Vineon
Fleurdelysé
(RBY is fucked up, nothing works the freaking same in that version and I felt it needed something explaining ALL the changes.. and theres a fucking load of them... There was a thread about this in the old rby forums but it was imo far from complete. Actually theres so much shit Im pretty sure mine isnt complete either :[. I used that thread as a base though. I'd like people to try to find out what I missed.) ::
(edit : somehow I missed the RBY moves thread (I'm sorry ;_; ).. however I feel my thing is more complete and actual covers the differences there is between rby from the rest).
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Pokemon versions Red/Blue/Yellow stands out for being one of the glitchiest video games ever made. But in my opinion, it also makes it’s charm. Many things work differently in rby than they do in the later generations, where most of the glitches were fixed..
This is a (long) list of everything that works differently in rby.
IMPORTANT DIFFERENCES
Special Stat
Rather than being divided in Special Attack & Special Defense, there is only one Special Stat in rby. It covers both Special Attack AND Special Defense. Every move that raises or drops the Special Stat (Amnesia, Psychic, etc) will therefore affect the pokemon’s ability to both use special attack and take special hits. In gsc, every Pokemon got their Special split, they all however kept that value for one of either Special Attack or Special Defense. While they managed to tone down several Pokemons that were too good (ex: Alakazam) and make some others better (ex: Hitmonlee), they also weakened some that werent especially strong (ex: Tangela) and made some that were already strong ever better (ex: Snorlax)...
Critical Hits
In Rby, the Critical Hit Ratio is based on Base Speed, rather than having a set Ratio. Which means that, yes, faster pokemons will Critical Hit more than slower ones. This is very important to consider in rby as most of the faster pokemons will have a Critical Hit ratio higher than 20%. The Ratio, being based on BASE speed, will not change if the Pokemon is paralysed or suffers a speed drop.
Formula to calculate a Pokemon’s CH ratio : CH%=BaseSpeed*100/512.
In Addition, when moves Critical Hit, they will ignore any stat defense/special stat change you and your opponent might have. For example, if you used Amnesia 3 times to boost your maximize your Special stat and then score a Critical Hit, you will actually do less damage than you would have if you didn’t, only doing twice as much as you would normally do without boosts. Critical Hits will also ignore Reflect and Light Screen.
High Critical Hit Moves
Razor Leaf, Slash, Crabhammer, Karate Chop. Like normal Critical Hits, they are also based on Base Speed and the formula used for those mean they nearly always Critical Hit.
The CH ratio formula for High Critical Moves in RBY is : CH%=BaseSpeed*100/64
Freezes
There is only two ways to thaw, and that is by getting hit by a Fire type attack or if your opponent uses Haze while your frozen Pokemon is into play. The frozen Pokemon will never thaw by itself.
One-Hit-KO Attacks
Based on Speed, but NOT on Base Speed. The ohko attack will ALWAYS fail if you are slower than your opponent. It may only succeed if you are faster or have the same speed.
Trapping Moves
Wrap, Fire Spin, Clamp & Bind. Instead of preventing switching, prevent your opponent from attacking after it hits during the whole 2-5 turns the attack may last. So if you are faster than your opponent, you can keep using wrap over and over again while they cannot hit you back. Only the first hit of the 2-5 attack sequence wastes a PP and is subject to miss due to accuracy. The wrapping Pokemon isnt allowed to use any other attack until the 2-5 turns sequence ends. In addition, Critical Hit is only also calculated for the first hit, if it does score a Critical Hit, every remaining sequence hit will be a Critical Hit as well. Using a wrapping move can also be used to get a free switch : For example Cloyster uses Clamp on an incoming Starmie, Cloyster can switch out freely the turn after while Starmie will stay immobilised for that turn (but will still be released from the wrap). If a wrapped Pokemon however switches out while in the middle of a wrap sequence. The sequence resets and the accuracy must be tested again on the switch and another PP is wasted.
