Safari Zone

The Safari Zone is home to some rare Pokémon, as well as a number of interesting items.

In case you're confused about how to catch Pokémon in the Safari Zone, here are the basic rules:

  • You can take 500 steps before you're automatically recalled to the entrance.
  • You can only use the 30 Safari Balls provided by the park.
  • You cannot attack or use items or status altering moves.
  • You can throw stones to make the Pokémon you are trying to catch angry. This will make it more likely that you will catch the Pokémon, but it will also make the Pokémon more likely to run away. You should throw multiple stones to increase your chances.
  • You can toss out bait to make the Pokémon stay around longer. On the downside, this makes them harder to catch.
  • Catching some of the rare Pokémon, like Chansey can be tough. It's not unusual to throw all 30 Safari Balls without catching a Pokémon, so don't get discouraged. Just save your game before you enter the Safari Zone. If you don't catch anything good, just restart.

Find the Warden's Teeth

From the entrance, head north and east to find the exit to Area 1. Head east until you come to a grassy area, then go up the steps to the north. Go west, then down the steps and continue on north where you will see another short stairway. Go up the stairs, go east, and then down the next stairway you see. The exit to Area 2 is to the west, so go north until you can turn left and continue on west until you find the exit.

Now that you're in Area 2, go west until you're in the tall grass, then continue on north and go up the steps (not the ones by the sign), then take the next flight of stairs down again. Go west until you bump into a pond, then continue on north. Go east until you find yourself in tall grass again, then go north. When you can't go any further, turn to the left and continue on west (pick up the Protein power-up on the way). You'll come to another patch of tall grass. You're almost there. Just go all the way to the south and exit this map to go to Area 3. There, finally -- a few squares to the south -- you will find the Gold Teeth.

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Get HM 03 (Surf) and TM 32 (Double Team)

Since you're already here, why not get the most useful HM at the same time as the teeth? Just go to the west from where you entered into Area 3 and you'll see a small hut (you will also see TM32 lying outside on the ground, so grab it). Inside the hut, you will receive Surf . Teach this to your Pokémon to get a powerful Water attack that almost always hits its target -- and the ability to cross rivers, ponds, lakes and even oceans. To go for a swim anywhere, just walk up to a shore and select the Pokémon that knows Surf in the Pokémon menu. Select Surf and you're on your way.

Get HM04 (Strength) and Rare Candy

fire red safari zone catch rates

With the Gold Teeth in hand, go back to the Warden's house in Fuchsia City (it's the house in the southeast, below the pond). As a reward for bringing back his teeth, he will give you HM04 (Strength). This power lets your Pokémon push around large boulders (you have to manually activate the Strength power every time you enter a new area). Use Strength in the Warden's house and push the boulder to the right. You can now grab the Rare Candy .

More in the Safari Zone

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We've already covered how you can find the Gold Teeth, HM03 and TM32 above, but there is certainly some more stuff to be found here:

  • Nugget: In the entrance area. You need Surf.
  • Leaf Stone: Area 1
  • Max Potion: Area 1
  • Quick Claw: Area 1
  • TM11 (Sunny Day): Area 1
  • Full Restore: Area 1
  • TM47 (Steel Wing): Area 2
  • Protein: Area 2
  • Gold Teeth: Area 3
  • TM32 (Double Team): Area 3
  • Max Revive: Area 3
  • Max Potion: Area 3

Up Next: Fuschia City Gym

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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

In Fuchsia City, you will notice a lot of Pokemon in enclosures, this is because there is a zoo right in Fuchsia City. This makes it look very big, but size wise it isn't. Gameplay wise, there is quite a bit to do. When navigating around, you can get to all areas without Cut, but it's easier to cut bushes down to work your way around Fuchsia.

Firstly head to the Pokecenter by heading to the left side of town, then head down and to the right. Heal up and head to the house on the left. The man inside will delete moves (including HM moves) off your Pokemon. For more information check out the Move Tutors Guide .

The Safari Zone is not only a great place for catching Pokemon, it is also crucial in gaining two important HMs in the game, Surf and Strength. Head as far north as you can go in Fuchsia, and enter the building at the top. This is the Safari Zone.

When you encounter a wild Pokemon you will have four options, Throw Ball means you will throw a Safari Ball and will try to catch the Pokemon. Throw Bait will keep the wild Pokemon around for longer. Throw Rock will make the Pokemon easier to catch but it will be more likely to flee. Run means you will just run from the wild Pokemon. Now here is a small tip if you get into an area a long way from the entry and have very few steps left or are running low on cash. Stay in one spot, and by lightly tapping the direction buttons, you can turn around. This will not count toward your steps but you will still encounter wild Pokemon! Also note, EVERYWHERE you go in the Safari Zone counts as steps, including the "Rest" houses. Listed below are the wild encounters and rates. Note that fishing is the same anywhere in the Safari Zone.

