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GBA · Pokémon FireRed / LeafGreen · v2.19 · by SpikeCation

Pokémon FireRed Reignited & LeafGreen Regrown

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149areas386Pokémon91bosses712trainers
What makes it different

Kanto rebuilt the way the Legacy games rebuilt Johto and Hoenn: every Kanto and Johto Pokémon catchable in both versions, trade evolutions without a trade, optional level caps, and a wish in the postgame that fills the region with Hoenn.

More about the game

FireRed Reignited and LeafGreen Regrown are one game in two versions, built from the FireRed source code by SpikeCation. The aim is the one the Legacy games set: keep Kanto feeling like Kanto, and fix the things about it that have annoyed people for twenty years. Every Kanto and Johto Pokémon can be caught in either version, cross-generation evolutions are back, trade evolutions happen on a level-up or with their held item instead of needing a second console, and the Pokémon that were never worth using got stats, abilities and movesets that make them worth using. Trainer teams were rebuilt to match, and the gyms answer to how far you already are — each leader has several teams and the game picks the one that fits the badges you already hold, so you can take Kanto in almost any order. Before you leave home you pick Normal, Hard or Hardcore: Hard caps your level at the next gym leader's best Pokémon, forces set battle style and takes items away in battle; Hardcore does all of that and makes a fainted Pokémon stay fainted. The Sevii Islands carry most of the postgame — a run of superbosses, the Johto gym leaders, gym leader rematches, a treasure hunt and the roaming legendaries — and a wish granted on Route 10 swaps in a second set of wild tables across almost the whole region, which is where the Hoenn Pokémon live. Every table on these pages is read from the creator's own source code, FireRed and LeafGreen side by side.

What's different, point by point

  • FireRed Reignited and LeafGreen Regrown are the same game built twice; 63 wild tables differ between them and both are listed, each labelled with its version
  • Every Kanto and Johto Pokémon is catchable in either version, with cross-generation evolutions restored and 278 species given a place to find them
  • Trade evolutions no longer need a trade: they happen on a level-up, or with the item they would have been traded holding
  • Optional difficulty: Hard caps your level at the next gym leader's best Pokémon and takes items away in battle, Hardcore makes fainting permanent
  • The gyms scale to your progress — each leader has several teams and the game picks the one that matches the badges you already hold
  • A wish granted on Route 10 in the postgame replaces the wild tables on 51 maps, which is how the Hoenn Pokémon reach Kanto
  • New and reworked places: Mt. Moon Square and a floor under Rock Tunnel behind smashable rocks, a cave under Two Island, and rebuilt maps around Cinnabar and Mt. Moon
  • Postgame on the Sevii Islands: the Johto gym leaders, nine Sevii Masters, eleven Mirage trainers, gym leader rematches, an Elite Four rematch and Professor Oak twice
  • 149 wild areas, 712 trainer fights (91 of them bosses), 277 items and 58 machines placed from the game's own scripts
How it plays and everything it changes →
Made by

SpikeCation

This guide is built from SpikeCation's own documentation. The game, the ideas and the work are theirs — the site just makes the numbers searchable. Play it from the official page, and send them the feedback and the thanks.

What this guide covers

Every guide here is built from the game's own documentation. Where a ROM hack changed something but never published the numbers, this says so rather than quietly filling the gap with the original game's — which would be worse than leaving it out.

SectionSource
Wild Pokémon by areaFrom the game itselfEvery wild table in the game's own encounter data, for both versions, plus each map's second postgame table and the stationary, gift and traded Pokémon the map scripts place.
Encounter ratesFrom the game itselfPer-table encounter rates are the game's own; per-species percentages are the engine's fixed slot weights added up per species.
Wild levelsFrom the game itselfEvery level range is read from the game's own slot data.
Stats, abilities and movesetsFrom the game itselfBase stats, types, abilities, level-up learnset, TM, tutor and egg moves, wild held items and evolution method for all 386 species.
TM and HM compatibilityFrom the game itselfThe game's own machine list and its per-species compatibility table.
Where TMs are foundFrom the game itselfRead from the scripts, item balls and shop lists that hand each machine out; all 58 are placed.
Trainer and boss teamsFrom the game itselfEvery trainer a map's script starts, including each gym leader's alternate teams, the Johto leaders, the Sevii Masters, the Mirage trainers and the Vs. Seeker rematches.

