Hey everyone! Recently, I accomplished the feat of earning all Gold Symbols in Pokémon Emerald’s Battle Frontier. Considering sharing my journey and strategies, I decided to contribute to this guide, detailing the teams I used to conquer each facility.
All my runs were done at Level 50, but these strategies are generally adaptable to Open Level play. However, keep in mind that Sitrus Berry’s impact is more pronounced at Level 50 (the 30 HP recovery is more significant). I prefer Level 50 battles as it aligns with formats I’m familiar with from later Pokémon generations and reduces the grinding needed to prepare Pokémon for these challenges. Opting for Level 50 does impose some limitations on Pokémon choices; for instance, Dragonite and Tyranitar become unavailable.
Battle Tower: Crippling Strategy for Victory
For the Battle Tower, I opted for a “crippler” team. While the options for such teams are somewhat more restricted compared to later generations, this strategy remains highly effective and often safer than a straightforward “goodstuffs” team, although it does come at the cost of speed.
Team Composition
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Jolteon @ Sitrus Berry
- Ability: Volt Absorb
- Nature: Timid
- IVs: 31/4/31/31/31/31
- EVs: 132 HP / 0 Atk / 60 Def / 252 SpA / 4 SpD / 60 Spe
- Moves: Thunderbolt / Thunder Wave / Charm / Sand-Attack
Initially, I considered a Trick lead with a Choice Band, possibly Alakazam for its speed. However, I shifted focus to stat reduction. Jolteon might seem like an unconventional choice for this role, but its exceptional Speed and access to moves like Thunder Wave and Charm make it surprisingly effective. Volt Absorb is also invaluable, providing crucial protection against Electric-type moves, a weakness my team otherwise has.
A Timid nature with 60 Speed EVs allows Jolteon to reach 173 Speed, outspeeding all base 120 Speed Pokémon commonly encountered in the Frontier, most notably Arena Trap Dugtrio (none of these opponents utilize Speed-boosting natures). The Battle Frontier in Emerald is generally slower-paced compared to later iterations. Only a few sets naturally outspeed this Jolteon: Ninjask (both sets), Crobat (sets 3 and 4), and opposing Jolteon (sets 1 and 4). I maximized Special Attack to enhance Thunderbolt’s damage and invested the remaining EVs in bulk for increased survivability. A Modest nature Jolteon is also viable, achieving the same Speed with 180 Speed EVs, gaining more power at the cost of some bulk.
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Registeel @ Leftovers
- Ability: Clear Body
- Nature: Sassy
- IVs: 23/23/31/3/30/31
- EVs: 252 HP / 0 Atk / 176 Def / 0 SpA / 80 SpD / 0 Spe
- Moves: Hidden Power [Steel] / Curse / Amnesia / Substitute
This Registeel was obtained via RNG manipulation in Pokémon Sapphire. While not perfect, the ideal spread would be Careful with 31/31/31/x/30/31. However, such a spread isn’t realistically obtainable within reasonable RNG frames, so compromises were necessary. My criteria included a usable nature (Careful, Sassy, Impish, Relaxed acceptable; Adamant, Brave also considered), Hidden Power [Steel] with at least 60 base power, and generally high IV values. I settled on a Sassy nature with a 23/23/31/3/30/31 spread, found on frame 122232 (approximately 34 minutes wait time), yielding maximum power Hidden Power [Steel] and meeting my nature requirements.
This set mirrors the Iron Head variants prevalent in Generation 4. Registeel’s substantial bulk, coupled with its numerous resistances and Jolteon’s support, allows it to set up effectively against a wide array of opponents. Once Amnesia and Curse boosts are established, it becomes incredibly difficult to defeat. Substitute provides crucial protection against hax, although unlucky OHKO moves or critical hits can still disrupt this strategy. Obtaining Substitute in Generation 3 is somewhat inconvenient as it’s a one-time move tutor move. I utilize it extensively across my teams because the tutor is also present in FireRed and LeafGreen (FRLG), requiring multiple playthroughs of FRLG, a time-consuming endeavor, especially given FRLG’s restriction on trading non-Kanto Pokémon until the National Pokédex is unlocked. If Substitute proves too cumbersome to acquire, Rest serves as a viable alternative.
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Salamence @ Lum Berry
- Ability: Intimidate
- Nature: Jolly
- IVs: 31/31/31/21/31/31
- EVs: 4 HP / 252 Atk / 0 Def / 0 SpA / 0 SpD / 252 Spe
- Moves: Earthquake / Aerial Ace / Dragon Dance / Substitute
Salamence isn’t quite as dominant in Generation 3 Battle Facilities compared to later games due to a less expansive offensive movepool, often requiring more setup to sweep reliably. Nevertheless, its excellent type synergy with Registeel and the passive stat reduction from Intimidate make it a valuable team member. Its role is primarily to act as a powerful physical attacker and setup sweeper when opportunities arise.