Another interresting note, this time concerning only Wrap and Bind, as they are normal moves is that if used against Gengar, it will deal no damage but will STILL immobilised it.
Type Effectiveness Differences
Theres a few differences when it comes to types’s effectiveness against other types in RBY. Here’s the list :
• Ice is neutral to Fire instead of Not Very Effective.
• Poison is Super Effective against Bug instead of Neutral.
• Bug is Super Effective against Poison instead of Not Very Effective.
• Ghost will NOT work on Psychic instead of being Super Effective regardless of what any RBY type chart tells you. (this really only affects Lick anyway)
Stat Changing Moves
OK, there are two types of stat changing moves basically, the normal ones that raise your stat by one or two levels, up to 6 like Agility. And the others like Paralysis or Burn. Now if a pokemon gets it's stat lowered by status, and then it increases that stat with a normal stat raising move its stat will be the same as if it had never been statused at all. Also, stat reductions due to stat ailments will be reapplied if an appropriate stat lowerer is used against the pokemon.
Practical applications of this:
You paralyse my Fire Spin Rapidash, well, instead of making my Rapidash completely useless, all I have to do is use Agility and I will again be fast enough to annoy the hell out of you with Fire Spin or maybe even Horn Drill..
Sleeping
When put to sleep you will never wake up and attack on the same turn. You will take a turn to wake up and you will then be allowed to attack again the turn after that. This doesn’t mean you will sleep an extra turn in RBY however when you use Rest. This can be pretty annoying because it freely allows a faster Pokemon to put you back to sleep without fearing of being hit while the Pokemon wakes up.
99.6% Accuracy
There is no 100% accurate move in RBY, in fact there is always an off 1/256 chance that any attack misses (0.4%). This also means that a move generally mentionned as being 70% accurate is in fact 69.6% accurate. The only exception is Swift, which still cannot possibly miss.
IMPORTANT MOVE DIFFERENCES
Hyper Beam
You do NOT need to take a turn to recharge if you KO a Pokemon using Hyper Beam. If you do not KO, you will need a turn to recharge as usual. You also do not need to recharge if you break a substitute. Also still will not recharge if it misses.
Substitute
A Substitute will NOT block Status Inducing moves, exept Poison.. It will not block Thunder Wave or Sleep Powder for example but will still block Toxic. It also blocks confusion moves such as Confuse Ray, and stat reducer moves such as Screech. Substitute will also NOT block attacks's secondary effects (ex: Body Slam can paralyse if it hits a Substitute), exept when the secondary effect is poison, which it will STILL block..
Secondly, and this is where it gets interesting – if you use selfdestruct, hyper beam or explosion on a substitute, and the sub breaks, then the consequence of your attack does not happen. For example : My Snorlax uses Selfdestruct on your Exeggutor’s Substitute and your Substitute breaks ; my Snorlax will miraculously survive the explosion no worse for wear than it was before. So basically don’t use Substitute when you predict explosion, it won’t help.
In addition, if you use Substitute when your remaining HPs are exactly 1/4 of your total, it will cause your Pokemon to faint..
Counter
This attack is able to counter damage taken as the result of a normal-type or fighting-type attack (it will fail against other physical type attacks), including Counter and Bide damage, Seismic Toss damage, and recoil damage. (Only the last amount of damage done for attacks which cause multiple instances of damage while using only one PP, however.) The amount of damage countered is not influenced by type, and will hit ghost-types.
Importantly, Counter can be used to counter back damage done on previous turns, not just on the same turn that it is used, as long as my opponent's pokemon doesnt use any move (This includes turns during which an opponent is switched out, is asleep or wakes up, is frozen or defrosted, is fully paralyzed, or uses the non-damaging turn of a multi-hit move such as recharging, gathering sunlight, or glowing.). For example : my Alakazam uses Seismic Toss on my opponent's Chansey as it switches in, I then switch to my Tauros, if my opponent uses counter my Tauros will take 200 damage. This can be very annoying indeed..
