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R/B/Y Safari region Mechanics

A staple of the Pokémon series since the originals is the Safari Zone: a special ar with Pokémon that aren"t found anywhere rather (and some that are) where rather of getting to usage your own Pokémon to weaken and also capture them, you need to employ more old-fashioned techniques while the Pokémon may run at any moment. While they haven"t been in every game, lock shake up the usual regime of capturing Pokémon and have had various amazing mechanics with the generations - however, the an extremely most interesting has to be the original.

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How that Works

In every Safari Zone, the player is unable to usage their very own Pokémon at all. Instead, when you conference a Pokémon you have 4 options: throwing one of the restricted number that Safari Balls friend have; an aggressive action provided to make the Pokémon simpler to catch; one enticing action used to do 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 also the enticing activity is referred to as Bait. The basic idea is this: throwing a absent will twin your opportunities of catching the Pokémon, however it will likewise make the Pokémon angry for 1-5 turns. Conversely, cram bait will certainly halve your opportunities of catching the Pokémon, yet cause the Pokémon to be eating because that 1-5 turns. If angry, a Pokémon is twice as most likely to run on any given revolve as if it were in its neutral state, while that is four times less likely to run while that is eating 보다 in a neutral state.

However, there room several an ext interesting details and subtleties to just how Safari Zone battles happen.

Your Turn

Throwing a Ball

Capturing in the Safari Zone adheres to the constant R/B/Y capture algorithm, though because neither the Pokémon"s HP nor its status can be influenced and the just balls available are Safari Balls (identical come Ultra Balls), a the majority of things space abstracted out in the Safari Zone. Unfortunately, thanks to the game"s failure RNG, Safari Balls underperform versus full-health Pokémon, do all capture chances in the Safari Zone lower than intended. The capture chance maxes out when the Pokémon has actually a capture rate the 150 or more, for which the possibility will be about 27-30% depending on rounding errors; all other Pokémon are harder than that.

The record rate C starts the end being, together in continual captures, the intrinsic catch rate the the Pokémon species. However, unlike continuous captures, your actions in the Safari zone can directly modify C, as hinted above.

Throwing Rocks/Bait

Rocks and bait have two unique effects. First, every time a absent is thrown, the catch rate C is doubled (though that is capped at 255, therefore if doubling would make the catch rate much more than that, that is do 255 instead), and every time bait is thrown, C is halved and also rounded down. This happens also if the Pokémon is already angry or eating, and also it happens totally blindly - if the Pokémon has a record rate that 235, and you litter a rock to offer it a record rate that 255, climate throwing bait will take that catch rate down to 127, fairly than "canceling out" to offer it the same record rate together before.

Since the record chance maxes out once the capture rate is 150 as defined above, there is no allude throwing rocks at any Pokémon v an intrinsic catch rate of 150 or more, or an ext than one absent at a Pokémon with a record rate the 75 or more, or much more than 2 rocks at one v a record rate the 38 or more. Together it happens that covers all Pokémon that have the right to be uncovered in the Safari Zone other than for Chansey (catch price 30) and also Dragonair (catch price 27 in Yellow), that would require three rocks to walk over 150.

Secondly, when a battle in the Safari ar is going on, the game also keeps monitor of two counters, the "angry counter" and also the "eating counter", which was standing for the variety of angry or eating turns the Pokémon has actually left. They both start out at zero; however, when a absent or bait is thrown, a random number between 1 and 5 inclusive will certainly be generated and added to the ideal counter (i.e. The angry counter if it"s a rock, or the eating respond to if it"s bait), while the other counter will be reset come zero nevertheless of its ahead value. This way only among the counters have the right to be nonzero at any type of given time. Since the arbitrarily number is included to whatever value the counter already has, throwing additional rocks at a Pokémon that is currently angry will prolong its upset state, and similarly 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 very first turn in the Safari Zone, yet on the Pokémon"s turn, two points happen.

