Red (Games)

Pokémon/Red



Background

Red is a main protagonist of the Pokémon series of games. Growing up in Pallet Town, Red, alongside his rival Blue Oak, were chosen by Professor Oak to help him complete his Pokédex invention. In order to do so, Red was tasked with travelling the Kanto region in search of as many species of Pokémon as he could find. Along with this journey, Red took on Kanto's gym leaders and Pokémon League, eventually becoming a Pokémon Champion.

This dropdown contains the synopsis of Red’s story. Read at your own risk as you may be spoiled otherwise!

Red was born in the quiet Pallet Town to a single mother and unknown father. With Pallet Town being as small as it is, everyone was very familiar with one another, and thus Red quickly made a friend. This friend was Blue Oak, grandson of the famous Professor Oak. Red and Blue would not only become friends, but also intense rivals.

As the two boys grew up and reached their 11th birthdays, it was finally time for them to receive their very first Pokémon, and kick off their journeys as Pokémon Trainers. After choosing their starters (with Red choosing Charmander, and Blue choosing Squirtle,) Professor Oak also entrusted them with a Pokédex, his newest invention which would record data of any Pokémon they encountered. With these Pokédex, Red and Blue were tasked with catching as many different Pokémon as they could.

Red travelled across the Kanto region, catching as many Pokémon as possible and becoming friends with each and every one, while on the way taking on several Gym challenges and earning their Gym Badges. During this quest, however, Red was soon caught up with the plot of Team Rocket, and their criminal ways.

Naturally drawn to doing what’s right, and knowing that his Pokémon were strong enough to take on the challenge, Red would chase Team Rocket across the region, and knock out their headquarters left and right. This would finally lead him to the eighth and final Gym, which was led by the leader of Team Rocket, Giovanni.

Although the battle was incredibly intense, Red and his Pokémon were able to pull through, not only completely ending the Team Rocket conflict, but also earning himself the final Gym Badge. Finished with the Gym challenge, Red made his way to the Indigo Plateau, where the Elite Four resided. Here, Red would take his shot at becoming Pokémon League Champion.

Red defeated the Elite Four (Lorelei, Bruno, Agatha, and Lance,) and was ready to claim his title as League Champion, until he discovered that someone had defeated the Elite Four challenge before him. This was Blue, who waited for Red in the Champion’s chambers. For one last time, Red and Blue engaged in battle.

The battle was impossibly tough; Charizard against Blastoise. However, Red’s genuine love for his Pokémon was a power far stronger than any that Blue possessed, and he was able to barely pull through. With Blue defeated, Red was crowned the new Champion of the Indigo League.

Red did not stay to defend his title as Champion, however. With Blue leaving the League entirely to recover from his loss and find himself again, Red decided that he still needed to complete the Pokédex, and resigned from the Indigo League; Lance quickly took over as Champion, remaining undefeated for the next three years.

With the location of the final Pokémon on his Pokédex, Mew, being completely elusive, Red left everything behind to search for it. This led him to Mount Silver, which was the highest peak in the entire Johto region. Red would seemingly stay on this mountain for a very long time, standing at its peak and looking down at the world from above.

Soon, Red would find himself confronted by another former-Indigo League Champion; Gold. Red and Gold engaged in a legendary Pokémon battle atop Mount Silver, which is said to be one of the most legendary Pokémon battles of all time. Gold barely claimed victory over Red, and Red suddenly vanished from the Mountain.

Red disappeared completely from the world for the next, only living on in the memory of the people of the world as a legendary trainer. However, four years after his defeat atop Mount Silver, the 19 year old Red made his triumphant return. Making his way to the Unova region, Red was entered into the Champion’s division of the Pokémon World Tournament. Here, Red faced off against several legendary Champions, and showed off his extraordinary skill.

Two years later, Red and his old rival, Blue, would run into each other again, now having made up for their bitter rivalry as children. These two legendary trainers would be brought to the Alola region, where they would be asked to participate as the final challenge of the Battle Tree. Red and Blue agreed to do so, where they would take on any trainer who managed to reach them.

General Information

Name: Red

Origin: Pokémon

Gender: Male

Age: 11 years old (Gen I), 14 years old (Gen II/IV), 28 years old (Gen V), 30 years old (Gen VII)

Classification: Pokémon Trainer, Pokémon Champion, Battle Legend

Codex Statistics

Key: Red | Red’s Pokémon

Tier: 9-B. Far Higher with Bonds | At least 8-C, likely Far Higher. Up to 6-B with Bonds

Cardinality: Finite

Dimensionality: 3-D

Power Source: Bonds

Attack Potency: Wall level (Potency) (Comparable to his durability). Far Higher with Bonds | At least Building level (Potency), likely Far Higher (Trainer Pokémon are normally stronger then wild Pokémon also grow stronger with Badges[1], with Red being a League Champion level trainer his team is easily superior to a wild Rhyhorn, who can collapse and topple buildings through tackling[2]). Up to Country level (Potency) with Bonds (If the trainers bonds are close with a Pokémon, it can hit harder then normal and is described to be the true source of their maximum potential brought out by the trainer. It's noted by Cyrus that one can turn their bonds with their Pokémon into strength[3]. Red is considered a legendary trainer and became Champion of Kanto. Only Champion level Pokémon and trainers are allowed within Cerulean Cave due to how dangerous the Pokémon are in there[4], with this being in reference to Mewtwo[5], being noted to have its battle abilities raised to the ultimate ability[6], and referred to as the most powerful Pokémon of all in the Mystery Dungeon games[7], putting it relative if not above Rayquaza, who destroyed a meteor that was of this size[8] that Xatu described as something that messes with the very balance of the world and would cause great destruction if it hit[9])

