Neoseeker : Pokémon Rumble Blast : Pokémon Rumble Blast FAQs : Pokémon Rumble Blast FAQ/Walkthrough

Pokémon Rumble Blast FAQ/Walkthrough

by KeyBlade999   Updated to v1.30 on

Winner of GameFAQs's FAQ of the Month award for the month of March of 2014! Huge thanks go out to those who helped me to achieve this!
                   _____      _
                  |  __ \    | |
                  | |__) |__ | | _____ _ __ ___   ___  _ __
                  |  ___/ _ \| |/ / _ \ '_ ` _ \ / _ \| '_ \
                  | |  | (_) |   <  __/ | | | | | (_) | | | |
                  |_|   \___/|_|\_\___|_| |_| |_|\___/|_| |_|
        _____                 _     _            _____  _
       |  __ \               | |   | |          |  __ \| |          _
       | |__) |   _ _ __ ___ | |__ | | ___      | |__) | | __ _____| |_
       |  _  / | | | '_ ` _ \|  _ \| |/ _ \     |  __ <| |/ _` / __|  _|
       | | \ \ |_| | | | | | | |_) | |  __/     | |__) | | (_| \__ \ |_
       |_|  \_\__,_|_| |_| |_|____/|_|\___|     |_____/|_|\__,_|___/\__|

  • Game: Pokémon Rumble Blast
  • Console: Nintendo 3DS
  • File Type: Formatted FAQ/Walkthrough
  • Author: KeyBlade999 (a.k.a. Daniel Chaviers)
  • Version: v1.35
  • Time of Update: 11:16 PM 4/23/2014
  • File Size: 427 KB



Donations

While I do write all of my guides for free, it does take a lot of time and effort to put them together. If you're feeling generous and want to show your appreciation, I am gladly accepting donations. I don't know exactly what the donations will be used for, but just know that you would definitely be helping me make more quality FAQs! Even the smallest donation amounts are appreciated, and they are a great way to say how much you appreciate the work I do. If you do decide you'd like to donate, please send the donations through PayPal at the e-mail address listed below. Thank you so very much for at least considering this!!


Donation/Contact E-Mail

keyblade999.faqs@gmail.com





Introduction

Hello, and welcome to my first Pokémon FAQ in a little while. Not too long ago, I ended up writing an FAQ for the still-somewhat-new Pokémon X/Y, the start of Generation VI of Pokémon on the 3DS. I've actually written quite a few Pokémon-related FAQs, including all of the mainstream games and a good chunk of the side series, but Pokémon Rumble Blast is actually quite new to me. Well, sort of. Rumble Blast came out in 2011 not long after the release of Pokémon Black/White Versions on the DS that initiated Generation V. Initially, I had intended to write an FAQ for it, but ... actually, I don't really know what got in my way at the time. It was a few years ago, after all. =P

That said, a part of it was simply not being able to own it. Luckily, due to people donating to my FAQs, I have been able to buy some eShop cards and download this excellent Pokémon game onto my 3DS XL, alongside some others I plan to deal with in coming months - although Bravely Default and FFX/X-2 kinda stand in the way of that. (And did, once I hit Chapter 4-3 on this guide!) Well, might as well start this series of major works off right with something I really love!

Hope you enjoy!





Walkthrough

Walkthrough Format (READ!)

Much of the walkthrough is divided into the game's chapters. Each chapter is divided into its sub-chapters (1-1, 1-2, etc.), and, from there, the guide is subdivided into each area, like a forest or the like. Much of the game will take place in these areas. Most of them will begin with a chart like the below:


LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Oshawott Water Fire, Rock, Ground Grass, Electric
Pikachu Electric Flying, Water Ground
Sewaddle Grass/Bug Water, Rock, Ground, Dark, Psychic. Grass Flying (4x), Fire (4x), Ice, Bug, Poison, Rock
Snivy Grass Water, Rock, Ground Fire, Ice, Poison, Flying, Bug
Tepig Fire Grass, Ice, Bug, Steel Rock, Water, Ground

Each chart will list the Pokémon found in the area alphabetically by species (Pikachu, Snivy, etc.). You will also be given the Pokémon's type. Each Pokémon has a type attributed to it that makes attacks weaker or stronger; additionally, moves of the user's type (such as Pikachu using Thunderbolt, an Electric move) get a 50% power bonus called STAB (Same Type Attack Bonus). The important parts of the type interpretation are found to the right of the Pokémon's type, which I'll detail momentarily. As you can probably guess if you know the game well enough, each species also has a set Attack, Defense, and Speed stat - while I would put this here if I could, such data would take up room that I do not have for the tables and it would cause undesirable wrapping of text. Since that info is pretty immaterial to those properly using types advantages to their ... well, advantage, you will probably want to refer to the [[Pokémon Data]] section for that.

As for what I was meaning by "important parts of the type interpretation"? First are the Pokémon's advantages. While all Pokémon in this game can have two moves at a time, their types can vary, and it is impossible to list every advantage all of the Pokémon total of a species will have - thusly, I narrow it down to the most important advantage. Remember that STAB I mentioned? That's what I'm talking about - these are the Pokémon types who will take extra damage from moves of the enemy's type: for example, Snivy using Vine Whip (a Grass-type move) will do extra damage to Water-, Rock-, and Ground-type Pokémon, and that damage is further boosted due to STAB, which makes those Pokémon extremely undesireable in combat against Snivy.

Also listed are the Pokémon's weaknesses. Just as the enemy can do extra damage to you, you can do extra damage to them! Listed in this column are the types of moves that will deal additional damage to Pokémon of this type.

A special example - to some extent - occurs with Sewaddle. In reality, most Pokémon are dual-typed - that is to say, they have two types. Thusly, they gain STAB from two types of moves. For example, Sewaddle could use Absorb (Grass) or Bug Bite (Bug) and get a STAB bonus. This is accounted for in the chart; you'll notice that dual-typed Pokémon thusly seem to have more advantages. Additionally, some Pokémon can have a dual-weakness to some move types: for example, both Grass and Bug are weak to both Flying and Fire, so Sewaddle takes massive damage from Flying and Fire moves like Aerial Ace and Ember. These dual-weaknesses are labeled with "(4x)" in the chart - while I'm not 100% sure it's precisely quadruple damage like in the mainstream games, it's a simple and familiar notation that works well. (For relevance, unlabeled weaknesses could be seen as "(2x)", doubled damage.)

NOTE THAT NOT EVERY POKÉMON LISTED HERE WILL ALWAYS APPEAR. Sometimes, it's pure randomness or bad luck on your part. Sometimes, you have to beat the sub-chapter (1-1, 1-2, etc.) to let them in. And, sometimes, you have to meet certain conditions. These will be noted as necessary, however, below the chart.



Most areas will also list off some simple info about it, like below.

  • Dominant Types: Water
  • General Power: 470 ~ 520
  • Preferred Pokémon: Grass is largely preferred due to the number of Water/Ground Pokémon that are only weak to Grass.

Okay, the above is kinda a superficial version of what I speak of, but it's hard to do it without having a chart to work off, either. =P In any case, I list three things. First are the main Pokémon types you'll see fighting you in an area. This is not made by going through and counting one by one everyone's type, simply an observational notice. 

Second comes the approximate level of Power each Pokémon has in the area - it varies (and is significantly higher for bosses), so be warned, but it's a general idea of what to expect. (Power is a numerical estimation of the Pokémon's strength, all taken into account. You see it when you switch Pokémon.) The most important note about this is that it is a general range (there are some deviants, of course) and that this is an estimation based on when I first went through there. Later-game details - most prominently the World Rank - will affect this in certain ways that can really skew it off. Since the walkthrough was somewhat designed to be followed start-to-end (even if it rarely is), it remains here to help the first-timers and the like.

Finally, the last bullet mentions the best Pokémon in general for the area. Depending on the area, I may go off and name specific species of Pokémon or give certain conditional info. For the most part, this third bullet just relies on type-based information and is the Pokémon you will want to use if you plan on going through this area without switching. There's no disadvantage to switching, just that it can be a little inconvenient. To each their own.



Finally, to round out the area is a little bit of a walkthrough as necessary. In reality, the Pokémon encounters found in most areas are randomized to some extent, even if the areas are geographically the same (and even then, it's a linear trip that anyone should be able to easily navigate). The random encounters are basically swarms of Pokémon listed in the table above the pseudo-walkthrough. Some areas will get a detailed walkthrough when they are not random - such as Beginner's Park and the Battle Royales - and any area with a boss gets some appropriate details, but I can only do so much. Sorry. >_>


That said, let's get this guide over with!


Prologue: Beginner's Park


  • Dominant Types: Varied
  • General Power: 30
  • Preferred Pokémon: You'll have to switch out effectively; a given, since this is moreso a tutorial

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Klink Steel Ice, Rock Fire, Ground, Fighting
Oshawott Water Rock, Fire, Ground Grass, Electric
Panpour Water Rock, Fire, Ground Grass, Electric
Pansage Grass Water, Rock, Ground Flying, Ice, Bug, Fire, Poison
Pansear Fire Bug, Ice, Grass, Steel Water, Rock, Ground
Scraggy Dark/Fighting Ghost, Psychic, Normal, Ice, Rock, Dark, Steel Flying, Fighting
Snivy Grass Water, Rock, Ground Flying, Ice, Bug, Fire, Poison
Tepig Fire Bug, Ice, Grass, Steel Water, Rock, Ground
Victini Fire/Psychic Bug, Ice, Grass, Steel, Poison, Fighting Water, Rock, Ground, Ghost, Dark
Zekrom Electric/Dragon Dragon, Flying, Water Dragon, Ground, Ice

This game begins in Beginner's Park. For the most part, it's just so you can get used to the controls and whatnot. That said, you will begin with a Pikachu (yay!) - Pikachu is an Electric-type Pokémon that is weak to Ground and advantageous to Flying and Water. To move, you can use the Circle Pad; A and B let you attack (if an attack is in that slot - you start with just ThunderShock in slot A); and X opens the menu where you can switch Pokémon. Okay so far?

If so, go northeast and battle the two Pansear - remember to gather the "P" (Poké - a unit of money in this game) that is dropped! Further ahead are some Pansage, with quite a few Panpour beyond. Once you're done with them, go northeast and use the catapult to go into the next area like you will for much of the game.

As you go into the next area, you'll see an Oshawott to the northeast. It's a bit stronger than the rest of the Pokémon around here. Lucky you, are guaranteed to be able to recruit this starter - you can recruit Pokémon if you defeat them and a small, glowing, toy version of them appears where they fell. Some Pokémon (mostly here) are guaranteed recruits; some are not allowed; and the otherwise-odds are about 5% ~ 10%. You will be told how to switch Pokémon (press X, then choose the Pokémon). Switch to Oshawott now. Further to the northeast, you can use his Aqua Jet (A Button) to fight off the Tepigs and Pansears; one Tepig will be able to be befriended, so do so, then switch to him to battle the Pansages and Snivys nearby. One Snivy can be befriended, too!

Go northeast to the catapult to the next area. Switching to Tepig here will be best to deal with the Snivy ahead. The clearing beyond has some Oshawott, so go for Snivy there. (Snivy is stronger than Pikachu.) Further ahead are some Scraggy - you have neither advantage nor weakness concerning them, so pick who you will, or just stay Snivy if you're lazy like me. =P Further to the northeast are some Tepig and the legendary (but cute~!) Victini, so switch to Oshawott and just drown 'em. You will also get Victini recruited, so yay~!

Further to the northeast is a special "!" catapult, which typically notes that a boss is ahead, so look out! You'll fight a Zekrom there - yes, a legendary Dragon, and so early, too... For the most part, you want to avoid using Oshawott (due to Electric moves) and Pikachu (due to the dual Electric resistance on Zekrom). All of your Pokémon will only do half-damage at best to him, so Victini - your most powerful - is probably best. Plus, Zekrom is allied by some Klinks, so Victini's Flame Charge helps a lot to melt 'em.

Zekrom will not take much damage during the fight, but your responsibility to not to beat him, just weaken him a bit for now. He'll fly off after a bit as the platform collapses beneath you, sending you falling way down...



Chapter 1: Battle Royale!



Chapter Flowchart









Chapter 1-1: Toy Town



LOCAL POKÉMON FOUND IN THE OVERWORLD
Pokémon Species Pokémon Type Advantages Weaknesses
Patrat * Normal N/A Fighting

NOTE (*): This Pokémon will not appear in the overworld until reaching Chapter 1-2.

After the events in Beginner's Park, you'll find that you have fallen into Toy Town. A Scraggy there suggests you visit the fountain to the north. The Glowing Fountain, a feature of every town, is one where you can get some Glowdrops to fully heal the HP of all the Pokémon you have. You can also look around at some of the various facilities in the town, but most are non-functional or too expensive. Once you heal, you can leave Toy Town after the scene. (Don't worry - you can always return to use their facilities!) Once on the overworld map, you can find a Meadow and a Forest to the east of town, described below.



Chapter 1-1: Meadow



  • Dominant Types: Normal, with some Fire mixed in
  • General Power: 60 ~ 80
  • Preferred Pokémon: Oshawott, due to the advantage over Fire, but he easily dies due to being weak. Minccino with DoubleSlap is pretty good, too.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Audino * Normal N/A Fighting
Cinccino * Normal N/A Fighting
Delcatty Normal N/A Fighting
Minccino Normal N/A Fighting
Patrat Normal N/A Fighting
Pignite Fire/Fighting Bug, Ice, Grass, Steel, Rock, Normal, Dark Water, Ground, Psychic, Flying
Rattata Normal N/A Fighting
Raticate * Normal N/A Fighting
Skitty Normal N/A Fighting
Tepig Fire Bug, Ice, Grass, Steel Water, Rock, Ground
Togepi Normal N/A Fighting
Watchog * Normal N/A Fighting

NOTE (*): These Pokémon will not appear until you beat the game.

The final area features a boss to the north, a Pignite, the evolved form of Tepig. It's pretty easy if you're using Oshawott or Minccino as I recommended, especially one with Water Pulse since it's ranged. Be sure to pick up the money after the battle, then use the catapult at the north side to leave the area. Heal up in Toy Town, too!



Chapter 1-1: Forest



  • Dominant Types: Varied, but Grass slightly dominates
  • General Power: 60 ~ 80
  • Preferred Pokémon: Tepig or Emboar, preferably with a Fire-type move

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Audino * Normal N/A Fighting
Emolga Electric/Flying Fighting, Grass, Bug, Flying, Water Rock, Ice
Pansage Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Pichu Electric Water, Flying Ground
Pidove Normal/Flying Fighting, Grass, Bug Rock, Electric, Ice
Pikachu Electric Water, Flying Ground
Servine Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Snivy Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Zorua Dark Ghost, Psychic Fighting, Bug
Zoroark * Dark Ghost, Psychic Fighting, Bug

NOTE (*): These Pokémon will not appear until you beat the game.

The final area is a boss battle versus Servine and some Snivy. Tepig or Emboar become really useful here due to their advantage. There's not much to worry over here except Servine's Leaf Tornado, which can make staying near it a bit difficult. Overall, a pretty easy area - don't worry, it gets tougher later.



Chapter 1-1: Battle Royale



  • Difficulty: Power around 70
  • Pokémon Fought: 32 total
  • Prize: 100 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Axew Dragon Dragon Dragon, Ice
Igglybuff Normal N/A Fighting
Lillipup Normal N/A Fighting
Pansage Grass Water, Rock, Ground Fire, Ice, Flying, Poison, Bug
Pansear Fire Grass, Ice, Bug, Steel Rock, Water, Ground
Pichu Electric Water, Flying Ground
Rattata Normal N/A Fighting
Scraggy Dark/Fighting Ghost, Psychic, Normal, Ice, Rock, Dark, Steel Flying, Fighting

Be sure to heal before coming here! It's also pretty smart to have a Pokémon with a Power above 70 - I managed to recruit the Servine from the Forest, so I was already set. (Then again, I also had some 90+ Emolga, Minccino, and Tepig.) There's not really an ideal Pokémon (that you can have at 70+), so there's not much to worry.

As you enter, your team will be examined to find someone with a Power above 70 - it's a requirement of this one, so you have to do it. After finding one suitable for combat, you'll be told the general rules of the Battle Royale: basically, it's a free-for-all Pokémon rumble; no one has any ally, so you'll often find enemies hitting each other. To prevent people from sitting back and watching, later Royales will have a timer, but this one won't for now. In any case, you need to beat anyone to win. You cannot switch Pokémon unless you're KO'ed, in which case you can - however, three KO'ed Pokémon marks a loss.

Anyhow, once you're ready, you may want to consider purchasing the Cut move in the northeast corner of the area. This is best if the Pokémon you have only has a 1-star move (remember to account for STAB!), and especially with a Normal-type. In any case, get on the catapult once you're ready. Battling itself is pretty easy so long as you meet the conditions and have spares to back you up. Here, it's better to try to get into the fray from the fringes of it (since it all tends to bunch up immediately) to prevent getting hurt (a lot) and to make it easier to hit others. But do as you will - being trigger-happy also works. Axew and Scraggy are the boss enemies here, but there's nothing much either can do to you unless you got a Normal type or Zorua from before.




Chapter 1-2: Arrival



LOCAL POKÉMON FOUND IN THE OVERWORLD
Pokémon Species Pokémon Type Advantages Weaknesses
Ducklett Water/Flying Fire, Rock, Ground, Grass, Fighting, Bug Electric (4x), Rock

After the Royale in 1-1, as with all later ones, the gate to the next portion of the area will open up outside. You can heal back in Toy Town before going; you'll have a scene with Pawniard and his crones on the way. In that part of the overworld, you can speak with the Excadrill in the hole to make a quick way to Toy Town and back. In any case, near the hole are a Beach and a Meadow, with the Battle Royale further to the northeast.



Chapter 1-2: Beach



  • Dominant Types: Water
  • General Power: 90 ~ 110
  • Preferred Pokémon: Pikachu or Pichu, preferably from the Chapter 1-1 Meadow

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Buizel Water Fire, Rock, Ground Electric, Grass
Dewott Water Fire, Rock, Ground Electric, Grass
Ducklett Water/Flying Fire, Rock, Ground, Grass, Fighting, Bug Electric (4x), Rock
Floatzel * Water Fire, Rock, Ground Electric, Grass
Horsea Water Fire, Rock, Ground Electric, Grass
Octillery * Water Fire, Rock, Ground Electric, Grass
Oshawott Water Fire, Rock, Ground Electric, Grass
Panpour Water Fire, Rock, Ground Electric, Grass
Remoraid Water Fire, Rock, Ground Electric, Grass
Wingull Water/Flying Fire, Rock, Ground, Grass, Fighting, Bug Electric (4x), Rock

NOTE (*): These Pokémon will not appear until you beat the game.

The final area is one with a boss: Dewott, allied by Oshawott. This battle can be a bit difficult since they all have a ranged attack of some sort, meaning that you want to keep those Oshawott away. I found using Servine with Leaf Tornado - a ranged and somewhat wide Grass-type move - to be somewhat effective in that.



Chapter 1-2: Meadow



  • Dominant Types: Normal
  • General Power: 100 ~ 120
  • Preferred Pokémon: Pignite or anyone with a Fighting-type move

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Buneary Normal N/A Fighting
Castform * Normal N/A Fighting
Herdier Normal N/A Fighting
Hoppip Grass/Flying Water, Rock, Ground, Grass, Bug, Fighting Ice (4x), Fire, Rock, Poison, Flying
Jumpluff * Grass/Flying Water, Rock, Ground, Grass, Bug, Fighting Ice (4x), Fire, Rock, Poison, Flying
Lillipup Normal N/A Fighting
Lopunny * Normal N/A Fighting
Minccino Normal N/A Fighting
Mightyena * Dark Ghost, Psychic Fighting, Bug
Poochyena Dark Ghost, Psychic Fighting, Bug
Skiploom Grass/Flying Water, Rock, Ground, Grass, Bug, Fighting Ice (4x), Fire, Rock, Poison, Flying
Spearow Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric

NOTE (*): These Pokémon will not appear until you beat the game.

At the entrance of the forest, you can find a Move Vendor to teach you Low Sweep, a 2-star Fighting move.

The boss of this area is Herdier, who is allied by Lillipup. It's a pretty easy fight to some extent, since they don't have a lot of contact moves, but Herdier does have the usual attack that pushes you back and another that really moves him forward, so it's best to attack him from behind.




Chapter 1-2: Battle Royale



  • Difficulty: Power around 120
  • Pokémon Fought: 38 total
  • Prize: 200 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Croagunk Poison/Fighting Normal, Ice, Rock, Steel, Dark, Grass Psychic (4x), Ground, Flying
Ducklett Water/Flying Fire, Rock, Ground, Grass, Fighting, Bug Electric (4x), Rock
Emolga Electric/Flying Fighting, Grass, Bug, Flying, Water Rock, Ice
Magikarp Water Fire, Rock, Ground Electric, Grass
Minccino Normal N/A Fighting
Panpour Water Fire, Rock, Ground Electric, Grass
Patrat Normal N/A Fighting
Sawk Fighting Normal, Ice, Rock, Steel, Dark Psychic, Flying
Throh Fighting Normal, Ice, Rock, Steel, Dark Psychic, Flying
Tyrogue Fighting Normal, Ice, Rock, Steel, Dark Psychic, Flying

When you enter the area, you'll be told about having met (or not) a Pokémon with a Power over 120, a requirement for this Royale. This Royale and all future others will have a time limit displayed in the top-left corner, usually starting somewhere between 30 and 60 seconds. It's obviously not a lot of time, but you can increase the amount of time you have by picking up the clock-shaped pick-ups dropped during the battle. Also note that, in the top-right corner of the entrance hall, you can get the Fighting move Rock Smash at two stars for some money, which you may find useful. Once ready, stand on the catapult nearby.