Now here is what you need to do to finish the Safari Zone and get all the items:

  • From the Entrance head to the top right hand exit into Area 1.
  • In Area 1, head right and north up the stairs. Continue north to find a Leaf Stone.
  • Head back to the stairs and this time head to the left and down the next set of stairs.
  • Head to the left and bit and up. To the right on the grassy peninsula near the water is TM11 - Sunny Day.
  • Leave the Peninsula and head north-west to find a Max Potion.
  • From the Max Potion head to the left and up the next set of stairs, to the right and down those stairs.
  • To the right of here is a rest house (nothing inside really) and below it a Full Restore. Head north from the trainer house and to the left.
  • When the route splits, take the bottom route still heading to the left into Area 2.
  • Continue left and go north up the first set of stairs you come across.
  • Follow the path and when you've gone down some stairs head to the left to collect Quick Claw.
  • Head back to the start of Area 2. If you head down you will be in the top part of the Entrance Area.
  • Nothing new here except if you come back with Surf. So instead, head to the northern part of the grass and head up the stairs.
  • Follow the path and down the next set of stairs.

**From here you can head south into Area 3. (You will probably need to enter once more to get these, because it is unlikely you can get to the final house if you go down this south route. So instead do the bits between the double stars in your next trip.) Continue south and then head to the left and collect the Max Revive. The head up the stairs and to the left. Follow the path and at the base of the next set of stairs is a Max Potion. Return to where you were before the stars.**

  • Head north, past the three pools and to the right a bit is TM47 - Steel Wing.
  • Continue to the right and then head up. Collect the Protein.
  • Now head west and all the way south down into Area 3.
  • From the teeth head to the left. South of the hut grab TM32 - Double Team.
  • Head inside the hut.

Talk to the man inside and he will give you HM03 - Surf. Now you have Surf, you can travel on water by pressing A next to a Surfable area. Now leave the Safari Zone. Now let's head to the Warden's house, the one to the right of the Pokecenter. Talk to the Warden Inside and give him his teeth. As thanks, he will give you HM04 - Strength. This can be used to move large boulders like the one in the Warden's house. Teach it to one of your Pokemon. move the boulder in his house and grab the Rare Candy.

Heal up and get ready for the next Gym Battle. When you're ready, head over to the gym. When you enter it looks relatively easy to get to the leader...however the walls are invisible. Here is a map showing the walls so you can navigate through the Gym:

The specialty in this gym is Poison, so let's try a few trainer battles first, starting with the bottom left and bottom right trainers:

Head to the right hand side of the gym and head up to fight the next two trainers:

When you get to the very top, head all the way to the left and down to fight the next two trainers:

Now onto the leader, Koga:

The biggest thing to watch out for in this battle is Toxic. This Poisons your Pokemon and the damage inflicted increases each turn. Be sure to stock up on Antidotes beforehand. If Toxic is getting the better of you, try inflicting a status effect on the opponent as soon as possible, this reduces the chance of a successful Toxic. You could also use a Poison type, which aren't affected by Toxic. I would strongly advise a Psychic type though as this is best against Poison. The two Koffing are nothing new and should be easy, however they have the Levitate ability so Ground attacks won't hit them at all. Muk has pretty good Spec. Def. and has pretty high Attack. Acid Armor boosts its Defense, but a Psychic type should mow him down pretty easy. If his Pokemon get low on health, Koga has a Full Heal and two Hyper Potions just to make things a bit harder.

Once you have the Tea, exit Celadon to the east. Now enter the house to the right with the guard, which have not allowed you to pass previously. Give him the Tea, and he will let you through. You can now enter Saffron City through any of the four guard houses. Leave the guard house to the right and enter Saffron City.

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Of the Safari Zone (Or, curse you Chansey!): A strategy guide

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Cubes

By Cubes September 29, 2012 in Trash

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TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait.

Best place to catch:

Chansey- Surf across water in the entrance, go to north area.

Scyther/Pinsir- Entrance

Kangaskhan- Go right from entrance

Tauros- Surf across water in the entrance, go to west area.

Dratini/Dragonair (The catch rate is the same)- Super Rod at any body of water

Using Repels - Using a level 26 pokemon with repels will not let you encounter Chansey per se, but it will let you avoid a bunch of pokemon in-between. It's a good time saver, if you don't want to spend the time running away from pokemon, but you won't catch Chansey any faster step-wise. (Credits to heated, reazh, and darkside)

Edit: added what to do in case Pokemon stops eating; added best places to catch pokemon; added what to do in case of 1-3 balls left; added repels.

Ok, so I was going through safari zone trying to catch rare Pokemon, wondering "What's the best strategy?". Googling gave me no answers, so I dug a little deeper. All formulas can be sourced to Bulbapedia.

