Kanto Safari Zone

Kanto Safari Zone Map.png

The Kanto Safari Zone (Japanese: サファリゾーン Safari Zone ) is a special Pokémon preserve in Kanto that Trainers can enter to catch wild Pokémon. It is owned by Baoba .

For $ 500, the player can play the Safari Game (Japanese: サファリゲーム Safari Game ) and receive 30 Safari Balls . Trainers are limited to 500 R B Y /600 FR LG steps in the Safari Zone before the Game is over. A Safari Zone Exploration Campaign is also taking place, where the goal is for Trainers to find the Secret House (Japanese: トレジャーハウス Treasure House ), located in the deepest area, Area 3. The prize for finding the house is HM03 ( Surf ).

In the Safari Zone, when a wild Pokémon appears, Trainers cannot send out Pokémon to battle it. Instead, Trainers must face Pokémon only with simple tools, and catching a Pokémon becomes much more reliant on luck, as Pokémon are able to run away from the Trainer at any time. Trainers may throw Bait to make a Pokémon less likely to run, but this also makes it harder to catch. Conversely, throwing Rocks will make a Pokémon easier to catch but more likely to run.

In Generation II , the Safari Zone has closed down while Baoba takes a vacation. In the contemporaneous Generation IV games, he has opened another one in Johto and Kanto's Pal Park is located here. In Pokémon: Let's Go, Pikachu! and Let's Go, Eevee! , GO Park is located here.

  • 2.1 Generation I
  • 2.2 Generation III
  • 2.3 Bait Strat
  • 3 Closing notices
  • 5.1.1 Center Area
  • 5.1.2 Area 1
  • 5.1.3 Area 2
  • 5.1.4 Area 3
  • 5.2.1 Center Area
  • 5.2.2 Area 1
  • 5.2.3 Area 2
  • 5.2.4 Area 3
  • 7.1 Pokémon Pinball
  • 8.1.1 Pokémon
  • 8.2.1 Pokémon
  • 9.1.1 Pokémon
  • 9.2.1 Pokémon
  • 9.3.1 Pokémon
  • 11 In other languages

The Safari Zone is divided into four areas:

  • The Center Area: where the player enters the Safari Zone
  • Area 1: east from the Center Area
  • Area 2: north from the Center Area
  • Area 3: west from the Center Area

In the Generation I games, "Center Area" is actually used to refer to both the entrance area that acts as a hub to all the other areas, and the area east from this hub.

Safari Game

As with other Safari Games, Pokémon are made easier or harder to capture by modifying the Pokémon's catch rate . Pokémon can be in any of three states—angry, eating or neutral—with the angry state making them more likely to run but the eating state making them less likely to.

Generation I

At the start of an encounter, two counters—an "angry counter" and an "eating counter"—are set to 0. Whenever Bait is thrown, the angry counter is reset while the eating counter increases by a random value between 1 and 5 (but to no more than 255). The opposite occurs if a Rock is thrown: the eating counter is reset and the angry counter increases on the same basis. The catch rate is doubled (to no more than 255) whenever a Rock is thrown, but halved (rounded down) whenever Bait is thrown.

At the end of each turn, if either the angry or eating counter is nonzero, it is decreased by 1; if the angry counter is decreased to 0, the modified catch rate resets to the Pokémon's initial catch rate. A random value between 0 and 255 inclusive is generated, and if this is less than half of the Pokémon's Speed rounded down (if the Pokémon is eating), double the Speed (if the Pokémon is in a neutral state), or four times the Speed (if the Pokémon is angry), the Pokémon escapes. A Pokémon will also always escape if its Speed is 128 or more, even if it is eating.

Generation III

The Safari Game mechanics were overhauled to more closely resemble the one in the Hoenn Safari Zone . Like it, there is an additional "catch factor" that begins at 100/1275 of the Pokémon's catch rate (rounded down). Each species of Pokémon that appears in the Safari Zone also has its own "escape rate", unlike in the Hoenn Safari Zone , which is never modified. Bait cannot reduce the "catch factor" of a Pokémon below 3 and rocks cannot increase it above 20. Because of this, Chansey becomes easier to catch after being baited as its catch factor increases from 2 to 3, Pokémon with a base catch rate of 45 will not become harder to catch after bait has been thrown as their catch factor remains at 3, and Magikarp cannot become any easier to catch by throwing rocks as its catch factor is already 20.

Like Generation I, a Pokémon will be angry or eating whenever Bait or Rocks are thrown. If Bait is thrown, it will be "eating" for 1-5 turns, during which the catch factor is halved. If Rocks are thrown, it will be "angry" for 1-5 turns, during which the catch factor is doubled. Being "angry" or "eating" is mutually exclusive, though modifications to the catch factors will stack. Whenever a Safari Ball is thrown, the catch factor is converted back to a catch rate by multiplying by 1275/100 and rounding down. The amount of bait or anger a Pokémon has can stack if multiple rocks or bait are thrown. The amount cannot surpass 5 turns worth of either.

At the beginning of each turn a flee check will be completed. A random number from 0 to 99 is generated, and is compared to 5 times its "modified escape factor" if the random value is less, the Pokémon will escape at the end of the turn unless it is captured. During a flee check turn the game will determine a Pokémon's "modified escape factor" 1275/100 of the escape rate (rounded down), which is doubled if the Pokémon is "angry" or quartered (rounded down) if the Pokémon is "eating". This value cannot be reduced below 1 which is equal to a 5% chance to flee. When a Pokémon is first encountered, its flee rate cannot be lower than 2.

A restriction that causes a Pokémon's "Catch Factor" to be a minimum of 3 after bait has been thrown, causes Chansey 's catch rate to be increased from 25 (4.9% per ball) to 38 (8.09% per ball) after throwing bait. This means that throwing bait makes Chansey both easier to catch and less likely to flee. Similarly the Pokémon Kangaskhan , Scyther , Pinsir , Tauros , Dragonair , and Dratini all have catch rates that are unaffected by the use of bait. Due to this oddity players are able to increase their chances of successfully catching some Pokémon through the use of what has been called the "Bait Strat". By throwing two bait and then a sequence switching between a couple balls and then more bait players can keep a Pokémon's flee rate low by maximizing their chances that they will continue eating. Unfortunately, a Pokémon's flee check is preformed at the beginning of the turn, so bait will only come into effect the turn after it has been thrown. This leaves an inherent risk of a Pokémon fleeing before any balls have been thrown. Trainers brave enough to throw bait can find themselves with a 19.08% chance to catch Chansey per encounter as opposed to just 10.28% with balls alone.

Closing notices

In Generation II , the sign outside the Safari Zone contains a notice about it being closed in that reads:

The WARDEN is traveling abroad. Therefore, the SAFARI ZONE is closed.

In HeartGold and SoulSilver , the sign informs that since the Safari Zone is closed, the facility houses Pal Park instead.

There's a notice here... The Safari Zone is closed. Instead, we have Pal Park.

Center Area

In the spin-off games, pokémon pinball.

In Pokémon Pinball , the Safari Zone appears on the Red and Blue tables; catchable Pokémon include Nidoran♀ , Nidoran♂ , Paras , Doduo , Grimer , Rhyhorn , Chansey , Scyther , Pinsir , and Tauros .

In the anime

Main series.

pokemon blue safari zone pokemon list

The Safari Zone only appeared in the banned episode EP035 . Due to this episode's international ban outside of Asia, the Safari Zone has never appeared in the English dub , although it was mentioned in the preceding episodes The Flame Pokémon-Athon! and The Kangaskhan Kid .

In the anime, the Safari Zone is run by a gun-toting warden, Kaiser . Like in the games, Trainers are restricted to only thirty Safari Balls per challenge. It is explained that this is the result of an incident decades ago where a rumor of the extremely rare Pokémon Dratini being spotted in the Safari Zone caused countless Trainers to recklessly catch excessive amounts of Pokémon in the area and completely wreck it in the process.

Upon entering the Safari Zone, Ash and his friends encountered Team Rocket , who challenged them to a contest to see who could catch the most Pokémon. However, while Ash was busy catching Pokémon, Team Rocket forced Kaiser to reveal Dratini's location. Ash and his friends managed to stop Team Rocket's plan to detonate a bomb in Dratini's home lagoon and discovered that the Dratini which Kaiser had met decades earlier had evolved into Dragonair and now had its own child Dratini. Before leaving the Safari Zone, Ash sent the Pokémon he had caught, namely a herd of Tauros and nothing else, to Professor Oak's Laboratory .

The Safari Zone is also seen in an early trailer for the second movie , where it is experiencing a harsh blizzard thanks to the unstable weather patterns caused by the fighting between the legendary birds . The scene, like most scenes from initial Pokémon movie trailers, is never actually used in the movie.

Pokémon Origins

The Kanto Safari Zone appeared in File 4: Charizard , when Red was seen confronting Chansey in there. Initially, he had trouble choosing between throwing a rock or a bait, almost causing the Chansey to run away, but eventually, he managed to catch it and add its data to his Pokédex .

