Kaizo Ironmon FAQ
PointCrow Kaizo Ironmon FAQ
HOW TO USE THIS DOCUMENT: Use the search function to look for specific answers, YOUR QUESTION ISN’T ANSWERED HERE? Please feel free to DM or ask a moderator on PointCrow’s Discord server after the stream is done, and we can answer specific questions. |
TABLE OF CONTENTS
Numbers in the top left: What do they mean?
Picking a starter: Why that one?
Dungeons 101: What are they / Why can’t he exit a gym?
Held Items: Why does PointCrow have one if the screen says they aren’t allowed?
Why does x have y (e.g., Why does Brock have five Pokémon?)
“This Pokémon is bad,” but why?
Why must we go first / 1HKO if we have a high defense/HP?
What is a “poison dance” / Why not heal at the Viridian Forest Nurse Joy?
Why aren’t we healing? Our Pokémon’s HP is low!
What is “scouting” and why are we taking notes?
Pivoting to Another Pokémon 101: Why/When/How?
What is “Shed coverage / Shed check?”
Rare candies & when to use them.
The Ball Stall: Why did we just throw 20 Pokéballs at that trainer’s Jirachi?
PointCrow’s PB: What’s the farthest he has gotten?
When did PointCrow start playing Kaizo Ironmon?
I want a Pokémon named after me! Now what?
Predictions! Why aren’t the mods running them? / Why hasn’t it been paid out?
Mom 101: Why doesn’t Pointcrow talk to mom, and why not just start in the lab?
Type vs Damage: The “Physical” / “Special” split
Fairy Type: Where is it and why is X not a fairy?
Sheer cold! Fissure! And why we can’t use it
GLOSSARY OF KAIZO IRONMON TERMS
In simplest terms, Kaizo Ironmon is a solo-Pokémon challenge, with a few main ideas:
View higher quality (and zoom-able) infographic here.
Correction: STAB is a 50% damage boost.
The tracker is provided in the Ironmon Discord, developed by besteon.
Beyond what the above infographic covers, the tracker also has a page to display what healing items you have, and what moves or abilities you have seen the opposing Pokémon use.
Also, it allows you to take notes on what you speculate an opposing Pokémon’s stats to be (for example, if Umbreons seem to have really high SpD or if Zapdos has really high SpA, based on our own stats).
Consider watching the full video explanation by PointCrow HERE! |
According to Kaizo rules, you must choose the starter before knowing what it is. The starter chosen must be the first one he calls aloud (left, right, or middle). To follow this rule, right now he always picks the middle. The caveat to this is that the following Pokémon are prohibited:
If the first one chosen is a banned Pokémon, he can choose one of the other two at will.
The other exception to this rule is the Favorite’s Clause. PointCrow has 3 pre-set “favorite” Pokémon: Jolteon, Milotic, and Umbreon. If one of the three laboratory Pokémon is one of these three, he is allowed to choose it instead of the one he calls aloud. Hence why he always looks at all three before choosing one!
Every run is permitted to have additional Pokémon that are used for the HMs Surf, Cut, Fly, and Strength. This allows traversal in the overworld without teaching HMs to our main Pokémon.
The second Pokémon cannot assist in battle.
If for some reason the HM-mon is forced into the battle, PointCrow must immediately swap back to his main Pokémon. In double battles, the HM-mon must use its move to throw a Pokéball while the main Pokémon uses its first move to make HM-mon faint.
Usually, before challenging a dungeon, the HM-mon will be put away into storage, although if he forgets, it’s completely fine. In some cases, the HM-mon is required to be with him (such as Erika's gym, which requires Cut).
Short answer: He’s not allowed! Or because it’s an exception to a rule.
The only held items allowed are items that are consumed on use, like berries or herbs. In gyms or dungeons, we usually have our Pokémon hold a berry or herb, so that if we are inflicted with conditions like poison or lowered stats, we have a free and immediate status heal. Like regular heals, berries and herbs are also limited and randomized.
All wild Pokémon encounters, trainer Pokémon, movesets, and items are randomized. Additionally, trainer Pokémon and wild Pokémon levels are increased by 50% as part of the regular Ironmon ruleset.