Also, this attack can work when the damage is done to the substitute (even when the user has a substitute), to counter back the amount of damage that would have been done to the user, allowing Counter to counter back damage that is more than double the user's HP, for instance in the case of Explosion and Selfdestruct.
Rest
While using Rest removes Status effects like Paralysis and Burn, it does not allow you to regain the stat loss you suffered from any of them until you switch out.
Reflect & Light Screen
Both moves are permanent until you switch out. They do not only last 2-5 turns and they are cancelled if you switch. A Critical Hit will also ignore them and Haze cancels them.
Roar & Whirlwind
Both moves have no use whatsoever in link play. Unlike in the later versions, they do not force switches. They just have no effect.
Dig & Fly
Well first of all, Dig's Base Power is 100 in RBY, instead of 60. While undergroud after using Dig you cannot be hit by Earthquake, and you cannot be hit by Thunder or Gust while you fly either.
Now the interresting part is if you get fully paralysed or hit yourself in confusion while underground/in the air, not only will you stay there for that turn and until you are not fully paralysed/confused to finally deal damage, but you will also keep the invulnerability until you switch out your Pokemon or use Dig/Fly again! You will be able to use any other attack your Pokemon may have and remain invulnerable to any attack (exept Swift) as if you were still underground/in the air.
OTHER MOVE DIFFERENCES
Bite
Normal Type attack in RBY. Flinch Rate is 10% instead of 30%.
Blizzard
90% Accuracy instead of 70%, making it a formidable move.
Disable
Rather than disabling the last move your opponent used, it will disable randomly one of his 4 moves.
Dizzy Punch
Does not confuse.
Double-Edge
Base Power = 100 in RBY instead of 120. And the recoil is ¼ of the damage dealt instead of 1/3.
Explosion
Base Power 170 instead of 250. Still halves your opponent’s defense when it hits.
Fire Blast
Will burn 30% of the time instead of 10%.
Focus Energy
Not only will it NOT make your Critical Hit Ratio higher, it will quarter it. Do not use.
Glare
Can paralyse ghosts while it cannot in the later versions.
Gust
Normal Type instead of Flying Type. Also does not hit Pokemons using Fly
Haze
Other than clearing all Pokemon Stat changes from the 2 Pokemons, including Reflect and Light Screen, it will also remove any status change from the OPPONENT, such Paralysis, Sleep, Leech Seed, Confusion, etc.
Hi Jump Kick & Jump Kick
If it misses, rather than having a recoil damage of 1/8 of what it would have dealt, it only makes you lose 1 HP.
Karate Chop
Normal Type instead of Fighting Type. Also uses the High CH formula mentioned earlier.
Leech Seed
Absorbs 1/16th of your opponent’s HPs every turn instead of 1/8. Can be used in combination with Toxic, which is explained later.
Low Kick
Damage does not change depending on your opponent’s weight… it's base power is always 50. It is also 90% accurate instead of 100%.
Mimic
Rather than mimicking the last move your opponent used, it will mimic randomly one of his 4 moves. There is no restriction to this, it will learn any of your opponent's 4 moves, even possibly a move you already have as well.
Night Shade & Seismic Toss
Will hit any Pokemon regardless of Type. (Night Shade hits Normal types, Seismic Toss hits Gengar)
Poison Sting
Poisons 20% of the time, instead of 30%.
Psychic
30% side effect Special Drop instead of 10%.
Rage
Possibly the stupidest move ever made. Damage from Rage will increase (1 level) as it does in ruby/sapphire as normal as the raging Pokemon takes hits. However, as soon as Rage hits, the raging Pokemon will stop obeying…. It will not be able to use any other attack, it will not able to switch out, and it will also not lose any PP after the initial Rage hit. Also, weirdly, if it ever misses due to anything other than type immunity its accuracy is now 0.4%
Razor Wind
75% accurate, instead of 100%.
