4 h
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.
GLITCH TYPE 0x0B NORMAL
The bytes
| What | Where in the ROM | Value |
|---|---|---|
| Index number | slot 214 of the species table | 0xD6 (214) |
| Pokedex byte | 0x410F9 | 250 (borrowed from a real species) |
| Stats entry | 0x39F1A | 19 25 00 28 B2 13 0B 00 17 11... |
| Size byte | entry byte 10 | 0x25 = 5 wide, 2 tall (the buffer holds 7x7) |
| Name bytes | 0x1CA70 | 39 D6 C9 FA 38 CD A7 C0 CD D7 |
| Catch rate | entry byte 8 | 23 |
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.
Moves
Knows from the start: GUILLOTINE, RAZOR WIND, PAY DAY.
Learnset (read straight from its pointer)
| Level | Move |
|---|---|
| L254 | GLITCH MOVE 0xB1 |
| L63 | SONICBOOM |
| L18 | GLITCH MOVE 0xB0 |
| L49 | CONSTRICT |
| L77 | HARDEN |
| L75 | GLITCH MOVE 0xE4 |
| L201 | DIZZY PUNCH |
| L111 | WATERFALL |
| L247 | GLITCH MOVE 0xCC |
| L77 | GROWTH |
| L180 | LIGHT SCREEN |
| L212 | DISABLE |
| L125 | GUST |
| L68 | GLITCH MOVE 0xB9 |
| L27 | GLITCH MOVE 0xFF |
| L78 | METRONOME |
| L26 | GLITCH MOVE 0xAB |
| L206 | MEGA PUNCH |
| L86 | MEGA PUNCH |
| L85 | BODY SLAM |
| L54 | MIRROR MOVE |
| L255 | POISON GAS |
| L147 | SKULL BASH |
| L218 | PETAL DANCE |
TM and HM compatibility (flag bits, entry bytes 20 to 26)
| Machine | Move |
|---|---|
| TM11 | BUBBLEBEAM |
| TM13 | ICE BEAM |
| TM18 | COUNTER |
| TM19 | SEISMIC TOSS |
| TM25 | THUNDER |
| TM26 | EARTHQUAKE |
| TM27 | FISSURE |
| TM29 | PSYCHIC |
| TM30 | TELEPORT |
| TM34 | BIDE |
| TM35 | METRONOME |
| TM41 | SOFTBOILED |
| TM43 | SKY ATTACK |
| TM44 | REST |
| TM46 | PSYWAVE |
| TM48 | ROCK SLIDE |
Evolutions
| Trigger | Becomes |
|---|---|
| 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.
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.
Does it still work?
This is the question people actually ask about a glitch, so here is the honest answer for this one.
| Where | Still works? |
|---|---|
| Original Game Boy cartridge | Yes. The source of every byte on this page. |
| Game Boy Color / Super Game Boy | Yes, 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.