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    Default Battle Frontier Help

    Before asking a question, be sure to check the main site first, and read all of this post!

    Powerful_Blaziken88's Battle Fronteir Guide and Tips
    (all credit goes to PB88 for this)
    Part 1:
    PB88's Battle Frontier Tips and Tricks
    Version 4

    This is my first attempt at something like this, if you see something wrong (either an error or a tip that isn't helpful) point it out nicely instead of flaming please . If you have any suggestions for things I should add please post them and I will do my best with it.

    This guide will hopefully explain in detail as much of the Battle Frontier as I know, from basics to mechanics. I will include strategies for those of you who desperately need help winning in there.

    If anyone has any more ideas for section 3, please post them too.

    Also, I had to break it down into 2 posts, the guide was too long. Sorry.

    Copyright Information
    Since my intentions with this guide were more oriented with getting the information out to as many people as possible, and not to feel pride in myself for my work, I grant anyone the permission to post this wherever you want, so long as you credit me for it. If I find it posted under someone else's name, I will take action. Other than that, feel free to use this guide in whatever way you please.

    Version History:
    Version 1: Made the guide
    Version 2: Fixed some mistakes, and removed the Battle Factory pokémon links, since pokefor went down unfortunately.
    Version 3: Nothing much, just added location of Legendary Top Pokémon Breeder.
    Version 4: Lots of stuff! Haven’t updated in a while, and this will be my last update to this thing as my attention will be and is already shifting to the 4th generation.
    -Inserted more precise information about: The move tutors, Battle Palace nature effects, the Battle Shop, and the Legendary Top Pokémon Breeder.
    Everyone, please welcome the return of the Battle Factory Pokémon per round listings! After much searching I have found a credible source that I could use to bring this back into the guide!

    1. The Basics
    1.1: What is the Battle Frontier?
    1.2: How do I get to the BF?
    1.3: The Seven Facilities
    1.4: Other Useful Places in the Frontier
    1.5: What Are Symbols and how do I get them?
    1.6: Who is the Apprentice?

    2. Strategies
    2.1: Battle Tower
    A. single battle
    B. Double Battle
    C. Multi battle
    D. Wireless Multi Battle
    2.2: Battle Dome
    2.3: Battle Palace
    2.4: Battle Arena
    2.5: Battle Factory
    2.6: Battle Pike
    2.7: Battle Pyramid
    2.8: The Frontier Brains

    3. Additional Tips
    3.1: Quick ways to Earn Battle Points

    4. Credits

    1. The Basics
    1.1: What is the Battle Frontier?

    The Battle Frontier is a place in Hoenn new to Pokémon Emerald. It includes 7 different places of battle, each of them having their own different challenge.

    1.2: How Do I Get To The BF?

    It's pretty simple. You need to defeat the elite 4. After you get the S.S. Ticket, choose your Lati and get the National Dex, go to either Slateport or Lilycove, and board the ship. Slateport/Lilycove will be the only option, but don't worry. As soon as you board, Scott will tell you to go to the Battle Frontier. If you want to fight the trainers and get the items on the ship, go ahead, although if you're like me I was in a rush to finally reach the Frontier . Anyway, go to your cabin and rest in your bed, then get off the ship. Go on again, and this time you'll see that there are two options: Slateport/Lilycove (whichever you're currently not in), and Battle Frontier. Obviously, we're going to select Battle Frontier, since that's what I'm here to help you with. You don't get to actually stay on the ship, it'll just automatically transport you there. But since we want to go to the Frontier that's a good thing . Anyway, a few seconds later you'll hear the triumphant and happy sounding music (XD) we have arrived at the Battle Frontier! Go into the building just above you and you'll get your Frontier Pass. After that, go out the other side, and you're in the main area of the Frontier! We made it!

    1.3: The Seven Facilities

    So you've made it to the Battle Frontier, and you're wondering "so what do I do here?" Well I'm about to tell you...

    Well, like I said in section 1.1, there are seven different places of battle in the Frontier (more commonly known as the seven facilities). I'll give a quick rundown of each one now. Scroll to section 2 for more in-depth information. If you're having trouble finding the facility you're looking for, use the map installed on your Frontier Pass.

    General Information:
    All Battle Frontier areas have 2 "level modes" lv.50 or open level. In the level 50 challenge, all opponents' pokémon will be at level 50, and you may not use any pokémon over that level. The open level mode allows you to use pokémon of any level, and your opponents' pokémon match the level of your highest levelled participating pokémon. For example, if you're using a Lv.75 Magneton, a Lv.73 Salamence and a Lv.80 Tyranitar, all opponents' pokémon will be level 80. That person might want to consider raising their Magneton and Salamence a little to match the level of Tyranitar.

    In the Battle Frontier, there are certain pokémon that are banned from participating in the Frontier, for understandable reasons. These are:
    • Mewtwo
    • Mew
    • Lugia
    • Ho-Oh
    • Celebi
    • Kyogre
    • Groudon
    • Rayquaza
    • Jirachi
    • Deoxys
    • and of course, eggs. o_o
    Also, no two pokémon may be the same species, or be holding the same item. For instance, you can't enter 2 Raikou, or you can't enter both a Blissey and a Skarmory holding leftovers. Also, items cannot be used from the bag. No hyper potion when your health gets low. Only hold items may be used. Battle pyramid does not follow this rule, however you get a different bag and you only get items from within the pyramid. How you get them (pickup, find them on the ground, trick/thief) doesn't matter, but only items found in the pyramid can be used there. Also they don't appear in your normal bag when you exit.

