensive
stats. The last two moves make use parafusion which, for those that don't know,
is simply paralysis + confusion on a foe, which renders them able to attack
only 37.5% of the time. Confuse Ray is a good way of preparing for Rest--your
foe will have to risk not attacking 50% of the time or be forced to switch out.
Surf isn't necessary--Golem and Rhydon are OHKOed by Blizzard, although with
Rhydon there's a tiny chance it won't manage.

Evaluation: Lapras faces competition for a team slot with Starmie, but has a
few advantages over the starfish. It has better defensive capabilities with
that high HP and can use Body Slam to cause damage to Pokemon with low Defense
but high Special, such as Alakazam. It also gets STAB on Blizzard, giving it a
very powerful special attack. Confuse Ray is always useful as well, since it
essentially halves the foe's accuracy. However, it's a bit slow, although it
still outspeeds Exeggutor, and Rest is a shaky option when Starmie has the more
reliable Recover. Try them both out and see which Pokemon fits your team
better.

OU Counters: As long as Zapdos can avoid Blizzard on the switch in, it can take
down Lapras in two Thunderbolts. Gengar sponges up Special hits and is immune
to Body Slam, countering hard with a swift Thunderbolt. Chansey can almost
always 3HKO with Thunderbolt and can heal off Body Slam while draining its PP
for Blizzard. Confuse Ray, with bad luck, will mess this up though. Starmie and
Alakazam can also stall it out with their recovery moves, but don't work quite
as well.

UU Counters: UU is full of pure-Electric types who, unlike Zapdos, don't take
increased damage from Thunderbolt. The best, of course, is Jolteon, but the
other UU Electrics can slowly rack up the damage as well. If you can run it out
of PP for Blizzard via Chansey or something, then the Grass types with Razor
Leaf--that is, Venusaur and Victreebel--will swiftly put an end to it. This
becomes more difficult if the foe decides to pack Ice Beam instead.
_______________________

#132: Ditto [NU]
_______________________

Type: Normal

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   48   48   48   48   48  240
Max   299  194  194  194  194

1: ???
~ Transform

Transform works like this: You inherit the opponent's species, type(s), moves
(5PP each), stats (except HP) and stat modifiers. When you switch out, you
revert to Ditto. Essentially, you turn into a copy of your foe with less HP
(unless they have less than 299 for some reason), less PP per move and revert
to Ditto at the end of it. Ditto also keeps hit own original critical hit rate
of a measly 9.375%, making certain potential targets like Tauros less useful.
Now you have to spend a turn actually Transforming. Theoretically, you will
almost always be slower than the foe, so you have to switch Ditto in and take a
hit, take another hit before you can Transform and then, since you now tie for
Speed, have a 50% chance to take *another* hit before you can attack. Ditto's
HP does not allow for this, so it WILL die. Oh, and there's the small matter of
your opponent being able to switch before you Transform, so they will get to
choose what you Transform into.

Evaluation: It's a joke Pokemon, if you couldn't tell. Low stats and an
unpredictable set of low PP moves condemn Ditto to never being used. Avoid.

OU Counters: Pick a team member who one other member of your team counters, and
send it in. For example, send in Zapdos, then switch to Golem. Try not to send
in anything that can mess you up, like something with Explosion. The best one-
on-one counter is one with the greatest HP advantage, which is obviously
Chansey. Be careful of being frozen though. To be honest, nothing should have
any problems with Ditto.

UU Counters: You shouldn't have any problem with Ditto. The only Pokemon who
might is Ditto itself. Ultimate stall wars occur!
_______________________

#134: Vaporeon [UU]
_______________________

Type: Water

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base  130   65   60  110   65  430
Max   463  228  218  318  228

1: Sweeper
~ Surf/Hydro Pump
~ Blizzard
~ Body Slam
~ Mimic

Pick a powerful STAB attack and back it up with the always-excellent Blizzard
to counter any would-be Grass type counters. Body Slam is for spreading
paralysis or hitting low Defense/high Special Pokemon, like Chansey. So far,
Vaporeon has a fairly standard movepool which is nothing special for a Water
type--you can try to rectify this by using Mimic and hoping you get a
Thunderbolt, for instance.

2: Staller
~ Surf
~ Ice Beam
~ Acid Armor
~ Rest

This plays like the above set, but you use the safer, higher-PP Surf and Ice
Beam over their more powerful counterparts so you can stall and aim for a
freeze. Vaporeon's worst defensive stat is her Defense, so ramp it up with Acid
Armor. Now it's a true tank, capable of taking anything not named Thunderbolt
or Razor Leaf, and can always Rest off any damage it happens to incur. You'll
need to play carefully--you'll be out of action for three turns due to Rest--
but Vaporeon generally has the bulk to take it.

Evaluation: Vaporeon is a powerful UU contender, with a nice stat total,
including great Special, and decent STAB and Ice attacks. Vaporeon is a decent
staller, but has trouble actually taking things out beyond hoping for a freeze
and just ends up being difficult to take out. It's outclassed by Starmie and
Lapras in OU, so avoid it there, but ends up being able to do a nice chunk of
damage to most things in UU. It is *very* hard to get rid of in UU, especially
the staller set.

OU Counters: Chansey, of course, as the go-to Special absorbant. It's not much
threatened by Body Slam either and can slam Vaporeon with Thunderbolt. The OU
Water types--Starmie and Lapras--resist its main attacks and can also counter
with a swift Thunderbolt. Finally, as long as he can avoid the Ice move for the
most part, Zapdos will do massive damage with Thunderbolt, usually 2HKOing. If
it decides to Rest, most Pokemon can play against it, foremost among them
Tauros and Snorlax.

UU Counters: Jolteon is only neutral to Ice attacks and has the Special to sort
of shrug them off and can counter with Thunderbolt. The other Electric types
should do okay too. Venusaur and Victreebel need to avoid Blizzard on the
switch in, but if they do, they outspeed it and can usually 2HKO with a few
Razor Leaves. Gyarados resists the Water move and is neutral to Blizzard and
can counter with Thunderbolt. Be careful of it potentially being mimicked back
on to you.
_______________________

#135: Jolteon [BL]
_______________________

Type: Electric

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   65   60  110  130  430
Max   333  228  218  318  358

1: Sweeper
~ Thunderbolt
~ Thunder Wave
~ Pin Missile
~ Focus Energy/Body Slam/Double Kick

Thunderbolt goes without saying and Thunder Wave spreads paralysis--Jolteon
doesn't need it himself, but it will help out the other, slower members of your
team. Pin Missile is super-effective against Psychics, but is luck-based and
will hit three times on average, making it weaker than Thunderbolt against
anything except Exeggutor and Grass/Poison types. Still, it can be handy if you
get lucky and are holding out for a critical hit. The last move is actually for
hitting Golem and Rhydon, although it won't obviously help you win against
them. Body Slam might paralyse them, but Double Kick damages them more (still
only a 6HKO) and can hit Chansey as well for a 4HKO. Great. Of course, Stadium
players should definitely go for Focus Energy, which actually works and will
basically guarantee a critical hit for every move.

Evaluation: Jolteon is certainly the best Electric type in UU and even gets to
shine in OU every once in a while if Zapdos doesn't seem to work as well. With
Speed and offense through the roof, Jolteon is used very similarly to Tauros--
wait until the end-game when everything is paralysed, then come out and finish
things off. Only losing out in Speed to the never-used Electrode, Jolteon will
outspeed everything and its fantastic critical hit rate will screw many Pokemon
over. Electric is also one of the best attacking types in the game and so he
will only really need to switch against Ground types since he has pin Missile
for the Grass types.

OU Counters: Golem and Rhydon are afraid of nothing Jolteon can conjure up, so
use one if possible. Otherwise, Chansey and Snorlax can square up to it pretty
well and stall it out, though the odd critical hit Double Kick might be
problematic. Tauros and Snorlax can damage it with Earthquake quite heavily,
but are going to be hit heavily with Thunderbolt. Gengar also works quite well,
but unless it has Psychic or is willing to explode, it's going to take a while
to bring Jolteon down.

UU Counters: Onix can take anything from Jolteon and Earthquake until it
eventually bites the dust. Other Ground types work just as well, if not
better--Sandslash and Dugtrio are probably your best bets, followed by Nidoking
or Nidoqueen. Finally, if you can't successfully paralyse it with one of these
Pokemon via Body Slam, then you can bring in your own Electric and Thunder Wave
it--a paralysed Jolteon loses a lot of usefulness. Psychic Pokemon like Hypno
can then come in and just about match it for power output. Clefable can come
in, paralyse it, and then Body Slam or Rest until it wins. Hopefully.
_______________________

#136: Flareon [NU]
_______________________

Type: Fire

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65  130   60  110   65  430
Max   333  358  218  318  228

1: Sweeper
~ Fire Blast
~ Body Slam
~ Hyper Beam
~ Focus Energy/Quick Attack/Mimic

Fire Blast is your most powerful attack, so use that on anything that is weak
or neutral to it. Body Slam and Hyper Beam form the 'paralyse everything early;
finish off everything later' duo of moves which decimate so many low Defense
Pokemon, but Flareon unfortunately does not get STAB on them. The last move
should always be Focus Energy in Stadium, but avoid it otherwise, since it's
glitched. Quick Attack is hardly ever useful, but can occasionally pick off
low-HP but speedy Pokemon, and Mimic can help with that desolate movepool of
yours.

Evaluation: Fire types are mostly useless in RBY, which is a shame since
Flareon's offensive stats are some of the best in the game. Unfortunately, that
low Speed and bad defences leave it open to fast, brutal attackers, especially
those of the ubiquitous Water type. With those guys and Ground types knocking
around everywhere, Flareon is pretty easy to counter, which hampers its
otherwise great offense. That barren movepool doesn't help either, but it's got
just enough moves for a decent neutral coverage. Keep it strictly in UU and it
might net you some surprise victories.

OU Counters: Any Water type in OU will not have problems--Slowbro, Starmie and
Lapras can all switch in (Lapras takes neutral damage though) and even like
getting burned, so they are immune to future status effects. Beware a stray
Body Slam paralysis though. Rhydon and Golem don't like being burned at all,
but are otherwise the quickest and most effective counters, resisting every
move Flareon has and countering with a brutal Earthquake. Tauros and Snorlax
also outmatch it and can bury it via Earthquake. Gengar is immune to the two
Normal moves and can wear Flareon down over time.

UU Counters: UU contains a plethora of bulky Water types all begging to be
used, with Blastoise, Poliwrath and Gyarados chief among them. Gyarados doesn't
often pack Surf though. Mostly anything with Surf will win and the Rock types--
especially Kabutops and Omastar--will always get a one-up on Flareon. The
Ground types like Sandslash can work, but be wary, since they are neutral to
Flareon's powerful moves.
_______________________

#137: Porygon [NU]
_______________________

Type: Normal

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   65   60   70   75   40  310
Max   333  218  238  248  178

1: Sweeper
~ Blizzard
~ Thunderbolt
~ Thunder Wave
~ Recover

Well, you have neutral coverage with Blizzard and Thunderbolt, but Porygon
lacks the Special and STAB to really do damage with these moves. Thunder Wave
spreads paralysis--believe me when I say that you'll need it with Speed like
that--but Recover is there to make Porygon unique. Sort of. It's one of the few
Pokemon to get it in UU. I'm grasping at straws here, okay?

2: Sweeper
~ Sharpen
~ Hyper Beam
~ Blizzard/Thunder Wave
~ Recover

Since Porygon can't boost his mediocre Special, you might want to try this set
instead. Of course, Sharpen is no Swords Dance and Porygon's only STAB option
is Hyper Beam, meaning that if he can't KO the foe, he's motionless for a turn.
That's kind of it, really. Blizzard helps cover things that will not take much
from Hyper Beam--Exeggutor and Golem/Rhydon basically--but Thunder Wave helps
that low Speed. Recover is there because it's a generally great move, but
Porygon hasn't got the defences to really survive while using it.

Evaluation: Porygon has a movepool that some Pokemon would kill to have, but
just hasn't got the stas to make much use of it. His STAB move comes off a very
low attack and, while it can be boosted, it's only via the not-so-effective
Sharpen. It has the moves and type of Chansey, but without any decent defences
to back up those nice moves. Use Chansey instead. Even in UU, Porygon is
outclassed and beaten up by many better Normal types, namely Clefable.

OU Counters: Gengar walls the physical set and can eat attacks from the special
one without too much fear. Starmie and Exeggutor have the Defense and Special
to survive both sets, but should beware of (weak) Thunderbolts and Blizzards
respectively. Snorlax doesn't fear its attacks and can easily wallop it. Other
Pokemon need to see which set it is using--Alakazam and Chansey easily counter
the special one, whereas Golem and Rhydon counter physical variants (if they
avoid Blizzard).

UU Counters: Any Fighting Pokemon can take care of Porygon with ease. Even
Machamp outspeeds it and others like Primeape and Hitmonlee will also do really
well with their STAB attacks. High Defense Pokemon can take it out--sets
lacking Thunderbolt can be countered by Water types and sets lacking Blizzard
can be countered by Grass types. Honestly, Porygon's defensive capabilities are
pretty poor, so it shouldn't be too hard to face up to it and win.
_______________________

#139: Omastar [NU]
_______________________

Type: Rock/Water

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   70   60  125  115   55  425
Max   343  218  348  328  208

1: Sweeper
~ Surf/Hydro Pump
~ Blizzard
~ Seismic Toss
~ Body Slam/Rest/Mimic

Surf for accuracy and PP or Hydro Pump for power is the choice to make between
your STAB move. Blizzard is a necessity on something with a 4x Grass weakness,
so slap that on any Grass type switch ins and then retreat. Seismic Toss is a
good option for Special walls or Water type Pokemon who resist your two main
moves and the last option is mostly filler. Body Slam spreads paralysis and
gives you another attacking move alongside Seismic Toss. Rest actually works
since Omastar has high defences and can wall Fire type Pokemon not named
Charizard. Mimic is nice if you can steal Thunderbolt, say.

Evaluation: Omastar is very situational. It's built to be a tank, but a quad
weakness to Grass and common weaknesses in Electric and Ground diminish this
claim somewhat. It can also try an offensive tact, but 208 Speed isn't enough
to sweep and a stray super-effective attack will finish it off. It does,
however, get a chance to shine against Normal types (without Earthquake and
Thunderbolt, obviously) and Fire type Pokemon, which enjoy popping up in UU. Of
course, there's no reason to use Omastar in OU.

OU Counters: Starmie and Lapras resist its main attacks and can batter it with
Thunderbolt. Alakazam and Chansey don't mind stalling it out, although Alakazam
should beware of the odd Body Slam causing paralysis. Omastar hardly ever 2HKOs
Zapdos with Blizzard and is always 2HKOed by Thunderbolt in return. Exeggutor
should avoid Blizzard (although it can only 3HKO) and will 2HKO with Mega
Drain, as well as tying with it for Speed. Snorlax and Tauros can be used in a
pinch, but will be hurt by its repeated STAB attacks.

UU Counters: Pretty much any bulky Water type can counter Omastar since they'll
do neutral damage with Surf or great damage with Thunderbolt--Poliwrath and
Golduck especially can come in and abuse Amnesia before smashing it with
attacks. The UU Electrics can bash it up as well, with Jolteon being the best
one available. Finally, any Grass type will win if it can avoid Blizzard on the
switch in--Razor Leaf from Victreebel and Venusaur is a guaranteed OHKO.
_______________________

#141: Kabutops [UU]
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Type: Rock/Water

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   60  115  105   70   80  430
Max   323  328  308  238  258

1: Sweeper
~ Swords Dance
~ Body Slam
~ Hyper Beam
~ Surf

Switch in on something that can't hurt you, like a Fire type (unless it burns
you) or something you think will use Hyper Beam, Swords Dance up, then Body
Slam everything for paralysis. Once everything's weakened, Hyper Beam the place
up to score some easy KOs. The last option is a STAB move which covers
Rock/Ground types and can be used on high Defense Pokemon. It also works if you
have no time to set up. Don't bother with Blizzard--your boosted Normal attacks
will damage Exeggutor more.

Evaluation: Swords Dance is this fossil's saving grace, allowing it to do silly
amounts of damage once it sets up. Resisting Normal moves is a fantastic bonus
and it can take care of Rock/Ground types in a way that most sweepers using
Body Slam and Hyper Beam cannot. Kabutops needs paralysis support to shine and
is unfortunately beaten by common attacking types. It can work in UU but is
vastly outclassed--stick with it in UU and, if you can get set up, Kabutops can
be very hard to beat. Special attacks--especially Electric or *Grass* type--
will ruin its day, however.

OU Counters: Gengar basically neutralises Kabutops and can punish it with
Thunderbolt. Lapras has the bulk to take some moves and counters with
Thunderbolt--Starmie can do the same but isn't as defensive. Exeggutor has
great Defense and can Mega Drain most of Kabutop's health right out, while
Zapdos's Thunderbolt can OHKO about 60% of the time.

UU Counters: You'll need something reasonably bulky if Kabutops is boosted up.
Tangela will rip off loads of health with Mega Drain, while Magneton can smash
it with Thunderbolt due to its decent Defense--other Electrics can do well, but
are damaged a lot via Hyper Beam. Victreebel and Venusuar can survive his
boosted attacks and will certainly OHKO with Razor Leaf, and Clefable can try
to shrug off its boosted attacks and claw back with Thunderbolt.
_______________________

#142: Aerodactyl [NU]
_______________________

Type: Rock/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   80  105   65   60  130  440
Max   363  208  228  218  358

1: Sweeper
~ Double-Edge
~ Hyper Beam
~ Fire Blast
~ Mimic

Scraping the bottom of the movepool barrel here. Double-Edge is a poor man's
Body Slam and will do decent damage to most things off that nice Attack, while
Hyper Beam polishes off the stragglers. Fire Blast is basically filler--it's a
nice move, but not when it's non-STAB and off 218 Special. At least it can help
burn physical Pokemon. Finally, Mimic helps with that sparse and pathetic
movepool. Try to get something decent, like Rock Slide or Earthquake. If you
can.

