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pokemon safari zone serebii

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

Great Marsh

Sinnoh Pastoria City Map.png

The Great Marsh (Japanese: 大湿原 Great Marsh ) is an area located in Pastoria City . It is Sinnoh 's Safari Zone and contains some Pokémon that cannot be found anywhere else in Sinnoh. It is filled with marshy areas , which, unlike normal marsh tiles, have tall grass inhabited by wild Pokémon .

  • 1.1 Capturing Pokémon
  • 1.2 Changing Pokémon
  • 3 Base flee rates
  • 4.1 Entrance
  • 5.1.1 All areas
  • 5.1.2 Areas 1 and 2
  • 5.1.3 Areas 3 and 4
  • 5.1.4 Area 5
  • 5.1.5 Area 6
  • 5.1.6 Changing Pokémon
  • 5.2.1 All areas
  • 5.2.2 Areas 1 and 2
  • 5.2.3 Areas 3 and 4
  • 5.2.4 Area 5
  • 5.2.5 Area 6
  • 5.2.6 Changing Pokémon
  • 7 In the anime
  • 8.1.1 Diamond & Pearl arc
  • 9 In the TCG
  • 11 In other languages

Functioning

Capturing pokémon.

Much like other Pokémon preserves in Kanto and Hoenn , the Great Marsh features a Safari Game in which Trainers pay $ 500 for 30 Safari Balls and a limited number of steps (500) to catch all the Pokémon they can.

The mechanics are similar to other Safari Zones: when a wild Pokémon appears, the player may not send out any Pokémon to battle it, but must instead try to catch the Pokémon without harming it. The wild Pokémon may choose to flee the battle at any time, thus, catching a Pokémon in the Great Marsh requires mainly luck.

There are four options shown in the battle screen:

  • Throw a Safari Ball - Throws a Safari Ball in possibility of capture. It is much the same as throwing a Poké Ball in an average Pokémon battle.
  • Throw bait - Throwing bait makes a Pokémon easier to catch, but makes it more likely to flee from battle. (Increases catch rate and flee rate by one stage each)
  • Throw mud - Throwing mud does the reverse of throwing bait, making the Pokémon harder to catch, but making the Pokémon less likely to flee from battle. (Decreases catch rate and flee rate by one stage each)
  • Run from battle - Like in an average Pokémon battle, running away from a Pokémon will cause the battle to end.

Similar to the issue in Pal Park , if the player has an Arceus in the front of their party, holding a Plate, and initiates a battle, the game will freeze .

The area was redesigned in Pokémon Platinum to feature slightly upgraded graphics that allow the player to distinguish between deep and shallow mud. The park is still divided into six areas, but the individual areas have slightly different layouts.

Changing Pokémon

pokemon safari zone serebii

Some Pokémon will not always appear in the Great Marsh. Every day, a random Pokémon from a set list will be chosen by the game to appear in each area of the marsh, in addition to the Pokémon that can always be found there. Each possible Pokémon has a different chance of being chosen, but whichever one is chosen has a 10% encounter rate in its area. The same Pokémon can be chosen to appear in multiple areas on the same day, and, prior to obtaining the National Pokédex , some of the Pokémon that can be chosen can already be encountered anyway. After obtaining the National Pokédex , the list of changing Pokémon changes.

The only way to tell which changing Pokémon is available in each area for the day is to use the lookout upstairs from the entrance. For $ 100, the player can get a brief glimpse of the Great Marsh, showing certain Pokémon in certain areas of the marsh. In each slide, a part of the park will appear with a Pokémon in the center of the slide that can be found in that area. However, the Pokémon that are shown are completely random, meaning that it is possible for the player to only see Pokémon that can always be found in each area anyway. Record mixing also changes the changing Pokémon of the day in the Great Marsh so that all players mixing records have the same Pokémon on the same day.

As with previous Safari Zones, Pokémon are made easier and harder to catch by modifying their catch rates . An escape rate is also given for each Pokémon that appears in the Great Marsh. The escape rates for Pokémon are the same for all Generation IV games, except that those who do not appear in the Great Marsh or the Johto Safari Zone do not have their escape rates defined in the relevant games.

At the start of an encounter, both rates are set to their species defaults. Throwing Bait will increase the catch rate by one stage, but will also have a 90% chance of increasing the escape rate by one stage. Conversely, throwing Mud will decrease the escape rate by one stage, but will also have a 90% chance of decreasing the catch rate by one stage. When bait is thrown and the flee stage is not increased the message "... is busy eating!" will be displayed. When mud is thrown and the catch stage is not decreased the message "... is beside itself with anger!" will be displayed. Stages for catch rates and escape rates work identically to stat stages : they may not be raised above +6 or below -6, where 0 is the starting stage. The stage multipliers applied to the catch rates and escape rates are also identical to that of stat stages.

At the end of each turn, a random number between 0 and 254 (inclusive) is generated, and if it is less than the or equal to the modified escape rate, the Pokémon escapes.