Durability: Wall level (Humans can tank explosions that destroy an entire wooden bridge[10]. Trainers are unaffected by falls that cause the screen to shake[11]). Far Higher with Bonds (Bonds have showcased that the connection between the trainer and their Pokémon make it to where the trainer feels just as damaged as the Pokémon in battles[12]. Bonds naturally turn both Pokémons strength and humans strength into power, extreme examples showcase Brendan/May with their Mega Rayquaza and taking no damage from the impact of Mega Rayquaza crashing through a meteor[13]. Less extreme examples include Red tanking his Charizard flying down from an attack from Mewtwo[14] and Charizard flying into him from Mewtwo's telekinesis[14]. Can take hits from Pokémon[15], like Sharpedo[15]. Summer/Ben can take hits from the Sky Fortress charged cannons[16], where a charged shot from it destroyed an entire island in a single shot without a trace left[17]) | At least Building level, likely Far Higher. Up to Country level with Bonds

Striking Strength: Wall Class (Potency). Far Higher with Bonds | At least Building Class (Potency), likely Far Higher. Up to Country Class (Potency) with Bonds

Lifting Strength: Average Human Class. Far Higher with Bonds | At least Superhuman Class (Champion Level Pokémon should have strength comparable to Pokémon that use strength, which gives them the power to move boulders[18]). Far Higher with Bonds

Travel Speed: Average Human Speed. Far Higher with Bonds | Superhuman Speed. Far Higher with Bonds

Attack Speed: Average Human Speed. Far Higher with Bonds | At least Supersonic (Pokémon are able to dodge moves like sonic boom, screech metal sound, and supersonic). Massively Hypersonic with Bonds (As Champion level Pokémon Trainer and Teams are considered capable of dealing with Legendaries, they should be comparable to Raikou, who is noted to embody lightning speed and came down with the lightning bolt)

Reaction Speed: Average Human Reactions. Far Higher with Bonds (Bonds are the result of the connection between a Pokémon and their trainer[19], where the trainer and the Pokémon are completely in sync[20] and the Pokémon will make sure to listen to its trainers commands, even if its asleep. Due to commanding his Pokémon's every action, he should be able to react as fast as them) | At least Supersonic. Massively Hypersonic with Bonds

Stamina: Superhuman (Red was able to travel across the entirety of Kanto, topple Team Rocket, earn every Gym Badge, and become Pokémon League Champion, without taking a rest) | Likely Superhuman (Red’s Pokémon have shown to fight for multiple days alongside him, although their moves are limited by PP and need to be recharged fairly frequently)

Range: Standard Melee, Far Higher with Pokémon moves

Intelligence: Unknown Intelligence

Knowledge: Grandmaster level (Red is able to commandeer seven wildly different Pokémon with extreme proficiency, rising to the top as a legendary trainer. He’s defeated people such as Giovanni and Lance, who each have several years of Pokémon experience under their belt. His Pokémon’s intelligences should essentially be an extension of Red’s battle expertise. Red should scale to other champions as well who can use and fight such Pokémon as Metagross, who is smarter than a supercomputer)






Lance and his Pokémon share strong Bonds, giving them:




Naturally has Pokémon Physiology, which grants:







  • Electricity Manipulation (Uses electricity to attack with moves like Thunderbolt)
  • Statistics Amplification (Charm reduces a foe’s attack power. Iron Tail reduces foe’s defense. Light Screen halves damage from special attacks. Light Ball increases Pikachu’s stats)







Name: Red’s Charizard

Gender: Male

Category: Flame Pokémon

Type: Fire, Flying

Level: 77 (Gen II) | 84 (Gen IV) | 50 (Gen V) | 70 (Gen VII) | 140 (Masters EX)

Ability: Blaze - Powers up Fire Type moves when the Pokémon's HP is low.

Obtained: Gifted from Professor Oak

Held Items:

  • Salac Berry - If held by a Pokémon, it raises its speed stat in a pinch.
  • Charti Berry - Weakens a super effective Rock Type attack against the holding Pokémon.
  • Focus Sash - This item prevents the holder from being knocked out in one hit.
  • Charizardite X - Mega Evolves Charizard into Mega Charizard X.
  • Charizardite Y - Mega Evolves Charizard into Mega Charizard Y.

Pokédex Entry: "Charizard flies around the sky in search of powerful opponents. It breathes fire of such great heat that it melts anything. However, it never turns its fiery breath on any opponent weaker than itself."

Name: Red’s Venusaur

Gender: Male

Category: Seed Pokémon

Type: Grass, Poison

Level: 77 (Gen II) | 84 (Gen IV) | 50 (Gen V) | 70 (Gen VII)

Ability: Overgrow - Powers up Grass Type moves when the Pokémon's HP is low.

Obtained: Unknown, likely caught in a Poké Ball

Held Items:

  • White Herb - Restores all of the holder’s decreased stats.
  • Big Root - A Pokémon hold item that boosts the power of HP-stealing moves to let the holder recover more HP.
  • Salac Berry - If held by a Pokémon, it raises its speed stat in a pinch.
  • Grassium Z - It converts Z-Power into crystals that upgrade Grass Type moves to Grass Type Z-Moves.
  • Venusaurite - Mega Evolves Venusaur into Mega Venusaur.