Evaluation: It's got nice stats--I'll give Aerodactyl that--but an absolutely
terrible movepool. It can sweep decently with the Normal moves and provide
trouble to physical sweepers with its resistances, but Special sweepers will
annihilate it with Thunderbolt and Blizzard both dealing super-effective
damage. It has very little bulk and no real STAB moves outside of gimmicky Sky
Attack, say. Paralysis is also so prevalent that Aerodactyl's only real
advantage often becomes a moot point, especially since he lack's Thunder Wave
immunity. Stay away from it, I'd suggest.

OU Counters: Gengar is immune to Normal attacks and has Thunderbolt. Golem and
Rhydon resist every move he has and they can punish him with Rock Slide. Bulky
Water types can resist all its moves and counter with Blizzard, Thunderbolt or
Surf--what a selection! Consider Starmie, Lapras and Slowbro, at least one of
which you should have. Zapdos can OHKO just under half of the time with
Thunderbolt. Really, OU Pokemon just eat Aerodactyl for breakfast.

UU Counters: UU contains a horde of bulky Water Pokemon who fear nothing from
Aerodactyl, chief among them being Poliwrath, Golduck, Blastoise, Dewgong,
Gyarados, Omastar, Kabutops... hell, even Seaking and Seadra would get the job
done. Electric types also zap it out of the sky and Jolteon ties with it for
Speed while Electrode outdoes it. Clefable packs Blizzard and Thunderbolt too,
and uses them to great effect. It's not difficult--just don't eat too many
Hyper Beams.
_______________________

#143: Snorlax [OU]
_______________________

Type: Normal

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base  160  110   65   65   30  430
Max   523  208  248  218  158

1: Sweeper
~ Body Slam
~ Hyper Beam
~ Selfdestruct
~ Earthquake/Surf

Body Slam works off a fantastic Attack and has STAB, so use it on basically
everything so you get a Speed advantage on them. Hyper Beam is monstrously
powerful and picks off weakened Pokemon. If those moves aren't enough Normal
for you and you're low on health, Snorlax's Selfdestruct is the game's
strongest physical attack, capable of OHKOing mostly anything not Rock or Ghost
type. Make sure to time it right so you don't hit those two types or a low
health Pokemon. The last move covers one of those two aforementioned types--
Earthquake for Gengar or Surf for Golem and Rhydon, although Surf will only
2HKO.

2: Staller
~ Amnesia
~ Ice Beam/Blizzard
~ Thunderbolt/Body Slam
~ Rest

Tank up with Amnesia, then fire away with BoltBeam. Ice Beam is preferred over
Blizzard since it can aim for a freeze with its higher PP, and Thunderbolt is
better than Body Slam because it's getting the Amnesia boosts, but Body Slam
gets STAB, hits Special Pokemon harder and has a higher paralysis rate. Tough
call. Snorlax has absolutely gargantuan HP, so Rest is more than viable and
will cure it of any status effects too. Sweet!

Evaluation: Snorlax is a class act; a tank of a Pokemon with monstrous STAB
Normal attacks and the most powerful physical attack in the game. Its only flaw
is its low Speed, so paralysis support is a must to ensure it doesn't get hit
too much. It's neutral to all except the rarely-seen Fighting type, further
boosting its tanking capabilities, and can alternatively be used as a Resting
Pokemon. Snorlax is *very* difficult to take out and while you're trying, it
will be lashing you with horrific attacks. Not only that, but it can counter
the common physical walls (Golem/Rhydon and Gengar) and will unpredictable
explode at any time. Good luck fighting it.

OU Counters: Cloyster is probably the best thing there is, at least against the
first set, and will abuse Clamp until Snorlax croaks it. Gengar counters the
set without Earthquake and Golem and Rhydon will counter the set without Surf--
be sure to find out which move he has first. Random Pokemon packing Counter
like Chansey, Jynx and Alakazam are also ones to watch out for. For the Amnesia
set, Chansey and Alakazam can start a stall war but need to beware of getting
frozen. Mostly, however, you will need to use a combination of Pokemon to take
it out. If it doesn't have Rest, you'll get it in the end. If it does, wallop
it when it sleeps.

UU Counters: Machamp outspeeds it and will 2HKO with Submission--beware recoil
and paralysis from Body Slam. Other Fighting Pokemon will chip its health off,
but not so dramatically. Articuno can also counter it if it gets up a Reflect--
Blizzard will 3HKO. Kingler also works, funnily enough--a boosted Crabhammer
followed by Hyper Beam will *usually* do it in. Otherwise, you're stuck--
Snorlax is OU, remember, so you might have to lure it into self-destructing
instead.
_______________________

#144: Articuno [BL]
_______________________

Type: Ice/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90   85  100  125   85  485
Max   383  268  298  348  268

1: Sweeper
~ Blizzard
~ Agility/Reflect
~ Hyper Beam
~ Double-Edge/Mimic

Articuno's Blizzard is one of the most powerful Special attacks in the game,
backed by STAB and an incredible Special. Outside of his Ice attack, Articuno's
moveset could be argued to be entirely filler. Agility helps Articuno out and
negates the Speed drop from paralysis, but Reflect helps you beat Tauros and
other dangerous physicals. Hyper Beam is your only real other option for
attacking, especially Blizzard-resistant foes, and you can always use Double-
Edge if Hyper Beam will fail to KO. Mimic can be handy because Starmie will
often come in to counter you and all of its moves except Blizzard will be
mightily useful to you.

2: Staller
~ Ice Beam
~ Reflect
~ Blizzard/Double-Edge/Hyper Beam
~ Rest

This works the way most stallers do--Tank up via Reflect, then start freezing
things with Ice Beam. Unlike most stallers, Ice Beam will do really good damage
due to its STAB. Blizzard is your most powerful attack, but if you don't just
want Ice moves then try one of the Normal moves mentioned instead. Rest works
with Articuno's defences and Reflect--you should be in fine shape once Sleep
has worn off.

Evaluation: Articuno has stats so high she outstrips most OU Pokemon and is
almost unfair on the UU field. STAB Blizzard off that massive Special will rip
most Pokemon a new one, but unfortunately that's really all Articuno has going
for it. Rest isn't the best form of recovery and most Water types, especially
those with decent Defense, will wall it and eventually wear it down. It's great
at attacking anything that's neutral or weak to Ice though--abuse its power in
UU, but beware of the multitude of bulky Water types lurking around.

OU Counters: All the Water types of OU--that is, Cloyster, Starmie, Slowbro and
Lapras--resist its main move and will beat it, barring a freeze. Lapras is the
best with its bulk, quad resistance to Ice and Thunderbolt to send it packing.
Still, the power output of Slowbro and Cloyster, who lack Thunderbolt, will be
a tad underwhelming (unless Slowbro uses Amnesia a few times). Chansey walls it
as well since Hyper Beam cannot 2HKO it, so it can aim for a freeze or just
slam it with Thunderbolt. If it's resting, Golem or Rhydon can slam it with
Rock Slide. Golem OHKOs 50% of the time.

UU Counters: UU counters are really just limited to the bulky Water types.
Thankfully, there are a few of them and they will eventually shoot Articuno out
of the sky. Poliwrath and Golduck can use Amnesia and hit back with boosted
attacks. The other Water types can do pretty well--like Blastoise, Omastar and
such. If your Water type is KOed, you might have some trouble. You might be
able to use an Electric type if you come in on something that isn't Blizzard--
Jolteon outspeeds it and can 2HKO, after all.
_______________________

#145: Zapdos [OU]
_______________________

Type: Electric/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90   90   85  125  100  490
Max   383  278  268  348  298

1: Sweeper
~ Thunderbolt
~ Thunder Wave
~ Drill Peck
~ Agility/Reflect/Rest/Mimic

The first three moves are mainstays. Thunderbolt is your all-purpose STAB
attack, absolutely battering anything not resistant or immune to it. Thunder
Wave is for spreading paralysis to help your other teammates. Drill Peck
hammers most things which Thunderbolt doesn't and has the grace to be STAB as
well, unlike most Special sweeper's physical moves. The last move is filler.
Agilit helps should you get paralysed or have to face a Tauros or something.
Reflect bulks you up, Rest heals you when you're feeling confident and Mimic
can nab you Blizzard or something--which will make Zapdos basically
unstoppable.

Evaluation: Zapdos is the game's premier mixed sweeper, capable of dealing
heavy damage from both the physical and special sides of the offensive
spectrum. It also doesn't have the Ground weakness that most Electric types do,
but trades this in for Ice and Rock ones, the only Pokemon types to give Zapdos
any significant trouble along with Electric types. It spreads paralysis, has
nice defences, a movepool just good enough to work and a fantastic type. The
only flaw is that it is completely walled by Golem and Rhydon.

OU Counters: Golem and Rhydon basically exist in OU to ensure that Zapdos
doesn't go on a rampage. They resist Drill Peck and are immune to the Electric
moves and can counter with a heavy Rock Slide. Chansey is only 3HKOed by Drill
Peck and can blast Zapdos with Ice Beam, but beware of critical hits. Alakazam
can also stall with Recover, but goes about even with it. Tauros and Snorlax
are iffy options--especially Tauros, who hates paralysis--but if no-one else is
available they can get the job done with some luck.

UU Counters: Onix walls Zapdos, but isn't very commonly used. The Ground types
like Sandslash can also win out eventually if they pack Rock Slide, but will
get hit hard by Drill Peck and should beware of critical hits. In a pinch,
other Electric types can be used. The best is Jolteon--Thunderbolt is neutral
against Zapdos, which is nice, and you'll resist both its attacking moves. The
other UU Electrics can try it, with varying degrees of success.
_______________________

#146: Moltres [BL]
_______________________

Type: Fire/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   90  100   90  125   90  495
Max   383  298  278  348  278

1: Sweeper
~ Fire Blast
~ Hyper Beam
~ Agility
~ Fire Spin/Reflect

Fire Blast is your STAB attack and inflicts massive damage on anything not
Rock, Water or Fire type. The rest of the moves are almost embarassingly filler
options. Hyper Beam sweeps physically but will only outdamage Fire Blast
against Water and Fire types, who you should be switching out against anyway.
Agility helps boost that already decent Speed even higher and sets you up for
maximum annoyance when you start to abuse Fire Spin. Note that Fire Spin is 75%
accurate, so don't rely on it too much. If trapping is banned, bulk up with
Reflect instead.

Evaluation: Moltres is the worst competitive player of the three birds, mainly
due to Fire being a poor type. In UU, though, it does huge damage with Fire
Blast to Pokemon who are Rock, Fire or Water types. If you're lucky, Agility
and Fire Spin is Moltres's main selling point, being able to rack up incredible
amounts of damage. Keep it away from OU, but UU players should watch out. The
main choice of Fire type is Moltres or Charizard. Moltres has better stats and
traps better, but Charizard has Swords Dance and Earthquake for better
coverage. Use whichever you feel is necessary.

OU Counters: Golem and Rhydon don't like being burned, but otherwise wall
Moltres and will both OHKO with Rock Slide. Chansey loves getting burned, isn't
2HKOed by Hyper Beam and can smash Zapdos with Ice and Electric attacks.
Starmie is a common counter and both its offensive moves cause major problems
for Moltres. The other OU Waters--especially Slowbro, for instance, who almost
always packs Surf in its arsenal--have no problems eating a few Fire attacks
and have the Defense to take a Hyper Beam or two.

UU Counters: Omastar was born to be a Moltres counter and hammers it with Surf
while quad resisting its Fire moves and resisting Hyper Beam. Onix can do
pretty well with Rock Slide. The UU Water types in general will shut Moltres
down. You know the usual crew--Blastoise, Poliwrath, Gyarados--Pokemon like
that can handle its attacks and retaliate with Surf. In a pinch, Electric
Pokemon like Jolteon and Raichu can hit it super-effectively and only receive
neutral damage themselves.
_______________________

#149: Dragonite [OU]
_______________________

Type: Dragon/Flying

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base   91  134   95  100   80  500
Max   385  366  288  298  258

1: Annoyer
~ Agility
~ Wrap
~ Blizzard
~ Hyper Beam

Get rid of your opponent's Gengar first, then Agility up and Wrap everything in
sight. Since you're faster and Wrap has essentially infinite PP, you'll be set,
and Dragonite is known as the king of wrapping. Agility also negates your
paralysis Speed drop if you have one. Being fully paralysed, along with Wrap's
85% accuracy, makes this strategy unreliable over long periods--thankfully,
besides Ice attacks, Dragonite has the bulk to withstand most things. Blizzard
and Hyper Beam are there to polish off any Pokemon who you have Wrapped down to
critical HP levels.

2: Sweeper
~ Hyper Beam
~ Blizzard
~ Body Slam/Surf
~ Thunderbolt/Thunder Wave

Use this set if Wrapping is banned. Hyper Beam and Blizzard are powerful moves
intended to finish off weakened Pokemon, but Blizzard also hits a lot of things
neutrally. Then pick a paralysing move out of Body Slam and Thunder Wave. Surf
can be used to OHKO Rhydon and Golem, but otherwise sees little use.
Thunderbolt is an option to counter the OU Water types, but it struggles for a
3HKO on Lapras and rarely gets a 2HKO on Starmie.

Evaluation: It's got great stats, but small icicles spell doom for the
overgrown lizard. It's got a massive Attack, great Special and nice defences,
as well as a huge movepool to use it all with. Dragonite is, however, at the
lower end of OU, due to having no STAB moves and a gaping weakness to such a
prevalent type. Its Attack is also squandered on Normal moves, which aren't the
best when they don't get STAB and Golem, Rhydon and Gengar are flying around
everywhere. Dragonite is a top-tier Wrapper though, if only because Agility +
Wrap is basically a game-breaking bug.

OU Counters: Gengar basically shuts down the Wrap set--Wrap still immobilises
him, but he'll take no damage from it. Most things with an Ice attack and
decent Speed can stop Dragonite if they get in and avoid Wrap. Starmie's
Blizzard is about 50% likely to get an OHKO and Lapras is guaranteed. Cloyster
works as well, but all three should beware of Thunderbolt. Chansey doesn't like
repeated physical attacks, but her Ice Beam is powerful and Wrap will take
forever to kill her so she can Softboiled it all away. Alakazam can attempt to
stall it and Snorlax will decimate it with repeated Body Slams or a swift
Blizzard or two.

UU Counters: Articuno, of course, will OHKO and has the defences to withstand
Dragonite's onslaught. The only other way to go is bulky Water types with a
nice Ice attack. Dewgong gets STAB on Blizzard and so will OHKO, but other
Pokemon without STAB on Ice will do. Omastar deserves special mention for
resisting every attack Dragonite is likely to carry, except for perhaps
Thunderbolt, and can counter with two Blizzards.
_______________________

#150: Mewtwo [Uber]
_______________________

Type: Psychic

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base  106  110   90  154  130  590
Max   415  318  278  406  358

1: Sweeper
~ Amnesia
~ Blizzard/Ice Beam
~ Psychic/Thunderbolt
~ Recover/Rest

After a single Amnesia, Mewtwo almost hits the 999 in-game limit for stat
boosting, reaching a horrifically powerful 812 Special. Add a STAB Psychic to
the mix as well as an Ice move to freeze for good measure and you have the
single most powerful Pokemon in the game. If anyone gets the chance to scratch
you, you can laugh it off with Recover or, if you fear status effects, Rest.
Thunderbolt is listed as an option over Psychic to counter those pesky
Water/Psychic types who try to wall you, but it seems a shame to run this set
without Mewtwo's strongest attack.

2: Sweeper
~ Blizzard
~ Psychic/Thunderbolt
~ Submission/Thunderbolt
~ Recover/Rest

If you want to just hit hard without stat-boosting, this set is for you, and
works somewhat similarly to the set mentioned above. The only difference here
is that you will almost definitely want Submission, since without an Amensia
boost, your other attacks will just be a tad underwhelming against Chansey.

3: Staller
~ Amnesia/Thunder Wave
~ Barrier
~ Psychic
~ Recover/Rest

In games where Mewtwo is allowed, people try to focus on killing it and to do
this, they usually try to slam Mewtwo on its relatively weaker physical
Defense. You can counteract this by spamming Barrier, then spreading some
paralysis and murdering everything in sight with Psychic. If you manage to lay
down Amnesia and Barrier, and Rest off any statuses, you will be almost
unstoppable.

Evaluation: It's basically unbeatable. Godly stats, the best defensive type in
the game and a slew of horrific attacks make Mewtwo simply unfair to deal with,
so much so that it's simply banned from being used at all. They relegated it to
the Uber tier along with the nigh-unobtainable Mew, to stew in its own
ridiculous power and glory. Relative to the generation it first appeared in,
Mewtwo is the most powerful Pokemon to ever exist. Make sure you have a very
structured game plan and plenty of sacrifical Pokemon if you plan on taking it
out.

OU Counters: Mewtwo is powerful and no one Pokemon can reliably counter it.
Thankfully, each of Mewtwo's separate movesets are able to be countered to a
degree, so it's just a matter of deciphering his moveset and reacting
accordingly. Whatever the case, if you cannot or do not want to try to freeze
Mewtwo, then paralyse it--it'll make your life easier. Finally, note that no-
one can counter Mewtwo 100%. He can always freeze you and usually has the time
to set up with Amnesia, making him super-powerful. If Mewtwo packs Rest and is
in the hands of a skilled player, you're going to need more than just a little
bit of luck.

1 - Mewtwo lacks Psychic and Submission
Chansey, of course. She'll sponge up his attacks and can aim for a freeze,
which will shut him out of commission. It's an idea to equip her with Light
Screen for this--her massive HP and Special might not be enough for Amnesia
boosted attacks. Of course, Mewtwo can always freeze you in return and loves
the opportunity to set up with Amnesia.

2 - Mewtwo lacks Thunderbolt
Resistance-wise, Starmie and Slowbro stop it and can hammer it with Special
attacks. Slowbro is the best--he sets up with Amnesia, can hit with a neutral
Surf, and can freeze with an Ice attack or Thunder Wave it.

3 - Mewtwo lacks Blizzard/Ice Beam
Exeggutor is free to come in and resists all of Mewtwo's moves. You'll need
Explosion or Double-Edge to make it work though, since Psychic will do poor
damage. Alakazam will also stall out a set like this, but the two are hardly
evenly matched--Mewtwo will win, but you'll have weakened him enough for
something else to take it out. Maybe.

4 - Mewtwo has all these moves
If this is the case, it obviously doesn't have either Amnesia or a recovery
move, making it much easier to deal with. Of course, you'll probably lose one
Pokemon in the process, but if he can't heal, Mewtwo will succumb to your
assaults eventually. Use a combination of the above Pokemon or a physical
Pokemon with high Special, like Snorlax with Amnesia and Selfdestruct.