    Now I'll go over each facility one by one and explain the basic aspects of them.

    Battle Tower: This is the huge building up and to the right from the Pokémon Centre. This is standard battling basically.
    Pick the number of required pokémon and battle 7 trainers (or sets of trainers if this is multi battle [just getting technical]). You get healed after every battle. It starts off really easy, and gets harder the more rounds in a row you win. Also the higher your win streak gets the more battle points you earn. If you lose or shut the game off during a challenge, your win streak goes back down to 0, and you have to start over again from 1. That means all the weak trainers appear again, and less battle points are earned until you get past the first couple of rounds again. Joy. Note: saving after winning a challenge and then turning the game off and playing later does not reset the win streak, neither does leaving the building or even the Frontier.

    Battle Dome: This is the building that's more off to the left, but not the one close to the place where you got your Frontier Pass (that one's the Battle Factory). These are actual tournaments with 16 people.
    You select 3 pokémon no matter whether you pick single battle or double battle, and enter. Before the battle, you're allowed to see what your opponent's pokémon are as well as other info on them. When you're ready to battle, select 2 of the 3 pokémon you originally selected (don't panic, your opponent only uses 2 as well). You're then taken to an arena and you fight. The rest works similar to the battle Tower, except you only need to defeat 4 trainers per round rather than 7 (which makes the Dome the oddball facility of the Frontier). The Number of Battle Points earned also doesn't increase as quickly as it does for the Tower. The Tower is the only one who's battle points raises every challenge. I love that, by the way. Makes it easy to get BP.

    Battle Palace: This is the building you'll find if you basically go straight right from the Pokémon Centre, past the little houses. This place is different.
    You pick 3 pokémon and fight 7 trainers, seems normal so far...
    Until you click "fight" after sending out a pokémon. Huh? What happened! I didn't get to pick my move! Well that's the catch. You can't select what move your pokémon uses. They pick it themselves (don't worry, the opponents' have to follow the same rule.) You need luck to win here. Other than that, it's all the same as the tower, except the battle points. They don't increase as often, but you at least start off getting more than 1. Also there's no multi battle mode. Only Tower has that luxury.

    Battle Arena: This building's kind of in a funny spot, if you ask me. You need to go a lot to the right and a lot up from the Pokécentre. I can't explain it any better, thanks to my visual impairment . Anyway, use your Frontier Pass's map of the facilities to find it. This place isn't too different.
    When you walk in, the first thing you'll notice (besides the strange music ) is that there's only 1 receptionist. There are only single battles offered here. Anyway, you pick 3 pokes and battle 7 trainers, sound familiar? Anyway, The only difference from regular battles is if you do not knock out your opponent in 3 turns, or get knocked out yourself. If this is the case, you're judged on the way you battle. Whichever pokémon is voted against automatically faints. The easiest way to win is to stay on the offensive and try not to lose too much HP. If you directly attack more often than your opponent, you're more likely to win. I'll explain why in section 2.4. The rest is the usual.

    Battle Factory: This is the building closest to the entrance. This is my favourite facility.
    The first thing you'll notice (besides the disco-ish music [I just had to say that]) is that when you talk to a receptionist and select your level mode, you don't get to use your own pokémon! Well, that's the thing that makes this place unique. You're given Frontier pokémon to use. You're given a team of 6, you need to pick 3. It's best to pick pokémon of different types and roles. For example, don't pick a Golem and a Rhydon. That's just stupid. Also, don't pick a Rhydon, Machamp, and Nidoking. You have 3 physical sweepers there. What happens if a Skarmory shows up? You're screwed! (the above are just random examples).
    Before each battle, you're given some information about your opponent. Not as much as the Dome, but at least it's some. You're given which type they have most of if any, and their general strategy (I'll explain the different messages later). After a battle, you're given the opportunity to trade one of your rental pokémon for one of the pokémon the trainer that you just beat had. That way, if your starting team wasn't all that good, or you need something to help you against the next trainer, you can improve your team accordingly. For example, say your next opponent has mostly fire types, and you have a Sceptile, Heracross and Glalie (which isn't a bad team except for the fire problem), and your last opponent had a Vaporeon, you can swap for it so you don't get totally fried in the next battle.
    Depending on which level mode you play, and your streak, you'll have a certain possibility of selections for rentals.
    Other than the rentals and the swaps, however, the rest is all the same as usual.

    Battle Pike: This is a little up and left from the pokémon centre. This place is strange.
    You select 3 pokémon and enter. However, it's not regular battling you're doing here. This is simply a test of luck.
    You're brought to a room with 3 doors, each leading to a different room. You need to pick one, and a random thing will happen. You might end up facing a single battle, you may end up in a room full of wild pokémon. You might enter a room where you face a double battle, or you may just find an empty room. The object is to get through 7 of these rooms without losing all of your pokémon.
    There is a lady standing between the centre and right room who, if you say yes to her question, will give you one hint about one of the rooms. I'll explain the different messages in 2.6.