This is the tier list PointCrow uses to generally evaluate if a Mon will make for a good run:
In general, we’re looking for the following in a good Pokémon:
Likely, it will be multiple of these reasons (listed in order of importance):
Each stat’s potential is determined by its IVs (Individual Values), and these IVs influence how each stat changes every level up. While we can't know a Pokémon's exact IVs until the run is over, we can judge based on the stats we can see. For example, if the ATK stat is 5 while the SpA stat is 20, the Pokémon likely has a comparatively high SpA IV.
There are certain moves that we are very, very, very afraid of. Our goal is always to hit first, and knock out the opponent in one hit because of:
Destiny Bond: When the opponent uses Destiny Bond, if the move following it kills the opponent, we die too. This means, if our opponent goes after us, then we can choose to avoid a lethal move. If they go first, we cannot change what move we picked.
Perish Song: If the opponent uses Perish Song, our Pokémon will die in three turns no matter what. The only way to dodge Perish Song is to end the battle. If a trainer has six Pokémon, the very first Pokémon can use Perish Song. We cannot kill 6 Pokémon in three turns, so the run will die with no exceptions.
Mirror Coat: Mirror Coat is an uno reverse card for special attacks. Whatever Special Attack damage we dealt, the opponent will deal x2 the Special Attack damage (Dark types are immune). For this reason, we always want to try to 1-hit KO the other Pokémon. If our Pokémon is a special attacker, we are more susceptible to mirror coat than counter. This move fails if we use a Physical Attacking move.
Counter: Like Mirror Coat, counter is an uno reverse card for physical attacks. Whatever Physical Attack damage we dealt, the opponent will deal x2 the Physical Attack damage (Ghost types are immune). If our Pokémon is a physical attacker, we are more susceptible to Counter than Mirror coat. This move fails if we use a Special Attacking move.
When a Pokémon is poisoned, it takes damage every four steps. This can kill us.
To avoid overworld poison damage, PointCrow is triggering Pokémon encounters every 4 steps to avoid the damage! An encounter resets the walk counter and allows us to increase the distance we can walk with the amount of HP we have remaining. This will ultimately save PointCrow from using a heal unnecessarily, as we will need those heals later in the run.
The Nurse Joy in Viridian Forest is a quality of life feature solely intended to save time walking the Pokémon Center for heals between battles. She heals HP, PP, burn, and paralysis, as these afflictions cannot kill the run in the overworld. However, because this Nurse Joy isn't meant to be there, she will refuse to heal your Pokémon if it's poisoned. This way, you can’t bypass the damage you would normally take walking back to a Pokémon Center while poisoned.
We need our heals for the Elite Four. Not only our 50HP+ healing items and Full Restores, but also our elixirs, status heals, and berries. In a lot of cases, especially before the final 8 battles, it is better to try to take out a Pokémon than use a healing item. There’s a lot of nuance on whether or not to heal, please give PointCrow the benefit of doubt :D
In Kaizo Ironmon Civilization, it is better to jump for the beef. Sometimes PointCrow will play it safe and go for the chicken (heal) anyway to avoid losing to a priority move (e.g., extreme speed, quick attack, or mach punch) or a critical hit (which deals 2x damage).
Scouting is purposefully running into wild Pokémon to see what moves they have, note their abilities, and judge their stats (are they fast? defensive?). Scouting happens at the start of a Kaizo Ironmon run to look for pivots (see: pivoting), and towards the middle of the run (during the “trainer grinds” before Gyms 4 and 7).
Opponent moves and stats are incredibly important to know for the Elite Four and Champion. We need to find out if we can knock out a Pokémon in one hit, if we move first, and if they have super effective moves against us. We also want to find every Pokémon that knows Destiny Bond, Perish Song, Mirror Coat, and Counter.
Every breed of wild or Trainer Pokémon will share a moveset, ability, and IVs. What’s true for one Umbreon we encounter will be true for every other Umbreon we fight. For that reason, we take notes. The only one that can differ would our own Umbreon, which may have different natures, moves, abilities, or stats.
We cannot kill wild Pokémon. It is against the Kaizo Ironmon rules for farm wild Pokémon for EXP. The one exception to this rule is Shiny Pokémon encounters. If you are unable to run from a wild Pokémon (due to moves like Bind or abilities like Arena Trap), you may defeat that Pokémon. This should only be used as a last resort though.
