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pokemon yellow dratini safari zone

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

pokemon yellow dratini safari zone

Safari Zone

pokemon yellow dratini safari zone

A Safari Zone (Japanese: サファリゾーン Safari Zone ) is a special Pokémon preserve where Trainers can enter and participate in the Safari Game (Japanese: サファリゲーム Safari Game ) to catch rare wild Pokémon .

Safari Zones can be found in the following regions :

  • The Safari Zone in Kanto , located north of Fuchsia City .
  • The Safari Zone in Johto , located north of Route 48 beyond the Safari Zone Gate in Pokémon HeartGold and SoulSilver .
  • The Safari Zone in Hoenn , located north of Route 121 .
  • The Great Marsh in Sinnoh , located north of Pastoria City .
  • 1.1 Differences between games
  • 1.2 Similar examples
  • 3 In other languages

In the games

pokemon yellow dratini 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 catch them without battling them. The wild Pokémon within Safari Zones are capable of fleeing at any given time.

Differences between games

  • The Johto Safari Zone has no step limit.
  • In Pokémon Omega Ruby and Alpha Sapphire , the Hoenn Safari Zone does not use typical Safari Zone mechanics, instead functioning like normal routes .
  • Pokémon: Let's Go, Pikachu! and Let's Go, Eevee! effectively do not have a Safari Zone; the area that used to be the Safari Zone is replaced with GO Park , while the zoo area in front is referred to as the "Safari Zone" instead.

Similar examples

  • Johto 's National Park is somewhat similar to a Safari Zone, being a nature preserve for Pokémon and having a thrice-weekly Bug-Catching Contest which shares several aspects with a Safari Game.
  • Kalos 's Friend Safari area, located in Kiloude City , also bears some similarities with Safari Zones, differing in the available wild Pokémon (which are dependent on the Nintendo 3DS Friend Codes of other players) as well as allowing Poké Balls of any variety as opposed to solely Safari Balls.
  • The Pal Park in all Generation IV games bears some superficial similarities to a Safari Zone, being a special area where only a specific type of Poké Ball can be used, featuring possible Pokémon species that otherwise cannot be found, and where the player cannot battle the Pokémon found there. Additionally, in Pokémon HeartGold and SoulSilver , the Pal Park is placed in Fuchsia City where it replaces the Safari Zone.
  • In Hisui , the Safari Zone was not yet established, but the main gameplay of Pokémon Legends: Arceus is similar to the Safari Zone.

Unova , Alola , Galar , Paldea , and Kitakami have neither a Safari Zone nor anything similar to or resembling a Safari Zone.

  • In the Generation II games, there is some data for a beta Safari Zone in Fuchsia City , but it was ultimately unused.

In other languages

  • Articles needing more information
  • Safari Zones
  • Pokémon world
  • Locations by type
  • Game mechanics
  • Methods of obtaining Pokémon

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Safari Zone

Pokemon yellow version: special pikachu edition  — guide and walkthrough (gb) (portuguese).

GameFAQs

Guide and Walkthrough (GB) (Portuguese) by maguix

Version: 1.0 | Updated: 04/10/2019

  • Previous: Route 15

Table of Contents

  • Next: Fuchsia Gym
  • Pewter Gym - Boulderbadge
  • Pallet Town
  • Viridian City
  • Pallet Town (2ª visita)
  • Viridian City (2ª visita)
  • Viridian Forest
  • Pewter City
  • Cerulean City - Cascadebadge
  • Route 4 (lado oeste)
  • Route 4 (lado leste)
  • Cerulean City
  • Cerulean Gym
  • Vermilion Gym - Thunderbadge
  • Underground Path (5-6)
  • Vermilion City
  • Vermilion Gym
  • Cerulean Gym - Rainbowbadge
  • Diglett's Cave
  • Pewter City (2ª visita)
  • Route 2 (2ª visita)
  • Viridian City (3ª visita)
  • Cerulean City (2ª visita)
  • Route 10 (lado norte)
  • Rock Tunnel
  • Route 10 (lado sul)
  • Lavender Town
  • Pokémon Tower
  • Route 12 (lado norte)
  • Underground Path (7-8)
  • Celadon City
  • Route 16 (lado norte)
  • Game Corner
  • Team Rocket Hideout
  • Celadon Gym

Fuchsia Gym - Soulbadge

  • Pokémon Tower (2ª visita)
  • Route 16 (lado sul)
  • Fuchsia City
  • Route 12 (lado sul)
  • Fuchsia Gym
  • Saffron Gym - Marshbadge
  • Route 4 (segunda visita)
  • Power Plant
  • Saffron City
  • Fighting Dojo
  • Saffron Gym
  • Cinnabar Gym - Volcanobadge
  • Route 19 (segunda visita)
  • Route 20 (lado leste)
  • Seafoam Islands
  • Route 20 (lado oeste)
  • Cinnabar Island
  • Pokémon Mansion
  • Cinnabar Gym
  • Viridian City - Earthbadge
  • Viridian Gym
  • Route 22 (2ª visita)
  • Victory Road
  • Indigo Plateau
  • Cerulean Cave

Para entrar na Safari Zone você precisa pagar $500. Você receberá 30 Safari Balls . Você pode ficar aqui dentro até dar 500 passos ou até acabarem as suas Safari Balls.

Você começa na Área Central (Meio), siga para nordeste para acessar a Área Central (Leste).

Continue para leste até avistar uma rampa acima, suba ela. Siga um pouco mais para o nordeste para pegar um Carbos . Volte para a rampa e siga para oeste, desça a outra rampa e siga para o norte. Ande pelo caminho de grama alta entre o lago para pegar a TM37 (Egg Bomb ) . A noroeste do lago você encontrará uma Max Potion . Vá para leste e suba a rampa. Continue no mesmo sentido, desça a outra rampa e você verá um Full Restore a sudeste. Vá para o norte e depois para oeste até chegar na Área 2.