Credits

  • Hack, and the source code every table on these pages is read from: SpikeCation
  • Documentation sheet: SpikeCation
  • Base decompilation: pret (pokefirered)
  • Volunteer assistance: jvtrovao
  • Text fixes and edits: therealteamplayer
  • Playtesting: BlazeTorrent, BasedTuxedoMan and Kewaun
  • Inspiration for the whole approach: the Pokémon Legacy team
  • Battle engine and stat changes, and a Houndoom sprite: Emerald Legacy (Smith and Craig), with a brick piece by Isona and the sprite by ZuperZach
  • Ported text and events: Yellow Legacy
  • Many of the quality-of-life changes, extra overworld sprites and ported Emerald features: Deokishisu (FireRed & LeafGreen+)
  • Premier Ball code: Charles (Charles Fire Red)
  • Repeated medicine and Rare Candy use: Dawn (Celia's Stupid ROM Hack)
  • Some gym leader sprites: Pokémon FireGold
  • Team Rocket and Johto leader battle music: Pokémon Crystal Dust
  • Rescaled officer sprite: Rubire4, edited by therealteamplayer
  • Nurse Joy sprite: Invis
  • Primo sprite: RetroNC
  • Coloured natures: Human Gamer
  • Sprites via PokéAPI; base move and TM data from PokéAPI and Bulbapedia.

Reading the tables

SourceEvery table on these pages is read from the creator's own published source code: the wild encounter data for both versions, species stats and learnsets, TM, tutor and egg move compatibility, move data, trainer rosters, and the item, machine and tutor placements in the map scripts. The level cap numbers come from the gym leaders' own teams and match the creator's documentation sheet.

VersionThe guide is built from the source as it stood on 16 September 2026, which the game's own in-game text calls version 2.19. The creator does not tag every version separately; the release covering 2.15 to 2.19 was published on 30 August 2026.

VersionsReignited is the FireRed build and Regrown is the LeafGreen build. Where a wild table is the same in both, it is listed once. Where the two differ, both are listed and each is labelled with the version it belongs to; 63 tables differ.

WishA route with a second wild table has it listed under the first, marked as the postgame table. That second table only starts working once you have made the wish on Route 10, which is after you become Champion, so everything in it counts as postgame here.

RatesPer-species percentages are the engine's fixed slot weights added up per species: grass 20/20/10/10/10/10/5/5/4/4/1/1, water and Rock Smash 60/30/5/4/1, Old Rod 70/30, Good Rod 60/20/20, Super Rod 40/40/15/4/1. A star marks anything at 5% or less. The per-table encounter rate printed on each table is the game's own.

DifficultyLevels and teams are the same whichever difficulty you choose, so nothing on these pages changes with it. What changes is the rules you play under, and on Hard and Hardcore the level cap — both are explained in the mechanics section.

GymsFour of the gym leaders have more than one team, and the gym picks the one that suits the badges you already hold. Each version is listed separately and says which badges bring it out. The level cap follows whichever leader you have left to beat.

MovesetsA trainer whose team stores no moveset gets the game's own default, which is the last four moves that Pokémon would have learnt by that level. Those are what is listed. Teams with stored movesets are shown as stored.

AbilitiesA trainer's Pokémon without a stored ability slot always gets the species' first ability, because the game builds it from a fixed personality value. The column reflects that. Where a team stores a nature or effort values, they are shown under the Pokémon.

CategoriesA move is physical or special by its type, as in the original Generation III games, except that this game puts Ghost on the special side and Dark on the physical side. Move descriptions are the standard FireRed and LeafGreen ones; the numbers are this game's.

MachinesAll 58 machines are placed from the scripts, item balls and shop lists that hand them out, so nothing here is guessed. The creator's own documentation lists twelve of the machines they moved; ten of those match the game exactly, and two have since moved again — Shadow Ball is in the Pokémon Mansion rather than on Mt. Ember, and Facade is in the Pokémon Tower rather than behind a rock in Mt. Moon. Where the two disagree, this guide follows the game.

TrainersEvery trainer a map's script starts is listed, with the rematch teams the Vs. Seeker offers. The Trainer Tower's rental sets are not part of this, because the game builds those at run time.

StoryThe stage list is Kanto's badge order with the game's own level caps. The order in which places open was taken from the game's map scripts and from a locations guide the creator links from their own page but did not write — it was put together by a player and is credited as such there. It is used here only to sort the story, never for a number.

ObtainableAll 386 Generation III species have pages, because the game keeps its link compatibility with the other Generation III games. 278 of them have somewhere to be found in this game; a page for one of the rest says so.