A little background: every pokemon has it's own catch rate, which determines how easy or hard it is to catch. Legendaries are hard, while Pidgey is a breeze. For every pokemon, you determine a modified catch rate (using catch rate, health, status, etc), and with this you can determine the probability of catching said pokemon. The key to remember- the higher the catch rate, the higher the probability of catching the pokemon.

Normally, if the Safari Zone was just a regular wild zone, the following would apply: all pokemon are at full health, with no status conditions.For a pokemon at full health, no status, the "modified catch rate" is 1/3(catch rate).

Let's take for example, Chansey, of course. Chansey has a catch rate of 30. Normally, the modified catch rate is 1/3(30)x1.5 = 15. (Why x1.5? This factors in the safari ball properly, which is x1.5 the Pokeball.)

But, the safari zone is tricky, and adds in more factors! The catch rate is multiplied by 100/1275, and then rounded down, to get a "safari-catch factor". Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25. Fuck that noise! Screw you safari zone.

Plugging in this new catch rate into our formula, we get 1/3(25)x1.5 = 12.5. But we have to round down (again), so it's actually 12.

Now we have a safari-modified catch rate for Chansey, 12. Using Bulbapedia's formula, we have a probability of approximately 4.7% of catching Chansey per ball thrown.

"But Cubes," you ask, "what about bait and rocks? How do those affect things?"

Very interestingly, in fact. What happens is that rocks double the safari-zone factor and bait halves it. Taking Chansey as an example for all the rare pokemon, with bait, her safari-catch factor is a measly 1, and we get a catch rate of just 12, and a modified catch rate of just 6. Your odds of catching Chansey are 2.4% per ball thrown.

As for rocks, a sneaky cool thing happens for Chansey. The safari-catch factor doubles, becoming 4, and then when you multiply by 1275/100, we get a catch rate of 51, and a modified catch rate of 25.

Did you see what happened? It's slightly more than double the regular modified catch rate, and this affects things. The odds of catching Chansey becomes 9.8% per ball thrown with the rock effect.

Now you must be thinking, rocks all the way! But, we've forgotten about escapes, and this is where the rock fails us. (Now unfortunately, I couldn't find escape rates for the pokemon, but it shouldn't affect the outcome.) When angry, a pokemon is twice as likely to escape. But when busy eating, the pokemon is 1/4 less likely to escape, a big difference.

So, you see that you get 4 bait balls every time you throw 1 rock ball, and when you add up the percentages, you get 9.8% rock vs. 9.6% bait, and . But we also have to take into account the first turn. The pokemon is angry/eating after the first turn, and so you are ~7-8 times as likely to be able to throw your first bait ball before even throwing your first rock ball, and this tilts the favor in the bait's favor.

How the escape factor works is that the escape rate(which is an integer) is multiplied by 5, and then affected by rock/bait to get a final rate. Then a random number between 0-99 is generated. If this number is lower than the final rate, the pokemon escape. For a rare pokemon, the rate is either 8 or 9 (I'm not sure), but let's say 9. Then the normal final rate is 45, and there's a 55% chance your pokemon will stay per turn. While angry, the rate becomes 90, and you only have a 10% chance of the Pokemon staying. While eating, the rate becomes 11 (rounded down), and you have an 89% chance of the pokemon staying per turn.

Factoring this in, you get-

an 11% chance to be able to throw rock and 1 ball consecutively- 1.15% chance of capture;

a 55% chance to be able to throw 2 regular balls consecutively- 7.29% chance of capture;

a 50% chance to be able to throw bait and 3 balls, followed by a bait and 2 more balls consecutively- 8.26% chance of capture.

So as you can see, rock is a TERRIBLE strategy, and bait better than just throwing balls. I can explain the math I did behind this if anyone wants me to.

How many baits should you use? Just 1. When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.

Another factor in bait's favor- the Safari Zone restrictions. You only get 30 balls and 500 steps. But Chansey (and other rare Pokemon) are so rare that your steps will run out before your balls do. So a strategy that maximizes the amount of balls thrown per catch attempt is the most efficient use of your hard-earned 500 Pokedollars. This doesn't apply when catching dratini/dragonair though, since you can stay still the whole time.

I'm willing to explain anything. If a formula/fact/number comes out of nowhere, it is most likely pulled from Bulbapedia, either from http://bulbapedia.bu...wiki/Catch_rate or from http://bulbapedia.bu...nto_Safari_Zone .

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TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwi

BASEDWcOwl

man that's a lot of words

Giygas

The single most important piece of information about the safari zone I could have ever been given.
man that's a lot of words
  • Orangeslash , TveirFjorirTiu , bolukas and 3 others

Then read the TL;DR

Thank you ^_^ I'm going to be going Chansey hunting soon and knowing that bait first is better than ball first will certainly help me in the long run :D

Elite

Interesting. Thanks for the in-depth analysis.

