Gloom Moves Fire Red: Why You Should Probably Delay That Leaf Stone

Gloom Moves Fire Red: Why You Should Probably Delay That Leaf Stone

You just caught an Oddish in the tall grass near Cerulean City. It’s cute. It’s blue. It’s got those weird little feet. But then it evolves at level 21, and suddenly you’re staring at a Gloom. It’s drooling. It looks permanently exhausted. Honestly, I get it. But if you’re looking at your bag and hovering over that Leaf Stone, you might want to chill for a second. Gloom moves Fire Red players often overlook are exactly what make Vileplume (or even Bellossom, if you're trading) actually viable in the late game.

The temptation is real. You want that power spike. You want the big flower on the head. But Pokémon Fire Red is a game of patience, especially with Grass-types. If you evolve Gloom the second you get to Celadon City, you are effectively locking your move set behind whatever TMs you have lying around. And in Kanto, TMs for decent Grass moves are surprisingly annoying to find once you’ve used the obvious ones.

The Moveset Trap: Why Evolution Timing Is Everything

Gloom is a bridge. That’s the best way to think about it. It’s the middle child that does all the chores so the eldest can shine. In the Fire Red and Leaf Green era, Vileplume does not learn any moves by leveling up. Zero. Zip. If you use that Leaf Stone at level 21, your Vileplume is stuck with Absorb and maybe Poison Powder until the end of time, unless you want to burn your Giga Drain TM immediately.

You’ve gotta look at the long game. Gloom learns Acid at level 24. It’s not a world-breaker, but it’s a reliable STAB (Same Type Attack Bonus) move for a Poison-type. Then there’s Moonlight at level 35. This is the big one. In a game where you’re constantly running back to Pokémon Centers or burning through Super Potions, having a self-heal move is massive. Vileplume is bulky. A bulky Grass-type with Moonlight is a nightmare for trainers like Bruno or even some of Blue’s team.

Wait. There’s more. If you can stomach keeping a Gloom until level 44, you get Petal Dance. This is essentially the Grass-type version of Thrash. It hits like a truck. 70 power in Gen 3 isn't nothing, especially with Gloom’s decent Special Attack stat. If you evolve before level 44, you lose the chance to learn this naturally. Sure, you could use the Move Tutor or find other ways, but why make it harder on yourself?

Strategy and The Status Quo

Gloom moves Fire Red fans usually prioritize are the status effects. It’s what the Oddish line is famous for. You get Stun Spore, Sleep Powder, and Poison Powder all by level 18. This means by the time you even have a Gloom, you’re already a utility beast.

Sleep Powder is arguably the best move in the game for catching legendary birds or just cheesing your way through a fight you shouldn’t win. Catching Articuno? Sleep Powder. Struggling with a high-level Arcanine? Sleep Powder and swap. It has a 75% accuracy rate, which feels like 50% when you need it and 100% when the enemy uses it, but it’s still your best friend.

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Solar Beam and the Sunny Day Combo

If you're planning on using Gloom or Vileplume in the Elite Four, you’re probably thinking about Solar Beam. It’s the iconic Grass move. 120 power. It’s devastating. But the two-turn charge is a death sentence against Agatha’s Gengar or Blue’s Pidgeot.

This is where the synergy comes in. Gloom can learn Sunny Day via TM11. If you set up the sun, Solar Beam becomes a one-turn nuke. Plus, it boosts the healing power of Moonlight. Suddenly, your drooling weed is a weather-controlling tank. It’s a specific niche, but it’s one of the most satisfying ways to play the Kanto mid-game.

Just remember: Fire-type moves also get a 50% boost in the sun. If you’re fighting Blaine on Cinnabar Island, do not—I repeat, do not—set up Sunny Day. You will get melted.

Comparing the Options: Vileplume vs. The Field

Why use Gloom at all? Why not just grab a Bellsprout and get a Victreebel? Or use the Bulbasaur you picked at the start?