The battle itself will eventually just become an all-out brawl in the center of the area since most of these Pokémon won't have any ranged moves. Wide, sweeping moves like Bite and DoubleSlap can become quite useful here, as could ranged moves since you wouldn't have to put yourself in much danger. Pokémon like Spearow were my favorite here due to their ability to use Aerial Ace, which is great against the bosses that Sawk and Throh are.




Chapter 1-3: Arrival



LOCAL POKÉMON FOUND IN THE OVERWORLD
Pokémon Species Pokémon Type Advantages Weaknesses
Panpour Water Fire, Rock, Ground Electric, Grass
Pansage Grass Water, Rock, Ground Fire, Ice, Flying, Poison, Bug
Pansear Fire Grass, Ice, Bug, Steel Water, Rock, Ground

After having completed your second Battle Royale, you can proceed into the final segment of Chapter 1, Echo Valley. As you arrive, you'll meet up with Pawniard's gang again, who hints at the type exclusiveness in the next Royale, cleverly evading the question of the missing Glowdrops. Anyhow, as you enter the area, you can find Excadrill to the north to make a tunnel back to Toy Town - be sure to use that to heal. 

Nearby, you'll find both a Forest and a Beach, with a Cave and three Battle Royales to the north. There are three Battle Royales for a reason: each one requires a specific type, and their difficulty ascends from 160 to 170 to 180 from west to east. That means you'll have to look carefully in the Forest for a good Grass-type to recruit, on the Beach for a good Water-type, and in the Cave for a good Fire-type for each Battle Royale. Obviously, I recommend the boss Pokémon of each area, but you can also work with something weaker if you'd rather. In any case, you have to beat all three Royales to proceed onward.




Chapter 1-3: Forest



  • Dominant Types: Grass
  • General Power: 160 ~ 180
  • Preferred Pokémon: Fire- or Flying-type Pokémon suffice

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Blissey * Normal N/A Fighting
Chansey * Normal N/A Fighting
Deerling (Spring Forme) Grass/Normal Water, Rock, Ground Fire, Ice, Flying, Poison, Bug, Fighting
Happiny Normal N/A Fighting
Pansage Grass Water, Rock, Ground Fire, Ice, Flying, Poison, Bug
Oddish Grass/Poison Rock, Water, Ground, Grass Fire, Ice, Flying, Psychic
Sawsbuck (Spring Forme) * Grass/Normal Water, Rock, Ground Fire, Ice, Flying, Poison, Bug, Fighting
Shroomish Grass/Poison Rock, Water, Ground, Grass Fire, Ice, Flying, Psychic
Simisage Grass Water, Rock, Ground Fire, Ice, Flying, Poison, Bug
Snivy Grass Water, Rock, Ground Fire, Ice, Flying, Poison, Bug
Sunflora * Grass Water, Rock, Ground Fire, Ice, Flying, Poison, Bug
Sunkern Grass Water, Rock, Ground Fire, Ice, Flying, Poison, Bug
Wurmple Bug Dark, Grass, Psychic Fire, Flying, Rock

NOTE (*): These Pokémon will not appear until you beat the game.

The entrance to this area features a Move Vendor for the move Growl, which is a status move that lowers the Attack of surrounding Pokémon. Other than that, this becomes the somewhat-typical area. Of the Pokémon here, Deerling makes a great Grass-type ally for that Battle Royale, but it may be me being biased to Fighting moves since it often knows Double Kick. >_> <_< Oddish and Shroomish also work if they know a Poison-type move; that'll let it have an advantage in that Grass-filled battle.

The boss of the area is a Simisage, the evolved form of the annoying Pansage you've encountered up to this point. He acts similarly, so a strategy won't really go beyond the use of Fire- or Flying-type Pokémon and sneaking up behind Simisage. Just look out for its Seed Bomb - it's pretty nasty!




Chapter 1-3: Beach



  • Dominant Types: Water
  • General Power: 170 ~ 180
  • Preferred Pokémon: Electric-types are best, but Grass can work okay, too

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Clamperl Water Rock, Fire, Ground Grass, Electric
Corsola Water/Rock Rock, Fire, Ground, Bug, Ice, Flying Grass (4x), Electric, Ground, Fighting
Finneon Water Rock, Fire, Ground Grass, Electric
Gorebyss * Water Rock, Fire, Ground Grass, Electric
Huntail * Water Rock, Fire, Ground Grass, Electric
Lumineon * Water Rock, Fire, Ground Grass, Electric
Oshawott Water Rock, Fire, Ground Grass, Electric
Panpour Water Rock, Fire, Ground Grass, Electric
Simipour Water Rock, Fire, Ground Grass, Electric
Staryu Water Rock, Fire, Ground Grass, Electric
Tentacool Water/Poison Rock, Fire, Ground, Grass Ground, Psychic, Electric
Wingull Water/Flying Rock, Fire, Ground, Grass, Bug, Fighting Electric (4x), Rock

NOTE (*): These Pokémon will not appear until you beat the game.

The boss of this area is a Simipour. Simipour actually is pretty powerful - most of the Pokémon you've recruited insofar will die within two Water Guns from it, and that's not accounting for its Panpour allies. >_> The best thing to do here would likely grab someone like Simisage that has Vine Whip - because of Simipour's size, it'll hit several times for a lot of damage.



Chapter 1-3: Cave



  • Dominant Types: Fire
  • General Power: 175 ~ 195
  • Preferred Pokémon: Water-types, especially those with ranged moves like Bubblebeam or Water Pulse

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Growlithe Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Magby Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Pansear Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Simisear Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Tepig Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Vulpix Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Woobat Psychic/Flying Poison, Fighting, Bug, Grass Dark, Ghost, Rock, Ice, Electric
Wobbuffet * Psychic Poison, Fighting Dark, Bug, Ghost
Wynaut Psychic Poison, Fighting Dark, Bug, Ghost

NOTE (*): These Pokémon will not appear until you beat the game.

As could be expected if you played the other two areas of Chapter 1-3, the boss here is a Simisear, the evolved form of Pansear, by whom it is allied. It will hit most of your Pokémon pretty hard like the other two - this time with Fire-type moves - but its size is its downfall if you have moves like Bubblebeam, which will hit it multiple times.



Chapter 1-3: Grass-Type Battle Royale



  • Difficulty: Power around 160
  • Pokémon Fought: 28 total
  • Prize: 300 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Bayleef Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Bulbasaur Grass/Poison Water, Rock, Ground, Grass Fire, Ice, Flying, Psychic
Chikorita Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Grovyle Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Grotle Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Ivysaur Grass/Poison Water, Rock, Ground, Grass Fire, Ice, Flying, Psychic
Treecko Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Turtwig Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison

This will probably be one of the easiest Battle Royales, in no small part because it has the lowest Power requirement. Recommended Pokémon include those like Shroomish and Oddish, mostly if they know a Poison-type move for STAB and super-effective damage on Grass Pokémon. If you want, you can also purchase a 1-star Vine Whip in the top-right corner - it's a decent Grass move.

The Battle Royale can be a bit difficult if you don't have some kind of move on your Grass-types that can deal out super-effective damage, since most moves will be restricted to 3/4-damage. (STAB is +50% to 1.5x, then not-very-effective damage halves to 0.75x, and some take 3/8-damage to halve it against to 0.375x.) The best you can probably do is more likely then something like Deerling, which can be devastating with its sweeping often-3-star Double Kick, which happens to be what I used. Other than that, try to just pick off isolated Pokémon.




Chapter 1-3: Water-Type Battle Royale



  • Difficulty: Power around 170
  • Pokémon Fought: 28 total
  • Prize: 300 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Croconaw Water Rock, Fire, Ground Grass, Electric
Marshtomp Water Rock, Fire, Ground Grass, Electric
Mudkip Water Rock, Fire, Ground Grass, Electric
Piplup Water Rock, Fire, Ground Grass, Electric
Prinplup Water Rock, Fire, Ground Grass, Electric
Squirtle Water Rock, Fire, Ground Grass, Electric
Totodile Water Rock, Fire, Ground Grass, Electric
Wartortle Water Rock, Fire, Ground Grass, Electric

This is the medial difficulty of the three Royales here, and it requires Pokémon of the Water type. Since pretty much everyone here is a pure Water-type, you want a Pokémon that is at least part-Water and can use a non-Water STAB move - for example, Wingull (Water/Flying) with Wing Attack (Flying) or Tentacool (Water/Poison) with Acid (Poison). I happened to use the latter. Also note the Move Vendor in the top-right corner: it can teach Water Gun, which might be useful if you're in a pinch for an STAB move.

This battle will be difficult if you don't have a ranged move. Most of the Pokémon you'll fight here have a ranged move of some kind - usually Water Gun - so staying out of the fray is nigh impossible. If you are in a pinch for a such a move, Water Gun - although the Pokémon here resist it - can suffice and help you pick off stragglers from the herd. Alternatively, you can try befriending Tentacool as I did to get one with Acid.




Chapter 1-3: Fire-Type Battle Royale



  • Difficulty: Power around 180
  • Pokémon Fought: 28 total
  • Prize: 300 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Charmander Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Charmeleon Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Chimchar Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Combusken Fire/Fighting Grass, Ice, Bug, Steel, Rock, Normal, Dark Water, Ground, Psychic, Flying
Cyndaquil Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Monferno Fire/Fighting Grass, Ice, Bug, Steel, Rock, Normal, Dark Water, Ground, Psychic, Flying
Quilava Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Torchic Fire Grass, Ice, Bug, Steel Water, Rock, Ground

We finally come to the most difficult of the three Battle Royales, this one forcing the use of Fire-type Pokémon. It's pretty hard to get an ideal Pokémon for this one, since most of the Fire-type Pokémon around here only delegate themselves to Fire-, Normal-, or Dark-type moves. I did manage to get a Tepig from the Cave by chance that had Rock Tomb (Rock), which is immensely useful in this battle. Alternatively, you could stick with a neutrally-effective move, or you can buy a 2-star Ember (Fire) here.

The battle itself is one you can handle with an aggressive strategy. With my Rock Tomb Tepig, I basically ran around and mashed the B Button to finish the battle in just over 30 seconds. You could do a similar thing if you're using other attacks - I don't really know why it's effective, but it is.




Chapter 1-4: Arrival



LOCAL POKÉMON FOUND IN THE OVERWORLD
Pokémon Species Pokémon Type Advantages Weaknesses
Blitzle Electric Water, Flying Ground
Purrloin Dark Ghost, Psychic Bug, Fighting

After having finished all three of the Battle Royales in Chapter 1-3, you'll be congratulated for your efforts. You'll then be told that Pawniard has already moved on to another area with his gang by tagging along with some other group. In any case, in the overworld map, go east and on to the next area. After the scene there, you're free to move around 'n' stuff.

Just east of the entrance to the area, you can quickly find a Forest and a Beach. Excadrill is to the northwest of the latter to make a quick tunnel back into Toy Town, so be sure to use it! Just northwest of him is a Meadow, and east of there is a Tower. The far northern portion of the area houses a two-part Battle Royale, which has a Power baseline of 250, so I'd recommend trawling through the other areas first.




Chapter 1-4: Forest



  • Dominant Types: Bug and Normal
  • General Power: 210 ~ 235
  • Preferred Pokémon: Fire-type Pokémon do well-enough here, though the ideal Pokémon is something like Pignite or someone with Fire- and Fighting-type moves

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Beautifly Bug/Flying Psychic, Grass, Dark, Bug, Fighting Rock (4x), Fire, Flying, Ice, Electric
Cascoon Bug Psychic, Grass, Dark Fire, Flying, Rock
Deerling (Spring Forme) Grass/Normal Water, Rock, Ground Fire, Ice, Flying, Poison, Bug, Fighting
Dustox Bug/Poison Psychic, Grass, Dark Fire, Flying, Rock, Psychic
Igglybuff Normal N/A Fighting
Jigglypuff Normal N/A Fighting
Liepard Dark Ghost, Psychic Bug, Fighting
Purrloin Dark Ghost, Psychic Bug, Fighting
Sawsbuck (Spring Forme) * Grass/Normal Water, Rock, Ground Fire, Ice, Flying, Poison, Bug, Fighting
Silcoon Bug Psychic, Grass, Dark Fire, Flying, Rock
Swellow * Normal/Flying Fighting, Bug, Grass Ice, Rock, Electric
Taillow Normal/Flying Fighting, Bug, Grass Ice, Rock, Electric
Wigglytuff * Normal N/A Fighting
Wurmple Bug Psychic, Grass, Dark Fire, Flying, Rock

NOTE (*): These Pokémon will not appear until you beat the game.

The boss of this area is a Liepard. Liepard makes a pretty easy boss to beat, especially because some of the Pokémon you could've befriended in the area (namely the Bug-types) already have an advantage over it, and are also likely to be pretty powerful since this area is hopefully new to you. The same is also true for Deerling, who I recommend for this fight if they have the powerful Double Kick move, which is advantageous over Dark-types like Liepard and the allying Purrloin. With such a Pokémon in hand, you shouldn't much of a problem, although Liepard is pretty agile and likes to dodge around, which can make catching up a little annoying.



Chapter 1-4: Beach



  • Dominant Types: Water
  • General Power: 220 ~ 250
  • Preferred Pokémon: Electric-types are by far the preference, especially due to the boss, but Grass also works well

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Carvanha Water/Dark Fire, Rock, Ground, Psychic, Ghost Grass, Electric, Fighting, Bug
Cloyster * Water/Ice Fire, Rock, Ground, Flying, Dragon Grass, Electric, Fighting, Rock
Corphish Water Fire, Rock, Ground Grass, Electric
Ducklett Water/Flying Fire, Rock, Ground, Bug, Fighting, Grass Electric (4x), Rock
Finneon Water Fire, Rock, Ground Grass, Electric
Horsea Water Fire, Rock, Ground Grass, Electric
Luvdisc Water Fire, Rock, Ground Grass, Electric
Mantine * Water/Flying Fire, Rock, Ground, Bug, Fighting, Grass Electric (4x), Rock
Mantyke Water/Flying Fire, Rock, Ground, Bug, Fighting, Grass Electric (4x), Rock
Seadra Water Fire, Rock, Ground Grass, Electric
Sharpedo * Water/Dark Fire, Rock, Ground, Psychic, Ghost Grass, Electric, Fighting, Bug
Remoraid Water Fire, Rock, Ground Grass, Electric
Shellder Water Fire, Rock, Ground Grass, Electric
Swanna Water/Flying Fire, Rock, Ground, Bug, Fighting, Grass Electric (4x), Rock
Wingull Water/Flying Fire, Rock, Ground, Bug, Fighting, Grass Electric (4x), Rock

NOTE (*): These Pokémon will not appear until you beat the game.

The boss of this area is Swanna. Swanna is a rarity - relatively - among boss Pokémon, having a huge, glaring weakness to Electric-type moves. If you're having trouble, it may be best to go back to the Meadow in 1-1 for a Pichu/Pikachu, though I hardly believe it's wholly necessary. For the most part, you could just speedily hit for at least neutral damage - such as Grass moves from the Pokémon in the 1-4 Forest. To each their own, though. In any case, this is not a battle you'll want to fight from Swanna's front - it has a tendency to use a number of swift tackling-like attacks that can really wear you down. Coupled with the annoying Duckletts' ranged attacks, you'll want to get on Swanna's back side and use sweeping moves while also taking care of the Duckletts every now and then, since they will kill you if given a chance.



Chapter 1-4: Meadow



  • Dominant Types: Electric and Normal
  • General Power: 240 ~ 270
  • Preferred Pokémon: Deerling with Double Kick works extremely well here to resist Electric and kill Normal-types

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Ampharos * Electric Water, Flying Ground
Blitzle Electric Water, Flying Ground
Flaaffy Electric Water, Flying Ground
Furret * Normal N/A Fighting
Lillipup Normal N/A Fighting
Mareep Electric Water, Flying Ground
Meowth Normal N/A Fighting
Patrat Normal N/A Fighting
Pidgeot * Normal/Flying Fighting, Bug, Grass Ice, Rock, Electric
Pidgeotto Normal/Flying Fighting, Bug, Grass Ice, Rock, Electric
Pidgey Normal/Flying Fighting, Bug, Grass Ice, Rock, Electric
Poochyena Dark Ghost, Psychic Bug, Fighting
Sentret Normal N/A Fighting
Zebstrika Electric Water, Flying Ground

NOTE (*): These Pokémon will not appear until you beat the game.

The entrance to the Meadow has a Move Vendor that will let you buy Tail Whip. Tail Whip is a move with its own uses in being able to lower Defense, but it's not really worth ~3,000 Poké in my opinion.

In this area, you'll find the boss to be Zebstrika, the evolved form of Blitzle. Zebstrika doesn't pose much of a problem: it's swift, sure, but that's the main threat. Most of your Pokémon aren't very likely to be able to use Ground-type attacks, either, so it's best to throw your best non-Water non-Flying type out there and use neutral-hitting STAB moves to finish it.




Chapter 1-4: Tower



  • Dominant Types: Psychic
  • General Power: 260 ~ 290
  • Preferred Pokémon: It's unlikely for you to have any Ghost-types, and most of your Dark- and Bug-types are pretty poor. It's ideal to use your best Pokémon (Power above 220 or so) that does know a move of one of those types, or just go for your best in general. The Scraggys here also tend to be murderous in this particular dungeon because of the huge Psychic resistance, possible STAB advantage to Psychic via Dark, and possible STAB advantage to themselves via Fighting.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Abra Psychic Fighting, Poison Dark, Ghost, Bug
Alakazam * Psychic Fighting, Poison Dark, Ghost, Bug
Drowzee Psychic Fighting, Poison Dark, Ghost, Bug
Gothita Psychic Fighting, Poison Dark, Ghost, Bug
Gothorita Psychic Fighting, Poison Dark, Ghost, Bug
Kadabra * Psychic Fighting, Poison Dark, Ghost, Bug
Kirlia Psychic Fighting, Poison Dark, Ghost, Bug
Mime Jr. Psychic Fighting, Poison Dark, Ghost, Bug
Munna Psychic Fighting, Poison Dark, Ghost, Bug
Ralts Psychic Fighting, Poison Dark, Ghost, Bug
Scraggy Dark/Fighting Ghost, Psychic, Normal, Ice, Rock, Dark, Steel Flying, Fighting

NOTE (*): These Pokémon will not appear until you beat the game.

In entrance of this Psychic-filled dungeon, you'll find a Move Vendor to the northeast. It will teach Echoed Voice, a 1-star Normal-type move that grows in power with repeated use. It could be useful for you, especially on a good Normal-type.

The boss of this dungeon is a Gothorita, the evolved form of Gothita. Needless to say, if you've gotten a Scraggy, you shouldn't have trouble at all with this one, though the Gothita can be troubling with their ranged attacks that you can barely see coming except for shining light on the ground.




Chapter 1-4: Battle Royale Semifinals



  • Difficulty: Power around 250
  • Pokémon Fought: 27 total
  • Prize: 500 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Carvanha Water/Dark Fire, Rock, Ground, Psychic, Ghost Grass, Electric, Fighting, Bug
Deino Dark/Dragon Ghost, Psychic, Dragon Ice (4x), Fighting, Bug, Dragon
Pawniard Dark/Steel Ghost, Psychic, Ice, Rock Fighting (4x), Fire, Ground
Poochyena Dark Ghost, Psychic Bug, Fighting
Purrloin Dark Ghost, Psychic Bug, Fighting
Vullaby Dark/Flying Ghost, Psychic, Grass, Bug, Fighting Ice, Rock, Electric

When you enter the building, Pawniard will begin with some expected taunting before mentioning that this Battle Royale is a two-parter. In any case, in the top-right corner, you'll find a Move Vendor for Work Up, which is used to boost your Attack. In any case, get a decent Pokémon and enter the arena. The ideal Pokémon is probably going to be a Fighting-type like Scraggy - even though you can't easily deal with Vullaby, at least you'll be able to wreck Pawniard and Deino. Not to mention the myriad other Dark types.

The fight itself typically will end up becoming an all-out physical brawl: almost no one except Vullaby has an actual ranged attack, which makes Pokémon like Deerling all the more valuable. (Even though Double Kick isn't really a ranged move, it does affect a lot of area.) It shouldn't be too hard; I even managed with Gothorita.




Chapter 1-4: Battle Royale Championship



  • Difficulty: Power around 280
  • Pokémon Fought: 39 total
  • Prize: 1,000 Poké, Cool Key

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Darumaka Fire Grass, Ice, Bug, Steel Water, Ground, Rock
Emboar Fire/Fighting Grass, Ice, Bug, Steel, Rock, Normal Water, Ground, Psychic, Flying
Lumineon Water Fire, Rock, Ground Grass, Electric
Magcargo Fire/Rock Grass, Ice, Bug, Steel, Flying Water (4x), Ground (4x), Rock, Fighting
Maractus Grass Rock, Water, Ground Fire, Ice, Flying, Bug, Poison
Palpitoad Water/Ground Rock, Fire, Ground, Steel, Electric, Poison Grass (4x)
Roselia Grass/Poison Rock, Water, Ground, Grass Fire, Ice, Flying, Psychic
Samurott Water Rock, Fire, Ground Grass, Electric
Serperior Grass Rock, Water, Ground Fire, Ice, Flying, Bug, Poison

Right after finishing off Pawniard and his gang, you'll head back into the entrance area. We still have another Royale to go before being able to declare ourselves champions of this area. Luckily, you get a chance to switch Pokémon freely here, so do so!