Pokédex Entry: "There is a large flower on Venusaur's back. The flower is said to take on vivid colors if it gets plenty of nutrition and sunlight. The flower's aroma soothes the emotions of people."

Name: Red’s Blastoise

Gender: Male

Category: Shellfish Pokémon

Type: Water

Level: 77 (Gen II) | 84 (Gen IV) | 50 (Gen V) | 70 (Gen VII)

Ability: Torrent - Powers up Water Type moves when the Pokémon's HP is low.

Obtained: Unknown, likely caught in a Poké Ball

Held Items:

  • Choice Scarf - This scarf boosts Speed, but allows the use of only one kind of move.
  • Zoom Lens - If the holder moves after the foe, its accuracy will be boosted.
  • Leftovers - A hold item that gradually restores HP in a battle.
  • Custap Berry - If held by a Pokémon, it gets to move first just once in a pinch.
  • Blastoisinite - Mega Evolves Blastoise into Mega Blastoise.

Pokédex Entry: "Blastoise has water spouts that protrude from its shell. The water spouts are very accurate. They can shoot bullets of water with enough accuracy to strike empty cans from a distance of over 160 feet."

 

Name: Red’s Pikachu

Gender: Male

Category: Mouse Pokémon

Type: Electric

Level: 81 (Gen II) | 88 (Gen IV) | 50 (Gen V) | 74 (Gen VII)

Ability: Static - Contact with the Pokémon may cause paralysis.

Obtained: Unknown, likely caught in a Poké Ball

Held Items:

  • Light Ball - An orb to be held by a Pikachu that raises the Sp. Atk stat. Touching it may cause a shock.

Pokédex Entry: "This Pokémon has electricity-storing pouches on its cheeks. These appear to become electrically charged during the night while Pikachu sleeps. It occasionally discharges electricity when it is dozy after waking up."

 

Name: Red’s Lapras

Gender: Male

Category: Transport Pokémon

Type: Water, Ice

Level: 80 (Gen IV) | 50 (Gen V) | 69 (Gen VII)

Ability: Water Absorb - Restores HP if hit by a Water-type move, instead of taking damage.

Obtained: Gifted from a Silph Co. employee

Held Items:

  • Sitrus Berry - If held by a Pokémon, it heals the user's HP a little.
  • Damp Rock - A Pokémon held item that extends the duration of the move Rain Dance used by the holder.
  • Bright Powder - An item to be held by a Pokémon. It casts a tricky glare that lowers the opponent's accuracy.
  • Normalium Z - It converts Z-Power into crystals that upgrade Normal Type moves to Normal-type Z-Moves.
  • Psychium Z - It converts Z-Power into crystals that upgrade Psychic Type moves to Psychic Type Z-Moves.

Pokédex Entry: "People have driven Lapras almost to the point of extinction. In the evenings, this Pokémon is said to sing plaintively as it seeks what few others of its kind still remain."

 

Name: Red’s Snorlax

Gender: Male

Category: Sleeping Pokémon

Type: Normal

Level: 75 (Gen II) | 82 (Gen IV) | 50 (Gen V) | 69 (Gen VII) | 140 (Masters EX)

Ability: Thick Fat - Boosts resistance to Fire- and Ice-type moves.

Obtained: Captured on either Route 12 or Route 16

Held Items:

  • Quick Claw - A light and sharp claw. The holder may be able to strike first.
  • Sitrus Berry - If held by a Pokémon, it heals the user's HP a little.
  • Life Orb - It boosts the power of moves, but at the cost of some HP on each hit.
  • Assault Vest - This offensive vest raises Sp. Def but prevents the use of status moves.
  • Potion - Restores a bit of an ally's HP.

Pokédex Entry: "Snorlax's typical day consists of nothing more than eating and sleeping. It is such a docile Pokémon that there are children who use its expansive belly as a place to play."

 

Name: Red’s Espeon

Gender: Male

Category: Sun Pokémon

Type: Psychic

Level: 73 (Gen II)

Obtained: Found in Celadon Mansion

Held Items:

  • King's Rock - An item to be held by a Pokémon. When the holder successfully inflicts damage, the target may also flinch.

Pokédex Entry: "Espeon is extremely loyal to any Trainer it considers to be worthy. It is said that this Pokémon developed its precognitive powers to protect its Trainer from harm."


  • Poké Ball: A ball thrown to catch a wild Pokémon. It is designed in a capsule style.
  • Great Ball: A good, quality Ball that offers a higher Pokémon catch rate than a standard Poké Ball.
  • Ultra Ball: A very high-grade Ball that offers a higher Pokémon catch rate than a Great Ball.
  • Safari Ball: A special ball that is used only in the Safari Zone. It is finished with a camouflage pattern.
  • Master Ball: The best Ball with the ultimate performance. It will catch any wild Pokémon without fail.
  • Potion: The best Ball with the ultimate performance. It will catch any wild Pokémon without fail.
  • Super Potion: A spray-type wound medicine. It restores the HP of one Pokémon by 50 points.
  • Hyper Potion: A spray-type wound medicine. It restores the HP of one Pokémon by 200 points.
  • Max Potion: A spray-type wound medicine. It fully restores the HP of one Pokémon.
  • Revive: A medicine that revives a fainted Pokémon, restoring HP by half the maximum amount.
  • Max Revive: A medicine that revives a fainted Pokémon, restoring HP fully.
  • Silph Scope: A scope that makes unseeable Pokémon visible. It is made by SILPH CO.
  • Town Map: A very convenient map that can be viewed anytime. It even shows your present location.