Battle Tower Strategy and Weaknesses
This team proved effective in reaching 70 consecutive wins, and Anabel’s Gold Symbol battle was relatively straightforward, as Volt Absorb Jolteon completely shut down her lead Raikou. However, the team exhibits a significant vulnerability to Rhydon:
- Rhydon Sets Encountered:
- RHYDON (1), Adamant, Quick Claw, Earthquake, Rock Tomb, Scary Face, Brick Break
- RHYDON (2), Adamant, Quick Claw, Earthquake, Horn Drill, Rock Slide, Brick Break
- RHYDON (3), Adamant, Quick Claw, Earthquake, Megahorn, Crush Claw, Horn Drill
- RHYDON (4), Adamant, Quick Claw, Earthquake, Megahorn, Rock Slide, Horn Drill
All Rhydon sets are equipped with Quick Claw and pose a considerable threat. Sets 2 and 4 are particularly dangerous, combining Earthquake and Rock Slide coverage with Horn Drill, making PP stalling through switches extremely risky. This team has limited options against these Rhydon sets beyond hoping for favorable RNG. Set 3, while also possessing Quick Claw Horn Drill, lacks Rock-type coverage, becoming slightly more manageable if Salamence can establish a Substitute.
I concluded my Battle Tower journey after obtaining the Gold Symbol but am considering continuing the win streak to see how far I can go. To do so, I’d likely need to replace Jolteon to address the Rhydon weakness. Misdreavus has crossed my mind as a potential replacement due to its immunity to Ground and access to crippling moves, although its overall stats and movepool are less impressive.
Battle Palace: Hasty Offense with Strategic Protect
The Battle Palace is notoriously unpredictable, but I experienced remarkable luck, securing the Gold Symbol on my first attempt using this team.
My strategy revolves around utilizing Pokémon with a “Hasty nature and three attacks plus Protect.” Understanding Hasty nature behavior is key:
- Hasty Nature Behavior:
- HP > 50%: 58% Attack, 37% Defense, 5% Support move preference
- HP < 50%: 88% Attack, 6% Defense, 6% Support move preference
Hasty Pokémon generally prioritize direct attacks, which aligns perfectly with the Battle Palace’s chaotic nature. Importantly, when Hasty Pokémon choose not to attack, they almost invariably select a defensive move. By equipping them with three attacks and Protect as the defensive option, they primarily stick to attacking. When they deviate from attacking, they almost always use Protect to negate incoming damage. This strategy is especially potent when a Pokémon’s HP drops below 50%, further amplifying their offensive tendencies. Notably, Frontier Brain Spenser employs a similar strategy with his Hasty Arcanine and Suicune, with Arcanine even utilizing Protect (and Roar), although Suicune opts for Calm Mind instead.
This approach isn’t flawless, as no strategy is in the Battle Palace. Unfortunate RNG can lead to a Pokémon attempting a Support move, resulting in a wasted turn with a three attacks + Protect moveset. Furthermore, Pokémon might attempt to use Protect consecutively – this nearly cost me my Gold Symbol battle against Spenser when my Starmie used Protect three times in a row against his Bite-spamming Suicune. Fortunately, all Protect attempts were successful!
Battle Palace Team
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Metagross @ Choice Band
- Ability: Clear Body
- Nature: Hasty
- IVs: 31/31/31/27/30/31
- EVs: 4 HP / 252 Atk / 0 Def / 0 SpA / 0 SpD / 252 Spe
- Moves: Hidden Power [Steel] / Earthquake / Rock Slide / Protect
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Starmie @ Choice Band
- Ability: Natural Cure
- Nature: Hasty
- IVs: 31/4/31/31/31/31
- EVs: 4 HP / 252 SpA / 0 Def / 0 SpA / 0 SpD / 252 Spe
- Moves: Surf / Ice Beam / Thunderbolt / Protect
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Salamence @ Choice Band
- Ability: Intimidate
- Nature: Hasty
- IVs: 31/31/31/31/31/31
- EVs: 0 HP / 4 Atk / 0 Def / 252 SpA / 0 SpD / 252 Spe
- Moves: Dragon Claw / Aerial Ace / Flamethrower / Protect
This team composition is a straightforward Steel/Water/Dragon core, offering substantial power and type synergy. I opted for Hidden Power [Steel] over Meteor Mash for Metagross due to accuracy concerns. However, Metagross rarely used Hidden Power, even in optimal situations, likely misidentifying it as a Normal-type move rather than Steel. Consequently, Hidden Power is generally not recommended in the Battle Palace. Fortunately, QuakeSlide coverage proved sufficient even without STAB. Furthermore, avoiding Meteor Mash eliminated the risk of unfortunate misses. Leading with Metagross seemed strategically sound due to its excellent defensive typing. However, Spenser’s lead Arcanine in the second battle puts the team at an immediate disadvantage (requiring an immediate switch to Salamence). If I were to repeat this, I would likely position Salamence as the lead.