The fight itself is actually legitimately difficult - there's no one ideal Pokémon, for one thing, short of getting lucky with movesets in some miraculous way. For the most part, you'll want to just bring along your best Pokémon. Personally, I brought a Gothita that happened to know both Confusion and Rock Tomb. Rock Tomb was nice for slowing everyone down, which allowed them to become easy pickings with Confusion - not to mention that Emboar is the strongest Pokémon of the bunch, and you'll want an easy way to take him down.




Chapter 1-4: Conclusion of Chapter 1



After having won the two-part Battle Royale and claiming your Cool Key, which is basically a trophy of some sort, I suppose. After the scene with Lillipup, head to Toy Town. (FYI, you know you can do this via the Start Button's Pause menu, right?) Once there, go towards Lillipup. After the scene, we decide to head out to Easterly Town after Krookodile. You'll be fully healed in the interim between Toy Town and Easterly Town; once on the Road to Easterly Town, simply go north for a bit.

And, after another scene, a new chapter begins...



Chapter 2: Stolen Glowdrops



Chapter Flowchart









Chapter 2-1: Arrival



LOCAL POKÉMON FOUND IN THE OVERWORLD
Pokémon Species Pokémon Type Advantages Weaknesses
Tympole Water Fire, Ground, Rock Grass, Electric
Venipede Bug/Poison Psychic, Dark, Grass Fire, Flying, Rock, Psychic

After the scene between 1-4 and 2-1, you'll find yourself in Easterly Town, the central hub of Chapter 2. You quickly find the Krookodile you've been looking for, but he leaves before you can interfere. The townspeople will end up tasking you with finding and retrieving the Glowdrops. (Even though they've been taken, there's apparently enough left in Easterly Town's fountain to suffice for more than enough team healings, so don't worry.) The town's facilities mirror Toy Town's to some extent. Munna on the west side of town will accept Passwords. There's also a SolarBeam Move Vendor northwest of the fountain if, by some miracle of Arceus, you've managed to grind up 300,000 Poké. Additionally, the east side of town will feature Launch Pads to other towns - of course, you have to wait for them to unlock, meaning you'll only find those for Toy Town and Easterly Town (depending on which you're in, obviously). That's about it; the overworld is to the southwest.

In the overworld, to the west you can find some Treetops, with the Lake and Mysterious Fort to the east. The Treetops and Lake are your typical type-themed dungeons like you're accustomed to, and the Mysterious Fort is the analog of the Battle Royales for this area. There's nothing special about any of them you can't find out until you arrive ...

... except for Uxie. If you've had two customers in the Toy Shop - if you can't StreetPass, they're 10 Play Coins (1,000 steps) a pop - Uxie can randomly pop up at the Lake. If you're unfamiliar with Pokémon Diamond/Pearl/Platinum, Uxie is a pseudo-legendary from those games, and can be a somewhat decent Psychic Pokémon.




Chapter 2-1: Treetops



  • Dominant Types: Bug and Grass
  • General Power: 320 ~ 360
  • Preferred Pokémon: Fire- or Flying-types are preferred on the general level. Some beam-type moves or distance/ranged moves are hugely preferred to be on them due to the way the enemies tend to attack: suddenly.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Archen Rock/Flying Bug, Fire, Flying, Ice, Fighting Steel, Ice, Rock, Electric
Bellsprout Grass/Poison Rock, Water, Ground, Grass Fire, Ice, Flying, Psychic
Butterfree Bug/Flying Dark, Psychic, Fighting, Bug, Grass Rock (4x), Fire, Flying, Ice, Electric
Caterpie Bug Dark, Psychic Fire, Flying, Rock
Grovyle Grass Rock, Water, Ground Fire, Ice, Flying, Poison, Bug
Metapod Bug Dark, Psychic Fire, Flying, Rock
Pansage Grass Rock, Water, Ground Fire, Ice, Flying, Poison, Bug
Sceptile * Grass Rock, Water, Ground Fire, Ice, Flying, Poison, Bug
Treecko Grass Rock, Water, Ground Fire, Ice, Flying, Poison, Bug
Venipede Bug/Poison Psychic, Dark, Grass Fire, Flying, Rock, Psychic
Weepinbell Grass/Poison Rock, Water, Ground, Grass Fire, Ice, Flying, Psychic
Whirlipede Bug/Poison Psychic, Dark, Grass Fire, Flying, Rock, Psychic

NOTE (*): These Pokémon do not appear until you beat the game.

The entrance to the area features a Move Vendor. This particular one concerns the move Ingrain, which removes the Pokémon's ability to move around, but allows them to heal some HP. It's a bit too much of a risk in this game due to the absolutely massive swathes of Pokémon you find, so don't bother too much unless you want a move that heals after battles.

The boss of this area is an Archen, allied by some Venipede. Archen is actually pretty slow in this fight and his attacks are pretty short-range - if you're able to hit his weak points, you'll have no problem wiping him out.




Chapter 2-1: Lake



  • Dominant Types: Water
  • General Power: 330 ~ 360
  • Preferred Pokémon: Treecko from the 2-1 Treetops is hugely preferred, especially with the multi-target, multi-hit, and homing Magical Leaf - he makes it possible to go through the whole freakin' place without a single hit!

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Azumarill Water Fire, Rock, Ground Grass, Electric
Azurill Normal N/A Fighting
Bibarel Normal N/A Fighting
Bidoof Normal N/A Fighting
Lombre Water/Grass Fire, Rock, Ground, Water Flying, Bug, Poison
Lotad Water/Grass Fire, Rock, Ground, Water Flying, Bug, Poison
Marill Water Fire, Rock, Ground Grass, Electric
Palpitoad Water/Ground Fire, Rock, Ground, Steel, Electric, Poison Grass (4x)
Psyduck Water Fire, Rock, Ground Grass, Electric
Quagsire ** Water/Ground Fire, Rock, Ground, Steel, Electric, Poison Grass (4x)
Tirtouga Water/Rock Rock, Fire, Ground, Bug, Ice, Flying Grass (4x), Electric, Ground, Fighting
Tympole Water Fire, Rock, Ground Grass, Electric
Uxie * Psychic Fighting, Poison Bug, Dark, Ghost
Wooper Water/Ground Fire, Rock, Ground, Steel, Electric, Poison Grass (4x)

NOTE (*): For this Pokémon to appear, you need two or more Toy Shop customers.
NOTE (**): This Pokémon doesn't appear until you beat the game.

The boss of this area is a Tirtouga, the fossil partner of Archen from the 2-1 Treetops. He has quite a few weaknesses to hit and is pretty slow. If you've already gone through the Treetops, you should have a decent-enough Grass Pokémon for this, which makes quick work of the battle due to the double-weakness to Grass. Again, Treecko with Magical Leaf kills. In any case, Tirtouga is aided by the also-slow Tympole, so there's not much to do here. >_>



Chapter 2-1: Mysterious Fort



  • Difficulty: Power around 360
  • Pokémon Fought: ~60 total (can vary)
  • Prize: 1,500 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Amoonguss Grass/Poison Rock, Water, Ground, Grass Fire, Ice, Flying, Psychic
Boldore Rock Bug, Flying, Ice, Fire Fighting, Steel, Ground, Grass, Water
Foongus Grass/Poison Rock, Water, Ground, Grass Fire, Ice, Flying, Psychic
Herdier Normal N/A Fighting
Krokorok Ground/Dark Psychic, Ghost, Fire, Steel, Electric, Poison, Rock Water, Grass, Ice, Fighting, Bug
Krookodile Ground/Dark Psychic, Ghost, Fire, Steel, Electric, Poison, Rock Water, Grass, Ice, Fighting, Bug
Lillipup Normal N/A Fighting
Patrat Normal N/A Fighting
Pidove Normal/Flying Grass, Bug, Fighting Rock, Ice, Electric
Purrloin Dark Ghost, Psychic Bug, Fighting
Roggenrola Rock Bug, Flying, Ice, Fire Fighting, Steel, Ground, Grass, Water
Sandile Ground/Dark Psychic, Ghost, Fire, Steel, Electric, Poison, Rock Water, Grass, Ice, Fighting, Bug
Tranquill Normal/Flying Grass, Bug, Fighting Rock, Ice, Electric
Watchog Normal N/A Fighting
Venipede Bug/Poison Psychic, Dark, Grass Fire, Flying, Rock, Psychic

When you enter the Fort, you'll be introduced to Team Battles. Under normal circumstances, the AI would control two of your allies while you also control one, then you go through a series of fights. However, this time, you have to go through the onslaught by your lonesome, and, like Royales, cannot switch until you're KO'ed. Because of Krookodile's type and being a boss and all, I recommend a Grass-type. As usual, I would recommend a Treecko from the 2-1 Treetops with Magical Leaf, since it makes short work of anything weak to it.

After using the catapult, cross the bridge to the north for your first fight - you'll first fight two groups of Lillipup and Herdier, so ranged moves are preferred at least to start with so you can pick off one. After that, a group of Patrat and Watchog spawn: take them down similarly. Once they're all down, an HP-restoring item will appear; grab it and move on.

In this area, you'll fight off several swarms of Pidove and Tranquill; while they're being beaten, Boldore and Roggenrola will appear. If you're using the Treecko as I recommended, you will want to keep your distance from the birdies and Absorb from the Rock-types as needed. Other than that, just spam moves on them, grab the HP restorer, and move on.

The next area will consist of an initial horde of Venipede. While you defeat them, some Foongus and an Amoonguss will appear. While you try to fight them off - mostly weakness-piercing does it - be wary of additional Venipede swarms appearing.

The final area is the most hectic of all of them. This is in part due to the Purrloin that appear and disappear without a pattern, and can make beating them tedious; for the most part, it's easier just to ignore them. The Sandile there are easy to kill off if you can hit their weaknesses, and make great Absorb fodder if you can use it. Eventually Krookodile will appear alongside some Krokorok; this basically just adds some stronger Sandile to the fight, so it's not really special.




Chapter 2-2: Arrival



LOCAL POKÉMON FOUND IN THE OVERWORLD
Pokémon Species Pokémon Type Advantages Weaknesses
Cottonee Grass Rock, Water, Ground Fire, Ice, Flying, Bug, Poison

After defeating Krookodile in the Mysterious Fort, you will be able to go to the next segment of Chapter 2. As you arrive, you'll meet up with Gurdurr and his gang briefly before regaining control.

To the northeast of the entrance is the hole with Excadrill that lets you back to Easterly Town, so be sure to activate it. Just southeast of there is a Battle Royale we'll have to be for a prize that lets us deal with a Filthy Fort later. I recommend doing said Royale and Fort last, as always. To the southeast of the Royale is a Hauntyard. West of the tunnel and the Fort, you'll find a Forest and a Cave.




Chapter 2-2: Forest



  • Dominant Types: Bug
  • General Power: 370 ~ 420
  • Preferred Pokémon: Fire- or Flying-types are preferred on the general level. Flying is somewhat better due to the additional resistance to Fighting and Ground some Pokémon here have.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Beedrill Bug/Poison Psychic, Dark, Grass Fire, Flying, Rock, Psychic
Breloom * Grass/Fighting Rock, Water, Ground, Normal, Ice, Steel, Dark Flying (4x), Fire, Ice, Poison, Psychic
Cottonee Grass Rock, Water, Ground Fire, Flying, Ice, Poison, Bug
Deerling (Summer Forme) Grass/Normal Water, Rock, Ground Fire, Ice, Flying, Poison, Bug, Fighting
Drifloon Ghost/Flying Psychic, Ghost, Grass, Bug, Fighting Ghost, Dark, Ice, Rock, Electric
Kakuna Bug/Poison Psychic, Dark, Grass Fire, Flying, Rock, Psychic
Nincada Bug/Ground Psychic, Dark, Grass, Rock, Steel, Fire, Electric, Poison Fire, Flying, Rock, Water, Ice
Ninjask * Bug/Flying Psychic, Dark, Grass, Bug, Fighting Rock (4x), Fire, Flying, Ice, Electric
Sawsbuck (Summer Forme) * Grass/Normal Water, Rock, Ground Fire, Ice, Flying, Poison, Bug, Fighting
Shedinja * Bug/Ghost Psychic, Dark, Grass, Ghost Fire, Flying, Rock, Dark, Ghost
Shroomish Grass/Poison Rock, Water, Ground, Grass Fire, Ice, Flying, Psychic
Teddiursa Normal N/A Fighting
Ursaring * Normal N/A Fighting
Weedle Bug/Poison Psychic, Dark, Grass Fire, Flying, Rock, Psychic
Whimsicott Grass Rock, Water, Ground Fire, Flying, Ice, Poison, Bug

NOTE (*): These Pokémon do not appear until you beat the game.

There is a Move Vendor at the entrance of this dungeon. For some money, you can get the move PoisonPowder, which can Poison the target and cause continual damage for a while. Not the best thing in the world, but you might find it helps in wearing down some bosses.

The boss of this dungeon is Whimsicott, the evolved form of Cottonee, by whom it is allied. For the most part, the Bug/Poison types of this dungeon - especially Beedrill! - will be able to take cart of it. Twinneedle really kills them all pretty quickly - just stay away from Whimsicott, since it has some kind of Flying-type move on it.




Chapter 2-2: Cave



  • Dominant Types: Fire and Ground
  • General Power: 420 ~ 450
  • Preferred Pokémon: Water Pokémon in general.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Blaziken * Fire/Fighting Grass, Ice, Bug, Steel, Rock, Normal Water, Ground, Psychic, Flying
Combusken Fire/Fighting Grass, Ice, Bug, Steel, Rock, Normal Water, Ground, Psychic, Flying
Cubone Ground Fire, Rock, Steel, Electric, Poison Water, Ice, Grass
Diglett Ground Fire, Rock, Steel, Electric, Poison Water, Ice, Grass
Gulpin * Poison Grass Psychic, Ground
Kabuto Rock/Water Fire, Flying, Bug, Ice, Rock, Ground Grass (4x), Fighting, Ground, Electric
Kabutops * Rock/Water Fire, Flying, Bug, Ice, Rock, Ground Grass (4x), Fighting, Ground, Electric
Litwick Ghost/Fire Grass, Bug, Steel, Ice, Ghost, Psychic Water, Rock, Ground, Dark, Ghost
Marowak Ground Fire, Rock, Steel, Electric, Poison Water, Ice, Grass
Swalot * Poison Grass Psychic, Ground
Swoobat Psychic/Flying Fighting, Poison, Grass, Bug Dark, Ghost, Ice, Rock, Electric
Torchic Fire Grass, Bug, Ice, Steel Water, Rock, Ground
Woobat Psychic/Flying Fighting, Poison, Grass, Bug Dark, Ghost, Ice, Rock, Electric

NOTE (*): These Pokémon do not appear until you beat the game.

The cave's boss happens to be a Swoobat, the evolved form of Woobat, by whom it is accompanied. If you managed to recruit Litwick or Kabuto in the dungeon with a Ghost- or Rock-type move, respectively, you'll be okay. Other than that, there's not really a lot of options to hit weaknesses that occurred recently unless you've already visited the Hauntyard. In any case, mostly just try to hit for neutral damage and you'll manage - Swoobat doesn't have anything important up its ... sleeve, whatever. Distance moves will help you stay out of most of his attacks, however.



Chapter 2-2: Hauntyard



  • Dominant Types: Ghost
  • General Power: 440 ~ 470
  • Preferred Pokémon: Ironically, Ghost is great at killing Ghost, so if you're willing to risk it, you could profit well from it. Otherwise, you'll want to try to hit for neutral damage on these guys since there hasn't been a dedicated Dark or Ghost dungeon recently. Water, Rock, or Ground would be preferred in that instance due to Litwick and Lampent (and Gastly with Ground).

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Dusclops Ghost Ghost, Psychic Ghost, Dark
Duskull Ghost Ghost, Psychic Ghost, Dark
Dusclops Ghost Ghost, Psychic Ghost, Dark
Gastly Ghost/Poison Ghost, Psychic, Grass Dark, Ghost, Ground, Psychic
Lampent Ghost/Fire Grass, Bug, Steel, Ice, Ghost, Psychic Water, Rock, Ground, Dark, Ghost
Litwick Ghost/Fire Grass, Bug, Steel, Ice, Ghost, Psychic Water, Rock, Ground, Dark, Ghost
Shuppet Ghost Ghost, Psychic Ghost, Dark
Spiritomb * Ghost/Dark Ghost, Psychic, Dark N/A

NOTE (*): These Pokémon do not appear until you beat the game.

This dungeon houses a Move Vendor in the entrance for Will-O-Wisp. Will-O-Wisp is a move that causes an instant Burn. In addition to causing a loss of HP, you will also notice a decrease in your attacks' power. (It's not permanent, thankfully.) Use if it desired - it can make wearing down strong bosses a bit easier.

Lampent, the boss of this area, is allied by a number of Litwicks. This could actually be the easiest fight in the area if you have been unlucky and not befriended a single Ghost-type since you're more than likely to have Water, Rock, or Ground! In any case, the Pokémon of this area kill themselves pretty well, so go for it. (For the record, you need to have a Ghost-type for the Battle Royale, so you may as well grind through the area several times until you get a good one.)




Chapter 2-2: Battle Royale



  • Difficulty: Power around 450
  • Pokémon Fought: 31 total
  • Prize: 1,500 Poké, Team Catapult

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Gastly Ghost/Poison Ghost, Psychic, Grass Dark, Ghost, Ground, Psychic
Litwick Ghost/Fire Grass, Bug, Steel, Ice, Ghost, Psychic Water, Rock, Ground, Dark, Ghost
Spiritomb Ghost/Dark Ghost, Psychic, Dark N/A

In the corner of the entrance lobby is a Vendor for the move Astonish, at 2-stars. Astonish is a Ghost-type move. Since Ghost Pokémon are required for this Royale (which means STAB) and Ghosts are weak to Ghost (which means double damage), you'll find this move to be useful if you don't have it. Since a Ghost-type Pokémon is required for the Battle Royale, be sure to get a good one from the Hauntyard. I personally opted for Dusclops.

This battle is actually pretty difficult, in no small part because many Ghost-type Pokémon have Ghost- and Dark-type moves, which are both super-effective to Ghosts. You do have some solace in the limited type and species variety, but it's not much. In any case, you'll want to try to stay out of the center of the fight, mostly picking off the stragglers - don't be surprised if you're killed even then, because, again, Ghost hurts Ghost a lot. The main difficulty in this fight will be Spiritomb. By nature, it is rather bulky, and it even has no weaknesses! (FYI, only two Generation V Pokémon did: Spiritomb and Sableye, though Eelektross also did due to the Levitate ability. This was fixed in Generation VI when Fairy was added and made super-effective to Dark ... but Eelektross still lacks weaknesses.) Annnnyways, the main thing I did was get rid of everyone else, then rush Spiritomb a lot with Astonish. Often, it would induce flinching to let me further my combo, eventually going to the point where he could do naught.

After finishing the Royale, you will be rewarded with 1,500 Poké and a Team Catapult. The Team Catapult is an item that will let you participate in Team Battles - now with other allies! - and it's required to let us into the Filthy Fort.




Chapter 2-2: Filthy Fort



  • Difficulty: Power around 440
  • Pokémon Fought: ~45 total (can vary)
  • Prize: 2,000 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Beeheyem Psychic Fighting, Poison Dark, Ghost, Bug
Chimecho Psychic Fighting, Poison Dark, Ghost, Bug
Chingling Psychic Fighting, Poison Dark, Ghost, Bug
Elgyem Psychic Fighting, Poison Dark, Ghost, Bug
Garbodor Poison Grass Ground, Psychic
Gardevoir Psychic Fighting, Poison Dark, Ghost, Bug
Gothita Psychic Fighting, Poison Dark, Ghost, Bug
Gothorita Psychic Fighting, Poison Dark, Ghost, Bug
Kirlia Psychic Fighting, Poison Dark, Ghost, Bug
Medicham Psychic/Fighting Fighting, Poison, Normal, Ice, Rock, Steel, Dark Flying, Ghost
Meditite Psychic/Fighting Fighting, Poison, Normal, Ice, Rock, Steel, Dark Flying, Ghost
Purrloin Dark Ghost, Psychic Bug, Fighting
Ralts Psychic Fighting, Poison Dark, Ghost, Bug
Swoobat Psychic/Flying Fighting, Poison, Bug, Grass Dark, Ghost, Ice, Rock, Electric
Trubbish Poison Grass Ground, Psychic
Woobat Psychic/Flying Fighting, Poison, Bug, Grass Dark, Ghost, Ice, Rock, Electric

After finishing the Battle Royale in 2-2, you will be rewarded with a Team Catapult. This item will now let you go into the Filthy Fort, your first true Team Battle. Approach the catapults at either side of the main one to choose two allies to go with you, then make the one you want to control walk onto the central one. During a Team Battle, your allies are controlled by the AI, so you don't have to worry too much. In any case, you'll certainly want a Ghost Pokémon (i.e. Dusclops), a Psychic Pokémon for the boss (i.e. Swoobat), and probably just something strong to round it out.

When the battle begins, go north to find the first group of enemies: they consist of Gothita, Gothorita, Woobat, and Swoobat. It should be easy enough with a Ghost Pokémon on your team, so focus for now on the boss and let your allies handle the rest. Grab the HP-restorer that appears, then continue on.

The next area consists of Chimecho and Chingling in two groups, followed by two Elgyem and a Beeheyem. Again, Ghost types = pwnage. The same is true for the next area: Ralts, Kirlia, and Gardevoir.