Notable Techniques

Gen II

  • Flamethrower: The target is scorched with an intense blast of fire. It may also leave the target with a burn.
  • Wing Attack: The foe is struck with large, imposing wings spread wide to inflict damage.
  • Slash: The foe is slashed with claws, etcetera. It has a high critical-hit ratio.
  • Fire Spin: The foe is trapped in an intense spiral of fire that rages two to five turns.

Gen IV

  • Blast Burn: The foe is razed by a fiery explosion. The user must rest on the next turn, however.
  • Flare Blitz: The user cloaks itself in fire and charges at the foe. The user sustains serious damage, too.
  • Air Slash: The user attacks with a blade of air that slices even the sky. It may also make the target flinch.
  • Dragon Pulse: The foe is attacked with a shock wave generated by the user's gaping mouth.

Gen V

  • Fire Blast: The foe is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn.
  • Focus Blast: The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def.

Gen VII

  • Will-O-Wisp: The user shoots a sinister, bluish white flame at the foe to inflict a burn.
  • Dragon Claw: Sharp, huge claws hook and slash the foe quickly and with great power.
  • Fire Fang: The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn.
  • Belly Drum: The user maximizes its Attack stat in exchange for HP equal to half its max HP.
  • Heat Wave: The user exhales a heated breath on the foe to attack. It may also leave the target with a burn.
  • Solar Beam: A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.
  • Shadow Claw: The user slashes with a sharp claw made from shadows. It has a high critical-hit ratio.
  • Dragon Dance: The user vigorously performs a mystic, powerful dance that boosts its Attack and Speed stats.
  • Rock Slide: Large boulders are hurled at the foe to inflict damage. It may also make the target flinch.

Masters EX

Blast Burn: The target is razed by a fiery explosion. The user must rest on the next turn, however. My Destiny!: Drastically raises the user's Sp. Atk and Speed. Lowers the user's Defense and Sp. Def. If Charizard has Mega Evolved, also drastically raises the user's Attack.

Gen II

  • Sunny Day: The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
  • Giga Drain: A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
  • Synthesis: The user restores its own HP. The amount of HP regained varies with the weather.
  • Solar Beam: A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.

Gen IV

  • Frenzy Plant: The foe is slammed with an enormous tree. The user can't move on the next turn.
  • Sludge Bomb: The user attacks by hurling filthy sludge at the foe. It may also poison the target.
  • Sleep Powder: The user scatters a big cloud of sleep-inducing dust around the foe.

Gen V

  • Leaf Storm: A storm of sharp leaves is whipped up. The attack's recoil sharply reduces the user's Sp. Atk stat.
  • Earthquake: The user sets off an earthquake that hits all the Pokémon in the battle.

Gen VII

  • Bulldoze: The user stomps down on the ground and attacks everything in the area. Hit Pokémon's Speed stat is reduced.
  • Leech Seed: A seed is planted on the foe. It steals some HP from the foe to heal the user on every turn.
  • Protect: It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
  • Substitute: The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
  • Toxic: A move that leaves the target badly poisoned. Its poison damage worsens every turn.
  • Ingrain: The user lays roots that restore HP on every turn. Because it is rooted, it can't switch out.
  • Roar: The foe is scared off, to be replaced by another Pokémon in its party. In the wild, the battle ends.
  • Venoshock: The user drenches the target in a special poisonous liquid. This move's power is doubled if the target is poisoned.
  • Power Whip: The user violently whirls its vines or tentacles to harshly lash the foe.

Gen II

  • Rain Dance: The user summons a heavy rain that falls for five turns, powering up Water-type moves.
  • Blizzard: A howling blizzard is summoned to strike the foe. It may also freeze the target solid.
  • Surf: The user attacks everything around it by swamping its surroundings with a giant wave. This can also be used for crossing water.
  • Whirlpool: Traps the foe inside a whirlpool that lasts for two to five turns. The user can pass through whirlpools.

Gen IV

  • Hydro Cannon: The foe is hit with a watery blast. The user must rest on the next turn, however.
  • Flash Cannon: The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat.
  • Focus Blast: The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def.

Gen V

  • Water Spout: The user spouts water to damage the foe. The lower the user's HP, the less powerful it becomes.
  • Hydro Pump: The foe is blasted by a huge volume of water launched under great pressure.

Gen VII

  • Dark Pulse: The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.
  • Ice Beam: The foe is struck with an icy-cold beam of energy. It may also freeze the target solid.
  • Aqua Ring: The user envelops itself in a veil made of water. It regains some HP on every turn
  • Rock Slide: Large boulders are hurled at the foe to inflict damage. It may also make the target flinch.
  • Aqua Tail: The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
  • Iron Defense: The user hardens its body's surface like iron, sharply raising its Defense stat.
  • Water Pulse: The user attacks the target with a pulsing blast of water. It may also confuse the target.
  • Aura Sphere: The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.
  • Dragon Pulse: The foe is attacked with a shock wave generated by the user's gaping mouth.