Battle Factory: Adapting to Randomness
The Battle Factory is unique as it removes team building from the equation. While not as challenging as its Generation 4 counterpart, it remains unpredictable and requires adaptability. Swapping Pokémon doesn’t seem as advantageous as in Generation 4, at least at Level 50. It wasn’t until the 4th round, after swapping after each battle, that my initial Pokémon selection appeared to have superior IVs and higher-ranked sets compared to the other five choices. The hint system is also less informative, mainly focusing on type specializations. Interestingly, I encountered a trainer with Vileplume/Exeggutor/Alakazam and received a hint stating the trainer didn’t specialize in any type – presumably, the Grass and Psychic types negated each other.
The Gold Symbol battle was particularly tense. I faced Noland with Ampharos/Dusclops/Vaporeon against his Miltank/Xatu/Magmar. I started by using Thunder Wave on Miltank, then switched to Vaporeon via Dusclops. Vaporeon, aided by full paralysis, managed to defeat both Miltank and Xatu single-handedly. However, Magmar nearly staged a comeback, finishing off Vaporeon (though Vaporeon reduced Magmar to low health but couldn’t KO due to insufficient Special Attack EVs) and then defeating Dusclops with a critical hit (Magmar was equipped with Scope Lens). Ampharos had already sustained damage from Miltank, and defeat seemed imminent as Magmar possessed a Speed advantage. Yet, Ampharos somehow moved first and secured the victory. Later, I discovered that the Magmar set I faced had Counter in its moveset, suggesting it attempted to use Counter despite being at low health and unable to survive a hit to reflect damage. I owe this win to AI oversight, but I’ll gladly accept any victory!
Battle Pyramid: Conquering Each Round with Specialized Teams
I decided to approach the Battle Pyramid with a bit of creative team building. While it’s possible to clear the Pyramid with a small, core team of 3-5 Pokémon, I opted to meticulously “counter” each round of wild Pokémon with distinct, specialized teams. Breeding Pokémon for each round was time-consuming, but utilizing less common Pokémon made the experience significantly more engaging, and I cleared the Pyramid on my first attempt.
Note that item usage is prohibited upon entering the Pyramid. However, items like Choice Band and Leftovers can be found within the Pyramid and were utilized when appropriate.
Pyramid Team Compositions
Team 1 (Round 1: Paralysis)
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Hitmonlee @ Choice Band
- Ability: Limber
- Nature: Jolly
- IVs: 30/30/30/20/30/31
- EVs: 0 HP / 248 Atk / 8 Def / 0 SpA / 0 SpD / 252 Spe
- Moves: Brick Break / Earthquake / Rock Slide / Hidden Power [Flying]
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Flygon @ Choice Band
- Ability: Levitate
- Nature: Jolly
- IVs: 31/31/31/21/31/31
- EVs: 20 HP / 252 Atk / 4 Def / 0 SpA / 4 SpD / 228 Spe
- Moves: Earthquake / Rock Slide / Fly / Quick Attack
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Linoone @ Amulet Coin
- Ability: Pickup
- Nature: Jolly
- IVs: 31/31/31/14/30/31
- EVs: 4 HP / 252 Atk / 0 Def / 0 SpA / 0 SpD / 252 Spe
- Moves: Return / Shadow Ball / Hidden Power [Ground] / Surf
Limber renders Hitmonlee immune to paralysis, allowing it to effectively KO wild Pokémon with its high Attack and coverage. Flygon was included for general effectiveness and Electric immunity, providing further paralysis protection. Linoone’s sole purpose is Pickup. It successfully obtained a Sacred Ash and other healing items during Round 1, proving its worth. The generally weak opponents in early rounds make Linoone’s presence in battle manageable.