Vá para noroeste, ignore a primeira rampa e suba a segunda. Desça a rampa do outro lado e acesse a Área 3 a sudoeste. Siga todo o caminho para o sul até ver uma rampa a sua esquerda, um pouco a oeste dela tem um Max Revive . Suba ela e desça a rampa na ponta oeste para pegar outra Max Potion na grama alta. Provavelmente os seus passos estão acabando, então gaste-os e entre novamente na Safari Zone. Vá até a entrada da Área 3, mas dessa vez siga para o norte.

Logo ao leste você verá a TM40 (Skull Bash) . Siga para leste até a grama alta, depois vá para o norte e você verá uma Protein a oeste. Continue seguindo para oeste, e depois para o sul até acessar a Área 3 por outro lado.

Ao sul você encontrará os Gold Teeth . Para oeste você encontrará a TM32 (Double Team) . E a noroeste há uma casa, entre nela e fale com o NPC ali dentro para ganhar a HM03 (Surf) . Saia da Safari Zone.

Entre na casa a esquerda da onde conseguiu a Good Rod, fale com o NPC lá dentro e ele te dará a HM04 (Strength) em troca dos Gold Teeth. Empurre a pedra ao lado para pegar um Rare Candy .

pokemon yellow dratini safari zone

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«

Dragon Pokémon

Dratini

Has a 33% chance of curing any major status ailment after each turn.

Hidden Ability

Increases Defense to 1.5× with a major status ailment .

Damage Taken

Bug

Pokédex Numbers

Generation 1

Compatibility

Wild held items.

See also:

Pokéathlon Performance

★

Flavor Text

Generation 5

It is called the “Mirage Pokémon” because so few have seen it. Its shed skin has been found.

Generation 6

This Pokémon is full of life energy. It continually sheds its skin and grows steadily larger.

Omega Ruby

Dratini continually molts and sloughs off its old skin. It does so because the life energy within its body steadily builds to reach uncontrollable levels.

Generation 7

It grows by molting repeatedly. Boots made from the tanned cast-off skin are a super luxury item.

Moon

After a 10-hour struggle, a fisherman was able to pull one up and confirm its existence.

It’s still weak, so it lurks on the floor of bodies of water, eating whatever food sinks down and living a quiet life.

Ultra Moon

It sheds its skin—almost on a daily basis—and grows larger. Its skin is soft just after it’s been shed.

Dratini

5'10.9" 1.8 m

Trainer dudette

7.3 lb 3.3 kg

See also:

  • Safari Zone, Area 1, east
  • Safari Zone, Area 2, north
  • Safari Zone, Area 3, west
  • Safari Zone, middle

Blue

  • Dragon's Den

Surfing

  • Mt. Coronet, 4F

Pearl

  • Dragonspiral Tower, outside

Fishing in dark spots

  • Floccesy Town

Dragon moves get STAB, and have their type highlighted in green.

Physical moves better suit Dratini's higher Attack, and have their class highlighted in green.

External Links

Generation 2

  • Serebii.net

pokemon yellow dratini safari zone

©1999 eevee/lexy munroe • pokémon ©1995 pokémon , nintendo , game freak , creatures

many thanks to these amazing contributors • icons from fugue set • country flags from famfamfam

source code • data • support ₽₽₽

Dragonair Safari in Pokémon Yellow

In this article, I will tell the story of what I went through to catch a level 15 Dragonair in the Safari Zone in the Nintendo 3DS virtual console version of Pokémon Yellow back in 2019. But before I tell the story, an introduction is in order.

Introduction

Safari zone mechanics in pokémon yellow, my main purpose in the safari zone, introducing safari zone dragonair, my dragonair safari, dragonite trainer capture video, my take-aways, why is dragonair in the pokémon yellow safari zone, recommendation.

I recently wrote two frustrating video game stories. My first story was about what I went through to bring you a review of a 2006 visual novel translation called Midsummer Haze – specifically, how I had to re-do the same thing 43 times to unlock the second half of the game. That story reminded me of how I had struggled to withstand the AI spamming a powerful attack in Persona 3 FES in 2010. One thing those stories had in common was that my suffering was necessary to complete the games. I needed to endure Midsummer Haze’s random trigger mechanic in order to write my review, and I needed to survive the Persona 3 FES battle to advance without re-doing the battle. But not all frustrating video game stories are required to complete the game. Sometimes we make lives harder on ourselves for no good reason.

Now to the Safari Zone.

Pokémon Yellow is the third version of the generation one Pokémon games. It is very similar to the first two versions, Pokémon Red and Blue, but it has the player start with a Pikachu (which cannot evolve) instead of the choice of Bulbasaur, Squirtle, or Charmander, it tweaks the enemy trainers, and it adds a few flourishes to make the game slightly more similar to the anime. Pokémon Yellow presents the definitive generation one Pokémon experience.

Nintendo re-released Pokémon Red, Blue, and Yellow for the Nintendo 3DS Virtual Console in 2016 to commemorate the 20th anniversary of the release of the original Pokémon Red and Green in Japan. My New Leaf Journal colleague Victor V. Gurbo and I had both played the generation one Pokémon games many times as kids. However, we never battled since we did not meet until high school. We decided to buy the Virtual Console version of Pokémon Yellow and have the battle we could never have as kids.

(Note: I won our three battles taking advantage of the fact that I had a much better understanding of generation one battle mechanics than did Victor at the time.)

We did not make haste in building our teams. In 2019, as I was recovering from surgery (see my game stories on Pokémon Trading Card Game and Mario Party from that period), I decided to complete my play-through Yellow and work on putting together my team to take on Victor. The process went slowly, in part because I was debating which Pokémon I would use (we were not trading with other games, so I had to be careful about my move choices since most moves can only be taught once). But I made steady progress, reaching the Safari Zone in Fuchsia City around April of 2019.