In the manga

Pokémon adventures.

pokemon blue safari zone pokemon list

The Safari Zone appeared in Long Live the Nidoking! and A Hollow Victreebel , where Red visited it. Like all visitors, Red was forced to leave his Pokémon and Poké Balls to the entrance before starting his tour. Guided by two robotic Pidgey called Pidgebots , Red started a ride on a raft in a river running through the Safari Zone. When he noticed two Nidoking fighting over the love of a Nidoqueen , Red secretly pulled out a Poké Ball he had smuggled in and tried to catch one of the Nidoking with it. However, the ball missed the Nidoking and caught Nidoqueen instead. Enraged by this, the two Nidoking attacked Red's raft, destroying it and one of the Pidgebots.

While on the run, Red ended up getting caught by a group of Victreebel , who intended to eat him as a part of their nightly evolution ritual. However, thanks to his Poké Flute and a Poké Doll , Red managed to escape. Coming across one of the Nidoking from before again, Red caught one of the Victreebel and used it to weaken Nidoking enough for capture. The next morning, when Red was found by the Safari Zone officials, he was revealed to have caught a huge herd of Pokémon.

Pokémon Pocket Monsters

pokemon blue safari zone pokemon list

Red and his Pokémon visited the Safari Zone in Rampage At The Safari Zone?! . Like many other places they visit, it ended up getting wrecked by Clefairy .

Pokémon Zensho

pokemon blue safari zone pokemon list

The Safari Zone appeared in Fuchsia City , where Satoshi entered it. After saving a Ditto from a Tauros , Satoshi met Shigeru , who showed off all the Pokémon he had managed to catch at the Safari Zone. Soon after, Satoshi came across a Fisherman , who gave him a fishing rod. To the Fisherman's astonishment, Satoshi managed to reel in a rare Dratini , and asked for him to trade it for him. At first, Satoshi was reluctant, but when he noticed the Safari Zone Warden 's missing dentures inside one of the Fisherman's Poké Balls , he accepted the offer.

On his way to return the dentures, Satoshi was ambushed and challenged to a battle by Gym Leader Koga . Satoshi's Ditto transformed into a duplicate of Koga, resulting in his Weezing getting confused and self-destructing , earning Satoshi the Soul Badge .

pokemon blue safari zone pokemon list

  • The background music is Evolution .
  • They are also the only areas where it is not possible to remove tall grass by using Cut . However, tall grass can be removed normally from these areas in Pokémon FireRed and LeafGreen .
  • In the Generation II games, there is some data for a beta Safari Zone in Fuchsia City , but it was ultimately unused.
  • Another reference to the aforementioned episode in Yellow may be the fact that Dragonair , which also appeared in EP035, is available in the Yellow Version, but not in the Red and Blue Versions.
  • In Generation I, a scientist in a house in the top-right corner of Area 2 states, " You can keep any item you find on the ground here. But, you'll run out of time if you try for all of them at once! ". However, so long as the player can use HM03 ( Surf ) as soon as they pick it up, it is actually possible to collect all possible items in the Safari Zone in one visit.
  • Although bait makes Pokémon harder to catch, an NPC in the Area 3 rest house in Generation I says it makes them easier to catch.
  • In the Western Generation I games, though the player receives 30 Safari Balls, it is only possible to catch 25 Pokémon: 5 to fill the party and 20 to fill a Box . In the Japanese games, however, the Box capacity is 30 Pokémon.
  • As this doesn't happen in Red and Blue, the player will be unable to get HM03 (Surf) nor the Gold Teeth if they run out of money.

In other languages

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[Map of Center Area] The item in the middle of the island is a Nugget. Don't bother going into the house (or any other houses for that matter), there are only a few people who will rant about their Safari Zone experiences. Head for A .

[Map of Area 1] There is a Carbos, Max Potion, Full Restore and TM37 - Egg Bomb to grab here. Head for B .

[Map of Area 2] TM40 - Skull Bash and a Protein available here. Don't go into the empty area, it's a waste of time. Head for E .

[Map of Area 3] Make sure you pick up the item immediately to the south! It's the Gold Teeth, a Key Item that you'll need to trade for HM04 - Strength. Head west from the item ball and, if you hopefully haven't run out of time, talk to the man inside the house to claim HM03 - Surf. Examine one of the statues for a Revive as well. There's also TM32 - Double Team on the way. Surf south of the prize house to get a Max Potion, then head east on the ledge and down again to pick up a Max Revive.

At this stage, you'll be running out of time quite soon, so just try to walk around in the grass and see if you can get lucky, or station yourself at a pond edge and fish up some Dratini.

With the Gold Teeth, visit the Safari Warden in the left of the two houses in the south-east corner of Fuchsia City. He'll pop the teeth into his mouth (ugh) and you'll be able to understand him. He'll give you HM04 - Strength, which you can use to move boulders like the one to the right of his house; the item ball there holds a Rare Candy.

Now that you have all five HMs, you have the option of getting a few items and exploring some new places.

Firstly, fly to Celadon City and Surf on the pond there (its by the Rocket Game Corner). Talk to the man and he'll give you TM41 - Softboiled, which only Chansey and Mew can learn - it recovers half their HP.

Get TM16 - Pay Day by Surfing on Route 12 - it's a bit further south of the gatehouse where you got TM39 - Swift.

An optional area can be accessed near the Route 9 entrance to Rock Tunnel. Head for the Route 9 Pokemon Center and head north. You'll reach a strip of water where you can Surf. Follow the canal down and you'll reach the Power Plant. A guide to the Power Plant can be found [here]

Your next destination is Cinnabar Island; you have two methods of getting there. The first is to head south from Fuchsia City and use Sea Routes 19 and 20 to get there, but you'll have to go through Seafoam Islands. The easier way is to fly to Pallet Town and Surf south - not only is the route shorter, there are also less trainers.

These five Route 21 Pokemon are found in the wild grass immediately to the south of Pallet Town.

When you arrive, you'll notice that the Gym is locked - you'll need to find the key in the Cinnabar Mansion. Do some exploring first - head to the Pokemon Lab to the left of the Pokemon Center. In the first room, you can trade a Raichu for your Electrode, or a Tangela for your Venonat. In the second room, the scientist in the corner will give you TM35 - Metronome. Finally, in the third room, there is a scientist who will trade you a Seel for your Ponyta.

You can also ressurect the fossils by talking to the other scientist in the third room - Old Amber becomes Aerodactyl, Helix Fossil becomes Omanyte and Dome Fossil becomes Kabuto. Simply have the Fossil in your bag, talk to the scientist, and walk around for a while.

You'll need to find the Secret Key hidden somewhere in the depths of the abandoned Cinnabar Mansion in order to unlock the gym. First of all, head up and inspect the fifth pillar on the right to get your fifth and last Moon Stone in the game. A bit further north is an Escape Rope. There are several switch doors here, to trigger them, inspect the Pokemon Statues. When you activate the switch, one door will open and another will close. There's a switch in the far left room, but don't activate it. Climb up the stairs when you're ready.

Head up the stairs to the right. There's a Burglar wandering around here, and a diary excerpt of how scientists created Mewtwo from Mew. Here is the complete diary: July 5 - Guyana, Southern America. A new Pokemon was discovered deep in the jungle. July 10 - We christened the newly discovered Pokemon, Mew. February 6 - Mew gave birth. We named the newborn Mewtwo. Sept 1 - Mewtwo is far too powerful. We have failed to curb its vicious tendencies...

South of the table is a Max Potion. Immediately above the itemball, at the end of the narrow passage is a Max Revive. There's nothing else in this room, so return to the floor below. On the second floor, there's a Calcium to the far right, in the top corner room. On the way, you'll see another diary excerpt. You can activate the switch by the stairs if you want (There's no point unless you want to read the diary excerpt to the south), but to continue on, use the stairs in the top left room.

On the third floor, head right for an Iron, then activate the switch to the left. You'll see the doors change, and you'll be able to go in to the balcony room. After beating the scientist, head down the right ledge, and you'll end up on the ground floor, in a section you couldn't access before. There's a Carbos here, pick it up and head down the stairs to the basement.

Get the Full Restore on the far left side of the room, then go inside the lone room in the center. Pick up TM14 - Blizzard, and activate the switch. Head out the other door, and head north from the stairs. Go all the way down the passageway and pick up the Rare Candy first. Backtrack to the adjacent room and flip the switch. Go back down and you'll see the door has opened. Pick up TM22 - Solarbeam on the table, and then pick up the Secret Key directly south of it.

Blaine, the Cinnabar Island Gym Leader, is very fond of quizzes and puzzles. To unlock the doors in his gym, and hence proceed, you can either defeat the trainer guarding it, or you can correctly answer his quiz by examining the machine in the corner. If you get the question wrong, the trainer will automatically battle you. You still have the option of battling the trainer if you get the question right, however. The questions and correct answers are: 1. Caterpie evolves into Butterfree? (Yes) 2. There are 9 certified Pokemon League Badges? (No, there are 8) 3. Poliwag evolves 3 times? (No, only twice) 4. Are thunder moves effective against ground-element type Pokemon? (No, Ground Pokemon are immune to Electric attacks) 5. Pokemon of the same kind and level are not identical? (Yes) 6. TM28 contains Tombstoner? (No, it contains Dig)

You'll receive the Volcano Badge as your reward, which increases the Special of your Pokemon. You'll also receive TM38 - Fire Blast, which contains the most powerful Fire move in the game.