    Battle Pyramid. This building is far off to the right. This place is different from the rest of the places.
    You enter with 3 pokémon. WTF? My Salamence with choice band can't be entered! Why? Because you may not enter pokémon with hold items. You can, however, find some on the ground in the pyramid. Anyway, once you take the items off the pokémon you want and enter them, you appear on the 1st floor of a large pyramid, in which you must climb 7 floors. However, it's not simply climbing 6 flights of stairs. You need to search through the mazes to find the warp spot in order to progress. It's also really dark at first (no, flash doesn't work).
    So now you're saying, "that's easy, once I get used to it I'll be able to climb with ease." Nope. There are wild pokémon and trainers flooding the place. The wild pokémon will be at really high levels, and they are harder to run from than regular wild pokémon. They also have custom attacks. For example, there's a Minun that knows thunderbolt. The wild pokémon usually pack status attacks like Poisonpowder and Thunder Wave. The trainers aren't as much of a problem. In the first couple of rounds they carry weak pokémon and they only have 1 pokémon each.
    Whenever you defeat a wild pokémon or a trainer, you get more light (kind of like Brawley's gym). However, the light resets to the minimum whenever you enter a new floor.
    If you talk to a trainer after you defeat him or her, he/she will give you a hint about the floor you're on. Sometimes it's which direction the exit is in, sometimes it's how many trainers are left, sometimes it's how many items are left. Use this to your advantage.

    1.4: Other Useful Places in the Frontier

    Ok, there are other uses of the Frontier other than battling, although the battling is the main part.
    Also, please excuse me if I don't have the "correct" names for these people. Post them and I'll update.

    Battle Shop: This building is down a little from the Battle Tower. Here you can trade your hard-earned battle points for items. The two on the left sell secret base items new to and only available in Emerald, the middle-right one sells vitamins at an extremely cheap 1BP, while the right person sells hold items.

    Left person:
    Kiss Poster - 16BP
    Kiss Cushion - 32BP
    Smoochum Doll - 32BP
    Togepi Doll - 48BP
    Meowth Doll - 48BP
    Clefairy Doll - 48BP
    Ditto Doll - 48BP
    Cyndaquil Doll - 80BP
    Chikorita Doll - 80BP
    Totodile Doll - 80BP

    Middle-left person:
    Lapras Doll - 128BP
    Snorlax Doll - 128BP
    Venusaur Doll - 256BP
    Charizard Doll - 256BP
    Blastoise Doll - 256BP

    Middle-right person:
    Protein - 1BP
    Calcium - 1BP
    Iron - 1BP
    Zinc - 1BP
    Carbos - 1BP
    HP Up - 1BP

    Right person:
    Leftovers - 48BP
    White Herb - 48BP
    Quick Claw - 48BP
    Mental Herb - 48BP
    Brightpowder - 64BP
    Choice Band - 64BP
    King’s Rock - 64BP
    Focus Band - 64BP
    Scope Lens - 64BP

    Move Tutors: they are located in a house to the left of the Battle Dome. They aren't like the move tutors you find dotted around Hoenn. They offer 20 different moves, for battle points. You can use them infinite times. They are predominantly old TMs from R/B/Y/G/S/C. Here is a list of the attacks they teach, along with their price and a basic description of what they do (visit the site’s Attackdex to find out in-depth information):

    Left tutor:
    Softboiled - 16 BP - Restores half of your maximum HP.
    Seismic Toss - 24 BP - inflicts damage identical to your Pokémon’s level.
    Dream Eater - 24 BP - A strong psychic move that gives you ˝ the damage done, only works on sleeping opponents.
    Mega Punch - 24 BP - A normal type move that deals damage.
    Mega Kick - 24 BP - A normal type move that deals more damage than Mega Punch but is lesss accurate.
    Body Slam - 48 BP - A strong normal-type move with a 30% chance of paralyzing your opponent.
    Rock Slide - 48 BP - A strong rock-type move that may flinch the opponent.
    Counter - 48 BP - A move that always goes last and deals double the damage received from any physical attacks that turn.
    Thunder Wave - 48 BP - A move that paralyzes the opponent.
    Swords Dance - 48 BP - A useful move that sharply raises attack stat.

    Right tutor:
    Defense Curl - 16 BP - A move that increases your Pokémon’s defense and doubles the power of Rollout.
    Snore - 24 BP - A weak normal-type move that can only be used while asleep.
    Mud Slap - 24 BP - A very weak ground move that reduces foe’s accuracy.
    Swift - 24 BP - A normal-type move that cannot miss unless foe isn’t on screen or is using protect or detect.
    Icy Wind - 24 BP - A fairly weak ice-type attack that always lowers the foe’s speed.
    Endure - 48 BP - A move that ensures the Pokémon does not faint in that turn, may fail if used in succession, does not stop passive damage.
    Psych Up - 48 BP - A move that copies all the opponent’s stat modifications.
    Ice Punch - 48 BP - A fairly strong ice attack that may freeze the foe. Good on special sweepers that can’t learn Ice Beam.
    Thunder Punch - 48 BP - A fairly strong electric attack that may paralyze the foe. Good for special sweepers that can’t learn Thunderbolt.
    Fire Punch - 48 BP - A fairly strong fire attack that may burn the foe. Good on special sweepers who can’t learn Flamethrower, although fire isn’t as good of an attacking type as the other two punches.