Before continuing, I will offer a brief explanation of the Safari Zone. This is a special area in the generation one Pokémon games wherein the player can catch many Pokémon, but catching Pokémon works with different rules than it does outside of the Safari Zone. A player ordinarily battles wild Pokémon with his or her own Pokémon and tries to weaken the wild Pokémon (without making it faint) before throwing a version of a Poké Ball at it. Various factors affect the likelihood that the player will catch the Pokémon. These factors include:

  • The type of ball the player throws (Poké Ball, Great Ball, or Ultra Ball – Master Ball, of which there is one, has a 100% catch-rate)
  • The amount of health the wild Pokémon has (closer to 0 increases the odds that it will stay in the ball)
  • Status effects on the wild Pokémon (these increase the catch probability)
  • The wild Pokémon’s level and natural catch rate (some wild Pokémon have high catch-rates, which make them easier to catch, while other wild Pokémon have low catch-rates)

While many factors go into catching Pokémon, the process is ultimately simple. Many Pokémon with high catch rates are amenable to capture by throwing a Poké Ball without actually engaging in battle. One unique aspect of the generation one Pokémon games is that it is possible to “miss” the Pokémon with the ball. This occurs when the catch probability is very low. In all subsequent games, the Pokémon always breaks out of the ball if it cannot be caught instead of dodging the ball entirely.

Things are different in the Safari Zone. The player pays for a round of the Safari Game and leaves his or her Pokémon outside. In return, the player is given 30 Safari Balls. The player can only use Safari Balls in the Safari Zone. Safari Balls cannot be used outside of the Safari Zone. A player’s Safari Zone run ends either when he or she takes a certain number of steps or runs out of Safari Balls.

Now one may wonder how the player is supposed to catch Pokémon in the Safari Zone if battling is impossible. In each battle, the player is armed with Safari Balls, Bait, and Rocks. Throwing bait at a Pokémon makes it harder to catch but less likely to flee. Throwing a rock makes it angry, which increases the catch rate but makes it more likely to flee. It should go without saying that throwing a Safari Ball in the direction of a Pokemon is an attempt to catch the Pokémon. A wild Pokémon encounter ends either when the player catches the Pokémon, the player runs from the encounter, or the wild Pokémon flees.

As I noted, every ball in the Pokémon games has a catch rate. The catch rates are relative to the basic Poké Ball. Safari Balls are 1.5x as effective as a Poké Ball, making them equivalent to the regular second-tier Great Balls. They are less effective than Ultra Balls, which are the best regularly-obtainable balls in Pokémon generation one. Ultra Balls have a 2.0x catch-rate.

One can crunch the numbers to determine the optimal Safari Zone catching strategies. An article on The Cave of Dragonflies breaks down the Safari Zone math and lists all of the potential strategies. While there are many approaches, the simplest strategy is the most optimal in generation one. I quote from Dragonfiles :

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. Cave of the Dragonflies

The Pokémon development team clearly put a great deal of thought into the Safari Ball/Bait/Rock system in the Safari Zone. But in the end, players are generally well advised to just chuck Safari Balls at anything they want to catch and hope for the best.

There are a very small number of “exceptional” edge cases. One notable example is a level 7 Chansey, albeit a level 7 Chansey only has a 1-in-100 chance of appearing in a specific area of the Safari Zone, which is low enough that I did not know the Pokémon Yellow Safari Zone contained level 7 Chanseys until I conducted some research for this article. I will note that every Safari Zone Pokémon I reference in this article going forward has the best odds of capture with the Safari Ball-only strategy.

The majority of Pokémon that one will encounter in the Safari Zone are relatively easy to catch. However, there are some extreme cases on the other end of the spectrum…

Once I cleared the one story objective I had in the Safari Zone, I attended to practical business. By that stage, I was not 100% sure about the final team I would use against Victor, but I had two definite targets in the Safari Zone: Dratini and Tauros.

Tauros is one of the best Pokémon in generation one (if not the best behind Mewtwo and Mew).

Dratini is part of the sole dragon-Pokémon evolution line in Pokémon Red, Blue, and Yellow, evolving into Dragonair at level 35 which in turn evolves into the iconic Dragonite at level 55 (the rarity of dragons gave rise to some urban legends and April Fools jokes ). I had a plan for what I wanted to do with Dragonite, but that plan could not begin without catching a Dratini. The only place this can be done in Pokémon Yellow is the Safari Zone.

Most Pokémon in the Safari Zone are encountered randomly in tall grass (some are common while others are scarce). Dratini is one of the minority of Pokémon that is exclusive to fishing. The player can fish and catch a Dratini in select areas. Dratini only appears in certain bodies of water at a 10-20% rate (20% in one area with the Super Rod), but that is not too bad. I took advantage of the area which yields a level 10 Dratini at a 20% clip to catch a Dratini without too much trouble. According to Dragonfly Cave , I had a 6.64% chance of catching Dratini every time I threw a Safari Ball and Dratini had a 12.5% chance of running.

I caught Tauros surprisingly easily (on my second attempt) despite the fact that it is one of the harder Pokémon to keep in a Safari Ball. I recall catching Dratini on my fourth or fifth try. While there were a couple of other Pokémon that I had some interest in considering for my team if I caught them – namely Chansey and Pinsir – I was not invested enough to devote a great deal of time to the project if I did not happen to get lucky with an encounter.

Having cleared my main objective, my work was surely done.

It was not.

I noted before that Dratini evolves into Dragonair at level 35. Dragonair happens to be high on my list of favorite Pokémon. Dragonair, like Dratini, can also be caught in the Safari Zone (note: only in Yellow). However, despite the fact that Dratini evolves at level 35, wild Safari Zone Dragonair come at level 15 . To be sure, this does not seem to make any sense. It is one of a small number of cases in Pokémon games where a wild evolved Pokémon is available at a lower level than it evolves, and the only such case in generation one.