Pokémon Red and Blue/Safari Zone

The Safari Zone is a large area located north of Fuchsia City. It contains many Pokémon that cannot be found anywhere else.

You must pay a fee of •500 every time you enter the Safari Zone. You are given 30 Safari Balls, and are released into the Zone. When you throw your last Safari Ball, you are automatically teleported back to the entrance. Additionally, there is a time limit. Once you enter the Zone, the game will start counting “steps” (movements from one tile to another, triggered by pressing the + Control Pad). When you take your five hundredth step, you are teleported to the entrance.

Catching Pokémon

You do not (and cannot) use regular Poké Balls to capture Pokémon in the Safari Zone. You use the Safari Balls instead. When you encounter a wild Pokémon, you must start throwing Safari Balls immediately, hoping for a lucky break. You are not permitted to battle the Pokémon in any way before you throw the Safari Balls. Naturally, the more desirable Pokémon are encountered less, and the better a Pokémon is, the more often it will escape from your Poké Balls.

You are also given Pokémon Food and a supply of rocks. When you encounter a wild Pokémon, you have the choice of throwing either. (You never run out of these items.) Throwing food will make the Pokémon more or less likely to stay inside a Safari Ball. Throwing rocks causes most wild Pokémon to flee.

pokemon blue safari zone pokemon list

  • Book:Pokémon Red and Blue

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R/B/Y Safari Zone Mechanics

A staple of the Pokémon series since the originals is the Safari Zone: a special place with Pokémon that aren't found anywhere else (and some that are) where instead of getting to use your own Pokémon to weaken and capture them, you must employ more old-fashioned methods while the Pokémon may run at any moment. While they haven't been in every game, they shake up the usual routine of catching Pokémon and have had various interesting mechanics through the generations - however, the very most interesting has to be the original.

How It Works

In every Safari Zone, the player is unable to use their own Pokémon at all. Instead, when you encounter a Pokémon you have four options: throwing one of the limited number of Safari Balls you have; an aggressive action used to make the Pokémon easier to catch; an enticing action used to make it less likely to run away; or running away from the battle yourself.

In Red, Blue and Yellow, the aggressive action is called Rock , and the enticing action is called Bait . The basic idea is this: throwing a rock will double your chances of catching the Pokémon, but it will also make the Pokémon angry for 1-5 turns. Conversely, throwing bait will halve your chances of catching the Pokémon, but cause the Pokémon to be eating for 1-5 turns. While angry, a Pokémon is twice as likely to run on any given turn as if it were in its neutral state, while it is four times less likely to run while it is eating than in a neutral state.

However, there are several more interesting details and subtleties to how Safari Zone battles happen.

Throwing a Ball

Capturing in the Safari Zone follows the regular R/B/Y capture algorithm , though since neither the Pokémon's HP nor its status can be affected and the only balls available are Safari Balls (identical to Ultra Balls), a lot of things are abstracted out in the Safari Zone. Unfortunately, thanks to the game's flawed RNG , Safari Balls underperform against full-health Pokémon, making all capture chances in the Safari Zone lower than intended. The capture chance maxes out when the Pokémon has a catch rate of 150 or more, for which the chance will be about 27-30% depending on rounding errors; all other Pokémon are harder than that.

The catch rate C starts out being, as in regular captures, the intrinsic catch rate of the Pokémon species. However, unlike regular captures, your actions in the Safari Zone can directly modify C, as hinted above.

Throwing Rocks/Bait

Rocks and bait have two distinct effects. First, every time a rock is thrown, the catch rate C is doubled (though it is capped at 255, so if doubling would make the catch rate more than that, it is made 255 instead), and every time bait is thrown, C is halved and rounded down. This happens even if the Pokémon is already angry or eating, and it happens completely blindly - if the Pokémon has a catch rate of 235, and you throw a rock to give it a catch rate of 255, then throwing bait will take that catch rate down to 127, rather than "canceling out" to give it the same catch rate as before.

Since the capture chance maxes out when the catch rate is 150 as explained above, there is no point throwing rocks at any Pokémon with an intrinsic catch rate of 150 or more, or more than one rock at a Pokémon with a catch rate of 75 or more, or more than two rocks at one with a catch rate of 38 or more. As it happens that covers all Pokémon that can be found in the Safari Zone except for Chansey (catch rate 30) and Dragonair (catch rate 27 in Yellow), who would need three rocks to go over 150.

Secondly, while a battle in the Safari Zone is going on, the game also keeps track of two counters, the "angry counter" and the "eating counter", which stand for the number of angry or eating turns the Pokémon has left. They both start out at zero; however, when a rock or bait is thrown, a random number between 1 and 5 inclusive will be generated and added to the appropriate counter (i.e. the angry counter if it's a rock, or the eating counter if it's bait), while the other counter will be reset to zero regardless of its previous value. This means only one of the counters can be nonzero at any given time. Since the random number is added to whatever value the counter already has, throwing further rocks at a Pokémon that is already angry will prolong its angry state, and likewise with throwing bait at an eating Pokémon. The eating and angry counters are both capped at 255.

The Pokémon's Turn

You always get the first turn in the Safari Zone, but on the Pokémon's turn, two things happen.

First, the game will check if either of the angry and eating counters is nonzero. If so, then a message saying "Wild [Pokémon] is angry!" or "Wild [Pokémon] is eating!" as appropriate is shown and the counter is decreased by one. If the angry counter is decreased to zero this way, the Pokémon's catch rate will also be reset to its initial catch rate , regardless of how it has been modified in the battle before this point; note that this last bit does not happen when a Pokémon stops eating, nor when the angry counter is reset to zero because you threw a bait.

After this, the game will perform a calculation to determine whether the Pokémon will run away on this turn. The run chance depends only on which state the Pokémon is in - angry, eating or neutral - but not on how many times you've thrown rocks/bait in any way: a Pokémon that you've thrown five rocks at followed by one bait will be exactly as happy to stick around as one that you threw a bait at on the first turn. Note that the Pokémon's actual current state does not necessarily correspond to the state indicated by the message that was just shown, since the message indicates only that the counter in question was nonzero before it was subtracted from. This also means that if you throw a rock or bait and the random number generated is 1, you will see an angry/eating message, but the Pokémon will in fact be back in its neutral state before even the run check is performed.

The run calculation itself goes as follows:

  • Make a variable X equal to the low byte (i.e. the remainder if you divide by 256) of the Pokémon's Speed ( not the base Speed of the species, but the individual's actual Speed).
  • If the outcome is greater than 255 (i.e. if the Pokémon's Speed was 128 or more), the Pokémon automatically runs. Skip the rest of the procedure.
  • If the Pokémon is angry, double X again (if it becomes greater than 255, make it 255 instead).
  • If the Pokémon is eating, divide X by four.
  • Generate a random number R between 0 and 255 inclusive.
  • If R is less than X, the Pokémon runs away.

All in all, this means that so long as (the low byte of) the Pokémon's Speed is less than 128 (which it always will be in the actual game - the highest Speed any Pokémon actually found in the Safari Zone can have is 75), the chance that it will run is 2*Speed/256 if it's in a neutral state, min(255, 4*Speed)/256 if it's angry, or int(Speed/2)/256 if it's eating.

Crucially, since this is the actual individual Speed and not the base Speed of the species, lower-leveled individuals are less likely to run . While Scyther at level 25 or 28 have around or above a 50% chance of running every turn in a neutral state, for instance, Yellow's level 15 Scyther are considerably easier to catch, with only a 32% chance of running in a neutral state at the most. Thus, perhaps the best piece of strategic advice for the Safari Zone is to go for the lowest-leveled possible version of your desired Pokémon, given the lower-leveled version isn't unacceptably rare.

So, well, how should one go about trying to achieve success in the Safari Zone, other than trying to catch lower-leveled Pokémon? Four basic kinds of strategies come to mind:

  • Balls only. This is the simplest way to go about the Safari Zone - just madly lob balls at everything you want to catch and pray that they don't run before you catch them.
  • Rocks, then balls. Throw some sensible number of rocks, then lob balls and hope you catch it before it either runs or calms down and resets the catch rate. If you see it's not angry anymore, start again from scratch with the rocks.
  • Bait, then balls. Throw some bait to put the Pokémon in the eating state and make it stick around, then throw balls and hope the reduced catch rate doesn't come back to bite you. Unlike with rocks, where once the Pokémon stops being angry you're back at square one, it's not quite as obvious here that you should throw more bait once the Pokémon stops eating - each bait you throw lowers the catch rate more, after all.
  • Rocks to increase catch rate, then bait to get it to stay, then balls. Throw a rock or two (or three) and then immediately throw bait. Provided your first rock doesn't generate one as the number of angry turns (in which case the Pokémon will calm down immediately and reset the catch rate), you'll manage to increase the Pokémon's catch rate before the bait gets thrown, meaning you end up with a catch rate of the same, double or quadruple the original (depending on the number of rocks), but a 4x reduced chance of running and assurance that the catch rate won't reset when it returns to the neutral state.

There are other possible strategies, but they appear obviously flawed - if you were to throw bait and then a rock, for instance, you'd end up with a normal catch rate but a higher running chance after wasting two turns, which can't possibly be helpful. These are the main ones that at a glance appear to hold some kind of promise.