    Betting Guy: he is in a house near the Battle Pyramid. After you obtain 3 symbols (which I'll explain in the next section), you can start going to him. What he does is he'll say he's looking for a trainer who will be participating in a certain frontier area (he'll also say which mode e.g. single battle, double battle, etc). He'll then ask you if you are going there. Say yes and he'll ask you to spot him some battle points. Say yes and you select how many BP you want to bet him (5, 10 or 15). You don't have to go to the said place right away, but when you do, you need to win on the first try (shutting the game off during a challenge counts as losing remember). If you win, go back to him and he'll give you double the BP you bet him. If you lose, he'll keep your battle points and they're gone. Each day he switches what Frontier area he wants you to compete in. So if one day he wants you to go to an area you excel at, bet him a lot of times that day, and don't wait too long, for at midnight on your game he'll switch.

    Trading Guy: He is in a house to the left of the Battle Tower. What he wants is for you to trade him a Skitty for a Meowth. If you want one go for it. Nothing much else to say.

    Scott's House: this place is to the left of the trading guy's house. Scott will give you 5 different things when different events occur. Here's a list of them:
    • First time talking to him: 2 or 3 BP (it's random)
    • Collect all silver symbols: Lansat Berry
    • Get a 50 battle win streak in the Battle Tower: Silver Shield.
    • Collect all gold symbols: Starf Berry
    • Get a 100 battle win streak at the Battle Tower: Gold Shield.

    Pokémon "mind reader" (as I like to call her): she's in a house to the left of the Battle Palace. Basically, she tells you the general strategy of your pokémon's battling in the Palace. It’s useful to anyone without Internet capabilities, but I’ve got more precise percentages in section 2.3, so just ignore this person unless you really want to read the messages.

    Legendary Top Pokémon Breeder: He's in the building directly above the Pokémon center, and in that building he sits on a chair in the southwest side of the room. You should see him immediately
    upon entering that building. He'll give you certain messages depending on the IVs of your pokémon. Talk to him, select one, and read the messages. I’ll explain all of the messages here (thanks to Volteon of Forums for this part):

    First message: all of your IVs added together
    Sum of IV - comentary
    0 to 90: I would describe as having being of average ability
    91 to 120: I would as having a better-than-average ability
    121 to 150: I would say is quite impressive in ability!
    151 to 186: I would say is wonderfully outstanding in ability!

    Next up, he tells you what stat has the highest IV, and another message telling you roughly what it is.

    Second message: Value of highest IV
    stat IV - comentary
    0 to 15: that stat is relatively good.
    16 to 25: that stat is quite impressive.
    26 to 30: that stat is outstanding!
    31: It´s flawless! a thing of perfection!

    1.5: What are Symbols and How Do I Get Them?

    Frontier Symbols are little symbols (duh) that appear on your Frontier Pass once you defeat a Frontier Brain. A Frontier Brain is the trainer in charge of a certain facility. There are 7 in total, which makes total sense since there are 7 battle facilities.
    So now we know how to get the symbols. Question now is, how do we do what we need to do to get the symbols? Well, it's pretty simple (well, to understand at least. To do isn't quite the same in some instances). What you have to do is get a certain win streak in the facility you're playing. Once you reach the required streak, you'll be notified that the Frontier Brain wishes to challenge you. Right after, the frontier brain will approach you (except for the Pike and Pyramid, but that's simply due to the way the actual facility works). The first time you encounter them they will talk a lot, other times they won't. Anyway, after some dialogue, they challenge you. You need to beat them to get the symbol. BTW, For the 4 facilities that have other modes, you can only face them in the 1 on 1 mode. No double battles against Frontier Brains.

    Now I'll list the Brain for each place, as well as the required streaks for fighting each Frontier Brain. Note: win streaks provided are the amount of straight battles in which the Brain is actually battled on. For example, Factory Head Noland will appear after the 20th straight Factory battle, but the battle he actually battles you on is the 21st. I hope I explained that OK...
    • Battle Tower: Salon Maiden Anabel; Ability Symbol; Silver symbol 35th battle, gold symbol 70th battle.
    • Battle Dome: Dome Ace Tucker; Tactics Symbol; Silver symbol 20th battle, gold symbol 40th battle.
    • Battle Palace: Palace Maven Spenser; Spirits Symbol; Silver symbol 21st battle, gold symbol 42nd battle.
    • Battle Arena: Arena Tycoon Greta; Guts Symbol; Silver symbol 28th battle, gold symbol 56th battle.
    • Battle Factory: Factory Head Noland; Knowledge Symbol; Silver symbol 21st battle, gold symbol 42nd battle.
    • Battle Pike: Pike Queen Lucy; Luck Symbol; Silver symbol 28th room, gold symbol 140th room (note: each room counts as 2 for some reason, so as far as obstacles are concerned it's 14 and 70).
    • Battle Pyramid: Pyramid King Brandon; Brave Symbol; Silver symbol after 21st floor, gold symbol after 70th floor (note: You actually have to complete the 21th and 70th floor, unlike the rest of the facilities. Brandon is found on the summit of the pyramid when the streak is right.)

    Note: if you get the silver symbol, lose and get back up to that spot, the Brain will not appear. However, after you obtain the gold symbol, They will appear in their silver spot with their silver teams, and in their gold spot with their gold team. Noland's pattern is interesting, as after every 3 rounds he'll appear, no matter the streak. So that means once the gold knowledge symbol is obtained, he'll appear on the 21st battle, 42th battle, 63rd battle, 94th battle, etc. If anyone knows if any other Frontier Brains appear after their gold symbol spot please tell me when and which team they use. Also you get an extra 10BP when you defeat a Frontier Brain. And a random side note: the Battle Frontier Brain battle music PWN's. :d

    1.6: Who is the Apprentice?