Team 2 (Round 2: Poison)
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Alakazam @ Choice Band
- Ability: Synchronize
- Nature: Timid
- IVs: 31/4/31/31/31/31
- EVs: 4 HP / 0 Atk / 36 Def / 252 SpA / 4 SpD / 212 Spe
- Moves: Psychic / Fire Punch / Thunderpunch / Ice Punch
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Vileplume @ Leftovers
- Ability: Chlorophyll
- Nature: Sassy
- IVs: 31/31/31/31/31/31
- EVs: 252 HP / 0 Atk / 180 Def / 0 SpA / 76 SpD / 0 Spe
- Moves: Sludge Bomb / Giga Drain / Aromatherapy / Moonlight
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Linoone @ Amulet Coin
- Ability: Pickup
- Nature: Jolly
- IVs: 31/31/31/14/30/31
- EVs: 4 HP / 252 Atk / 0 Def / 0 SpA / 0 SpD / 252 Spe
- Moves: Return / Shadow Ball / Hidden Power [Ground] / Surf
I already had Alakazam prepared from another facility and utilized it here as it swiftly dispatches most wild Pokémon in this round. Ludicolo is the primary exception, capable of surviving Alakazam’s attacks. Vileplume was chosen to counter Ludicolo (Poison immunity and Dive resistance). Venusaur, with superior stats, was considered, but Vileplume’s access to Aromatherapy was deemed more valuable (though ultimately unused). Linoone returns for its Pickup ability, acquiring a Choice Band which proved beneficial in later rounds.
Team 3 (Round 3: Burn)
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Houndoom @ Choice Band
- Ability: Flash Fire
- Nature: Timid
- IVs: 31/10/30/30/31/31
- EVs: 4 HP / 0 Atk / 0 Def / 248 SpA / 4 SpD / 252 Spe
- Moves: Flamethrower / Crunch / Hidden Power [Water] / Taunt
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Slowbro @ Leftovers
- Ability: Own Tempo
- Nature: Modest
- IVs: 31/4/31/31/31/31
- EVs: 204 HP / 0 Atk / 0 Def / 252 SpA / 52 SpD / 0 Spe
- Moves: Surf / Psychic / Ice Beam / Rest
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Snorlax @ Chesto Berry
- Ability: Thick Fat
- Nature: Adamant
- IVs: 31/31/31/21/31/31
- EVs: 4 HP / 252 Atk / 252 Def / 0 SpA / 0 SpD / 0 Spe
- Moves: Body Slam / Earthquake / Curse / Rest
Houndoom excels as a lead in this round and reappears in later rounds. Flash Fire and its unique STAB combination allow it to effortlessly defeat most wild Pokémon. Against Vulpix and Weezing, simply using the run option is viable as they only possess Fire-type moves, with no penalty for failed escape attempts. Slowbro serves as backup, addressing concerns about Fire Punch/Hi Jump Kick Medicham potentially surviving Flamethrower and KOing Houndoom. Slowbro also synergizes well with Houndoom. Snorlax was chosen as a third member, despite a double Fighting weakness, and proved effective.
Against Brandon’s Regi team, Slowbro replaced Houndoom as the lead. Slowbro traded KOs with Regirock, which self-destructed at low health. Houndoom fell to Registeel due to Earthquake outdamaging Flamethrower. Snorlax then capitalized, using Curse to sweep the remaining Regis.
Team 4 (Round 4: PP Draining & Pressure)
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Houndoom @ Choice Band
- Ability: Flash Fire
- Nature: Timid
- IVs: 31/10/30/30/31/31
- EVs: 4 HP / 0 Atk / 0 Def / 248 SpA / 4 SpD / 252 Spe
- Moves: Flamethrower / Crunch / Hidden Power [Water] / Taunt
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Slowbro @ Leftovers
- Ability: Own Tempo
- Nature: Modest
- IVs: 31/4/31/31/31/31
- EVs: 204 HP / 0 Atk / 0 Def / 252 SpA / 52 SpD / 0 Spe
- Moves: Surf / Psychic / Ice Beam / Rest
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Flygon @ Choice Band
- Ability: Levitate
- Nature: Jolly
- IVs: 31/31/31/21/31/31
- EVs: 20 HP / 252 Atk / 4 Def / 0 SpA / 4 SpD / 228 Spe
- Moves: Earthquake / Rock Slide / Fly / Quick Attack
This team shares 2/3 of its composition with the previous round’s team. Houndoom remains effective in this round. Wild Pokémon are primarily Ghost-types, with Absol, Dunsparce, and Ninetales also appearing. Houndoom matches up favorably against many of them. Taunt is particularly useful as many of these Pokémon rely on passive moves to deplete PP. Maximizing Houndoom’s PP made this round less stressful. Slowbro’s type synergy remains valuable. Snorlax was replaced, feeling unnecessary after Brandon’s first battle. Flygon was added, perhaps for convenience, but its synergy and the Choice Band acquired earlier proved beneficial.