Mohka

woah ! that is a lot of calculations you saved me!

this is a great help im gonna try the bait method from now on and compare the results from my previous encounters.. :D

AstroSpud

Hate reading long math equations.

zyzz

Sure that bait makes flee 1/4 as likely? Keep in mind that baiting is also a turn where you risk escape and you have to bait every few other turns.
Apparently throwing multiple bait is useless.
When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.

Luftwaffle

Hey, maybe I won't be shit at the Safari Zone now! \o/

  • Halvaard , Lime and Nordic
Well, this disproves the popular tactic of Bait >Ball>Ball>Ball> Bait >Ball>Ball>Ball.

Heavenol

I saw a shiny exeggcute yesterday. I thought it would be an easy catch so I didn't bother using the bait. It fled. Sadface.

But if you bait it says 'the pokemon is eating' for several turns, then 'the pokemon is watching carefully'. Is this misleading in the sense that the flee chance and the catch chance is not reset?

Aidden

This is awesome man, thanks soo much for this. Next time im online im definitely gonna give this a try!

killzozgaming

killzozgaming

Thanks man.

Really? But if you bait it says 'the pokemon is eating' for several turns, then 'the pokemon is watching carefully'. Is this misleading in the sense that the flee chance and the catch chance is not reset?

Edit: Just did the math, and I can confirm that when the pokemon stops eating, you should throw another bait. Thanks for the feedback, gonna edit the main post.

Once the pokemon is finished eating, the catch and flee chance rates reset. In that case, you could throw another bait, then more balls, and that should be most efficient. I'd have to check the math, but I think that would be the case. The 2 things to remember are that bait lasts from 2-6 turns, and that after a set amount of turns, the pokemon is guaranteed to flee. Ideally, you'd want every ball but the last ball to be bait. The percentages are so small out here though, it won't make much of a difference in your overall catch probabilities and your catch rates.

Math stuff:

38.8% chance of bait>b-ball>b-ball>ball gives you a 9.1% chance of capture.

39.4% chance of bait>b-ball>b-ball>bait>b-ball>b-ball>b-ball>b-ball>b-ball gives you an 10.1% chance of capture.

Ah, so that sounds more like how I've been trying for a chansey. Since I had heard that bait lowered the capture rate I was worried that throwing more than one bait would just further lower the capture rate. All of these little technical things are not only going to make me feel more prepared, but also more encouraged that I'm not just making it harder for myself to catch these pokemon :D

ravagez

Wow caught two chansey in the first 20 mins :o

bl0nde

Some people are just lazy. I skimmed it in like 2 minutes.

Basically with all factors considered this person thinks that bait then throwing balls is best strategy.

You will go through twice as many balls is the only down side. You will spend more money at safari zone.. but you will have a slightly higher catch rate.

Note: catch rate is always really low with the hard ones. Safari balls are poop.

Edit: thanks for taking the time to researchin and type out/share your thoughts cube. Much appreciated.

The response I have to it costing more money, is that 500 pokedollars is incredibly cheap. A single trainer battle is usually much more than that.

Even a level 50 persian using payday while holding an amulet coin gives 500 pokedollars. Heck, even a level 25 it only takes two uses to earn that much.

true. 1x regular pokeball cost 300. So 30 for 500 is good.

I was merely posting that for efficiency's sake. I know 500 doesn't mean much in the long run, but at least for me, I like to know I'm getting the most bang for my buck. What I've found is that you rarely if ever run out of balls first, so you're paying the same amount at the same rate, just using more balls per attempt.

Topcat9o

I get more balls on a chansey but I still can't catch one :( I get 5-7 then it runs

Relentless

this information is incredibly false.

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How to Catch Dratini in Pokémon FireRed and LeafGreen

Last Updated: December 4, 2023 Fact Checked

This article was reviewed by Ishrak . Ishrak is a Gaming & Video Expert specializing in sharing Pokémon and Minecraft videos. With over seven years of gaming and streaming experience, Ishrak has a follower base of over 30,000 YouTube subscribers and over 8 million views. He is also a Pokémon ROM-Hacker and some of his most popular videos highlight tips and advice for people learning how to play Pokémon games. This article has been fact-checked, ensuring the accuracy of any cited facts and confirming the authority of its sources. This article has been viewed 798,228 times.

Dratini is a rare, Dragon-type Pokémon that, if raised right, can be a great addition to your team. You can find this elusive Pokémon in the Safari Zone, or you can cough up a pocketful of credits at the Rocket Game Center. See Step 1 below to find out how to add Dratini to your Pokedex without breaking a sweat.

Catching Dratini in the Safari Zone

Step 1 Obtain a Super Rod.

  • When you hook a Pokémon, you will need to press the A button to set the hook, otherwise the Pokémon will get away.
  • There is a 1% chance that you will catch a Dragonair, Dratini's evolution.

Step 4 Throw a Rock.

  • Throwing Bait followed by a Rock will cancel the effects of each. If you want to improve the catch chance, either throw one Rock, or a Bait followed by two rocks.