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Victreebel is faster and hits harder physically. It gets Leaf Blade in later generations, but in Fire Red, it’s mostly about Razor Leaf. Gloom, however, is sturdier. It’s built to take a hit, dish out a status condition, and outlast the opponent. If your playstyle is more "slow and steady" rather than "glass cannon," Gloom is your pick.

  1. Giga Drain (TM19): You get this from Erika after beating the Celadon Gym. It is the lifeblood of a good Gloom. It provides damage and sustain simultaneously.
  2. Sludge Bomb (TM36): Found in the Rocket Warehouse on Five Island. This is the best Poison move in the game. Since Gloom/Vileplume has a high Special Attack, and Poison is Physical in Gen 3 (yeah, it’s weird, I know), this move is actually better on Pokémon with high Attack, but it still provides great coverage.
  3. Cut (HM01): Look, someone has to learn it. Gloom can. But please, don't waste a move slot on this if you actually want to win battles. Use a "HM Slave" like Meowth or Paras for that.

The "Secret" Bellossom Route

Most people forget that even though Fire Red is a remake of the original games, it includes the Johto evolutions if you have the National Dex. If you manage to get a Sun Stone (usually through trading or post-game) and evolve Gloom into Bellossom, the move pool changes.

Bellossom loses the Poison typing. It becomes a pure Grass-type. This is a double-edged sword. You lose the 4x weakness to Psychic, which is huge against Sabrina, but you also lose the STAB on Poison moves. Bellossom learns Magical Leaf at level 23, which never misses. It’s a "comfy" Pokémon, but for a standard Fire Red run, Vileplume is usually the more "classic" and accessible choice.

Nuance in the Meta: Nature and EVs

If you're a real nerd about this—and I say that with love—you’ve got to check your Gloom’s Nature. If you caught a Gloom with an Adamant nature, honestly? Just put it back in the PC. Adamant lowers Special Attack and raises Attack. That’s the opposite of what you want.

Look for Modest (+Special Attack, -Attack) or Calm (+Special Defense, -Attack). These natures play into Gloom’s strengths. If you're EV training, dump your points into Special Attack and HP. You want this thing to be a wall that hits back with the force of a tropical forest.

The move Natural Gift is also worth a mention, though it’s a bit niche for a casual playthrough. Depending on the berry your Gloom is holding, the move’s type and power change. It’s a fun way to get a surprise Fire or Ground-type move on a Grass Pokémon, but it’s probably more work than it’s worth for the average player.

Practical Steps for Your Gloom

Don't just mindlessly level up. You need a plan. If you're currently holding an Oddish or a Gloom, here is exactly what I would do to maximize its potential without losing your mind.

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First, keep it as a Gloom until at least level 35. You want Moonlight. There is no other way to get a reliable healing move on this Pokémon without using items, and Moonlight is just too good to pass up for the Elite Four. If you are really patient, wait until level 44 for Petal Dance. It makes the endgame significantly easier.

Second, go talk to the Move Relearner on Two Island. If you accidentally deleted a status move like Sleep Powder, you’ll need two Tiny Mushrooms or one Big Mushroom to get it back. Keep a stash of these.

Third, decide on your TM usage early. If you give Gloom Giga Drain, make sure you aren't planning on using it on another Grass-type later. TMs are single-use in Gen 3. Once it’s gone, it’s gone (unless you’re using glitches or buying them at the Game Corner, but Giga Drain isn't there).

Lastly, understand the weaknesses. Gloom is a Poison/Grass type. That means it gets wrecked by Fire, Ice, Flying, and Psychic. Kanto is full of these. Pidgeots are everywhere. Lorelei has Ice types. Sabrina has Psychics. Your Gloom is a specialist. Bring it out for the Rock, Ground, and Water types. Let it put the dangerous enemies to sleep, then switch to a counter.

Stop thinking of Gloom as a middle-stage stepping stone. It is a utility powerhouse that requires a bit of finesse. If you rush the evolution, you’re just getting a pretty flower with no sting. Wait for the moves. Get the Moonlight. Grind to Petal Dance. Then, and only then, use that Leaf Stone and watch Vileplume tear through the Indigo Plateau.