The boss area will first contain Meditite and Medicham, with Purrloin warping in and out as before. Ghost Pokémon should be able to keep it up with the Meditite/Medicham, but Purrloin can be a problem to them. Luckily, they're weak - nevertheless, try to speed things up so you don't lose your Ghost Pokémon. After a while, Trubbish will come alongside the boss, Garbodor. Garbodor is pretty slow, so it's not difficult to rush him from behind with super-effective moves, then just bash the A/B Buttons.




Chapter 2-3: Arrival



LOCAL POKÉMON FOUND IN THE OVERWORLD
Pokémon Species Pokémon Type Advantages Weaknesses
Sewaddle Grass/Bug Water, Rock, Ground, Dark, Psychic. Grass Flying (4x), Fire (4x), Ice, Bug, Poison, Rock

After finishing off the Filty Fort in 2-2, you are able to move on to the next part of Chapter 2, the Soothing Shore. Just northwest of the entrance, you'll find the tunnel back to Easterly Town - it's just between a Tower and a Lake. To the west of there, across the bridge, you'll first find a Battle Royale, followed by some Treetops. Finally, the Greenleaf Fort rounds it out to the north. Obviously, I prefer the Battle Royale and Fort to be last.



Chapter 2-3: Tower



  • Dominant Types: Psychic
  • General Power: 470 ~ 510
  • Preferred Pokémon: It would be better to stick to Bug, since Scrafty and Scraggy have advantages over Ghost and Dark (which I'd otherwise recommend). Or you can use a Scrafty/Scraggy you befriend here and murder stuff.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Ariados Bug/Poison Psychic, Dark, Grass Fire, Flying, Rock, Psychic
Chimecho * Psychic Fighting, Poison Dark, Ghost, Bug
Chingling Psychic Fighting, Poison Dark, Ghost, Bug
Drowzee Psychic Fighting, Poison Dark, Ghost, Bug
Duosion Psychic Fighting, Poison Dark, Ghost, Bug
Hypno Psychic Fighting, Poison Dark, Ghost, Bug
Scrafty Dark/Fighting Ghost, Psychic, Normal, Ice, Rock, Dark, Steel Flying, Fighting
Scraggy Dark/Fighting Ghost, Psychic, Normal, Ice, Rock, Dark, Steel Flying, Fighting
Solosis Psychic Fighting, Poison Dark, Ghost, Bug
Spinarak Bug/Poison Psychic, Dark, Grass Fire, Flying, Rock, Psychic
Spoink Psychic Fighting, Poison Dark, Ghost, Bug

NOTE (*): These Pokémon do not appear until you beat the game.

The boss of this area is Scrafty. Scrafty, like Scraggy, can be a bit difficult to pinpoint a weakness for - we haven't have many *good* Flying types recently, nor have we had a Fighting-dedicated dungeon. The only real thing one could use is a Scraggy from within the 2-3 Tower itself - which, with a Fighting move like Rock Smash, actually is pretty good. In any case, I'd recommend just blasting Scrafty with Rock Smash until his inevitable ... well, not really "death" since he's a Toy Pokémon, and I doubt they all really die. Well, whatever.



Chapter 2-3: Lake



  • Dominant Types: Water
  • General Power: 470 ~ 520
  • Preferred Pokémon: Grass is largely preferred due to the number of Water/Ground Pokémon that are only weak to Grass.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Barboach Water/Ground Fire, Rock, Ground, Steel, Poison, Electric Grass (4x)
Basculin (Blue-Striped Forme) Water Fire, Rock, Ground Grass, Electric
Lombre Water/Grass Fire, Rock, Ground, Water Flying, Bug, Poison
Lotad Water/Grass Fire, Rock, Ground, Water Flying, Bug, Poison
Marshtomp Water/Ground Fire, Rock, Ground, Steel, Poison, Electric Grass (4x)
Masquerain Bug/Flying Psychic, Grass, Dark, Bug, Fighting Rock (4x), Fire, Flying, Ice, Electric
Mesprit ** Psychic Poison, Fighting Dark, Ghost, Bug
Mudkip Water Fire, Rock, Ground Grass, Electric
Shelmet Bug Dark, Psychic, Grass Fire, Flying, Rock
Shuckle Rock/Bug Flying, Bug, Fire, Ice, Grass, Psychic, Dark Water, Rock, Steel
Stunfisk Electric/Ground Flying, Water, Fire, Rock, Electric, Poison, Steel Ice, Grass, Ground, Water
Surskit Water/Bug Fire, Rock, Ground, Grass, Dark, Psychic Electric, Flying, Rock
Swampert * Water/Ground Fire, Rock, Ground, Steel, Poison, Electric Grass (4x)
Whiscash Water/Ground Fire, Rock, Ground, Steel, Poison, Electric Grass (4x)

NOTE (*): These Pokémon do not appear until you beat the game.
NOTE (**): This Pokémon will not appear until you have five or more Toy Shop customers.

The boss of this area is Stunfisk, a Pokémon with the rather odd Electric/Ground typing. (Ground does super-effective to Electric, and Electric does nothing to Ground - see my point?) It's weak to a number of things, including the Grass type you should have been using throughout the dungeon. Throwing in the fact that it's allied by the doubly-weak-to-Grass Barboach, you shouldn't have a problem sweeping through this fight.



Chapter 2-3: Treetops



  • Dominant Types: Bug and Grass
  • General Power: 500 ~ 580
  • Preferred Pokémon: Fire- or Flying-type Pokémon in general.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Combee Bug/Flying Grass, Dark, Psychic, Fighting, Bug Rock (4x), Fire, Flying, Ice, Electric
Karrablast Bug Dark, Psychic, Grass Fire, Flying, Rock
Leavanny Grass/Bug Water, Rock, Ground, Dark, Psychic. Grass Flying (4x), Fire (4x), Ice, Bug, Poison, Rock
Ledian Bug/Flying Grass, Dark, Psychic, Fighting, Bug Rock (4x), Fire, Flying, Ice, Electric
Ledyba Bug/Flying Grass, Dark, Psychic, Fighting, Bug Rock (4x), Fire, Flying, Ice, Electric
Paras Grass/Bug Water, Rock, Ground, Dark, Psychic. Grass Flying (4x), Fire (4x), Ice, Bug, Poison, Rock
Parasect Grass/Bug Water, Rock, Ground, Dark, Psychic. Grass Flying (4x), Fire (4x), Ice, Bug, Poison, Rock
Sewaddle Grass/Bug Water, Rock, Ground, Dark, Psychic. Grass Flying (4x), Fire (4x), Ice, Bug, Poison, Rock
Swadloon Grass/Bug Water, Rock, Ground, Dark, Psychic. Grass Flying (4x), Fire (4x), Ice, Bug, Poison, Rock
Tangela * Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Tangrowth * Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Vespiquen Bug/Flying Grass, Dark, Psychic, Fighting, Bug Rock (4x), Fire, Flying, Ice, Electric
Victreebel Grass/Poison Rock, Water, Ground, Grass Fire, Ice, Flying, Psychic
Weepinbell Grass/Poison Rock, Water, Ground, Grass Fire, Ice, Flying, Psychic

NOTE (*): These Pokémon do not appear until you beat the game.

The entrance to this area features a Move Vendor with the move U-turn. U-turn had a more strategic use in the mainstream games as a Bug-type move that let you switch out Pokémon immediately after it hits. Here, it's not as useful since you can switch freely (it still lets you switch after U-turn), but it could make a nice revenge-kill kind of thing.

The boss fight against Leavanny and her allying Swadloon should be a pretty easy one, in no small part because of their dual-weaknesses to Fire and Flying. The other thing to consider how most Pokémon here have moves of the Poison, Bug, or Flying types, allowing you to pick a recently-befriended Pokémon and dominate without prejudice. ... So, yeah, easy-peasy.




Chapter 2-3: Battle Royale



  • Difficulty: Power around 550
  • Pokémon Fought: 38 total
  • Prize: 2,000 Poké, High Gear

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Beautifly Bug/Flying Psychic, Grass, Dark, Bug, Fighting Rock (4x), Fire, Flying, Ice, Electric
Butterfree Bug/Flying Psychic, Grass, Dark, Bug, Fighting Rock (4x), Fire, Flying, Ice, Electric
Dustox Bug/Poison Psychic, Grass, Dark Fire, Flying, Rock, Psychic
Heracross Bug/Fighting Psychic, Grass, Dark, Normal, Ice, Rock, Steel Flying (4x), Fire, Psychic
Mothim Bug/Flying Psychic, Grass, Dark, Bug, Fighting Rock (4x), Fire, Flying, Ice, Electric
Pinsir Bug Psychic, Grass, Dark Flying, Fire, Rock
Venomoth Bug/Poison Psychic, Grass, Dark Fire, Flying, Rock, Psychic

The entrance to the Royale features a Vendor for Struggle Bug. Struggle Bug is a Bug-type move of 2-star power (in this case) that can lower the target's Attack. If you're looking for a good Bug-type STAB move, this is one. That is especially true considering that this Royale is restricted to Bug-type Pokémon only. In actuality, the Pokémon I'd recommend would be Masquerain, Combee, and Vespiquen, found in the 2-3 Treetops, mostly because of the likely possibility for Flying-type STAB moves. I went ahead for a Karrablast with Peck (Flying), though, since I don't really enjoy grinding. >_> <_<

This is not a fight you'll want to stay in the middle of. Bug Pokémon in general are notorious for being able to use status moves like Stun Spore and PoisonPowder - one of the prime reasons they are used in catching Pokémon in the mainstream games - and those kinds of moves are exceedingly harmful here, with 20+ Pokémon at a time colliding against you. You'll want to keep moving around, mostly at the fringes of the crowd so as not to get statused. You'll also want to avoid most of the Bug/Flying Pokémon for their harmful Flying STAB moves for obvious reasons, unless you're able to use a Rock-type move or the like for high damage.

For winning this Royale, in addition to 2,000 Poké, you also get the High Gear item - it is a general boost to your movement speed everywhere. Not too bad, I suppose.




Chapter 2-3: Greenleaf Fort



  • Difficulty: Power around 550
  • Pokémon Fought: ~68 total (can vary)
  • Prize: 2,000 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Baltoy Ground/Psychic Rock, Steel, Electric, Fire, Poison, Fighting, Poison Water, Ice, Grass, Dark, Ghost, Bug
Bisharp Dark/Steel Ghost, Psychic, Ice, Rock Fighting (4x), Fire, Ground
Budew Grass/Poison Rock, Water, Ground, Grass Fire, Ice, Flying, Psychic
Cacnea Grass Water, Rock, Ground Flying, Fire, Ice, Bug, Poison
Cacturne Grass/Dark Water, Rock, Ground, Psychic, Ghost Bug (4x), Fire, Ice, Flying, Poison, Fighting
Cherrim (Overcast Forme) Grass Water, Rock, Ground Flying, Fire, Ice, Bug, Poison
Cherubi Grass Water, Rock, Ground Flying, Fire, Ice, Bug, Poison
Lombre Water/Grass Fire, Rock, Ground, Water Flying, Bug, Poison
Ludicolo Water/Grass Fire, Rock, Ground, Water Flying, Bug, Poison
Mightyena Dark Ghost, Psychic Bug, Fighting
Paras Grass/Bug Water, Rock, Ground, Dark, Psychic. Grass Flying (4x), Fire (4x), Ice, Bug, Poison, Rock
Parasect Grass/Bug Water, Rock, Ground, Dark, Psychic. Grass Flying (4x), Fire (4x), Ice, Bug, Poison, Rock
Pawniard Dark/Steel Ghost, Psychic, Ice, Rock Fighting (4x), Fire, Ground
Poochyena Dark Ghost, Psychic Bug, Fighting
Purrloin Dark Ghost, Psychic Bug, Fighting
Roselia Grass/Poison Rock, Water, Ground, Grass Fire, Ice, Flying, Psychic
Sunflora Grass Water, Rock, Ground Flying, Fire, Ice, Bug, Poison
Sunkern Grass Water, Rock, Ground Flying, Fire, Ice, Bug, Poison

Now, let's get on with our next Team Battle. In this one, you'll fight a large number of Grass-type Pokémon; for them, I recommend you play as a Flying-type since there are some Lombre and Ludicolo, not to mention Roselia, that will mess with you. I recommend the remaining two allies be Scraggy or Scrafty from the 2-3 Tower because our boss is a Bisharp, doubly-weak to Fighting, which will make that a lot easier.

After you go north into the next area, you'll fight some Paras and Parasect; they are later followed by Sunkern and Sunflora. The second area is mostly Budew and Roselia. They are later followed by Cherubi and Cherrim, and are allied by those annoying Purrloin at the pop up at random. The third area features Cacnea and Cacturne, followed by Lombre and Ludicolo. The final area consists of Baltoy, Poochyena, and Mightyena, later followed by the boss, Bisharp, and his Pawniard. All of this area is actually quite easy so long as you bring the Pokémon I recommended.




Chapter 2-4: Arrival



LOCAL POKÉMON FOUND IN THE OVERWORLD
Pokémon Species Pokémon Type Advantages Weaknesses
Petilil Grass/Bug Water, Rock, Ground, Dark, Psychic. Grass Flying (4x), Fire (4x), Ice, Bug, Poison, Rock

After defeating Bisharp in the Greenleaf Fort of 2-3, you can move on to the final part of the second chapter: Shimmering Lake. During the meeting with Gurdurr, you'll learn that the path to the Great Glowing Fountain is blocked by a number of Pokémon, strong enough to overwhelm ever Gurdurr's team.

Anyhow, north of the entrance, you'll find some Treetops next to the hole back to Easterly Town. Just north of there, you'll find the Lake. West of there is a Battle Royale where you can win a Charge Flag, then you'll also find a Cave further west. The northeastern corner of the map is dominated by the Waterside Battlefield. In any case, I recommend, as usual, the Treetops, the Lake, the Cave, the Royale, and the Battlefield, in that order. You have to do the Royale before the Battlefield, too, since you need a certain item...




Chapter 2-4: Treetops



  • Dominant Types: Grass, Bug, and Poison
  • General Power: 480 ~ 600
  • Preferred Pokémon: Fire- or Flying-type Pokémon will do well enough.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Aipom Normal N/A Fighting
Ambipom * Normal N/A Fighting
Budew Grass/Poison Rock, Water, Ground, Grass Fire, Ice, Flying, Psychic
Burmy (Plant Cloak Forme) Bug Psychic, Grass, Dark Fire, Flying, Rock
Carnivine Grass Water, Rock, Ground Flying, Fire, Ice, Bug, Poison
Cherrim (Sunshine Forme) Grass Water, Rock, Ground Flying, Fire, Ice, Bug, Poison
Cherubi Grass Water, Rock, Ground Flying, Fire, Ice, Bug, Poison
Illumise Bug Psychic, Grass, Dark Fire, Flying, Rock
Kecleon Normal N/A Fighting
Lilligant Grass Water, Rock, Ground Flying, Fire, Ice, Bug, Poison
Petilil Grass Water, Rock, Ground Flying, Fire, Ice, Bug, Poison
Roselia Grass/Poison Rock, Water, Ground, Grass Fire, Ice, Flying, Psychic
Venomoth * Bug/Poison Psychic, Grass, Dark Fire, Flying, Rock, Psychic
Venonat Bug/Poison Psychic, Grass, Dark Fire, Flying, Rock, Psychic
Volbeat Bug Psychic, Grass, Dark Fire, Flying, Rock
Wormadam (Plant Cloak Forme) Bug/Grass Water, Rock, Ground, Dark, Psychic. Grass Flying (4x), Fire (4x), Ice, Bug, Poison, Rock

NOTE (*): These Pokémon do not appear until you beat the game.

The entrance to this area features a Move Vendor. This one is capable of teaching the move Growth, which boosts the Attack of the user. It's not really worth getting unless you're desperate for Attack-boosting moves.

The boss of this area is Lilligant, who is allied by a number of Petilil. ... You know, I'm not quite grasping why this game was made where the strongest Pokémon you can recruit before a boss (those in the area you're in) are also strong against it. Well, whatever - Bug and Poison Pokémon will have a field day here: there's nothing special about Lilligant.




Chapter 2-4: Lake



  • Dominant Types: Water
  • General Power: 590 ~ 630
  • Preferred Pokémon: Grass- or Electric-type Pokémon, preferably the former due to the Water/Ground types. Those with Magical Leaf absolutely sweep the area clean. =P

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Azelf ** Psychic Poison, Fighting Dark, Ghost, Bug
Basculin (Red-Stripe Forme) Water Fire, Rock, Ground Grass, Electric
Castform (Rain Forme) Water Fire, Rock, Ground Grass, Electric
Goldeen Water Fire, Rock, Ground Grass, Electric
Kingler * Water Fire, Rock, Ground Grass, Electric
Krabby Water Fire, Rock, Ground Grass, Electric
Palpitoad Water/Ground Fire, Rock, Ground, Steel, Poison, Electric Grass (4x)
Seaking Water Fire, Rock, Ground Grass, Electric
Seismitoad Water/Ground Fire, Rock, Ground, Steel, Poison, Electric Grass (4x)
Slowbro Water/Psychic Fire, Rock, Ground, Fighting, Poison Grass, Electric, Bug, Dark, Ghost
Slowking * Water/Psychic Fire, Rock, Ground, Fighting, Poison Grass, Electric, Bug, Dark, Ghost
Slowpoke Water/Psychic Fire, Rock, Ground, Fighting, Poison Grass, Electric, Bug, Dark, Ghost
Tympole Water Fire, Rock, Ground Grass, Electric

NOTE (*): These Pokémon do not appear until you beat the game.
NOTE (**): Only appears after 10+ customers appear in the Toy Shop.

There wasn't much of note in the main dungeon. (Did you really expect anything different after skipping all of the main dungeon walkthroughs thus far?) That said, in the final area before the boss - it's a big circular one with four branches off to the north, south, east, and west - go to the east one. It's an empty island, but if you attack the middle, for some reason, you can get a lot of Poké before seeing an Oshawott appear and go away. The same is true on the west side with a Panpour. @_@

The boss here is a Seismitoad, allied by Palpitoad. ... Needless to say, Grass Pokémon kill.




Chapter 2-4: Cave



  • Dominant Types: Poison, somewhat
  • General Power: 640 ~ 670
  • Preferred Pokémon: Pokémon capable of using Ground-type moves will probably be best. Slowbro from the 2-4 Lake works well, too, because of being Water/Psychic, which had an advantage over the majority of the Pokémon here.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Anorith Bug/Rock Psychic, Dark, Grass, Flying, Ice, Fire Water, Rock, Steel
Armaldo * Bug/Rock Psychic, Dark, Grass, Flying, Ice, Fire Water, Rock, Steel
Drilbur Ground Rock, Fire, Steel, Electric, Poison Ice, Water, Grass
Eelektrik Electric Flying, Water Ground
Eelektross * Electric Flying, Water Ground
Excadrill Ground/Steel Rock, Fire, Steel, Electric, Poison, Ice Water, Fire, Fighting, Ground
Nidoran Poison Grass Psychic, Ground
Nidoran Poison Grass Psychic, Ground
Nidoking Poison/Ground Grass, Rock, Fire, Steel, Electric, Poison Psychic, Ground, Water, Ice
Nidoquuen Poison/Ground Grass, Rock, Fire, Steel, Electric, Poison Psychic, Ground, Water, Ice
Nidorina Poison Grass Psychic, Ground
Nidorino Poison Grass Psychic, Ground
Tynamo Electric Flying, Water Ground
Woobat Psychic/Flying Fighting, Poison, Grass, Bug Dark, Ghost, Ice, Rock, Electric

NOTE (*): These Pokémon do not appear until you beat the game.

The entrance to this area features a Move Vendor selling the move Harden, which is able to raise your Defense. I don't really recommend it, since your Pokémon always ought to be able to stand up to the competition when fighting, but to each their own.

The dungeon boss is Excadrill, allied by some Drilbur. There's not a lot special to this boss, but beware his tendency to use some kind of drilling-tackle move that goes for a distance, and his tendency to use Dig to go underground briefly, then strike up. Those can really get you if you're unaware.




Chapter 2-4: Battle Royale



  • Difficulty: Power around 660
  • Pokémon Fought: 31 total
  • Prize: 2,200 Poké, Charge Flag

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Eevee Normal N/A Fighting
Espeon Psychic Fighting, Poison Dark, Ghost, Bug
Flareon Fire Grass, Ice, Bug, Steel Water, Ground, Rock
Glaceon Ice Flying, Grass, Ground Fire, Fighting, Rock, Steel
Jolteon Electric Water, Flying Ground
Leafeon Grass Water, Ground, Rock Fire, Ice, Bug, Poison, Flying
Umbreon Dark Ghost, Psychic Fighting, Bug
Vaporeon Water Ground, Rock, Fire Grass, Electric

From the Move Vendor in this Royale, you are able to buy Round, a Normal-type 2-star move that is more powerful while others use it. It's not the best in the world, but it could do something.

This fight is a bit of an interesting one, at least trivia-wise, since it is a fight against Eevee and all of its Eevee-lutions! (Except Sylveon from Pokémon X/Y, and any others to be released later on.) That actually makes the fight a bit difficult to pick a Pokémon for, since there's no one consist weakness - in general, pick a strong Pokémon with wide-spreading moves and hope for the best. I personally chose an Eelektrik with Discharge (STAB and 4-star and wide-spread). Such disharmony in the Eevee family. =P

After the fight, in addition to 2,200 Poké, you earn the Charge Flag, which is supposed to let Pokémon charge together. What does this mean? Go to the next facility...