(The Elite Four Champion in the second generation Pokémon games, Gold, Silver, and Crystal, has two level 47 Dragonite and a level 50 Dragonite. This is very impressive in light of the fact that Dragonair evolves into Dragonite at level 55.)

Before continuing, note that I had no intention of raising a Dragonair I caught in the Safari Zone over the Dratini. While Dragonair has better stats than Dratini, Dratini was the better choice for my long-term project. Both Dratini and Dragonair are in the slow level-up group , meaning they are in the group of Pokémon that require the most experience to gain levels. I will submit for the record that I became acutely aware of this as I slowly raised my Dratini, which was way under-leveled compared to the rest of my team at the time of capture. This process would have been even worse if I was starting with a wild Dragonair. Thus, I had already decided to go with raising the Dratini for my battle against Victor.

However, I liked the idea of catching a level 15 Dragonair. Thanks to Pokémon Bank and Pokémon Home, I could transfer it to the modern Pokémon games on Switch and feel special having an evolutionary anomaly (I still need to transfer it…). I figured that not too many people go through the trouble of catching a Dragonair in the Safari Zone since, given the availability of Dratini, there is no reason to do so unless the player is determined to add a Dragonair to the Pokédex without raising a Dratini (that would only make sense if the player could trade for a Dragonite, however). In fact, without consulting a guide, it would be easy to go through the Safari Zone multiple times without knowing that there were level 15 Dragonairs swimming around.

Acquiring a unique version of one of my favorite Pokémon was like acquiring a neat collector’s item. Moreover, I know how to make use of a Dragonair in the modern Pokémon games, meaning I could find something productive to do with my curiosity.

There was only one problem with my ambition. The problem was actually catching a level 15 Dragonair.

Dragonair is only available through using a Super Rod in one area of water in one area of the Safari Zone. It only comes in the level 15 flavor and it only appears while fishing in the right place with the right rod at a rate of 10%. Thus, as a threshold barrier, every time I cast my Super Rod in the correct body of water, I had a 10% chance of engaging a Dragonair.

(I caught a few extra Dratini during my struggle since they appeared at a 20% clip in the same body of water.)

Now while I said that Dratini was not too difficult to catch, it was far from a sure thing. I missed more than I caught on the whole. Recall Dratini had a 6.64% chance of staying in a Safari Ball and a 12.5% chance at the end of each turn of running. Let us compare it to its evolution:

(Note: These stats are for Yellow. Moreover, they are stats for throwing Safari Balls while ignoring bait and rocks, which is the best strategy for both Dratini and Dragonair.)

You may wonder how big a difference this is in reality.

Spoiler: Very big difference.

My determination to catch a Dragonair kept me in Fuchsia City for a long stretch as I made repeated trips to the Safari Zone. I spent a few train rides indulging my interest in catching a Dragonair. Things were not going swimmingly (pun unintended).

Dragonair is a pain to catch because of a combination of factors. While its 10% encounter rate while fishing with a Super Rod is low, it is actually easier to encounter than many of the rare Pokémon that haunt tall grass, some of which have 1% encounter rates. In addition to the fact that 10% is not bad for a rare Pokémon by Safari Zone standards, the player can stand in one spot while fishing and thus not accrue steps toward the Safari Game’s step limit. Conversely, if you are walking around tall grass trying to trigger an encounter with a 1% or 5% chance of occurring, there is a decent chance your Safari Game will end on steps before finding the Pokémon. Similarly, as we will see, Dragonair’s run rate, while high, is not extreme by Safari Zone standards. Its catch rate of 3.76% is, however, absolutely atrocious. It is the combination of its uniquely bad catch rate with its high enough run rate that makes it easy to burn through Safari Balls without coming close to catching one. Below, I present every Pokémon with a catch rate of under 10% and a run rate of more than 20% (note that all of this information is for Pokémon Yellow only):

Dragonair has the lowest catch rate of any Safari Zone Pokémon in Yellow, but due to the fact that it is encountered through fishing and it has a lower run rate than all of the other Pokémon that met by dual criteria, I would not say that it is the hardest Pokémon to catch in the Safari Zone. Despite my spending a good amount of time in the Safari Zone while trying to catch Dragonair, sometimes wandering around the grass when I ran low on Safari Balls, the only other Pokémon I caught from the list in my Yellow run was Tauros. I recall having a few Chansey and Kangaskhan encounters and a combined five or six Pinsir, Scyther, and Tangela encounters, but I never came close to getting one of them to stay in a Safari Ball.

However, regardless of how you rank Yellow’s Safari Zone selection in terms of difficulty, catching Dragonair is a pain. Just trust me. I am speaking from experience.

Firstly, while I explained why encountering a Dragonair is not difficult – if you are patient with your Super Rod, you can guarantee using all 30 of your Safari Balls on Dragonair catch attempts – repeatedly going into the menu to select and use your Super Rod and then waiting for something to bite is time consuming. It is especially time consuming when you bear in mind that 90% of the bites will be something other than a Dragonair. Every non-Dragonair triggers a battle animation. There are also times when you do not get a bite, which triggers a message.

The real fun began when I actually encountered a Dragonair. That is when I was able to experience the joy of chucking Safari Balls at the aquatic sea dragon, knowing that each one had a very high chance of failing (I am not sure that I knew the failure chance was 96.28%). I noted at the top that in most cases when your catch odds are absurdly low, the generation one Pokémon games will have you miss the Pokémon with the ball. I became very familiar with the animation and message as I missed Dragonair after Dragonair over and over again.

I caught the very first Dragonair that I did not miss with a Safari Ball.

How many Dragonairs mocked me and swam away before I caught one?

