Generation 213분 읽기업데이트: 4월 2026
Generation 2 — Johto

Gold, Silver & Crystal — Competitive Reference

Generation 2 introduced Steel and Dark — the franchise's first type chart expansion since Gen 1 — split the Special stat into Special Attack and Special Defense, and added held items. GSC OU is widely regarded as the franchise's most defensive era.

Released

1999/2000

Region

Johto

Mechanics

Steel + Dark types · Special split

Sequel

Crystal

GSC OU is the most-walls meta in franchise history. Snorlax, Skarmory, Tyranitar, Cloyster, Vaporeon, Zapdos, Marowak — the seven core walls — define every game.
The Gen 2 design fact

At a glance

Gen 2 added Steel and Dark, split Special into Attack and Defense, and gave Pokémon held items for the first time. Each change tilted the meta toward defense.

Steel walls Dragon, Ice, and Fairy-equivalent moves more reliably than any pre-Gen 2 typing. The Special split made Special-tank Pokémon (Snorlax, Blissey ancestors, Vaporeon) less universally bulky and forced specialisation. Held items added Leftovers — passive 1/16 max HP per turn recovery — making every defensive Pokémon harder to wear down.

  • ReleasedNovember 1999 (Japan), October 2000 (US)
  • SequelCrystal (2000)
  • RegionJohto
  • New typesSteel and Dark — first chart expansion since Gen 1
  • Stat changeSpecial split into Special Attack and Special Defense
  • New mechanicHeld items — Leftovers, Light Ball, Berry items, Quick Claw
  • Other additionsBreeding, day/night cycle, friendship/happiness, gender mechanics
  • Singles tiersUbers, OU, UU (formal Smogon hierarchy formalised post-Gen 2)

Steel and Dark types

Steel and Dark are Gen 2's structural additions to the type chart — and the only such additions for the next 14 years (until Fairy in Gen 6).

Steel — defensive profile

  • Resists 11 typesNormal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Ghost, Dark, Steel. The most defensive typing introduced to that point.
  • Weak to Fire, Fighting, Ground
  • Immune to Poison (Steel cannot be poisoned)
  • Note — Steel resisted Ghost and Dark in Gen 2 onward; that pair of resistances was removed in Gen 6.

Dark — defensive profile

  • Resists Ghost, Dark
  • Immune to Psychic — the change that ended Gen 1 Psychic dominance.
  • Weak to Fighting, Bug
  • Super-effective on Psychic, Ghost

The Special split

Gen 1 had a single Special stat used for both special damage output AND special damage absorption. Gen 2 split it into Special Attack and Special Defense — six stats total, the system every gen since has used.

Gen 1

Unified Special

  • Stats

    HP, Attack, Defense, Special, Speed (5 stats)

  • Special role

    Used for both special damage output and special-side bulk.

  • Consequence

    Pokémon with high Special were strong on both sides simultaneously — Mewtwo, Alakazam, Starmie were unstoppable special pivots.

Gen 2+

Special Attack / Special Defense split

  • Stats

    HP, Attack, Defense, Special Attack, Special Defense, Speed (6 stats)

  • Specialisation

    Pokémon now have separate offensive and defensive special profiles. A wallbreaker can be high SpA / low SpD; a wall can be low SpA / high SpD.

  • Consequence

    Stat distributions became diverse — Blissey (255 HP / 10 Atk / 135 SpD) and Mewtwo (154 SpA, 90 SpD) sit at opposite extremes.

Battle mechanics baseline

Gen 2 inherited the Gen 1 engine and patched several oddities — most notably the Ghost/Psychic damage bug — while keeping the broader formulas intact.

1/16

Crit rate

Fixed rate (no longer Speed-tied)

Crit damage

Double damage; reduced to 1.5× in Gen 6

25%

Paralysis Speed

Quartered Speed

Weather

Weather moves last 5 turns

Crit rate — fixed at 1/16

Gen 1 used Speed-scaled critical hits (1/512 × base Speed). Gen 2 changed this to a fixed 1/16 base rate (≈6.25%), independent of Speed. Higher crit tiers existed via Focus Energy (still bugged in Gen 1; fixed in Gen 2) and high-crit moves (Slash, Razor Leaf, Crabhammer).

StatusEffectNotes
ParalysisSpeed × 0.25 + 25% chance to fail actingQuartered Speed.
BurnPhysical Attack × 0.5 + 1/8 max HP per turnHeavy DoT.
FreezeCannot act until thawed20% thaw per turn. Ice-type moves can freeze on secondary effect.
SleepCannot act for 1–7 turnsCounter persists across switches. Sleep Clause enforced in competitive.
Poison1/8 max HP per turnToxic doubles each turn up to 15/16.

Generation 2 additions

Beyond the type and stat changes, Gen 2 introduced four new systems that became permanent features of the franchise.