Gen II

  • Charm: The user charmingly stares at the foe, making it less wary. The target's Attack is sharply lowered.
  • Quick Attack: The user lunges at the foe at a speed that makes it almost invisible. It is sure to strike first.
  • Thunderbolt: A strong electric blast crashes down on the target. This may also leave the target with paralysis.
  • Thunder: A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.

Gen IV

  • Volt Tackle: The user electrifies itself, then charges at the foe. It causes considerable damage to the user as well.
  • Iron Tail: The target is slammed with a steel-hard tail. This may also lower the target's Defense stat.

Gen V

  • Brick Break: The user attacks with tough fists, etcetera. It can also break any barrier such as Light Screen and Reflect.
  • Fake Out: An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.

Gen VII

  • Light Screen: A wondrous wall of light is put up to suppress damage from special attacks for five turns.
  • Nuzzle: The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.

Gen IV

  • Body Slam: The user drops onto the foe with its full body weight. It may leave the foe paralyzed.
  • Brine: If the target's HP is half or less, this attack will hit with double the power.
  • Blizzard: A howling blizzard is summoned to strike the foe. It may also freeze the target solid.
  • Psychic: The target is hit by a strong telekinetic force. It may also reduce the target's Sp.Def stat.

Gen V

  • Hydro Pump: The foe is blasted by a huge volume of water launched under great pressure.
  • Ice Beam: The foe is struck with an icy-cold beam of energy. It may also freeze the target solid.
  • Ice Shard: The user flash freezes chunks of ice and hurls them. This move always goes first.
  • Thunderbolt: A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Gen VII

  • Surf: The user attacks everything around it by swamping its surroundings with a giant wave. This can also be used for crossing water.
  • Rain Dance: The user summons a heavy rain that falls for five turns, powering up Water-type moves.
  • Thunder: A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.
  • Confuse Ray: The foe is exposed to a sinister ray that triggers confusion.
  • Rest: The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
  • Sleep Talk: While it is asleep, the user randomly uses one of the moves it knows.

Gen II

  • Amnesia: The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat.
  • Snore: An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch.
  • Rest: The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
  • Body Slam: The user drops onto the target with its full body weight. This may also leave the target with paralysis.

Gen IV

  • Shadow Ball: The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat.
  • Crunch: The user crunches up the foe with sharp fangs. It may also lower the target's Defense stat.
  • Blizzard: A howling blizzard is summoned to strike the foe. It may also freeze the target solid.
  • Giga Impact: The user charges at the target using every bit of its power. The user can't move on the next turn.

Gen V

  • Earthquake: The user sets off an earthquake that hits all the Pokémon in the battle.
  • Seed Bomb: The user slams a barrage of hard-shelled seeds down on the foe from above.

Gen VII

  • Heavy Slam: The user slams into the target with its heavy body. The more the user outweighs the target, the greater its damage.
  • High Horsepower: The user fiercely attacks the target using its entire body.
  • Return: This full-power attack grows more powerful the more the user likes its Trainer.
  • Wild Charge: The user shrouds itself in electricity and smashes into its target. It also damages the user a little.
  • Counter: A retaliation move that counters any physical attack, inflicting double the damage taken.
  • Recycle: The user recycles a held item that has been used in battle so it can be used again.
  • Protect: It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
  • Belly Drum: The user maximizes its Attack stat in exchange for HP equal to half its max HP.

Masters EX

  • Body Slam: The user drops onto the foe with its full body weight. It may leave the foe paralyzed.
  • Rock Smash: The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat.

Gen II

  • Mud-Slap: The user hurls mud in the foe's face to inflict damage and lower its accuracy.
  • Swift: Star-shaped rays are shot at the foe. This attack never misses.
  • Reflect: A wondrous wall is put up to suppress damage from physical attacks for five turns.
  • Psychic: The target is hit by a strong telekinetic force. It may also reduce the target's Sp.Def stat.

Other

Weaknesses: Red himself is not a combatant and is theoretically left wide open to attack | Red’s Pokémon are each left wide open if Red is unable to guide and command them. Charizard is weak to Rock, Water, and Electric Types. Venusaur is weak to Flying, Fire, Psychic, and Ice Types. Blastoise is weak to Grass and Electric Types. Pikachu is weak to Ground Types. Lapras is weak to Fighting, Rock, Grass, and Electric Types. Snorlax is weak to Fighting Types. Espeon is weak to Bug, Ghost, and Dark Types.