You may think, as I did when I was initially working this out, that the fourth strategy has the most potential. However, as it turns out, the R/B/Y Safari Zone is broken: the balls-only strategy nearly always wins by a considerable margin, at least in terms of your overall chance of catching the Pokémon per encounter. Wasting your time on bait and rocks is only worth it in a couple of very exceptional cases.

Wait, What?

Good question. If you don't care about getting an intuitive grasp on why this is true, feel free to skip to the Safari Zone calculator.

Here's the thing. The entire Safari Zone experience basically simplifies to a game where you and the Pokémon alternate turns, with each of you having a given chance of "winning" on each of your turns (you win if you catch the Pokémon, while the Pokémon wins if it runs). When you throw bait or a rock, however, you do that instead of throwing a ball on that turn, while the Pokémon will continue to have a chance of running on every single one of its turns; essentially, you are forgoing one of your turns (attempts to "win") in exchange for a later advantage.

What is that later advantage, then, and is it worth losing that turn? Well, in the case of a rock, you double your chances of winning (catching the Pokémon) for up to four subsequent turns - but you also double the Pokémon's chances of winning (running away), and because you used up your turn throwing the rock, it's the Pokémon that has the next move.

You can hopefully see how that's not really a recipe for success. However, it's not quite as bleak as it appears, thanks to the one place where the simplification breaks down: you have a limited number of Safari Balls. A rock, by doubling both yours and the Pokémon's chances of winning each turn, will shorten the average duration of the battle. Thus, if you have sufficiently few balls and the Pokémon has a sufficiently low catch rate and Speed, to the point that in an average battle against it you'd run out of balls before either catching it or it running, throwing a rock and shortening the battle so your balls will last can actually be worth it, even at the aforementioned cost. For instance, if you only have one Safari Ball left, then you can either throw that one ball with a regular catch rate or throw some rocks first, which will make your single ball much more likely to be effective once you do throw it; you'll only get one attempt to catch it either way. The risks will still outweigh the benefits if the Pokémon is pretty speedy, since then it will be likely to run before you can actually throw the ball at all, but for a sufficiently slow target (for a single Safari Ball, the highest Speed where a rock will be worth it is 25 or so), rocks can be a good idea when you don't have a lot of Safari Balls left.

Throwing multiple rocks can also help, at least in theory, since more rocks will continue to double your chances of catching the Pokémon without raising the running chance further. Primarily, in many of those situations where a lack of Safari Balls means one rock is a good idea, two (or possibly three) rocks improve your chances even further, though the range of situations where this works is even narrower than for one rock. Technically multiple rocks can also help in general for Pokémon with very low Speeds and low catch rates - however, that's low Speeds as in single digits, and no Pokémon that fit the bill are actually found in the Safari Zone, making that point kind of moot. Otherwise, if you have plenty of balls to spare, the free angry turns they usually get to run away before you even start trying to catch them just result in a disadvantage you can't make up for.

What about bait? Bait is immediately somewhat more promising than rocks, since it halves your chance of "winning" but quarters the Pokémon's. However, bait also differs from rocks in that the catch rate doesn't go back to normal after the Pokémon stops eating, and just like rocks shorten the duration of the battle, bait prolongs the battle - it makes both parties less likely to win on subsequent turns. And the longer the battle goes on, the more the up-to-four turns (remember, the counter is decreased before the run check) that the Pokémon is actually less likely to run diminish in significance compared to all the turns after the Pokémon stops eating, when it will still have a lowered catch rate but a regular chance of running. That's besides the fact that again you must forgo a turn to throw the bait in the first place. In fact, as it turns out this makes bait wholly useless: there is not even in theory a Speed/catch rate combination for which bait will do you any good.

Where does this leave that especially promising-looking "rocks, then bait" strategy? Ultimately, it's stuck in the same rut rocks are: it's normally only useful for Pokémon with such ludicrously low Speed that they don't actually exist in the Safari Zone, and unfortunately, while rocks at least have a niche when you're running low on balls, you're always going to be better off just throwing however many rocks you're going to throw and then throwing your ball than throwing the rocks and then wasting your time on bait if you only have a couple of balls left. This strategy requires wasting several turns without throwing any balls, during some of which the Pokémon will have an increased chance of running, and to make matters worse, if the number of angry turns generated is one, you're going to lose even the rock's advantage and end up with the bait's lowered catch rate after all that preparation. It just kills it.

So, again, in nearly every case the best strategy is to just throw balls and hope you get lucky. That is, however, assuming that what you want to maximize is your chance of success per encounter: since rocks shorten the battle and make for fewer Safari Balls required, rocks may actually save you time and money.

The Safari Zone calculator below includes a variety of strategies, despite their mostly limited usefulness; play around with it if you think you might go with a different one.

Safari Zone Calculator

Use this tool to calculate your chances of capturing a given Pokémon.

As it is, it only includes Pokémon that are actually found in the Safari Zone in either Red, Blue, Yellow, or the Japanese-exclusive Blue version. If there is demand for adding other Pokémon just for the hell of it, I can do that too, but in the meantime, I feel this makes more sense.

In addition to your chances of capturing the Pokémon with any or all of the provided strategies, the calculator will also provide you with the basic capture rate and run chance per turn. When you select a Pokémon and game, additionally, it will give you the locations, levels and rarities at which the Pokémon is found in the Safari Zone in that game, so that you can perhaps attempt to find your Pokémon at a lower level or in an area where it's more common.

The base percentages the calculator gives may not match exactly up with those given by my R/B/Y catch rate calculator , since this calculator makes the simplifying assumption that the Pokémon's HP and Speed are equal to the average HP/Speed a wild Pokémon of the given species/level would have, while the catch rate calculator does the entire calculation for each possible HP IV and takes the average of the actual outcomes. I chose not to do the more accurate calculation here because this calculation is both already relatively slow and involves two different stats - trying every possibility would mean doing that whole relatively slow calculation up to 256 times, which just seems like way more trouble than it's worth.

Pokémon: Chansey Cubone Doduo Dragonair Dratini Exeggcute Goldeen Kangaskhan Krabby Lickitung Magikarp Marowak Nidoran (f) Nidoran (m) Nidorina Nidorino Paras Parasect Pinsir Poliwag Psyduck Rhyhorn Scyther Slowpoke Tangela Tauros Venomoth Venonat

Game: Red Blue/JP Green JP Blue Yellow

Safari Balls remaining:

Strategy: Show all Balls only One rock Two rocks Three rocks Bait repeatedly One bait Two bait Three bait Rock, then bait Two rocks, then bait Three rocks, then bait

Page last modified August 9 2021 at 02:53 UTC

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Pokemon Blue Version – Cheats

Pokemon red version cheats, alter toxic damage, an extra bike, boost leech seed's absorption, bypass cycling road guard, clone pokemon.

Have one Pokemon game with a pokemon that you both want (generally a starting pokemon, a legendary, or Mewtwo). Have the other game have a pokemon that you wouldn't miss, as it will be deleted forever (Example: Level 4 Ratatta). Once you both have your pokemon, enter a trade. Now, trade the bad pokemon for the good pokemon, and at the end of the trade, right after the screen flashes "Waiting..." but before it flashes "Trade Completed," the person who originally owned the good pokemon should turn off their Gameboy or pull out the link cable (turning off the power is the preferred method, but should work). The person who originally had the bad Pokemon should have the message "Trade Completed" on their screen.

Drain Move Substitute Glitch

Evolve pokemon without stones.

First, send out the Stone-needing Pokemon as your lead. On the first turn, switch him out for the Pokemon that you do not want to evolve: doesn't matter which. When the Pokemon beats your foe, if the shared EXP. makes the Stone-needing Pokemon level-up, the same Pokemon will evolve.

This list describes who you must switch to for this to work:

Hyper Beam Recharge Perpetuation

Invisible pc, invulnerability, missing no. kangaskhan., negate burn/paralysis stat losses, pp pokemon morphing (jp only), quickly reach the end (japan version).

After starting a new game, take a Potion from the PC and play the game as normal until you obtain Oak's Parcel from the PokeMart in Viridian City. On the way back to Pallet Town, get into a battle. Enter the items menu and hover over the Oak's Parcel item there and press Select. Then exit the menu and go to the Pokemon menu. Press Select while hovering over your Pokemon. While it doesn't truly switch your Pokemon with an item, it effectively switches around various amounts of data in the game, allowing you to warp to places based on how many steps you take before going through a doorway.

Re-board the S.S. Anne

Repeat in-game trades (jp-only), safari zone pokemon caught easy.

2) Run away from it and immediately use dig, teleport, escape rope, fly, or anything else that will take you immediately out of the Safari Zone.

3) Surf down to the Seafoam Islands from Fushia City (Use repel if you got it to avoid encounters)

4) Surf up and down the East Coast of Seafoam. (Make sure you stay on the very edge so you are half on land half in the water)

5) Your first pokemon encounter should be the pokemon you last saw in the Safari Zone.

Saffron City Gym Glitch (Red & Green JP-only)

Skip marowak fight, skip the pewter city gym.

After the game reloads, you'll be taken to the Gym again. This time, continue back to Route 3's entrance. This time, the kid won't be there. However, be sure hug the north side of the rock wall as you go east: you'll trigger the conversations again if you do not.