Step 5 Throw a Safari Ball.

Buying Dratini in Celadon City

Step 1 Visit the Rocket Game Corner in Celadon City.

Community Q&A

Community Answer

  • Dratini evolves at Level 30 to Dragonair and Level 55 to Dragonite. Thanks Helpful 2 Not Helpful 0

Tips from our Readers

  • Dratini will usually be higher level and less pricey if you catch it rather than paying coins for it.
  • The best moves for this are thunder fire and ice punch with dragon tail.
  • Don't evolve the Dratini until level 75 to get the best move.

fire red safari zone catch rates

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EV Train Your Pokémon

  • ↑ https://masternoobs.com/pokemon-frlg-dratini-dragonair-dragonite/
  • ↑ https://bulbapedia.bulbagarden.net/wiki/Dratini_(Pok%C3%A9mon)
  • ↑ https://www.smogon.com/dex/dp/pokemon/dratini/
  • ↑ https://bulbapedia.bulbagarden.net/wiki/Celadon_Game_Corner

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  • How do you guys catch the rare pokemon in the safari zone?
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Appendix : FireRed and LeafGreen walkthrough/Section 9

  • 1.1.3 The Amazing Eevee
  • 1.2.5 Rooftop Square
  • 1.3 Celadon Gym
  • 1.4 Fickle Fortune
  • 1.5 Shady Dealings
  • 1.6.1 A Secret Switch?
  • 1.7 Prize Corner
  • 1.8.1 B1F (North)
  • 1.8.3 B1F (West)
  • 1.8.6 B4F (Northwest)
  • 1.8.7.1 VS Giovanni
  • 1.9 The Key to the City
  • 2.1.1.1.1 If the player chose Bulbasaur:
  • 2.1.1.1.2 If the player chose Charmander:
  • 2.1.1.1.3 If the player chose Squirtle:
  • 2.2 Mr. Fuji's house

Celadon City

fire red safari zone catch rates

Celadon City is located between Route 7 to the east and Route 16 to the west. The Celadon Department Store in the northwest offers all kinds of items for sale. The Celadon Mansion is a hotel, with a group known as Game Freak as its current occupants. Visitors can try their luck at the Game Corner in the heart of the city and redeem their winnings at the Prize Corner next door. The Celadon Gym stands on a hill in the southwest part of town.

Celadon Mansion

The tall building in the north part of town is Celadon Mansion .

Speak to the elderly woman on the first floor to receive a cup of Tea , a healthier alternative to the usual drinks . It's not meant for Pokémon consumption, however, so hold onto it for now.

On the third floor, Game Freak 's game designer promises a reward for showing him your completed Pokédex .

The Amazing Eevee

To further this goal of completing the Pokédex, leave an empty slot in your party and follow the path behind the Pokémon Center to find a break in the trees. Enter the mansion through the back door and climb to the top floor to obtain an Eevee . This Pokémon's unique genetic makeup allows it to evolve into one of several different forms. Exposure to a Water Stone , ThunderStone , or Fire Stone will cause it to evolve into Vaporeon , Jolteon , or Flareon , respectively. Any one will make a useful addition to your team, as they can cover your first Pokémon 's weakness. These stones can only be purchased in the nearby Department Store.

Celadon Department Store

The Celadon Department Store is the largest shop in Kanto . Nearly any item a Trainer could want can be found here.

The Trainer's Market is found on the second floor. Everyday items like Great Balls and Super Potions are offered here.

The third floor holds the TV Game Shop, with various video games on display. There are no items for sale, but the clerk behind the counter is a Move Tutor who offers to teach Counter to a compatible Pokémon. This move retaliates from any physical hit with double the damage taken.

Wise Man Gifts is located on the fourth floor. The stones that cause certain Pokémon to evolve can be purchased here. Be sure to pick up a Poké Doll or two, as they are useful for running from wild Pokémon.

The Drugstore can be found on the fifth floor. Battle items and vitamins are offered here.

Rooftop Square

The Rooftop Square houses a picnic area and several vending machines . Each machine offers Fresh Water , Soda Pop , and Lemonade . If you purchase one of each drink for the little girl nearby, she rewards you with TM16 ( Light Screen ), TM20 ( Safeguard ), and TM33 ( Reflect ), respectively.

Celadon Gym

fire red safari zone catch rates

CELADON CITY POKéMON GYM LEADER: ERIKA The Nature Loving Princess!

The Celadon Gym specializes in Grass-type Pokémon. This type is generally vulnerable against Fire -, Ice -, Flying -, Poison -, and Bug-type attacks. Most Pokémon inside are also part-Poison, which leaves them exposed to Psychic moves, as well. Water , Rock , and Ground Pokémon are best kept on the sidelines. Grass Pokémon tend to harass their target with status ailments, so it is a good idea to bring healing items like Antidote , Parlyz Heal , and Awakening . Once the first few Gym Trainers have been defeated, have a Pokémon use Cut on one of the small trees to reach the clearing with the Gym Leader.