Rock Slide
Does not flinch.
Selfdestruct
Base Power 130 instead of 200. Still halve your opponent’s defense when it hits.
Skull Bash
Does not raise your defense.
Stomp
Does not do double damage on Pokemon that have used Minimize.
Struggle
Normal Type, instead of typeless, in the later versions. Recoil is also 50%.
Swift
Swift is the only move that can hit Pokemons underground/in the air, after they used Dig or Fly.
Thunder
Paralyses 10% of the time, instead of 30%.
Toxic
Unlike in R/S (and like in GSC), Toxic will revert to regular poison status once you switch out. Can be used in combination with Leech Seed, which is explained later.
Tri Attack
Has no side effect (does not burn/paralyse/freeze).]
Wing Attack
Base Power of 35 instead of 60.
OTHER DIFFERENCES
Recovering Moves Failing
When a Pokemon’s HPs are 255 or 511 below it’s max HP, recovery moves like Rest, Recover & Softboiled will fail…… For instance, if Chansey is at 192 HP, which is 703 - 511, Softboiled fails.
Magneton (& Magnemite)
Absence of Steel type in RBY makes Magneton an Electric Type only Pokemon.
Multi-Hitting Moves
It only calculates for Critical Hits once.. which means that if it Critical Hits, every hit will. (moves like Pin Missile & Doubleslap)
Toxic-Leech Seed
Very roughly, using both in combination will make Leech Seed absorb more and more damage as Toxic’s damage also increase.
(For a more detailed information, consider the regularly increased variable N, which removes N/16 of the Pokemon's HP, is used for both of these. With Leech Seed it normally isn't increased each turn, but with Toxic in effect as well, the counter is increased twice each turn, once after each of those recurrent effects. For instance, 1/16 from Toxic and 2/16 for Leech Seed, 3/16 from Toxic then 4/16 from Leech Seed, etc. By the fifth turn of that effect, it'll 1HKO the Pokemon. However, both are reset to 1/16 and don't increase the first time you switch out, just like Toxic by itself.)
0 damage
For all it's worth.. 0 damage will actually in fact result in the attack missing.
(edit : somehow I missed the RBY moves thread (I'm sorry ;_; ).. however I feel my thing is more complete and actual covers the differences there is between rby from the rest).
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Pokemon versions Red/Blue/Yellow stands out for being one of the glitchiest video games ever made. But in my opinion, it also makes it’s charm. Many things work differently in rby than they do in the later generations, where most of the glitches were fixed..
This is a (long) list of everything that works differently in rby.
IMPORTANT DIFFERENCES
Special Stat
Rather than being divided in Special Attack & Special Defense, there is only one Special Stat in rby. It covers both Special Attack AND Special Defense. Every move that raises or drops the Special Stat (Amnesia, Psychic, etc) will therefore affect the pokemon’s ability to both use special attack and take special hits. In gsc, every Pokemon got their Special split, they all however kept that value for one of either Special Attack or Special Defense. While they managed to tone down several Pokemons that were too good (ex: Alakazam) and make some others better (ex: Hitmonlee), they also weakened some that werent especially strong (ex: Tangela) and made some that were already strong ever better (ex: Snorlax)...
Critical Hits
In Rby, the Critical Hit Ratio is based on Base Speed, rather than having a set Ratio. Which means that, yes, faster pokemons will Critical Hit more than slower ones. This is very important to consider in rby as most of the faster pokemons will have a Critical Hit ratio higher than 20%. The Ratio, being based on BASE speed, will not change if the Pokemon is paralysed or suffers a speed drop.
Formula to calculate a Pokemon’s CH ratio : CH%=BaseSpeed*100/512.
In Addition, when moves Critical Hit, they will ignore any stat defense/special stat change you and your opponent might have. For example, if you used Amnesia 3 times to boost your maximize your Special stat and then score a Critical Hit, you will actually do less damage than you would have if you didn’t, only doing twice as much as you would normally do without boosts. Critical Hits will also ignore Reflect and Light Screen.