Why: If the initial Pokémon from the lab is not runnable (see what makes a mon bad), Eric can “pivot” to any wild Pokémon (i.e., switch his active Pokémon to another). This renders his previous mon unusable for the rest of the run, except as an HM-mon. Pivoting can be done once per route.
When: To pivot, our current Pokémon must be within 4 levels of the pokemon to which we wish to pivot. Technically, he can pivot at any point. In regular Kaizo Ironmon, there are only 2 parts of the run where pivoting is viable: either before Brock, or in Diglett Cave after Brock. (No one has won with a Diglett Cave pivot.). Potentially, he could also pivot in the Safari Zone or during the Surf trainer grind, but these options are not as viable in regular Kaizo Ironmon.
How: We generally “scout” the available Pokémon in each route before choosing a new one. While scouting, we want to know:
If we are lucky, our current Pokémon may know the move “Transform.” This move temporarily shows us the stats, moves, and ability of the opposing Pokémon.
Shedinja is a Pokémon with 1 HP that can only be hurt with Flying, Rock, Ghost, Fire, and Dark type moves as per its “Wonder Guard” ability. It is the only Pokémon in Kaizo Ironmon to retain its original ability.
Every viable Pokémon will need a move of one of those five types, solely to deal with Shedinja if/when they appear. Without it, we have to either hope the Pokémon can KO itself or simply doesn't ever appear.
“Shedinja check” is when the little creature shows up to check you have shed coverage.
Certain status moves (i.e., Toxic and Hail) or abilities (i.e., Sandstream) that cause damage over time can also damage Shedinja. You may also hear PointCrow talk about “technical Shedinja coverage.” Stalling moves like Minimize (increases evasiveness) and Protect can waste the opposing Shedinja's PP usage and force it to use the move “Struggle” (a secret move that Pokémon use once they are fully out of PP for all 4 of its moves that causes recoil damage).
Rare candies are items that we can randomly pick up that instantly cause the Pokémon to gain a new level. There are two key points in the run where we want to use a rare candy: before Brock (Gym 1) and before Victory Road (final dungeon pre-Elite Four).
Another niche fact is the fluctuating EXP curves of this game. It takes more EXP to jump from an odd to an even level (e.g., 87 → 88) than for an even to an odd level (e.g., 88 → 89). For this reason, we always use a rare candy while we are at an odd level, namely level 87, 89, and 91.
In Kaizo Ironmon, Pokémon can only learn the randomized moves it learns naturally, and the eight TMs received from defeating a gym leader. TMs found on the ground cannot be learned.
There is a slim chance a TM found in the wild will be one of the eight you obtain from a gym leader. In this case, he can learn it, but not until he defeats the gym leader to whom it belongs And, as an extra twist in Kaizo Ironmon for added difficulty, there’s only a 50% chance he can learn a gym TM. Gym TMs include TM39 (Brock), TM03 (Misty), TM34 (Surge), TM19 (Erika), TM06 (Koga), TM04 (Sabrina), TM38 (Blaine), and TM26 (Giovanni).
Evolution “evo” runs are when we have a low-BST Pokémon that can evolve. Like many aspects of Kaizo Ironmon, evolutions are random. However, they can evolve into a Pokémon with a similar typing and BST (but might evolve into something worse). For example, a Chansey will not evolve into a Blissey (Normal type; BST 540), but it can evolve into a Snorlax (Normal type; BST 540).
“Evo run” is using the Chansey until it evolves, hoping it will become a Snorlax (or similar).
Oh boy, I bet if we throw this Master Ball at the trainer’s Pokémon it’ll catch it! No?? Then why did we throw it? Because we’re stalling.
Throwing a ball allows us to effectively skip our turn. When we see moves like Destiny Bond or Mirror Coat that deal damage based on what we do, we don’t want to take our turn (because it will kill us). Instead, we simply throw a ball and politely decline to take our turn.
For the most up-to-date answer to this, type !pb or !bestrun in chat! You can also check the top 20 leaderboard.