After the battle, Erika awards you the Rainbow Badge , which ensures obedience from all Pokémon up to level 50 and enables the use of Strength in the field. She also gives you TM19 ( Giga Drain ) as a prize.

Fickle Fortune

Stop by the restaurant on the city's south side and talk to the man near the back wall. A string of bad luck at the slot machines has cost him all of his money, so he has no more use for his Coin Case and gives it to you.

Shady Dealings

Several Team Rocket Grunts can be seen loitering around the city. Next door to the restaurant, there are workers organizing the transport of 2,000 Pokémon every month to the Game Corner to be used as prizes. Numbers like that mean money, and are sure to draw Team Rocket's attention. Whatever the group may be involved in, as one of the workers points out, it surely has nothing to do with a hidden switch in the Game Corner.

Game Corner

fire red safari zone catch rates

The prizes offered next door are expensive, so it will require a large number of coins to receive all of them. Coins may be purchased at the counter in sets of 50 for $ 1,000 and sets of 500 for $ 10,000. Others can be obtained by speaking with other patrons, and even more can be found dropped on the ground.

A Secret Switch?

Nothing seems out of the ordinary at first, but there is something off about the man in black who is fixated on a poster on the back wall. When you try to speak to him, he picks a fight with you. Defeat his two Pokémon and he retreats, leaving the poster unguarded. Inspect it to find a secret switch hidden underneath; press this switch and a hidden door opens to the right, revealing a secret stairway leading underground.

Prize Corner

Rocket hideout.

fire red safari zone catch rates

The Rocket Hideout is a secret underground complex used by the group as their base of operations. Rumors point to a certain item being located somewhere in Celadon that can identify the ghosts of Pokémon Tower . It would not be surprising for Team Rocket to have acquired an item as valuable as this, so be sure to take it back if you can find it!

B1F (North)

Visit the western room to get an Escape Rope , then take the stairs down to B2F.

Go west to fight the next Team Rocket Grunt. Further west is a maze of spinner tiles meant to thwart any intruders; step on one of these arrow tiles to be sent spinning until you reach a stopper tile.

Enter the maze and follow the spinner tiles to the stopper tile in the northwest. Backtrack carefully to reach an X Speed in the northeast corner. Collect the Moon Stone , TM12 ( Taunt ), and Super Potion on the way southward. Step on the southernmost spinner tile to reach the maze exit and climb the stairs to the east.

Battle the two Rocket Grunts here and pick up the Hyper Potion .

Backtrack through the east side of the maze and head down the stairs to the northeast.

Go south past the lone Rocket Grunt to reach TM21 ( Frustration ), then head west to enter the second maze of spinner tiles. Collect the Rare Candy on the way southward, then battle another Rocket Grunt. Pick up the BlackGlasses and go downstairs.

B4F (Northwest)

On this first visit to B4F, it is only possible to reach the two rooms on the west side. Pick up the Max Ether on a table to the south, then visit the northwest room. Pick up TM49 ( Snatch ) and battle the nearby Rocket Grunt. Talk to him afterward and he drops the Lift Key , which operates the elevator in the southeast part of the complex.

Climb back up to B2F and make your way through the larger maze again to reach the elevator. Take it down to B4F.

B4F (Southeast)

Exit the elevator and go west to reach a Calcium . Defeat the last two Rocket Grunts and the electronic door that they are guarding opens. Step inside to confront the Rocket boss.

VS Giovanni

Both Giovanni 's Onix and Rhyhorn take massive damage from Grass and Water attacks. His Kangaskhan takes serious damage only from Fighting moves. Avoid using attacking moves if Onix uses Rage , as this boosts its Attack every time it takes damage.

Giovanni cannot believe that he lost, but acknowledges that you raise your Pokémon with great care. He says that a child like you could never understand his goals, then he and most of the other Rockets disappear. Be sure to pick up the Silph Scope that he leaves behind. Ride the elevator to B1F and battle one last Rocket Grunt on the way out.

The Key to the City

With the cup of Tea from Celadon Mansion , you can pass through Saffron City on the way back to Pokémon Tower . Enter Saffron's west gate and the guard sees that you have a beverage. If you give it to him, he shares it with the other three guards which now allows you to reach the city from any direction. Travel eastward through the city to return to Route 8 and Lavender Town .

Lavender Town

Pokémon tower.

fire red safari zone catch rates

The Ghost Pokémon of Pokémon Tower are immune to Normal - and Fighting-type attacks, but are vulnerable to Dark-type attacks. The spirits can be relentless, so it may be useful to bring a supply of Repels and Poké Dolls along to avoid them as much as possible. There are still many possessed Channelers here as well, so be sure to bring some Super Potions along.