Held items

Each Pokémon can carry one item into battle, persistent across turns. Defining held items: Leftovers (1/16 max HP per turn), Light Ball (doubles Pikachu's SpA), Quick Claw (random first-strike chance), Berry (auto-cures status).

Breeding

New mechanic — produces Pokémon eggs that hatch with the parents' passable stats and moves. Defining for competitive: hidden moves can be transferred via egg moves, IV inheritance becomes a team-building variable.

Friendship / Happiness

New stat tracked per Pokémon. Powers Return (BP scales with happiness, max 102) and Frustration (BP scales inversely, max 102 at 0 happiness).

Day/night cycle

Real-time clock affects evolution conditions and certain move accuracy. Less competitive impact in Smogon Singles where timing isn't a factor.

Gender

Pokémon now have explicit gender (with some exceptions). Affects breeding and Attract mechanics; non-trivial for some niche strategies.

The Steel and Dark types

Already covered in detail above — the franchise's first type chart expansion.

Held items introduced

Gen 2 introduced held items as a system. The list below covers the items with measurable competitive impact in GSC OU.

LeftoversUniversal recovery

Restores 1/16 max HP at the end of each turn. Defining defensive item — every defensive Pokémon in GSC OU runs Leftovers. Walls accumulate effective HP through long games.

Light BallPikachu signature

Doubles Pikachu's Special Attack. Defining item for competitive Pikachu in Little Cup formats.

Quick ClawRandom first-strike

~20% chance to give the holder priority on their attack regardless of Speed. Niche luck-item — banned in some Smogon formats.

BerryStatus cure

Cures any status condition. Single-use. The franchise's first defensive consumable item.

Bitter BerryConfusion cure

Cures confusion. Single-use. Niche but unique.

Print BerryMint Berry — sleep cure

Cures sleep. Single-use. Defining item against sleep-stalling teams.

King's RockFlinch-on-attack

10% chance to flinch the target on a damaging attack. Niche but produces frustrating luck patterns; banned in some formats.

Thick ClubMarowak / Cubone

Doubles Marowak's Attack. Marowak with Thick Club + Earthquake produces effective Attack of 380 base — defining the GSC Marowak set.

Signature moves introduced

Gen 2 introduced moves that defined defensive play for two decades — Spikes, Rapid Spin, Pursuit, Sleep Talk, Toxic distribution.

SpikesEntry hazard

Sets a hazard that damages grounded Pokémon switching in by 12.5% (Gen 2 single layer). Multi-layer stacking arrived in Gen 3. Defining hazard for stall teams.

Rapid SpinHazard removal

Normal20-BP physical attack that removes hazards and binding effects (Wrap, Fire Spin) from the user's side. The franchise's primary hazard remover until Defog buffed in Gen 6.

PursuitSwitch punisher

Dark 40-BP physical attack that doubles in power if the target switches out on the same turn. Defining trap-and-kill move; massively important in GSC OU.

Sleep TalkSleep utility

Status move that randomly uses one of the user's other moves. Combined with Rest, produces RestTalk — a defensive cycle that heals while still attacking. Defining defensive pattern of GSC OU.

CurseSetup move

For non-Ghostusers: raises Attack and Defense by one stage each, lowers Speed by one stage. CurseLax (Snorlax + Curse) is the franchise's archetypal slow setup wincon.

Belly DrumSetup move

Raises the user's Attack to maximum (+6 stages) at the cost of 50% max HP. The franchise's most powerful single-turn setup move.

Earthquake (rebuff)Universal Ground physical

Existed in Gen 1 but Gen 2's expanded distribution made it the universal physical Ground STAB it remains today.

CrunchUniversal Dark special (Gen 2)

Dark 80-BP — special in Gen 2 (pre-split), physical from Gen 4 onward. Defining Dark STAB for Tyranitar and Houndour line in Gen 2.

Iron TailUniversal Steel physical

Steel100-BP physical attack with 75% accuracy. The franchise's primary physical Steel STAB option for non-Steel-type carriers.

Sandstorm (move)Set sand

Sets sand for 5 turns. The Tyranitar Sand Stream ability arrived in Gen 3; in Gen 2, the Sandstorm move was the only way to summon sand.

Competitive formats

Gen 2 produced GSC OU — one of the longest-running competitive formats in franchise history, still actively played in Smogon Tour and SPL nearly three decades after release.

Tier 1

OU — OverUsed

6v6 Singles. The most defensive OU meta in franchise history. Mewtwo and Lugia banned to Ubers; Marowak with Thick Club tested but stayed in OU.

Restricted

Ubers

Hosted Mewtwo, Mew, Lugia, Ho-Oh, Celebi (briefly). The Ubers meta in Gen 2 was tighter than in later gens since fewer powerful legendaries existed.

Tier ladder

UU

Lower Singles tier populated by usage drops. Defining UU Pokémon: Aerodactyl (later moved to OU), Kingdra, Steelix.

