Elite Redux LeafGreen

How ERLG works

The game's own Wiki, in full

Getting Started

What is ERLG?

Elite Redux LeafGreen is a Kanto ROM hack built for battles: multi-ability Pokémon, real teambuilding, hard fights, no filler.

Every Pokémon has 4 abilities: 1 main ability you choose, plus 3 innate abilities that are always on.

Over 1000 species appear across Kanto, each one individually curated.

The summary screen is your teambuilder. EVs, abilities, moves, and natures are all edited there. No NPC hunting, no grinding.

Level caps and instant level matching keep every team member usable. Mega Evolution is the only battle gimmick.

Pick from all Gen 1-9 regional starters - every classic partner is available.

The Start Menu

Press START in the field to open the full-screen menu. It replaces the classic small sidebar and shows your party at a glance.

From here you can reach everything: Pokédex, DexNav, a portable PC, your party, your bag, your Trainer Card, Trainer Skills, this wiki, settings, and save.

Shortcuts: pressing START again saves your game right away.

R toggles Auto Run: you run without holding B. Hold B to walk while Auto Run is on.

L toggles Infinite Repel: no wild encounters until you turn it off. Both choices are kept in your save file.

Debug Mode

ERLG has a sandbox mode for veterans. Open Debug from the start menu, or hold R and press START in the field.

Give items and Pokémon, set flags and variables, warp anywhere, and test whatever you like.

Difficulty Modes

ERLG has 2 difficulty modes. Your tools are the same in both - difficulty changes what enemy trainers bring, never what you can do.

Easy is a relaxed run. You get the full 510 EV budget from the start, and enemy teams use much weaker builds.

Ace is the intended experience. Smart AI, tuned trainer teams, and a progressive EV budget that grows with your badges.

Level caps can be toggled on or off in either mode.

Using This Wiki

LEFT and RIGHT switch the category tabs. UP and DOWN pick an article. Press A to open it.

Inside an article, LEFT and RIGHT turn the page. Press B to close it and B again to exit the wiki.

Your Pokémon

The 4-Ability System

The signature mechanic of ERLG. Every Pokémon has up to 3 main abilities and 3 innate abilities.

One main ability is active at a time, and you pick which one. All 3 innates are always active on top of it.

Everything is unlocked and visible from the start, in every difficulty mode.

Innates

Innates are 3 extra abilities that are always active. They are part of what a species is - every member of a species has the same 3.

They work from the moment you catch the Pokémon, in every battle.

Open the Traits page of any Pokémon to see its main ability options and innates.

For a full description, press A twice on the Traits page. UP and DOWN move between the four slots, LEFT and RIGHT turn the pages of a long text, and B backs out.

Switching Abilities

You can switch the main ability of any Pokémon from its summary screen. It is free, instant, and needs no item.

Each species offers up to 3 options. Swap anytime to fit your team or the next fight.

Innates cannot be switched - they are always on.

Changing Natures

Natures can be changed for free from the summary screen, anytime. No mints, no items, no cost.

A nature raises one stat by 10% and lowers another by 10%. Pick the nature that fits the role of your Pokémon.

IVs and Iron Pill

Every Pokémon in ERLG has perfect 31 IVs in all stats. No breeding and no bottle caps needed.

Need 0 Speed for Trick Room? The Iron Pill toggles the Speed IV of a Pokémon between 31 and 0.

Mega Evolution

Mega Evolution is the only battle gimmick in ERLG. There are no Z-Moves, no Dynamax, and no Terastal.

Mega Stones are found by exploring Kanto. You will start finding them around badges 4-5.

Once you find a Mega Stone, it is yours forever.

Training

EV Editing

EVs are edited directly in the summary screen. Open the Skills page and press A to enter modify mode.

UP and DOWN pick a stat. LEFT and RIGHT change it by 4 EVs. L and R change it by 64 EVs. Press B to finish.

A single stat can hold up to 252 EVs. Your total across all stats is limited by your EV budget.

The screen always shows the budget, for example 128/510.

Vitamins and EV items do not exist in ERLG - direct editing is the only way.

EV Budget

The EV budget is the total EVs you can invest in one Pokémon. It grows with your badges:

Start: 128. Badge 3: 252. Badge 5: 384. Badge 7: 510.

Easy mode gives the full 510 from the start.

The budget is the same for every Pokémon you own, so swapping team members never puts you behind.

Each jump lands on a new phase of the game - a real power spike for your whole team.

Trainer Levels

Every trainer fields their whole team at the level of your strongest Pokemon. Not their lead - the entire team.

So you can never be underleveled for a fight, and never overlevel one either. Grinding does nothing.

What decides a battle is team quality: which Pokemon a trainer brings, their moves, their items, and how many. A six-Pokemon trainer is a real fight; that is the point.