High Critical Hit Moves
Razor Leaf, Slash, Crabhammer, Karate Chop. Like normal Critical Hits, they are also based on Base Speed and the formula used for those mean they nearly always Critical Hit.
The CH ratio formula for High Critical Moves in RBY is : CH%=BaseSpeed*100/64
Freezes
There is only two ways to thaw, and that is by getting hit by a Fire type attack or if your opponent uses Haze while your frozen Pokemon is into play. The frozen Pokemon will never thaw by itself.
One-Hit-KO Attacks
Based on Speed, but NOT on Base Speed. The ohko attack will ALWAYS fail if you are slower than your opponent. It may only succeed if you are faster or have the same speed.
Trapping Moves
Wrap, Fire Spin, Clamp & Bind. Instead of preventing switching, prevent your opponent from attacking after it hits during the whole 2-5 turns the attack may last. So if you are faster than your opponent, you can keep using wrap over and over again while they cannot hit you back. Only the first hit of the 2-5 attack sequence wastes a PP and is subject to miss due to accuracy. The wrapping Pokemon isnt allowed to use any other attack until the 2-5 turns sequence ends. In addition, Critical Hit is only also calculated for the first hit, if it does score a Critical Hit, every remaining sequence hit will be a Critical Hit as well. Using a wrapping move can also be used to get a free switch : For example Cloyster uses Clamp on an incoming Starmie, Cloyster can switch out freely the turn after while Starmie will stay immobilised for that turn (but will still be released from the wrap). If a wrapped Pokemon however switches out while in the middle of a wrap sequence. The sequence resets and the accuracy must be tested again on the switch and another PP is wasted.
Another interresting note, this time concerning only Wrap and Bind, as they are normal moves is that if used against Gengar, it will deal no damage but will STILL immobilised it.
Type Effectiveness Differences
Theres a few differences when it comes to types’s effectiveness against other types in RBY. Here’s the list :
• Ice is neutral to Fire instead of Not Very Effective.
• Poison is Super Effective against Bug instead of Neutral.
• Bug is Super Effective against Poison instead of Not Very Effective.
• Ghost will NOT work on Psychic instead of being Super Effective regardless of what any RBY type chart tells you. (this really only affects Lick anyway)
Stat Changing Moves
OK, there are two types of stat changing moves basically, the normal ones that raise your stat by one or two levels, up to 6 like Agility. And the others like Paralysis or Burn. Now if a pokemon gets it's stat lowered by status, and then it increases that stat with a normal stat raising move its stat will be the same as if it had never been statused at all. Also, stat reductions due to stat ailments will be reapplied if an appropriate stat lowerer is used against the pokemon.
Practical applications of this:
You paralyse my Fire Spin Rapidash, well, instead of making my Rapidash completely useless, all I have to do is use Agility and I will again be fast enough to annoy the hell out of you with Fire Spin or maybe even Horn Drill..
Sleeping
When put to sleep you will never wake up and attack on the same turn. You will take a turn to wake up and you will then be allowed to attack again the turn after that. This doesn’t mean you will sleep an extra turn in RBY however when you use Rest. This can be pretty annoying because it freely allows a faster Pokemon to put you back to sleep without fearing of being hit while the Pokemon wakes up.
99.6% Accuracy
There is no 100% accurate move in RBY, in fact there is always an off 1/256 chance that any attack misses (0.4%). This also means that a move generally mentionned as being 70% accurate is in fact 69.6% accurate. The only exception is Swift, which still cannot possibly miss.
IMPORTANT MOVE DIFFERENCES
Hyper Beam
You do NOT need to take a turn to recharge if you KO a Pokemon using Hyper Beam. If you do not KO, you will need a turn to recharge as usual. You also do not need to recharge if you break a substitute. Also still will not recharge if it misses.