Stat Boosting Errors

Struggle glitch, surfing glitch (red, blue & green jp-only), the mew glitch and quick level 100 pokemon.

Return to Route 24 and to the grass where the Abra was found. You should see a Trainer in the grass: go north until he is off-screen, then get due north of his position. (Now is a good time to save, since failure in this instance is irreversible.) Go south one step and rapidly press Start as you do so: as the Trainer appears on-screen, the menu should appear. Go to the Pokemon menu and have your Abra Teleport you back to Cerulean City; you'll know if this effort was successful if the Trainer gets an "!" mark above their head as you warp. This tricks the game into believing you're in-battle, too, disabling the Start Button menu. When you return to Cerulean, enter the Gym and battle the swimming Trainer. After you do this, head back to Route 24. As you do so, the menu will appear; leave it and a Level 7 Mew will appear.

There are other variants to this glitch that originally only used to find the now-unavailable Mew: however, all methods require a Trainer, such as the aforementioned Youngster, that begins a battle the moment you're on-screen and in his/her vision. It is all based on the last-seen Pokemon's Special stat: the above method is an early way to get a Pokemon with the Special stat of 21 to be the last-seen, thus triggering the appearance of Mew, since Mew's internal ID in the game is 21. Other Pokemon (it can be wild or a Trainer's) can be used to get different Pokemon: the ability to find Ditto late in the game will also allow full manipulation of this process (so long as the Ditto uses Transform in the battle) as you yourself can view the Special stat of the Transformed Pokemon. This can be used to get any of the Pokemon in the game, even several glitch Pokemon or cause a few battles with Glitch Trainers.

The Old Man Glitch

As you Surf, you may encounter a number of odd Pokemon. These Pokemon will differ, depending on the name you used as that of your Trainer. For example, the name "DANIEL" can make Snorlax or Electrode appear, among others. However, a common characteristic of them is that they are often above Level 100 and thus very powerful: if you manage to catch one somehow, you essentially have a very powerful Pokemon, and can even level it up further, as high as Level 255. (Note that some Pokemon may evolve into glitch Pokemon because of this.) That is the first benefit of this simple glitch.

Vending Machine Glitch

Walk through walls.

When you reload, begin counting every single step you take - this is very crucial to this glitch. When you reload, go into the Safari Zone building and opt to not play the game. Walk around now and be sure to do so near a ledge. Count until you have taken 499 steps and land the 499th step next to the ledge. (You can also count for 124 flashes of the screen, due to Poisoning, and 3 additional steps.) Heal your Pokemon periodically as well so that they do not faint (keeping the Poison active).

Cut's secondary effect

Get a diploma, level-based damage boost, x accuracy trick, pokemon green cheats, duplicate pokemon, make 67 of a desired item, making items more than 100.

Go/fly to Viridian. Talk to the old man that ask you if you're in a hurry at the beginning of the game. Say no. Watch him show you how to catch a Pokemon.

Now fly to Cinnabar Island and surf on the right edge of the island. You should be able to battle a weird Pokemon called MissingNo. It's appearance is kind of weird. Don't let it attack you or don't capture it or it will ruin your game! Just run or beat him with powerful quick attacks.

Unlockables

Pokedex diploma, get through grassy areas without a single random encounter., infinite steps in safari zone., pokemon blue version cheats, duplicate items, duplicate pokemon, glitch city, bypass ghost in pokémon tower without silph scope, infinite steps in safari zone, moonstone evolution without moonstones, pokemon yellow version: special pikachu edition cheats, beat the game in 0:00, get 2 level 100 mews before misty, have pikachu instantly like you, get the diploma, pikachu's beach mini-game, know something we don't.

You can submit new cheats for this game and help our users gain an edge.

Have We Been Fooled?

You can submit a problem report for any non-working or fake code in the lists above.

10 Things You Didn't Know About the Original Pokémon Anime

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The Pokémon anime series is one of the driving forces behind this franchise's multimedia success, with the original run of the TV show striking a chord with many fans. While the labeling and structuring of the anime and its seasons can become convoluted, the "original series" generally comprises the Indigo League , Adventures in the Orange Islands , and The Johto Journeys .

Continuity can also fluctuate, but the series has realized a wonderfully vibrant universe. A great deal of writing went into fleshing out the mythos of this world, but behind-the-scenes developments of the show give more intriguing insights into its creation. From the Pokémon that nearly became Ash's partner over Pikachu to the trainer's tense history with League Championships, there are many interesting facts about the original anime.

The Indigo League From Pokémon Red & Blue, Explained

The Indigo League is the Kanto region's official Pokémon league and has been represented by more generations than any other league in the franchise.

10 The Kanto Region Safari Zone Remains Unseen in the English Dub

10 strongest pokémon in red & blue, ranked.

Pokémon Red and Blue were the games that started it all, but which were the strongest and most desirable Pokémon for players to catch?

Though it didn't appear in every mainline Pokémon game, the Safari Zone is one of the series' most consistent features. However, the original version of this facility from the Kanto region never appeared in the English dub of Pokémon: Indigo League . The anime series is no stranger to canceled or otherwise unaired episodes, and the original Episode 35 was scrapped due to firearm depictions.

This episode would see Ash and his friends arrive at Fuchsia City, where the Safari Zone's warden would aim a gun at the protagonist. He even fired at Team Rocket later in the episode. However, it seems the plot is quietly accepted as canon since Ash would later use one of the 30 Tauros he inadvertently caught in the Safari Zone. The Normal-Type bull later excelled on Ash's Pokémon team in the anime's Orange Islands season .

9 Pokémon's Adventures in the Orange Islands Season Was a Stopgap for Johto

When the first season of the Pokémon anime aired in the '90s, its runaway success ensured Ash, Brock, and Misty's adventures would continue. However, the success and airdates of the TV show outpaced the development of Game Freak's video games. The Pokémon Company needed something to fill time slots until Gold and Silver were released for the Game Boy Color.

The solution was the beloved second season Adventures in the Orange Islands , which took Ash, Misty, and Tracey temporarily replacing Brock to a fresh region. It was a stopgap until the company could formally incorporate Pokémon Gold and Silver 's Johto region into the anime and its 100 new species .

8 Clefairy Was Poised to be Ash's Signature Partner Before Pikachu

The iconic Pikachu has long since been the face of the Pokémon franchise , but that role nearly went to Clefairy. Naturally, that almost made the Fairy creature Ash's main companion in the flagship anime series. Before the well-received Pokémon Adventures manga series, another called Pokémon Pocket Monsters was published as the franchise's first manga and heavily featured Clefairy.

Pokémon Pocket Monsters is a wild departure from what fans know of the ongoing anime and even the video games, adopting a raunchy comedic tone. Clefairy even had traits of Team Rocket's Meowth. He could talk and had a sassy attitude, but once the core anime series was developed, Pikachu took over the mascot role due to its striking design and universal appeal.

7 A Porygon-Themed Episode Was Banned For Causing Health Scares

Review: pokémon tcg: scarlet & violet—twilight masquerade.

Scarlet & Violet - Twilight Masquerade using Ogerpon as its focal point won't excite everyone, but it's a great addition to the Pokémon TCG.

Outside of the original Episode 35's gun-related ban, the most infamous banned episode is Episode 38. Translated to "Electric Soldier Porygon," the episode sees Ash and his friends discover a technical issue with the Poké Ball transmission device at a Pokémon Center. The group ventures inside the machine to find the problem's source, leading to a scene involving the Normal-Type Porygon — and rapid strobing lights.

The episode's flashing lights caused more than 600 Japanese children to be rushed to hospitals after suffering from epileptic seizures. Since then, Porygon and its evolutionary species (Porygon2 and Porygon-Z) haven't appeared in Pokemon 's anime series except in brief cameo sequences.

6 The Orange League Was Ash's Only Championship For Nearly 20 Years

With over 25 years of broadcasting to generations of fans worldwide, not everyone will be familiar with Ash's long competitive record in the Pokémon anime. While he's been the most consistent protagonist since Indigo League 's 1997 premiere in Japan, some franchise fans would be surprised to know he's only won three League Championships.

The most surprising fact is that Ash's first win came in the Adventures in the Orange Island season, bridging the gap between the Kanto and Johto regions. The aspiring Pokémon Master would go without another League Championship for nearly 20 (real-world) years until Pokémon the Series: Sun and Moon 's 139th episode (1,078th overall).

5 Team Rocket's Jessie and James Were Named After Historical Outlaws

Ash's best pokémon from the johto region.

The Johto Region gifted Ash some great Pokémon like Tododile, Cyndaquil, and Heracross who fought alongside Ash & his friends on their journey.

Since it's a children's show, the Pokémon anime — classic or otherwise — wouldn't feature villains too sinister, but Team Rocket has some interesting real-world inspirations. The organization's Jessie and James are some of the most beloved antagonists from the anime for their comedic relief and colorful banter, but they're based on the outlaw Jesse James.

Though the influence is strictly superficial, Team Rocket's Jessie and James are named after the real-life gangster known for robbing trains and banks. Jesse James lived in the 1800s and also led the James-Younger Gang. Pokémon 's Jessie and James even have rivals influenced by a real-world outlaw, with Butch and Cassidy being a not-so-subtle nod to famous outlaw Butch Cassidy.