Chapter 2-4: Waterside Battlefield



After earning the Charge Flag from 2-4's Battle Royale, come here. You get a brief overview of its purpose: to allow you and your allies to charge together in a Charge Battle! (Dunno how a flag changes their ability to follow orders, but whatever.)

Go north to the next part of the area to begin your first Charge Battle, in which your goal is defeat Scolipede. Your ten-or-so (I'm guessing at the math) strongest Pokémon will go into the battle against the foe, and you have to press the A Button rapidly to increase your power as you go so you can blaze through the ranks of the enemy. Once you reach Scolipede, the leader, you simply press A to go on through. Thus, you can tell why there's so little detail at the start of this section of it: there's no real battling, nor Power detailed.

Anyhow...




Chapter 2-4: Great Fountain Hall



  • Difficulty: N/A
  • Pokémon Fought: 1 total
  • Prize: N/A

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Cobalion Steel/Fighting Ice, Rock, Normal, Steel, Dark Fire, Ground, Fighting

After the battle with Scolipede, go along the lengthy stone bridge to the northeast. At the end of the bridge, you'll find the Great Glowing Fountain along with a certain Pokémon - the leader of Scolipede's group, Cobalion. It seems that, to get back the Glowdrops, you must defeat Cobalion in battle! After you regain control, select two partners for a Team Battle, then put yourself on the catapult and goooo!

The battle immediately begins against Cobalion - and you quickly will lose, as he is quite a bit stronger than you. No matter, however, this was meant to occur. Opting to part with "I do what I must!", he kicks you into the next county. Quite literally.



Chapter 3: Tracking Cobalion



Chapter Flowchart









Introduction to New Features



Chapter 3 will end up featuring two new things about the game as you go along; nothing specific is really made known, so it's best to get the descriptions over with before things get out of hand with the confusion.

Firstly, Pokémon you find will begin to have certain Abilities. These differ from those of the mainstream games, mostly in that no one species has a specific Ability; it is moreso a crapshoot as to what you get. You will know if a Pokémon has an Ability by the pink or blue description found in the top-center of the Touch Screen when you look at their data. The Pokémon's sprite in the Switch (X Button) menu also will have a pink or blue background. Want to know what's possible and their effects? See the Pokémon Abilities section, then!

The other mechanic you'll find concerns "Rumpus Rooms". As far as I can tell, you randomly can enter them from a launch pad to another area in a dungeon that just looks kind of "off" - it basically takes you to a mini, randomized, untimed Battle Royale. This can be filled with random Pokémon from the dungeon (if you're flung to the right) or giant minibosses (flung to the left). After finishing, you can use the launch pad to go to the next room as you would normally. These areas can be difficult - especially after beating the game for some reason - so it is recommended you quickly switch to a Pokémon that can have huge advantages or use moves like Drain Punch and Giga Drain that allow the renewal of HP.




Chapter 3-1: Arrival



LOCAL POKÉMON FOUND IN THE OVERWORLD
Pokémon Species Pokémon Type Advantages Weaknesses
Sandile Ground/Dark Psychic, Ghost, Fire, Steel, Electric, Poison, Rock Water, Grass, Ice, Fighting, Bug

After the events at the Great Fountain Hall, you'll find yourself awakening in Westerly Town. First and foremost, when you regain control, go north and heal your ravaged party at the Glowdrop Fountain. To the southwest of it, you can find a Move Swapper: for 15,000 Poké, you can swap the A and B Button moves. This may seem pointless, but remember, in Team Battles, your AI-controlled partners only use their A Button move. There's also two 3-star Move-a-majigs to the north of it, as well as a Vendor for Fire Blast, which is a 5-star Fire-type move for only 300,000 Poké. Head south of town to the overworld.

In the desert of Chapter 3, you can find a Beach (O_o) to the west. To the east, there's a Desert (within a desert no less), then the Dragonbellow Fort. There are more areas to the north of there, though: a Canyon and a Cave, with a Battle Royale between. I'd recommend the Beach, Desert, Canyon, and Cave in that order before the Royale and Fort.




Chapter 3-1: Beach



  • Dominant Types: Water
  • General Power: 660 ~ 720
  • Preferred Pokémon: As per the usual, Grass and Electric Pokémon do well, especially the latter in this instance.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Croconaw Water Fire, Rock, Ground Grass, Electric
Dewott Water Fire, Rock, Ground Grass, Electric
Farfetch'd Normal/Flying Bug, Grass, Fighting Rock, Ice, Electric
Feraligatr Water Fire, Rock, Ground Grass, Electric
Frillish (Blue Forme) Water/Ghost Fire, Rock, Ground, Psychic, Ghost Grass, Electric, Dark, Ghost
Frillish (Pink Forme) Water/Ghost Fire, Rock, Ground, Psychic, Ghost Grass, Electric, Dark, Ghost
Gastrodon (West Sea Forme) Water/Ground Fire, Rock, Ground, Electric, Poison, Steel Grass (4x)
Manaphy ** Water Fire, Rock, Ground Grass, Electric
Oshawott Water Fire, Rock, Ground Grass, Electric
Pelipper Water/Flying Fire, Rock, Ground, Bug, Grass, Fighting Electric (4x), Rock
Phione ** Water Fire, Rock, Ground Grass, Electric
Shellos (West Sea Forme) Water Fire, Rock, Ground Grass, Electric
Totodile Water Fire, Rock, Ground Grass, Electric
Wailmer Water Fire, Rock, Ground Grass, Electric
Wailord * Water Fire, Rock, Ground Grass, Electric
Wingull Water/Flying Fire, Rock, Ground, Bug, Grass, Fighting Electric (4x), Rock

NOTE (*): These Pokémon do not appear until you beat the game.
NOTE (**): Both of these Pokémon require 20+ customers in the Toy Shop.

The boss of this area is Feraligatr, who is allied by some Croconaw. He isn't too difficult if you can manage to hit him with some STAB-and-super-effective moves and dodge his sweeping attacks; he doesn't have much special in his arsenal.



Chapter 3-1: Desert



  • Dominant Types: Varied
  • General Power: 690 ~ 740
  • Preferred Pokémon: There are quite a few different Pokémon types here, so it's hard to gauge what's best. A Bug/Grass Pokémon would be best, probably, until you get an Ice-type user.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Audino Normal N/A Fighting
Castform (Sunny Forme) Fire Bug, Grass, Steel, Ice Water, Rock, Ground
Doduo Normal/Flying Bug, Grass, Fighting Ice, Rock, Electric
Dodrio Normal/Flying Bug, Grass, Fighting Ice, Rock, Electric
Drapion Dark/Poison Ghost, Psychic, Grass Ground
Flygon * Ground/Dragon Fire, Rock, Steel, Electric, Poison, Dragon Ice (4x), Dragon
Krokorok Ground/Dark Psychic, Ghost, Fire, Steel, Electric, Poison, Rock Water, Grass, Ice, Fighting, Bug
Krookodile * Ground/Dark Psychic, Ghost, Fire, Steel, Electric, Poison, Rock Water, Grass, Ice, Fighting, Bug
Maractus Grass Water, Rock, Ground Fire, Ice, Flying, Poison, Bug
Sandile Ground/Dark Psychic, Ghost, Fire, Steel, Electric, Poison, Rock Water, Grass, Ice, Fighting, Bug
Sandshrew Ground Fire, Rock, Steel, Electric, Poison Ice, Water, Grass
Sandslash Ground Fire, Rock, Steel, Electric, Poison Ice, Water, Grass
Sigilyph Psychic/Flying Fighting, Poison, Bug, Grass Dark, Ghost, Rock, Ice, Electric
Skorupi Bug/Poison Psychic, Grass, Dark Fire, Flying, Rock, Psychic
Trapinch Ground Fire, Rock, Steel, Electric, Poison Ice, Water, Grass
Vibrava Ground/Dragon Fire, Rock, Steel, Electric, Poison, Dragon Ice (4x), Dragon

NOTE (*): These Pokémon do not appear until you beat the game.

Here, the boss is a Sigilyph. You should be able to hit for at least neutral damage on this Pokémon, since most of the weakness-piercing Pokémon tend to deal such. If you managed to get a Croconaw with Ice Fang from the 3-1 Beach as I did, this battle is quite easy, especially since Ice also hurts the Krokorok you'll see. The main thing here is to avoid being in front of Sigilyph due to his long-range Psybeam attack.



Chapter 3-1: Canyon



  • Dominant Types: Normal
  • General Power: 725 ~ 775
  • Preferred Pokémon: The vast majority of Pokémon here are weak to Fighting, so go for it. Someone able to use Rock, Ice, or Electric in addition to Fighting would help with those strong Braviary, too.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Audino Normal N/A Fighting
Braviary Normal/Flying Grass, Bug, Fighting Rock, Ice, Electric
Geodude Rock/Ground Bug, Flying, Ice, Fire, Steel, Electric, Poison, Rock Grass (4x), Water (4x), Fighting, Steel, Ground, Ice
Graveler Rock/Ground Bug, Flying, Ice, Fire, Steel, Electric, Poison, Rock Grass (4x), Water (4x), Fighting, Steel, Ground, Ice
Kangaskhan Normal N/A Fighting
Linoone Normal N/A Fighting
Lunatone Rock/Psychic Fire, Ice, Flying, Bug, Fighting, Poison Water, Grass, Ground, Steel, Dark, Ghost, Bug
Mienfoo Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Mienshao Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Onix Rock/Ground Bug, Flying, Ice, Fire, Steel, Electric, Poison, Rock Grass (4x), Water (4x), Fighting, Steel, Ground, Ice
Rufflet Normal/Flying Grass, Bug, Fighting Rock, Ice, Electric
Slaking * Normal N/A Fighting
Slakoth Normal N/A Fighting
Stantler Normal N/A Fighting
Vigoroth Normal N/A Fighting
Zigzagoon Normal N/A Fighting

NOTE (*): These Pokémon do not appear until you beat the game.

The entrance to this area features a Move Vendor selling the move Smack Down at two-stars. The move itself is Rock-type and can slow down the target, so it might be worth getting ... though not in particular for this area unless Braviary is really troubling.

The boss of this area is Braviary, allied by some Rufflets. Braviary, like in the original Black/White, is pretty notorious for having powerful attacks, and the same remains true here, especially if you're using a Fighting, Bug, or Grass Pokémon. Luckily, Braviary mostly sticks to close-range attacks: it's the Rufflets that tend to be the problem. Wide, sweeping attacks while at Braviary's back are the way to go. If you've managed to recruit an Audino with Thunderbolt as I did, that works extremely well due to Audino's bulk.




Chapter 3-1: Cave



  • Dominant Types: Normal
  • General Power: 650 ~ 800
  • Preferred Pokémon: In this instance, I still recommend a Fighting-type Pokémon, though now preferably one like Scraggy/Scrafty that can use both Fighting and Dark moves.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Arbok Poison Grass Ground, Psychic
Cofagrigus Ghost Ghost, Psychic Dark, Ghost
Dunsparce Normal N/A Fighting
Eevee Normal N/A Fighting
Ekans Poison Grass Ground, Psychic
Exploud Normal N/A Fighting
Granbull Normal N/A Fighting
Larvitar Rock/Ground Bug, Flying, Ice, Fire, Steel, Electric, Poison, Rock Grass (4x), Water (4x), Fighting, Steel, Ground, Ice
Loudred Normal N/A Fighting
Pupitar Rock/Ground Bug, Flying, Ice, Fire, Steel, Electric, Poison, Rock Grass (4x), Water (4x), Fighting, Steel, Ground, Ice
Snubbull Normal N/A Fighting
Tyranitar * Rock/Dark Bug, Flying, Ice, Fire, Psychic, Ghost Fighting (4x), Grass, Water, Steel, Ground, Bug
Whismur Normal N/A Fighting
Yamask Ghost Ghost, Psychic Dark, Ghost

NOTE (*): These Pokémon do not appear until you beat the game.

The entrance to the Cave has a Move Vendor selling Fury Swipes at two-stars. It is a Normal-type move, and it's actually pretty decent since it allows you to strike quickly, which makes it easier to get in a lot of hits in a short period of time.

The boss of this area is a Cofagrigus, allied by some Yamask. The sole Ghost-types in this dungeon, they make it difficult if you opted for just a Fighting-type such as Mienfoo, which is one of the stronger ones at this point. That said, the Pokémon here could have some Dark- or Ghost-type moves like Astonish in their repertoire, so it's best to check; Eevee, my choice, works well due to a huge resistance to Ghost (since it's immune to it in the mainstream games). Then again, if the Fighting-type in question has Force Palm, repeatedly attacking Cofagrigus makes it really easy to paralyze it and thusly win the fight. Cofagrigus isn't really hard in any case; it's too slow to do most of its attacks, which are short-range anyhow. Attacks from the back will kill it easily.




Chapter 3-1: Battle Royale



  • Difficulty: Power around 760
  • Pokémon Fought: 40 total
  • Prize: 2,500 Poké, Windup Energy Magnet

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Bouffalant Normal N/A Fighting
Cinccino Normal N/A Fighting
Dunsparce Normal N/A Fighting
Granbull Normal N/A Fighting
Persian Normal N/A Fighting
Purugly Normal N/A Fighting
Raticate Normal N/A Fighting
Stantler Normal N/A Fighting
Stoutland Normal N/A Fighting
Tauros Normal N/A Fighting

For this Battle Royale, you are required to have a Normal-type Pokémon, preferably over 760 Power. Luckily, Normal-types are aplenty here. It is recommended to have someone that can use a Fighting-type move, though, or is at least pretty bulky. Ultimately, I just went with an Eevee, since it knew a Dig attack at 4-stars and it was my highest-Power. In any case, in the northeast corner of the area is a Move Vendor for the Normal-type 2-star move Facade, which deals additional damage if statused. Something to think about if you don't have a good STAB move.

The battle itself is pretty straightforward, since pretty much everyone is just using Normal-type moves. Blaze through the competition for the most part and you'll be fine. My favored move was actually Quick Attack, since it makes you go for a distance, hitting everyone on the way: since this fight tends to get crowded, it was very effective!

After the battle, you'll get a Windup Energy Magnet in addition to your 2,500 Poké. It allows the use of Hyper Energy in Team Battles. It's also required for Dragonbellow Fort, so you'll get the details there, more or less.




Chapter 3-1: Dragonbellow Fort



  • Difficulty: Power around 780
  • Pokémon Fought: ~45 total (can vary)
  • Prize: N/A

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Deino Dark/Dragon Dragon, Psychic, Ghost Dragon, Ice, Fighting, Bug
Druddigon Dragon Dragon Dragon, Ice
Fearow Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Glameow Normal N/A Fighting
Hoppip Grass/Flying Grass, Bug, Fighting, Water, Rock, Ground Ice (4x), Rock, Fire, Flying, Poison
Jumpluff Grass/Flying Grass, Bug, Fighting, Water, Rock, Ground Ice (4x), Rock, Fire, Flying, Poison
Lickilicky Normal N/A Fighting
Lickitung Normal N/A Fighting
Litwick Ghost/Fire Ghost, Psychic, Ice, Bug, Grass, Steel Water, Rock, Ground, Dark, Ghost
Purugly Normal N/A Fighting
Skiploom Grass/Flying Grass, Bug, Fighting, Water, Rock, Ground Ice (4x), Rock, Fire, Flying, Poison
Spearow Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Staravia Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Starly Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Tropius Grass/Flying Grass, Bug, Fighting, Water, Rock, Ground Ice (4x), Rock, Fire, Flying, Poison
Zweilous Dark/Dragon Dragon, Psychic, Ghost Dragon, Ice, Fighting, Bug

After getting the Windup Energy Magnet from 3-1's Battle Royale, you can finally enter. It will be a typical Team Battle, but with a special aspect: Hyper Mode. During Team Battles, if you have allies, enemies will now drop Windup Energy. This builds up the Windup Energy Gauge. After it passes a certain point, press the X Button and your allies will leap on top of you - for a brief time, this induces an Attack boost, a Defense boost, and continual healing of HP. Ideally, I'd save it for the boss at the end, but to each their own. In any case, it would be a good idea to bring a Croconaw or two that are able to use Ice Fang since a huge number of Pokémon here - including the boss! - are weak to Ice, and probably someone able to use a Fighting move for the Normal-types. I ended up with two Croconaw and a Mienshao.

Once on the other side of the wall, go north for the first part of the fight. This begins against some Starly and Staravia. After several groups of them, the Fearow and Spearow miniboss will appear. Since they're all the same type (Normal/Flying), it shouldn't be hard to fight 'em - ground 'em and move on.

The second battle consists of another homogenous group, type-wise: Hoppip and Skiploom. Due to their myriad weaknesses (including the Ice I recommended as a double-weakness), they should fall quickly. This is also the point when your Windup Energy Gauge should pass the halfway point, allowing you to use Hyper Mode if you want - again, save it for the boss. Eventually, you'll fight a Tropius alongside some Jumpluff. What's with all this homogeny!?

The third part consists of a lot of Normal-types: Glameow and Purugly followed by Lickitung and Lickilicky. To lessen the monotony, Litwick will come in at random like the Purrloin of previous Team Battles. That said, your Fighting Pokémon really will kill these guys...

Finally, you'll find the part where Dragonbellow Fort lives up to its name. You'll begin with fights against Deino and Zweilous, which continue falling to those Fighting-type attacks. Eventually, the boss Druddigon (not Hydreigon?) will come alongside some more Zweilous. Once he appears, activate Hyper Mode and rage through him with your Ice-type attacks! With some luck (Druddigon has the ability to Paralyze you), you'll be able to finish the fight before Hyper Mode ends!




Chapter 3-2: Arrival



LOCAL POKÉMON FOUND IN THE OVERWORLD
Pokémon Species Pokémon Type Advantages Weaknesses
Dwebble Bug/Rock Psychic, Dark, Grass, Flying, Ice, Fire Water, Rock, Steel
Foongus Grass/Poison Grass, Water, Rock, Ground Fire, Ice, Flying, Psychic

After defeating Druddigon in 3-1's Dragonbellow Fort, you'll be allowed further east to the 3-2: the Volcanic Slope area. There, you'll find the Zorua from before, who reports what he's scouted out around the area. 

Anyhow, once you regain control, you'll find the Excadrill and his tunnel to Westerly Town nearby, so activate it. Just north of there are the Autumnwood and Canyon areas. Just east of there is a Battle Royale, but I recommend skipping it for now until you finish the Lava area off to the north. And then, after clearing the three dungeons and the Royale, there's another area. As you cross into it, you'll actually see the Pokémon who are carrying the Glowdrops at Cobalion's command - and they're attacked by an odd, rusty Pokémon horde.... The attackers will go into the Foreboding Fort up ahead, which I recommend you take last.




Chapter 3-2: Autumnwood



  • Dominant Types: Grass
  • General Power: 650 ~ 800
  • Preferred Pokémon: Ironic to the area in general, it'll probably be best to use a Fire-type or a Flying-type. Pignite (Fire/Fighting) from the 3-2 Lava works well.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Amoonguss Grass/Poison Grass, Water, Rock, Ground Fire, Ice, Flying, Psychic
Bayleef Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Bonsly Rock Fire, Flying, Ice, Bug Fighting, Steel, Ground, Water, Grass
Burmy (Sand Cloak Forme) Bug Dark, Psychic, Grass Fire, Flying, Rock
Chikorita Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Deerling (Autumn Forme) Grass/Normal Water, Rock, Ground Fire, Ice, Flying, Bug, Poison, Fighting
Foongus Grass/Poison Grass, Water, Rock, Ground Fire, Ice, Flying, Psychic
Kricketot Bug Dark, Psychic, Grass Fire, Flying, Rock
Kricketune Bug Dark, Psychic, Grass Fire, Flying, Rock
Meganium Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Munchlax Normal N/A Fighting
Servine Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Snivy Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Snorlax * Normal N/A Fighting
Sudowoodo Rock Fire, Flying, Ice, Bug Fighting, Steel, Ground, Water, Grass
Wormadam (Sand Cloak Forme) Bug/Ground Dark, Psychic, Grass, Fire, Rock, Electric, Steel, Poison Fire, Water, Ice, Flying

NOTE (*): These Pokémon do not appear until you beat the game.

Maybe it is just me, but the sign in the entrance of this area at least indirectly references the Generation I Pokémon games. It reads "Blue skies, yellow sun, and red leaves!" - the Generation I Pokémon games are Pokémon Red Version, Pokémon Blue Version (Green Version in Japan), and Pokémon Yellow Version. Just some trivia, I suppose. >_> <_<

The boss of this area is a Meganium, allied by some Bayleef - and it's a difficult fight. Meganium actually doesn't bother doing much except charging for SolarBeam every now and then - simply sticking behind it will suffice. It's all of the Bayleef that will annoy you: they have a tendency to use Magical Leaf. A lot. When you consider four Grass-type attacks homing in on you from four or so Bayleef, damage tends to rack up even if you resist it. If you're having trouble with this - and are still using super-effective stuff - go for the 3-2 Lava for now since there's a lot of Fire Pokémon there. (Ironically, I had a Bayleef with a Fire-type Hidden Power, so yay~!)




