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Pokemon Red Version —Guide and Walkthrough (GB)
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Guide and Walkthrough (GB) by zerokid
Version: 2.8 | Updated: 03/21/2023
Previous: Moves Table of ContentsNext: Items
Compendium
Status conditions
Some moves can induce status conditions on the opponent or even the user, which
hinder their ability to battle. Status conditions are divided into non-volatile
status conditions, which are persistent effects, and volatile status conditions,
which are more temporary.
Faint (FNT)
While faint is not a status condition, it is nevertheless a condition your Pokémon
can be under. A Pokémon faints when it reaches 0 HP by taking enough damage. A
Pokémon that has fainted can no longer participate in battle and must be switched
out for a reserve team member. It will also gain no experience points that it would
otherwise earn unless it is revived.
A fainted Pokémon can still evolve after battle (if the right conditions are met)
and use field moves such as Cut and Surf.
Non-volatile status conditions
Non-volatile status conditions persist after battle and after the Pokémon is
switched out, though they are removed if the Pokémon faints. They should be cured
at a Pokémon Center or by using certain items or moves, depending on the status
condition. A Pokémon can be affected only by one non-volatile status condition at a
time, so being affected by one of these conditions grants the Pokémon immunity to
all other non-volatile conditions for its duration. An affected Pokémon's status
display will show a three-letter abbreviation (such as 'BRN' for burn) in place of
its level to denote which status condition it has been affected with.
Burn (BRN)
The Pokémon takes damage equal to 1/16 of its maximum HP every turn. Its Attack
stat is also reduced to 50% of its normal value.
The burn damage is applied after the Pokémon attacks, or at the end of the turn if
it does not attack. If the Pokémon's maximum HP is 16 or less, it loses 1 HP per
turn instead. If the Pokémon knocks out its opponent, it will not lose any HP due
to burn on that turn.
A Pokémon cannot be burned by damaging moves of the same type as itself, and since
the only way to inflict burn is to use a damaging Fire-type move, Fire-type Pokémon
are effectively immune to burn. A Pokémon behind a Substitute is immune to burn.
If the Pokémon had previously been badly poisoned by Toxic and has since cured it
with Rest before becoming burned, the burn damage will start from where the bad
poison damage left off and will increase each turn as though it were bad poison.
Burn can be cured by using a Burn Heal or Full Heal, using the move Rest or having
the opponent use the move Haze, although due to the stat modification glitch, this
will not restore the Pokémon's Attack stat to the correct value.
The Attack drop from burn is subject to the stat modification glitch.
Moves that can inflict burn:
Move Type Chance Accuracy Overall chance
Ember Fire 26/256 (10.2%) 255/256 (99.6%) 10.1%
Fire Blast Fire 77/256 (30.1%) 216/256 (84.4%) 25.4%
Fire Punch Fire 26/256 (10.2%) 255/256 (99.6%) 10.1%
Flamethrower Fire 26/256 (10.2%) 255/256 (99.6%) 10.1%
Freeze (FRZ)
The Pokémon is unable to act.
A Pokémon cannot be frozen by damaging moves of the same type as itself, and since
the only way to inflict freeze is to use a damaging Ice-type move, Ice-type Pokémon
are effectively immune to freeze.
A Pokémon that used Hyper Beam before being frozen will not have to recharge once
it defrosts.
Freeze can be cured by using an Ice Heal or Full Heal, being hit by a damaging
Fire-type move that can inflict burn—which is all Fire-type moves except for Fire
Spin—or having the opponent use the move Haze. A Pokémon behind a Substitute is
immune to freeze.
Due to a bug, if the Pokémon was in the charge turn of Razor Wind, SolarBeam, Skull
Bash, Sky Attack, the recharge turn of Hyper Beam, or in the middle of using Bide,
Petal Dance, Rage or Thrash and has its freeze status condition cured with Haze,
the Trainer will be unable to act at all until the Pokémon faints.
If the Pokémon thaws out via Haze or being hit with 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 Pokémon 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 0 PP left—it will still be used and the
current PP will roll over to 63. Also, the move will now have maximum PP as though
three PP Ups had been applied to it.