Substitute
A Substitute will NOT block Status Inducing moves, exept Poison.. It will not block Thunder Wave or Sleep Powder for example but will still block Toxic. It also blocks confusion moves such as Confuse Ray, and stat reducer moves such as Screech. Substitute will also NOT block attacks's secondary effects (ex: Body Slam can paralyse if it hits a Substitute), exept when the secondary effect is poison, which it will STILL block..
Secondly, and this is where it gets interesting – if you use selfdestruct, hyper beam or explosion on a substitute, and the sub breaks, then the consequence of your attack does not happen. For example : My Snorlax uses Selfdestruct on your Exeggutor’s Substitute and your Substitute breaks ; my Snorlax will miraculously survive the explosion no worse for wear than it was before. So basically don’t use Substitute when you predict explosion, it won’t help.
In addition, if you use Substitute when your remaining HPs are exactly 1/4 of your total, it will cause your Pokemon to faint..
Counter
This attack is able to counter damage taken as the result of a normal-type or fighting-type attack (it will fail against other physical type attacks), including Counter and Bide damage, Seismic Toss damage, and recoil damage. (Only the last amount of damage done for attacks which cause multiple instances of damage while using only one PP, however.) The amount of damage countered is not influenced by type, and will hit ghost-types.
Importantly, Counter can be used to counter back damage done on previous turns, not just on the same turn that it is used, as long as my opponent's pokemon doesnt use any move (This includes turns during which an opponent is switched out, is asleep or wakes up, is frozen or defrosted, is fully paralyzed, or uses the non-damaging turn of a multi-hit move such as recharging, gathering sunlight, or glowing.). For example : my Alakazam uses Seismic Toss on my opponent's Chansey as it switches in, I then switch to my Tauros, if my opponent uses counter my Tauros will take 200 damage. This can be very annoying indeed..
Also, this attack can work when the damage is done to the substitute (even when the user has a substitute), to counter back the amount of damage that would have been done to the user, allowing Counter to counter back damage that is more than double the user's HP, for instance in the case of Explosion and Selfdestruct.
Rest
While using Rest removes Status effects like Paralysis and Burn, it does not allow you to regain the stat loss you suffered from any of them until you switch out.
Reflect & Light Screen
Both moves are permanent until you switch out. They do not only last 2-5 turns and they are cancelled if you switch. A Critical Hit will also ignore them and Haze cancels them.
Roar & Whirlwind
Both moves have no use whatsoever in link play. Unlike in the later versions, they do not force switches. They just have no effect.
Dig & Fly
Well first of all, Dig's Base Power is 100 in RBY, instead of 60. While undergroud after using Dig you cannot be hit by Earthquake, and you cannot be hit by Thunder or Gust while you fly either.
Now the interresting part is if you get fully paralysed or hit yourself in confusion while underground/in the air, not only will you stay there for that turn and until you are not fully paralysed/confused to finally deal damage, but you will also keep the invulnerability until you switch out your Pokemon or use Dig/Fly again! You will be able to use any other attack your Pokemon may have and remain invulnerable to any attack (exept Swift) as if you were still underground/in the air.
OTHER MOVE DIFFERENCES
Bite
Normal Type attack in RBY. Flinch Rate is 10% instead of 30%.
Blizzard
90% Accuracy instead of 70%, making it a formidable move.
Disable
Rather than disabling the last move your opponent used, it will disable randomly one of his 4 moves.
Dizzy Punch
Does not confuse.
Double-Edge
Base Power = 100 in RBY instead of 120. And the recoil is ¼ of the damage dealt instead of 1/3.
Explosion
Base Power 170 instead of 250. Still halves your opponent’s defense when it hits.
Fire Blast
Will burn 30% of the time instead of 10%.
Focus Energy
Not only will it NOT make your Critical Hit Ratio higher, it will quarter it. Do not use.
Glare
Can paralyse ghosts while it cannot in the later versions.