4 Pikachu's Design Was Almost Much More Muscular

Aside from Pokémon like Clefairy nearly taking Pikachu's place as the franchise mascot — and Ash's partner — the electric mouse almost had a wildly different character design. Instead of the endearing and friendly design Game Freak designers settled on, the creature was nearly made into a hulking muscle-bound Pokémon.

The Electric-Type Pikachu is no stranger to design changes, as he went from a rotund shape to the current leaner depiction. However, an intimidating and muscular mouse would have been an unsettling departure for the franchise. Per an interview with the Wall Street Journal , the late Nintendo President Satoru Iwata said then-President Hiroshi Yamaguchi requested this artistic change to appeal to American audiences.

3 Since Indigo League, Meowth is the Only Pokémon to be a Gym Leader

Longtime fans of Pokémon might remember the Indigo League episode where Ash battles Team Rocket for the Viridian City Gym Badge. Still, it's easy to overlook the surprising implication and record set by Meowth that stands today. In Episode 63 of the Pokémon anime's first season, Ash battles the gag Team Rocket villains as stand-ins for the mob boss — and true Gym Leader — Giovanni.

With the Team Rocket trio serving as interim leaders, Meowth has the honor of being the only Pokémon to be a Gym Leader. It's a somewhat throwaway fun fact of the anime since its episodic nature doesn't dwell too much on continuity. Even so, it's an amusing and surprisingly impressive achievement for the Normal-Type cat Pokémon.

2 The Orange Islands Are the Only Region Not Based on the Video Games

Ash's 10 best pokémon from the indigo league.

Pikachu isn’t Ash’s only reliable partner — the Pokémon Master also found staunch allies in other Pokemon, too, such as Charizard and Pidgeot.

Tying into the second season, Adventures in the Orange Islands was mostly likely developed as a stopgap until The Johto Journeys , making the Orange Islands an anime-exclusive region. With the success of the games being so young and the demand for new episodes of the show high, the Orange Islands were a creative choice that hadn't been featured in the video games.

Also known as the Orange Archipelago, this region wasn't based on any of Game Freak's video games or any third-party developers' spin-off games. Like most regions in the games, it had its own Gym Leader challenges and a League Championship. Unlike most mainline Game Freak titles, the Orange Islands only have four Gyms and function similarly to Sun and Moon 's Island Kahunas in the Alola region.

1 Tracey Was Created Out of Concern for Brock Being Viewed as a Stereotype

Besides being known for Ash's first-ever Pokémon League Championship win and filling the gap between Kanto and Johto, Tracey Sketchit replacing Brock was among the most noteworthy developments in Adventures in the Orange Islands . Brock temporarily leaves Ash and Misty to work for Professor Ivy. In a 2008 interview with PokéBeach , then-anime director and storyboard artist Masamitsu Hidaka said they created Tracey as a replacement when they realized Pokémon would expand to the international markets.

At the time, they were concerned that Brock would be perceived as an Asian stereotype. Howeve, after seeing the positive reception to Brock's character, the Pewter City Gym Leader rejoined the group, starting in The Johto Journeys . Still, Tracey would reappear sporadically in the following seasons and series, including Ash's penultimate tenure in Pokémon Journeys ​​​​.

Expanding across a multitude of media, including TCGs, video games, manga, live-action movies and anime, the Pokémon franchise is set in a shared world of humans and creatures with a wide variety of special abilities. 

Pokemon (anime)

pokemon blue safari zone pokemon list

Pokémon Mystery Dungeon DX: Complete Camps Guide and Pokémon List

S panning Generation I, Generation II, and Generation III, with some Pokémon from later generations thrown in, there are hundreds of Pokémon in Mystery Dungeon: Rescue Team DX.

While you won’t be able to recruit them all before you complete the story, as you progress and level up your rescue team, you’ll find that even more Pokémon want to join your ranks.

You’ll also find that you want to recruit certain species and types of Pokémon to get an edge against the stronger Pokémon down the line.

So, sorted by the cost of the Rescue Team Camps, here are all of the Pokémon that you can find in Pokémon Mystery Dungeon: Rescue Team DX, their types, which dungeons you can find them in, where you can encounter them as Strong Foes , and where you can find Legendary Encounters .

At the foot of the article, there’s also a list of all of the legendary Pokémon, their Rescue Team Camps, and where you can find the legendaries in Pokémon Mystery Dungeon: Rescue Team DX.

How to Build Rescue Team Camps

When you get to a certain stage in the story of Pokémon Mystery Dungeon: Rescue Team DX, you’ll unlock the Wigglytuff stand.

From the big pink Pokémon, you’ll be able to buy Rescue Team Camps in exchange for the Poké money that you pick up in dungeons, are rewarded for completing missions, and can get for selling items. Wigglytuff will also give you some camps for free, and some camps can only be unlocked later in the game.

One of the best items to sell in Mystery Dungeon DX is the Gold Ribbon as its only purpose is to be sold for a high price to stores.

If you need a quick injection of Poké and don’t mind selling some valuable items, use these Wonder Mail codes to stock up your storage and sell what you need to sell to be able to afford a new Rescue Team Camp.

If you’re in a dungeon, you can use a Wigglytuff Orb to gain instant access to the Rescue Team Camp store, should you find a Pokémon that you can’t currently recruit without a particular camp.

What are Camps in Mystery Dungeon DX?

In Pokémon Mystery Dungeon: Rescue Team DX, camps are used as a way for you to house all of the Pokémon who wish to join your team.

While venturing around dungeons and after completing jobs, you’ll sometimes find that Pokémon will ask to join your team. While in dungeons, you can have another five Pokémon following you to officially join the rescue team once you leave the dungeon.

Some jobs offer a special reward upon completion. The special reward is that the Pokémon who requested the job will join your rescue team.

You can use the Wonder Mail codes below to trigger some specific jobs where the Pokémon will join your team afterwards.

When you accept a Pokémon’s request to join your rescue team in Mystery Dungeon DX, they’ll go to stay in a specific camp, waiting for you to call them into your three-Pokémon squad for a mission.

How to use Camps in Mystery Dungeon DX

Camps require you to do very little once you have unlocked them or purchased them from Wigglytuff. However, to enable a Pokémon to join your rescue team, you’ll need to have their specific Rescue Team Camp unlocked.

In the tables below, you can see all of the Pokémon that can stay in each Rescue Team camp, making it easy to see what Pokémon can join your rescue team if you get the camp and encounter them in a dungeon or via a job’s special reward.

Regarding the use of camps, the most that you’ll need to do is manage which Pokémon stay in each camp. While camps are specific to a set of Pokémon species, you can have several individuals of one species in the camp.

When the camp is at or near full capacity, you’ll need to follow a similar method to giving your Pokémon a Gummi and Rare Quality to make a Pokémon leave a camp:

  • Turn down the left path outside of your house.
  • To the right of each camp name, you’ll see a number (e.g. 8/14). This denotes the number of Pokémon in the camp and the camp’s capacity.
  • Go into the camp and select the Pokémon that you want to leave the camp.
  • Select the option ‘Say Good-Bye’ to release the Pokémon from your Rescue Team Camp and free-up some of its capacity.

Camps in Pokémon Mystery Dungeon: Rescue Team DX are very easy to manage, and with the helpful tables below, you’ll easily be able to work out which Pokémon you want to keep and which ones you want to make some space for – just in case you see them in a dungeon.

Power Plant camp Pokémon

The Power Plant Rescue Team Camp is one of the initial camps that Wigglytuff gives to you for free. A total of eight Pokémon species can stay at the Power Plant camp, all of which are an electric-type Pokémon of some sort.

Sky-Blue Plains camp Pokémon

The Sky-Blue Plains Rescue Team Camp is one of the initial camps that Wigglytuff gives to you for free. A total of 16 Pokémon species can stay at the Sky-Blue Plains camp, most of which are normal or fairy-type Pokémon.

Stump Forest camp Pokémon

The Stump Forest Rescue Team Camp is one of the initial camps that Wigglytuff gives to you for free. A total of 15 Pokémon species can stay at the Stump Forest camp, all of which are bug-type Pokémon.

Wild Plains camp Pokémon

The Wild Plains Rescue Team Camp is one of the initial camps that Wigglytuff gives to you for free. A total of 13 Pokémon species can stay at the Wild Plains camp, with there being a good range of Pokémon types here.

Flyaway Forest camp Pokémon

The Flyaway Forest Rescue Team Camp is one of the cheaper camps, only costing 500 Poké. A total of 14 Pokémon species can stay at the Flyaway Forest camp, most of which are flying-type Pokémon.

Jungle camp Pokémon

The Jungle Rescue Team Camp is one of the cheaper camps, only costing 500 Poké. A total of 14 Pokémon species can stay at the Jungle camp, all of which are grass-type Pokémon.

Safari camp Pokémon

The Safari Rescue Team Camp is one of the cheaper camps, only costing 600 Poké. A total of 16 Pokémon species can stay at the Safari camp, with there being a good range of Pokémon types here.

Thunder Crag camp Pokémon

The Thunder Crag Rescue Team Camp is one of the cheaper camps, only costing 600 Poké. A total of 12 Pokémon species can stay at the Thunder Crag camp, most of which are electric-type Pokémon.