I kept an unofficial count of Dragonair failures over the 10-14 days I spent chipping away at the project, including a couple of entire 30-minute subway rides. I recall being of the view that I caught the 31st Dragonair I fished out of the Central Lake of the Safari Zone. While I did not keep track of how many Safari Balls I lost on the project, I will guess that the final number was in the 110-120 range. Most of the Dragonairs sat there taunting me while I missed with 3 or 4 balls. I recall at least one case where I was able to throw eight or nine before Dragonair swam away. But there were more than a few one-and-done and two-and-out cases to balance things out.

I got into a rhythm of not expecting much when I fished out a Dragonair. I would commence throwing Safari Balls and waiting for the Dragonair to flee so I could repeat the process. I held my breath on Dragonair 31 (or 33 or 35, I could have been wrong) when it went inside the ball. To be sure, I would not have been surprised if it broke out.

The ball shook once. Shook. Shook again.

I caught a Dragonair. The very first time the ball actually hit the Dragonair, it stayed in.

I took a picture of my screen at the moment of capture with my old BlackBerry Classic. Sadly, I lost those pictures on one occasion when I had to reset my phone, but you can see proof below that I am in possession of a level 15 Dragonair:

Status screen for Dragonair in Pokémon Yellow. It is at level 15, evincing that it was captured in the Safari Zone.

Consider the fact that this Dragonair is level 15 proof of my triumph. As I explained, because Dratini evolves at level 35, the only possible way to have a level 15 Dragonair in Pokémon Yellow (other than cheating) is to catch one in the Safari Zone.

I found one YouTube video wherein user Dragonite Trainer (fitting) catches a Dragonair in the Yellow Safari Zone. I suppose someone who goes by Dragonite Trainer would be one of the rare people interested in catching a Dragonair in the Safari Zone. Dragonite Trainer is using an emulator at 3x or 4x speed, which would certainly accelerate the process (I played at normal speed). One interesting point is that Dragonite Trainer used a rock to make Dragonair angry and thus easier to catch.

As I explained earlier, using rocks does increase the catch rate. In almost all cases, it is not the best statistical strategy because of the effect it has on the run rate. The best statistical play for Dragonair is to just chuck Safari Balls at it. However, while rocks are sub-optimal in a sense, they do represent a potentially high reward in any given encounter. Regardless of the strategy, the odds for catching Dragonair in any individual encounter are very low, so I suppose someone who feels lucky can make a case for the rock strategy.

What did I take away from the experience?

I knew going in that catching a Dragonair would be a pain, although I was not armed with the specific odds when I began my journey. While I do not recall what precisely I expected, I probably did not expect to miss 30 consecutive Dragonair, especially having come off catching a Tauros on my second or third attempt. I had slightly worse luck with Dragonair than even the terrible odds would have predicted.

When I realized that Dragonair was going to be more stubborn than I anticipated, I mixed up my Safari Zone sessions. For example, I might fish up three Dragonair and, after burning a good number of Safari Balls on those, wander around the Safari Zone a bit to see if I could catch any other rare Pokémon after having caught Tauros. As I noted, I had a particular interest in Chansey, but my small number of Chansey encounters were even less successful than my Dragonair failures.

Interestingly, I came to find the process somewhat relaxing. My expectations were low (I started to figure out Dragonair was even more luck-based than I thought going in), and I mixed up my Safari Zone adventures to keep things from becoming too repetitive. I felt a sense of accomplishment – albeit it was a testament to my willingness to grind through failed Dragonair encounters rather than any skill – when I finally caught my level 15 Dragonair. It is something of a trophy Pokémon and I can (and will) transport it to the new Pokémon games on Switch.

While my telling this story was inspired by my Midsummer Haze nightmare, catching a Dragonair was more enjoyable and rewarding than doing the same thing in a visual novel 43 times in a row. Besides the fact that wandering around the Safari Zone is not a bad way to pass the time when you are not hopelessly lost like I was in 1999 during my first Pokémon Red play-thru, the Dragonair safari was a quest that I took on my own initiative. Conversely, I needed to actually get through Midsummer Haze in order to publish a full and complete review of the visual novel, and there was no way other than through brute force. I think of the comparison as the difference between learning for pleasure (Dragonair) and doing homework ( Midsummer Haze ).

While writing this article, it occurred to me that it is odd that Dragonair was added to the Safari Zone in Pokémon Yellow.

Dratini was available in the Safari Zone in Pokémon Red and Blue as well as in the Celadon City Game Corner (as an expensive prize). Exempting the Game Corner option, Dratini was one of a few Pokémon only available in the wild of the Safari Zone. This made some sense in that Dratini was one of only three dragon Pokémon and thus special in that respect.

But what was the reason for adding Dratini’s evolution?

This I know not. There are many cases in the generation Pokémon game wherein it is only possible to catch a Pokémon’s pre-evolution and not in its final evolution. Dragonite is a relevant example here. Even in Yellow, it is not possible to catch Dragonite. The only way to obtain it without trading is to evolve a Dragonair at level 55 or higher. That Dragonite was still locked to evolution seems to remove any purpose for going out of one’s way to add Dragonair to the Pokémon Yellow Safari Zone.

I will add that, in theory, there were some other somewhat rare water-bound Pokémon that could have been added to the Safari Zone. For example, Game Freak could have added Gyarados with a low catch rate (for those people who are too lazy to raise a Magikarp to level 20) or a Pokémon that would not otherwise appear until later in the game such as Seel. Why Dragonair?

In the end, I could not find an answer to my question. I suppose Game Freak just thought it would be fun to add the majestic Dragonair to the waters of the Safari Zone. But this leaves us with an additional question: Why is Dragonair at the seemingly impossibly low level 15? It is not as if this was necessary to balance the game. Dragonair itself is not particularly strong and at level 35 (its normal evolution level), it is still a very long 20 levels away from evolving into a Dragonite.