As of 4 December 2024, the best run was Wolffox the Jolteon, who entered the Champion (final) battle with 1 HP and a dream then died to Mach Punch (a priority move) on turn one.
I know, we miss that Espeon too. If it’s not on screen, you can assume it died. If you were attached (i.e., if it made it past Misty), you’ll likely be able to learn its fate through !LastRun.
The #stream-spoilers chat in PointCrow’s Discord server may also provide additional context.
PointCrow started playing Kaizo Ironmon on August 10, 2023. The Ironmonathon (daily Ironmon streams) began September 1, 2024, at run 1740.
How do I submit my name? When PointCrow picks a nickname for the Pokémon in the lab, submit your name by saying “me” in chat. Do not spam. You will be warned and/or timed out if it is deemed excessive.
What happens if the Pokémon dies? You will be timed out (“banned”) for two days. During that time, you can watch the stream; but, while not an official ban, you still cannot participate in chat or predictions.
Mods are pretty busy moderating chat, answering questions, and working on an extensive worksheet that has statistics on all 3700+ runs. While we enjoy them, predictions are our absolute lowest priority.
What predictions are run will vary based on a) which moderator is running them and b) where we are in the run. Once we start reaching the final battles (usually Gym 8 and beyond), predictions will likely stop altogether so PointCrow and his moderators can focus!
Because he doesn’t want to!
More seriously, it gives time for the moderators between resets to set up predictions and add information to the spreadsheet; and, it also prevents every lab reset from blending together.
Kaizo Ironmon is a complex and difficult challenge and PointCrow has to reset every time the Pokémon dies. There are no do-overs. Nearly 70% of all runs die to the very first battle in the game (the lab rival battle).
The damage of your move relies on the Pokémon’s Attack (ATK) or Special Attack (SpA), depending on whether it’s a Physical attack or Special attack.
Unlike later generations, in Generation 3, what determines whether a move is physical or special is the element type of the move. For example, if a move is a water type move, it will always be a Special move.
Physical | Special |
We’re playing Pokémon FireRed: a Generation 3 game! Fairy type was not introduced until Generation 6. Pokémon like Clefairy, Jigglypuff, and Mawile were all re-typed in Gen 6 to include the “Fairy” typing, but they do not have it in this game.
There are certain moves (Sheer Cold, Fissure, Horn Drill and Guillotine) that, if it hits, will kill every Pokémon in one hit regardless of stats. In Generation 3, these start at 30% accuracy, and the accuracy increases by 1% for every level the attacking Pokémon is above the defending Pokémon.
The caveat is: These moves will FAIL if the attacking Pokémon is at a lower level than the defending Pokémon.
Command | Description |
!calc | Short for calculator, by the way. |
!ironmon or !rules | Returns simplified ruleset and links to a website to find the full ruleset, challenge information, and downloads. |
!kaizofaq | Links to a video outlining Kaizo Ironmon basics and how to read the on-screen tracker. |
!faq | Links to this FAQ document. |
!halloffame | Links to a document detailing the most talked-about runs, shiny encounters, and the current Top 20 runs. |
!pb or !bestrun | Returns PointCrow’s most recent personal best in Kaizo Ironmon. |
!lastrun | Returns PointCrow’s most Kaizo Ironmon run that beat Gym 2 (Misty). |
Term | Definition |
Ability | A Pokémon’s power that is triggered when certain conditions are met. E.g. “Intimidate” lowers the opposing Pokémon’s ATK stat when it enters battle. |
Badge boost | Certain gyms provide a secret 10% bonus to a specified stat after defeating its leader. E.g., Blaine (Gym 7) provides a 10% increase to both SpA and SpD. Also see: “Stat bonus” |
Battle Item | Consumable items used in battle that temporarily raise a Pokémon’s stats. X Attack, Dire Hit, and Guard Spec. are a few examples. |
Berry | Items that can be used to heal HP, restore PP, or remove status conditions. Berries can either be used like a regular heal or given to a Pokémon as a held item, allowing the Pokémon to automatically consume it during battle when needed without taking an extra turn. |