UU Counters: No. Just no.
_______________________

#151: Mew [Uber]
_______________________

Type: Psychic

Stats:
Stat   HP  Atk  Def  Spc  Spe  BST
Base  100  100  100  100  100  500
Max   403  298  298  298  298

1: Sweeper
~ Swords Dance
~ Earthquake
~ Body Slam/Hyper Beam
~ Explosion/Softboiled

A mish-mash of the best physical moves in the game, complemented by Swords
Dance to boost all of their powers right up. Generally, you'll sweep with Body
Slam and use Earthquake in specific situations like against Electrics, Gengar
and Pokemon with Counter. Hyper Beam is a better option if you plan on using
Mew in the later stages of the game. The last move is a choice of what you want
to do when Mew is at low HP. Make sure not to waste a boosted Explosion on
something like Gengar or Golem/Rhydon, though.

2: Sweeper
~ Psychic
~ Blizzard
~ Thunderbolt/Earthquake
~ Softboiled/Explosion

This set gets STAB Psychic, Mew's best move and a slew of great Special moves
to use and abuse, including the legendary psuedo-BoltBeam combination.
Earthquake and Explosion are mostly for Chansey who expects your set to be all
Special moves, but you can go the whole hog with Psychic, Blizzard, Thunderbolt
and Softboiled if you fancy freezing her or just plan to switch out.

3: Sweeper
~ Earthquake
~ Psychic
~ Softboiled
~ Thunder Wave

Possibly Mew's most balanced set because it hits both sides of the spectrum
fairly well. Earthquake and Psychic are the best no-strings attacks of their
respective physical and special departments, so you might as well use them.
Softboiled heals and Thunder Wave spreads paralysis. Probably the easiest Mew
to use, but also the easiest to counter.

Evaluation: Mew is nowhere near as unbalanced as Mewtwo and its stats are
amazing as opposed to out of this world. The main reason Mew is Uber is because
of its massive movepool, allowing for very creative and unpredictable
combinations. Psychic typing and access to every TM don't hurt its Uber cause
either. Mew is easier to counter, but requires a lot more scouting and the
unqiue moves it has over Mewtwo sometimes nudge its superior clone out of the
limelight.

OU Counters: Well if Mew's allowed, then so is Mewtwo, which stops it dead.
Short of trying to Sleep or Freeze it, which is universally useful, Mew's
counters really depend on the set. Chansey counters Special variants pretty
well since Mew doesn't get STAB physicals, but should perhaps pack Reflect just
in case. Physical variants can be stopped by Exeggutor, as long as he has
Double-Edge or something. Mew isn't too hard to take down--it's just that it
will take some scouting and sacrifices to see what it's running. Snorlax is a
decent counter to most sets and Slowbro can counter any Special sets that
forego Thunderbolt. Creativity is key here, because Mew carries lots of it.

UU Counters: I don't think so. Maybe if you're lucky.
_________________________________________________

[T05] Team Building 101
_________________________________________________

Now that you've had a look at some Pokemon evaluations and battle strategies,
you're thinking it's time to come up with a team of six Pokemon to destroy the
competition. I can't tell you what the best team is or how to build it, but I
can give you a beginner's process for building a solid team.

In what follows I will assume you are playing OU.

Step 1: Narrowing down your choices
-----------------------------------
If you're playing OU, do not consider anything less than BL for your teams
unless you have a VERY strong reason for doing so. This limits you to the
following Pokemon:

- OU
Alakazam*, Chansey*, Cloyster, Dragonite, Exeggutor*, Gengar, Golem*, Jynx,
Lapras, Persian, Rhydon*, Slowbro, Snorlax*, Starmie*, Tauros*, Zapdos.
* denotes VERY common and powerful Pokemon--be prepared for these guys.

- BL
Articuno, Charizard, Clefable, Dodrio, Dugtrio, Gyarados, Hypno, Jolteon,
Kangaskhan, Moltres, Mr. Mime, Nidoking, Nidoqueen, Raichu, Sandslash,
Tentacruel, Venusaur, Victreebel.

Even from BL I really wouldn't use much apart from Raichu with Surf, Venusaur,
Jolteon and Articuno.

Step 2: Choosing a Lead Pokemon
-------------------------------
They say that the best place to start is at the beginning. In this case, that
would be with your lead Pokemon, the first one to be sent out into battle. Now
don't fall under the impression that all lead Pokemon MUST perform certain
functions. They can be as versatile as you want, but you'll want to consider
the following points.

Do you want a lead or an anti-lead? A lead is a Pokemon that can face a wide
variety of foes and usually start spreading some sleep status, such as
Venusaur, Jynx or Exeggutor. Anti-leads aren't very versatile, but are designed
to counter these lead Pokemon--Ninetales would be an example since it outspeeds
all of those guys and can hit hard with a Flamethrower. (I know Ninetales isn't
OU, but it's an example).

Personally, I always go with a lead. People will always argue for what
constitutes a lead, but the cruical aspect is that they should have as few
Pokemon as possible that are able to counter it. For example, Rhydon is a great
Pokemon, but would function terribly as a lead--it simply has too many common
weaknesses (Ice, Grass, Water, to name but a few).

One of the best and most common leads is Exeggutor, with his combination of
great type, nice Defense and Sleep/Paralysis status-inducing attacks. Most
leads come packing some form of Sleep move--putting something to Sleep early is
one of the most important things you can do, since it essentially gives you a
free KO.

You will want at least one of the following Pokemon on your team to inflict
Sleep somewhere. The number indicates the chance they have of inflicting Sleep.
Remember that Sleep Clause means you may only put ONE of your opponent's
Pokemon to sleep!

Exeggutor (Sleep Powder - 74.6%)
Gengar (Hypnosis - 59.8%) - notable for having the highest Speed for a Sleeper
Jynx (Lovely Kiss - 74.6%)

Note that other Pokemon, say Chansey, can inflict Sleep, but are better off
fulfilling other roles. You might also consider having a backup Sleeper if your
first one cannot get the job done--Gengar is a great backup Sleeper since it is
fast and can absorb incoming Explosions.

Step 3: Picking some Stallers and Paralysers
--------------------------------------------
The next phase of battle after your lead has put something to Sleep is
softening up the opposition for your main attacking force. Enter the staller, a
Pokemon designed to tank as many attacks as it can and soften up the foes in
the process. Stallers often come with paralysis-inflicting attacks--most
usually Thunder Wave--and some form of recovery move. Keep up the pressure on
your foe by forcing them to rotate Pokemon, then paralyse as many as possible,
inflicting damage wherever you can.

For example, have a look at Chansey, one of the best in the business--gigantic
HP and Special stats to absorb blows, a reliable recovery move, Thunder Wave
for paralysing and Ice Beam for freezing as a nice added touch.

The best stallers in the game are Alakazam, Chansey and Starmie, who all pack
Thunder Wave, a recovery move, a very nice type and powerful backup moves like
Psychic or Blizzard. I would advise you to pick at least two of these guys so
they can cover for each other--my personal favourites are Chansey and Starmie.
Other Pokemon can get the job done, but these three are widely renowned for
being the best.

Step 4: Countering Stallers and Beginning a Sweep
-------------------------------------------------
Stallers are a major pain when you're not using them yourself but are instead
forced to deal with them from the other end. You'll notice that the stallers
all have fairly poor Defense and are far more oriented towards the Special
side--it's time to bring in the physical Pokemon.

First and foremost, stallers are dangerous. They are designed to be hard to
take down, so don't treat the following Pokemon as fail-safes against
stallers--they will still have some trouble pulling it off. Always always
paralyse stallers before you attempt to remove them from the picture--physical
sweepers simply cannot outspeed them otherwise. Use your own stallers to
paralyse them and lower their HP a bit first.

Once the staller is paralysed and bruised, cross your fingers and bring out one
of the following Pokemon (depending on who the staller is):

Golem/Rhydon, Tauros/Snorlax.

Tauros and Snorlax fill similar roles, with Snorlax being more powerful at the
cost of Speed. Normal types aren't weak to anything the stallers can throw at
them and will hit them hard on their weak Defenses, so you can quickly throw a
Body Slam or two and then finish them off with Hyper Beam. be prepared to get
paralysed in the process...

...Unless you're Golem or Rhydon. These guys are more used for countering
Electric types, who are going to decimate you otherwise, and a nice side-effect
is they can only get paralysed by moves that aren't Electric type. Thus,
Thunder Wave is useless against them and they can fire off two powerful
Earthquakes. Rhydon has better stats, but Golem can explode for a quick KO, so
choose whoever seems better.

Pick a couple of physical sweepers here--and the great thing is they can be
used in the final stages of a battle:

Step 5: Finishing off all the Paralysed Pokemon
-----------------------------------------------
A.K.A the Art of Sweeping. You can use the Pokemon from Step four for this, but
you should have a dedicated sweeper to polish off the remaining paralysed and
wounded Pokemon. Pick a Pokemon with great STAB moves and nice Speed and
offensive stats. One of the best would be Zapdos, the game's premier mixed
sweeper, able to hit both Special and Physical Pokemon with Drill Peck and
Thunderbolt respectively--only Golem and Rhydon give it problems.

Of course, many other sweepers exist, and your stallers can quite easily
fulfill sweeping roles by spamming their STAB moves instead of Recover and
Thunder Wave.

Other Options
-------------
You might feel that these guidelines are a bit restrictive, but they are tried-
and-tested techniques, the foundations for a solid OU team. Still, if you want
to try some other Pokemon or techniques--it's certainly possible--then go ahead
and try it on a Battle Simulator. You'll soon work out what works and what
doesn't.

My Team
-------
I experiment with a few teams, but my standard OU team is:

Exeggutor ~ Sleep Powder, Psychic, Explosion, Mega Drain
Starmie   ~ Blizzard, Thunderbolt, Thunder Wave, Recover
Chansey   ~ Softboiled, Ice Beam, Thunderbolt, Thunder Wave
Tauros    ~ Body Slam, Hyper Beam, Earthquake, Blizzard
Golem     ~ Earthquake, Explosion, Rock Slide, Body Slam
Zapdos    ~ Thunderbolt, Thunder Wave, Drill Peck, Agility

Very boring indeed ;).
_________________________________________________

[T06] Battle Tactics
_________________________________________________

A couple of things for you to try out when battling competitively :).

Prediction
----------
This is a MAJOR part of competitive battling. You have to be able to somewhat
accurately predict what your foe will do. This is never more evident than when
deciding to explode when you know your foe owns a Gengar. You have to be able
to predict when he'll bring it in--and then smash him with a well-timed
Earthquake. Likewise, if I was the Gengar owner, I've got to predict when the
foe will explode or I'm essentially useless.

Waiting
-------
Less of a battle strategy and more of a mind screw, simply waiting around and
pondering over a move will often fool the other player into thinking you're
making a deep decision. For example, if I have a Starmie against a Rhydon, my
first reaction might be to Blizzard it to death. My opponent is fearing that as
well. However, if I wait around, he might think I'm planning something more
sinister--like a Thunder Wave against an incoming Pokemon--and keep his Rhydon
in. Of course, I then just Blizzard it to death. If I had acted immediately, he
would have switched out in fear. Of course, there's always the capacity to
double-bluff here, but it's something to bear in mind.

Sleep/Freeze Bait
-------------------
Because being put to sleep or frozen makes a Pokemon useless, that Pokemon is
as good as being fainted... Or is it? Sleep/Freeze clause ensures that only one
Pokemon per team can be asleep or frozen at any one time, so having a Pokemon
with either of those status effects provides the rest of the team with immunity
to those status effects, whereas a fainted Pokemon would not provide these
benefits. Thus, it is in your best interest to, shall we say, minimise your
losses.

Something on your team will be put to sleep, unless you are very lucky. Freeze
is mostly random, so I won't touch on that. When deciding which of your Pokemon
to use as 'sleep bait'--that is, a sacrifical Pokemon you don't mind being put
to sleep--it's important to choose one whose loss would not be too detrimental
to the team. One with low HP would be ideal, but good RBY players spread the
sleep status early in the game. Thus, we look to more specialised members.

Obviously, those with high max HP or Defense are ideal. Rhydon, Snorlax, Golem
and Chansey, although better off awake, can sponge up some attacks while
asleep. However, possibly the best sleep bait in the game is Gengar; he can
still be used to block Normal assaults while asleep and absorbs futile enemy
Explosions all the same. Plus, his attacks are not exactly stellar, so it's not
too much to lose. All in all, try to keep a sleeping Pokemon somewhere on your
bench so that the rest of the team is immune to it.

Status Immunity via Burn
------------------------
One minor reason that Fire types aren't liked is precisely this: They sometimes
accidentally provide Pokemon like Starmie with immunity to paralysis. Since a
Pokemon can only be inflicted with one status effect at a time, Starmie would
love to be burnt this way. Burn is also permanent (unlike, say, Sleep) and
Starmie does not suffer at all from the reduced Attack that Burn causes. So if
you see Charizard going to town with Fire Blast, consider switching in your
special sweepers and hope to get burnt.

In the same vein, Pokemon like Rhydon are slow as hell and don't mind paralysis
so much. However, being burnt severely lowers their damage output, since their
Attack is now halved. Thus, switch them in on Body Slam, Glare, etc., but be
aware that Rhydon cannot be affected by Thunder Wave or Electric moves in
general. Fire moves are not very common however, so this is advice just to keep
on the back of your mind for when the situation arises.

Body Slam or Hyper Beam?
------------------------
Although Normal type Pokemon are usually content with both moves, other
physical sweepers face the dilemma of choosing between Hyper Beam or Body Slam.
The former has almost double the power of the latter and only requires a
recharge turn if it fails to KO the foe. Body Slam, by comparison, never needs
to recharge, eliminating any such risk, and has a whopping 30% chance to
paralyse. Of course, the price you pay for these benefits is that it has
'only' 80 base power.

In my experience, deciding which move to use is not too difficult. What will
sway you toward one or the other is the phase of the game you are in:
Typically, prominent early-game faces will do well with Body Slam. At this
stage of the game, most things are not in Hyper Beam's KO range and spreading
paralysis will be one of your main goals. Therefore, having Body Slam on a
sweeper is very beneficial. Conversely, Hyper Beam is much more useful in the
end-game phase, when most, if not all, of your opponent's Pokemon are paralysed
and at low- to mid-health. They can then be finished off with a swift Beam.

Wrap
----
Wrapping as a strategy is generally held in contempt since it is a 'cheap' way
of securing a win. It's often made illegal, but when it isn't you can use it to
your advantage. The best Wrapper is probably Dragonite. Wrap is quite severely
glitched in RBY. Essentially, if you're faster than the foe, you can keep using
it to annoy them. Also, if you're mid-Wrap and the foe switches out, selecting
the FIGHT command will automatically use Wrap. If at such a time you have 0PP
remaining, Wrap will be used anyway and the PP will rollover to 63, essentially
meaning that Wrap has infinite PP.

Double Team, Rest, Substitute, Attack Move (STAB)
-------------------------------------------------
If Double Team is allowed (it usually isn't) then you can use the above moveset
on almost any Pokemon for an instant luck machine. Get a few Double Teams under
your belt, Substitute for the rare occasion that an attack does get through and
simply Rest that damage off. Then hit everything with a STAB move. Does not
work if you have a STAB move which some Pokemon are immune to, namely Ground,
Electric, Normal, Ghost and Fighting.

Type Rotation
-------------
Need to get a Pokemon into play but afraid of incurring the wrath of your foe?
Want to get a Zapdos in against a Gyarados but afraid of chomping down on
Blizzard? Simply switch in something that will encourage Gyarados to use
another move. You could switch in a Water type Pokemon. Gyarados will loose off
a Thunderbolt and then you can switch in Zapdos to take the hit. Doesn't work
if you've already revealed your Zapdos to the foe and she has good prediction
skills.
_________________________________________________

[T07] Building a Cartridge Team Competitively
_________________________________________________

So, instead of fighting the elites online, you've decided to pummel your
clueless friends through the ancient medium of the Game Boy? Or perhaps you
don't consider the game 'complete' until you've got the 'best' team you can
possibly muster? Fine by me, but this will take a lot of preparation,
especially if you do not own a GameShark.

Step 1: Preliminaries: Deciding on a Team
-----------------------------------------
First of all, read section M03; 'Stat Calculation'. Learn it and keep it handy.
You'll need to understand those terms if you want perfect Pokemon.

Now you need to decide which six Pokemon you want and the moves you want to
give them. I've given you all the advice I can possibly give up to this point,
so it's up to you how you proceed. Check out section T04; 'Competitive Pokemon
Movesets' for ideas on which Pokemon to use and section T06; 'Team Building
101' on how to build a team of them. I would also seriously suggest trying the
team out online--building a cartridge team requires a lot of effort which will
be wasted if you later decide the team isn't quite up to the standard you
expected.

Write down the Pokemon you want and the moves you want and work out how to get
those moves. If they are obtained via levelling up, that's fine. If they are
obtained by TMs, use the TMs as soon as you can.

Tip: Make sure to duplicate any TMs that you use via the Missingno. glitch--
chances are that you will want to use those TMs on something else, too.

Step 2: Catching and Testing for DVs
------------------------------------
If you don't know what DVs are, go back to step 1. Now you need to go out and
catch those Pokemon you decided on, saving, resetting and testing for DVs. Now,
if you're only playing your friends, chances are that any old DVs will do. The
higher the better, of course, but don't lose sleep over it and certainly don't
expect to get a maxgene Pokemon (15 DVs in every stat).

If you're feeling really brave, aim for two 15 DV stats--offense and Speed for
sweepers, and HP and Defense or Special for stallers. The chance of two stats
besides HP both being 15 is 1/256. The chance for HP and one other stat at 15
is 1/128.

Step 3: Maxing Stats Part 1
---------------------------
Now you have some great Pokemon with great DVs, so we have to train them up.
Use the Missingno. Glitch to duplicate all the following items, then ram them
down your Pokemons' throats: You'll want ten of each of HP Up, Protein, Iron,
Calcium and Carbos to grant 25600 Stat Experience for each stat. That's a total
of 300 vitamins at a hefty $1,470,000 price tag, so use the Missingno. Glitch.
Good luck if you're doing this without glitches.