First, the video game will inspect if either of the angry and eating counters is nonzero. If so, climate a article saying "Wild is angry!" or "Wild is eating!" as proper is shown and also the respond to is lessened by one. If the angry counter is decreased to zero this way, the Pokémon"s catch rate will additionally be reset come its initial capture rate, regardless of exactly how it has been modification in the battle before this point; keep in mind that this last little bit does not take place when a Pokémon stop eating, nor as soon as the angry counter is reset come zero because you threw a bait.

After this, the game will perform a calculate to recognize whether the Pokémon will run away on this turn. The run opportunity depends just on which state the Pokémon is in - angry, eat or neutral - yet not top top how many times you"ve thrown rocks/bait in any way: a Pokémon the you"ve thrown 5 rocks at followed by one bait will certainly be precisely as happy to stick around as one the you threw a bait at on the an initial turn. Note that the Pokémon"s actual current state does not necessarily exchange mail to the state shown by the message that was simply shown, because the message indicates only the the counter in question was nonzero before it to be subtracted from. This also way that if you litter a absent or bait and also the arbitrarily number produced is 1, girlfriend will view an angry/eating message, yet the Pokémon will certainly in reality be ago in that is neutral state before even the run check is performed.

The operation calculation chin goes together follows:

Make a variable X same to the short byte (i.e. The remainder if you division by 256) the the Pokémon"s speed (not the base speed of the species, yet the individual"s really Speed).Double X.If the outcome is better than 255 (i.e. If the Pokémon"s rate was 128 or more), the Pokémon immediately runs. Skip the rest of the procedure.Modify X again if the Pokémon is in a non-neutral state:If the Pokémon is angry, twin X again (if that becomes higher than 255, do it 255 instead).If the Pokémon is eating, divide X by four.Generate a random number R between 0 and also 255 inclusive.If R is much less than X, the Pokémon operation 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 video game - the highest possible Speed any Pokémon actually uncovered in the Safari Zone have the right to have is 75), the chance that it will certainly 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, due to the fact that this is the actual individual Speed and also not the base rate of the species, lower-leveled individuals are less likely to run. While Scyther in ~ level 25 or 28 have roughly or above a 50% possibility of running every revolve in a neutral state, because that instance, Yellow"s level 15 Scyther are considerably easier come catch, with just a 32% possibility of running in a neutral state in ~ the most. Thus, possibly the best piece of strategic advice for the Safari ar is to go for the lowest-leveled feasible version the your preferred Pokémon, provided the lower-leveled variation isn"t unacceptably rare.

Strategy

So, well, how should one go about trying to attain success in the Safari Zone, various other than trying to catch lower-leveled Pokémon? Four straightforward kinds of strategies come to mind:

Balls only. This is the simplest means to go about the Safari ar - simply madly lob balls at whatever you desire to catch and pray the they don"t run before you catch them.Rocks, climate balls. Throw some sensible number of rocks, then lob balls and also hope you capture it before it either operation or calms down and also resets the record rate. If you check out 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 also hope the reduced capture rate doesn"t come ago to bite you. Unlike through rocks, where as soon as the Pokémon stops being upset you"re earlier at square one, it"s not quite as evident here the you must throw an ext bait once the Pokémon stops eating - each bait you litter lowers the catch rate more, after all.Rocks come increase capture rate, then bait to obtain it to stay, climate balls. litter a absent or two (or three) and also then immediately throw bait. Detailed your first rock doesn"t generate one together the variety of angry turns (in which case the Pokémon will certainly calm under immediately and reset the catch rate), you"ll regulate to increase the Pokémon"s capture rate before the bait gets thrown, definition you end up through a record rate the the same, double or quadruple the initial (depending top top the number of rocks), however a 4x lessened chance of running and assurance that the capture rate won"t reset when it return to the neutral state.

There room other possible strategies, however they show up obviously flawed - if you to be to litter bait and also then a rock, for instance, you"d finish up v a normal record rate but a greater running chance after wasting two turns, which can"t possibly be helpful. These space the key ones the at a glance appear to hold some type 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 ar is broken: the balls-only strategy almost always wins by a considerable margin, at the very least in regards to your overall chance of capturing the Pokémon per encounter. Wasting her time top top bait and rocks is just worth it in a couple of very exceptional cases.