Moves that can inflict freeze:
Move Type Chance Accuracy Overall chance
Blizzard Ice 26/256 (10.2%) 229/256 (89.5%) 9.1%
Ice Beam Ice 26/256 (10.2%) 255/256 (99.6%) 10.1%
Ice Punch Ice 26/256 (10.2%) 255/256 (99.6%) 10.1%
Paralysis (PAR)
The Pokémon's Speed stat is reduced to 25% of its normal value. Whenever the
Pokémon attempts to use a move, it has a 25% chance of being fully paralysed and
unable to execute the move.
A Pokémon cannot be paralysed by damaging moves of the same type as itself.
Paralysis can be cured by using a Parlyz Heal or Full Heal, using the move Rest or
having the opponent use the move Haze. A Pokémon behind a Substitute is immune to
paralysis caused by damaging moves such as Thunderbolt, but not immune to paralysis
caused by status moves such as Thunder Wave.
A Pokémon that is fully paralysed will cancel the storing energy status caused by
Bide, the thrashing about status caused by Petal Dance and Thrash, the charging
status caused by Dig, Fly, Razor Wind, Skull Bash, Sky Attack and Solar Beam and
the binding status caused by Bind, Clamp, Fire Spin and Wrap. However, it will not
remove the semi-invulnerable status caused by Dig and Fly, meaning that a Pokémon
that is fully paralysed while underground or in the air will remain semi-
invulnerable and able to attack until they switch out.
The Speed drop from paralysis is subject to the stat modification glitch.
Moves that can inflict paralysis:
Move Type Chance Accuracy Overall chance
Body Slam Normal 77/256 (30.1%) 255/256 (99.6%) 30.0%
Glare Normal 100% 191/256 (74.6%) 74.6%
Lick Ghost 77/256 (30.1%) 255/256 (99.6%) 30.0%
Stun Spore Grass 100% 191/256 (74.6%) 74.6%
Thunder Electric 26/256 (10.2%) 178/256 (69.5%) 7.1%
Thunder Wave Electric 100% 255/256 (99.6%) 99.6%
Thunderbolt Electric 26/256 (10.2%) 255/256 (99.6%) 10.1%
ThunderPunch Electric 26/256 (10.2%) 255/256 (99.6%) 10.1%
ThunderShock Electric 26/256 (10.2%) 255/256 (99.6%) 10.1%
Poison (PSN)
The Pokémon takes damage equal to 1/16 of its maximum HP every turn. For every four
steps taken outside of battle, the Pokémon will lose 1 HP.
The poison damage is applied after the Pokémon attacks, or at the end of the turn
if it does not attack. If the Pokémon's maximum HP is 16 or less, it loses 1 HP per
turn instead. If the Pokémon knocks out its opponent, it will not lose any HP due
to poison on that turn.
Poison-type Pokémon are immune to poison. Poison can be cured by using a Antidote
or Full Heal, using the move Rest or having the opponent use the move Haze. A
Pokémon behind a Substitute is immune to poison.
There is also a volatile status condition known as bad poison, which makes poison
more dangerous. See that section for more information.
Moves that can inflict poison:
Move Type Chance Accuracy Overall chance
Poison Gas Poison 100% 140/256 (54.7%) 54.7%
PoisonPowder Poison 100% 191/256 (74.6%) 74.6%
Poison Sting Poison 52/256 (20.3%) 255/256 (99.6%) 20.2%
Sludge Poison 103/256 (40.2%) 255/256 (99.6%) 40.1%
Smog Poison 103/256 (40.2%) 178/256 (69.5%) 28.0%
Toxic* Poison 100% 216/256 (84.4%) 84.4%
Twineedle† Bug 52/256 (20.3%) 255/256 (99.6%) 20.2%
*Toxic also inflicts the bad poison volatile status condition.
†Twineedle hits twice, but only the second hit can inflict poison.
Sleep (SLP)
The Pokémon is unable to act for 1–7 turns.
The sleep counter goes down when the Pokémon attempts to execute a move, and the
Pokémon wakes up when the sleep counter reaches 0. This means that, if the sleep
counter was set for 1 turn, the Pokémon can be put to sleep and then immediately
wake up when it attempts to use a move. On the turn that the Pokémon wakes up, it
will not perform its chosen move.
The sleep counter's value is retained between battles.