This leaves 37402 Stat Experience to obtain manually via beating up Pokemon.
You can keep track of this Stat Experience manually or you can fight the Elite
Four over and over a set number of times. We'll come back to this in a while.

Step 4: Levelling Up
--------------------
Give your Pokemon loads of Rare Candies via the Missingno. Glitch. Remember
that they will need to be able to defeat every Pokemon in the Elite Four
without any assistance, so being at L85 or 90 will be neccessary. Don't go all
the way to Level 100 quite yet or you'll have to resort to some trickery to
sort out your Pokemon's stats via the Box Trick.

Give your Pokemon the moves they need so that all that remains to do is grab
the Stat Exp. and reach L100.

Step 5: Maxing Stats Part 2
---------------------------
Now, for the number of times you need to defeat the Elite Four. We explore how
much Stat Experience one runthrough gives us. This changes depending on your
Rival's lineup, so let's have a look:
_________________________________________________
HP    Atk   Def   Spc   Spe   --  Rival's Starter
-------------------------------------------------
- Red/Blue
1889  2261  2172  2120  2086  --  Charizard
1885  2245  2195  2100  2078  --  Blastoise
1886  2274  2172  2090  2106  --  Venusaur
- Yellow
1856  2143  2160  2205  2074  --  Vaporeon
1768  2227  2265  2190  2044  --  Flareon
1791  2178  2245  2170  2139  --  Jolteon
_________________________________________________

As we can see, our Pokemon's HP Stat Experience is the slowest to accumulate,
so we'll need to run through the Elite Four enough times to max that stat out--
the rest will be filled out before then. Depending on which version of the game
you have and which Pokemon are contained in your Rival's team, this is how many
times you will need to complete the Elite Four to max out your stats:

Red/Blue - 20
Yellow (Vaporeon/Jolteon) - 21
Yellow (Flareon) - 22

Remember that this is *per Pokemon*, meaning that you'll have to run through
the Elite Four about 120 times for a team of Pokemon. They had better be worth
it! You can understand why people choose to use their GameShark now, I bet.
Step 6: Finalisation (Or: Hitting L100)
---------------------------------------
Use some Missingno. Glitch induced Rare Candies.

One final note--if you hit L100 before you've accumulated all your Stat
Experience, your Pokemon's stats will not appear to grow any farther. Finish
collecting all your Stat Experience, then deposit the Pokemon in the PC and
withdraw it again to re-evaluate the stats to their correct amounts. This is
known as the Box Trick.
_________________________________________________

[T08] Competitive Jargon
_________________________________________________

If you're using this guide or trawling the web for Pokemon info, you're bound
to chance across a word or phrase that simply doesn't make sense. Find out what
the jargon means here, although do be aware that I won't be discussing terms
used in future generations of Pokemon--it's strictly RBY here.

Anti-Lead - A Pokemon designed to counter common lead Pokemon. An example would
be Ninetales, who outspeeds Venusaur, Exeggutor and Jynx, and packs a super-
effective move that takes care of each one.

Annoyer - A Pokemon whose primary use is to abuse status effects to annoy the
opponent and cripple their Pokemon, e.g. Butterfree. Also includes Pokemon who
use Wrap repeatedly.

BL - Borderline. A good Pokemon that is outcalssed by OU members, but still
deemed too strong for UU matches.

BoltBeam - The combination of Thunderbolt and Ice Beam used by Pokemon like
Starmie, because it boasts perfect neutral coverage. Variations such as
Thunderbolt/Blizzard are sometimes known as 'psuedo-BoltBeam'.

Broken - A term that applies not only within Pokemon games. Used to describe
something that is considered unfairly overpowered and is implied to have been
this way as a result of being overlooked by the game designers.

Clause - A restriction of some form, applied to the rules of the game to ensure
that balance is maintained.

Coverage - How well synchronised a Pokemon's move types are, to play
advantageously against the widest ranges of enemy types possible. For example,
the famous BoltBeam combo of Thunderbolt and Ice Beam uses Electric and Ice to
get at least a neutral hit on every Generation I Pokemon. A sweeping Pokemon's
moveset usually aims to have the best coverage it can.

Double Powder - A common strategy among Grass and Bug Pokemon, whereby you use
Sleep Powder on one Pokemon, then Stun Spore on the newly switched in
replacement.

Double Up - To have two or more damaging moves of the same type on one Pokemon.
Usually not a great idea unless said moves are Body Slam and Hyper Beam.

EarthSlide - Earthquake + Rock Slide, a common combination on physical sweepers
that offers good coverage and decent power.

Family - A group of Pokemon sharing one evolutionary line, usually referred to
by the lowest evolution. e.g. The Squirtle family comprises Squirtle, Wartortle
and Blastoise.

Field - A generic game term for any area in which your character can walk
around freely, regardless of whether it is a field, dungeon or boat. As long as
you can walk around, you're on the field.

Filler - A filler move on a Pokemon is one that is probably redundant given how
good its other moves are, but since each Pokemon has a capacity for four moves
you might as well use them all up.

Grind - Battling foes repeatedly--often for a long time--to gain levels. Only
really necessary very early on in this game or if you don't have a great team
by the time the Elite Four rolls around.

Hazer - A Pokemon that uses Haze.

HM Slave - A Pokemon upon which you pile all your garbage HM moves, so as not
to burden your main team members.

Lead - The first Pokemon to be sent out. Often packs a sleep or paralysis move
to get the ball rolling. Common examples are Exeggutor and Jynx.

Movepool - All the moves a Pokemon can possibly learn. A Pokemon that cannot
learn many moves has a 'shallow' movepool and tends to be a poor performer
because of it. A Pokemon with a 'diverse' movepool has a wide range to choose
from and can use attacks that one might not always expect, giving them an edge
in combat.

Moveset - The four moves your Pokemon has. Some movesets are recognised as
standards for certain Pokemon.

NU - Never used. A trash Pokemon that is only used for suicide attempts, such
as Ditto or Farfetch'd.

OHKO - One-Hit-Knockout. The act of fainting a Pokemon that had full health in
just one hit. A similar jargon trend occurs for 2HKO, 3HKO, etc. but funnily
enough, OHKO is the only one that uses its letter 'O' instead of its number
'1'.

OU - Overused. A Pokemon frequently seen in competitive play, such as Tauros,
Starmie or Zapdos, and the tier used as the standard of normal competitive
play.

Parafusion - Paralysis + Confusion, which gives the opponent only a 37.5%
chance to attack in a given turn.

Priority - An action that has a higher priority value over another will always
go first, regardless of Speed. If, in a round, the two battlers pick an action
of the same priority value, then the faster Pokemon goes first. In order, the
piorities are:
Running > Switching Pokemon > Using an Item > Quick Attack (move) > All other
moves > Counter (move).
Only the moves have 'official' priority values.

Psuedohazer - A Pokemon that uses moves besides Haze to induce switching. Such
moves include Toxic and... not much else.

Revenge Kill - The act of bringing in one of your Pokemon after one of your
team members has fainted--which allows you to bring in the new member without
wasting a turn--and fainting the opposing Pokemon.

Round - Usually consists of two turns. In one round, each player will have the
opportunity to take a turn. Whether that turn is successful or not depends on
what your opponent chooses to do. Often interchangable with 'turn', although
the two have subtly different meanings. If in doubt, deduce the writer's
meaning through context.

Seeder - Anything which uses Leech Seed.

Set Up - Boost your stats with moves such as Amnesia, Acid Armor or Swords
Dance before attacking the opponent.

Sleep/Freeze Bait - The least currently useful Pokemon on your team--often a
Pokemon with low HP--that can absorb a Sleep or Freeze, thereby activating
Sleep/Freeze Clause and providing immunity to that status effect to the rest of
the team.

Sleeper - A Pokemon who inflicts Sleep.

Spam - Use the same move repeatedly.

Spectrum - Used to refer to whether a Pokemon is physically- or specially-
orientated. e.g. 'Zapdos can attack well from both sides of the spectrum'.

STAB - An acronym for 'Same Type Attack Bonus'; it is the 1.5x damage bonus
applied when a Pokemon uses a move of the same type as itself.

Standard - Used in a variety of ways, but always means a much-used Pokemon or
strategy which is almost always successful and a safe bet for a team option.
Examples include 'standard Pokemon' (basically OU Pokemon) and 'standard
movesets' (the main moveset a Pokemon should use, for maximum effectiveness).

Stall War - When two stallers face off against each other, a stall war occurs.
It's when two Pokemon cannot faint each other and keep healing up, hoping for
the other to run out of PP or succumb to a status effect, often Freeze.

Staller - A bulky Pokemon with high HP and defenses whose objective is to make
the opponent run out of PP and slowly whittle down their health, while taking
very little damage in return. Comes packed with high PP moves and some form of
recovery, often Rest (if only because every Pokemon that can learn TMs learns
it). An example would be Chansey.

Sweeper - A (usually) fast Pokemon built to deliver powerful hits and deal as
much damage as possible to a variety of the opponent's Pokemon before fainting
e.g. Tauros.

Tank/Wall/Sponge - Basically a staller, although the former two usually refer
to physical behemoths and the latter to Special defenders.

Tier - A system for dividing Pokemon into groups, based on their perceived
ability in competitive play. The tiers are, in order of power from top to
bottom: Uber, OU, BL, UU, NU. For RBY, however, Smogon only currently
recognises Pokemon in the Uber, OU and UU categories.

Tradeback - A Pokemon that comes from GSC and usually has moves only obtainable
from those games to prove it. Note that GSC moves are banned in RBY competitive
play.

Trapper - Any Pokemon that uses Wrap, Bind, Fire Spin or Clamp to trap
opponents into not being able to attack.

Turn - Each action you perform while in battle is considered a turn--using an
item, switching out, running away or selecting an attack. Usually, there are
two turns to a round--yours and your opponent's--but turns can be lost by being
fainted, for example.

Uber - A Pokemon that is deemed to be too powerful to be used fairly in
competitive play, usually because of insanely high stats or a fantastic
movepool. Only Mewtwo and Mew are Uber in RBY.

UU - Underused. A somewhat decent Pokemon that struggles to be used
competitvely because it is outclassed by Pokemon in the OU tier e.g. Poliwrath.
There do exist 'UU matches' which ban any Pokemon higher than UU.
_______________________________________________________________________________

                        VI. Cheats, Tricks and Glitches
_______________________________________________________________________________

Anyone who knows anything about Pokemon Red Blue and Yellow knows that they are
some of the glitchiest games in existence, but I'd like to set one thing
straight right now--in this guide I will only be documenting USEFUL glitches.
The only exceptions are the S.S.Anne Truck and the Glitch City glitches,
because they are so infamous and I will be clearing up any rumours surrounding
them. For extra information on a bunch of useless RBY glitches, I'd advise
checking out Bulbapedia.

And now for the glitches themselves. Don't be surprised that there are so
many--these are VERY buggy games. I'll be exploring how to activate them, their
consequences and why you'd want to bother with them in the first place. First
up is...
_________________________________________________

[C01] The Cinnabar Island Glitch
_________________________________________________

- What it does: Allows you to catch wild Pokemon from the previously visited
area at Cinnabar Island.

- Requirements: Access to Cinnabar Island, a Pokemon that can use Fly, a
Pokemon that can use Surf and Poke Balls to actually catch the Pokemon.

- How to activate it: Visit the area you want to catch Pokemon from, then get
to Cinnabar Island somehow without passing through any areas that contain a
different set of wild Pokemon. This is usually done by using Fly. Go to the
right side of Cinnabar Island and Surf out on to the water. The first column of
water on the right side of Cinnabar Island conatins the previous area's
Pokemon, which you can encounetr by Surfing up and down.

This does, at first glance, look like a totally pointless glitch. And for the
most part, I'd have to agree. There is, however, one major reason to use this
glitch, and that is the Safari Zone. In the Safari Zone, you cannot damage
Pokemon and can only use Safari Balls. However, by encountering Safari Zone
Pokemon in Cinnabar Island, you can damage them normally and catch them with
even the Master Ball if you wish, which makes capturing them a helluva lot
easier.

- Why it works: My understanding of it is this: This particular strip of water
is actually considered part of Cinnabar Island and not Route 20. Since Cinnabar
Island doesn't have any wild Pokemon encounter data, the game just recycles
data from the previously visited area. Nifty, really.

- Warnings: Very rare situations such as talking to the Old Man in Viridian
City can produce Missingno and other high level Pokemon, some higher than L100.
Be careful. Missingno is discussed in further detail below.
_________________________________________________

[C02] The Mew Glitch
_________________________________________________

- What it does: Allows you to encounter and capture two Mew, a Pokemon who is
otherwise unattainable in-game. Mew was only given out at events years and
years ago and is considered the secret 151st Pokemon. The extension of this
glitch allows you to capture L100 Mew.

- Requirements: Completed the game so far up to Nugget Bridge, own an Abra with
Teleport, plenty of Poke Balls, preferably a Pokemon with a Sleep-inducing
move, optionally a Pokemon with Growl (for a L100 Mew).

- How to activate it: Head to Route 24, just above the Nugget Bridge above
Cerulean City. Do NOT fight the trainer hiding in the grass to the left. Now
save your game. This isn't necessary, but recommended. Take careful note of
where this trainer is in the grass and position yourself offscreen such that if
you walk down by one square, he will notice you and challenge you to battle.

Take one step down and simultaneously press Start. You should now be in his
eyesight with the Pause menu displayed. Use Abra to Teleport to Cerulean City
and you'll notice the guy has the exclamation mark pop up over his head, but
you get lost too quickly for his to catch you. When you arrive in Cerulean
City, your buttons won't work, except movement buttons. This is normal. Enter
Cerulean Gym and battle the Swimmer you see here.

Waste his Pokemon. They are Horsea and Shellder at L16 and will fall to
Electric and Grass attacks. Leave the Gym and head up Nugget Bridge. The Pause
Menu will display of its own accord, and if you press B now, Mew will appear.
It sounds like a massive hoax, but it works. Mew will be L7.

It will be a git to catch, but stick with it. Use Sleep-inducing moves if you
have some.

For Mew No. 2 do exactly the same as above, only instead of fighting the
Swimmer in Cerulean Gym, fight the Slowpoke kid on Route 25. And don't worry!
If you've already passed this point in the game, there is another way to get
Mew, just slightly more tediously. Check out the Ditto Glitch for details. If
you are going to exploit the Ditto Glitch (which lets you catch any Pokemon),
I'd recommend not battling this trainer for the entirety of the game.

Mew can learn every TM and HM in the game, so you can use the second, weaker
Mew as the most versatile HM slave ever.

- How it works: To be perfectly honest, I haven't a clue for the encountering
part, but if you're curious then it is well documented on other sites or
guides, I'm sure. However, the reason that the Pokemon happens to be Mew in
particular is because of the Special stats of your opponent: The code for their
Special stat corresponds with Mew's ID--see the Ditto Glitch for details.

- Warnings: None that I know of, but I can't guarantee that it is 100% safe.
I've used it multiple times without problems though.
_________________________________________________

[C03] The Ditto Glitch
_________________________________________________

- What it does: Allows you to encounter and capture any of the 151 Pokemon.

- Requirements: Completed the game so far up to being able to encounter wild
Dittos, a teleporting move such as Teleport, Dig or Fly, an 'long-ranged'
Trainer who approaches you from as far away as possible (see list below), a
Pokemon with the required Special stat (see below), a Bicycle (optional for
quicker travel).

- How to activate it: First, decide which Pokemon you want to catch. Once you
have decided, search for it and its corresponding number in the table below. We
need to battle a Pokemon with exactly that Speical stat. Unfortunately,
opponents' Pokemons' stats are invisible and, in the case of wild Pokemon,
random. Thus, we manufacture some Special stats.

We do this by getting an opposing Ditto to Transfrom into a Pokemon of ours
with the required Special stat, because Ditto also copies all stats except HP
when he Transforms. Huzzah! So pick your desired Pokemon's number from below.
Interestingly, this is the order they were coded into the game, and many
accounts say this is the order in which the Pokemon were created.

Lots of stories say there were originally 190 Pokemon. Maybe they were dummied
out due to time constraints or something. Who knows? Hopefully, they were
recreated in Gold, Silver and Crystal. Anyway, you will require a Pokemon with
a Special value of the respective Pokemon's number, or that number plus 256.
For example, to get Lickitung, you will need a Pokemon with either 11 or 267
Special.

Any missing numbers give, er, Missingno. How appropriate.
_______________
  1  Rhydon
  2  Kangaskhan
  3  Nidoran M
  4  Clefairy
  5  Spearow
  6  Voltorb
  7  Nidoking
  8  Slowbro
  9  Ivysaur
 10  Exeggutor
 11  Lickitung
 12  Exeggcute
 13  Grimer
 14  Gengar
 15  Nidoran F
 16  Nidoqueen
 17  Cubone
 18  Rhyhorn
 19  Lapras
 20  Arcanine
 21  Mew
 22  Gyarados
 23  Shellder
 24  Tentacool
 25  Gastly
 26  Scyther
 27  Staryu
 28  Blastoise
 29  Pinsir
 30  Tangela
 33  Growlithe
 34  Onix
 35  Fearow
 36  Pidgey
 37  Slowpoke
 38  Kadabra
 39  Graveler
 40  Chansey
 41  Machoke
 42  Mr. Mime
 43  Hitmonlee
 44  Hitmonchan
 45  Arbok
 46  Parasect
 47  Psyduck
 48  Drowzee
 49  Golem
 51  Magmar
 53  Electabuzz
 54  Magneton
 55  Koffing
 57  Mankey
 58  Seel
 59  Diglett
 60  Tauros
 64  Farfetch'd
 65  Venonat
 66  Dragonite
 70  Doduo
 71  Poliwag
 72  Jynx
 73  Moltres
 74  Articuno
 75  Zapdos
 76  Ditto
 77  Meowth
 78  Krabby
 82  Vulpix
 83  Ninetales
 84  Pikachu
 85  Raichu
 88  Dratini
 89  Dragonair
 90  Kabuto
 91  Kabutops
 92  Horsea
 93  Seadra
 96  Sandshrew
 97  Sandslash
 98  Omanyte
 99  Omastar
100  Jigglypuff
101  Wigglytuff
102  Eevee
103  Flareon
104  Jolteon
105  Vaporeon
106  Machop
107  Zubat
108  Ekans
109  Paras
110  Poliwhirl
111  Poliwrath
112  Weedle
113  Kakuna
114  Beedrill
116  Dodrio
117  Primeape
118  Dugtrio
119  Venomoth
120  Dewgong
123  Caterpie
124  Metapod
125  Butterfree
126  Machamp
128  Golduck
129  Hypno
130  Golbat
131  Mewtwo
132  Snorlax
133  Magikarp
136  Muk
138  Kingler
139  Cloyster
141  Electrode
142  Clefable
143  Weezing
144  Persian
145  Marowak
147  Haunter
148  Abra
149  Alakazam
150  Pidgeotto
151  Pidgeot
152  Starmie
153  Bulbasaur
154  Venusaur
155  Tentacruel
157  Goldeen
158  Seaking
163  Ponyta
164  Rapidash
165  Rattata
166  Raticate
167  Nidorino
168  Nidorina
169  Geodude
170  Porygon
171  Aerodactyl
173  Magnemite
176  Charmander
177  Squirtle
178  Charmeleon
179  Wartortle
180  Charizard
185  Oddish
186  Gloom
187  Vileplume
188  Bellsprout
189  Weepinbell
190  Victreebel
_______________

Put a random Pokemon at the top of your party, not the one from above (unless
that Pokemon has non-damaging moves or is too weak or slow to kill Ditto before
it has the chance to Transform). Now, find your 'long-range trainer' and
position yourself offscreen such that if you walk toward her by one square, she
will notice you and challenge you to battle.