Specialty

Smogon Tour / SPL

GSC OU is one of the franchise's most actively-played retro formats. Smogon Tour, SPL, and several long-running tournaments keep the format live.

History

Sleep Clause origins

Many of the canonical Smogon clauses (Sleep, Species, OHKO) were formalised in the post-Gen 2 community organisation. GSC is where the modern Smogon competitive framework began to take shape.

Format

No abilities

Gen 2 has no ability system. Pokémon competitive identity is purely typing + stats + moveset + held item. The format reads differently from any later generation.

Defining bans

GSC OU's banlist is small. Few Gen 2 additions are banned outright; the format's competitive constraints come from the meta itself, not from ban-list policing.

Notable Gen 2 OU bans

PokémonWhy it was banned
Mewtwo154 SpA + 130 Spe + universal coverage. Permanent Ubers from Gen 1 onward.
Lugia106/130/90/154/154/110 stat line + Recover. Permanent Ubers.
Ho-Oh106/130/90/110/154/90 + Sacred Fire (Fire-type, 50% burn chance). Permanent Ubers.
CelebiInitially banned to Ubers in some sub-cycles for Calm Mind + Recover + Hidden Power Fire; eventually returned to OU.
MewUniversal coverage + 100 stats across the board. Permanent Ubers.
MarowakSuspect-tested for Thick Club + Earthquake wallbreaking. Stayed in OU due to 80 base Speed limiting its sweep potential.
CloysterSuspect-tested for Spikes + Explosion + Skill Swap (or attempted equivalents). Stayed in OU; defining Spikes setter.
GSC OU has been continuously played since 2000. Few formats in any competitive game have that kind of longevity — and the meta has been refined for nearly three decades by an unbroken community.

Iconic Pokémon of the era

The Pokémon below shaped GSC OU. Many are pre-Gen 2 Pokémon who became viable in the new format thanks to the Special split, held items, or expanded movepools via TM/HM updates.

Singles — GSC OU

Snorlax sprite

Snorlax

Mixed wall · Wallbreaker

Curse — Body Slam — Earthquake

CurseLax (Curse + Rest + Body Slam + Earthquake) is the era's defining slow setup wincon. RestTalk Snorlax with Body Slam paralysis pressure also dominant.

Skarmory sprite

Skarmory

Hazard setter · Phazer

Spikes — Whirlwind — Drill Peck

Spikes + Whirlwind phaze pattern + Rest. The franchise's premier hazard setter in GSC; defining Steel/Flying defensive wall.

Tyranitar sprite

Tyranitar

Wallbreaker · Pursuit trapper

Crunch — Earthquake — Pursuit

Pre-Sand Stream Tyranitar (Sand Stream as ability arrived in Gen 3). Crunch + Earthquake + Pursuit + Rock Slide. Defining Pursuit-trapper of GSC.

Cloyster sprite

Cloyster

Spikes setter · Suicide lead

Spikes — Explosion — Surf

Spikes + Explosion + Surf + Toxic. The era's primary suicide-lead Spikes setter — set hazards and explode for offensive momentum.

Vaporeon sprite

Vaporeon

Special wall · Cleric

Surf — Wish — Roar

Surf + Roar + Rest + Sleep Talk / Wish. Defining special wall — 130/60/95 with elite SpD bulk after the split made Vaporeon a near-unbreakable Water-type tank.

Zapdos sprite

Zapdos

Special pivot

Thunder — Drill Peck — Hidden Power Ice

Thunder + Drill Peck + Hidden Power Ice + Rest / Sleep Talk. Defining Electric-type special wallbreaker — 125 SpA on a 100/85/90 frame.

Marowak sprite

Marowak

Wallbreaker

Thick Club — Earthquake — Bonemerang

Thick Club doubled Marowak's Attack to effective 380 base. Earthquake + Bonemerang + Rock Slide + Hidden Power Bug. The era's most-discussed offensive Pokémon.

Steelix sprite

Steelix

Physical wall

Iron Tail — Earthquake — Roar

Iron Tail + Earthquake + Roar + Rest. The era's premier physical wall — 75/200/65 stat distribution skewed entirely toward Defense.

Heracross sprite

Heracross

Wallbreaker

Megahorn — Earthquake — Counter

Megahorn (120 BP, 85% accuracy) + Earthquake + Counter + Rest. Bug/Fighting frame produced raw offensive output unmatched by other physicals.

Nidoking sprite

Nidoking

Mixed wallbreaker

Earthquake — Thunderbolt — Ice Beam

Mixed Nidoking — Earthquake + Thunderbolt + Ice Beam + Lovely Kiss. Pre-split, Thunderbolt and Ice Beam were special; Earthquake was physical. Mixed coverage was uniquely Nidoking-shaped.

Where to go from here

The above is the static reference for Gen 2. The current state of any of its formats lives in the rest of Pokékipe.