    The apprentice is a person located in the Battle Tower on the left side of the large counter with the 4 receptionists. Talk to him/her and they will ask you questions about what pokémon to raise, what attacks/items to give them, what level mode would be good for them and stuff like that. After you answer all of their questions and they finally ask you what to say when they defeat a trainer, they will start appearing in the battle tower based on the answers you selected, and a new apprentice will appear in their place who'll ask you questions as well (probably different choices of pokémon though). The attacks their pokémon know are the wild pokémon's moves for level 60 (that's in the open level mode, I never play level 50 mode so if anyone has information about them for that mode please post) except for the ones you select. The top move will be a natural move, the bottom one a substitute move (usually a TM, HM or egg move). They will be assigned a certain "spot" in the Tower. In simpler terms, they'll always appear in a certain point in your streak, kind of like how Anabel appears always on the 35th and 70th battle. However, the apprentices are usually assigned lower spots. For example, I have an aroma lady who was assigned battle 8 as her spot, and a Black Belt who was assigned battle 4. Depending on what round that battle falls in, you'll then be able to determine when they can appear in the Battle Salon. That's right, you can do multi battle with them as a partner as well! However when you have multiple apprentices completed only 1 can appear at a time in the Salon so prepare for anything.

    2. Strategies

    Ok. This is where we go a little more in-depth in the different areas of the Frontier. I will explain in more detail how some things work, and strategies to overcome the challenges.

    First off, the Pokemon you could face: - list of trainers and what Pokemon they have (listed in form of numbers). - list of the Pokemon they can use, numbered (hence by using the above, you can see what Pokemon each trainer can have).

    Go between the two, to find out what Pokemon you could encounter.

    2.1: Battle Tower

    Ok. Since the 4 modes of play are so different I've broken it down into 4 sections for each mode.

    A. Single Battle

    All right. This mode of play isn't too difficult, if you have any understanding of the basic battling elements you should be able to pull this off fairly easily as long as your pokémon are strong enough. There's not much advice I can offer really, it's all in knowledge of types, moves and such. Here's what I can offer:
    • Try not to have any more than 1 of the same type pokémon in your team of 3. It just leaves you weak to a certain type more. There are exceptions to this, usually regarding duel types. A good example would be Alakazam and Metagross on one team. These are both psychic types but Metagross's steel type cancels out all of the psychic type weaknesses so they don't have any of the same weaknesses. Also they excel in totally different stats and therefore, play different roles.
    • Try to start out with a pokémon that can usually pull off at least 1 successful KO most of the time. It's just easier that way as if you happen to send that pokémon out later, the opponent might have stat boosts and stuff which would make it less possible to use your best pokémon to it's full potential. Choice Banders are highly recommended as lead-off pokémon, as they can usually get a KO in really fast to anything except: Skarmory, Weezing, Steelix, Aggron (unless your CBer has EQ), Regirock, and other pokémon with really high phys. defense.
    • Try to balance out your team with pokémon playing different roles. For example, try to have a physical sweeper, special sweeper, and then someone who can take some hits, be it Curser, Toxicer/Will-O-Wisper, hazer, or a physical/special wall. Toxic/Thunder wave/Will-O-Wisp shufflers work as well. They're easier to use here, seeing how there are less pokémon to shuffle and less hits you need to take. Baton Passers also work.
    • Don't always try to predict what move your opponent will use. If you see a Skarmory use Agility and then steel wing, the next Skarmory might not do the same thing. There are 4 different Skarmories you could run into that have different sets, items and EVs.

    B. Double Battle

    This mode is also fairly simple, no huge tricks to it. Here's what I have to say:
    • Once again, make sure to balance your team with different types and roles. It's slightly easier here to cover everything since you're allowed 4 Pokémon.
    • Try to have some sort of structured double battle strategy and not just throwing random sweepers and attacking whoever is more effected by your strongest attacks. Chances are you'll get away with it for the first couple of rounds but by the time you hit round 4 or so you'll find yourself being KOed by more structured teams.
    • And try to imply everything else from the single battle tips.

    Some useful strategies are:
    • Weather based teams - These work better in double battles than single battles. The faster pokémon uses sunny day/rain dance and the other one attacks, preferably the pokémon that poses the bigger threat. You need to have a balanced team that are all supported by this though, which is hard. If you can successfully make a good team with it you could go really far.
    • Hit all pokémon moves with partner who isn't affected - plain and simple, bring a CB Dugtrio and a flyer/Levitater and Duggie's Earthquake will hit both opponents and not your partner. Protect/EQ isn't as effective, since only 1 pokémon gets to attack. What happens if Duggie's partner is Zapdos, which covers other flying types that Duggie can't get? That's certainly more effective than having a pokémon using protect, especially when Duggie's got the CB. If protect fails your partner will probably be KOed unless it's got really high defense or resists EQ. Another popular one is ghost type+Explosion, although the EQ is more favoured since explosion faints the user, and there's the risk of your opponents using protect and you blowing your exploder while not doing much damage. (Note: Dugtrio and Zapdos were once again random examples)
    • Taking advantage of abilities - this is the one strategy where attacking your partner is beneficial. Bring say a non-fire type with a fire attack and a fire type with flash fire (you don't want 2 fire types out at once or EQ/Rock Slide/Surf will totally own you). Use the fire move on the pokémon with Flash Fire, and their fire attacks are powered up even more. Combine that with the sunny day strategy and that'll be quite deadly.
    • Skill Swap + Slaking - this is obvious. Have a pokémon use skill swap on Slaking when it's its partner, then Slaking will attack every time. You can use this in conjunction with the EQ strategy if Slaking knows EQ, which it should. Once your Skill Swapper has taken its truant turn, if it's still alive you can Skill Swap truant onto an opponent *he he he*.