Explanations

Status Effects

The following is an explanation of the various status effects of Pokémon

Status Effects
Name Effect Apperances
Burned Reduces one's physical attack and takes damage overtime from the burns. Usually caused by Fire type moves and generally lasts indefinitely unless an external item, ability like shed skin, or move like rest is used. In Generation 1, a burned Pokémon takes damage equal to 1/16 of its maximum health. In Generation 2, a burned Pokémon takes damage equal to 1/8 of its maximum health. In Generation 8 onward, a burned Pokémon takes damage equal to 1/16 of its maximum health. Burn status can be caused by the following moves: Beak Blast (if a Pokémon makes contact with the user of the move during the move's charging phase), Blaze Kick, Blazing Torque, Blue Flare, Burning Bulwark (If contact is made with the user of the move), Burning Jealously (If the Pokémon has increased stats during that turn), Ember, Fire Blast, Fire Fang, Fire Punch, Flame Wheel, Flamethrower, Flare Blitz, Fling (if holding a Flame Orb), Heat Wave, Ice Burn, Infernal Parade, Inferno, Matcha Gotcha, Lava Plume, Psycho Shift (If the user of the move is already inflicted with the burn status), Pyro Ball, Sacred Fire, Sandsear Storm, Scald, Scorching Sands, Searing Shot, Secret Power (when used on a volcano), Shadow Fire, Sizzly Slide, Steam Eruption, Tri Attack, and Will-O-Wisp. Most Pokémon Games
Freeze Prevents any action in battle. Usually caused by Ice type moves and generally only lasts for multiple turns, they can be thawed out early if hit by a fire move. The thaw out chance ranges from generation, in Generation 2 the thaw out chance is a 25/256 chance. In Generation 3, the thaw out chance is 20% each turn. In Pokémon Champions, the thaw out chance is 25% each turn. In Generation 1, a frozen Pokémon cannot break out unless hit by a fire-type move that can inflict burn or if an opponent uses the move Haze. Frozen status can be caused by the moves: Blizzard, Freeze-Dry, Freezing Glare, Ice Beam, Ice Fang, Ice Punch, Powder Snow, Secret Power (when used in snow or ice weather), Shadow Chill, or Tri Attack. Most Pokémon Games
Frostbite In Pokémon Legends: Arceus, the freeze status conditions is replcaaed with frostbite. Frostbite has the Pokémon lose 1/16 of their maximum health every turn and reduces damage dealt by a frostbitten Pokémon's special moves. Pokémon Legends: Arceus
Paralysis Has a chance of preventing any action in battle and lowers speed stat. Usually caused by Electric type skills, it lasts indefinitely without external help, any ability like shed skin, or a move like rest. In later games, attacking a shocked enemy is guaranteed to cause a critical hit. Paralysis in general has a 25% chance of having a Pokémon be unable to attack asides from Pokémon Champions. In Generation 1, paralysis reduces a Pokemon's speed by 75% rounded down due to a stats modification glitch (along with this, using moves like agility would return the dropped speed to normal and double it and the speed drop would stay even after being cured of Paralysis using an item or through Rest). In Generation 2, the irregularities are fixed. In Generations 7 and 8 the paralysis reduces the Pokémon's speed by 50%. In Pokémon Legends: Z-A, the paralysis is changed to reduce the affected Pokémon's movement speed during battle. In Pokémon Champions, paralyzed Pokémon have a 12.5% chance to be fully paralyzed. The ability to paralyze can be done by the following moves: Body Slam, Bolt Strike, Bounce, Buzzy Buzz, Combat Torque, Dire Claw, Discharge, Dragon Breath, Fling (if holding a Light Ball), Force Palm, Freeze Shock, G-Max Befuddle, G-Max Stun Shock, G-Max Volt Crash, Glare, Lick, Nuzzle, Psycho Shift (if user of the attack is already paralyzed), Secret Power (When used on plain terrain, building floors, link battles, Sky Battles, Distortion World, or Electric Terrain is in effect), Shadow Bolt, Spark, Splishy Splash, Stoked Sparksurfer, Stun Spore, Thunder, Thunder Fang, Thunder Punch, Thunder Shock, Thunder Wave, Thunderbolt, Tri Attack, Volt Tackle, Wildbolt Storm, and Zap Cannon. Most Pokémon Games