Rival Battle 5

By this point, Blue has assembled a team that includes Grass , Fire , and Water Pokémon to cover his weaknesses. His first Pokémon takes the place of either Exeggcute , Growlithe , or Gyarados , whichever matches its type. His Pidgeotto can still harass Grass- and Bug-type Pokémon with Gust , and strike first with Quick Attack . Exeggcute can induce Sleep with Hypnosis , so use Awakenings as necessary. Growlithe's Ember can deal a decent amount of damage and may cause a Burn . As Blue's only fully-evolved Pokémon, his Gyarados has the biggest offensive presence so be sure to take it down quickly. Kadabra takes super effective damage from Bug-, Ghost -, and Dark-type moves, but physical moves will wear it down as well. Blue's first Pokémon has grown to level 25 and learned some new moves, but it should not be too much to handle. Use super effective moves to send your rival packing and continue up the tower.

If the player chose Bulbasaur :

If the player chose charmander :, if the player chose squirtle :.

Grab the Escape Rope by the north wall and climb the stairs to 4F.

Pick up the Elixir and Awakening in the center of the room, and the Great Ball near the south wall. Climb the western stairs.

A Channeler in the middle of the fifth floor has not been possessed and maintains a healing area with her white magic. When a Trainer enters this protected zone, all of their Pokémon will be fully healed. A Cleanse Tag can be found here, as well; when held by the lead Pokémon, it decreases the chance of encountering wild Pokémon by 33%. Battle another Channeler or two and grab the Nugget before taking the eastern stairs.

Collect the X Accuracy to the south, then northward past three more Channelers. Grab the Rare Candy in your path and proceed to the south stairway. As you approach, the ghost attacks and the Silph Scope activates, revealing a level 30 Marowak . Unfortunately, this spirit cannot be caught and must be defeated.

When the battle is over, the mother Marowak's spirit is calmed. Finally able to rest, she departs to the afterlife.

Climb the final stairway to the seventh floor.

Defeat the three Rocket Grunts and speak to Mr. Fuji . He thanks you for calming Marowak's spirit and asks that you accompany him to his home, the Volunteer Pokémon House, at the foot of the tower.

Mr. Fuji's house

Speak to Mr. Fuji to receive the Poké Flute as thanks. This instrument awakens any sleeping Pokémon who may hear its music. With this, you can finally wake the two Snorlax who have been blocking the way to southern Kanto . But first, head west to return to Saffron City and take on the next Gym.

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Join the world's fastest growing free zone organization, media center| news releases, world free zones organization, sez technopolis moscow won six nominations of the world rating of free economic zones.

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According to Gennady Degtev , CEO of SEZ Technopolis Moscow, the rating also mentioned the infrastructure opportunities provided by SEZ Moscow Technopolis, as well as the sites area and their improvement and the educational cooperation carried out with leading universities in Russia and abroad.

“Winning in six categories at once is the best result seen for a Russian SEZ in this rating since 2014, when the rating became annual. Previously, the best result among Russian special economic zones was a victory in five categories—Alabuga in 2015 and Lipetsk in 2019," he noted.

SEZ Technopolis Moscow owes its success to the systematic measures carried out by the Moscow Government aimed at improving the investment climate and efficiency of the city's business infrastructure. Preferences from the city authorities given to residents of a special economic zone can help them to save significantly on taxes and other mandatory payments. It includes a zero tax rate on fixed assets, reduced income tax, and duty-free imports. In addition, for residents of the Moscow SEZ, the amount of land redemption is one percent of its cadastral value.

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IMAGES

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COMMENTS

  1. Pokémon FireRed and LeafGreen/Safari Zone

    Pokémon FireRed and LeafGreen/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 bait or rocks to distract certain Pokémon, so try different combinations when a particular Pokémon keeps escaping -- that is the trick.

  2. 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.

  3. Safari Zone

    advertisement. From the entrance, head north and east to find the exit to Area 1. Head east until you come to a grassy area, then go up the steps to the north. Go west, then down the steps and ...

  4. What is the best strategy in capturing a pokemon in "Safari Zone

    -When you see a pretty rare poke (like nidorino or paras): Throw a rock once and when the pokemon doesn't flee, throw a safari ball-When you see a SUPER rare pokemon (such as tauros): Hit it with 2 to 3 rocks and pray that it doesn't flee. When you have that luck, throw as much safari balls as you can until you run out of balls or the pokemon ...

  5. R/B/Y Safari Zone Mechanics

    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. ... 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 ...

  6. Safari Zone Catch Rates : r/pokemon

    In Fire Red, Scyther has a 4% encounter rate in area 1, with a 11.9% catch rate (increased to 17.85 with safari balls). I have thrown maybe 50 balls at scythers in general with rocks to increase catch rate, bait to make them stay longer, and just throwing balls out the gate. I have encountered around 12 scythers, (and on the 4th run in the ...