If you want an easier ride, Easy mode gives trainers smaller teams and simpler tactics. It does not lower their level.

Level Caps

With level caps on, your Pokemon cannot level past the current cap. Each cap marks the stage a boss belongs to:

Brock 13, Misty 21, Surge 26, Erika 32, Koga 38, Sabrina 43, Blaine 47, Giovanni 52, Champion 63.

Caps can be toggled off in the options at any time.

Caps control how fast the whole game climbs - since trainers match your level, raising yours raises theirs too.

Level Matching

From the party menu you can instantly raise any Pokémon to the highest level any of your Pokémon has reached - in practice, the current level cap.

It is free, needs no item, and has no use limit.

Your Pokémon gain Exp from battles as usual. Matching is there so a new team member never has to be trained up from scratch.

Move Teaching

Moves are taught in the summary screen. Open the Moves page and press R. It is free and instant - no tutor NPCs, no coins, no trips back to town.

Three tabs sort everything a Pokémon can ever learn by category: Phys, Spec, and Stat. LEFT and RIGHT switch tabs.

Each tab lists what you can teach right now on top, in alphabetical order, with the still locked moves greyed out below.

A locked row tells you what it waits for: the name of the TM you have not found yet, or Lv 20 for an egg move.

Egg Moves

Every egg move of a species unlocks at level 20. One global rule, and no breeding needed.

Until then, egg moves show greyed out in the teaching screen with a Lv 20 tag, so you can plan your sets ahead of time.

Move Details

Whenever you browse moves - on the Moves page after pressing A, or in the teaching screen - the left pane describes the highlighted move. Power and Accuracy always sit on top.

L and R flip that pane through four pages. Page 1 is the move description.

Page 2 shows the effect, its chance, the priority, and whether the move makes contact.

Page 3 shows the target, the critical hit rate, and whether Sheer Force boosts the move.

Page 4 is the boost page: the move classes that ERLG traits like Iron Fist or Striker really power up, plus whether the move ignores the ability and the stat changes of its target.

Battle

The Battle Menu

Battles use four buttons: Fight, Info, Pokémon, and Forfeit. The D-Pad moves between them and A confirms. Against a wild Pokémon the last button is Run instead.

There is no Bag. No Potions, no Revives, no X-items, in wild and trainer battles alike. Fights are won with the team you built.

The row of balls above the buttons is your party at a glance: a full ball is healthy, a marked one has a status condition, an empty one has fainted.

Forfeit quits a trainer battle on the spot. It counts as a full loss, prize money included, so it is an exit and not a free reset.

Shortcut Buttons

The chip in the lower left corner shows what L does. By default that is Fight, so one press takes you straight to your moves.

You can rebind it in the options under Shortcut Button: Fight, Info, Pokémon, Run, this Wiki, or nothing at all.

In wild battles a second chip appears next to it. Press R to throw a ball right away. Hold R and press the D-Pad to pick a different ball first, then press R again to throw it.

START opens the info screen from the action menu, wherever the cursor happens to sit.

Choosing a Move

Your moves are a vertical list with their PP. UP and DOWN pick one, A locks it in, B returns to the action menu.

The panel on the right is always live and has three pages. L and R turn them, and so do LEFT and RIGHT. It remembers the page you used last.

Move Info shows Power, Accuracy, Priority and the real type of the move this turn. A plus marks STAB. Green means super effective, red resisted, grey immune.

Speed Order lists everyone on the field in the order they act, with their real Speed. A plus marks a priority move.

Damage Calc gives the damage as a percentage range of the target’s current HP, or says outright that the hit is a guaranteed KO. In doubles it follows the target you point at.

Press START on the move list to arm Mega Evolution for the turn, if that Pokémon holds its Mega Stone.

The Info Screen

The Info button - or START - opens the full readout of the battle. UP and DOWN switch between the field and each Pokémon in it, LEFT and RIGHT turn the pages, B closes it.

It opens on the party page, which shows both teams at once: your line-up and the whole team you are up against.

A Pokémon has four pages. Stats shows its real battle stats with their stages, EVs and crit rate, plus types, nature and held items. Abilities lists the main ability and all three innates. Moves lists them with power, accuracy, PP, priority and STAB. Status explains every condition on it right now.

On the Abilities and Moves pages press A to read the full text of an entry. UP and DOWN move between the four slots, B returns to the list.

All of this works on the enemy too. Their abilities, innates, moves and stats are open to you - ERLG hides nothing in battle.

The field side has five pages: both parties, your side, the enemy side, the field, and the speed order. Weather, terrain, screens, hazards and rooms are listed with their remaining turns and layers. When a page holds several effects, A steps through them.

Battle Rules

Your party is fully healed before every single battle. HP, PP, status, fainted Pokémon - all of it. No walking back to a Center before a fight.