I have formulated a theory on the level 15 point.

According to Cave of the Dragonflies , a level 35 Dragonair would have had a 46.09% chance of running to go along with its Safari Zone-low 3.67% catch rate. It seems possible to me that Game Freak decided that a level 35 Dragonair, without additional intervention, would be too difficult to catch.

Of course, this is just a theory. Perhaps someone at Game Freak simply liked the idea of a level 15 Dragonair raising questions by merely existing.

If you have Pokémon Yellow, whether an original copy, the 3DS Virtual Console version, or a ROM, I am not sure that I can recommend taking time out of your life to catch a level 15 Dragonair, but if you are a Dragonair fan who enjoys repeatedly casting your Super Rod and seeing the message that your Safari Ball missed the Pokémon, there are worse ways to have fun.

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How to Catch Pokémon in Safari Zone

Last Updated: May 21, 2023 References

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 viewed 111,100 times.

In the Pokémon series of games, Safari Zones are special unique areas in each game where rare Pokémon that don't appear anywhere else in the game can be caught. Safari Zones always operate with different rules than the rest of the game world - instead of battling Pokémon in the wild like you normally would, you'll need to carefully use baits and deterrents to get Pokémon to let down their guards so you can catch them. This can be quite challenging, so knowing the ins and outs of Safari Zone mechanics in each game is vital for success.

Navigating the Safari Zone

Fighting and capturing pokémon.

Step 1 Be aware of the modified combat mechanics for the Safari Zone.

  • Note that the "run away" option functions as normal, so we won't be discussing it.

Step 2 Use bait to make a Pokémon less likely to run.

  • However, using bait will also make the Pokémon more difficult to catch in a safari ball. Thus, striking a balance here can be difficult — the longer you get the Pokémon to stick around for, the harder it will be to actually capture it.

Step 3 Use rocks to make a Pokémon easier to catch.

  • However, there's an important downside: using rocks will also make the Pokémon more likely to run away. In fact, after taking more than a few rocks, a Pokémon is virtually guaranteed to run away — some will exit the battle sooner. Thus, once again, using rocks means striking a delicate balance as you try to capture your Pokémon.

Step 4 Use safari balls to attempt to capture Pokémon.

  • Note that you only have a limited supply of safari balls (depending on the game, usually 30), so save them for Pokémon you want to catch. It's generally the best use of your time to use your safari balls for Pokémon that are only found in the safari zone.

Step 5 In general, go for capture attempts after one or two rock throws.

  • Note that safari balls are weak compared to the pokéballs you can use in the rest of the game. In addition to this, especially rare Safari Zone Pokémon are extra-difficult to catch. [2] X Research source This can lead to some very frustrating situations — for instance, it can easily take 20 or more tries to catch an exceptionally rare Pokémon like Clefairy.

General Tips

Step 1 Use your limited steps carefully.

  • Bulbapedia, an online user-supported Pokémon encyclopedia, has extensive information about each game's Safari Zone, including maps and guides covering where to look for the Pokémon in each zone. See the Bulbapedia Safari Zone article to get started. [3] X Research source
  • Note that there is no step limit in the Safari Zone in Pokémon HeartGold and SoulSilver. [4] X Research source

Step 2 Be prepared to pay the entrance fee.

  • Across all of the games in the series, the entrance fee has stayed the same: 500 P . This includes the Great Marsh in Pokémon Diamond/Pearl/Platinum, which is not technically a Safari Zone but behaves very similarly.
  • One smart strategy is to save your game before you enter the Safari Zone. This way, if you don't catch any Pokémon you want, you can re-load to avoid paying the entrance fee again.

Step 3 Consider exploring the math of capture mechanics.

  • As an example of the sort of equation used in the games to determine whether certain Pokémon are captured, consider the equation from the Generation games (Gold and Silver): a = max((3 × HP max - 2 × HP current ) × rate modified / (3 × HP max ), 1) + bonus status where HP max is the Pokémon's maximum HP, HP current is the Pokémon's current HP, rate modified is the catch rate of the Pokémon modified by the ball used (every Pokémon and every ball modifies this in a certain way, and bonus status is the modifier for any status condition (sleep and freeze are 10, all others are 0). [5] X Research source When you throw a ball, a random number between 0 and 255 is generated. If this number is less than or equal to a, the Pokémon is caught.

Catching Pokémon in the Kanto Safari Zone

In the following sections, we'll highlight the rare Pokémon in each Safari zone and give specific advice where applicable. To keep these tables to a reasonable size, we've included only the rarest Pokémon in each area — for exhaustive information, consult the Safari Zone guides at Serebii.net and Bulbapedia.

Catching Pokémon in the Hoenn Safari Zone

Note that the Generation 4 Hoenn Safari Zone (Omega Ruby/Alpha Sapphire) won't be covered here as the player is allowed to engage in ordinary battles in this zone.

Catching Pokémon in the Sinnoh Great Marsh

Though Sinnoh's Pokémon preserve has a different name, it functions virtually identically to Safari Zones in other regions.

Catching Pokémon in the Johto Safari Zone

Note that the Safari Zone is not available in Generation 2 (Gold/Silver) but is available in the Generation IV games that visit Johto (HeartGold/SoulSilver). Note also that in this Safari Zone the player can arrange the six different areas in any arrangement desired. Finally, many of the areas in the Johto Safari Zones have Pokémon appearance rates that are not yet known — only data for the known areas has been included. See Bulbapedia for more information. [6] X Research source

Expert Q&A

  • Once again, the data in the tables above only deals with the most noteworthy Pokémon in each area. In fact, many more Pokémon appear in each Safari Zone. Thanks Helpful 3 Not Helpful 2
  • Remember — you have a limited number of steps inside the Safari Zone, not a limited amount of time. Thus, you can take as long as you like if you control your movement carefully. Thanks Helpful 1 Not Helpful 3

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  • ↑ http://bulbapedia.bulbagarden.net/wiki/Kanto_Safari_Zone
  • ↑ https://strategywiki.org/wiki/Pok%C3%A9mon_Red_and_Blue/Safari_Zone
  • ↑ https://bulbapedia.bulbagarden.net/wiki/Safari_Zone
  • ↑ https://bulbapedia.bulbagarden.net/wiki/Johto_Safari_Zone#Areas
  • ↑ https://bulbapedia.bulbagarden.net/wiki/Catch_rate#Capture_method_.28Generation_II.29

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Dratini in Safari zone ?