Team 5 (Round 5: Levitate)
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Gengar @ Choice Band
- Ability: Levitate
- Nature: Timid
- IVs: 31/19/31/21/31/31
- EVs: 28 HP / 0 Atk / 4 Def / 252 SpA / 4 SpD / 220 Spe
- Moves: Hidden Power [Dark] / Psychic / Ice Punch / Thunderbolt
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Snorlax @ Chesto Berry
- Ability: Thick Fat
- Nature: Adamant
- IVs: 31/31/31/21/31/31
- EVs: 4 HP / 252 Atk / 252 Def / 0 SpA / 0 SpD / 0 Spe
- Moves: Body Slam / Earthquake / Curse / Rest
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Flygon @ Choice Band
- Ability: Levitate
- Nature: Jolly
- IVs: 31/31/31/21/31/31
- EVs: 20 HP / 252 Atk / 4 Def / 0 SpA / 4 SpD / 228 Spe
- Moves: Earthquake / Rock Slide / Fly / Quick Attack
Gengar was chosen to counter wild Pokémon as effectively as possible. While its power can be lacking at times, its coverage is excellent, and immunity to moves like Weezing’s Selfdestruct and Flygon’s Earthquake is invaluable. Hidden Power [Dark] was selected to hit Ghost-types. Shadow Ball was an alternative, but it would necessitate a Hasty/Naïve nature and EV reallocation from bulk to Attack, still resulting in lower damage output. Snorlax and Flygon returned as backups.
Team 6 (Round 6: Trapping Abilities)
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Sceptile @ Choice Band
- Ability: Overgrow
- Nature: Timid
- IVs: 31/10/30/31/31/31
- EVs: 44 HP / 0 Atk / 0 Def / 252 SpA / 0 SpD / 212 Spe
- Moves: Leaf Blade / Crunch / Hidden Power [Ice] / Roar
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Lanturn @ Leftovers
- Ability: Volt Absorb
- Nature: Modest
- IVs: 31/4/31/31/31/31
- EVs: 4 HP / 0 Atk / 196 Def / 252 SpA / 52 SpD / 4 Spe
- Moves: Surf / Thunderbolt / Ice Beam / Rest
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Charizard @ Choice Band
- Ability: Blaze
- Nature: Hasty
- IVs: 31/31/30/30/31/31
- EVs: 0 HP / 4 Atk / 0 Def / 252 SpA / 0 SpD / 252 Spe
- Moves: Flamethrower / Hidden Power [Ice] / Earthquake / Toxic
Sceptile easily outspeeds and OHKOs Ground-type trappers. Roar addresses Wynaut and Wobbuffet. Backups were chosen for type synergy. Lanturn, preferred over Starmie for better synergy with Sceptile, and Charizard complete a Grass/Water/Fire core. Blaziken was considered for the Fire role but Charizard’s superior Speed and defensive typing (avoiding double Ground weakness) were favored.
Charizard utilizes Toxic, seemingly an odd choice, but included to counter Blissey, a potential threat encountered during this round. This strategic decision proved effective when facing a Blissey trainer.
Team 7 (Round 7: Ice-types)
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Medicham @ Choice Band
- Ability: Pure Power
- Nature: Hasty
- IVs: 31/31/30/31/30/30
- EVs: 4 HP / 252 Atk / 0 Def / 4 SpA / 0 SpD / 248 Spe
- Moves: Brick Break / Shadow Ball / Hidden Power [Rock] / Psychic
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Lapras @ Leftovers
- Ability: Water Absorb
- Nature: Modest
- IVs: 31/4/31/31/31/31
- EVs: 156 HP / 0 Atk / 100 Def / 252 SpA / 0 SpD / 0 Spe
- Moves: Surf / Ice Beam / Thunderbolt / Rest
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Metagross @ Choice Band
- Ability: Clear Body
- Nature: Adamant
- IVs: 31/31/31/31/30/31
- EVs: 4 HP / 252 Atk / 0 Def / 0 SpA / 0 SpD / 252 Spe
- Moves: Hidden Power [Steel] / Earthquake / Rock Slide / Rest
Likely the most unconventional and least optimal team used in the Pyramid. This round is arguably the most challenging of the ten required for the Gold Symbol. Choice Band Medicham excels as an Ice-type counter, though its average Speed and defenses limit its general versatility. Lapras, while not defensively synergistic with Medicham (Medicham covers Rock and Fighting weaknesses), offers freeze immunity, Water Absorb, and Ice resistance. Lapras can safely switch into certain wild Pokémon, particularly Cloyster, conserving Medicham’s PP. Lapras proved surprisingly effective against trainers, with good coverage and bulk. Metagross completes the team, covering Flying and Rock types and remaining effective against Ice-types. Its moveset mirrors the Battle Palace set, but with an Adamant nature instead of Hasty.