Burned | A burned Pokémon has its ATK stat lowered by 50% and will take additional damage equivalent to ⅛ of its HP. |
Confused | When a Pokémon is confused, it has a 50% chance of hitting itself instead of using the selected move. Lasts 2-5 turns. |
Double Battle | Battling 2 trainers at once. |
Drought | Weather condition that increases the power of Fire moves and decreases the power of Water moves. |
Early Game | The first ⅓ of the game. In FireRed, generally considered to be gameplay through Rocket Hideout. Also see: “Mid Game” and “Late Game.” |
Effectiveness | How a move performs relative to the Pokémon’s typing. “Super effective” moves deal 2x damage, while “Not very effective” moves deal ½ damage. See Pokémon Typing 101. |
EVs | “Effort Values.” Awarded for defeating Pokémon in Battle, these are hidden values that contribute to a Pokémon's stats. The type of stat point awarded depends on the Pokémon defeated. 4 EVs = 1 stat point. |
Flinching | Moves like Headbutt or Bite have a chance to render opposing Pokémon unable to move during their turn if the attacking Pokémon is faster. |
Friendship | How much your Pokémon likes its trainer. A Pokémon has a chance of gaining a friendship point once every 4 steps. Friendship is most relevant for evolution and moves like Frustration and Return. |
Grinding | Battling multiple trainers consecutively to gain EXP. |
Hail | A weather condition that deals damage to all Pokémon at the end of a turn. Ice types are immune to chip damage from hail. |
Healing Items | Items that restore HP, restore PP, or remove status conditions. |
HM | “Hidden Machine.” HMs are moves that allow the player to advance in the game. Cut removes shrubs blocking your path. Strength moves boulders. Fly is for fast travel. Surf is for water traversal. Normally, not all Pokémon can learn all HMs, but this was adjusted for Kaizo Ironmon. |
IVs | “Individual Values.” Like Pokémon DNA, IVs influence how a given Pokémon’s stats will grow over time. IVs range from 0-31. The higher the IV, the better & higher that stat will grow through level up. |
Late Game | The last ⅓ of the game. In FireRed, generally considered to be the portion of the game that takes place after the Pokémon Dojo. Also see: “Early Game” and “Mid Game.” |
Legendary | Unique Pokémon that are generally anime plot-relevant. Usually, these Pokémon have high BST and are so rare to the point where people question their existence (in the anime). |
Mid Game | The middle ⅓ of the game. In FireRed, generally considered to be the portion of the game between Rocket Hideout and the Pokémon Dojo. Also see: “Early Game” and “Late Game.” |
Nature | A Pokémon's Nature can affect the value of two (2) of its non-HP stats (ATK, DEF, SpA, SpD, or SPE), increasing one by 10% and decreasing another by 10%. See list of natures here. |
On a run | We have a Pokémon that beat Gym 2 (Misty). |
Paralyzed | A status affliction for a Pokémon that lowers its SPE stat until cured. 25% chance that the Pokémon will be unable to move during its turn. |
Poisoned | A status affliction for a Pokémon that deals HP damage over time. Poison will deal damage every 4 steps outside of battle. |
PP | “Power Points.” The number of times a given move can be used. |
Proc | “Programmed Random OCcurrence.” The chance that a certain ability, status, or other affliction will occur. |
Priority | A move that will go first during battle, disregarding the SPE stat of the Pokémon. If 2+ Pokémon in a given battle use a priority move, the one that moves first will be the Pokémon with the higher SPE stat. |
Pseudo / Pseudo- Legendary | Term commonly applied to rare but powerful Pokémon with 3-stage evolutions that fall short of Legendary status. In FireRed, these are Dragonite, Tyranitar, Salamence, and Metagross. Also see: Legendary. |
Rain | Weather condition that increases the power of Water moves, makes Electric moves 100% accurate, and decreases the power of Fire moves. |
Rare Candy | An item that can be consumed by a Pokémon. Instantly raises level by 1. |
Recoil | The damage a Pokémon sustains after using certain damaging attacks. The amount of recoil damage is proportional to the damage dealt, with the exact proportion varying between moves. |