  7. Understanding the Safari Zone in Pokémon FireRed & LeafGreen

    In this video we explore the Safari Zone in Gen 3's Kanto games. We'll cover the basics, the complexities, and the glitches to help you succeed. Let me know ...

  8. Pokemon FireRed and LeafGreen :: Full Walkthrough

    The Safari Zone is not only a great place for catching Pokemon, it is also crucial in gaining two important HMs in the game, Surf and Strength. Head as far north as you can go in Fuchsia, and enter the building at the top. This is the Safari Zone. Inside, walk past the guy on the right and he will ask if you want to enter the Safari Zone. For ...

  9. Of the Safari Zone (Or, curse you Chansey!): A strategy guide

    The catch rate is multiplied by 100/1275, and then rounded down, to get a "safari-catch factor". Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25.

  10. Safari Zone

    Walkthrough. The Safari Zone is a large conservation area where players can attempt to capture various rare species of Wild Pokemon. Certain Pokemon found within the Pokedex can only be found in the Safari Zone, making it a vital area should you look to complete the Pokedex. In addition to having the opportunity to find loads of new Wild Pokemon, the Safari Zone has a few additional goals ...

  11. 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.

  12. Guide to Catching Chansey & Tauros in FireRed? : r/ProfessorOak

    I looked into the Safari Zone mechanics for myself when doing a LeafGreen challenge. Without getting too technical, don't bother chucking rocks and stick to bait instead. Their Safari Zone adjusted catch rate is already as low as can be so you don't get penalized there for using bait.

  13. Pokémon FireRed and LeafGreen/Route 14-15

    Route 14 appears just as you are leaving the docks by the sea. Most trainers here seem obsessed with Flying Pokémon, although you will also find a couple of ne'er-do-well Bikers as well. Watch for a Pinap Berry near the twin trainers, and a hidden Zinc in the grass north of the Biker trainers. Continue down this path to access Fuchsia City .

  14. How to Catch Dratini in Pokémon FireRed and LeafGreen

    1. Obtain a Super Rod. You will need the best rod in the game in order to catch Dratini. You can get the Super Rod on Route 12 in the house with a Fisherman inside. Talk to him and you will receive the Super Rod. [1] 2. Head to the Safari Zone. Dratini can only be caught in the Safari Zone.

  15. 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 ...

  16. How do you guys catch the rare pokemon in the safari zone?

    In simplicity is perfection. piercedxdenizen 14 years ago #8. i've always just went with the one rock throw, then keep throwing balls, i've got tauros and chansey that way, haven't tried for scyther or pinsir yet, and dratini is normally really easy to catch, just throw balls and i'm sure you'll be fine. 3ds id- 2191-7915-2189.

  17. FireRed and LeafGreen walkthrough/Section 9

    Celadon City is located between Route 7 to the east and Route 16 to the west. The Celadon Department Store in the northwest offers all kinds of items for sale. The Celadon Mansion is a hotel, with a group known as Game Freak as its current occupants. Visitors can try their luck at the Game Corner in the heart of the city and redeem their winnings at the Prize Corner next door.

  18. Has anyone else caught a Dragonair in FireRed/LeafGreen?

    Apparently, when fishing with a Super Rod in the Safari Zone, there is a 1% chance you will encounter a Dragonair in all fishing areas. This is only possible in LeafGreen, FireRed, and Yellow afaik. I spent two hours straight fishing and only encountered 2 Dragonair. One fled but I caught the other first try somehow.

  19. How to Catch Chansey & Dratini With Bait Strat

    Wondering how to catch Chansey in Firered and Leafgreen? Maybe you're looking for Dragonair, Tauros, Scyther Pinsir, Dratini, or Kangaskhan? Use the bait str...

  20. 628DirtRooster

    Welcome to the 628DirtRooster website where you can find video links to Randy McCaffrey's (AKA DirtRooster) YouTube videos, community support and other resources for the Hobby Beekeepers and the official 628DirtRooster online store where you can find 628DirtRooster hats and shirts, local Mississippi honey and whole lot more!

  21. Tankride

    The «Tank Ride» company offers you an exclusive opportunity to take a part of programs with tanks T-80 and T-62M. Service: 1) Riding special tank race. 2) A tank driving and shooting with tanks. At our polygon we offer you a full service. Comfortable conditions of staying. More information.

  22. Sez Technopolis Moscow Won Six Nominations of The World Rating of Free

    The judging panel for the prestigious Global Free Zones of the Year award, established by the world's leading magazine on foreign direct investment, fDi Magazine, had high praise

  23. Moscow Districts: Moscow, Central Federal District, Russia

    Arbat District. The district known as Arbat is bordered on both of its sides by the Moscow River and includes the neighbourhoods located directly south of the Nova Arbat Ulitsa and also those on the northerly side of the Garden Ring. The Ulitsa Arbat is a definite highlight and this pedestrian mall stretches for just over 1 km / 0.5 miles ...