The Glitchhouse · Specimen Files
4 h glitch Pokemon sprite
Specimen 0xD6 · HYBRID

4 h

GLITCH TYPE 0x0B / NORMAL · index 214

Two characters, a 4 and an h, with a single space holding them apart. It looks less like a name than a scribble in a margin, a note to self, a locker combination half remembered. Index 214 is the fourth creature built on the attackless speedster frame, that zero attack bolted to a furious 178 speed, opening with a Guillotine it cannot properly power. Its cousins have made peace with the paradox in different ways. This one found a loophole.

Its cousins throw punches that land like feathers, because a normal attack multiplied by an attack stat of zero comes out to nothing. But 4 h learns SonicBoom at level 63, and SonicBoom does not care about strength. It is a fixed-damage move, always dealing exactly 20, no more and no less, drawn from a number in the code rather than from muscle. For a creature with no muscle to speak of, that is everything. It means 4 h alone among its family has a way to actually, reliably, hurt you.

And it will always move first. Picture the fight it wants: it outspeeds you, chips 20 off your health, and does it again next turn, and the turn after, a patient trickle of damage from a creature that cannot hit hard but never misses its window. Death by a thousand small booms. It is the tortoise disguised as a hare, the weakest possible attacker that found the one move where weakness does not matter. Its evolutions wander toward Slowbro and unreadable static and MissingNo., but 4 h earns its page as the speed demon that quietly learned how to win.

4 h glitch Pokemon sprite, Game Boy
Game Boy
4 h glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

GLITCH TYPE 0x0B NORMAL

The bytes

WhatWhere in the ROMValue
Index numberslot 214 of the species table0xD6 (214)
Pokedex byte0x410F9250 (borrowed from a real species)
Stats entry0x39F1A19 25 00 28 B2 13 0B 00 17 11...
Size byteentry byte 100x25 = 5 wide, 2 tall (the buffer holds 7x7)
Name bytes0x1CA7039 D6 C9 FA 38 CD A7 C0 CD D7
Catch rateentry byte 823

Front sprite pointer 0x0B00 resolves into ROM bank 0 (deterministic) at file offset 0xB00. The decode is deterministic: it looks the same on every cartridge, every time.

Byte for byte identical in Blue.

Base stats

Its stat spread, straight from the entry bytes. Glitch specimens love extremes, a wall with zero attack, or a paper-thin speedster.

HP
37
Attack
0
Defense
40
Speed
178
Special
19
Total
274

Moves

Knows from the start: GUILLOTINE, RAZOR WIND, PAY DAY.

Learnset (read straight from its pointer)

LevelMove
L254GLITCH MOVE 0xB1
L63SONICBOOM
L18GLITCH MOVE 0xB0
L49CONSTRICT
L77HARDEN
L75GLITCH MOVE 0xE4
L201DIZZY PUNCH
L111WATERFALL
L247GLITCH MOVE 0xCC
L77GROWTH
L180LIGHT SCREEN
L212DISABLE
L125GUST
L68GLITCH MOVE 0xB9
L27GLITCH MOVE 0xFF
L78METRONOME
L26GLITCH MOVE 0xAB
L206MEGA PUNCH
L86MEGA PUNCH
L85BODY SLAM
L54MIRROR MOVE
L255POISON GAS
L147SKULL BASH
L218PETAL DANCE

TM and HM compatibility (flag bits, entry bytes 20 to 26)

MachineMove
TM11BUBBLEBEAM
TM13ICE BEAM
TM18COUNTER
TM19SEISMIC TOSS
TM25THUNDER
TM26EARTHQUAKE
TM27FISSURE
TM29PSYCHIC
TM30TELEPORT
TM34BIDE
TM35METRONOME
TM41SOFTBOILED
TM43SKY ATTACK
TM44REST
TM46PSYWAVE
TM48ROCK SLIDE

Evolutions

TriggerBecomes
LEVEL 42 (glitch method 0x30)SLOWBRO (0x08)
LEVEL 132 (glitch method 0x22)p\xea\x09\xc1\xea\x6b\xcd\x3e\x01\xea (0xD5)
LEVEL 64 (glitch method 0x9A)A\x4c\x00\x4d\x6d\x4dz\x4d\x03\x4e (0xEA)
LEVEL 12 (glitch method 0x1A)MISSINGNO. (0xA0)
LEVEL 10 (glitch method 0xC6)PARAS (0x6D)
LEVEL 16 (glitch method 0x87)SNORLAX (0x84)
LEVEL 165 (glitch method 0x15)MAGNETON (0x36)
LEVEL 166 (glitch method 0x94)CHANSEY (0x28)

Zero attack, still lethal

Its Attack stat is 0. On paper that means it cannot hurt anything. In practice its whole opening kit sidesteps the Attack stat completely, so the zero never gets a chance to matter.

PAY DAY
~1
an ordinary attack, scaled by Attack 0, does almost nothing
GUILLOTINE
KO
a one-hit KO move. If it connects the target faints outright and the Attack stat never enters the math. At 178 Speed, it usually connects
SONICBOOM
20
fixed damage, exactly 20 every time, Attack irrelevant

That is the joke and the threat in one: a creature the game built with no ability to hit, holding the two moves in the game that do not care how hard you hit. The empty red bar above is real. It just does not get a vote.

Hear its cry

A cry is three bytes the game looks up by index number: a base sound, a pitch, and a length. This specimen reads a base that points past the real cries into data that was never a cry, so it comes out broken straight from the table. I rebuild the sound live from the Game Boy's two pulse channels and its noise channel. This is not a recording.

base 0xF5 pitch 0x7E length 0xCB out-of-bounds base cry: the game reads sound data that was never a cry

Does it still work?

This is the question people actually ask about a glitch, so here is the honest answer for this one.

WhereStill works?
Original Game Boy cartridgeYes. The source of every byte on this page.
Game Boy Color / Super Game BoyYes, with the auto-assigned palette shown above.
3DS Virtual Console (2016 re-release)Yes. Nintendo shipped the re-release unpatched, so this is the most accessible way to reach it in 2026.
Later remakes (FireRed, Let's Go, and newer)No. Rebuilt engines, the empty-slot overflow that produces this creature is gone.

Fight it yourself

This is our from-scratch recreation of the Red battle engine. The enemy team is preset to this specimen; pick your own fighter, glitch or otherwise.

Every number on this page was read from a Pokemon Red ROM by reproducing the game's own out-of-bounds memory reads. Nothing is invented. Part of The Glitchhouse.