A Pokémon that used Hyper Beam before being put to sleep will not have to recharge
once it wakes up. Due to a bug, if a Pokémon that just used Hyper Beam is already
inflicted with another non-volatile status condition in burn, freeze, paralysis or
poison, then sleep-inducing moves are perfectly accurate against it and will
override the existing non-volatile status condition.
Sleep can be cured by waiting for the sleep counter to hit 0, using an Awakening or
Full Heal, using the Poké Flute or having the opponent use the move Haze.
Moves that can inflict sleep:
Move Type Chance Accuracy Overall chance
Hypnosis Psychic 100% 153/256 (59.8%) 59.8%
Lovely Kiss Normal 100% 191/256 (74.6%) 74.6%
Rest* Psychic 100% — 100%
Sing Normal 100% 140/256 (54.7%) 54.7%
Sleep Powder Grass 100% 191/256 (74.6%) 74.6%
Spore Grass 100% 255/256 (99.6%) 99.6%
*Rest puts the user to sleep and will always last 2 turns. This means the user will
be unable to attack for 3 turns, as it will use Rest on turn 1, be sleeping on turn
2 and then take a turn to wake up on turn 3.
Volatile status conditions
Volatile status conditions are cured after battle or when the Pokémon switches out.
A Pokémon can be affected by multiple volatile status conditions at a time. Many of
these conditions do not have official names.
Attacking with a multi-strike move
This is a status condition used internally by the game to ensure that the Pokémon
only loses 1 PP for using a multi-strike move, rather than for each hit of the
move.
Moves that can strike multiple times:
Move Type Chance Accuracy Overall chance
Barrage Normal 100% 216/256 (84.4%) 84.4%
Bonemerang Ground 100% 229/256 (89.5%) 89.5%
Comet Punch Normal 100% 216/256 (84.4%) 84.4%
Double Kick Fighting 100% 255/256 (99.6%) 99.6%
DoubleSlap Normal 100% 216/256 (84.4%) 84.4%
Fury Attack Normal 100% 216/256 (84.4%) 84.4%
Fury Swipes Normal 100% 204/256 (79.7%) 79.7%
Pin Missile Bug 100% 216/256 (84.4%) 84.4%
Spike Cannon Normal 100% 255/256 (99.6%) 99.6%
Bad poison
Bad poison is a volatile status condition which is applied on top of regular
poison, making it more damaging each turn; the damage done is equal to N × 1/16 of
the Pokémon's maximum HP rounded down (to a minimum of 1), where N is bad poison's
damage multiplier. N starts at 1 and increases whenever the Pokémon takes damage
from burn, poison or Leech Seed, causing the Pokémon to lose 1/16 of its maximum HP
initially, then 2/16 on the next turn, 3/16 on the next and so on.
As a volatile status condition, bad poison is removed if the affected Pokémon
switches out or the battle ends, though the regular poison status condition will
remain. On the other hand, bad poison is not cured when regular poison is cured via
Rest, meaning that the damage multiplier used for bad poison will be kept until the
user switches out or the battle ends.
Bad poison is cured alongside regular poison by using a Antidote or Full Heal. Bad
poison and regular poison are removed at once if the opponent uses Haze. Bad
poison, but not regular poison, is removed if the affected Pokémon uses Haze.
The damage multiplier that keeps track of how much damage bad poison does is also
used for burn, poison and Leech Seed, and is not reset if the Pokémon is cured of
poison but not bad poison. This means that if the Pokémon is cured and then
inflicted with bad poison again without switching out, it will take increased
damage from burn, poison and Leech Seed. If a Pokémon is inflicted with bad poison
and Leech Seed at the same time, Leech Seed will also increase this damage counter
every time it takes effect.
Moves that can inflict bad poison:
Move Type Chance Accuracy Overall chance
Toxic* Poison 100% 216/256 (84.4%) 84.4%
*Toxic also inflicts the poison non-volatile status condition.
Behind a substitute
The Pokémon is behind a substitute which takes damage for it and protects it from
some status conditions. See the move Substitute for more information.
Moves that put the user behind a substitute:
Move Type Chance Accuracy Overall chance
Substitute Normal 100% — 100%
Binding
The Pokémon is locked into using the move that caused the binding effect for 2–5
turns. The opposing Pokémon is unable to act and takes damage from the binding move
each turn until its duration is over. See the following moves for more information.