Wait, What?

Good question. If friend don"t care about getting an intuitive master on why this is true, feel free to skip come the Safari ar calculator.

Here"s the thing. The whole Safari Zone suffer basically simplifies to a game where you and the Pokémon alternative turns, through each the you having actually a offered chance of "winning" on every of your transforms (you victory if you catch the Pokémon, if the Pokémon wins if the runs). Once you litter bait or a rock, however, you perform that instead of throwing a ball on that turn, when the Pokémon will proceed to have a possibility of running on every single one of its turns; essentially, you space forgoing one of your transforms (attempts to "win") in exchange because that a later advantage.

What is that later advantage, then, and is it worth shedding that turn? Well, in the instance of a rock, you dual your possibilities of win (catching the Pokémon) because that up to four subsequent transforms - yet you also dual the Pokémon"s possibilities of win (running away), and also because you provided up your rotate throwing the rock, it"s the Pokémon that has actually the following move.

You deserve to hopefully see exactly how that"s no really a recipe because that success. However, it"s not quite as bleak as the appears, thanks to the one place where the simplification division down: you have a minimal number the Safari Balls. A rock, by copy both yours and the Pokémon"s chances of winning every turn, will certainly shorten the typical duration of the battle. Thus, if you have actually sufficiently few balls and also the Pokémon has actually a sufficiently low catch rate and Speed, to the point that in an mean battle versus it you"d operation out the balls before either catching it or it running, throwing a rock and also shortening the fight so her balls will last can actually be precious it, also at the abovementioned cost. Because that instance, if you only have actually one Safari sphere left, then you can either throw that one ball with a regular record rate or throw part rocks first, which will make your single ball much more likely come be reliable once you carry out throw it; you"ll only obtain one attempt to record it either way. The threats will quiet outweigh the benefits if the Pokémon is quite speedy, due to the fact that then it will certainly be likely to run prior to you have the right to actually litter the round at all, however for a sufficiently slow-moving target (for a solitary Safari Ball, the greatest Speed where a rock will certainly be worth it is 25 or so), rocks can be a good idea once you don"t have a lot of Safari Balls left.

Throwing many rocks can also help, at the very least in theory, since an ext rocks will continue to twin your possibilities of recording the Pokémon without elevating the running possibility further. Primarily, in many of those situations where a absence of Safari Balls means one rock is a good idea, 2 (or possibly three) rocks improve your chances even further, though the selection of cases where this works is even narrower than for one rock. Technically multiple rocks have the right to also help in basic for Pokémon with an extremely low Speeds and also low record rates - however, that"s low Speeds together in single digits, and no Pokémon that fit the bill are actually found in the Safari Zone, make that allude kind that moot. Otherwise, if you have actually plenty of balls come spare, the cost-free angry turns they usually gain to operation away prior to you also start make the efforts to record them just an outcome in a disadvantage girlfriend can"t comprise for.

What around bait? Bait is immediately somewhat more promising 보다 rocks, because it halves your chance of "winning" but quarters the Pokémon"s. However, bait likewise differs from rocks in that the catch rate doesn"t go ago to normal after the Pokémon stops eating, and also just favor rocks shorten the duration of the battle, bait prolongs the fight - it renders both parties less most likely to win on succeeding turns. And the longer the battle goes on, the much more the up-to-four transforms (remember, the counter is decreased before the run check) the the Pokémon is actually less likely to operation diminish in significance compared to all the transforms after the Pokémon stop eating, as soon as it will certainly still have a lowered record rate however a constant chance that running. That"s besides the fact that again you must forgo a turn to litter the bait in the very first place. In fact, as it turns out this provides bait completely useless: over there is not even in concept a Speed/catch rate combination for which bait will perform you any good.