Due to a programming error, Whiscash does not have a flee rate programmed into the game, and thus only has a 1/255 chance to flee (if the generated random number is 0).

Statistically, exclusively throwing Safari Balls provides the best chance of catching every Pokémon in the Great Marsh.

Base flee rates

These are the base flee rates. The Pokémon actual chance of fleeing each turn is affected by bait and mud.

pokemon safari zone serebii

Generation IV

The following encounters are used for Surfing and fishing in all areas where they are possible.

Areas 1 and 2

Areas 3 and 4.

The "rates" below are the chances for that Pokémon to be selected to appear in an area. All of these Pokémon will appear with a 10% encounter rate within the Great Marsh, or a 10% greater rate if they were already present. In Diamond and Pearl, the changing Pokémon's encounter rate is compensated (so that all encounter rates sum to 100%) by lowering the encounter rate of Marill and Quagsire in the same area (as seen above) by 5% each, while in Platinum, it is compensated by lowering the encounter rate of Wooper by 10%. The way this works in the games, this means that if Wooper is selected as the changing Pokémon in Platinum, there is no change to the tables shown above.

Generation VIII

The "rates" below are the chances for that Pokémon to be selected to appear in an area. All of these Pokémon will appear with a 10% encounter rate within the Great Marsh, or a 10% greater rate if they were already present. The changing Pokémon's encounter rate is compensated (so that all encounter rates sum to 100%) by lowering the encounter rate of Marill and Quagsire in the same area (as seen above) by 5% each.

In the anime

pokemon safari zone serebii

As a boy, James was exploring the Great Marsh when he found a Carnivine stuck in the mud, struggling to get free. James pulled it out and they became friends ever since. During Team Rocket 's journey through Sinnoh, Carnivine traveled with James.

Ash , Dawn , and Brock visited the Great Marsh in Cream of the Croagunk Crop! , in which Brock and his Croagunk participated in the Pastoria Croagunk Festival .

In A Crasher Course in Power! , Team Rocket were shown relaxing in the Great Marsh.

In the manga

pokemon safari zone serebii

Pokémon Adventures

Diamond & pearl arc.

In A Skuffle with Skorupi , Diamond , Pearl and Platinum came here after Crasher Wake 's assistant recommended Platinum to get a Grass-type Pokémon before challenging the Gym Leader . Platinum tried to catch various Pokémon, like Budew and Skorupi , with no success. At some point, the group got stuck in the mud. While they tried to struggle themselves free, a wild Carnivine attacked Chatler and Lax , who fought it and won. Chimler saved Platinum from drowning in the mud, after which the group left the Great Marsh empty-handed.

The following is a list of cards related to mentioning or featuring the Great Marsh in the Pokémon Trading Card Game .

  • In Diamond and Pearl, a man in the Great Marsh incorrectly states that both bait and mud make Pokémon more likely to run but easier to catch.
  • If the player uses the walk through walls cheat to enter the Great Marsh, the changing Pokémon won't appear.
  • If the player encounters a Pokémon while they are sunken in deep mud, a glitch exists where upon exiting the battle, it will seem that the player is still "stuck", despite being able to move around normally. The effects of this glitch are most obvious when the player attempts to move to a tile with dry land after performing the glitch.
  • Despite the Galactic Bomb's successful detonation, no damage caused by it can be found at the Great Marsh.

In other languages

  • ↑ https://twitter.com/Sibuna_Switch/status/1551411751803043840
  • Articles needing more information
  • Safari Zones
  • Sinnoh locations
  • Diamond and Pearl locations
  • Platinum locations
  • Brilliant Diamond and Shining Pearl locations

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  • Pokémon Games
  • Pokémon Generation III Discussion

Safari Zone

  • Thread starter Jega33
  • Start date Feb 16, 2006

#1 charizard fan!

  • Feb 16, 2006

Does any one know where I can get a guide of the safari zone that includes which pokemon are avaliable in each zone?  

Well-Known Member

I have a guide onn their locations. I got it as part of my preorder from EB. I think you should lok for one on e-bay, or amazon. not to sure if you'll find one though. But if you want me to i can post their locations for ya tomorrow. Which version do you have or would you like the whole shebang.  

Moonlight.

http://www.psypokes.com/lgfr/walkthrough.php?part=12 Scroll down to "Safari Zone".  

  • Feb 18, 2006

wow... 8) ! Thx - ;006; out  

COMMENTS

  1. Pokémon Heart Gold & Soul Silver

    This new Safari Zone allows you to customise the areas. The customisation allows you to move where all six of the areas of the Safari Zone are. This is useful so you don't have to walk and waste a load of steps should you wish to find a Pokémon that is only in the Desert area. All you do is slide the areas around using the touch screen.

  2. Pokéarth

    Pokémon LeafGreen: Nidoran♀: Doduo: Exeggcute: Venonat: Nidorina: Nidoran♂: Venomoth: Tauros: Kangaskhan: 20%: 20%: 20%: 15%: 10%: 5%: 5%: 4%: 1%: Level: Level ...