Ancient Relic camp Pokémon

The Ancient Relic Team Camp is one of the cheaper camps, only costing 700 Poké. A total of six Pokémon species can stay at the Ancient Relic camp, three of which are the original Regis from Generation III.

Boulder Cave camp Pokémon

The Boulder Cave Rescue Team Camp is one of the cheaper camps, only costing 700 Poké. A total of 4 Pokémon species can stay at the Boulder Cave camp, all of which are ground-type Pokémon.

Magnetic Quarry camp Pokémon

The Magnetic Quarry Rescue Team Camp is one of the cheaper camps, only costing 700 Poké. A total of 3 Pokémon species can stay at the Magnetic Quarry camp, all of which are of the Metagross evolution chain.

Mt. Cleft camp Pokémon

The Mt. Cleft Rescue Team Camp is one of the cheaper camps, only costing 700 Poké. A total of nine Pokémon species can stay at the Mt. Cleft camp, featuring the likes of Charizard, Tyranitar, and Aggron.

Mt. Discipline camp Pokémon

The Mt. Discipline Rescue Team Camp is one of the cheaper camps, only costing 700 Poké. A total of 13 Pokémon species can stay at the Mt. Discipline camp, all of which are fighting-type Pokémon.

Mt. Green camp Pokémon

The Mt. Green Rescue Team Camp is one of the cheaper camps, only costing 700 Poké. A total of 13 Pokémon species can stay at the Mt. Green camp, most of which are ground-type Pokémon.

Overgrown Forest camp Pokémon

The Overgrown Forest Rescue Team Camp is one of the cheaper camps, only costing 700 Poké. A total of ten Pokémon species can stay at the Overgrown Forest camp, featuring the likes of Scizor, Treecko, and Kecleon.

Ravaged Field camp Pokémon

The Ravaged Field Rescue Team Camp is one of the cheaper camps, only costing 700 Poké. A total of five Pokémon species can stay at the Ravaged Field camp.

Scorched Plains camp Pokémon

The Scorched Plains Rescue Team Camp is one of the cheaper camps, only costing 700 Poké. A total of ten Pokémon species can stay at the Scorched Plains camp, all of which are fire-type Pokémon, which includes Cyndaquil and Torchic.

Darkness Ridge camp Pokémon

The Darkness Ridge Rescue Team Camp is one of the cheaper camps, only costing 800 Poké. A total of 16 Pokémon species can stay at the Darkness Ridge camp, many of which are ghost-type Pokémon.

Frigid Cavern camp Pokémon

The Frigid Cavern Rescue Team Camp is one of the cheaper camps, only costing 800 Poké. A total of nine Pokémon species can stay at the Frigid Cavern camp, all of which are ice-type Pokémon.

Mushroom Forest camp Pokémon

The Mushroom Forest Rescue Team Camp is one of the cheaper camps, only costing 800 Poké. A total of seven Pokémon species can stay at the Mushroom Forest camp, all of which are grass-type Pokémon.

Vibrant Forest camp Pokémon

The Vibrant Forest Rescue Team Camp is one of the cheaper camps, only costing 800 Poké. A total of 17 Pokémon species can stay at the Vibrant Forest camp, most of which are normal-type Pokémon, as well as starters Pikachu and Skitty.

Secretive Forest camp Pokémon

The Secretive Forest Rescue Team Camp is one of the cheaper camps, only costing 900 Poké. A total of nine Pokémon species can stay at the Secretive Forest camp, all of which are bug-type Pokémon.

Tadpole Pond camp Pokémon

The Tadpole Pond Rescue Team Camp is one of the cheaper camps, only costing 900 Poké. A total of nine Pokémon species can stay at the Tadpole Pond camp, most of which are water-type Pokémon.

Withering Desert camp Pokémon

The Withering Desert Rescue Team Camp is one of the cheaper camps, only costing 900 Poké. A total of seven Pokémon species can stay at the Withering Desert camp, most of which are ground-type Pokémon.

Mystic Lake camp Pokémon

The Mystic Lake Rescue Team Camp is one of the more expensive camps, costing 2500 Poké. A total of four Pokémon species can stay at the Mystic Lake camp, including Lapras and Dragonite.

Beau Plains camp Pokémon

The Beau Plains Rescue Team Camp is one of the more expensive camps, costing 2700 Poké. A total of 14 Pokémon species can stay at the Beau Plains camp, including starters Bulbasaur and Chikortia.

Echo Cave camp Pokémon

The Echo Cave Rescue Team Camp is one of the more expensive camps, costing 2700 Poké. A total of 12 Pokémon species can stay at the Echo Cave camp.

Dragon Cave camp Pokémon

The Dragon Cave Rescue Team Camp is one of the more expensive camps, costing 3000 Poké. A total of three Pokémon species can stay at the Dragon Cave camp, all of which are from the Salamence evolution line.

Rub-a-Dub River camp Pokémon

The Rub-a-Dub River Rescue Team Camp is one of the more expensive camps, costing 3000 Poké. A total of seven Pokémon species can stay at the Mystic Lake camp, including the starter Pokémon Totodile.

Crater camp Pokémon

The Crater Rescue Team Camp is one of the more expensive camps, costing 5000 Poké. A total of eight Pokémon species can stay at the Mystic Lake camp, all of which are fire-type Pokémon.

Decrepit Lab camp Pokémon

The Decrepit Lab Rescue Team Camp is one of the more expensive camps, costing 6000 Poké. A total of nine Pokémon species can stay at the Decrepit Lab camp, including Alakazam and Ditto.

Ice Floe Beach camp Pokémon

The Ice Floe Beach Rescue Team Camp is one of the more expensive camps, costing 6000 Poké. A total of five Pokémon species can stay at the Ice Floe Beach camp, all of which are water and ice-type Pokémon.

Turtleshell Pond camp Pokémon

The Turtleshell Pond Rescue Team Camp is one of the more expensive camps, costing 6000 Poké. A total of ten Pokémon species can stay at the Turtleshell Pond camp, including starter Pokémon Squirtle and Psyduck.

Mt. Moonview camp Pokémon

The Mt. Moonview Rescue Team Camp is one of the more expensive camps, costing 7000 Poké. A total of six Pokémon species can stay at the Mt. Moonview camp, including Jirachi.

Poison Swamp camp Pokémon

The Poison Swamp Rescue Team Camp is one of the more expensive camps, costing 7000 Poké. A total of six Pokémon species can stay at the Poison Swamp camp, all of which are poison-type Pokémon.

Aged Chamber A-N camp Pokémon

The Aged Chamber A-N Rescue Team Camp is one of the most expensive camps, costing 9000 Poké. A total of 14 different-looking Pokémon of the same species, Unown, can stay at the Aged Chamber A-N camp.

Aged Chamber O-? camp Pokémon

The Aged Chamber O-? Rescue Team Camp is one of the most expensive camps, costing 9000 Poké. A total of 14 different-looking Pokémon of the same species, Unown, can stay at the Aged Chamber O-? camp.

Bountiful Sea camp Pokémon

The Bountiful Sea Rescue Team Camp is one of the most expensive camps, costing 9000 Poké. A total of nine Pokémon species can stay at the Bountiful Sea camp, all of which are water-type Pokémon.

Deepsea Floor camp Pokémon

The Deepsea Floor Rescue Team Camp is one of the most expensive camps, costing 9000 Poké. A total of 12 Pokémon species can stay at the Deepsea Floor camp.

Evolution Forest camp Pokémon

The Evolution Forest Rescue Team Camp is one of the most expensive camps, costing 9000 Poké. A total of nine Pokémon species can stay at the Evolution Forest camp, all of which are Eevee and its evolutions.

Gourd Swamp camp Pokémon

The Gourd Swamp Rescue Team Camp is one of the most expensive camps, costing 9000 Poké. A total of seven Pokémon species can stay at the Gourd Swamp camp, including the starter Pokémon Mudkip.

Serene Sea camp Pokémon

The Serene Sea Rescue Team Camp is one of the most expensive camps, costing 9000 Poké. A total of five Pokémon species can stay at the Serene Sea camp, all of which are water-type Pokémon.

Shallow Beach camp Pokémon

The Shallow Beach Rescue Team Camp is one of the most expensive camps, costing 9000 Poké. A total of five Pokémon species can stay at the Shallow Beach camp, all of which are water-type Pokémon

Treasure Sea camp Pokémon

The Treasure Sea Rescue Team Camp is one of the most expensive camps, costing 9000 Poké. A total of ten Pokémon species can stay at the Treasure Sea camp, most of which are water-type Pokémon.

Waterfall Lake camp Pokémon

The Waterfall Lake Rescue Team Camp is one of the most expensive camps, costing 9000 Poké. A total of four Pokémon species can stay at the Waterfall Lake camp, including Gyarados.

Legendary Pokémon camps

With the exception of one of these Rescue Team Camps, you have to recruit certain legendary Pokémon to unlock the legendary camp. As you would assume, each of these Pokémon is found in a Legendary Encounter in the listed locations.

With this guide to Rescue Team Camps in Mystery Dungeon DX, you should be able to find any Pokémon that you’re looking to recruit in the game.

Looking for more Pokémon Mystery Dungeon DX Guides?