Chapter 3-2: Canyon



  • Dominant Types: Fighting
  • General Power: 820 ~ 860
  • Preferred Pokémon: For this one, I'd recommend Flying-type Pokémon, though it would be wise to bring Water- and Fighting-types to deal with the Aron and Dwebble evolutionary chains if they get heavy in number.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Aggron * Rock/Steel Fire, Ice, Flying, Bug, Rock Ground (4x), Fighting (4x), Water
Aron Rock/Steel Fire, Ice, Flying, Bug, Rock Ground (4x), Fighting (4x), Water
Audino Normal N/A Fighting
Conkeldurr * Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Crustle Bug/Rock Psychic, Dark, Grass, Flying, Ice, Fire Water, Rock, Steel
Dwebble Bug/Rock Psychic, Dark, Grass, Flying, Ice, Fire Water, Rock, Steel
Gurdurr Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Lairon Rock/Steel Fire, Ice, Flying, Bug, Rock Ground (4x), Fighting (4x), Water
Mandibuzz Dark/Flying Psychic, Ghost, Grass, Bug, Fighting Ice, Rock, Electric
Mienfoo Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Mienshao Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Sawk Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Solrock Rock/Psychic Fire, Ice, Flying, Bug, Fighting, Poison Water, Grass, Ground, Steel, Dark, Ghost, Bug
Throh Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Timburr Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Vullaby Dark/Flying Psychic, Ghost, Grass, Bug, Fighting Ice, Rock, Electric

NOTE (*): These Pokémon do not appear until you beat the game.

The boss of this area is a Mandibuzz, alongside its pre-evolved form in Vullaby. This boss isn't particularly difficult, especially if you've gotten an Aron/Lairon here that can use a Rock-type move. The main difficulty actually comes from the ranged Gust (?) attacks from the Vullaby; Mandibuzz will do almost nothing the entire time, so just get behind it and whail on it.



Chapter 3-2: Lava



  • Dominant Types: Fire and Fighting
  • General Power: 850 ~ 900
  • Preferred Pokémon: The best thing would probably be a Pokémon that can use Ground- and Psychic-/Flying-type moves, since those will hit the widest range. Otherwise, just Water, Rock, or Ground in general will suffice, though I'd avoid Rock due to the Fighting Pokémon.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Boldore Rock Ice, Bug, Flying, Fire Water, Grass, Ground, Steel, Fighting
Cranidos Rock Ice, Bug, Flying, Fire Water, Grass, Ground, Steel, Fighting
Darmanitan (Standard Forme) Fire Ice, Steel, Bug, Grass Water, Rock, Ground
Darumaka Fire Ice, Steel, Bug, Grass Water, Rock, Ground
Flareon Fire Ice, Steel, Bug, Grass Water, Rock, Ground
Hitmonchan Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Hitmonlee Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Hitmontop * Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Magcargo Fire/Rock Ice, Steel, Bug, Grass, Flying, Fire Water (4x), Ground (4x), Fighting, Rock
Pansear Fire Ice, Steel, Bug, Grass Water, Rock, Ground
Pignite Fire/Fighting Ice, Steel, Bug, Grass, Normal, Rock, Dark Water, Ground, Psychic, Flying
Roggenrola Rock Ice, Bug, Flying, Fire Water, Grass, Ground, Steel, Fighting
Slugma Fire Ice, Steel, Bug, Grass Water, Rock, Ground
Tepig Fire Ice, Steel, Bug, Grass Water, Rock, Ground
Tyrogue Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic

NOTE (*): These Pokémon do not appear until you beat the game.

The entrance to this area has a Move Vendor selling the Fire-type 1-star move Incinerate. I'll save you the trouble and will just recommend avoiding it; it's weak and it actually gets rid of any Poké the enemy drops, so, yeah...

The boss of this area is a Standard Forme (non-Zen, non-Psychic, in other words) Darmanitan, allied by some Darumaka. This will be pretty easy if you have some Ground- or Water-type moves on you. Darmanitan seems to be able to hit with Fighting moves, so I wouldn't strongly recommend Rock-types. Then again, I used a Mienshao with Drain Punch. =P The main problem with fighting Darmanitan is his insane speed - getting away from him is almost impossible, so it's best to go in with your best weakness-piercer and whail until you win.




Chapter 3-2: Battle Royale



  • Difficulty: Power around 860
  • Pokémon Fought: 38 total
  • Prize: 3,000 Poké, Swaparound

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Archeops Rock/Flying Fire, Flying, Bug, Ice, Grass, Fighting Water, Rock, Steel, Ice, Electric
Armaldo Rock/Bug Psychic, Dark, Grass, Flying, Ice, Fire Water, Rock, Steel
Carracosta Rock/Water Fire, Flying, Bug, Ice, Rock, Ground Grass (4x), Fighting, Ground, Electric
Cradily Rock/Grass Fire, Flying, Bug, Ice, Rock, Ground, Water Fighting, Steel, Ice, Bug
Kabutops Rock/Water Fire, Flying, Bug, Ice, Rock, Ground Grass (4x), Fighting, Ground, Electric
Omastar Rock/Water Fire, Flying, Bug, Ice, Rock, Ground Grass (4x), Fighting, Ground, Electric

This area could be a bit interesting. This Royale requires the use of a Rock-type. By far the recommendations are Aron and Lairon, since their Steel-type moves rip through Rock-types; most of them will come with Metal Claw or the like, so it's all set. >:) If you need a powerful Rock STAB, there's a 4-star Rock Slide in the lobby. I'd buy if it I were you.

For the most part, this is a straightforward fight. Trivially, if you feel like noting it, it's against the fossil Pokémon from Generations I, III, and V of the mainstream games. (No idea why Gen. IV was skipped.) In any case, rage through the enemies with your preferred attack - Metal Claw for me - and you'll do fine.

As a result of winning, in addition to some Poké, you'll also get the Swaparound item; in Hyper Mode during a Team Battle, you can now press X to switch Pokémon around rather than waiting for them to faint. Not bad, I suppose.




Chapter 3-2: Foreboding Fort



  • Difficulty: Power around 870
  • Pokémon Fought: ~55 total (can vary)
  • Prize: 3,500 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Bagon Dragon Dragon Dragon, Ice
Beldum Steel/Psychic Ice, Rock, Fighting, Poison Fire, Ground
Gabite Ground/Dragon Fire, Rock, Steel, Electric, Poison, Dragon Ice (4x), Dragon
Garchomp Ground/Dragon Fire, Rock, Steel, Electric, Poison, Dragon Ice (4x), Dragon
Gible Ground/Dragon Fire, Rock, Steel, Electric, Poison, Dragon Ice (4x), Dragon
Lampent Ghost/Fire Ghost, Psychic, Ice, Bug, Grass, Steel Water, Rock, Ground, Dark, Ghost
Larvitar Rock/Ground Bug, Flying, Ice, Fire, Steel, Electric, Poison, Rock Grass (4x), Water (4x), Fighting, Steel, Ground, Ice
Litwick Ghost/Fire Ghost, Psychic, Ice, Bug, Grass, Steel Water, Rock, Ground, Dark, Ghost
Metagross Steel/Psychic Ice, Rock, Fighting, Poison Fire, Ground
Metang Steel/Psychic Ice, Rock, Fighting, Poison Fire, Ground
Pupitar Rock/Ground Bug, Flying, Ice, Fire, Steel, Electric, Poison, Rock Grass (4x), Water (4x), Fighting, Steel, Ground, Ice
Salamance Dragon/Flying Dragon, Grass, Bug, Fighting Ice (4x), Dragon, Rock
Shelgon Dragon Dragon Dragon, Ice
Tyranitar Rock/Dark Bug, Flying, Ice, Fire, Psychic, Ghost Fighting (4x), Grass, Water, Steel, Ground, Bug

For this team battle, you'll want a few specific Pokémon. Again, you'll want an Ice-type move user (i.e. Croconaw with Ice Fang) to deal with the myriad Dragons here. You'll also want a Fighting-type to deal with the third swarm of enemies, and preferably let that be a Pignite so he can help with the Steel-types of the final swarm. The last Pokémon may as well be an additional Pignite, since the boss is pretty resilient. Once you're ready to enter the Fort proper, do so.

When you arrive, go north for the first part of the battle. Throughout the whole of this Team Battle, you'll be fighting Rusty Pokémon - what that means is pretty irrelevant strategically, but... Anyhow, the first fight will be against Bagon and Shelgon, with some Litwick and Lampent popping up at random to try to attack as well. Eventually, Salamence will appear as well. Defeat 'em all to continue on.

The second area features Gible and Gabite, later followed by a Garchomp. Seems that the Dragon theme is continuing. Nothing special here beyond that. Next up, there's -- wait, non-Dragons!? *gasp* Anyhow, you'll fight Larvitar and Pupitar in the next area, later followed by a Tyranitar.

The fourth and final area starts off with some Beldum and Metang, some of the more resistant Pokémon in the game. Throughout the battle, too, you'll notice some Baltoy popping in for no real reason. Of course, this eventually leads to the boss, a Metagross. As with the previous Team Battle, activate your Hyper Mode then and work on blasting through him with some weakness-piercing attacks.

After the defeating the rather untalkative Metagross, collect your prize money so we can leave!




Chapter 3-3: Arrival



LOCAL POKÉMON FOUND IN THE OVERWORLD
Pokémon Species Pokémon Type Advantages Weaknesses
Darumaka Fire Ice, Steel, Bug, Grass Water, Rock, Ground

After defeating the Rusty Pokémon legion in the Foreboding Fort, you'll be allowed into the next area, Firebreathing Mountain, where Cobalion's castle is said to be...

Anyhow, once you regain control, you can find a Lava area and an Excadrill to the north; be sure to use the latter so you can quickly return to Westerly Town. Further to the northeast is the Mountain Path Battlefield; we'll be doing that last, so hold your Rapidashes. *crowd booes* Further to the west is a Factory, then there's an Autumnwood and a Tower in the alcove further to the west. There's also a Battle Royale with a Charge Flag+ we'll work on after the dungeons. Anyhow...




Chapter 3-3: Lava



  • Dominant Types: Fire
  • General Power: 850 ~ 975
  • Preferred Pokémon: Definitely some Water- or Ground-using Pokémon.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Cyndaquil Fire Ice, Grass, Bug, Steel Rock, Water, Ground
Darmanitan (Zen Forme) * Fire/Psychic Ice, Grass, Bug, Steel, Fighting, Psychic Rock, Water, Ground, Dark, Ghost
Darumaka Fire Ice, Grass, Bug, Steel Rock, Water, Ground
Durant Steel/Bug Ice, Rock, Psychic, Grass, Dark Fire (4x)
Graveler Rock/Ground Flying, Fire, Bug, Ice, Rock, Steel, Electric, Poison Water (4x), Grass (4x), Ice, Ground, Steel, Fighting
Heatmor Fire Ice, Grass, Bug, Steel Rock, Water, Ground
Magby Fire Ice, Grass, Bug, Steel Rock, Water, Ground
Magmar Fire Ice, Grass, Bug, Steel Rock, Water, Ground
Ninetales Fire Ice, Grass, Bug, Steel Rock, Water, Ground
Quilava Fire Ice, Grass, Bug, Steel Rock, Water, Ground
Shieldon Rock/Steel Flying, Fire, Ice, Bug, Rock Fighting (4x), Ground (4x), Water
Torkoal Fire Ice, Grass, Bug, Steel Rock, Water, Ground
Typhlosion Fire Ice, Grass, Bug, Steel Rock, Water, Ground
Vulpix Fire Ice, Grass, Bug, Steel Rock, Water, Ground

NOTE (*): These Pokémon do not appear until you beat the game.

The boss of this area is a Typhlosion allied by a number of Quilava. For the most part, I found this fight pretty easy, the main reason being that the Graveler you can recruit here can know the line-of-sight attack Smack Down, which really puts you out of the range of their attacks, making this a lot easier. A lot of the Pokémon here in general tend to know Rock- and Ground-type moves, so you shouldn't have too much of a problem finding a boos Pokémon for the fight. If you can't use ranged moves, just stay behind Typhlosion since the only moves I saw from him were frontal.



Chapter 3-3: Factory



  • Dominant Types: Electric
  • General Power: 925 ~ 1,000
  • Preferred Pokémon: Pokémon that can use Ground-type moves, if not the Ground types themselves.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Chatot Normal/Flying Bug, Grass, Fighting Ice, Rock, Electric
Electabuzz Electric Water, Flying Ground
Elekid Electric Water, Flying Ground
Galvantula Electric/Bug Water, Flying, Grass, Dark, Psychic Fire, Rock
Jolteon Electric Water, Flying Ground
Joltik Electric/Bug Water, Flying, Grass, Dark, Psychic Fire, Rock
Klink Steel Ice, Rock Ground, Fighting, Fire
Magnemite Steel/Electric Ice, Rock, Water, Flying Ground (4x), Fighting, Fire
Magneton Steel/Electric Ice, Rock, Water, Flying Ground (4x), Fighting, Fire
Magnezone * Steel/Electric Ice, Rock, Water, Flying Ground (4x), Fighting, Fire
Mawile Steel Rock, Ice Ground, Fighting, Fire
Minun Electric Water, Flying Ground
Pachirisu Electric Water, Flying Ground
Plusle Electric Water, Flying Ground
Smeargle Normal N/A Fighting
Spinda Normal N/A Fighting

NOTE (*): These Pokémon do not appear until you beat the game.

The entrance to this area features a Move Vendor selling Volt Switch, an Electric 2-star move that allows the user to switch out after its use - imagine the Electric version of U-turn. Again, it had better use back in the mainstream games, but if you need something to get you out of those dire straits ... then again, this isn't quite the dungeon where it'd be useful to use in the first place. =P

The boss of this area is a Galvantula, one of those Pokémon you couldn't hit super-effectively if you were opting for Ground-types. That said, you should have already done the 3-3 Lava area, which supplies quite a few good Fire-types - not to mention some capable of using Ground-type moves, like my Darumaka with Dig - so you won't have much of a problem. That said, Galvantula and its Joltik allies are extremely annoying to fight against because they have a tendency to use Discharge, which will surround them and deal damage. I would recommend using a distance attack like, say, Smack Down or Flame Burst to fight 'em off - once you're out of their range, you probably won't sustain any damage whatsoever.




Chapter 3-3: Autumnwood



  • Dominant Types: Normal and Grass
  • General Power: 900 ~ 1,000
  • Preferred Pokémon: Fire- and Flying-types continue to be the big preference for this area.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Amoonguss Grass/Poison Grass, Water, Rock, Ground Fire, Ice, Flying, Psychic
Audino Normal N/A Fighting
Burmy (Trash Cloak Forme) Bug Dark, Psychic, Grass Fire, Flying, Rock
Clefable * Normal N/A Fighting
Clefairy Normal N/A Fighting
Cleffa Normal N/A Fighting
Deerling (Autumn Forme) Grass/Normal Water, Rock, Ground Fire, Ice, Flying, Bug, Poison, Fighting
Foongus Grass/Poison Grass, Water, Rock, Ground Fire, Ice, Flying, Psychic
Mothim Bug/Flying Dark, Psychic, Grass, Bug, Fighting Rock (4x), Ice, Electric, Fire, Flying
Nuzleaf Grass/Dark Water, Rock, Ground, Psychic, Ghost Bug (4x), Fire, Ice, Flying, Poison, Fighting
Pikachu Electric Water, Flying Ground
Raichu Electric Water, Flying Ground
Seedot Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Sawsbuck (Autumn Forme) Grass/Normal Water, Rock, Ground Fire, Ice, Flying, Bug, Poison, Fighting
Shiftry Grass/Dark Water, Rock, Ground, Psychic, Ghost Bug (4x), Fire, Ice, Flying, Poison, Fighting
Wormadam (Trash Cloak Forme) Bug/Steel Dark, Psychic, Grass, Ice, Rock Fire (4x)

NOTE (*): These Pokémon do not appear until you beat the game.

The boss of this forest is a Sawsbuck allied by some Deerling. This fight should be pretty easy to deal with since a number of the Pokémon here (especially Amoonguss and Mothim) are able to hit a number of the boss's weak points; the only real difficulty is Sawsbuck's tendency to use some kind of tackle that drives him really far away, so the use of projectile attacks is preferred. Deerling with Double Kick also tend to be effective since they can get in a lot of attacks in a short time period.



Chapter 3-3: Tower



  • Dominant Types: Psychic
  • General Power: 900 ~ 1,050
  • Preferred Pokémon: As is the usual with these dungeons, Scrafty and Scraggy tend to be quite murderous due to Psychic resistance and their advantage to it. Just bring your strongest Pokémon until you recruit one of them and you'll be set.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Altaria * Dragon/Flying Fighting, Bug, Grass, Dragon Ice (4x), Dragon, Rock
Baltoy Psychic/Ground Fighting, Poison, Rock, Fire, Steel, Electric Water, Grass, Ice, Dark, Ghost, Bug
Claydol Psychic/Ground Fighting, Poison, Rock, Fire, Steel, Electric Water, Grass, Ice, Dark, Ghost, Bug
Duosion Psychic Fighting, Poison Dark, Ghost, Bug
Garbodor * Poison Grass Ground, Psychic
Grumpig Psychic Fighting, Poison Dark, Ghost, Bug
Jirachi ** Psychic/Steel Fighting, Poison, Ice, Rock Fire, Ground
Natu Psychic/Flying Fighting, Poison, Grass, Bug Ice, Rock, Electric, Dark, Ghost
Reuniclus Psychic Fighting, Poison Dark, Ghost, Bug
Scrafty Dark/Fighting Ghost, Psychic, Normal, Ice, Rock, Dark, Steel Flying, Fighting
Scraggy Dark/Fighting Ghost, Psychic, Normal, Ice, Rock, Dark, Steel Flying, Fighting
Solosis Psychic Fighting, Poison Dark, Ghost, Bug
Spoink Psychic Fighting, Poison Dark, Ghost, Bug
Swablu Normal/Flying Fighting, Bug, Grass Ice, Rock, Electric
Trubbish Poison Grass Ground, Psychic
Xatu Psychic/Flying Fighting, Poison, Grass, Bug Ice, Rock, Electric, Dark, Ghost

NOTE (*): These Pokémon do not appear until you beat the game.
NOTE (**): This Pokémon will not appear until there are 40 or more Toy Shop customers.

The entrance to this area features a Vendor for the move SonicBoom. Despite it having a star designation, it, like in the mainstream games, does a fixed amount of damage: 20. Which makes it hugely inferior, so ignore it.

The boss of this area - for a Pokémon normally quite powerful - is pretty easy to deal with, mostly because it has a tendency to just stand in place and shoot off Psybeams. So long as you put a weakness-piercing Pokémon behind it, you'll probably manage pretty well.




Chapter 3-3: Rotom Hideout



NOTE!

This area will not appear unto you until you have finished the game. Once such is done, there is a pile of rocks in the 3-3 overworld that will bring you to the Rotom Hideout, which contains nothing but Rotom in its six Formes. After finishing it once, it will remained closed for a random period of time before re-opening.


  • Dominant Types: Electric
  • General Power: 850 ~ 900
  • Preferred Pokémon: A Ground-type user will cover about 2/3 of the competition. If you can supplement it with Ice, then you've gotten the rest.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Rotom (Fan Forme) Electric/Flying Flying, Water, Grass, Bug, Fighting Ice, Rock
Rotom (Frost Forme) Electric/Ice Flying, Water, Grass, Ground, Dragon Ground, Fighting, Rock, Fire
Rotom (Heat Forme) Electric/Fire Flying, Water, Ice, Steel, Grass, Bug Ground (4x), Water, Rock
Rotom (Mow Forme) Electric/Grass Flying, Water, Rock, Ground Fire, Ice, Poison, Bug
Rotom (Normal Forme) Electric/Ghost Flying, Water, Ghost, Psychic Ground, Ghost, Dark
Rotom (Wash Forme) Electric/Water Flying, Water, Ground, Rock, Fire Ground, Grass



Chapter 3-3: Battle Royale



  • Difficulty: Power around 1,000
  • Pokémon Fought: 38 total
  • Prize: 3,500 Poké, Charge Flag+

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Conkeldurr Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Eelektross Electric Water, Flying Ground
Liepard Dark Psychic, Ghost Fighting, Bug
Lilligant Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Scrafty Dark/Fighting Ghost, Psychic, Normal, Ice, Rock, Dark, Steel Flying, Fighting
Seismitoad Water/Ground Fire, Rock, Ground, Steel, Electric, Poison Grass (4x)
Stunfisk Electric/Ground Flying, Water, Electric, Rock, Fire, Poison, Steel Water, Grass, Ice, Ground
Swanna Water/Flying Fire, Rock, Ground, Grass, Bug, Fighting Electric (4x), Rock
Swoobat Psychic/Flying Fighting, Poison, Grass, Bug, Fighting Rock, Ice, Electric, Dark, Ghost
Whimsicott Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Zebstrika Electric Water, Flying Ground

For once, there's not any real requirement to participating in this Royale. Do note that there is a Bulk Up Move Vendor in the top-right corner of the area; Bulk Up is a move for boosting Attack and Defense. It makes a half-decent secondary move if you need a slot-filler.

To be honest, this fight can be pretty hellish: a lot of the Pokémon here tend to know powerful STAB moves, and they like to use them and numerous ranged moves. Beating this Royale will be difficult if you don't have a Pokémon with the Healthy ability and, for that, I recommend hunting down the Audino in the 3-3 Autumnwood. With that in hand, if things get too dicey, you can just back off from the fray to heal, then jump right back in! If you don't have one and aren't willing to go for it, there's no one type of Pokémon that can be particularly recommended for this fight; for the most part, you'll have to stick with your strongest Pokémon and hope for the best.

After winning the onslaught, you'll end up receiving the Charge Flag+, which allows you to progress further because more Pokémon can now charge!




Chapter 3-3: Mountain Path Battlefield



After receiving the Charge Flag+ from 3-3's Battle Royale, head to the Battlefield dominating the northeast part of the 3-3 map. If you leave the entrance area heading north, the Charge Battle will begin! As before, you'll want to rapidly mash the A Button to succeed in the fight - it's mostly for show as you can tell.