Poison Depletes health at the end of each turn, often persisting on the field. In Generation 1 a poisoned Pokémon takes damage equal to 1/16 of their maximum health at the end of every turn. A badly poisoned Pokémon still takes 1/16 of their maximum health at first, however the damage increases by 1/16 each time it takes poison damage. In Generation 2, the damage is lowered to 1/8 of its maximum damage and poison damage taken by a badly poisoned Pokémon doesn't interact with other types of recurrent damage. From Generation 1 to 4 all poisoned Pokémon in a trainer's party loses 1 HP for every four steps taken (in FireRed and LeafGreen it's instead every five steps). In Generation 1 to 3, the poison Pokémon will take poison damage until they faint. In Generation 4, a poisoned Pokémon's HP will be brought to 1 and then they will cure themself of poison. In Generation 5 to 8 poisoned Pokémon no longer take poison damage outside of battle. In Legends: Z-A, poisoned Pokémon take damage whil it is outside its Poké Ball. The moves that inflict poison are as follows: Baneful Bunker (If Pokémon makes contact with the user of the move), Barb Barrage, Cross Poison, Dire Claw, Fling (if holding Poison Barb), G-Max Befuddle, G-Max Malodor, G-Max Stun Shock, Gunk Shot, Mortal Spin, Noxious Toruqe, Poison Gas, Poison Jab, Poison Powder, Poison Sting, Poison Tail, Psychco Shift (if the user of the move is poisoned), Secret Power (When used in tall grass), Shell Side Arm, Sludge, Sludge Bomb, Sludge Wave, Smog, Toxic Spikes, Toxic Thread, and twineedle. Most Pokémon Games
Confusion Confused Pokémon become indecisive and may either attack a random enemy or attack themself. In Generations 1-6 it was a 50% chance of the Pokémon hurting itself in confusion. In Generation 7 and onwards, it was a 33% chance of the Pokémon hurting itself in confusion. In Legends: Z-A, confusion causes the Pokémon to move sporadically. The following moves cause confusion: Axe Kick, Chatter, Confuse Ray, Confusion, Dizzy Punch, Dynamic Punch, Flatter, G-Max Gold Rush, G-Max Smite, Hurricane, Magical Torque, Psybeam, Rock Climb, Secret Power (only when used on a rocky surface), Shadow Panic, Signal Beam, Strange Steam, Supersonic, Swagger, Sweet Kiss, Teeter Dance, and Water Pulse. Most Pokémon Games
Infatuation Infatuated Pokémon have a chance of not attacking the Pokémon they're infatuated with. There is a 50% chance of the move failing due to infatuation. The following moves cause infatuation: Attract and G-Max Cuddle. Most Pokémon Games
Flinch The Pokémon flinches from an attack, costing them their turn. Only Pokémon with abilites like inner focus will prevent flinching. The following moves cause flinch: Air Slash, Astonish, Bite, Bone Club, Dark Pulse, Double Iron Bash, Dragon Rush, Extrasensory, Fake Out, Fiery Wrath, Fire Fang, Fling (only if King's Rock or or Razor Fang is held), Floaty Fall, Headbutt, Heart Stamp, Hyper Fang, Ice Fang, Icicle Crash, Iron Head, Low Kick, Mountain Gale, Needle Arm, Rock Slide, Rolling Kick, Secret Power (only in caves, rocky terrain, burial grounds, or in space), Sky Attack, Snore (Only if asleep), Steamroller, Stomp, Thunder Fang, Triple Arrows, Twister, Upper Hand, Waterfall, Zen Headbutt, and Zing Zap. Most Pokémon Games
Sleep Prevents any action in battle. The Pokémon is asleep and will normally take some turns to wake up. In Generation 1, sleep lasts for 1-7 turns, with a 1/4 chance to wake up turn 1 and a 1/8 chance to wake up in 2-6 turns. In Generation 2 sleep lasts 2-8 turns, the Pokémon has a 1/4 chance oto wake up in 2 turns or 5 turns and a 1/8 chanc eot wake up in 3 turns, 4 turns, 6 turns, or 7 turns. In Generation 3 sleep lasts 2-5 turns. In Generation 5, sleep now lasts 2-4 turns. In Pokémon Champions, sleep now lasts 2-3 turns. The following moves cause sleep: Dark Void, Dire Claw, G-Max Befuddle, G-Max Snooze, Grass Whistle, Hypnosis, Lovely Kiss, Psycho Shift (if user is asleep), Relic Song, Rest, Secret Power (only in long grass, tall grass, or grassy terrain being in affect), Sing, Sleep Powder, Spore, Wicked Torque, and Yawn. Most Pokémon Games
Drowsy The replacement for the sleep status in the Legends games. It has a chance of the afflicted Pokémon being unable to move along with taking increased damage from attacks. Pokémon Legends: Arceus and Pokémon Legends: Z-A
Fainted Can no longer participate in battle. In most games, if the all Pokémon faint, the trainer whites out and returns back to their last save with some of their money gone. Can only be recovered with revives, healing at a bed or Pokémon Center, or through specific moves. Most Pokémon Games
Wrap Prevents any action from a unit until the wrap ends. Pokémon Generation 1

