Pokémon FireRed and LeafGreen/Types & Stats

When battling Pokemon, the Pokemon, whether feral or trained, will take turns in battle. Their stats, types and moves will make the difference between defeat and victory. It is important to consider the characteristics of each Pokemon before summoning it to the battlefield.

Types


The types that Pokemon belong to are very varied, and all Pokemon are subject to them. A Pokemon may be classified in one or two types, and these will determine the effectiveness of moves.

This chart shows the effectiveness of attacks and ability to endure them.


 * A blank spot in the chart shows that a move of a particular type is neither effective or ineffective against a Pokemon holding the other type.


 * A "2" shows that a move of that type will be doubly effective against a Pokemon holding the other type.


 * A "1/2" shows that a move of that type will have its effectiveness reduced by half against a Pokemon holding the other type.


 * A "0" shows that a move of that type will produce no damage at all against a Pokemon holding the other type.

In addition, remember that Pokemon type also determines STAB. The "Same-type attack bonus" or STAB applies to Pokemon using a move of a type that the Pokemon also belongs to.

For example, is a powerful Water move. A Pokemon such as will get a 50% bonus increase in damage when using it in battle because at least one of its types is Water. A, a Poison/Ground Pokemon, is capable of learning and using Surf, but will gain no bonus.

Also, Pokemon that are dual typed are subject to the strengths and weaknesses of both. For example,, a Rock/Ground Pokemon, will find that Poison attacks on it are 4 times less effective than normal, as both its types are strong against Poison. However, Onix will also find Grass and Water attacks are 4 times more effective against it, as both its types are weak against Grass and Water.

Finally, types can also support each other as well. For example,, is a Dragon/Flying Pokemon. Normally, Electric attacks are doubly effective against Flying types, but are 1/2 as effective against Dragon types. As Dragonite holds both types, Electric attacks will not be effective or ineffective against it.

Stats
The main stats that determine your Pokemon's ability to attack and endure attacks are:


 * HP: This is your Pokemon's health. Once it hits 0, your Pokemon faints
 * Attack: This is your Pokemon's strength when attacking with "Physical" moves.
 * Defense: This is your Pokemon's defense when enduring "Physical" moves by your opponent.
 * Spc. Atk: This is your Pokemon's strength when attacking with "Special" moves.
 * Spc. Def: This is your Pokemon's defense when enduring "Special" moves by your opponent.
 * Speed: This is your Pokemon's speed. The higher the value, the more likely you will attack first in the turn.

Keep in mind that "Physical" and "Special" moves are, for Fire Red/Leaf Green, determined by type:
 * Physical: Bug, Flying, Fighting, Ghost, Normal, Poison, Steel, Ground, Rock
 * Special: Psychic, Fire, Grass, Water, Electric, Ice, Dark, Dragon.

This remains true for all moves. For example, even though instinctively you may believe that, a Dark attack should be Physical, it remains governed by the Special classification. Likewise, is a Normal move and thus remains classified as a Physical attack, despite common sense pointing to it as being Special.

Also remember that while Speed usually determines which Pokemon acts first, there are moves that give a Pokemon priority regardless of Speed, such as or.

Status Ailments
Certain moves inflict can inflict status ailments in Pokemon. These will hinder the Pokemon in some way, and will remain afflicting the Pokemon even when battle is over.


 * Burn: The "BRN" ailment, caused by some Fire type moves, will make the inflicted Pokemon lose 1/8 of its max HP each turn. In addition, the Pokemon will also have its Attack stat reduced by 50% until healed.
 * Poison: The "PSN" ailment, caused by some Poison type moves, will make the inflicted Pokemon lose 1/8 of its max HP each turn. In addition, the Pokemon will also lose 1 HP per four steps taken outside of battle, and will eventually faint if not healed.
 * Sleep: The "SLP" ailment, caused by some Grass and Psychic moves, will immobilize the Pokemon for a random duration of 1 to 5 turns, after which it will awake and be able to act once again. The move will also inflict this ailment on your Pokemon, but will restore all its HP as well.
 * Freeze: The "FRZ" ailment, caused by some Ice moves, will immobilize the Pokemon, but the ailment has a 20% chance in each turn to be dispelled on its own.
 * Paralysis: The "PAR" ailment, caused by some Electric and Normal moves, will prevent the Pokemon from acting a 25% of the time. In addition, the Pokemon will also have its Speed stat reduced by 75% until healed.

Status Changes
In addition, there are certain moves that will affect your Pokemon in other ways. These are different than status ailments, as they will instantly disappear when the Pokemon is switched out or the battle is over.

Some examples of these are:
 * Stat Reduction: Some moves like will reduce the afflicted Pokemon's attack stat. Some others, like   will reduce its defense stat, and other moves such as  will reduce the accuracy of moves.
 * Stat Increase: Some moves like will increase the Pokemon's attack stat. Some others, like  will increase the chance to evade an attack.
 * Confusion: A Pokemon under this effect will fail to act and instead injure itself 50% of the time.
 * Flinch: A Pokemon under this effect will instantly fail to act. The Flinch effect will only last for that turn.
 * Infatuation: A Pokemon under this effect has fallen in love with the other Pokemon, and will only successfully act 50% of the time.
 * Partially Trapped: A Pokemon under this effect will lose 1/16 of its max HP each turn. The effect lasts for a random duration of 2-5 turns.
 * Seeded: A Pokemon under this effect will lose 1/8 of its max HP each turn, and that damage will then heal the opponent by that amount.
 * Trapped: A Pokemon under this effect cannot Run Away or be switched out until the opponent faints or is switched out.