This condition is commonly known as 'trapping', and the opposing Pokémon is
considered 'trapped' or 'partially-trapped'.
Moves that cause the user to bind its opponent:
Move Type Chance Accuracy Overall chance
Bind Normal 100% 191/256 (74.6%) 74.6%
Clamp Water 100% 191/256 (74.6%) 74.6%
Fire Spin Fire 100% 178/256 (69.5%) 69.5%
Wrap Normal 100% 216/256 (84.4%) 84.4%
Building Rage
The Pokémon can do nothing except repeatedly use Rage until it faints or the battle
ends. If the Pokémon is hit by an attack or targeted by Disable, its Attack stat
will increase by one stage. See the move Rage for more information.
Moves that build Rage:
Move Type Chance Accuracy Overall chance
Rage Normal 100% 229/256 (89.5%) 89.5%
Charging
The Pokémon is unable to act, taking a turn to charge so that it can deal damage on
its next turn.
Moves that require a charge turn:
Move Type Chance Accuracy Overall chance
Dig Ground 100% 255/256 (99.6%) 100%
Fly Flying 100% 242/256 (94.5%) 100%
Razor Wind Normal 100% 191/256 (74.6%) 100%
Skull Bash Normal 100% 255/256 (99.6%) 100%
Sky Attack Flying 100% 229/256 (89.5%) 100%
Solar Beam Grass 100% 255/256 (99.6%) 100%
Confusion
For 1–4 turns, the Pokémon has a 50% chance of attacking itself when it attempts to
use a move.
The Pokémon will attack itself with a 40-power typeless physical move that cannot
land a critical hit and has no random factor applied in the damage formula—the
random value in the damage formula will always be 255.
A Pokémon behind a Substitute is immune to confusion caused by status moves such as
Supersonic, but not immune to confusion caused by damaging moves such as Psybeam.
Confusion can be cured by either Pokémon using Haze.
A Pokémon that hurts itself in confusion will cancel the storing energy status
caused by Bide, the thrashing about status caused by Petal Dance and Thrash, the
charging status caused by Dig, Fly, Razor Wind, Skull Bash, Sky Attack and Solar
Beam and the binding status caused by Bind, Clamp, Fire Spin and Wrap. However, it
will not remove the semi-invulnerable status caused by Dig and Fly, meaning that a
Pokémon that hits itself in confusion while underground or in the air will remain
semi-invulnerable and able to attack until they switch out.
Moves that can inflict confusion:
Move Type Chance Accuracy Overall chance
Confuse Ray Ghost 100% 255/256 (99.6%) 99.6%
Confusion Psychic 25/256 (9.8%) 255/256 (99.6%) 9.7%
Petal Dance* Grass 100% 255/256 (99.6%) 99.6%
Psybeam Psychic 25/256 (9.8%) 255/256 (99.6%) 9.7%
Supersonic Normal 100% 140/256 (54.7%) 54.7%
Thrash* Normal 100% 255/256 (99.6%) 99.6%
*Self-inflicted once the move's duration is over.
Disabled
A random one of the Pokémon's moves, decided at the point that the move Disable is
used, is prevented from being chosen or used for 1–8 turns. See that move for more
information.
Note that disabled is not technically treated as a volatile status condition
according to the game's internal mechanics, since it is applied to one of the
Pokémon's moves rather than the Pokémon itself. However, it is cured after battle
or after the Pokémon switches out in the same manner as a volatile status
condition.
Moves that can disable a target's move:
Move Type Chance Accuracy Overall chance
Disable Normal 100% 140/256 (54.7%) 54.7%
Flinch
The Pokémon is unable to act for 1 turn.
A Pokémon can only flinch if it moves second in a turn. A Pokémon behind a
Substitute is immune to flinching. A Pokémon that used Hyper Beam before flinching
will not have to recharge on the following turn.