Do so and simultaneously press Start. You should now be in her eyesight with
the Pause menu displayed. Red and Blue players should Fly to Route 15 by Flying
to Fuchsia City and taking an east out of the city, whereas Yellow players
should head to Pokemon Mansion B1F on Cinnabar Island.

You'll notice the trainer has the exclamation mark pop up over her head, but
you get lost too quickly for her to catch you. When you arrive, your buttons
won't work, except movement buttons. This is normal, and to rectify it, get
into a battle with another trainer in the area you teleported to, making sure
that the trainer takes at least one step towards you. Now try to find Ditto.
When you encounter one, switch to the Pokemon with the number you want above.
Ditto will Transform into it, so knock it out and head back to the area where
you encountered the long-range trainer.

Once you do, the pause menu will pop up; cancel it with B and engage in battle
against your desired Pokemon at level 7. Enjoy!

The Ditto Glitch can also be used to initiate a battle with Prof. Oak--see
section C11; 'Battling Prof. Oak' for details.

- Warnings: None that I know of, but I can't guarantee that it is 100% safe.
I've used it multiple times without problems though.

Long-Ranged Trainers
--------------------
Only the following trainers can be used for this glitch. The following list was
compiled by Aeron Ee1 of Smogon and I do not take credit for it.

Route 8:
- Gambler closest to the entry of the underground tunnel.
Route 9:
- Jr. Trainer M saying, "I'm taking the ROCK TUNNEL to go to LAVENDER..."
Route 11:
- Youngster located in the upper, right corner of the route.
- Youngster farthest south.
Route 12:
- Second Fisherman you meet as you walk south of Lavender Town.
Route 17:
- Second farthest north Biker.
Route 19:
- Swimmer looking upwards from a cluster of four trainers.
- Beauty looking right from a cluster of four trainers.
- Swimmer saying, "I tried diving for POKEMON, but it was a no go!"
- Swimmer saying, "What's beyond the horizon?"
Route 20:
- Swimmer in upper-right hand corner of the route.
- Beauty saying, "My boyfriend gave me big pearls!"
- Beauty saying, "CINNABAR, in the west, has a LAB for POKEMON."
Route 21:
- Swimmer south of bridge with 2 Fishermen. (1)
- Swimmer south of bridge with 2 Fishermen. (2)
Route 24:
- Jr. Trainer M left of the Nugget Bridge.
Fourth Floor of Silph Co.:
- Rocket that is on the right side of the table.
- Rocket that is the farthest left and down on the floor.
Eighth Floor of Silph Co.:
- Rocket that is farthest south of all.
- Rocket that is located in the lower right-hand corner of the floor.
Ninth Floor of Silph Co.:
- Rocket located farthest south (in the middle corridor).
Brock's Gym (Unusable):
- Only trainer in Brock's Gym.
Viridian Forest (Yellow ONLY)
- Next to last Bug Catcher (must use Escape Rope to leave).
_________________________________________________

[C04] Experience Underflow Glitch
_________________________________________________

- What it does: Boosts any one of the following Pokemon instantly to L100, but
only evolves them once (where possible) and teaches them no natural moves (so
you'll need TMs). The Pokemon are those in the Medium Slow Experience group:

Bulbasaur, Ivysaur, Venusaur; Charmander, Charmeleon, Charizard; Squirtle,
Wartortle, Blastoise; Pidgey, Pidgeotto, Pidgeot; Nidoran F, Nidorina,
Nidoqueen; Nidoran M, Nidorino, Nidoking; Oddish, Gloom, Vileplume; Poliwag,
Poliwhirl, Poliwrath; Abra, Kadabra, Alakazam; Machop, Machoke, Machamp;
Bellsprout, Weepinbell, Victreebel; Geodude, Graveler, Golem; Gastly, Haunter,
Gengar; Mew.

- Requirements: A Pokemon with Growl. To be used in conjunction with the Ditto
Glitch or the Mew Glitch (which is just a specialised version of the former).

- How to activate it: When you are battling the Pokemon with the required
Special stat, use Growl on it six times and make sure it connects each time.
Each attack modifier, ranging from -6 to +6, will alter your glitched Pokemon's
level by the respective amount, from a base of 7. Thus, using Growl six times
will produce a level 1 Pokemon.

Now, Pokemon in the Medium Slow Experience group start with -54 Exp. at L1. Hm.
The game is terrible at storing negative values, so we can exlpoit this; make
the L1 Pokemon get less than 54 Exp. and the game is forced to re-evaluate the
Exp. count. Since the total amount is less than zero and the game doesn't know
how to interpret negative numbers, it assumes you have looped all the way
around to an incredibly high amount and thus it awards you with enough Exp. to
instantly level you to L100.

However, becuase you have only 'levelled up' once and have not hit the
boundaries for learning new moves, your Pokemon will only evolve once and will
learn no natural moves. Pity. Also, you'll have to use the Box Trick, described
in an incoming section, to sort out your Stat Experience (see section M03;
'Stat Calcuation' for information on Stat Experience).
_________________________________________________

[C05] The Missingno. Glitch (Red/Blue only)
_________________________________________________

- What it does: Probably the most infamous glitch, it lets you encounter and
possibly catch a glitchy Pokemon called Missingno. Encountering/defeating
Missingno. gives you 128 extra items of whichever item you had in the sixth
slot of your Bag, as long as that item is stackable, i.e. not key items. It
also messes up your Hall of Fame on the PC with glitchy graphics and strange
sounds and symbols. Depending on the letters of your name, other high level
Pokemon can be encountered.

Missingno. can be caught, but there is very little benefit to doing so. It
evolves into Kangaskhan upon levelling up (unless it levels up via Rare Candy)
and knows Water Gun (multiple times) and Sky Attack. Make sure you have a free
slot in your party beforehand, since Missingno. cannot be taken from the PC.
Avoid cataching 'M though.

- Requirements: Access to Cinnabar Island, a Pokemon that can use Fly, a
Pokemon that can use Surf.

How to activate it: Go to Viridian City. Talk to the Old Man who blocked your
way before and showed you how to catch Pokemon. Say 'No' to his question and
he'll catch a Weedle. Then Fly to Cinnabar Island. Stick whatever item you want
multiplied in your sixth item slot (use Select to rearrange) and Surf up and
down the very first column of water to the right of the island.

You will start encountering Missingno., 'M and a whole host of glitchy, high-
level (higher than L100!) Pokemon. Before encountering Missingno. or 'M, the
screen will freeze a little longer than usual. Both Missingno. and 'M have
weird glitchy blocky graphics and come a silly levels, 'M sometimes being level
0 for example. Defeat Missingno. and 'M for the extra items. Note that the
quantity of the items appears as a glitchy number, but it should be 128 more
than what you started with.

The Pokemon you can encounter depend on your name. You'll get the following
effects:

One of the following for each of the 3rd, 5th and 7th characters of your name:
_____________
A  Golduck
B  Hypno
C  Golbat
D  Mewtwo
E  Snorlax
F  Magikarp
G  Missingno.
H  Missingno.
I  Muk
J  Missingno.
K  Kingler
L  Cloyster
M  Missingno.
N  Electrode
O  Clefable
P  Weezing
Q  Persian
R  Marowak
S  Missingno.
T  Haunter
U  Abra
V  Alakazam
W  Pidgeotto
X  Pidgeot
Y  Starmie
Z  Bulbasaur
a  Missingno.
b  Missingno.
c  Missingno.
d  Ponyta
e  Rapidash
f  Rattata
g  Raticate
h  Nidorino
i  Nidorina
j  Geodude
k  Porygon
l  Aerodactyl
m  Missingno.
n  Magnemite
o  Missingno.
p  Missingno.
q  Charmander
r  Squirtle
s  Charmeleon
t  Wartortle
u  Charizard
v  Missingno.
w  Missingno.
x  Missingno.
y  Missingno.
z  Oddish
_____________

The levels they appear at for the 2nd, 4th and 6th characters of your name:
_______________________
127        [space]
128...153  A...Z
154        (
155        )
156        :
157        ;
158        [
159        ]
160...185  a...z
186        [accented e]
224        '
225        [small PK]
226        [small MN]
227        -
230        ?
231        !
232        .
239        (m)
240        [money sign]
241        [times sign]
243        / or (f)
244        ,
246...255  0...9
_______________________

Note that Pokemon over Level 100 who have been recieved in a trade cannot be
controlled properly and will frequently disobey you, as not even the Earth
Badge gives you control of them. Also, upon gaining ANY experience, they will
revert to L100. At least you can control them then.

Pokemon over L100 will have stats corresponding to their level and can be used
in link battles--they won't gain experience and so will stay at the level they
are. Pokemon over L100 can be fed Rare Candy to increase their level all the
way to 255--after this, they will revert to L0.

So... 128 extra items? Yes, please! Here are some ideas: All TM's (YES!), Rare
Candys, Master Balls, Nuggets (for $$$), vitamins such as Proteins and HP Ups
and anything else if you're cheap and don't want to buy it. Sell the excess for
loads of cash, but be careful to keep one so you can duplicate it again. Also,
you can evolve a caught Missingno. into a Kangaskhan with Water Gun and Sky
Attack, if that kinda thing floats your boat. If you'd rather keep Missingno.,
simply use a Rare Candy on it just before it levels up.

Also, if you really want to, you can manipulate your name at the beginning of
the game to get high level starters and legendaries, among other things. Don't
worry though, there are other ways of obtaining EVERY Pokemon in the game. Just
read on...

- Why it works: When the Old Man demonstrates catching a Weeedle, the game
temporarily overwrites the player's name with 'Old Man'. The variables for this
are stored in the Wild Pokemon encounter data, for which the Cinnabar Island
strip has none, resulting in a slew of strange and glitchy Pokemon. The
hexadecimal values for Old Man correspond with Missingno., plus the characters
of your actual name correspond with the hexadecimal values above, somehow. As
for why it multiplies items, I don't know, but it's probably something to do
with hexadecimal values. Not that anyone's complaining.

- Warnings: There are so many, I'm going to make a list.
1. Missingno. cannot be removed from the PC, so if you decide to catch one,
have a free slot in your party beforehand.
2. Any non-letter characters in your name's 3rd, 5th and 7th slots can create a
glitched trainer who can erase your cartridge. For your safety, don't do it.
3. Missingno. can be encountered in Yellow, but not through this method. There
are no benefits to it in Yellow and it's glitchier than ever. Stay away from
it.
4. Your PC's Hall of Fame will be totally screwed, unless you haven't beaten
the League yet. Only the current Hall of Fame is screwed up. The Hall of Fame
holds 50 records so I guess you could just beat the League 50 times to clear
the garbled data.
5. 'M is messed up. Just defeat it. Don't ever catch it or anything.
6. High level Pokemon can not usually be escaped from since they are faster
than you. They will put a beating on your Pokemon, big time. Save beforehand.
7. Traded Pokemon above L100 will not listen to you and will disobey you even
if you have the EarthBadge.

As a side note, there have been attempts to canonise Missingno. i.e. get Game
Freak and Nintendo to officially recognise it as a Pokemon and give it a new
set of moves, an official PokeDex ID and entry... etc. I sincerely doubt this
will ever come to fruition though.

Many thanks to MGSPhantom for bringing areas of the Missingno. Glitch to my
attention and prompting me to update it.
_________________________________________________

[C06] The Evolution Stone Glitch
_________________________________________________

- What it does: Allows you to evolve Pokemon that evolve via the Leaf, Fire,
Water, Thunder or Moon Stones without owning said Stones. Does not work in
Yellow version!

- Requirements: One of the following
Leaf Stone   - Psyduck
Fire Stone   - Missingno.
Water Stone  - Onix
ThunderStone - Growlithe
Moon Stone   - Exeggutor
And the Pokemon you wish to evolve, of course.

- How to activate it: Put the Pokemon you wish to evolve in the first slot of
your party and its corresponding Stone evolution Pokemon in the second. Get
into a battle and make the lead Pokemon level up, after which it should evolve.

The only really useful result of this is evolving Moon Stone Pokemon, as Moon
Stones are the only Stones that are finitely available. All the others can be
bought from the Celadon Department Store for $2100.

- Why it works: The Pokemon in the list above share hexadecimal coding values
with their corresponding Stones. Their presence, apparently, is enough to
warrant evolution in other Pokemon. There's probably more to it, but who cares?

- Warnings: None in the glitch itself, but catching a Missingno. for the Fire
Stone trick is risky. Again, Missingno. is explained below.
_________________________________________________

[C07] The Box Trick
_________________________________________________

- What it does: Reevaluates your Pokemon's stats to their proper levels.

- Requirements: Access to a PC Box.

- How to activate it: Put the Pokemon whose Stat Experience you want properly
evaluated into the box, then withdraw it. Done.

The thing is, Stat Experience (see section M03; 'Stat Calcuation' for
information) is only evaluated when you
- Level Up
- Evolve
- Use a vitamin
- Withdraw from PC
However, levelling up past L100 is impossible, evolving a final stage Pokemon
is impossible, and using a vitamin on a Pokemon with more than 25600 Stat
Experience is impossible; in other words, a Pokemon that is incredibly well-
trained cannot have its Stat Experience reevaluated unless it is put in the
box. This will set its stats to their proper level. Huzzah!
_________________________________________________

[C08] Glitch City
_________________________________________________

- What it does: Sends you to a massively glitchy land where all the tiles are a
mess. Ocassionally gets you stuck, forcing you to reset or Fly away.

- Requirements: Progressed as far as Cinnabar Island, a Pokemon with Fly, a
Pokemon with Surf, Super/Max Repels (optional).

- How to activate it: You'll need to go to the Safari Zone in Fuchisa City.
Enter and pay $500 for the Safari Balls, then just head straight back out and
confirm that you are not leaving. Once back in the Safari Zone, save, then
reset your console.

Now leave the Safari Zone. The attendant will ask if you want to pay $500 to
enter the Safari Zone again. Tell him no thanks and Fly to Cinnabar, surfing up
and down the east coast (use Repels to make this go quicker). After 500 steps
the P.A. will time you out and you'll be returned to the Safari Zone. Step
outside and marvel at Glitch City, a weird ethereal realm where tiles are
mashed together. To exit, Fly or Teleport away. Don't save while inside it.

- Warnings:
1. Saving in Glitch City will mess up your cartridge.
2. Not going to Cinnabar Island, but somewhere else, will not teleport you to
Glitch City, but it will make strange things happen such as no music.
_________________________________________________

[C09] The S.S.Anne Truck
_________________________________________________

- What is it? A truck parked near the S.S.Anne that is usually inaccesible.

- How do I access it? You must have a Pokemon that knows Cut *without recieving
HM01 from the S.S.Anne captain*, so get a friend to trade you one over. Either
that, or actually get the HM, but then lose to one of the passengers on board.
You'll wind up in the PokeCenter but the ship won't have left yet.

Play through the game until you can get Surf, then return to Vermilion City and
Surf right in the S.S.Anne harbour until you reach the truck.

Either that, or get the S.S.Anne to reappear after you get Surf by using the
method below.

- Rumours? Catching Mew. It stems from the fact that scenery in RBY is very
rare since it takes up memory, so logic follows that it must do something. The
main rumour was that Mew could be found here by pushing the truck aside with
Strength and it could be found contained within a Poke Ball underneath. The
other rumour was that there existed a hidden HM, some people claimed it was
something like HM06 SuperStrength (if I remember correctly)--this has also been
proven false. Not only can the elusive HM not be found, the game data for such
a HM item nor the move itself exists at all. So yeah.

- Actual purpose? None. Nice to look at, I suppose, to see what all the fuss is
about.
_________________________________________________

[C10] Getting the S.S. Anne to Reappear
_________________________________________________

Offically, the S.S. Anne leaves Vermilion and comes back once a year, but since
time does not pass in RBY, the S.S. Anne leaves forever. Hm. Well, there is one
way to get it back. Stand one tile above and to the left of the sailor guarding
the harbour. Take one step right, simutaneously pressing Start. Save and
reboot, then select a Pokemon to use Surf. You'll Surf over the guy's head and
into the harbour. All the trainers will remain beaten and the items taken,
however.
_________________________________________________

[C11] Battling Prof. Oak
_________________________________________________

Deep within the unused data banks of these games exists Prof. Oak as a trainer
that can be battled against. There are two ways of activating this battle--one
is to use a GameShark code
__________________
Red/Blue  Yellow
------------------
01E22DCD  01E22DCD
01005ED7  01005DD7
__________________

and talk to the Swimmer on the far right of Misty's gym. The other way is to
use the Ditto Glitch (see above) with a Special stat of 226.

Prof. Oak has three teams--the only difference between each one is whether he
uses Venusaur, Charizard or Blastoise. To activate the battle with Oak via the
Ditto Glitch, you must lower Ditto's Attack to stage -6 for Blastoise, stage -5
for Venusaur or stage -4 for Charizard. You can lower Ditto's Attack by using
Growl. His Attack starts at stage zero, so use Growl 6 times for Blastoise etc.

