Pokémon Chromatic Yellow · Player's Guide
In vanilla Yellow, half your team ended up spamming Normal-type Body Slam because their own type had nothing worth learning. That problem is gone.
The move list was redesigned as a grid: every one of the 20 attacking types now has exactly one move in each of eight slots — a weak, moderate, strong, and strongest option, in both a physical and a special flavor. That's a guaranteed 160-move backbone, so no matter what you're training, there's always sensible same-type damage available for its attacking stat, tuned to its level.
Every attacking type climbs from a weak early move to a strongest late-game nuke — physical and special. Your STAB scales with you.
Steel, Dark, Fairy, Sound, and Light aren't just labels — each got a complete attacking line, so you can build a real Fairy or Sound attacker.
Fly, Dig, Solarbeam, and Shadow Force strike in one turn, and Hyper Beam skips its recharge. Big moves are just big now.
Every classic status move — Swords Dance, Thunder Wave, Recover, Toxic, Sleep Powder — is untouched (some retyped to fit the new chart).
Each attacking type's four damage steps follow the same rules, so once you learn one type's ladder you know them all.
Your first STAB. Reliable, high PP, no strings — the move you lean on early and for finishing chip damage.
The mid-game workhorse. Many carry a handy 10% secondary — a flinch, a stat drop, a status chance.
Dependable heavy hitters that never miss. A few — the elemental punches, Ice Beam — keep a small 10% status rider.
Your nukes. They can miss, and some carry recoil, but when they land they end things.
The split between Physical and Special lines matters: pick the ladder that runs off your Pokémon's better attacking stat. A Machop wants the physical column; an Alakazam wants the special one. Every type gives you both.
Every attacking move in the game, by type and power. Find your Pokémon's type, then read across to see exactly what it can hit for at each stage.
| Type | Weak~40 BP | Moderate~60 BP | Strong90 BP | Strongest120 BP |
|---|---|---|---|---|
| Nor | Tackle | Headbutt | Strength | Double-Edge |
| Fig | Karate Chop | Low Kick | Hi Jump Kick | Submission |
| Fly | Peck | Wing Attack | Drill Peck | Fly |
| Poi | Poison Sting | Cross Poison | Poison Jab | Gunk Shot |
| Grd | Bone Club | Bulldoze | Earthquake | Dig |
| Roc | Rock Throw | Rock Slide | Stone Edge | Head Smash |
| Bug | Fury Cutter | Leech Life | X-Scissor | Megahorn |
| Gho | Astonish | Lick | Shadow Claw | Shadow Force |
| Stl | Metal Claw | Iron Head | Meteor Mash | Iron Tail |
| Fir | Flame Charge | Fire Fang | Fire Punch | Flare Blitz |
| Wtr | Aqua Jet | Razor Shell | Waterfall | Crabhammer |
| Grs | Vine Whip | Razor Leaf | Leaf Blade | Wood Hammer |
| Ele | Nuzzle | Spark | Thunderpunch | Wild Charge |
| Psy | Mind Spike | Psycho Cut | Zen Headbutt | Mind Crush |
| Ice | Ice Shard | Ice Fang | Ice Punch | Icicle Crash |
| Drg | Dragon Tail | Dragon Claw | Dragon Rush | Outrage |
| Drk | Pursuit | Bite | Crunch | Night Slash |
| Fai | Pixie Strike | Spirit Break | Play Rough | Star Smash |
| Snd | Echo Jab | Sonic Slam | Echo Crash | Sonic Smash |
| Lgt | Glow Punch | Flash Kick | Prism Blade | Nova Strike |
| Type | Weak~40 BP | Moderate~60 BP | Strong90 BP | Strongest120 BP |
|---|---|---|---|---|
| Nor | Razor Wind | Tri Attack | Spiral Beam | Hyper Beam |
| Fig | Vacuum Wave | Force Palm | Aura Sphere | Focus Blast |
| Fly | Gust | Air Cutter | Air Slash | Hurricane |
| Poi | Acid | Sludge | Sludge Bomb | Sludge Wave |
| Grd | Mud-Slap | Mud Bomb | Earth Power | Fissure |
| Roc | Rock Blast | Ancientpower | Power Gem | Meteor Beam |
| Bug | Infestation | Silver Wind | Bug Buzz | Locust Storm |
| Gho | Ominous Wind | Hex | Shadow Ball | Spirit Blast |
| Stl | Metal Shard | Mirror Shot | Flash Cannon | Steel Beam |
| Fir | Ember | Flame Burst | Flamethrower | Fire Blast |
| Wtr | Water Gun | Bubblebeam | Surf | Hydro Pump |
| Grs | Leafage | Mega Drain | Energy Ball | Solarbeam |
| Ele | Thundershock | Shock Wave | Thunderbolt | Thunder |
| Psy | Confusion | Psybeam | Psychic | Psycho Boost |
| Ice | Powder Snow | Icy Wind | Ice Beam | Blizzard |
| Drg | Twister | Dragonbreath | Dragon Pulse | Draco Meteor |
| Drk | Snarl | Night Ray | Dark Pulse | Dark Storm |
| Fai | Fairy Wind | Drain Kiss | Dazzle Gleam | Moonblast |
| Snd | Sonicboom | Round | Hyper Voice | Boomburst |
| Lgt | Light Ray | Aurora Beam | Photon Beam | Supernova |
Tables scroll sideways on narrow screens. A handful of moves carry small extras: Fissure is now just a 120-power Ground special (not a one-hit-KO), the elemental punches and Ice Beam keep a 10% status chance, and recoil moves like Double-Edge, Flare Blitz, and Wild Charge trade a little of your own HP for their power.
A few favorites sit outside the ladder because their quirks are the whole point — they were kept exactly for that.
The type chart shifted underneath the moves, too. Several familiar attacks were retyped to match the fork's expanded chart, so double-check what your old staples actually do now:
Karate Chop is Fighting · Bite & Crunch are Dark · Gust is Flying · Growl & Screech are Sound · Flash is Light · Sand-Attack is Ground. Their effects are the same — only the type moved.
A few habits that make the most of the rebuilt movepool.
Check whether your Pokémon leans Attack or Special Attack, then pick that type's column. Running Special moves off a physical body wastes the new ladder.
Slot your best same-type move, then use a second type to cover what walls it — the grid guarantees you a clean option in almost any type.
Swords Dance, Thunder Wave, Recover, and the powders all survived intact. A single setup or control move turns a good sweeper into a great one.
The 120-power nukes can miss (85%) and some cost you HP. Carry a reliable Strong-band move for when you can't afford the gamble.