    C. Multi Battle

    This mode is quite interesting. The strategy is a little different, since you don't know what kind of partners you may end up with.

    Here are some tips:
    • All trainers in the Salon say which two pokémon they registered as well as one of each of their moves. Look for a partner who would work best alongside your pokémon. For example, if your lead pokémon has earthquake and your partner mentions a Skarmory first, he might be a good idea to choose.
    • If you really are having trouble winning in here, mix records with an experienced friend who's gone through the battle tower. He'll appear in the Salon starting from where he/she left off (I think they have to play the single battle mode but I'm not sure, more information about the mixing records thing would be highly appreciated).
    • And apply everything else from the double battle mode. Or at least as much as you can given the partner you select. Obviously things vary depending on what pokémon your partner has.

    Please note that partners' strength match the average for the mode you're on. For example, you won't get a uberly strong partner in round 1 (save for the apprentice if you manage to create a uber strong one) and you won't face any uberly strong trainers near the beginning either. Note also that apprentices and friends from mix records will not appear as opponents, just partners, so you don't have to worry about facing a really strong opponent. And lastly note that both opponents will have about the same strength/ability level. For example, in round 2 you can find some really weak trainers and also some slightly better trainers. You'll probably never find a weaker one with a stronger one. Why? I have no idea. (Probably because the stronger trainers rejected the weak ones ).

    D. Wireless Multi Battle

    There's not much I can say about this, everything strategy based is already covered. Just make sure you and your partner discuss what strategy and which pokémon to use before starting the challenge. I have no idea what determines the strength of the trainers here or how to increase it (anyone who knows please, please post it).

    2.2: Battle Dome

    Ok, time for some strategies on the Dome.

    Picking your two pokémon:
    Sometimes it may be hard to select which pokémon of your 3 pokémon not to use. This is a problem when you have a balanced team and want to keep it that way with 2 pokémon. It's hard to balance out a team with just 2 pokémon. My suggestion is this: Register a team with the same structure as what I suggested for Battle Tower Single Battle. Before each battle, look at your opponent's 3 pokémon. Select your defensive pokémon and whatever sweeper would be more effective. For instance, if your next opponent has a team of Charizard, Flygon and Golem, it'd make more sense to pick your Starmie and Blissey than your Metagross and Blissey (Those are just random examples). However, for the first few rounds I suggest picking your 2 sweepers, simply because it'll get you through them faster. Since the pokémon aren't really the strongest and some aren't even fully evolved there is no point wasting time absorbing hits and toxicing your opponent, your two sweepers can get rid of them much faster. Once again I recommend turning to a more structured strategy at round 4 or so.
    For the double battle mode, just use basic double battle strategies as listed above in the Tower section.

    2.3: Battle Palace

    Ok, this place requires a lot of luck and/or preparation.

    Preparing your Palace team:
    The most important thing to keep in mind is their nature when selecting pokémon for this facility. For example, A modest natured Latios would do great in the other areas but here it wouldn't do good. Why? Because the nature affects what kinds of moves your pokémon uses, and modest natured pokémon don't like to attack much. However, if that Latios was timid nature instead, it'd attack way more often and therefore be better.
    -Choice Banders are good choices to use in the Battle Palace. Since they use one move and stick to it, you know what attack it'll use. If you don't like what move it chose, you could just simply switch and bring it back out later. Just make sure your CBers are adamant nature. as jolly nature doesn't like to attack and really likes doing other stuff which CBers wouldn't have, thus causing them not to attack.
    -Defensive sweepers are highly recommended as well. That way, if they don't use the right attacking move straight off, they can afford to take a couple of hits before they eventually use the right move. Examples of these are Tyranitar and Metagross (just don't keep them out against stuff that weaken them).
    -Pokémon with few weaknesses are also strongly recommended. For example, the normal type has only 1 weakness (fighting), and the electric type only has 1 weakness (ground). Pokémon with type combinations with few weaknesses (Ludicolo being a good one) are also good.
    -Pokémon with specific strategies (such as Subpunchers, Hazers/PHazers, Status Shufflers and spikers) are not recommended. Chances are they won't do the strategy right and will end up getting KOed without serving its purpose.

    Nature Effects
    Natures dictate how the Pokémon will battle in the Battle Palace, as previously mentioned, and as you also already know, there is a person who tells you generally how that Pokémon battles there. However, as usual, the game refuses to give us exact percentages that easily. However, I’m here to get those percentages to you. (Thanks to Volteon again for this part). Keep in mind as well that once a Pokémon reaches below 50% of its maximum HP, its percentages will change. These changes are listed below as well.