Held items come back afterwards. Berries you ate, a Focus Sash you spent, anything knocked off or stolen. Balls are never used up either.

Damage numbers appear as messages during the fight. If you prefer the classic silence, switch Display Damage off in the options.

Battle Speed runs animations and text up to four times faster; picking your move stays normal. Damage Percent scales all damage in battle, for both sides at once.

Exploring

DexNav

The DexNav is available from the very start of the game. It does not work in places without wild encounters.

It shows every Pokémon that lives on the current route. Select one and press A to encounter it instantly - no random grinding for that one mon.

One encounter method is shown at a time. Press UP or DOWN past the edge of the grid to switch method; the strip on the left names it. Empty and locked ones are skipped, and fishing needs the Cascade Badge.

Press L or R to page through a method that holds more Pokémon than one grid.

The panel on the right shows the full ability set: the ability options you can pick from sit above the type badges, and the three Innates that are always active sit below them.

Press SELECT to track a Pokémon so the overworld search finds it later.

Press START to instantly receive every Pokémon of the current method that you have not caught yet, for free. They arrive three levels below your strongest Pokémon. On the hidden method there is no START - those Pokémon you must hunt yourself.

Catching

Every ball throw catches in ERLG. No weakening ritual, no catch RNG - if you found it, it is yours.

Ball choice is pure style: all balls catch equally, so pick the one your new Pokémon should live in.

Teambuilding Economy

TMs, held items, and Mega Stones are found once and then yours forever, in unlimited supply. No re-farming, no shop grinding.

Item power follows your progress: basics early, strong items like Choice Band and Life Orb mid-game, Mega Stones around badges 4-5.

Shops stock balls, plus TMs and evolution stones at the Celadon department store. They no longer sell potions, X-items, vitamins or repels - ERLG replaced all four with something free. The good stuff is still found by exploring.

Evolution Stones

Evolution in ERLG is level-based, so the classic stones have a new job: hold one, and it sets a field effect every time the holder enters battle. Later setters win, just like abilities.

Fire, Water, and Ice Stone summon sun, rain, or snow for 8 turns. Thunder, Leaf, Moon, and Sun Stone set electric, grassy, misty, or psychic terrain for 8 turns.

Weather rocks do not extend stone weather or terrain.

Shiny Stone sets Reflect and Light Screen for 3 turns. Dusk Stone sets Trick Room and Dawn Stone sets Tailwind, both for 2 turns. Oval Stone heals status for the whole team on entry.

The Everstone still only blocks automatic evolution.

Exp Share

The Exp Share gives experience to your whole party. It is on by default and can be toggled off if you prefer classic training.

With level caps and free level matching, no team member falls behind.

Progression

Badges and Unlocks

Each badge raises your level cap and unlocks new tools.

EV budget jumps: 252 at badge 3, 384 at badge 5, 510 at badge 7.

Mega Stones start appearing around badges 4-5.

Every species can be found by badge 6, and the last item tier arrives in the endgame stretch.

Trainer Skills

Trainer wins and gym badges earn Trainer XP. Regular trainers give 3 TXP, route aces give 6, and bosses or Elite Four members give 15.

Each perk costs 15, 35, then 50 TXP. Respeccing is free.

Loot Finder guarantees common held items and raises rare odds. Treasure Sense finds, counts, then collects hidden items. Scholar multiplies earned trainer TXP. Tracker raises Mythical odds and adds a pity guarantee. Scavenger finds new consumables after trainer wins.

Headhunter counts and marks unbeaten trainers, then rewards map clears. Scout reveals enemy teams before battle. Spoils of War can loot defeated trainers’ held items. Comeback removes the walk back after a loss.

Adoption Center

Every mart has a second clerk behind the counter: the Adoption Center. She sells rare Redux forms you cannot find in the wild, paid with Trainer XP - the same currency as Trainer Skills.

Each partner costs a flat 25 TXP. New picks unlock with every badge, and the full lineup is available after badge eight.

Celadon Showcase

The old Game Corner no longer takes Coins. The prize room next to it is now the Showcase, and it deals in regional forms - Kanto Pokemon that grew up somewhere else and came back wearing different types, moves and evolutions.

Stock costs 40 TXP a head, more than the Adoption Center asks. The Center hands out starters. The Showcase sells collectors’ pieces, and nothing it stocks can be found anywhere else.

New arrivals appear with every badge you earn.

Bought and Gifted Pokemon

Any Pokemon the game hands you - a Showcase purchase, an adoption, a gift, a revived fossil, a DexNav catch-all - arrives three levels below your strongest party member.

That is deliberate. Opponents field their teams at your highest level, so a Pokemon that arrived at the cap would drag every trainer in Kanto up with it while the rest of your team stayed behind. A gift should never be a difficulty setting.