Here are Prof. Oak's teams:
_________________________________________________________
Trainer: Prof. Oak       Version: R  B  Y    Money: $6930
---------------------------------------------------------
#128: Tauros      NRM        L66  2983 Exp.
 Stats -  HP: 185  Atk: 148  Def: 140  Spc: 107  Spe: 160
 ~ Tail Whip, Leer, Rage, Take Down
#103: Exeggutor   GRS / PSY  L67  3043 Exp.
 Stats -  HP: 215  Atk: 144  Def: 129  Spc: 183  Spe:  89
 ~ Barrage, Hypnosis, Stomp
#059: Arcanine    FIR        L68  3103 Exp.
 Stats -  HP: 211  Atk: 166  Def: 124  Spc: 124  Spe: 145
 ~ Roar, Leer, Ember, Take Down
- ONE of the following depending on code manipulation: --
#006: Charizard   FIR / FLY  L69  3090 Exp.
 Stats -  HP: 197  Atk: 133  Def: 123  Spc: 133  Spe: 154
 ~ Rage, Slash, Flamethrower, Fire Spin
#009: Blastoise   WTR        L69  3105 Exp.
 Stats -  HP: 199  Atk: 131  Def: 154  Spc: 133  Spe: 123
 ~ Bite, Withdraw, Skull Bash, Hydro Pump
#003: Venusaur    GRS / PSN  L69  3075 Exp.
 Stats -  HP: 200  Atk: 130  Def: 130  Spc: 154  Spe: 126
 ~ Razor Leaf, Growth, Sleep Powder, SolarBeam
---------------------------------------------------------
#130: Gyarados    WTR / FLY  L70  3210 Exp.
 Stats -  HP: 224  Atk: 192  Def: 126  Spc: 156  Spe: 129
 ~ Dragon Rage, Leer, Hydro Pump, Hyper Beam
_________________________________________________________
_________________________________________________

[C12] Other Miscellaneous Glitches
_________________________________________________

X Accuracy
----------
The item X Accuracy (purchased from Celadon Dept. for $950) will increase your
Pokemon's accuracy to 99.6% for all moves, provided they are faster than the
foe. It does nothing otherwise. And yes, you can use this glitch to run through
the game with OHKO moves--Fissure, Guillotine and Horn Drill.

Focus Energy/Dire Hit
-----------------------
Although they are supposed to quadruple your chance to land a critical hit, the
move Focus Energy and the item Dire Hit actually quarter your chance. Avoid.
_________________________________________________

[C13] GameShark Codes
_________________________________________________

Hexadecimal Values
------------------
A lot of the GameShark codes require hexadecimal numbers. For those who don?t
know, hexadecimal numbers go like this.

Consider a 'normal' number. This is a 'decimal' number--that is, base 10. Once
we get to the number ten, we write it a a combination of existing digits, in
this case a one followed by a zero. The one means 'one multiplied by ten'. In
the case of bigger numbers, we know that each digit is worth ten times the
succeeding digit. For example, consider the number 2476. It is

2            4         7      6
=            =         =      =
2*10*10*10 + 4*10*10 + 7*10 + 6
=            =         =      =
2000       + 400     + 70   + 6.

Almost intuitively we know that 2476 = 2000 + 400 + 70 + 6.

However, hexadecimal numbers are base 16. That is, each digit is worth 16 times
the suceeding digit. Thus, a hexadecimal 2476 is NOT the decimal 2476. A
hexadecimal 2476 is

2*16*16*16 + 4*16*16 + 7*16 + 6 = 9336

in base 10 or decimal. Thus, 2476 (b16) = 9336 (b10).

Since we now have sixteen numbers before we re-use existing digits, we now have
A-F which follow '9'. Thus we have
_____________________________________________________________________________
Dec  0  1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20
Hex  0  1  2  3  4  5  6  7  8  9   A   B   C   D   E   F  10  11  12  13  14
_____________________________________________________________________________

and so on and so forth. Most computers come equipped with the 'Calculator'
accesory which can convert decimal to hexadecimal for you. Make sure it's in
scientific mode, then type in your decimal number and click the 'Hex' option to
convert it.

If you must do it by hand, then here is how to convert decimal values to
hexadecimal:

Take your decimal number and divide it by 16. You'll get a quotient (whole
number portion) and a remainder. Multiply the quotient by 10. Finally, add on
the discarded remainder, substituting 10...15 = A...F.

- Example: I wish to find what 57 is in hexadecimal.

57/16 = 3 remainder 9.

3*10 = 30,
30 + 9 = 39.

Another way to think of this--a handy cheat--is to divide your decimal number
by 16 and tack the quotient (the whole number part) and the remainder together
as one number. For instance,

- Example 2: I wish to find what 143 is in hexadecimal.

143/16 = 8 remainder 15

Cheat: 8 remainder 15 'tacked together' becomes 8F (remember that 15 = F in
hexadecimal).

Thus, 143 (b10) = 8F (b16).

Note that if the quotient is itself bigger than 15, it will also require
conversion to a hexadecimal value (divide by 16, etc.) before it can be 'tacked
together' like this:

- Example 3: I wish to find what 1000 is in hexadecimal.

Cheat: 1000/16 = 62 r 8
                  |
                  62/16 = 3 r 14
                  |
                  = (3 r 14) r 8 = 3E8.

Note that the maths there is NOT particularly sound--it's cheating for
simplicity reasons.

Anyway... on with the GameShark codes!

IMPORTANT NOTE FOR YELLOW PLAYERS!
----------------------------------
For Yellow Version, you must decrease the sixth digit in every code listed here
by one. In other words, if the sixth digit is 7, change it to 6. If it's an E,
change it to D. If it's a zero, decrement the preceding digit as well. For
example, if you have 'xxxx60xx' where the sixth digit is a zero, change that to
'xxxx5Fxx'.

Moveslot Modifier
-----------------
- 01xxyyD1
- These codes are for the first Pokemon in your party--the best way to do this
  is turn the cheats on, switch the Pokemon to another spot in your party
  (other than first place) and turn the code off again.
- yy is the hexadecimal value for the moveslot you wish to change, starting at
  73 and incrementing by 1 each time;
  73 for slot 1, 74 for slot 2...
- xx =
________________
00  [Empty]
01  Pound
02  Karate Chop
03  Doubleslap
04  Comet Punch
05  Mega Punch
06  Pay Day
07  Fire Punch
08  Ice Punch
09  ThunderPunch
0A  Scratch
0B  Vice Grip
0C  Guillotine
0D  Razor Wind
0E  Swords Dance
0F  Cut
10  Gust
11  Wing Attack
12  Whirlwind
13  Fly
14  Bind
15  Slam
16  Vine Whip
17  Stomp
18  Double Kick
19  Mega Kick
1A  Jump Kick
1B  Rolling Kick
1C  Sand-Attack
1D  Headbutt
1E  Horn Attack
1F  Fury Attack
20  Horn Drill
21  Tackle
22  Body Slam
23  Wrap
24  Take Down
25  Thrash
26  Double-Edge
27  Tail Whip
28  Poison Sting
29  Twineedle
2A  Pin Missile
2B  Leer
2C  Bite
2D  Growl
2E  Roar
2F  Sing
30  Supersonic
31  SonicBoom
32  Disable
33  Acid
34  Ember
35  Flamethrower
36  Mist
37  Water Gun
38  Hydro Pump
39  Surf
3A  Ice Beam
3B  Blizzard
3C  Psybeam
3D  BubbleBeam
3E  Aurora Beam
3F  Hyper Beam
40  Peck
41  Drill Peck
42  Submission
43  Low Kick
44  Counter
45  Seismic Toss
46  Strength
47  Absorb
48  Mega Drain
49  Leech Seed
4A  Growth
4B  Razor Leaf
4C  SolarBeam
4D  PoisonPowder
4E  Stun Spore
4F  Sleep Powder
50  Petal Dance
51  String Shot
52  Dragon Rage
53  Fire Spin
54  ThunderShock
55  Thunderbolt
56  Thunder Wave
57  Thunder
58  Rock Throw
59  Earthquake
5A  Fissure
5B  Dig
5C  Toxic
5D  Confusion
5E  Psychic
5F  Hypnosis
60  Meditate
61  Agility
62  Quick Attack
63  Rage
64  Teleport
65  Night Shade
66  Mimic
67  Screech
68  Double Team
69  Recover
6A  Harden
6B  Minimize
6C  SmokeScreen
6D  Confuse Ray
6E  Withdraw
6F  Defense Curl
70  Barrier
71  Light Screen
72  Haze
73  Reflect
74  Focus Energy
75  Bide
76  Metronome
77  Mirror Move
78  Selfdestruct
79  Egg Bomb
7A  Lick
7B  Smog
7C  Sludge
7D  Bone Club
7E  Fire Blast
7F  Waterfall
80  Clamp
81  Swift
82  Skull Bash
83  Spike Cannon
84  Constrict
85  Amnesia
86  Kinesis
87  Softboiled
88  Hi Jump Kick
89  Glare
8A  Dream Eater
8B  Poison Gas
8C  Barrage
8D  Leech Life
8E  Lovely Kiss
8F  Sky Attack
90  Transform
91  Bubble
92  Dizzy Punch
93  Spore
94  Flash
95  Psywave
96  Splash
97  Acid Armor
98  Crabhammer
99  Explosion
9A  Fury Swipes
9B  Bonemerang
9C  Rest
9D  Rock Slide
9E  Hyper Fang
9F  Sharpen
A0  Conversion
A1  Tri Attack
A2  Super Fang
A3  Slash
A4  Substitute
A5  Struggle
________________

- The move will overwrite whatever is currently in that slot, but will retain
  that move's current PP. For examine, hacking Thunderbolt over a full PP
  Tackle will result in a Thunderbolt with 35/15 PP. This can be rectified by
  healing at a Poke Center.

Pokemon Level Modifier
----------------------
- 01xxF3CF
- xx is the hexadecimal value for the wild Pokemon's level.
- This cheat will not edit the Pokemon's stats and instead inherit them from
  the Pokemon you would have originally encountered, making this cheat ideal
  for gaining large amounts of Exp.--simply set xx to 64 to create L100s and
  faint them for the Exp. provided by a L100 Pokemon. xx can even be set
  higher--all the way up to FF for 255, if you want... But Pokemon over L100
  will revert to L100 after gaining experience--increase their levels by using
  Rare Candy. L255 is the absolute max--going higher reverts you to L0.
- Cheat also changes trainer Pokemon levels.

Wild Pokemon Species Modifier
-----------------------------
- 01xxD8CF
- xx =
______________
01  Rhydon
02  Kangaskhan
03  Nidoran M
04  Clefairy
05  Spearow
06  Voltorb
07  Nidoking
08  Slowbro
09  Ivysaur
0A  Exeggutor
0B  Lickitung
0C  Exeggcute
0D  Grimer
0E  Gengar
0F  Nidoran F
10  Nidoqueen
11  Cubone
12  Rhyhorn
13  Lapras
14  Arcanine
15  Mew
16  Gyarados
17  Shellder
18  Tentacool
19  Gastly
1A  Scyther
1B  Staryu
1C  Blastoise
1D  Pinsir
1E  Tangela
21  Growlithe
22  Onix
23  Fearow
24  Pidgey
25  Slowpoke
26  Kadabra
27  Graveler
28  Chansey
29  Machoke
2A  Mr. Mime
2B  Hitmonlee
2C  Hitmonchan
2D  Arbok
2E  Parasect
2F  Psyduck
30  Drowzee
31  Golem
33  Magmar
34  Mankey
35  Electabuzz
36  Magneton
37  Koffing
3A  Seel
3B  Diglett
3C  Tauros
40  Farfetch'd
41  Venonat
42  Dragonite
46  Doduo
47  Poliwag
48  Jynx
49  Moltres
4A  Articuno
4B  Zapdos
4C  Ditto
4D  Meowth
4E  Krabby
52  Vulpix
53  Ninetales
54  Pikachu
55  Raichu
58  Dratini
59  Dragonair
5A  Kabuto
5B  Kabutops
5C  Horsea
5D  Seadra
60  Sandshrew
61  Sandslash
62  Omanyte
63  Omastar
64  Jigglypuff
65  Wigglytuff
66  Eevee
67  Flareon
68  Jolteon
69  Vaporeon
6A  Machop
6B  Zubat
6C  Ekans
6D  Paras
6E  Poliwhirl
6F  Poliwrath
70  Weedle
71  Kakuna
72  Beedrill
74  Dodrio
75  Primeape
76  Dugtrio
77  Venomoth
78  Dewgong
7B  Caterpie
7C  Metapod
7D  Butterfree
7E  Machamp
80  Golduck
81  Hypno
82  Golbat
83  Mewtwo
84  Snorlax
85  Magikarp
88  Muk
8A  Kingler
8B  Cloyster
8D  Electrode
8E  Clefable
8F  Weezing
90  Persian
91  Marowak
93  Haunter
94  Abra
95  Alakazam
96  Pidgeotto
97  Pidgeot
98  Starmie
99  Bulbasaur
9A  Venusaur
9B  Tentacruel
9D  Goldeen
9E  Seaking
A3  Ponyta
A4  Rapidash
A5  Rattata
A6  Raticate
A7  Nidorino
A8  Nidorina
A9  Geodude
AA  Porygon
AB  Aerodactyl
AD  Magnemite
B0  Charmander
B1  Squirtle
B2  Charmeleon
B3  Wartortle
B4  Charizard
B9  Oddish
BA  Gloom
BB  Vileplume
BC  Bellsprout
BD  Weepinbell
BE  Victreebel
______________

- This cheat will not change the wild Pokemon's stats from what you originally
  were supposed to encounter, and the Pokemon's sprite graphic will be all
  glitchy. If you catch the Pokemon, the sprite will revert to normal and the
  stats will be recalculated correctly.

Item Modifier
-------------
- 01xxyyD3
- yy is the hexadecimal value for the item slot you wish to change, starting at
  1E and incrementing by 2 each time;
  1E for slot 1, 20 for slot 2, 22 for slot 3...
- xx =
________________
01  Master Ball
02  Ultra Ball
03  Great Ball
04  Poke Ball
05  Town Map
06  Bicycle
07  ?????
08  Safari Ball
09  Pokedex
0A  Moon Stone
0B  Antidote
0C  Burn Heal
0D  Ice Heal
0E  Awakening
0F  Parlyz Heal
10  Full Restore
11  Max Potion
12  Hyper Potion
13  Super Potion
14  Potion
15  BoulderBadge
16  CascadeBadge
17  ThunderBadge
18  RainbowBadge
19  SoulBadge
1A  MarshBadge
1B  VolcanoBadge
1C  EarthBadge
1D  Escape Rope
1E  Repel
1F  Old Amber
20  Fire Stone
21  Thunderstone
22  Water Stone
23  HP Up
24  Protein
25  Iron
26  Carbos
27  Calcium
28  Rare Candy
29  Dome Fossil
2A  Helix Fossil
2B  Secret Key
2C  ?????
2D  Bike Voucher
2E  X Accuracy
2F  Leaf Stone
30  Card Key
31  Nugget
32  PP Up
33  Poke Doll
34  Full Heal
35  Revive
36  Max Revive
37  Guard Spec.
38  Super Repel
39  Max Repel
3A  Dire Hit
3B  Coin
3C  Fresh Water
3D  Soda Pop
3E  Lemonade
3F  S.S. Ticket
40  Gold Teeth
41  X Attack
42  X Defend
43  X Speed
44  X Special
45  Coin Case
46  Oak's Parcel
47  Item Finder
48  Silph Scope
49  Poke Flute
4A  Lift Key
4B  Exp. All
4C  Old Rod
4D  Good Rod
4E  Super Rod
4F  PP UP
50  Ether
51  Max Ether
52  Elixer
53  Max Elixer
C4  HM01
C5  HM02
C6  HM03
C7  HM04
C8  HM05
C9  TM01
CA  TM02
CB  TM03
CC  TM04
CD  TM05
CE  TM06
CF  TM07
D0  TM08
D1  TM09
D2  TM10
D3  TM11
D4  TM12
D5  TM13
D6  TM14
D7  TM15
D8  TM16
D9  TM17
DA  TM18
DB  TM19
DC  TM20
DD  TM21
DE  TM22
DF  TM23
E0  TM24
E1  TM25
E2  TM26
E3  TM27
E4  TM28
E5  TM29
E6  TM30
E7  TM31
E8  TM32
E9  TM33
EA  TM34
EB  TM35
EC  TM36
ED  TM37
EE  TM38
EF  TM39
F0  TM40
F1  TM41
F2  TM42
F3  TM43
F4  TM44
F5  TM45
F6  TM46
F7  TM47
F8  TM48
F9  TM49
FA  TM50
FF  [Nothing]
________________

Item Quantity Modifier
----------------------
- 01xxyyD3
- xx is the hexadecimal value for the number of items you want.
- yy is the hexadecimal value for the item slot you wish to change, starting at
  1F and incrementing by 2 each time;
  1F for slot 1, 21 for slot 2, 23 for slot 3...
- It's possible to cheat up to 255 of one item, but the quantity will appear
  glitched until you hit 99.

Name Modifier
-------------
- 01xxyyD1
- yy is the hexadecimal value for the letter slot you wish to change, starting
  at 58 and incrementing by 1 each time;
  58 for slot 1, 59 for slot 2, 5A for slot 3...
- xx =
_____________________
80...99  A...Z
9A       (
9B       )
9C       :
9D       ;
9E       [
9F       ]
A0...B9  a...z
BA       [accented e]
E0       '
E1       [small PK]
E2       [small MN]
E3       -
E6       ?
E7       !
E8       .
EF       (m)
F0       [money sign]
F1       [times sign]
F3       / or (f)
F4       ,
F6...FF  0...9
_____________________

Trainer ID Modifier
-------------------
- 01xx77D1 (First digit)
- 01xxA3D1 (Second digit)
- 01xxCFD1 (Third digit)
- 01xxFBD1 (Fourth digit)
- 01xx27D2 (Fifth digit)
- xx is the number you want with an '0' before it. Note that the highest
  possible trainer ID is 65535.