By Varsity77 July 18, 2017 in General Support

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I make some research because i want to have dratini to complete my team. I just find someone say the only way to catch dratini is by being a MS.

https://pokemonrevolution.net/forum/viewtopic.php?t=25484

At this link, i saw a pretty good guide that said we can catch without MS. It may have changed since, so is it possible for now ?

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Share on other sites.

Nebulas

Hi there, Varsity77

The guide you found is one out the outdated section and some things have changed since then.

PqcdVGG.png

Dratini can be found in 3 locations:

1. The Safari Exclusive Zone: Membership

2. Dragons Den in Johto: Fishing with a superrod

3. Surfing at night in Love Island.

To get access to Love Island, you can use this guide https://tinyurl.com/PROLoveIsland

You should have at least 120 pokemon and 38 evolved in kanto region

I hope this answers your question :Grin:

Kind regards

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Neroli

Hey guys !   I make some research because i want to have dratini to complete my team. I just find someone say the only way to catch dratini is by being a MS.   https://pokemonrevolution.net/forum/viewtopic.php?t=25484   At this link, i saw a pretty good guide that said we can catch without MS. It may have changed since, so is it possible for now ?

Hello Varsity77

If you plan to catch a Dratini, you must take a look to this screenshot.

As you can see it, Dratini is still MS in the Safari Exclusive Area.

At Dragons Den, you can fish it by using the Super Rod only (you can still find Dragonair through Surf).

Frozen Cave is no longer available since it was an event map. About Love Island, check out this guide , everything you need to know is here.

449d385f80.png

Ok thanks x)

So, which pokemon can i find in safari zone ?

Ok thanks x)   So, which pokemon can i find in safari zone ?

Take a look on the Wiki to see what Pokemon you can catch in the exclusive zone.

For the Pokemon in the normal Safari click here.

Hope this helps :Grin:

[glow=black]- Locked as solved and moved to proper subforum -[/glow]

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Pokemon Go Bellsprout Community Day 2024

The April 2024 Bellsprout Community Day within Pokemon Go is on the horizon, and will bring a Featured Attack, Special and Field Research , Raid encounters, event bonuses, and more!

This page acts as a comprehensive breakdown of the April 2024 Bellsprout Community Day in Pokemon Go, including its runtime .

Bellsprout CD Header.jpg

2024 Bellsprout Community Day Runtime

The Bellsprout Community Day will be live on Saturday, April 20th, 2024 , from 2:00PM to 5:00PM local time .

Featured Pokemon

Bellsprout will appear more frequently in the wild for the duration of this event:

Bellsprout Community Day Featured Attack

Evolve Weepinbell during the event (or up to five hours afterward) to get a Victreebel that knows the Fast Attack Magical Leaf.

MAGICAL LEAF

  • Trainer Battles : 10 Power
  • Gyms & Raids : 16 Power

Bellsprout Community Day Special Research

For US$1.00 (or the equivalent pricing tier in your local currency), you’ll be able to access the Bellsprout Community Day–exclusive Special Research story.

Bellsprout Community Day Field Research

Field Research tasks will be available to complete, earning you additional encounters with Bellsprout, alongside Great Balls, Stardust, and other rewards!

Bellsprout Community Day Event Bonuses

The following bonuses will be in effect during the event:

  • 3× Stardust for catching Pokemon
  • 2× Candy for catching Pokemon
  • 2× chance for Trainers level 31 and up to receive Candy XL from catching Pokemon
  • Lure Modules activated during the event will last for three hours
  • Incense (excluding Daily Adventure Incense) activated during the event will last for three hours
  • Take a few snapshots during Community Day for a surprise
  • One additional Special Trade can be made for a maximum of two for the day
  • Trades will require 50% less Stardust

Bellsprout Community Day Raid Battles

On the day of the Community Day, from 5:00PM to 10:00PM local time , you'll be able to partake in special 4-Star Raid Battles with Weepinbell . By winning these Raids, additional Bellsprout will appear around the Gym that hosted the raid for 30 minutes.

Bellsprout Community Day Stickers

Event-themed stickers will be available via spinning PokeStops, opening Gits, and purchasing them in the in-game shop!

Bellsprout Stickers.jpg

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IMAGES

  1. Let's Play Pokemon Yellow Version 46

    pokemon yellow dratini safari zone

  2. Pokemon Yellow How To Get A Dratini Wihtout Going To The Safari Zone No Cheats, Glitch

    pokemon yellow dratini safari zone

  3. Pokemon Yellow Walkthrough [HD] Part 32

    pokemon yellow dratini safari zone

  4. Pokemon Yellow Walkthrough Part 20

    pokemon yellow dratini safari zone

  5. Safari Zone Entrance in Pokemon Yellow for GBC by CK47 on DeviantArt

    pokemon yellow dratini safari zone

  6. Kanto Safari Zone

    pokemon yellow dratini safari zone

VIDEO

  1. LIVE! SHINY Safari Zone Dratini after 35.364 Fishing Encounters

  2. Catching Dragonair in Pokemon Yellow Safari Zone

  3. Ho passato 15 ORE nella ZONA SAFARI di Pokémon Rosso Fuoco e Verde Foglia....ECCO COM'É ANDATA

  4. PokeММO KANTO Walkthrough Episode 53

  5. Pokemon Yellow 054: Safari Zone

  6. Pokemon Yellow 056: Safari Zone

COMMENTS

  1. 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 ...