Team 8 (Round 8: Selfdestruct/Explosion/Destiny Bond)
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Gengar @ Choice Band
- Ability: Levitate
- Nature: Timid
- IVs: 31/19/31/21/31/31
- EVs: 28 HP / 0 Atk / 4 Def / 252 SpA / 4 SpD / 220 Spe
- Moves: Psychic / Fire Punch / Thunderbolt / Rest
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Steelix @ Leftovers
- Ability: Sturdy
- Nature: Adamant
- IVs: 31/31/31/27/30/31
- EVs: 76 HP / 252 Atk / 4 Def / 0 SpA / 176 SpD / 0 Spe
- Moves: Earthquake / Rock Slide / Hidden Power [Steel] / Rest
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Milotic @ Leftovers
- Ability: Marvel Scale
- Nature: Modest
- IVs: 31/10/31/30/31/31
- EVs: 180 HP / 0 Atk / 76 Def / 248 SpA / 4 SpD / 0 Spe
- Moves: Surf / Ice Beam / Hidden Power [Grass] / Rest
Gengar reappears, with a modified moveset, leading this team. Its immunity to Selfdestruct and Explosion makes it ideal for this round. The moveset is designed for maximum coverage against wild Pokémon. Psychic targets Weezing and opposing Gengar, while Fire Punch handles Pineco, Forretress, and Shiftry. Levitate and Ghost typing completely wall Golem. Electrode is countered by Steelix. Solrock, however, proved most annoying due to potentially high-damage Psywaves and survivability against Gengar’s attacks. Steelix synergizes well with Gengar, and Milotic completes a solid defensive core.
Team 9 (Round 9: Psychic-types)
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Houndoom @ Choice Band
- Ability: Flash Fire
- Nature: Timid
- IVs: 31/10/30/30/31/31
- EVs: 4 HP / 0 Atk / 0 Def / 248 SpA / 4 SpD / 252 Spe
- Moves: Flamethrower / Crunch / Hidden Power [Water] / Taunt
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Lanturn @ Leftovers
- Ability: Volt Absorb
- Nature: Modest
- IVs: 31/4/31/31/31/31
- EVs: 4 HP / 0 Atk / 196 Def / 252 SpA / 52 SpD / 4 Spe
- Moves: Surf / Thunderbolt / Ice Beam / Rest
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Flygon @ Choice Band
- Ability: Levitate
- Nature: Jolly
- IVs: 31/31/31/21/31/31
- EVs: 20 HP / 252 Atk / 4 Def / 0 SpA / 4 SpD / 228 Spe
- Moves: Earthquake / Rock Slide / Fly / Quick Attack
Houndoom leads again, predictably effective against Psychic-types. Psychic immunity and Taunt effectively counter Wobbuffet. Lanturn provides safer coverage against Slowking (resistant to Crunch, STAB Surf) and Starmie. Fire/Dark coverage handles most threats. Flygon completes the core.
Team 10 (Round 10: Rock-types)
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Heracross @ Choice Band
- Ability: Guts
- Nature: Jolly
- IVs: 31/31/31/21/31/31
- EVs: 0 HP / 252 Atk / 4 Def / 0 SpA / 0 SpD / 252 Spe
- Moves: Brick Break / Megahorn / Earthquake / Rock Slide
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Swampert @ Choice Band
- Ability: Torrent
- Nature: Brave
- IVs: 31/31/31/31/31/31
- EVs: 252 HP / 252 Atk / 0 Def / 0 SpA / 4 SpD / 0 Spe
- Moves: Earthquake / Surf / Ice Beam / Rest
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Aerodactyl @ Choice Band
- Ability: Rock Head
- Nature: Jolly
- IVs: 31/31/30/15/30/30
- EVs: 100 HP / 252 Atk / 16 Def / 0 SpA / 0 SpD / 136 Spe
- Moves: Hidden Power [Rock] / Earthquake / Aerial Ace / Double-Edge
This team is straightforward. The challenge lies in handling both Rock-types and Brandon’s Legendary Birds. Brick Break, Earthquake, and Surf provide ample coverage. The team exhibits reasonable synergy for random trainer battles.
Against Brandon, Choice Band Aerodactyl led, attempting a sweep. Articuno fell, but Hidden Power [Rock] narrowly failed to KO Zapdos, resulting in Aerodactyl’s defeat. Rock Slide might have secured the KO, but Swampert cleaned up regardless.
The Battle Pyramid was conquered!
Battle Dome: Strategic Duos for 2v2 Battles
The Battle Dome was the first facility I completed, considered among the easiest for Gold Symbol acquisition. Requiring only 40 wins, it offers a pseudo-team preview, aiding strategic planning. The key team-building consideration is Pokémon synergy in pairs for 2v2 battles, rather than just team-wide synergy. Standard “goodstuffs” teams generally suffice.
