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.
Durability: Likely City District level (Humans in Pokémon have been shown to survive weak attacks from Pokémon, such as tanking a blast from Cosmog; Although a baby Pokémon, Cosmog should be similar to Pokémon who can use Earth Power) | At least Multi-Continent level
Striking Strength: Likely City District Class | At least Multi-Continent Class
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:Extraordinary Genius (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)
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."
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."
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."
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
Sex: 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."
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
Sex: 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.