Butterfree in depth
A butterfly they called free
The Japanese name, バタフリー, is the same as the international one: butterfly plus free. The usual reading is that it refers to finally being able to fly free, after two stages stuck to the ground — a caterpillar that crawls and a chrysalis that doesn't move at all. It's one of the few names from Generation I that didn't change when it left Japan.
The design is a lepidopteran with some liberties: a two-segment purple body instead of three, four blue legs instead of six, and the two front ones turned into three-fingered hands. It is often linked to the Aglais io, the peacock butterfly, although its wings are white with black veins instead of the real insect's blue-and-red eyespots. The huge red eyes are the only thing the design gets exactly right about the real bug.
The decade it spent doing nothing
For a long time, it was the example of a Pokémon that gets caught early, used for two Gyms and then boxed. It had Poison Powder, Stun Spore and Sleep Powder, and little else to offer once the team filled up with things boasting better numbers.
What changed its life was Quiver Dance, which Generation V handed out among the special-oriented bugs. Suddenly it had a way to turn the turn it won by putting an opponent to sleep into three stat boosts. Generation VI also raised its Special Attack to its current 90. It still isn't enough to compete head-to-head with Volcarona, which does the same thing with twice the staying power, or with Venomoth, which combines the same pair of Abilities with a body that takes hits a little better and without the four-times weakness to Rock. But the difference between the Butterfree of Generation I and the current one is the difference between filler and a Pokémon with a strategy of its own.
Green instead of white
Generation VIII gave it a Gigantamax form, one of the few granted to a Pokémon from the original Pokédex that wasn't a starter or a Legendary. In that form, its wings change from white to two shades of green with a white pattern over them, a color it has nowhere else. Its exclusive attack in that form leaves the opponent paralyzed, poisoned or asleep, chosen at random from the three.
How to use it without dying in the attempt
In a normal playthrough, it's worth deciding early what you're bringing it for. If it's for fighting, the short answer is that it can't take hits: 60 HP and 50 Defense don't hold up past the middle of the game. If it's there as support, things change. Sleep Powder with Compound Eyes is a top-tier capture tool — putting a wild Pokémon to sleep before throwing the Ball is the cheapest way to catch anything rare, and few Pokémon learn it so early. Tailwind, at level 36, doubles the Speed of the entire team for four turns, which in Double Battles is worth more than its own attacks. Rage Powder, at 40, absorbs hits aimed at its partner.
And then there's U-turn, learned by TM, which with 45 Attack doesn't hurt anyone but lets it hit and switch out in the same turn. It's an unglamorous use for a creature the Pokédex describes sniffing out flowers ten kilometers away, but it's the one that makes the most of what it actually has.