Battle Dome Team
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Skarmory @ Leftovers
- Ability: Sturdy
- Nature: Impish
- IVs: 31/31/31/21/31/31
- EVs: 252 HP / 0 Atk / 0 Def / 0 SpA / 252 SpD / 4 Spe
- Moves: Drill Peck / Toxic / Protect / Rest
Toxic-stalling Skarmory is effective in the Battle Frontier. The AI struggles against this strategy. Skarmory’s resistances and bulk enable easy stalling. Poison opponents and use Protect/Rest as needed.
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Lanturn @ Leftovers
- Ability: Volt Absorb
- Nature: Modest
- IVs: 31/4/31/31/31/31
- EVs: 4 HP / 0 Atk / 196 Def / 252 SpA / 52 SpD / 4 Spe
- Moves: Surf / Thunderbolt / Ice Beam / Thunder Wave
The same Lanturn used in the Pyramid. Thunder Wave replaces Rest for Dome battles, compensating for its low Speed. Surf/Thunderbolt/Ice Beam offer excellent coverage.
While Lanturn’s stats are not exceptional, Volt Absorb and defensive typing are valuable. Many other Water-types share an Electric weakness with Skarmory, which is undesirable. Lanturn avoids this issue, and its Ice resistance is advantageous over Swampert. Skarmory covers Lanturn’s Ground and Grass weaknesses, creating a strong duo. The team’s main drawback is limited immediate power and vulnerability to setup sweepers with Rest, requiring careful decision-making in battle.
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Flygon @ Choice Band
- Ability: Levitate
- Nature: Jolly
- IVs: 31/31/31/21/31/31
- EVs: 20 HP / 252 Atk / 4 Def / 0 SpA / 4 SpD / 228 Spe
- Moves: Earthquake / Rock Slide / Fly / Quick Attack
Choice Band Flygon adds immediate power and rounds out the team. It synergizes well with both Skarmory and Lanturn. Flygon covers Electric, Fire, and Ground weaknesses, while Skarmory covers Dragon and Lanturn covers Ice. Earthquake is the primary move, with Rock Slide for Flying-types. Fly is solely for Breloom. Quick Attack is filler, accidentally inherited during breeding and largely unused.
This team is generally effective but struggles against Tucker’s Latias. Hidden Power [Bug] on Flygon, replacing Quick Attack (or Aerial Ace replacing Fly), is recommended to address this weakness. Fortunately, Latias was absent during my Gold Symbol battle, enabling a relatively easy victory.
Battle Arena: Hyper Offense in Singles Battles
The Battle Arena is less favored due to the inability to switch and forced Pokémon order. This adds a unique team-building element, requiring the leading Pokémon to handle opponents capable of KOing the previous Pokémon.
Hyper offense is favored in this facility. While defensive moves have a role, short battles and scoring systems prioritize attacking over stalling.
Battle Arena Team
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Swampert @ Leftovers
- Ability: Torrent
- Nature: Brave
- IVs: 31/31/31/31/31/31
- EVs: 124 HP / 252 Atk / 4 Def / 0 SpA / 4 SpD / 124 Spe
- Moves: Earthquake / Surf / Ice Beam / Substitute
Swampert is a solid lead. Great coverage and defensive typing allow it to win many 1v1 matchups and gain an advantage. It reliably defeats at least 1.5 Pokémon on average and sometimes sweeps entire teams.
The Brave nature and EV spread require explanation. Brave nature maximizes Attack without reducing Special Attack or defenses. 124 Speed EVs ensure outspeeding Greta’s Umbreon in the Gold Symbol battle, preventing confusion before setting up Substitute. Remaining EVs maximize Attack and defenses. This EV spread worked effectively, though it may not be perfectly optimized.
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Alakazam @ Choice Band
- Ability: Synchronize
- Nature: Timid
- IVs: 31/4/31/31/31/31
- EVs: 4 HP / 0 Atk / 36 Def / 252 SpA / 4 SpD / 212 Spe
- Moves: Psychic / Fire Punch / Thunderpunch / Ice Punch
Alakazam serves as effective backup for Swampert, often entering battles against weakened Pokémon, which it can then finish off with its Speed and power. Psychic is STAB, and elemental punches maximize coverage.
Timid nature with 212 Speed EVs reaches 183 Speed, outspeeding all Frontier Pokémon except Jolteon4 (200 Speed). Remaining EVs enhance power and bulk. 36 Defense EVs, while seemingly insignificant on a frail Pokémon, occasionally allowed Alakazam to survive hits it otherwise wouldn’t have, including surviving Exploud’s Shadow Ball with 1 HP.