Gust
Normal Type instead of Flying Type. Also does not hit Pokemons using Fly
Haze
Other than clearing all Pokemon Stat changes from the 2 Pokemons, including Reflect and Light Screen, it will also remove any status change from the OPPONENT, such Paralysis, Sleep, Leech Seed, Confusion, etc.
Hi Jump Kick & Jump Kick
If it misses, rather than having a recoil damage of 1/8 of what it would have dealt, it only makes you lose 1 HP.
Karate Chop
Normal Type instead of Fighting Type. Also uses the High CH formula mentioned earlier.
Leech Seed
Absorbs 1/16th of your opponent’s HPs every turn instead of 1/8. Can be used in combination with Toxic, which is explained later.
Low Kick
Damage does not change depending on your opponent’s weight… it's base power is always 50. It is also 90% accurate instead of 100%.
Mimic
Rather than mimicking the last move your opponent used, it will mimic randomly one of his 4 moves. There is no restriction to this, it will learn any of your opponent's 4 moves, even possibly a move you already have as well.
Night Shade & Seismic Toss
Will hit any Pokemon regardless of Type. (Night Shade hits Normal types, Seismic Toss hits Gengar)
Poison Sting
Poisons 20% of the time, instead of 30%.
Psychic
30% side effect Special Drop instead of 10%.
Rage
Possibly the stupidest move ever made. Damage from Rage will increase (1 level) as it does in ruby/sapphire as normal as the raging Pokemon takes hits. However, as soon as Rage hits, the raging Pokemon will stop obeying…. It will not be able to use any other attack, it will not able to switch out, and it will also not lose any PP after the initial Rage hit. Also, weirdly, if it ever misses due to anything other than type immunity its accuracy is now 0.4%
Razor Wind
75% accurate, instead of 100%.
Rock Slide
Does not flinch.
Selfdestruct
Base Power 130 instead of 200. Still halve your opponent’s defense when it hits.
Skull Bash
Does not raise your defense.
Stomp
Does not do double damage on Pokemon that have used Minimize.
Struggle
Normal Type, instead of typeless, in the later versions. Recoil is also 50%.
Swift
Swift is the only move that can hit Pokemons underground/in the air, after they used Dig or Fly.
Thunder
Paralyses 10% of the time, instead of 30%.
Toxic
Unlike in R/S (and like in GSC), Toxic will revert to regular poison status once you switch out. Can be used in combination with Leech Seed, which is explained later.
Tri Attack
Has no side effect (does not burn/paralyse/freeze).]
Wing Attack
Base Power of 35 instead of 60.
OTHER DIFFERENCES
Recovering Moves Failing
When a Pokemon’s HPs are 255 or 511 below it’s max HP, recovery moves like Rest, Recover & Softboiled will fail…… For instance, if Chansey is at 192 HP, which is 703 - 511, Softboiled fails.
Magneton (& Magnemite)
Absence of Steel type in RBY makes Magneton an Electric Type only Pokemon.
Multi-Hitting Moves
It only calculates for Critical Hits once.. which means that if it Critical Hits, every hit will. (moves like Pin Missile & Doubleslap)
Toxic-Leech Seed
Very roughly, using both in combination will make Leech Seed absorb more and more damage as Toxic’s damage also increase.
(For a more detailed information, consider the regularly increased variable N, which removes N/16 of the Pokemon's HP, is used for both of these. With Leech Seed it normally isn't increased each turn, but with Toxic in effect as well, the counter is increased twice each turn, once after each of those recurrent effects. For instance, 1/16 from Toxic and 2/16 for Leech Seed, 3/16 from Toxic then 4/16 from Leech Seed, etc. By the fifth turn of that effect, it'll 1HKO the Pokemon. However, both are reset to 1/16 and don't increase the first time you switch out, just like Toxic by itself.)
0 damage
For all it's worth.. 0 damage will actually in fact result in the attack missing.