Max Stat Experience Modifiers
-----------------------------
- 01FF7CD1  HP
- 01FF7ED1  Attack
- 01FF80D1  Defense
- 01FF82D1  Speed
- 01FF84D1  Special
- Stats are not recalculated instantly--you must either level up, evolve, use
  a vitmain on that stat or withdraw the Pokemon from a PC to recalculate the
  stats correctly.
- These codes are for the first Pokemon in your party--the best way to do this
  is turn the cheats on, switch the Pokemon to another spot in your party
  (other than first place) and turn the code off again.

DV Modifiers
------------
- 01xy86D1  x = Attack, y = Defense
- 01xy87D1  x = Speed, y = Special
- x and y range from 0 to F (0 - 15).
- Remember that the HP DV is based solely on your other four DVs.
- Stats are not recalculated instantly--you must either level up, evolve, use
  a vitmain on that stat or withdraw the Pokemon from a PC to recalculate the
  stats correctly.
- These codes are for the first Pokemon in your party--the best way to do this
  is turn the cheats on, switch the Pokemon to another spot in your party
  (other than first place) and turn the code off again.

Max PP Up Modifiers
-------------------
- 01FF88D1  First move
- 01FF89D1  Second move
- 01FF8AD1  Third move
- 01FF8BD1  Fourth move

Eliminate Random Encounters
---------------------------
- 01033CD1

Walk Through Walls
------------------
- 010138CD (Use this code for both versions)
- While stuck in a wall, do not deactivate the code or save the game. Going too
  far outside the game's natural boundaries will crash the game.

Trainers don't Block Balls
--------------------------
- 010157D0
- Do not activate this code until you are facing the Pokemon you wish to catch.
  Will end the battle after you catch the Pokemon. Eliminates random encounters
  for a short period. Turn the code off again once the Pokemon is caught.
- Keeping the code on while you roam the world will result in no random
  encounters and any trainer battle immediately concluding in a victory without
  any battle commencing.

Infinite Money
--------------
- 019947D3

Fight Professor Oak
-------------------
- Red/Blue
- 01E22DCD
  01005ED7
- Yellow
- 01E22DCD
  01005ED7
- See section C11; 'Battling Prof. Oak' for more details.

Switch Version (Red to Blue or Vice Versa)
------------------------------------------
- B123D7CF
_______________________________________________________________________________

                                VII. Appendices
_______________________________________________________________________________
_________________________________________________

[A01] Pikachu's Beach
_________________________________________________

On Sea Route 19, in Pokemon Yellow only, you'll find a house that doesn't exist
in Red and Blue. It's at the northern section of the route, just south of
Fuchsia, and you can't do much there unless you have a Pikachu with Surf. The
legitimate way is to get one via Pokemon Stadium--I'll leave it to a Pokemon
Stadium guide to explain how--or you can get one via the use of a GameShark.
Note that the Pikachu does not have to be legitimate--the game only checks
whether it has Surf or not.

Once you somehow obtain one, speak to the guy inside--'Dude'--to start playing
the Pikachu's Beach mini-game. It doesn't really reward you with anything
except points, like the old arcade games. It's just a time-waster, really.

How to Play
-----------
Pikachu will be riding a surfboard toward the left side of the screen. On the
bottom-left of the screen is a bar indicating how close you are to arriving at
the beach (and thus finishing the mini-game) and on the bottom-right is a HP
count. This HP has nothing to do with Pikachu's HP in-game, but acts as an
'energy' meter. Pikachu's HP starts at 6000 and depletes gradually over time,
and will drop a bit if he tumbles off the board into the water. If his HP
reaches zero, it's game over and no score is recorded.

Every so often, waves will appear which rocket Pikachu into the air. While
airborne, Pikachu can perform flips--hold the right directional button to flip
and continue to hold it until Pikachu has completed a full 360. You can keep
going for a second flip or hold left instead to perform a flip in the reverse
direction. When you land, be sure to do so at an angle matches the slant of the
water; landing too crookedly will deplete HP and time.

When you reach the end of the course, you will get points equal to your
remaining HP plus radness points:
- 50 radness points for every single flip.
- 150 radness points for every double flip.
- 180 radness points for every double flip of opposite direction.
- 350 radness points for every triple flip.

Once you're done, you win, I guess. If you have a Game Boy Printer, you can
also print off the results of your victory by accessing the computer terminal
in Dude's house. Joy.
_________________________________________________

[A02] Self-Imposed Challenges
_________________________________________________

If you invest the time and have a basic grasp of the type chart, Pokemon games
are actually pretty easy. For those of you who wish to inject some more
difficulty into your cartridges, I present to you a (by no means exhaustive)
list of challenges you may present to yourself.

Only One
--------
Fairly self-explanatory; you are only allowed to use one Pokemon. The rules are
a bit bendy here though--do you *have* to use your starter?

I would say that you must pick a Pokemon to use, then get it at the earliest
opportunity, only using your starter up until that point. Once you obtain your
desired Pokemon, deposit all other Pokemon in the box and only use your chosen
Pokemon from that point onward.

Note that this is actually not much of a challenge--your single Pokemon will
accrue mountains of experience and steamroll the game flat.

Mono Colour
-----------
You are only allowed to use teams where all the Pokemon are the same colour.
Colour can be subjective (Aerodactyl is purple officially, but you could easily
argue that it is grey, etc.) or you can use the official colours used by later
generations:

- Red
Charmander, Charmeleon, Charizard; Vileplume; Paras, Parasect; Krabby, Kingler;
Voltorb, Electrode; Goldeen, Seaking; Jynx; Magikarp; Magmar; Flareon.

- Blue
Squirtle, Wartortle, Blastoise; Nidoran F, Nidorina, Nidoqueen; Oddish, Gloom;
Golduck; Poliwag, Poliwhirl, Poliwrath; Tentacool, Tentacruel; Tangela; Horsea,
Seadra; Gyarados; Lapras; Vaporeon; Omanyte, Omastar; Articuno; Dratini,
Dragonair.

- Green
Bulbasaur, Ivysaur, Venusaur; Caterpie, Metapod; Bellsprout, Weepinbell,
Victreebel; Scyther.

- Yellow
Kakuna, Beedrill; Pikachu, Raichu; Sandshrew, Sandslash; Ninetales; Meowth,
Persian; Psyduck; Ponyta, Rapidash; Drowzee, Hypno; Exeggutor; Electabuzz;
Jolteon; Zapdos; Moltres.

- Purple
Rattata; Ekans, Arbok; Nidoran M, Nidorino, Nidoking; Zubat, Golbat; Venonat,
Venomoth; Grimer, Muk; Shellder, Cloyster; Gastly, Haunter, Gengar; Koffing,
Weezing; Starmie; Ditto; Aerodactyl; Mewtwo.

- Pink
Clefairy, Clefable; Jigglypuff, Wigglytuff; Slowpoke, Slowbro; Exeggcute;
Lickitung; Chansey; Mr. Mime; Porygon; Mew.

- Brown
Weedle; Pidgey, Pidgeotto, Pidgeot; Raticate; Spearow, Fearow; Diglett,
Dugtrio; Mankey, Primeape; Growlithe, Arcanine; Abra, Kadabra, Alakazam;
Geodude, Graveler, Golem; Farfetch'd; Doduo, Dodrio; Cubone, Marowak;
Hitmonlee; Hitmonchan; Kangaskhan; Staryu; Pinsir; Tauros; Eevee; Kabuto,
Kabutops; Dragonite.

- Black
Snorlax.

- Gray
Machop, Machoke, Machamp; Magnemite, Magneton; Onix; Rhyhorn, Rhydon.

- White
Butterfree; Seel, Dewgong.

As far as rules go, I'm going to say that you choose a colour group, then you
are only allowed to use Pokemon from that group AND Pokemon that will evolve
into Pokemon from that group. For example, for a Brown challenge I could use
Rattata from Purple group, since it evolves into Raticate and I will evolve it
eventually. However, Ratciate cannot be used for a Purple challenge, although
Rattata still can.

Mono Type
---------
Similar to above, but you are only allowed to use one type of Pokemon. Dual
types are fine, as are Pokemon who will evolve into that type (e.g. Poliwag is
allowed for a Fighting type challenge since it evolves into Poliwrath, which is
a Fighting type). The type you choose will have a great effect on the
difficulty level. Normal is a good type to choose, but Ghost, for instance,
limits you to the Gastly line. The rule is that as soon as you can obtain a
Pokemon of the chosen type, you must get it and confine all others to the box.

Mono Body Type
--------------
Much the same as above, but you limit yourself to Pokemon of a certain body
type (defined in later generations). The body types don't have official names
(future generations just give pictures), but I quite like Veekun's naimng
convention so I'll use that with the descriptions provided by Bulbapedia:

- Pomaceous: Pokemon consisting of only a head.
Shellder, Cloyster; Gastly; Voltorb, Electrode; Koffing; Ditto.

- Caudal: Pokemon with serpentine bodies.
Caterpie, Metapod; Weedle, Kakuna; Ekans, Arbok; Onix; Gyarados; Dratini,
Dragonair.

- Ichthyic: Pokemon with fins.
Seel, Dewgong; Goldeen, Seaking; Magikarp; Lapras.

- Brachial: Pokemon consisting of a head and arms.
Geodude; Magnemite; Grimer, Muk; Haunter.

- Alvine: Pokemon consisting of a head and a base.
Diglett; Weepinbell, Victreebel; Horsea, Seadra; Staryu, Starmie.

- Sciurine: Pokemon with a bipedal, tailed form.
Charmander, Charmeleon, Charizard; Squirtle, Wartortle, Blastoise; Raichu;
Sandshrew, Sandslash; Nidoqueen; Nidoking; Clefairy, Clefable; Psyduck,
Golduck; Mankey, Primeape; Abra, Kadabra; Machop; Slowbro; Gengar; Cubone,
Marowak; Lickitung; Rhydon; Chansey; Kangaskhan; Electabuzz; Magmar; Kabutops;
Dragonite; Mewtwo; Mew.

- Crural: Pokemon consisting of a head and legs.
Oddish; Poliwag; Doduo, Dodrio; Exeggutor; Tangela; Porygon.

- Mensal: Pokemon with a quadruped body.
Bulbasaur, Ivysaur, Venusaur; Rattata, Raticate; Pikachu; Nidoran F, Nidorina;
Nidoran M, Nidorino; Vulpix, Ninetales; Meowth, Persian; Growlithe, Arcanine;
Ponyta, Rapidash; Slowpoke; Rhyhorn; Tauros; Eevee, Vaporeon, Jolteon, Flareon.

- Alar: Pokemon with a single pair of wings.
Pidgey, Pidgeotto, Pidgeot; Spearow, Fearow; Zubat, Golbat; Farfetch'd;
Aerodactyl; Articuno; Zapdos; Moltres.

- Cilial: Pokemon with tentacles or a multiped body.
Tentacool, Tentacruel; Omanyte, Omastar.

- Polycephalic: Pokemon consisting of multiple bodies.
Dugtrio; Magneton; Exeggcute; Weezing.

- Anthropomorphic: Pokemon with a bipedal, tailless form.
Jigglypuff, Wigglytuff; Gloom, Vileplume; Venonat; Poliwhirl, Poliwrath;
Alakazam; Machoke, Machamp; Bellsprout; Graveler, Golem; Drowzee, Hypno;
Hitmonlee; Hitmonchan; Mr. Mime; Jynx; Pinsir; Snorlax.

- Lepidopterous: Pokemon with two pairs of wings.
Butterfree; Beedrill; Venomoth; Scyther.

- Chitinous: Pokemon with an insectoid body.
Paras, Parasect; Krabby, Kingler; Kabuto.

The Nuzlocke Challenge
----------------------
The Pokemon games are well known for being fairly easy as RPGs go, so why not
inject them with a little more... intensity? Named after something on the
internet, the Nuzlocke Challenge was designed to do just that. Although it was
created with later generations of Pokemon in mind, it can just as readily be
applied to RBY.

Essentially, the premise of the challenge is a rather cruel one. You set
yourself a rule whereby instead of fainting, your Pokemon perish completely.
Yup, if one of them faints, that Pokemon is considered 'dead' and must either
be locked away in the PC or released, never to be used again.

That seems pretty harsh in and of itself, but an additional rule exists in the
challenge, which is as follows: You are only allowed to capture the very first
Pokemon you encounter in a particular area. If you fail to catch it for
whatever reason (you fainted it, you don't have any Poke Balls, your box is
full, etc.), then you cannot catch any more Pokemon from that area.

The challenge is lost if you run out of usable Pokemon.

The main fun of this challenge comes from the second rule, I personally
believe. The first rule is just irritating, especially when critical hits get
involved. Critical hits will, needless to say, be your worst nightmare while
taking this challenge.

The best part about this challenge, I think, is that you cannot use the same
Pokemon as you always do. For example, I usually have myself Bulbasaur,
Pikachu, Geodude, Spearow and Butterfree in the early game, but during the
Nuzlocke challenge I'm only guaranteed a Bulbasaur. The chances of getting a
Pikachu and Geodude are pathetic and I might get Butterfree and Spearow if I'm
lucky. You'll probably end up with about a billion Pidgeys, Rattatas and
Zubats.

As I've already mentioned, the challenge was designed with later generations of
Pokemon in mind. Because of this, I'm imposing a third rule which is this: No
glitches allowed. The reason is simple--instant L100 Mews, a billion Rare
Candys to waste the Elite Four with... I think the rule is reasonable.

A common idea--sometimes even a rule--is to nickname your Pokemon for some kind
of bond, which makes it all the more bitter when they die.

Anyway, to make things easier, don't pick Charmander. Honestly, because if you
don't manage to snag a Butterfree then you are basically screwed for the
upcoming Gyms. Bulbasaur will make your life somewhat bearable.

I recall my first time of this challenge going something like this in the early
stages. I was playing Blue.
- Picked up Bulbsaur.
- Encountered Pidgey on Route 1 while running Oak's errand without any Poke
  Balls, so Route 1 has to be scratched from the available catching areas.
- Got Pidgey on Route 2.
- Nearly killed Pidgey during its first battle.
- Went to Viridian Forest and snagged a Metapod.
- Bumped into Nidoran F on Route 22 and caught that.
- Wasted Rival.
- Did Viridian Forest, wasted Brock, went through Route 3 and got another
  Pidgey.
- Got Zubat in Mt. Moon, obviously. Was it too much to ask for a Geodude?
- Most of my Pokemon got wasted by Misty's Starmie. Ivysaur, Pidgeotto and
Zubat remain. Learnt my lesson the hard way--you need to grind like hell to
ensure your Pokemon don't bite the dust.

Etc.

There's a bit of a grey area concerning the catchable Pokemon though. Does each
floor of a cave like Mt. Moon count as a different area (I say no) and is a
legendary like Zapdos considered the catch for that area? (I vote yes--if
you're dying to get it, I say use Repels.) You can make up your own mind about
that kinda stuff.

Good luck when you reach the Elite Four. Just get lots of items.

Oh, and if it isn't already obvious, saving before important fights and
resetting when your Pokemon dies/you fail to capture what you want is not
allowed. That defeats the whole point of the challenge, duh.

The 'Perfect' File
------------------
Us RPG gamers can be quite obsessive about obtaining everything a game has to
offer to the point of being a bit OCD about it. Pokemon is a bit more casual
than your standard RPG, but, just for fun (massive SUPER fun) I'll entertain
the notion of a perfect file for RBY as well.

Level 1 (No glitching/trading required)
- Defeat the Elite Four.
- Venture into Cerulean Cave and catch Mewtwo.
- Capture each legendary bird--Articuno, Zapdos and Moltres.
- Own at least the basic evolution stage of each Pokemon obtainable in your
  version--See section L01 for details of which Pokemon CANNOT be caught in
  your version.
- All normal (not hidden) items picked up in the field.
- Max money.
- Defeat all in-game trainer battles.

Level 2 (No glitching required)
- All requirements met for Level 1.
- Complete the Pokedex except for Mew--trading or glitching as necessary--and
  then talk to the Game Designer in Celadon.
- Complete all in-game trades.
- ALL items recieved from the field, including hidden ones.
- Have a team of L100s.
- At least one of each unique item such as TMs.

Level 3 (Perfect File)
- All requirements met for Level 2.
- Own the final evolution stage of every Pokemon in the game, including Mew.
- Have a team of six fully trained Pokemon--that is, they have maximum Stat
  Experience and are all L100.
- Have 99 of each stackable item (you can get more than this, but the amount
  appears glitched), or as many as possible given that you can only carry 70
  different items (50 in PC, 20 in bag).
Level 3.5 (requires N64)
- Own the special Amensia Psyduck and Surf Pikachu from Pokemon Stadium.

If you've done all this, then I consider this to be the Perfect Game. If you
have a N64, do Level 3.5 as well, but I'm not asking you to buy an N64 just to
do this challenge. So therefore, I declare the challenge complete at Level 3.
Theoretically, however, there can be more to it than that...

Level 4
- All requirements met for Level 3.
- Own every evolution stage of every Pokemon in the game.
- Own and perfectly train a maxgene (15 DVs in every stat) Pokemon.

Level 5
- All requirements met for Level 4.
- Own one of each L100 max stat and maxgene (15 DVs in every stat) Pokemon.

Level 6
- Do all of the above without using any glitches or the GameShark, including
  somehow obtaining a legitimate Nintendo Event Mew.

Anyone who does this must be clinically insane and I only include it for
theoretical purposes. I think Level 4 is probably doable, but anything higher
than that will require serious dedication. I don't want to meet the person who
completes Level 6 or even Level 5, for that matter.

The nice thing about this game is that nothing is missable, so a perfect game
is always theoretically obtainable. Unless you knock out the legendary birds or
Mewtwo. But if you did that, you're a moron.

Inspired by Absolute Steve.

UU Challenge
------------
You must only use Pokemon deemed to be less than OU (Overused) by Smogon. That
is, the following Pokemon are banned:

Alakazam, Chansey, Cloyster, Dragonite, Exeggutor, Gengar, Golem, Jynx, Lapras,
Mew, Mewtwo, Persian, Rhydon, Slowbro, Snorlax, Starmie, Tauros, Zapdos.

No Poke Center/Mart
---------------------
- No Poke Center
This will be tough. Healing isn't a problem--you'll stumble across plenty of
Marts where you can restock and items are strewn all over the field. But PP
will be a problem. Find lots of hidden Ethers and Elixers using my guide, and
make sure to catch an area's new Pokemon and use those--their levels will be
beneficial instead of replenishing older Pokemon's PP.