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Salamence @ Choice Band
- Ability: Intimidate
- Nature: Hasty
- IVs: 31/31/31/21/31/31
- EVs: 0 HP / 252 Atk / 0 Def / 4 SpA / 0 SpD / 252 Spe
- Moves: Earthquake / Aerial Ace / Brick Break / Fire Blast
Salamence returns as an all-out attacker, rather than a setup sweeper. It’s generally capable of finishing battles if Swampert has established a lead.
Note: This team isn’t optimal for the Silver Symbol battle and may require adjustments for that purpose. As suggested by WalkAway, leading with Alakazam for the Silver battle against Greta is recommended due to her lead Heracross.
The Gold Symbol battle was straightforward. Swampert’s faster Substitute shut down Umbreon, securing an easy win. Sceptile posed a challenge, KOing Swampert. While Alakazam outspeeds and survives Leaf Blade, it lacks OHKO power, becoming vulnerable to a critical hit. Sceptile could then threaten Salamence. Pinsir2 also surprisingly swept my team after surviving an Alakazam attack, using Flail (possibly after a Swords Dance).
Battle Pike: Cleric Support for Endurance Runs
The Battle Pike presents unique team-building challenges: no guaranteed healing after battles and potential double battles.
Battle Pike Team
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Flygon @ Choice Band
- Ability: Levitate
- Nature: Jolly
- IVs: 31/31/31/21/31/31
- EVs: 20 HP / 252 Atk / 4 Def / 0 SpA / 4 SpD / 228 Spe
- Moves: Earthquake / Rock Slide / Fly / Quick Attack
Flygon reappears. Choice Band Earthquakes remain highly effective. Double battles further enhance Earthquake’s value.
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Gyarados @ Lum Berry
- Ability: Intimidate
- Nature: Adamant
- IVs: 30/30/30/22/30/31
- EVs: 0 HP / 248 Atk / 8 Def / 0 SpA / 0 SpD / 252 Spe
- Moves: Hidden Power [Flying] / Earthquake / Protect / Dragon Dance
Gyarados was chosen for its strength and double battle synergy with Flygon. Ground immunity allows Flygon to spam Earthquake safely. Intimidate is valuable in doubles. Gyarados functions well in singles as a Dragon Dancer. Protect is included primarily for doubles, as Gyarados is vulnerable to Electric moves and serves as a lure.
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Blissey @ Leftovers
- Ability: Natural Cure
- Nature: Bold
- IVs: 31/4/31/31/31/31
- EVs: 252 HP / 0 Atk / 252 Def / 0 SpA / 0 SpD / 4 Spe
- Moves: Seismic Toss / Flamethrower / Aromatherapy / Softboiled
Clerics are essential in facilities without guaranteed healing, especially the Pike.
Blissey is the premier cleric, unmatched in its role. Softboiled and massive HP allow easy team healing without significant HP loss. Aromatherapy/Heal Bell remove status, making Blissey a portable Pokémon Center (excluding PP recovery).
Natural Cure is key to Blissey’s cleric effectiveness in the Frontier. It negates status from Pike wild Pokémon, enabling status removal from teammates with little consequence. Even if Blissey is statused after Aromatherapy, fleeing eliminates the status, avoiding PP waste and further attacks. This distinguishes Blissey from Miltank, the only other Pokémon (excluding Smeargle) with Softboiled/Milk Drink and Heal Bell/Aromatherapy (Miltank being readily available in Emerald as a trade-free alternative to Chansey/Blissey).
Blissey is less effective in direct battles, but its cleric role outweighs this. Its exceptional special bulk walls many threats. Moves beyond Softboiled/Aromatherapy are flexible: BoltBeam or Toxic/Protect are viable options.
Pike strategy involves consulting the attendant for room hints. Avoiding battles is generally advisable. Room statements and strategies:
- “Aroma of Pokémon”: Usually wild Pokémon rooms, effectively free rooms if you have a fast lead to flee (Wobbuffet appears later in the Pike). Status removal opportunities. Occasionally a single trainer battle – manageable if healthy, healing provided afterwards.
- “Whispering”: Generally safe. Idle NPC rooms or double battles, manageable with a healthy team due to 3-on-2 advantage.
- “Presence of People”: Avoid these rooms. Typically single 3-on-3 battles with no healing. Small chance of a nurse for full team heal – risky to rely on with a weakened team due to increased trainer encounter chance.
- “Wave of Nostalgia”: Status infliction or 1-2 team member heal (usually status). Guaranteed no trainer battle, extending streak by at least 2 rooms. Generally avoid due to status risk. Cleric can mitigate status, but entering battle after team status is undesirable. Enter this room as the last room of a Pike run or if the team is already statused (may guarantee heal).
Thanks for reading!