Battle Records

References

  1. ↑ Pokémon Gym Badges
  2. ↑ Pokémon Brilliant Diamond & Shining Pearl Rhyhorn Pokedex Entry
  3. ↑ 3.0 3.1 Pokémon Ultra Moon: Team Rainbow Rocket Cyrus Boss Fight
  4. ↑ Pokémon Fire Red & Leaf Green Cerulean Cave Description
  5. ↑ Pokémon Fire Red & Leaf Green Mewtwo Battle
  6. ↑ Pokémon Heartgold & Soulsilver Mewtwo Pokedex Entry
  7. ↑ Pokémon Mystery Dungeon: Rescue Team DX Mewtwo Event
  8. ↑ Pokémon Mystery Dungeon: Rescue Team DX - Rayquaza Destroys Falling Star
  9. ↑ Pokémon Mystery Dungeon: Rescue Team DX Xatu's Warning
  10. ↑ Pokémon Moon Cutscene - Tapu Koko saves the Player and Nebby
  11. ↑ Pokémon Crystal Olivine Tower
  12. ↑ 12.0 12.1 Pokémon Origins File 1: Red
  13. ↑ Pokémon Omega Ruby/Alpha Sapphire - Delta Episode
  14. ↑ 14.0 14.1 Pokémon Origins Red vs. Mewtwo
  15. ↑ 15.0 15.1 Cite error: Invalid <ref> tag; no text was provided for refs named Pokémon Ranger Guardian Signs
  16. ↑ Pokémon Ranger Guardian Signs Sky Fortress Chase Mission
  17. ↑ Pokémon Ranger Guardian Signs Sky Fortress Destroys Dolce Island
  18. ↑ Pokémon Crystal Getting HM 04
  19. ↑ 19.0 19.1 Pokémon Red/Blue/Green Champion Battle
  20. ↑ 20.0 20.1 20.2 Pokémon ORAS - Max Affection
  21. ↑ 21.0 21.1 Pokémon Lucario Pokédex Entires
  22. ↑ 22.0 22.1 Pokémon Masters Sabrina and Olympia Conversations
  23. ↑ Pokémon Let's Go Pikachu & Eevee Gym Leader Sabrina Post-Battle Dialogue
  24. ↑ 24.0 24.1 Pokémon Crystal
  25. ↑ Pokémon Sun & Moon - Preschooler Mia - Trainer School
  26. ↑ Pokémon Omega Ruby & Alpha Sapphire Groudon Battle
  27. ↑ Pokémon HeartGold & SoulSilver Mt. Silver Cave
  28. ↑ Pokémon HeartGold & SoulSilver Red Battle
  29. ↑ 29.0 29.1 29.2 29.3 Pokémon Ranger: Guardian Signs Agitated Pokémon Tutorial
  30. ↑ 30.0 30.1 Pokémon Ranger Intro Capture
  31. ↑ 31.0 31.1 Pokémon Ranger Guardian Signs Dolce Island Ukulele Pichu Battle
  32. ↑ 32.0 32.1 32.2 32.3 32.4 Pokémon Platinum Distortion World Cyrus and Cynthia Dialogue
  33. ↑ 33.0 33.1 Pokémon Creators on Platinum Giratina Reverse World "IGN: What was the inspiration for the new concepts in Pokémon Platinum? Do you think the process for coming up with new concepts has changed since the first Pokémon games were developed?
    Junichi Masuda: We created Platinum with a new method of determining the game's direction that was based on the image of one Pokémon - Giratina. When I imagined Giratina, the idea of a "reversed world" came to my mind. I thought of concepts such as "E=mc2" and matter and antimatter. There is no top or bottom, no left or right. We increased the number of developers for Diamond and Pearl, so we wanted to clarify the game concepts for the team before we started the project Its better to hammer out the overall vision of the game first, and then all the team members will work towards that vision by throwing out ideas. The concept of "ultimate" was what we started out with for this title."
  34. ↑ Pokémon Firered & Leafgreen Catching Pokémon Tutorial
  35. ↑ Pokémon X & Y Max Affection
  36. ↑ Pokémon Ultra Moon: Team Rainbow Rocket Leader Giovanni Boss Fight
  37. ↑ 37.0 37.1 37.2 37.3 Pokémon Legends Arceus
  38. ↑ 38.0 38.1 38.2 38.3 Pokémon Fire Red
  39. ↑ Pokémon Sun & Moon SOS Encounters
  40. ↑ Pokémon Move: Struggle
  41. ↑ Pokémon Legends Z-A
  42. ↑ 42.0 42.1 Pokémon Emerald
  43. ↑ Pokémon Legends Arceus Pokedex Entry "It is the heavenly fount from which pours the light that shines across Hisui. Its luminance guides and protects all Pokémon. Hisuian mythology states that Arceus is the creator of all things."
  44. ↑ Pokémon Scarlet & Violet Naranja Academy Types and Moves I "You may be familiar with Pokémon that are Grass, Fire, or Water type. There are eighteen such types in all, and every Pokémon species has at least one type-some have two. When Pokémon use a move that is the same type as they are, that move's power is increased by 50 percent. For Pokémon that have two types, moves of either type will receive this increase."
  45. ↑ Pokémon Move Spike
  46. ↑ Pokémon Lets Go Pikachu Lets go Eevee
  47. ↑ Pokémon Legends: Z-A
  48. ↑ Pokémon Go Look forward to autumn-themed Pokémon, Berry bonuses, and Deerling coming as the seasons change! "Pokémon can sense when the seasons change! You can expect to see the following Pokémon appearing more often in the wild: Oddish, Vulpix, Bayleef, Hoothoot, Sudowoodo, Yanma, Pineco, Zigzagoon, Seedot, Shroomish, Plant Cloak Burmy, and Foongus."
  49. ↑ Pokémon Move: Swagger
  50. ↑ Pokémon Origins File 1: Red Red vs. Brock's Onix
  51. ↑ Pokémon Legends Arceus Intro Segment
  52. ↑ Pokémon Move: Sheer Cold
  53. ↑ Pokémon Move Will O Wisp
  54. ↑ Pokémon Scarlet & Violet Naranja Academy Status Conditions and Catching Pokémon "Dealing damage to a wild Pokémon makes it easier to catch in a Poké Ball, and inflicting status conditions on the Pokémon can make it easier still."
  55. ↑ Pokémon X & Y Snowbelle City Top-Left Most House
  56. ↑ Pokémon Move: Gastro Acid
  57. ↑ Pokémon Move: Spirit Break
  58. ↑ Pokkén Tournament: Chandelure Final Flicker
  59. ↑ Pokémon Move: Spacial Rend
  60. ↑ Pokémon Move: Roar of Time
  61. ↑ Pokkén Tournament Gardevoir Burst Attacks
  62. ↑ Pokémon Gardevoir Pokédex Entries
  63. ↑ 63.0 63.1 63.2 63.3 63.4 Pokémon Platinum Distortion World
  64. ↑ 64.0 64.1 Pokémon Crystal Charizard Pokedex Entry
  65. ↑ Pokémon Diamond/Pearl/Platinum Charizard Pokedex Entry
  66. ↑ Pokémon HeatGold Charizard Pokedex Entry
  67. ↑ Pokémon Red/Blue Charizard Pokedex Entry
  68. ↑ Pokémon Omega Ruby and Alpha Sapphire Cosplay Pikachu Pokédex Entry
  69. ↑ 69.0 69.1 Pikachu Pokémon X Pokédex Entry
  70. ↑ Pikachu Sapphire Pokédex Entry
  71. ↑ Pikachu Emerald Pokédex Entry
  72. ↑ 72.0 72.1 Pikachu Platinum Pokédex Entry
  73. ↑ Pikachu HeartGold Pokédex Entry
  74. ↑ Pikachu LeafGreen Pokédex Entry

Versus Threads


None.


None.


None.