Repel | Repels are used to keep away wild Pokémon that are at a lower level than the first Pokémon in the party (i.e., the Mon we’re running.) The effect wears off after walking a hundred steps. Cannot be used in battle. |
RNG | “Random Number Generator.” Refers to aspects of the game that are random (i.e., the 50% chance for a Pokémon to hit itself in confusion) |
Sandstorm | A weather condition that deals damage to all Pokémon at the end of a turn. Rock-, Ground-, and Steel types are immune to chip damage from sandstorms. |
Shiny | A Pokémon with a different color scheme than normal. Chances of finding a shiny Pokémon in FireRed are 1/8192. |
STAB | “Same Type Attack Bonus.” When a Pokémon uses a move of the same type as itself (e.g., Water type uses a Water move), the attack does 50% more damage. |
Stat bonus | Certain gyms provide a secret 10% bonus to a specified stat after defeating its leader. E.g., Blaine (Gym 7) provides a 10% increase to both SpA and SpD. Also see Badge Boost. |
TM | “Technical Machine.” TMs are items found in several places throughout the games. They allow you to teach a specific move to your Pokémon, but only if they’re able to learn it. |
Vitamin | Items that increase a Pokémon’s EVs. Vitamins include HP Up (HP), Protein (ATK), Iron (DEF), Calcium (SpA), Zinc (SpD), Carbos (SPE), PP Up (+20% PP), and PP Max (+160% PP) |
Weather | Temporary weather conditions can occur during battle. They change the environment and affect all Pokémon. Weather effects can do many things, such as changing the power of moves, trigger abilities, deal damage to Pokémon, etc. Also see: Drought, Hail, Rain, Sandstorm. |
PointCrow’s Kaizo Ironmon Introduction by PointCrow
A short video explaining the challenge rules and how to read the on-screen tracker.
PointCrow’s Kaizo Ironmon Hall of Fame by azureii_
Document detailing the most talked-about runs, shiny encounters, and the current Top 20 runs.
Discord server for all things Kaizo Ironmon.
Anatomy of a FRLG Kaizo Run by mairuzuu
An in-depth analysis of the different components of a FireRed/LeafGreen Kaizo Ironmon run incl. Pokémon stats, what winnable runs and a good Pokémon looks like, and the threats a run may face. Highly recommended!
FR/LG Kaizo Ironmon Guide by Vickiladdie
A step-by-step pathing and decision making guide to FireRed/LeafGreen Kaizo Ironmon run for beginners. Contains many of the other resources linked in this section as well.
FR/LG Kaizo Ironmon Walkthrough by Bit_Rot
A walkthrough of a typical FireRed/LeafGreen Kaizo Ironmon run.
Kaizo Ironmon Data: Elite Four built by Brdy, maintained by BitError.
A data sheet of user-submitted Elite Four Runs compiled by Brdy and now maintained by BitError!
Kaizo Ironmon Move Calc (Short for calculator, btw) by Wesley Stedman
Used to calculate moveset coverage for Ironmon runs.
Kaizo Ironmon Possible Evolutions by Brdy, data compiled by Harkenn and jellisky
Outlines evolution probability by Pokémon for each Kaizo Ironmon generation based on Randomizer log data.
Trainer Item Lists by Fellshadow
Lists the types and amounts of each healing item that trainers possess in FireRed/LeafGreen.
Hidden Power Solver by ZestyZMan
Hidden Power is a move where the type is... Well... Hidden! It’s different every run for all Pokémon! This tool can help you figure out the type of your Hidden Power, based on effectiveness when using it on different Pokémon.
FR/LG Ironmon Maps by Fellshadow
Maps for Mt. Moon, S.S. Anne, Rock Tunnel, Rocket Hideout, Safari Zone, Power Plant, Seafoam Islands, Silph Co., Saffron Gym, Cinnabar Mansion, and Victory Road.
Interactive FR/LG Ironmon Map by Kelsey Young
Note: May cause browser lag; Interactive map for FR/LG Ironmon
Thank you!
Brought to you by namelesschemnerd, azureii_, birdo99, & laxrtiades
Got further suggestions for FAQs, general knowledge, or corrections?
After the stream, contact a mod by @-ing us in #stream-spoilers in the Discord!
[1] See Page 7 of mairuzuu’s Anatomy of a FRLG Kaizo Run for more information on the best attacking and set up moves.
[2] List from mairuzuu’s Anatomy of a FRLG Kaizo Run. Page 7 lists all the top tier moves, check it out!