- No Poke Mart
Not too hard. There are items everywhere if you look hard enough or use my
guide. The main concern is Poke Balls--be sure to find all the hidden ones and
use them only on Pokemon that matter. Once the Safari Zone is available, you're
laughing, really.

- Neither
You will basically have to find and use every item you can. If you decide to do
this challenge, I cannot help you--best of luck!
_________________________________________________

[A03] Version History
_________________________________________________

Version 1.45
------------
- Date: 2014-07-17
- Size: 1734 KB
- Fixed the type chart: Bug is neutral against Bug, not 'not very effective'.
- Rock Throw has ~65% accuracy in RBY, not ~90%.

Version 1.43
------------
- Date: 2014-07-09
- Size: 1734 KB
- Some fixes courtesy of two readers: Martin Ruani corrected an incorrect
  header number for the TM/HM compatibility section, and Olivia Marx corrected
  details for a trainer in Viridian Forest--I had listed his Blue Pokemon as
  appearing in Red version and vice versa. Thanks to both of you!

Version 1.42
------------
- Date: 2013-06-08
- Size: 1734 KB
- New ASCII Art, typo fixes.

Version 1.41
------------
- Date: 2013-06-06
- Size: 1734 KB
- Small changes and some typo fixes.

Version 1.40
------------
- Date: 2013-04-21
- Size: 1733 KB
- This guide is nearly a year old, woo!
- Edited out some mistakes I'd made regarding Parasect's STAB moves.

Version 1.39
------------
- Date: 2013-03-19
- Size: 1732 KB
- Wrote up 'New Items' and 'New Pokemon' lists for every area of the game. Have
  fun!
- Detailed how to get out of Cerulean Cave for those who didn't bring an Escape
  Rope or a Pokemon with Dig.
- Some general cleanup as always.

Version 1.29
------------
- Date: 2013-03-15
- Size: 1725 KB
- Typo fixes and sentence reworking, nothing major.

Version 1.28
------------
- Date: 2013-02-22
- Size: 1723 KB
- Some typo fixes and clarification on some basic concepts that I thought
  needed explaining better.

Version 1.27
------------
- Date: 2013-02-21
- Size: 1721 KB
- Typo fixes and some minor sentence and formatting changes.
- Added a note about obtaining the Diploma in Celadon City after catching 150
  Pokemon (all of them except Mew).

Version 1.26
------------
- Date: 2013-02-20
- Size: 1721 KB
- Gigantic update here!
- More typo fixes. Thanks again to KingofBackflips for notifying me of some of
  these.
- Some punctuation changes with regards to slashes and em-dashes. Woop.
- Some additional information has been added throughout the walkthrough to
  clarify a few points, nothing major.
- Fixed Blastoise's base Special Defense, which mistakenly read 100 instead of
  105. Also fixed Drowzee's and Hypno's TM movepools--I said that Drowzee
  could learn Hyper Beam and Hypno couldn't. This should be the other way
  around. Fixed Exeggcute's Max Stats which were horribly wrong.
- Corrected the mistake in the Locations Guide concerning which Pokemon you
  have to trade for Lickitung on Route 18. It's Slowbro, not Golduck.
- Realised that Rapidash's competitive evaluation was a copy-paste of
  Arcanine's (whoops), so wrote up a new evaluation for it.
- Forgot to note that Pikachu, Clefairy, Jigglypuff, Hitomnlee, Hitmonchan,
  Jynx, Electabuzz, Magmar and any respective evolutions can all learn Dizzy
  Punch when obtained from the Odd Egg in Pokemon Crystal and traded back to
  RBY. Naturally, I also had to update the 'Illegal Moveset Combinations' for
  each of those Pokemon. So many little things to keep track of...
- I was totally unaware of X Accuracy's effect on OHKO moves, so the guide has
  been updated to reflect this new knowledge. For the curious among you, X
  Accuracy makes any move 99.6% accurate provided you're faster than the
  opponent... so say hello to those OHKO moves like Horn Drill...
- Fixed a mistake in the Accuracy and Evade section--the stage multiplier is
  the same as for the Attack, Defense, Speed and Special stats in RBY, not a
  different formula based on fractions of 3. That's GSC. Ugh.
- Totally redid the In-Game (Elite Four) Teams section, since I wasn't happy
  with it really. Now it includes in-game movesets for each Pokemon and a
  greater breakdown of each one's strengths and weaknesses. Some Pokemon were
  also re-rated due to greater analysis on my part. Finally, the walkthrough
  includes Ctrl + F links for each Pokemon to the In-Game Evaluation section so
  you can quickly evaluate each new Pokemon as you come across it in your
  journey. Enjoy.
- Edited some information on the Ditto Glitch since it was massively unclear.
  Many thanks to reader Michael Papadopoulos for pointing this out.
- Finally, the damage formula was revamped since I forgot to include some
  information regarding how Light Screen and Reflect affect the formula.

Version 1.16
------------
- Date: 2012-09-30
- Size: 1594 KB
- Fixed some more general typos, did some cleanup.
- Modified the experience formula section to include a section on stat
  experience and a more accurate formula with respect to Exp. All item.
- Corrected misinformation on held items in the Pokedex.
- Forgot to mention that the Charmander line can learn SmokeScreen at L13 in
  GSC. My bad.

Version 1.15
------------
- Date: 2012-09-26
- Size: 1591 KB
- Fixed NYPC move misinformation in the Pokedex.
- Added illegal move combinations to the Pokedex.
- Fixed misninformation about Lemonade item thanks to a notification from
  reader KingofBackflips.

Version 1.14
------------
- Date: 2012-09-21
- Size: 1583 KB
- Fixed a few typos and added Pokemon Encounter Rates to each area.

Version 1.13
------------
- Date: 2012-09-20
- Size: 1581 KB
- Added an additional tip, a few notes on Elite Four teams, and fixed some
  typos.

Version 1.12
------------
- Date: 2012-08-22
- Size: 1579 KB
- General cleanup and some minor information additions.

Version 1.11
------------
- Date: 2012-05-24
- Size: 1580 KB
- Added section M15; 'Obedience Mechanics'.
- Minor cleanup and general housekeeping.

Version 1.01
------------
- Date: 2012-05-10
- Size: 1576 KB
- Some minor typo correction and general cleanup.
- Couple of mini-tutorials added to the early stages of the walkthrough.
- Small edits to GameShark codes after some more testing.
- Made a note that the Stoneless Evolution Glitch does not work in Yellow.
- Added and corrected some information about Missingno. thanks to an email from
  MGSPhantom.

Version: 1.00
-------------
- Date: 2012-04-30
- Size: 1570 KB
- All sections complete--I am loath to submit a guide half-finished!
_________________________________________________

[A04] FAQs - Frequently Asked Questions
_________________________________________________

Okay, so I made these up to address the more common questions I'm anticipating
being asked. If you have any other non-trivial questions, mail 'em in and I'll
stick them up, so long as I'm still working on this guide.

Q1: I've been informed that X move is 100% accurate, but it's missed for me and
I hadn't been hit by Flash, Sand-Attack etc. What's going on?

A1: Ah, you've stumbled across an infamous RBY programming oversight. Check out
section M04; 'Accuracy and Evade' for the full story but, in brief, most moves
are actually ~0.4% inaccurate. The only damaging move with true 100% accuracy
is Swift, which does not perform an accuracy check and so cannot miss.

Q2: What is the best team for the Elite Four?

A2: Almost any team of Pokemon can beat the Elite Four, provided that their
levels are sufficiently high. That said, there are clearly some Pokemon better
suited to the job than others. Check out section T02; 'In-Game (Elite Four)
Teams' for details, but just quickly, let's break it down:
- Lorelei: Water, Ice - solution: Electric, possibly Fire/Rock for Jynx
- Bruno: Rock/Ground, Fighting - solution: Grass or Water, Psychic or Flying
- Agatha: Poison - solution: Ground, Psychic
- Lance: Flying, Dragon - solution: Ice, Electric, Rock.
- Rival: Flying (R/B), Electric (Y), Psychic, Rock/Ground, Grass, Fire, Water -
solution: All the types mentioned above.
Thus, the best team is one composed of an Electric, Grass or Water, Psychic,
Ground and Ice type, with perhaps Rock and Flying thrown in for good measure.
Naturally, you choose the strongest Pokemon of these types for the best team.
Thus, pick six different types of the following 'best' Pokemon. If you have any
other ideas, send 'em in!

- Zapdos (Electric/Flying) with Thunderbolt and Drill Peck.
- Venusaur or Victreebel (Grass/Poison) with Razor Leaf and Sleep Powder.
- Starmie (Water/Psychic) with Surf, Ice Beam and any two of
  Psychic/Thunderbolt/Recover.
- Alakazam with Psychic, Recover and Reflect. Maybe Seismic Toss if PP runs out
  for Psychic.
- Golem/Rhydon with Earthquake, Rock Slide, Body Slam and Exploison/Submission.
- A Normal type to round things out, possibly Snorlax with Rest, Amnesia,
  Blizzard and Thunderbolt/Body Slam.

Note that the 'best' team is always a subjective thing and thus there is no
true answer--this was simply my best attempt. Don't assume other 'best' teams
are wrong simply because they're not the same as this one.

Q3: Which starter is the best out of Bulbasaur, Charmander and Squirtle?

A3: That's a tough one. In all honesty, Squirtle is probably the best if you're
doing an in-game run--he's got the widest movepool and great Defense.
Charmander has trouble against the first two gyms, but has great stats and
movepool. Bulbasaur has the smallest movepool and takes a while to learn a good
move, but steamrolls the first few gyms. He is also the first to get his most
powerful STAB move, coming at L30 the latest.

Personally, I prefer Bulbasaur. He has the smallest movepool and takes a bit of
hand-holding in the early game because it takes a while to get a decent move,
but all the silly Water types in the late game will pay dearly. Charmander is
stuck with a weak Ember for the mid-game and Squirtle gets Surf in the late-mid
game. I'd probably have to say Squirtle, Bulbasaur, then Charmander.

However, that's just my opinion. Visit any Pokemon website and they will all
give you different answers. There are strong cases for each of the three being
the 'best', unlike later generations where it's a bit more clear cut. I know
you'll hate me for saying this, but I'd go by personal preference. Thus, I go
for Bulbasaur or Charmander.

Q4: I'm really attached to my Pikachu in Yellow version, but it's getting very
weak. How can I remedy this?

A4: If you don't mind it not following you any more, trade it to Red or Blue
and pump it with a Thunderstone to evolve it into Raichu. Otherwise, grind like
hell. Either way, Zapdos is a much better Electric type--I'd use him instead.

Q5: Is there a way to get back on the S.S. Anne? I missed some items!

A5: Yes; no need to restart your game! I've documented how to get back on the
ship in section C09; 'Getting the S.S. Anne to Reappear'.

Q6: How many Pokemon can you get in one playthrough without glitches, cheats or
trading with other people?

A6: 129 in Yellow and 124 in Red/Blue. See section L08; 'Pokemon Locations
Checklist' for more details.

Q7: I don't know what X means... What does it mean?

A7: Check out section T08; 'Competitive Jargon' for a list of common jargon
used by RBY enthusiasts. If it's not there, drop me a line so I can include
it--in the meantime, try the GameFAQs message boards. You won't be called a
noob, I swear...

Q8: Are the glitches safe to use?

A8: Most glitches in the game are harmless, though you should be careful not to
do anything obviously stupid, such as saving while stuck inside a blank wall in
glitch city. I've documented the known issues with each glitch in the relevant
sections, but I cannot guarantee that any of them are 100% safe--I can only
reassure you that, by following the advice given in the 'Warnings' section for
each documented glitch, I and many others have been able to replicate these
glitches multiple times without ill effect.

In other words, if anything happens to your save game as a result of using
glitches documented here, I am not accountable. Use them at your own risk.

Q9: I'm using a GameShark with Pokemon Yellow and your codes don't work. What's
happening?

A9: I've written the codes for use with Red and Blue cartridges. They still
work for Yellow, except you must decrease the value of the sixth digit by one.
In other words, if the sixth digit is 7, change it to 6. If it's an E, change
it to D.

If you have xxxx60xx

where the sixth digit is a zero, change that to

xxxx5Fxx.

I did mention this at the top of the GameShark section, but it probably is
quite easy to miss so this should help clear up any potential confusion.

Q10: How do I reorder my Pokemon's moves/my items?

With the Select button. Reordering is done manually by swapping items around
one at a time. To switch around your Pokemon's moves, you'll have to engage in
a battle.

Q11: What are the chances of encountering a Pokemon when fishing?

100% with the Old Rod and 33% with the Good and Super Rods, given that you're
in an area that contains wild fishing Pokemon available for catching.

Q12: I heard you can increase the success rate of using Poke Balls by pressing
Up + A / Down + B / some other nonsense combination right when the ball
captures the Pokemon. Is this true?

A12: No. Not at all. Check out section M08; 'Catch Rate Formula' for more
details on that.

Q13: What's this OHKO + X Accuracy glitch I've heard about?

A13: The X Accuracy item is glitched in this game, boosting your Pokemon's
accuracy to 99.6% for all its moves. Therefore, you can use an X Accuracy and
spam an OHKO (One-Hit-Knockout) move--which usually only have ~30% accuracy--to
cheaply defeat anything you come across.

However, these OHKO moves are themselves glitched (like lots of things in this
game!) and won't work if you move second in a turn. Therefore, OHKO moves are
not really recommended on particularly slow Pokemon.

The OHKO moves in this game are Horn Drill, Guillotine and Fissure.
_________________________________________________

[A05] Legal Disclaimer
_________________________________________________

Official Disclaimer
-------------------
This guide may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright. Any characters, names, places or miscellaneous objects are
copyright of their respective companies. Breaking any of these rules is in
direct violation of copyright law.

Small Print
-----------
Hm. Copyright. Well, I'd appreciate it if you didn't totally just rip off my
work and sell it or claim it as your own. Oh, and if you're printing it for
'personal, private use', it should be obvious that you can edit and cut as you
wish--I wouldn't want you to waste more paper than was necessary!

Websites
--------
I am only uploading this guide to the following sites and their respective
affiliates, simply because I can't be bothered to send updates to loads of
sites. The latest version of this guide will pretty much always be found at
GameFAQs.

- GameFAQs
- MyCheats (1UP)
- IGN
- Neoseeker
_________________________________________________

[A06] Help Required
_________________________________________________

This is where I swallow my pride and admit the guide is... lacking one or two
minor pieces of information. If you find ANY mistakes or missing information--
even minor typos--please let me know. Assuming I'm still working on the guide,
I'll update it. Other than that, I need help with:

- Hidden Items
I can never be sure if I've got them all. If you find any, let me know.

- Hidden Coins in the Celadon Game Corner
Have I got them all? Are they random or pre-determined? Do they respawn?
_________________________________________________

[A07] Contact Information
_________________________________________________

Contact me only by email at

zero_kid(at)hotmail(dot)co(dot)uk

where '(at)' is '@' and '(dot)' is '.' (all without quotation marks).

I would include email guidelines, but I don't want to risk sounding like a
condescending twat. Basically, don't make your email moronic and I'll answer it
as long as I'm working on this guide. And try to make the subject something
relevant--'Pokemon Red/Blue/Yellow FAQ' would be nice.
_________________________________________________

[A08] Credits
_________________________________________________

Sites
-----
- GameFAQs: THE resource for all things walkthrough.
- Veekun: Probably the best Pokedex on the web, although it's missing a bit of
  data for generations I and II. Absolutely invaluable. The Pokedex is from
  here, with kind permission of Alex Munroe (Eevee).
- The Cave of Dragonflies: For the Catch Algorithm and the super-effective
  messages mechanics information. Couldn't have found that data myself.
- Smogon: Nice, in-depth movesets for competitive Pokemon, plus a ton of
  miscellaneous info if you're into that kind of thing.
- Serebii: One or two bits of Pokedex information, mostly species names (like
  Shellfish for Blastoise, etc.)
- Bulbapedia: Random smidgets of information when I couldn't find it anywhere
  else, plus a load of information about glitches like Missingno. and Professor
  Oak and such.
- The Ultimate Pokemon Center: Obedience mechanics, some information on
  experience and running mechanics, some MoveDex information. Lovely stuff.
- TVTropes: Nothing to do with this guide, but I love this site.
- Cracked: Ditto.

Companies
---------
- Anyone who had anything to do with making Pokemon--namely Nintendo and Game
  Freak--thanks for the time-sink guys!

People
------
- My Parents: Thanks for buying me Blue when I was seven!
- My Girlfriend: For being a massive nerd with me and not laughing at me for
  writing this. For getting Pokemon Black after I got Pokemon White. And for
  lending me Arkham City and Rayman Origins--you're the best.

Email Contributors
------------------
Many, many thanks to the readers just like you, who took the time to write in
and help me out.
- MGSPhantom: Many corrections and some extra information added to the
  Missingno. Glitch section.
- KingofBackflips: For spellchecking my guide and informing me of typos; many
  thanks!
- Michael Papadopoulos: Notified me of an incorrect and unclear passage of text
  in the Ditto Glitch section--thank you!
- Martin Ruani: Corrected a header number for TM/HM compatibility section.
- Olivia Marx: Corrected information about a trainer's Pokemon in Viridian
  Forest.
_________________________________________________

[A09] Conclusion
_________________________________________________

Dear Reader,

Well, here it is. I hope you enjoyed the guide and found it useful. If not and
you'd like to see it improved, please drop me an email. I hope I've managed to
squeeze in all the information I could.

I was considering making a guide for Gold, Silver and Crystal. Judging by the
time it took me to write this and my busy schedule in general, I'm not sure if
that's going to come to fruition. But we'll see. For now though, I think I'm
done with Pokemon for a while.

If you liked the guide, be sure to recommend it on GameFAQs--I'd love for it to
become a 'starred' guide! And, if you have some spare change burning a hole in
your pocket and are grateful for the time and effort I have invested in this
guide, consider making a donation to my PayPal account, which I am assured can
convert currencies too:

https://www.paypal.com/cgi-bin/webscr?
cmd=_donations&business=DCSRB76Y3FJQQ&lc=GB&item_name=Zerokid%
20Walkthroughs¤cy_code=GBP&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%
3aNonHosted

That's it for now guys--thanks for reading!

Zerokid