Moves that can inflict flinch:
Move Type Chance Accuracy Overall chance
Bite Normal 26/256 (10.2%) 255/256 (99.6%) 10.1%
Bone Club Ground 26/256 (10.2%) 216/256 (84.4%) 8.6%
Headbutt Normal 77/256 (30.1%) 255/256 (99.6%) 30.0%
Hyper Fang Normal 26/256 (10.2%) 229/256 (89.5%) 9.1%
Low Kick Fighting 77/256 (30.1%) 255/256 (99.6%) 30.0%
Rolling Kick Fighting 77/256 (30.1%) 216/256 (84.4%) 25.4%
Stomp Normal 77/256 (30.1%) 255/256 (99.6%) 30.0%
Getting pumped
Due to a bug, the Pokémon is four times less likely to score a critical hit.
This status condition also be applied with the use of a Dire Hit, though the effect
cannot stack, and can be removed by either Pokémon using Haze.
Moves that cause the user to get pumped:
Move Type Chance Accuracy Overall chance
Focus Energy Normal 100% — 100%
Light Screen
The Pokémon takes roughly half the regular damage dealt by special moves since its
Special stat is doubled when calculating how much damage it should take from
special moves. See the move Light Screen for more information.
Light Screen can be removed by either Pokémon using Haze.
Moves that put up a Light Screen:
Move Type Chance Accuracy Overall chance
Light Screen Psychic 100% — 100%
Perfectly accurate
The Pokémon's moves ignore accuracy checks and will thus be guaranteed to hit,
unless the opponent is in the semi-invulnerable turn of Dig or Fly.
This status condition can only be applied with the use of an X Accuracy.
Recharging
The Pokémon is unable to act, taking a turn to recharge due to using Hyper Beam on
the previous turn. See that move for more information.
Moves that require a recharge turn:
Move Type Chance Accuracy Overall chance
Hyper Beam Normal 100% 229/256 (89.5%) 89.5%
Reflect
The Pokémon takes roughly half the regular damage dealt by physical moves since its
Defense stat is doubled when calculating how much damage it should take from
physical moves. See the move Reflect for more information.
Reflect can be removed by either Pokémon using Haze.
Moves that put up Reflect:
Move Type Chance Accuracy Overall chance
Reflect Psychic 100% — 100%
Seeded
The Pokémon takes damage equal to 1/16 of its maximum HP every turn, and its
opponent is healed by the amount of damage dealt. See the move Leech Seed for more
information.
Seeded can be cured by either Pokémon using Haze.
Moves that inflict seeded:
Move Type Chance Accuracy Overall chance
Leech Seed Grass 100% 229/256 (89.5%) 89.5%
Semi-invulnerable
All damaging moves, except Bide and Swift, and the following status moves will miss
when used against the Pokémon: Conversion, Flash, Growl, Kinesis, Leer, Sand-
Attack, Screech, Smokescreen, String Shot and Tail Whip. This means that Transform
is the only status move capable of hitting the Pokémon.
Wild Pokémon can still be caught while semi-invulnerable.
Moves that cause the user to become semi-invulnerable:
Move Type Chance Accuracy Overall chance
Dig Ground 100% 255/256 (99.6%) 100%
Fly Flying 100% 242/256 (94.5%) 100%
Shrouded in mist
The following moves miss when used against the Pokémon: Conversion, Flash, Growl,
Kinesis, Leer, Sand-Attack, Screech, Smokescreen, String Shot and Tail Whip.
This status condition also be applied with the use of a Guard Spec. and can be
removed by either Pokémon using Haze.
Moves that shroud the user in mist:
Move Type Chance Accuracy Overall chance
Mist Ice 100% — 100%
Storing energy
The Pokémon is unable to select a move for 2–3 turns due to the effects of Bide.
See that move for more information.
Moves that store energy:
Move Type Chance Accuracy Overall chance
Bide Normal 100% — 100%
Thrashing about
The Pokémon is locked into using the move that caused the thrashing about effect
for 3–4 turns. See the following moves for more information.
Even if the move misses the target, the user is still inflicted with the thrashing
about status.
Moves that cause the user to thrash about:
Move Type Chance Accuracy Overall chance
Petal Dance Grass 100% 255/256 (99.6%) 100%
Thrash Normal 100% 255/256 (99.6%) 100%
Transformed
The Pokémon is transformed into a near replica of the opposing Pokémon. See the
move Transform for more information.
Moves that transform the user into its target:
Move Type Chance Accuracy Overall chance
Transform Normal 100% — 100%
Previous: MovesNext: Items
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