Where walk this leave that especially promising-looking "rocks, then bait" strategy? Ultimately, it"s stuck in the exact same rut rocks are: it"s normally only valuable for Pokémon through such ludicrously low rate that they don"t actually exist in the Safari Zone, and unfortunately, when rocks at least have a niche when you"re running low top top balls, you"re always going come be much better off just throwing but many rocks you"re going come throw and then cram your round than cram the rocks and then wasting your time on bait if girlfriend only have actually a couple of balls left. This strategy requires wasting number of turns there is no throwing any kind of balls, during some of i m sorry the Pokémon will have actually an boosted chance of running, and also to make matters worse, if the number of angry turns created is one, you"re going come lose even the rock"s advantage and finish up v the bait"s lowered catch rate after all that preparation. It simply kills it.

So, again, in nearly every instance the best strategy is to simply throw balls and hope you acquire lucky. That is, however, assuming the what you desire to maximize is your chance of success per encounter: since rocks shorten the battle and also make for fewer Safari Balls required, rocks might actually save you time and also money.

The Safari ar calculator below includes a range of strategies, regardless of their mostly minimal usefulness; play roughly with it if girlfriend think you could go v a different one.

Safari zone Calculator

Use this tool to calculation your possibilities of recording a provided Pokémon.

As the is, that only includes Pokémon that are actually found in the Safari zone in one of two people Red, Blue, Yellow, or the Japanese-exclusive Blue version. If over there is need for including other Pokémon just for the hell of it, I deserve to do that too, yet in the meantime, ns feel this makes much more sense.

In enhancement to your possibilities of recording the Pokémon with any type of or all of the listed strategies, the calculator will certainly also carry out you with the basic capture rate and also run chance per turn. When you pick a Pokémon and also game, additionally, that will give you the locations, levels and rarities at which the Pokémon is found in the Safari ar in the game, so the you deserve to perhaps attempt to find your Pokémon at a lower level or in one area whereby it"s an ext common.

The basic percentages the calculator provides may not match exactly up with those offered by my R/B/Y record rate calculator, since this calculator provides the simplifying assumption that the Pokémon"s HP and also Speed space equal come the median HP/Speed a wild Pokémon of the given species/level would have, when the capture rate calculator does the whole calculation because that each feasible HP IV and also takes the average of the actual outcomes. I decided not to execute the an ext accurate calculate here since this calculate is both already fairly slow and also involves two different stats - do the efforts every possibility would typical doing that whole fairly slow calculation up to 256 times, which just seems like way more trouble than it"s worth.

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Explanation of Strategies

Balls only is self-explanatory. One, two and also three rocks assume the you throw that numerous rocks at the beginning, then litter balls till you see the Pokémon is no much longer angry, then repeat. Bait repeatedly means throwing one bait, cram balls until the Pokémon has stopped eating, climate throwing another bait, then throwing balls until it stop eating again, and also so on; one bait, 2 bait and also three bait will start out prefer bait repeatedly, however only litter the respective variety of bait before essentially switching to balls only, in an initiative to avoid lowering the capture rate as well much. "Rock, then bait" throw a solitary rock, climate bait, waits till the Pokémon stops eating, and also repeats; however, two/three rocks and then bait will certainly throw two/three rocks, climate bait, and then essentially switch to balls only. This is since while the single-rock version leaves you back at square one when the Pokémon stops eating, so if it helps at every it will certainly help much more to perform it again, the multiple-rock versions leave the catch rate higher than it used to it is in after it stops eating, and also just proceeding with balls is a better way to continue if you manage to acquire that setup done 보다 risking that again by throw rocks.

Pokémon:ChanseyCuboneDoduoDragonairDratiniExeggcuteGoldeenKangaskhanKrabbyLickitungMagikarpMarowakNidoran (f)Nidoran (m)NidorinaNidorinoParasParasectPinsirPoliwagPsyduckRhyhornScytherSlowpokeTangelaTaurosVenomothVenonat

Game: Red Blue/JP environment-friendly JP Blue Yellow

Level:

Safari Balls remaining:

Strategy: display allBalls onlyOne rockTwo rocksThree rocksBait repeatedlyOne baitTwo baitThree baitRock, climate baitTwo rocks, climate baitThree rocks, then bait