    The order: Nature; percentage to attack (damage); % to defend; % to support/ % to attack under 50% HP; % to defend under 50% HP; % to support under 50%HP

    Hardy: 61% ;7% ;32% / 61%; 7%; 32%
    Lonely: 20%; 25%; 55% / 84%; 8%; 8%
    Brave: 70%; 15%; 15% / 32%; 60%; 8%
    Adamant: 38%; 31%; 31% / 70%; 15%; 15%
    Naughty: 20%; 70%; 10% / 70%; 22%; 8%
    Bold: 30%; 20%; 50% / 32%; 58%; 10%
    Docile: 56%; 22%; 22% / 56%; 22%; 22%
    Relaxed: 25%; 15%; 60% / 75%; 15% 10%
    Impish: 69%; 6%; 25% / 28%; 55%; 17%
    Lax: 35%; 10%; 55% / 29%; 6%; 65%
    Timid: 62%; 10%; 28% / 30%; 20%; 50%
    Hasty: 18%; 37%; 45% / 88%; 6%; 6%
    Serious: 34%; 11%; 55% / 29%; 11%; 60%
    Jolly: 35%; 5%; 60% / 35%; 60%; 5%
    Naive: 56%; 22%; 22% / 56%; 22%; 22%
    Modest: 35%; 45%; 20% / 34%; 60%; 6%
    Mild: 44%; 50%; 6% / 34%; 6%; 60%
    Quiet: 56%; 22%; 22% / 56%; 22%; 22%
    Bashful: 30%; 58%; 12% / 30%; 58%; 12%
    Rash: 30%; 13%; 57% / 27%; 6%; 67%
    Calm: 40%; 50%; 10% / 25%; 62%; 13%
    Gentle: 18%; 70%; 12% / 90%; 5%; 5%
    Sassy: 88%; 6%; 6% / 22%; 20%; 58%
    Careful: 42%; 50%; 8% / 42%; 50%; 8%
    Quirky: 56%; 22%; 22% / 56%; 22%; 22%

    2.4: Battle Arena

    The Battle Arena isn't all that complicated, but I'll explain the stuff that needs to be explained.


    After a battle has lasted 3 turns without someone fainting, 3 aspects are judged. They are:
    • Mind: This is simple to understand. Whichever pokémon directly attacks more often is the winner of this judgement.
    • Skill: This isn't too hard to understand either. Whichever pokémon's moves were more effective wins this judgement.
    • Body: this isn't too hard to understand either. Whichever pokémon has more HP left compared to it's maximum HP wins this judgement.

    Knowing this, you should be able to plan a good team. However, it's still better to avoid the judges ultimately, but if you can't then at least you have a better chance of being voted for.

    Recommended types of pokémon:
    • Pokémon that can KO opponents easily - Try to have at least 2 of them on your team of 3.
    • Defensive pokémon with decent attacking abilities - You most likely won't KO them in 3 turns but if you have more of your HP left and attacked 3 times you're pretty much guaranteed at least a tie. Good examples of these include Night Shade Dusclops, Suicune and the Regis.

    2.5: Battle Factory

    Differences between Lv.50 and Open Level:
    Other than the stats of your pokémon, there is one more difference. The rental pokémon you have/face are different. In the lv.50 mode the pokémon start out much weaker than they do in the open level mode. BTW, all pokémon in the open level mode are on level 100.

    Opponent’s Pokémon
    Depending on what round and level mode you’re in, different types of Pokémon will be available to you and your opponents. I’m going to tell you which round has which Pokémon available.

    First off, the entire list can be found here..

    Look in the table and find the numbers listed below, and you’ll know which Pokémon is available in which round.

    Level 50:
    Round 1: 110-199
    Round 2: 162-266
    Round 3: 267-371
    Round 4: 371-467
    Round 5: 468-563
    Round 6: 564-659
    Round 7: 660-755
    Round 8+: 372-849

    Open Level:
    Round 1: 372-467
    Round 2: 468-563
    Round 3: 564-659
    Round 4: 660-755
    Round 5+: 372-881

    Opponent's Strategy:
    As I said before, a message is given to you which indirectly tells you the general strategy of your next opponent. Well, I'm here to take the "in" out of "indirectly". Below is what each message means:

    "The favorite battle style appears to..."
    • Be Based on Total Preparation - Opponent uses moves which increase their stats.
    • Depend on the Battle's Flow - Opponent uses attack Combinations, like Endure+Reversal or Spore+Focus Punch.
    • Be Flexibly Adaptable to the Situation - Opponent will use moves to change the weather conditions.
    • Be Free-Spirited and Unrestrained - Opponent uses no specific pattern of attack.
    • Be High Risk, High Return - Opponent uses moves that do lots of damage but also hurt themselves.
    • Be Impossible To Predict - Opponent will use many different strategies.
    • Be One of Endurance - Opponent will use moves which recover HP and defend themselves.
    • Be Slow and Steady - Opponent will use moves which inflict you with status conditions.
    • Be Weakening Foe from the Start - Opponent will use moves which lower your stats.

    BTW, thanks to both Pokefor and Serebii for this, between both sites I managed to figure it out .

    2.6: Battle Pike

    Right, the strange, yet amusing Battle Pike.

    Pokémon you should try to use:
    • Pokémon with the Natural Cure ability - When switched out they lose any status conditions. This is useful if you come in contact with a status condition room (I'll explain that soon).
    • Pokémon holding Lum Berry - Next Battle they're sent into their current status condition will be cured.

    Other than that, just bring pokémon that can handle most pokémon thrown their way. Also, lead off with a fast pokémon so you don't have to worry about wild pokémon.