  3. Pokéarth

    The Safari Zone is located within Route 121 and contains a variety of Pokémon not typically found within the Hoenn region. It has four areas within it which require traversal using either the Mach Bike or Acro Bike, with some parts requiring both. Unlike previous Safari Zones, there are no time limits of capture limits within.

  4. Pokémon Brilliant Diamond & Shining Pearl

    Great Marsh. The Great Marsh is the Sinnoh Safari Zone. Separated into six areas accessible by a small train, this Safari Zone has you go around a swamp to look for various Pokémon. These areas are interconnected with various bridges. When you go in, it will cost 500 to enter and you will be given 30 Safari Balls and can only make a 500 steps ...

  5. Pokémon Emerald

    Pokémon Emerald - Safari Zone. The Safari Zone Gets an Upgrade After you defeat the Elite 4. 2 More Areas to the right of the entrance are opened up. These 2 Areas Contain a vast array of GSC Pokémon...and to make it even tastier, most of these have been unavailable in games previously without having to breed Colosseum Pokémon.

  6. 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 ...

  7. Hoenn Safari Zone

    The Hoenn Safari Zone (Japanese: サファリゾーン Safari Zone) is a special Pokémon preserve where Trainers can enter to catch wild Pokémon.The entrance is on Hoenn's Route 121.. In Pokémon Ruby, Sapphire, and Emerald, this Safari Zone is only accessible to Trainers participating in the Safari Game.In a Safari Game, players may only use Safari Balls, and rather than weaken wild ...

  8. 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.

  9. Johto Safari Zone

    The Johto Safari Zone (Japanese: サファリゾーン Safari Zone) is a special Pokémon preserve where Trainers can catch certain types of Pokémon. The Johto Safari Zone made its debut appearance in Pokémon HeartGold and SoulSilver, where it was shown to be located northwest of Cianwood.It is located at the Safari Zone Gate, a bazaar that sprung up due to the Safari Zone's popularity.

  10. 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.

  11. safari zone tips...

    Jul 6, 2006. #13. Explosion said: If you are looking for a rare pokemon, go to its area an only slightly tap the D-pad, that way you will still remain in one spot, only facing a different direction, using this, won't waste the 500 steps.

  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. Great Marsh

    Much like other Pokémon preserves in Kanto and Hoenn, the Great Marsh features a Safari Game in which Trainers pay $ 500 for 30 Safari Balls and a limited number of steps (500) to catch all the Pokémon they can.. The mechanics are similar to other Safari Zones: when a wild Pokémon appears, the player may not send out any Pokémon to battle it, but must instead try to catch the Pokémon ...

  14. Need help in oras safari zone?

    1 Answer. >A brand new feature to Pokémon Omega Ruby & Pokémon Alpha Sapphire is the ability to have both bikes at the same time. This is necessary for getting some items in a variety of areas including the Safari Zone and various Mirage Caves. To get both bikes, you need to advertise Rydel's Bikes to various people throughout the region.

  15. Pokéarth

    Pokémon Blue (Intl.) / Pokémon Green: Nidoran♀: Exeggcute: Paras: Doduo: Nidorina: Nidoran♂: Parasect: Kangaskhan: Pinsir: 25%: 20%: 15%: 15%: 10%: 5%: 5%: 4% ...

  16. Pokéarth

    The Safari Zone is located within Route 121 and contains a variety of Pokémon not typically found within the Hoenn region. Originally, it has four areas. The two bottom ones can be accessed at any time. The northwest one requires the Mach Bike while the northeast one requires the Acro Bike. In Emerald, two more areas open up after the National ...

  17. Safari Zone

    Well in R/S/E, most of the safari zone pokemon were from the previous generation w/the exception of Rhyhorn,Pinsir,Pikachu,Psyduck,etc., so maybe if they follow that trend, if D/P has a safari zone then maybe most of the pokemon found there will be from the 3rd generation Safari Zone pokemon that should always be there: Pinsir Rhyhorn Pikachu ...

  18. List of Safari Zone?

    I know there's a feature that lists which Pokemon appear in the Safari Zone, along with where and how often in each location, for FR/LG. Has anyone compiled a similar thing for R/S/E, or is it down to the hard way (manually Pokedex digging)? I'm willing to do the digging, I just wanted to be...

  19. Safari Zone

    Does any one know where I can get a guide of the safari zone that includes which pokemon are avaliable in each zone? Menu. Home. Forums. New posts Search forums. What's new. ... Discord.gg/serebii. If you're still waiting for the e-mail, be sure to check your junk/spam e-mail folders ... Safari Zone. Thread starter Jega33; Start date Feb 16 ...

  20. Hoenn Safari Zone

    1,513. Jun 19, 2014. #5. I think they'll keep the Safari Zone from Hoenn, whether it be the RS Version or the Emerald Version~ Regardless, I doubt they'll replace it with the Friend Safari. They could possibly add a Friend Safari post-game to include some Pokemon from Sinnoh, Unova, or Kalos if they really feel like they need to.