  2. Dratini

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

  3. 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. 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 ...

  4. Yellow Walkthrough

    4th Area. The Safari Zone should be your next stop and you'll find yourself coming back quite a few times in order to catch all of the Pokémon inside. You'll find tons of items including the HM03 Surf and the Gold Teeth which need to be returned to the Warden. The Warden lives beside the fishing guru and will reward you with the HM04 Strength.

  5. how do i catch dratini in pokemon safari in yellow?

    Step 1 - You walk into the Safari Zone. Step 2 - You run around in the grass. Step 3 - If you run around long enough, you'll eventually run into a Dratini. Step 4 - Throw Safari Balls at Dratini until you catch it. Repeat process until your Dratini is Caught, he doesn't have a Very High catch rate, or appearance rate, so it might take a little ...

  6. 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.

  7. Dratini Pokédex: stats, moves, evolution & locations

    FireRed. Even the young can exceed 6.5 feet in length. It grows larger by repeatedly shedding skin. LeafGreen. Long considered a mythical POKéMON until recently, when a small colony was found living underwater. Emerald. A DRATINI continually molts and sloughs off its old skin.

  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. Dragonair

    Evolved from: Dratini (level 30) Evolves into: Dragonite (at level 55) Locations: Dratini evolves at level 30 and turns into Dragonair.Yellow owners can also fish for Dragonair in the Safari Zone.

  10. Safari zone guide gen 1 : r/pokemon

    the safari zone is a pain in the ass. unless your trying to complete the pokedex, get chansey/tauros/dratini cos theyre good or just for fun, dont do it. there are 7 pokemon that are not easily obtainable to get outside of the safari zone. they are: exeggcute (transfer from gen 2) chansey (cerulean cave) kangaskhan (transfer from gen 2)

  11. Safari Zone

    Description Of Safari Zone: The Safari Zone is a wildlife preserve found in Fuchsia City, and a place to go where players can go to catch many different Pokemon. Some of these Pokemon are found thoughout the game, but a few species can only be found here. Bait can please a Safari Pokemon as a rock will anger it, both, surprisingly, make them ...

  12. 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 ...

  13. Safari Zone

    Safari Zone Pokemon Yellow Version: ... Dratini: Dragon: 15: 25%: Para entrar na Safari Zone você precisa pagar $500. Você receberá 30 Safari Balls. Você pode ficar aqui dentro até dar 500 passos ou até acabarem as suas Safari Balls. Você começa na Área Central (Meio), siga para nordeste para acessar a Área Central (Leste). ...

  14. Dratini locations

    147: Dratini Pokédex; Flavor; Locations; Conquest; Kanto. FireRed LeafGreen Yellow Red Blue; Fishing with a Super Rod Safari Zone Area 1, east. 15% L15-25. 15% L15-25. 10% L15. 25% L15. 25% L15. Safari Zone Area 2, north. 15% ...

  15. Dratini

    Dratini continually molts and sloughs off its old skin. It does so because the life energy within its body steadily builds to reach uncontrollable levels. ... Yellow . Safari Zone, Area 1, east Safari Zone, Area 2, north Safari Zone, Area 3, west ... Safari Zone, middle Diamond . Mt. Coronet, 4F Pearl . Mt. Coronet, 4F Platinum . Mt. Coronet ...

  16. Pokemon Yellow: How to Catch Dratini/Dragonair

    Going back to Yellow, very quick vid showing where to find Dratini and Dragonair.It may look like I caught both of them, especially Dragonair, incredibly eas...

  17. Dragonair Safari in Pokémon Yellow · The New Leaf Journal

    I noted before that Dratini evolves into Dragonair at level 35. Dragonair happens to be high on my list of favorite Pokémon. Dragonair, like Dratini, can also be caught in the Safari Zone (note: only in Yellow). However, despite the fact that Dratini evolves at level 35, wild Safari Zone Dragonair come at level 15. To be sure, this does not ...

  18. Pokémon Red and Blue/Safari Zone

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

  19. 5 Ways to Catch Pokémon in Safari Zone

    To catch Dratini and the other high-value aquatic Pokémon in this area, use a Super Rod. Area 2. Located to the northeast of the Area 1. Kangaskhan 4%, Scyther (Red only) 1%, Pinsir (Blue only) 1%, Parasect 5%, Dratini 15%, Dragonair 1%. Area 3. Located to the northwest of the rest house in Area 2.

  20. Pokémon FireRed and LeafGreen/Safari Zone

    Safari Zone Area Guide The Safari Zone puzzled together as a guide Catching safari Pokémon [] Safari Zone - Main Area. The nice thing about the Safari is that you don't have to fight with Pokémon before you can catch them, but you can only catch them with the Safari Balls provided.. There are a few original options: throwing rocks at Pokémon to make them angry and easier to catch, but also ...

  21. Catching Dragonair in Pokemon Yellow Safari Zone

    Dragonair can only be caught in Pokemon Yellow Safari Zone, if you want to have Dragonair in Pokemon Blue or Pokemon Red you ll have to trade or to catch Dra...

  22. Dratini in Safari zone

    If you plan to catch a Dratini, you must take a look to this screenshot. As you can see it, Dratini is still MS in the Safari Exclusive Area. At Dragons Den, you can fish it by using the Super Rod only (you can still find Dragonair through Surf). Frozen Cave is no longer available since it was an event map.

  23. Pokemon Go Bellsprout Community Day 2024

    The April 2024 Bellsprout Community Day within Pokemon Go is on the horizon, and will bring a Featured Attack, Special and Field Research, Raid encounters, event bonuses, and more!. This page acts ...