Chapter 3-3: Cobalion's Castle



  • Difficulty: Power around 1,030
  • Pokémon Fought: ~53 total (can vary)
  • Prize: 4,000 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Anorith Bug/Rock Psychic, Dark, Grass, Flying, Ice, Fire Water, Rock, Steel
Archen Rock/Flying Bug, Fire, Flying, Ice, Fighting Steel, Ice, Rock, Electric
Archeops Rock/Flying Bug, Fire, Flying, Ice, Fighting Steel, Ice, Rock, Electric
Armaldo Bug/Rock Psychic, Dark, Grass, Flying, Ice, Fire Water, Rock, Steel
Bastiodon Rock/Steel Fire, Ice, Flying, Bug, Rock Ground (4x), Fighting (4x), Water
Carracosta Water/Rock Rock, Fire, Ground, Bug, Ice, Flying Grass (4x), Electric, Ground, Fighting
Cradily Rock/Grass Fire, Flying, Bug, Ice, Rock, Ground, Water Fighting, Steel, Ice, Bug
Cranidos Rock Ice, Bug, Flying, Fire Water, Grass, Ground, Steel, Fighting
Crustle Rock/Bug Psychic, Dark, Grass, Flying, Ice, Fire Water, Rock, Steel
Dwebble Rock/Bug Psychic, Dark, Grass, Flying, Ice, Fire Water, Rock, Steel
Lileep Rock/Grass Fire, Flying, Bug, Ice, Rock, Ground, Water Fighting, Steel, Ice, Bug
Litwick Ghost/Fire Grass, Bug, Steel, Ice, Ghost, Psychic Water, Rock, Ground, Dark, Ghost
Minccino Normal N/A Fighting
Rampardos Rock Ice, Bug, Flying, Fire Water, Grass, Ground, Steel, Fighting
Roggenrola Rock Ice, Bug, Flying, Fire Water, Grass, Ground, Steel, Fighting
Shieldon Rock/Steel Fire, Ice, Flying, Bug, Rock Ground (4x), Fighting (4x), Water
Tirtouga Water/Rock Rock, Fire, Ground, Bug, Ice, Flying Grass (4x), Electric, Ground, Fighting
Zoroark Dark Ghost, Psychic Fighting, Bug
Zorua Dark Ghost, Psychic Fighting, Bug

After finishing off Gigalith at the Battlefield, you are able to head further northeast, albeit not to the next segment of the game. As you recall from Zorua, Cobalion's Castle is on Firebreathing Mountain; in fact, it's just to the northeast of the Battlefield! Cobalion's Castle will end devoting itself to a Team Battle. The battle itself will be pretty easy to deal with, mostly due to the huge focus on Fossil Pokémon. For yourself, I recommend a Fighting-type, primarily a Scraggy/Scrafty. As for your allies, you may profit well if they, too, after Scraggy or Scrafty - I'm serious about how many Pokémon here are weak to Fighting. Just look at the chart above. You may want to include a Water-type Pokémon if you can to deal with Litwick, Archen, Archeops, and the Bug/Rock Pokémon since they lack the Fighting, though.

The first part of the battle will consist of a fight against some fossil Pokémon: Cranidos and Rampardos, soon followed by Shieldon and a Bastiodon. The second area works out similarly against Tirtouga and Carracosta, later followed by Archen and Archeops; it is also when you'll begin to see some Litwick popping in-and-out of the arena. Next comes the third part, which is against Anorith and Armaldo, then Lileep and Cradily, with some Minccino popping in and out of the arena like Litwick. All of these three battles are easy enough, especially due to the common Fighting weakness, so you won't have to worry too much about them.

As for the boss in the fourth segment? It'll open up against Dwebble and Crustle, with some Roggenrola coming in and out as desired. Eventually, Zoroark will come alongside two Zorua to finish off the fight. As usual, activate Hyper Mode, then begin abusing those weaknesses - with a Scrafty with Low Sweep as myself, I was able to beat Zoroark insanely quickly, like in two seconds. >_> <_<




Chapter 3-3: Conclusion of Chapter 3



After the fight, the path to the next area will open up. As you go to the end, you'll meet against with Cobalion and his forces. He will speak fo the World Axle at the heart of the world, and how it is the source of the world's Glowdrops; however, there is a problem in it... Before elaborating on what the problem is, he deems it more appropriate to attack you rather than ask for help. This will end up warping your Wonder Key, quite literally making it more difficult to switch Pokémon (though it is just slower - pressing A Button speeds it up).

So, then...



Chapter 4: The World Axle and the Secret of the Wonder Key



Chapter Flowchart










A Note About The Warped Wonder Key



At the end of Chapter 3, you met with Cobalion and his forces. After his speech concerning the World Axle and the Glowdrops, he opted to attack you. In doing so, your Wonder Key - the source of life for your Toy Pokémon - became warped. Worry not, though; you are more than capable still of using and switching out your Pokémon. However, be advised that switching Pokémon will be noticeably slower than before. You can press the A Button rapidly during the switching to speed up the process somewhat, like with normal switching, just so you know. It will be fixed later in the chapter.



Some General Info On This Area



Chapter 4's frozen wasteland - or so it seems to be, initially - is a bit more non-linear than the others. At the start of the area, your primary goal should be to get to the Temple of Keys and to replace your bent Wonder Key. After that, though, it's mostly up to you. In Chapter 4-1, there are two Forts at the east side of the area, and you can fight either or both now. If you beat Fort 1, you'll be allowed into Chapter 4-2; Fort 2 brings you to Chapter 4-3. To get the Path of Heroes to appear - which you must do - you must finish off 4-2 and 4-3's four Shrines of Keys (two each), which are basically Battle Royales. So, which to go for is the main question. Here is the general procedure I want you to follow:

  • 4-1: Finish off the dungeons
  • 4-1: Finish the Temple of Keys
  • 4-1: Finish Cobalion's Fort 1
  • 4-2: Finish off the dungeons
  • 4-2: Finish off the two Battle Royales
  • 4-1: Return to 4-1 and finish Cobalion's Fort 2
  • 4-3: Finish off the dungeons
  • 4-3: Finish off the two Battle Royales
  • 4-4: Use the Path of Heroes and finish off Chapter 4



Chapter 4-1: Arrival



LOCAL POKÉMON FOUND IN THE OVERWORLD
Pokémon Species Pokémon Type Advantages Weaknesses
Cubchoo Ice Flying, Grass, Ground Fire, Rock, Steel, Fighting
Vanillite Ice Flying, Grass, Ground Fire, Rock, Steel, Fighting

I don't know what it is about the music here, but I love it! ^_^

Eventually, after the scene, you'll find yourself in Northerly Town in the Frozen Tundra of the north. The Elgyem at the entrance suggests going to the Temple of Keys to the east of here to fix your warped Wonder Key. As for the town itself, there's not much. There is a four-star random-move Move Vendor to the west of the Glowing Fountain, though, and there's another near it selling the 5-star Water-type Surf for 300,000 Poké.

Once you leave Northerly Town heading southeast, you'll find yourself in the overworld again. Just west of town is a Glacier dungeon, with a Tower further to the west. I would recommend running through them first. East of town is the Temple of Keys and further along is Cobalion's Fort 1. Cobalion's Fort 2 is found further to the north. Beyond each Fort is a new area (4-2 and 4-3, respectively) and you can choose which to go to, but you must clear both eventually. For the sake of keeping it all together, both are detailed here, but I recommend going to the first Fort, clearing 4-2, then going for the second Fort and 4-3 after. To each their own though.




Chapter 4-1: Glacier



  • Dominant Types: Ice
  • General Power: 975 ~ 1,100
  • Preferred Pokémon: Fire-, Rock-, Steel-, and Fighting-types all work pretty well here, though I'd stick closer to Fighting since some of the Pokémon here can take out Fire, Rock, and Steel through Ground-type moves and Water-type moves for the former two. Scraggy/Scrafty work well, too, to help get rid of Froslass.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Beartic Ice Flying, Ground, Grass, Dragon Fighting, Fire, Rock, Steel
Castform (Hailing Forme) * Ice Flying, Ground, Grass, Dragon Fighting, Fire, Rock, Steel
Cubchoo Ice Flying, Ground, Grass, Dragon Fighting, Fire, Rock, Steel
Deerling (Winter Forme) Grass/Normal Water, Rock, Ground Fire, Ice, Flying, Bug, Poison, Fighting
Delibird Ice/Flying Grass, Ground, Dragon, Flying, Bug, Fighting Rock (4x), Electric, Fire, Steel
Dewgong Water/Ice Fire, Rock, Ground, Flying, Grass, Dragon Grass, Electric, Fighting, Rock
Froslass Ice/Ghost Flying, Ground, Grass, Dragon, Ghost, Psychic Fire, Rock, Steel, Ghost, Dark
Glalie Ice Flying, Ground, Grass, Dragon Fighting, Fire, Rock, Steel
Mamoswine * Ice/Ground Fire, Rock, Steel, Poison, Electric, Dragon, Flying, Grass Grass, Fighting, Rock, Steel, Fire
Piloswine Ice/Ground Fire, Rock, Steel, Poison, Electric, Dragon, Flying, Grass Grass, Fighting, Rock, Steel, Fire
Regice * Ice Flying, Ground, Grass, Dragon Fighting, Fire, Rock, Steel
Sawsbuck (Winter Forme) Grass/Normal Water, Rock, Ground Fire, Ice, Flying, Bug, Poison, Fighting
Seel Water/Ice Fire, Rock, Ground, Flying, Grass, Dragon Grass, Electric, Fighting, Rock
Snorunt Ice Flying, Ground, Grass, Dragon Fighting, Fire, Rock, Steel
Swinub Ice/Ground Fire, Rock, Steel, Poison, Electric, Flying, Dragon, Grass Grass, Fighting, Rock, Steel, Fire
Vanillite Ice Flying, Ground, Grass, Dragon Fighting, Fire, Rock, Steel

NOTE (*): These Pokémon do not appear until you beat the game.

The boss fight is really easy. It will be against Beartic, allied by some Cubchoo. For the most part, Beartic will stick to Icicle Crash and what I presume to be Icy Wind, both of which are good cases for staying at Beartic's back. Other than that, if you can pierce his weaknesses, you'll win pretty quickly; Beartic was so slow that he only got off two attacks before my Scrafty got 'im.



Chapter 4-1: Tower



  • Dominant Types: Psychic
  • General Power: 950 ~ 1,150
  • Preferred Pokémon: Scraggy or Scrafty again are my high recommendations for this one.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Beheeyem Psychic Fighting, Poison Dark, Ghost, Bug
Bronzong Steel/Psychic Fighting, Poison, Ice, Rock Fire, Ground
Bronzor Steel/Psychic Fighting, Poison, Ice, Rock Fire, Ground
Elgyem Psychic Fighting, Poison Dark, Ghost, Bug
Espeon Psychic Fighting, Poison Dark, Ghost, Bug
Golett Ground/Ghost Fire, Rock, Steel, Electric, Poison, Ghost, Psychic Water, Ice, Grass, Ghost, Dark
Golurk * Ground/Ghost Fire, Rock, Steel, Electric, Poison, Ghost, Psychic Water, Ice, Grass, Ghost, Dark
Gothita Psychic Fighting, Poison Dark, Ghost, Bug
Gothitelle Psychic Fighting, Poison Dark, Ghost, Bug
Gothorita Psychic Fighting, Poison Dark, Ghost, Bug
Jynx Ice/Psychic Fighting, Poison, Flying, Ground, Dragon, Grass Dark, Ghost, Bug, Fire, Rock, Steel
Smoochum Ice/Psychic Fighting, Poison, Flying, Ground, Dragon, Grass Dark, Ghost, Bug, Fire, Rock, Steel

NOTE (*): These Pokémon do not appear until you beat the game.

The boss of this area is a Gothitelle. Gothitelle can be a bit tough to beat because it and the allying Gothorita like to use distance moves like Psybeam; Gothitelle also has a ranged - both distance and width - Psychic attack, which makes fighting from the front extremely risky. For the most part, stick to the back and hit what weaknesses you can.



Chapter 4-1: Temple of Keys



  • Difficulty: Power around 1,080
  • Pokémon Fought: 25 total
  • Prize: 4,000 Poké, Temple Key

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Beheeyem Psychic Fighting, Poison Dark, Ghost, Bug
Elgyem Psychic Fighting, Poison Ghost, Dark, Bug
Golett Ground/Ghost Fire, Rock, Steel, Electric, Poison, Ghost, Psychic Water, Ice, Grass, Ghost, Dark
Golurk Ground/Ghost Fire, Rock, Steel, Electric, Poison, Ghost, Psychic Water, Ice, Grass, Ghost, Dark
Unown (Various Formes) Psychic Fighting, Poison Ghost, Dark, Bug

When you enter the area, you'll be told to enter this area's Battle Royale to fix your key. The launch pad there is at the far northern side of the area; on the way, feel free to read the messages on the stones.

As for the battle itself? It's actually quite easy since most of the Pokémon tend to group thesmelves close together, making it easy for wide-ranging attacks to do some damage. 'Course, there aren't that many weakness-piercing attacks that can do it, but it's something, right? In any case, the main Pokémon to actually bring is, yet again, Scraggy or Scrafty due to their numerous advantages and resistances.

After the battle, you'll receive the Temple Key. This item will replace your Wonder Key, allowing you to switch Pokémon at the normal speed.




Chapter 4-1: Cobalion's Fort 1



  • Difficulty: Power around 1,100
  • Pokémon Fought: ~58 total (can vary)
  • Prize: 4,500 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Abomasnow Ice/Grass Flying, Ground, Grass, Dragon, Water, Rock Fire (4x), Flying, Bug, Poison, Steel, Rock, Fighting
Beartic Ice Flying, Ground, Grass, Dragon Fighting, Fire, Rock, Steel
Cubchoo Ice Flying, Ground, Grass, Dragon Fighting, Fire, Rock, Steel
Delibird Ice/Flying Grass, Ground, Dragon, Flying, Bug, Fighting Rock (4x), Electric, Fire, Steel
Escavalier Bug/Steel Psychic, Dark, Grass, Ice, Rock Fire (4x)
Froslass Ice/Ghost Flying, Ground, Grass, Dragon, Ghost, Psychic Fire, Rock, Steel, Ghost, Dark
Jynx Ice/Psychic Fighting, Poison, Flying, Ground, Dragon, Grass Dark, Ghost, Bug, Fire, Rock, Steel
Karrablast Bug Psychic, Dark, Grass Fire, Flying, Rock
Minccino Normal N/A Fighting
Roggenrola Rock Ice, Bug, Flying, Fire Water, Grass, Ground, Steel, Fighting
Smoochum Ice/Psychic Fighting, Poison, Flying, Ground, Dragon, Grass Dark, Ghost, Bug, Fire, Rock, Steel
Snorunt Ice Flying, Ground, Grass, Dragon Fighting, Fire, Rock, Steel
Snover Ice/Grass Flying, Ground, Grass, Dragon, Water, Rock Fire (4x), Flying, Bug, Poison, Steel, Rock, Fighting
Stantler Normal N/A Fighting
Vanillish Ice Flying, Ground, Grass, Dragon Fighting, Fire, Rock, Steel
Vanillite Ice Flying, Ground, Grass, Dragon Fighting, Fire, Rock, Steel

Of the two Forts in 4-1, this is the southern of the two, and it is also the easier one. This one will let you into Chapter 4-2, so I recommend clearing this one out first, beating 4-2, and then returning later for Fort 2. This Fort in particular is easy because the vast majority of the Pokémon (except Froslass and Jynx) have one common weakness: Fighting. Many also have common weaknesses in Fire, Rock, and Steel. As a result, I recommend using Scraggy/Scrafty (Dark and Fighting takes out everyone in some way), Pignite (Fire/Fighting), and probably another good Fire-type - the boss's sole weakness is Fire, and if you can't hit it, you're in trouble.

This will end being another Team Battle. In the first actual area, you'll find some Vanillite and Vanillish, followed by Cubchoo and Beartic. The second area features Minccino that pop in at random, Snorunt and Froslass, and then Snover and Abomasnow. The third area features random Roggenrola, Smoochum and Jynx, and Delibird and Stantler. The fourth and final area starts off with some Cubone and Marowak to fight. Eventually, the area's boss - Escavalier - will come along with some Karrablast.




Chapter 4-1: Cobalion's Fort 2



  • Difficulty: Power around 1,300
  • Pokémon Fought: ~69 total (can vary)
  • Prize: 5,000 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Accelgor Bug Grass, Psychic, Dark Fire, Rock, Flying
Baltoy Ground/Psychic Fire, Rock, Steel, Electric, Poison, Fighting Water, Grass, Ice, Bug, Ghost, Dark
Bonsly Rock Fire, Ice, Bug, Flying Fighting, Steel, Ground, Grass, Water
Combee Bug/Flying Dark, Psychic, Grass, Bug, Fighting Rock (4x), Fire, Flying, Ice, Electric
Galvantula Electric/Bug Water, Flying, Grass, Dark, Psychic Fire, Rock
Gyarados Water/Flying Ground, Fire, Rock, Fighting, Bug, Grass Electric (4x), Rock
Goldeen Water Ground, Fire, Rock Electric, Grass
Joltik Electric/Bug Water, Flying, Grass, Dark, Psychic Fire, Rock
Magikarp Water Ground, Fire, Rock Electric, Grass
Mankey Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Minccino Normal N/A Fighting
Primeape Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Roggenrola Rock Fire, Ice, Bug, Flying Fighting, Steel, Ground, Grass, Water
Seaking Water Ground, Fire, Rock Electric, Grass
Shelmet Bug Grass, Psychic, Dark Fire, Rock, Flying
Sudowoodo Rock Fire, Ice, Bug, Flying Fighting, Steel, Ground, Grass, Water
Vespiquen Bug/Flying Dark, Psychic, Grass, Bug, Fighting Rock (4x), Fire, Flying, Ice, Electric

Of the two Forts in 4-1, this is the northern of the two, and it is also the harder one. This one will let you into Chapter 4-3. I recommend beating Fort 1 and Chapter 4-2 first before clearing out this Fort and Chapter 4-3. As with the first Fort, this is a Team Battle. There are a few types you'll want to have in this battle. A good Flying-type will let you take care of about half the battles here, for one. You'll also want someone that can use Electric or Rock moves to take care of a number of others, and then it's mostly whichever you want to reinforce. I ended up using Charizard, Crobat, and Probopass myself. For the record, it would be a good idea if the Pokémon you control (Charizard in my case) has a Fire, Flying, or Rock move so as to make Hyper Mode absolutely kill the boss.

The first area of battle will open with Mankey and Primeape, with some Minccino flitting in and out of the fight. They are later followed by Bonsly and Sudowoodo. The second area will be against some Combee, later followed by a Vespiquen. In the third, you'll fight Baltoy that come-and-go, Goldeen and Seaking as actual enemies, and these are later followed by Magikarp (lol) and Gyarados.

Finally, there is the boss area, which opens up with some Joltik and Galvantula while Roggenrola come and go. Accelgor, the boss of the area, will come soon alongside some Shelmet. This final fight is easy enough if you're using the setup I recommended: enter Hyper Mode and then throw your weakness-piercing moves at him to quickly win!

After the battle, Chapter 4-3 will open up so you can clear two other Battle Royales to finish the Path of Heroes. The section "Chapter 4-3: Arrival" a bit further below, past the 4-2 stuff.




Chapter 4-2: Arrival



LOCAL POKÉMON FOUND IN THE OVERWORLD
Pokémon Species Pokémon Type Advantages Weaknesses
Croagunk Poison/Fighting Grass, Normal, Ice, Rock, Steel, Dark Psychic (4x), Ground, Flying
Starly Normal/Flying Bug, Grass, Fighting Ice, Rock, Electric

After beating the boss of Cobalion's Fort 1 in 4-1, you can come here. After the scene with Golett, you're welcome to do as you will here. Just to the east lies a Meadow, with Excadrill and his tunnel and a Forest to the north. Further north are the next two dungeons, a Lake and a Hauntyard. Finally, there is a Cave in the northeast corner. On the east side of the area are the two things I want you to take care of last: the Shrines of Keys, which are two type-specific Battle Royales. I recommend doing them in that order, and taking the Poison Royale before the Flying one since it's slightly easier.



Chapter 4-2: Meadow



  • Dominant Types: Normal
  • General Power: 1,100 ~ 1,200
  • Preferred Pokémon: A general Fighting-type user will suffice. The ability to use Ice, Rock, or Electric moves will also help out somewhat - for example, Scrafty can learn ThunderPunch and Brick Break.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Fearow Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Girafarig Normal/Psychic Poison, Fighting Dark, Bug
Glameow Normal N/A Fighting
Lickilicky Normal N/A Fighting
Lickitung Normal N/A Fighting
Miltank Normal N/A Fighting
Persian Normal N/A Fighting
Purugly Normal N/A Fighting
Raticate Normal N/A Fighting
Seviper Poison Grass Ground, Psychic
Spearow Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Staravia Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Staraptor Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Starly Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Tauros * Normal N/A Fighting
Zangoose Normal N/A Fighting

NOTE (*): These Pokémon do not appear until you beat the game.

The entrance to here contains a Move Vendor selling Fling at three-stars. It is a Dark-type move that involves you throwing Poké at enemies ... so don't buy it unless you're absolutely desperate. >_>

The boss battle here against Staraptor can be pretty difficult due to its sheer speed and power. For the most part, you'll need to move around a lot and try to get in what attacks you can from the back. Ultimately, I broke down and just used a Healthy Staravia I got in the battle and retreated as needed to heal, which was pretty often. Lickitung or Lickilicky with Rollout are also really effective if you can manage to get enough consecutive hits; since they're bulky, it'll take a while for 'em to go down. If you're having trouble, come back later with some Ghost-types from the 4-2 Hauntyard or a Nosepass/Probopass from the 4-2 Cave.