    Hint Lady
    Before you pick which of the 3 doors, talk to the lady standing between the entrances of the centre and right rooms. She'll ask you whether you're having difficulty choosing your path. Say yes, and she'll give you a hint regarding one of the rooms. Below is a list of each message and what could happen if you pick that room.

    "Ah, let me see, there is something about the path {path}..."
    • A trainer? I sense the presence of people - 75% chance of fighting a 3 on 3 single battle against a trainer, 25% of having your team fully healed.
    • I seem to have heard something, perhaps a whisper - 20% chance of fighting a double battle with trainers each holding 1 pokémon, 80% chance of finding an empty room which still counts for your room streak *yipee*.
    • It seems to have the distinct aroma of pokémon wafting around it - 25% you fight a stronger than usual (for the round) trainer in which you get fully healed afterwords, 75% chance you will end up in a room which you have to kind of zigzag through in which there are wild pokémon that get in your way.
    • For some odd reason, I felt a wave of nostalgia coming from it - 50% chance you'll enter a room where either a Dusclops or a Kirlia inflicts 1-3 of your pokémon with a random status condition, 50% chance you enter a room where someone heals 1 or 2 of your pokémon.
    • I'm sorry to say, but a terrifying event, yes a horrible one, is about to befall you. I urge you to pay the utmost care and prepare for the worst from every path. I sense a dreadful presence - A random number of pokémon are healed (0 is a possibility), and then Pike Queen Lucy approaches and challenges you.

    2.7: Battle Pyramid

    Ok, the last and probably most difficult facility.

    Useful Pokémon
    Unlike the other facilities, the pokémon that are useful really depends on the round you're in. The wild pokémon are the main problem causers here, thus you need to bring along pokémon to easily cover them as well as good pokémon to fight the trainers with. It's best to bring along 2 good pokémon who can fend off the wild pokémon easily, and 1 pokémon to get rid of the trainers. For example, for round 1, I brought: Flygon, Latias, Slaking. Flygon blocks all attempts at T-Waves and KOs the electric types with earthquake. Latias takes care of the grass types later since the only 2 are weak to psychic. Slaking can ohko the trainers' pokémon really fast since they're weak in round 1. Now I'll go over what's useful to bring for the first few rounds. Some rounds the wild pokémon are random and you just need to bring your best sweepers that can cover anything. And to those looking to run away with the run away ability, It ain't gonna happen. It doesn't work in the pyramid. Why? Don't ask me.

    Useful Pokémon for the pyramid per round:
    • Round 1: Bring a ground type to deal with early electrics, as well as something to deal with the grass types (a psychic, fire or flying will do [note this one needs to be fast and be able to ohko.]). Since the trainers should be easy, if you want to use a pickup pokémon to get some extra items, now's the time.
    • Round 2: Just bring a Steel type. I used Metagross. The other 2 can be used for combatting trainers. Pickup would also be good here as well.
    • Round 3: I'd suggest a quick fire type with earthquake, as well as a quick water type. The fire type can get rid of the fire typed opponents while having no risk of being burned, and the water typed pokémon is to ohko the fire types quickly. Typhlosion and Starmie wouldn't be a bad combo for this. For your last pokémon, I'd suggest something to help you beat Brandon, since this is the round he first appears in.
    • Round 4: This one's harder to prepare for, since the challenge isn't just a type. Did you manage to find a choice band? If so, attach it to a strong and quick physical sweeper (Salamence, Flygon, Zangoose...) and make sure it has a variety of different typed moves so you can prepare for anything. Oh and make sure you have something to deal with Shedinja.
    • Round 5: Don't use any avid EQ users. No pokémon here is affected by it. Most of them will go down to a quick shadow ball from something. As for Weezing and Flygon, try bringing that same Starmie again.
    • Round 6: All I can suggest is: Bring some quick pokémon of the flying type, or with the levitate ability. Wobbuffet and Wynaut will still cause trouble, but the rest you should be able to beat easily, since their earthquake won't work. However, be wary of rock slide if you're using Flyers. Flygon would tear them a new one.
    • Round 7: Bring a fast pokémon with a strong fire attack, like a Charizard or Typhlosion. These are all ice types. Bring some electric too since there are some that are part water.
    • Round 8: Bring some ghost types, since some of them will end their life with exploding moves. Other than that, just bring your best sweepers.
    • Round 9: Bring a strong dark typed pokémon. All wild pokémon are psychic types. Make sure one of your dark types has crunch and is up first, so that you can fend off Wobbuffet.
    • Round 10: I'd suggest something that can whip rock type's butts, like a quick water type. The other 2 I'd suggest to be different types so you can beat other trainers and of course, Brandon.

    Other useful Pokémon:
    • Pokémon with Natural Cure ability - They have their status condition removed while switching out, pretty handy.
    • Pokémon with Softboiled/Milk drink - It can heal up it's team members.
    • Pokémon with Intimidate, Keen Eye, Stench, etc abilities - Can make wild pokémon less common
    Last edited by bobandbill; 16th April 2009 at 6:03 PM.

    be sure to read the rules of every section before posting ;)
    Little Miss Stalinist/Secret Al-Qaeda agents (i.e. Ellie) would be a ***** even if she was a conserative republican. What makes her the way she is happens to be the fact that the webmaster of this site let's her behave like this. (Of course, I would never make a liberal a staff member at any forum I'd be in charge of, regardless.)
    [21:03] <+Skiks> ellie is out of context
    [21:04] <+Skiks> the experience

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