Wild Pokémon - Overworld
Wild Pokémon - Random Encounters
On your second trip to Route 1, Hop will be waiting a short distance from the entrance. He’ll mention where the Pokémon Research Lab actually is–it’s the purple-roofed building along the south-east side of Wedgehurst. So you’ll need to cut through Route 1 to reach Wedgehurst again. As you go up along the main path though, a bunch of Wooloo will be stubbornly blocking the path.
Instead, head right, through the patch of tall grass that you weren’t allowed to step in during your previous visit. By now, you’ve probably noticed Pokémon scurrying around within the tall grass. Like in Let’s Go Pikachu/Eevee, you can encounter wild Pokémon by bumping into them on the overworld. But there will also be shaking tall grass (with an exclamation mark) that trigger a random encounter like the old days.
The game doesn’t tell this to your face, but you can actually catch your own Pokémon now! When your Mum gave you some pocket money, she also sneakily placed 5 Poké Balls in your bag. That means you can potentially catch up to 5 Pokémon. We recommend catching at least one, as this lets you skip the Pokémon catching tutorial when you enter Route 2. That said, if you’re new, you may wish to view the tutorial.
The Art of Capture
If you’re gonna catch some Pokémon and it’s your first time, listen up! To catch a Pokémon, you want to lower their HP as much as possible; the lower their HP, the easier they are to catch. However, you mustn’t bring their HP to zero or they will faint (and somehow vanish off the face of the earth). It also helps if you can inflict a status ailment like sleep or paralysis.
Once you reckon you’re ready, it’s time to get serious. Open your bag and navigate to the Poké Balls section. Or easier still, press the X button. Then choose a Poké Ball to throw at the wild Pokémon (you can’t catch Pokémon that belong to trainers!). If successful, the Pokémon will stay in the Poké Ball–and then it’s all yours! Otherwise, it’ll break free and you can attempt to try again.
Here’s a little secret for ya. Until you reach the end of Route 2, every Poké Ball you throw will result in a guaranteed catch. That means, if you’re lazy, you can throw a Poké Ball without having to weaken the Pokémon. But be careful it doesn’t breed bad habits!
When you’re clear of the first patch of tall grass, there should be a red Poké Ball lying on the floor. Go over and pick it up. Although it looks like a Poké Ball, it’s actually an item–in this case, a handy Potion. Next, is another bunch of tall grass. Wade your way through it, then keep following the path as it bends north.
As you approach the north-east corner, there will be more tall grass teeming with wild Pokémon. When you get closer, you should see a small area of ground where there’s no grass, towards the left side, where a second item capsule can be found. This one contains 2 Paralyze Heals. Scoop it up, then continue left through the final patch of grass.
Now you’ll be back on the main path, on the other side of the Wooloo blockade. On to Wedgehurst!
The very first route of each game is generally populated with a bunch of mediocre to average Pokémon. Well, it’d be a bigger surprise if they handed you super strong Pokémon this early! When your choice is so limited, you’ll have to catch some weaklings to pad out your team. If you’re planning to complete your Pokédex, you’ve got no choice but to catch them!
That said, Rookidee can eventually evolve into the reliable Steel and Flying-type Corviknight. Meanwhile, Grubbin’s final form, Vikavolt, is a slow but potent Bug and Electric-type. Similarly, the weak-looking Blipbug can become Orbeetle, the first Bug and Psychic-type and a decent one too. As for the rest, only use them as fillers–or if they’re your faves!