Pokémon Mystery Dungeon DX: All of the Available Starters and the Best Starters to Use

Pokémon Mystery Dungeon DX: Complete Mystery House Guide, Finding Riolu

Pokémon Mystery Dungeon DX: Complete Controls Guide and Top Tips

Pokémon Mystery Dungeon DX: Every Wonder Mail Code Available

Pokémon Mystery Dungeon DX: Gummis and Rare Qualities Guide

Pokémon Mystery Dungeon DX: Complete Item List & Guide

Pokemon Mystery Dungeon DX Illustrations and Wallpapers

Outsider Gaming

COMMENTS

  1. Pokémon Red and Blue/Safari Zone

    Area 1[ edit] Safari Zone - Area 1. In Area 1, the Poké Ball on the ledge contains a Carbos. To the left of the house nearby, you will find a Full Restore. On the patch of ground that extends into the lake, a TM 37 can be found in the grass. And close to the entrance to Area 2 there's a Max Potion on the ground. Red.

  2. Pokéarth

    -Red/Blue Pokédex-Gold/Silver Pokédex-Ruby/Sapphire Pokédex-Diamond/Pearl Pokédex-Black/White Pokédex-X & Y Pokédex-Sun & Moon Pokédex ... Safari Zone: Pokemon: Items: South Exit: Fuchsia City. Game Anchors: Gen III: Gen I: Area Anchors: Area 1: Area 2: Area 3: Area 4: Area 1. Wild Pokémon. Anchors: Standard Walking: Standard Surfing ...

  3. Safari Zone (Kanto) Pokémon locations

    Safari Zone, Kanto (location) Safari Zone, Kanto. (location) This is the Pokémon Location guide for Safari Zone in Kanto. Choose which generation of games you're playing to see the Pokémon and capture methods. Generation 3. Center. East. North.

  4. Safari Zone

    The mechanics of the Safari Zones are similar to each other. Most have a $ 500 entry fee, a step limit, a series of distinct areas with different wild Pokémon in each, and 30 Safari Balls, with which players may catch the Pokémon they come upon. The most important of their specific mechanics, however, is that Trainers do not initiate Pokémon battles with the wild Pokémon, but instead must ...

  5. Kanto Safari Zone

    The Kanto Safari Zone (Japanese: サファリゾーン Safari Zone) is a special Pokémon preserve in Kanto that Trainers can enter to catch wild Pokémon. It is owned by Baoba.. For $ 500, the player can play the Safari Game (Japanese: サファリゲーム Safari Game) and receive 30 Safari Balls.Trainers are limited to 500 R B Y /600 FR LG steps in the Safari Zone before the Game is over.

  6. Safari Zone

    Area 3. In the entrance gatehouse to the Safari Zone, pay the requisite ₽500 to enter and receive 30 Safari Balls before heading inside the Safari Zone proper. In Yellow Version, if you bother the attendant here, he will allow you to enter the Safari Zone even if you don't have ₽500. Instead, he will take all your remaining money and give ...

  7. Pokemon Red and Blue :: Full Walkthrough

    POKEMON RED AND BLUE WALKTHROUGH. Safari Zone. ... At the Safari Zone, you'll be given 30 Safari Balls and 500 steps to catch as many Pokemon as you can. The zone is divided into four areas, each with different Pokemon and varying frequencies in which they occur. The main objective the first time you visit is to pick up HM03 - Surf and the Gold ...

  8. Pokémon Red and Blue/Safari Zone

    Pokémon Red and Blue/Safari Zone. The Safari Zone is a large area located north of Fuchsia City. It contains many Pokémon that cannot be found anywhere else. You must pay a fee of •500 every time you enter the Safari Zone. You are given 30 Safari Balls, and are released into the Zone. When you throw your last Safari Ball, you are ...

  9. Safari Zone mechanics

    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. When you throw a Safari Ball, your catch chance is then: min (C + 1, 152) × 86 ÷ 256 ÷ 151. This is derived from the formula in the catching mechanics section for throwing a Safari Ball at a Pokémon with full HP.

  10. Pokemon Blue Version Safari Zone Map Map for Game Boy by ...

    Pokemon Blue Version - Safari Zone Map. by MetroidMoo - Last Updated 12/06/2002. Show image in new window. Would you recommend this Map? Yes No. For Pokemon Blue Version on the Game Boy, Safari Zone Map by MetroidMoo.

  11. Fuchsia City

    Explore Fuchsia City, the home of the Safari Zone and the Poison-type Gym, in this classic Pokemon guide. Learn tips and tricks to catch rare Pokemon and defeat Koga.

  12. R/B/Y Safari Zone Mechanics

    Throwing a Ball. Capturing in the Safari Zone follows the regular R/B/Y capture algorithm, though since neither the Pokémon's HP nor its status can be affected and the only balls available are Safari Balls (identical to Ultra Balls), a lot of things are abstracted out in the Safari Zone. Unfortunately, thanks to the game's flawed RNG, Safari ...

  13. Kangaskhan

    Pokemon Red, Blue and Yellow at IGN: walkthroughs, items, maps, video tips, and strategies. ... Kangaskhan can only be found in the Safari Zone -- and catching it is a real game of chance. But if ...

  14. Pokéarth

    Pokémon Blue (Intl.) / Pokémon Green: Nidoran♀: Exeggcute: Venonat: Doduo: Nidorina: Nidoran♂: Venomoth: Tauros: Kangaskhan: 25%: 20%: 15%: 15%: 10%: 5%: 5%: 4% ...

  15. Pokémon Red/Blue

    Safari Zone 9800: RARE CANDY: Increases Exp Level by 1: Mt. Moon Cerulean City S.S. Anne Game Corner Pokémon Tower Silph Co. Power Plant Pokémon Mansion Victory Road: Cerulean Cave : REPEL: Prevents wild Pokémon from attacking: PokéMart: 350: REVIVE: Revives fainted Pokémon: PokéMart: 1500: S.S. TICKET: Used to Board S.S. Anne: Sea ...

  16. Pokemon Blue Walkthrough Part 36

    Here in part 36 of this Pokemon Blue Walkthrough, I take the opportunity to jump into one of Fuchsia City's main attractions, the Safari Zone. Although for t...

  17. Pokémon Red/Blue/Yellow

    Red, Blue & Yellow Pokédex. The original games Pokémon Red, Pokémon Blue & Pokémon Yellow have a Pokédex of 151 Pokémon in the Kanto region. They're shown below with the sprites from those games. Stats can be viewed on the Gen 1 Pokémon stats page. The native Pokédex for Red/Blue/Yellow, listing all Pokémon from the Kanto region.

  18. Pokemon Red / Blue Walkthrough 27

    Find The Golden Teeth!Twitter Page: http://twitter.com/GCPM11

  19. Safari zone tips : r/pokemon

    Tips: Don't walk unless you need to get to another part of the safari zone, different parts of the zone have different rare pokemon. Instead of walking, turn in place so no steps are used. Repeat until all pokemon in a section of the zone are caught. Rocks are better than bait with this strategy, since you can always run into the pokemon again.

  20. pokemon blue version walkthrough part 44

    http://www.gameanyone.comin this part we look after the secret house that is in safari zone. thesecret house gives us a reward for finding it and gives us th...

  21. Pokemon Blue Version Cheats, Codes, and Secrets for Game Boy

    Safari Zone Pokemon Caught easy. 1) Go to the Safari Zone and wander around until you run into one of the more rare and hard to catch pokemon. 2) Run away from it and immediately use dig, teleport, escape rope, fly, or anything else that will take you immediately out of the Safari Zone.

  22. Dratini

    Evolves into: Dragonair (at level 30) Locations: Blue and Red owners can use the coins they won in the Celadon City casino to buy a Dratini in the Game Corner. However, like Yellow owners, they ...

  23. Only Original Pokémon Superfans Know These Rare Facts

    Though it didn't appear in every mainline Pokémon game, the Safari Zone is one of the series' most consistent features.However, the original version of this facility from the Kanto region never appeared in the English dub of Pokémon: Indigo League.The anime series is no stranger to canceled or otherwise unaired episodes, and the original Episode 35 was scrapped due to firearm depictions.

  24. Pokémon Red and Blue/Safari Zone

    Speak to the gate attendants to receive 30 Safari Balls. To catch any wild Pokémon you find, toss Safari Balls at them. Often you'll have to throw food or rocks...

  25. Pokemon Go Scorching Steps

    The Scorching Steps event is on the horizon for Pokemon Go, bringing with it Field and Timed Research tasks, unique eggs, event bonuses, and more!. This page acts as a comprehensive breakdown of ...

  26. Pokémon Mystery Dungeon DX: Complete Camps Guide and Pokémon List

    The Safari Rescue Team Camp is one of the cheaper camps, only costing 600 Poké. A total of 16 Pokémon species can stay at the Safari camp, with there being a good range of Pokémon types here ...

  27. Pokemon Go Spotlight Hour Schedule June 2024

    The Makuhita Spotlight Hour is live on Tuesday, June 4th, 2024, where they will appear more frequently in the wild from 6PM-7PM local time, with vastly increased spawn rates and a 2x Catch Candy ...

  28. Pokemon Go Cyndaquil Community Day June 2024

    The Cyndaquil Community Day for June 2024 in Pokemon Go is on the horizon, and is set to bring a Featured Attack, Field and Special Research, event bonuses, and more!. This page acts as a ...

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