Chapter 4-2: Forest



  • Dominant Types: Grass
  • General Power: 1,150 ~ 1,250
  • Preferred Pokémon: Fire- or Flying-type Pokémon work well, such as Fearow from the 4-2 Meadow. Ice Pokémon from 4-1 also work.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Bellossom * Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Bulbasaur Grass/Poison Water, Rock, Ground, Grass Fire, Ice, Flying, Psychic
Celebi ** Grass/Psychic Water, Rock, Ground, Poison, Fighting Bug (4x), Fire, Ice, Flying, Dark, Ghost
Cherrim (Overcast Forme) Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Exeggcute Grass/Psychic Water, Rock, Ground, Poison, Fighting Bug (4x), Fire, Ice, Flying, Dark, Ghost
Exeggutor Grass/Psychic Water, Rock, Ground, Poison, Fighting Bug (4x), Fire, Ice, Flying, Dark, Ghost
Gloom Grass/Poison Water, Rock, Ground, Grass Fire, Ice, Flying, Psychic
Hoothoot Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Ivysaur Grass/Poison Water, Rock, Ground, Grass Fire, Ice, Flying, Psychic
Noctowl Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Skuntank Poison/Dark Grass, Psychic, Ghost Ground
Stunky Poison/Dark Grass, Psychic, Ghost Ground
Tropius Grass/Flying Water, Rock, Ground, Grass, Bug, Fighting Ice (4x), Fire, Flying, Poison, Rock
Venusaur Grass/Poison Water, Rock, Ground, Grass Fire, Ice, Flying, Psychic
Vileplume Grass/Poison Water, Rock, Ground, Grass Fire, Ice, Flying, Psychic
Yanma Bug/Flying Grass, Dark, Psychic, Fighting, Bug Rock (4x), Fire, Flying, Ice, Electric

NOTE (*): These Pokémon do not appear until you beat the game.
NOTE (**): This Pokémon will not appear until 60 or more customers are in the Toy Shop.

The entrance to this area contains a Move Vendor for the 2-star Grass move Absorb. As well as being an offensive move, it is able to heal some of the HP of the user based on the amount of damage dealt. It's not quite ideal for this dungeon, but there is a Water-filled Lake also in 4-2 where this could be quite useful.

As for the boss of the dungeon? It's a Venusaur allied by some Ivysaur. This ends up being pretty easy because of Venusaur's lack of speed. You will want to attack from the back to avoid the Sleep Powder, but its (what I assume to be) Magnitude hits all around it, so it's hard to avoid anything. In any case, a few of the Pokémon here - Noctowl, notably - are able to pierce a number of its weaknesses, so it's not hard to find someone good.




Chapter 4-2: Lake



  • Dominant Types: Water
  • General Power: 1,050 ~ 1,200
  • Preferred Pokémon: Grass Pokémon from the 4-2 Forest will work well. Exeggutor is preferred due to the help it can give with Croagunk, Toxicroak, and Poliwrath. Also, Magical Leaf is deadly good.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Blastoise Water Fire, Rock, Ground Grass, Electric
Croagunk Poison/Fighting Grass, Normal, Ice, Rock, Steel, Dark Psychic (4x), Ground, Flying
Golduck Water Fire, Rock, Ground Grass, Electric
Lombre Water/Grass Fire, Rock, Ground, Water Flying, Bug, Poison
Ludicolo Water/Grass Fire, Rock, Ground, Water Flying, Bug, Poison
Masquerain Bug/Flying Psychic, Grass, Dark, Bug, Fighting Rock (4x), Fire, Flying, Ice, Electric
Politoed * Water Fire, Rock, Ground Grass, Electric
Poliwag Water Fire, Rock, Ground Grass, Electric
Poliwhirl Water Fire, Rock, Ground Grass, Electric
Poliwrath Water/Fighting Fire, Rock, Ground, Normal, Steel, Dark, Ice Grass, Electric, Flying, Psychic
Psyduck Water Fire, Rock, Ground Grass, Electric
Squirtle Water Fire, Rock, Ground Grass, Electric
Surskit Water/Bug Fire, Rock, Ground, Grass, Dark, Psychic Electric, Flying, Rock
Toxicroak Poison/Fighting Grass, Normal, Ice, Rock, Steel, Dark Psychic (4x), Ground, Flying
Wartortle Water Fire, Rock, Ground Grass, Electric

NOTE (*): These Pokémon do not appear until you beat the game.

The boss of this area is a Blastoise allied by some Wartortle. This battle is insanely easy if you've gotten a Pokémon with Magical Leaf - with that move, you can attack just beyond the range of Blastoise's Hydro Pump and you can still damage your other enemies without even turning due to its homing nature. For the most part, with that move, you're set. Otherwise, basically just attack him from the back; other than the generic push-back move all bosses have, there isn't much that turtle will be able to do about it.



Chapter 4-2: Hauntyard



  • Dominant Types: Ghost
  • General Power: 1,050 ~ 1,300
  • Preferred Pokémon: Scraggy, Scrafty, or the Umbreon in the dungeon all work quite well due to having an advantage and a resistance to Ghosts. (Murkrow and Honchkrow work well in the post-game as well.)

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Banette Ghost Ghost, Psychic Ghost, Dark
Drifblim Ghost/Flying Ghost, Psychic, Grass, Bug, Fighting Ghost, Dark, Ice, Rock, Electric
Drifloon Ghost/Flying Ghost, Psychic, Grass, Bug, Fighting Ghost, Dark, Ice, Rock, Electric
Dusclops Ghost Ghost, Psychic Ghost, Dark
Dusknoir Ghost Ghost, Psychic Ghost, Dark
Duskull Ghost Ghost, Psychic Ghost, Dark
Gengar Ghost/Poison Ghost, Psychic, Grass Ghost, Dark, Psychic, Ground
Haunter Ghost/Poison Ghost, Psychic, Grass Ghost, Dark, Psychic, Ground
Honchkrow * Dark/Flying Ghost, Psychic, Grass, Bug, Fighting Ice, Rock, Electric
Misdreavus Ghost Ghost, Psychic Ghost, Dark
Mismagius Ghost Ghost, Psychic Ghost, Dark
Murkrow * Dark/Flying Ghost, Psychic, Grass, Bug, Fighting Ice, Rock, Electric
Shuppet Ghost Ghost, Psychic Ghost, Dark
Umbreon Dark Ghost, Psychic Fighting, Bug

NOTE (*): These Pokémon do not appear until you beat the game.

The final battle of this area will be against Gengar and Haunter. This will probably be one of the easiest boss battles you have, since the Ghost and Dark Pokémon you can get here have advantages over Ghost Pokémon. Once that much is settled, all you need is one of them with the move Shadow Ball. Because of its projectile nature, you can shoot it while Gengar is even off-screen (making you beyond the range of his moves) and hit him! So ... yeah.



Chapter 4-2: Cave



  • Dominant Types: Somewhat varied
  • General Power: 1,100 ~ 1,350
  • Preferred Pokémon: For the most part, the common weakness here is Ground, so somewhat using that will work well. A Dewgong (Water/Ice) from 4-1 also works very well, although it won't do (as) well on Grimer, Koffing, Weezing, or Muk.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Charizard Fire/Flying Grass, Bug, Ice, Steel, Fighting Rock (4x), Water, Electric
Charmander Fire Grass, Bug, Ice, Steel Water, Rock, Ground
Charmeleon Fire Grass, Bug, Ice, Steel Water, Rock, Ground
Crobat Poison/Flying Grass, Bug, Fighting Psychic, Ice, Rock, Electric
Diglett Ground Fire, Rock, Steel, Electric, Poison Grass, Ice, Water
Dugtrio Ground Fire, Rock, Steel, Electric, Poison Grass, Ice, Water
Gligar Ground/Flying Fire, Rock, Steel, Electric, Poison, Bug, Grass, Fighting Ice (4x), Water
Golbat Poison/Flying Grass, Bug, Fighting Psychic, Ice, Rock, Electric
Grimer Poison Grass Psychic, Ground
Koffing Poison Grass Psychic, Ground
Muk * Poison Grass Psychic, Ground
Nosepass Rock/Steel Fire, Flying, Bug, Rock, Ice Fighting (4x), Ground (4x), Water
Probopass Rock/Steel Fire, Flying, Bug, Rock, Ice Fighting (4x), Ground (4x), Water
Weezing * Poison Grass Psychic, Ground
Zubat Poison/Flying Grass, Bug, Fighting Psychic, Ice, Rock, Electric

NOTE (*): These Pokémon do not appear until you beat the game.

The boss battle here against Charizard and his Charmeleon minions is generally pretty easy, but you kinda need a Rock-type user to get through this. Charizard can be pretty powerful and loves to use rushing attacks and Flamethrower while the Charmeleon favor the somewhat-ranged Fire Fang. What I ended up doing was, with my befriended Nosepass/Probopass, was using Rock Throw. A lot. Eventually, they'd lose HP at which point I'd simply switch to another ad infinitum until the end of the fight. Not the best strategy, but it got the job done.



Chapter 4-2: Unown Hideout



NOTE!

This area will not appear unto you until you have finished the game. Once such is done, there is a pile of rocks in the northwestern corner of 4-2 overworld that will bring you to the Unown Hideout, a place where all 28 Formes of Unown - A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z, !, and ? - can be found. After finishing it once, it will remained closed for a random period of time before re-opening.


  • Dominant Types: Psychic
  • General Power: 850 ~ 900
  • Preferred Pokémon: A Pokémon of the Dark, Ghost, or Bug types will dominate without prejudice. Scraggy, Scrafty, Sableye, and Spiritomb are preferred due to the Psychic resistance, though.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Unown (All Formes) Psychic Fighting, Poison Dark, Ghost, Bug



Chapter 4-2: Poison-Type Shrine of Keys



  • Difficulty: Power around 1,250
  • Pokémon Fought: 38 total
  • Prize: 4,500 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Arbok Poison Grass Psychic, Ground
Muk Poison Grass Psychic, Ground
Seviper Poison Grass Psychic, Ground
Skuntank Poison/Dark Grass, Psychic, Ghost Ground
Tentacruel Poison/Water Grass, Fire, Rock, Ground Psychic, Ground, Electric
Weezing Poison Grass Psychic, Ground

This Battle Royale in 4-2 is restricted Poison-type Pokémon. There are a few Poison-type Pokémon in most of the areas of 4-2, so it's not like it's impossible to find one. Of those that are there, I would recommend Golbat or Crobat, since they resist Poison but have neutral-damaging STABs (Flying). Alternatively, if you somehow get one with a Ground- or Poison-type move (though I don't know of any that exist), those are strongly recommended. In any case, there's also a Poison Jab (4-star) Move Vendor in the corner; it's a pretty powerful and worthwhile STAB, even if not for this fight.

The fight itself was pretty straightforward. For the most part, the Pokémon stick to close-range attacks but you'll see some status-inducing moves flying around as well. For the most part, you can just rush them with your STAB moves. After having cleared the Royale, a part of the Path of Heroes will rise up and you can move on ... well, to another 4-2 Royale if you're following this.




Chapter 4-2: Flying-Type Shrine of Keys



  • Difficulty: Power around 1,300
  • Pokémon Fought: 38 total
  • Prize: 5,000 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Aerodactyl Rock/Flying Grass, Bug, Fighting, Flying, Fire, Ice Ice, Rock, Electric, Water, Steel
Fearow Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Dodrio Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Swellow Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Togekiss Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric

Similar to the previous Battle Royale, you can find a Pluck - a 3-star Flying move - in the top-right corner. It's not extremely useful in the Royale, though it will double Poké earned elsewhere, and could make for a half-decent Flying STAB in the battle ahead. As for recommended Pokémon? You could try risking it with a Yanma that knows Rock Slide or AncientPower, but the weakness to Flying and dual-weakness to Rock make it questionable. I stuck with a Golbat knowing some Poison STABs - may as well hit for neutral damage.

The battle itself will ultimately devolve into an all-out brawl - other than Dodrio's ranged Tri Attack, pretty much every Pokémon will stick to close-range physical moves since that is the nature of the Flying type. Wide-ranging moves like Air Cutter or Air Slash make this extremely easy. The only real risk after that would be Aerodactyl; not only is he generally powerful, but Rock-type weakness-piercing STAB moves make this a real trial - for the most part, all I could do was bash and bash him with Air Slash (which helps, since it causes flinching).

Anyhow, after the Royale, another part of the Path of Heroes rises. If you're following this walkthrough in the manner I recommended, it's time to clear out Chapter 4-1: Cobalion's Fort 2 and to head on beyond to Chapter 4-3.




Chapter 4-3: Arrival



LOCAL POKÉMON FOUND IN THE OVERWORLD
Pokémon Species Pokémon Type Advantages Weaknesses
Hippopotas Ground Electric, Fire, Rock, Steel, Poison Water, Grass, Ice
Machop Fighting Normal, Ice, Rock, Steel, Dark Psychic, Flying

There will be a brief scene with Golett before you regain control. To the south of the entrance is a Desert, with a Beach to the east, and a Factory further northeast. In the random patch of grass to the west of there is the tunnel to Northerly Town, so be sure to activate it! Just north of there are two more dungeons, the Canyon and some Lava. To the west of there and to the east of there are the two Shrines of Keys you need to finish off to finish off this area; respectively, they focus on Ground- and Fighting-types. I recommend doing them last (and in that order).



Chapter 4-3: Desert



  • Dominant Types: Ground
  • General Power: 1,100 ~ 1,350
  • Preferred Pokémon: Ice-types do well here, as they get those Rock/Ground types in addition to the Grass-types that are probably the second-most prominent, though you'll have some trouble if Makuhita shows up...

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Cacnea Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Cacturne Grass/Dark Water, Rock, Ground, Ghost, Pstchic Bug (4x), Fire, Ice, Flying, Poison, Fighting
Corphish Water Fire, Rock, Ground Grass, Electric
Crawdaunt Water/Dark Fire, Rock, Ground, Psychic, Ghost Grass, Electric, Fighting, Bug
Donphan * Ground Electric, Fire, Rock, Steel, Poison Water, Grass, Ice
Grotle Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Hariyama Fighting Normal, Ice, Rock, Steel, Dark Psychic, Flying
Hippopotas Ground Electric, Fire, Rock, Steel, Poison Water, Grass, Ice
Hippowdon Ground Electric, Fire, Rock, Steel, Poison Water, Grass, Ice
Makuhita Fighting Normal, Ice, Rock, Steel, Dark Psychic, Flying
Phanpy Ground Electric, Fire, Rock, Steel, Poison Water, Grass, Ice
Rhydon Rock/Ground Fire, Flying, Bug, Ice, Electric, Poison, Steel, Rock Water (4x), Grass (4x), Fighting, Steel, Ground, Ice
Rhyhorn Rock/Ground Fire, Flying, Bug, Ice, Electric, Poison, Steel, Rock Water (4x), Grass (4x), Fighting, Steel, Ground, Ice
Rhyperior Rock/Ground Fire, Flying, Bug, Ice, Electric, Poison, Steel, Rock Water (4x), Grass (4x), Fighting, Steel, Ground, Ice
Torterra Grass/Ground Water, Rock, Ground, Fire, Steel, Electric, Poison Ice (4x), Fire, Flying, Bug,
Turtwig Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison

NOTE (*): These Pokémon do not appear until you beat the game.

The boss of this area is a Torterra, allied by some Grotle. He moves quite slowly and mostly sticks to using Wood Hammer to hit nearby enemies. If you have a distance Ice-type move like Ice Beam, you'll have a pretty good shot; even so, stuff like Ice Fang and all work - so long as you keep your distance from Wood Hammer, you'll be okay.



Chapter 4-3: Beach



  • Dominant Types: Water
  • General Power: 1,150 ~ 1,400
  • Preferred Pokémon: Electric works very well here. However, you'll probably want some kind of Fighting move or something to help deal with Cradily and Lileep. Grass also works well for the Gastrodon, but they're in such few number that's not that required.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Cradily Rock/Grass Fire, Flying, Bug, Ice, Rock, Ground, Water Fighting, Steel, Ice, Bug
Buizel Water Fire, Rock, Ground Grass, Electric
Empoleon Water/Steel Fire, Rock, Ground, Ice Electric, Fighting, Ground
Floatzel Water Fire, Rock, Ground Grass, Electric
Gastrodon (East Sea Forme) Water/Ground Fire, Rock, Ground, Electric, Steel, Poison Grass (4x)
Kingdra * Water/Dragon Fire, Rock, Ground, Dragon Dragon
Lileep Rock/Grass Fire, Flying, Bug, Ice, Rock, Ground, Water Fighting, Steel, Ice, Bug
Piplup Water Fire, Rock, Ground Grass, Electric
Prinplup Water Fire, Rock, Ground Grass, Electric
Seadra Water Fire, Rock, Ground Grass, Electric
Shellos (East Sea Forme) Water Fire, Rock, Ground Grass, Electric
Tentacool Water/Poison Fire, Rock, Ground, Grass Psychic, Electric, Ground
Tentacruel Water/Poison Fire, Rock, Ground, Grass Psychic, Electric, Ground
Vaporeon Water Fire, Rock, Ground Grass, Electric

NOTE (*): These Pokémon do not appear until you beat the game.

The entrance to this area features a Move Vendor selling the move Whirlpool - it is a two-star Water-type move that hits several times, immobilizing the enemy briefly. Not too good if you have better Water-type moves...

Anyhow, the boss of the beach is an Empoleon allied by some Prinplups. Quelle surprise. Anyhow, Electric-types will dominate this fight - swift ones especially, as Empoleon is slow, bulky, and takes a while to charge up Hydro Pump. I ended up using a Gastrodon with Mud Bomb, though; no Electric-types above 1,000 power for me. T_T




Chapter 4-3: Factory



  • Dominant Types: Somewhat varied, but Electric dominated
  • General Power: 1,100 ~ 1,400
  • Preferred Pokémon: Ground Pokémon will do well here due to their huge Electric resistance and ability to deal with this Steel and Electric types.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Electrode Electric Flying, Water Ground
Lucario Fighting/Steel Ice, Rock, Normal, Steel, Dark Fire, Ground, Fighting
Luxio Electric Flying, Water Ground
Luxray Electric Flying, Water Ground
Mankey Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Mew ** Psychic Fighting, Poison Dark, Ghost, Bug
Mr. Mime Psychic Fighting, Poison Dark, Ghost, Bug
Porygon Normal N/A Fighting
Porygon2 Normal N/A Fighting
Porygon-Z * Normal N/A Fighting
Primeape Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Registeel * Steel Ice, Rock Fighting, Fire, Ground
Riolu Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Shinx Electric Flying, Water Ground
Skarmory Steel/Flying Ice, Rock, Bug, Grass, Fighting Fire, Electric
Voltorb Electric Flying, Water Ground

NOTE (*): These Pokémon do not appear until you beat the game.
NOTE (**): For this Pokémon to appear, you need 80+ customers in the Toy Shop.

The boss of this area will be Lucario, who allied by some Riolu. Ironically, some of the Pokémon here are well-suited for this fight. I ended up using a Mr. Mime I had found that happened to know Brick Break, for example. Otherwise, general Ground-types will suffce. The main problem in this fight is that Lucario tends to use the homing move Aura Sphere after a noticeably-brief charge-up time - this make life very difficult for you if you are using, say, a Rock/Ground type.



Chapter 4-3: Canyon



  • Dominant Types: Fighting and Ground
  • General Power: 1,200 ~ 1,450
  • Preferred Pokémon: Psychic is probably the best for here, since it hits the Fighting types for double damage (neutral with Meditite/Medicham) and the rest neutrally, other than Steelix.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Aerodactyl * Rock/Flying Fire, Flying, Bug, Ice, Grass, Fighting Water, Fighting, Steel, Ice, Electric
Bagon Dragon Dragon Ice, Dragon
Gligar Ground/Flying Fire, Rock, Electric, Poison, Steel, Bug, Grass, Fighting Ice (4x), Water
Gliscor Ground/Flying Fire, Rock, Electric, Poison, Steel, Bug, Grass, Fighting Ice (4x), Water
Golem Rock/Ground Fire, Flying, Bug, Ice, Electric, Poison, Steel, Rock Water (4x), Grass (4x), Fighting, Steel, Ground, Ice
Graveler Rock/Ground Fire, Flying, Bug, Ice, Electric, Poison, Steel, Rock Water (4x), Grass (4x), Fighting, Steel, Ground, Ice
Machamp Fighting Normal, Ice, Rock, Steel, Dark Psychic, Flying
Machoke Fighting Normal, Ice, Rock, Steel, Dark Psychic, Flying
Machop Fighting Normal, Ice, Rock, Steel, Dark Psychic, Flying
Medicham Fighting/Psychic Normal, Ice, Rock, Steel, Dark Flying, Ghost
Meditite Fighting/Psychic Normal, Ice, Rock, Steel, Dark Flying, Ghost
Onix Rock/Ground Fire, Flying, Bug, Ice, Electric, Poison, Steel, Rock Water (4x), Grass (4x), Fighting, Steel, Ground, Ice
Regirock * Rock Fire, Flying, Bug, Ice Fighting, Steel, Ground, Grass, Water
Salamence * Dragon/Flying Dragon, Grass, Fighting, Bug Ice (4x), Dragon, Rock
Shelgon Dragon Dragon Ice, Dragon
Steelix Steel/Ground Ice, Rock, Fire, Rock, Electric, Poison, Steel Water, Fire, Fighting, Ground

NOTE (*): These Pokémon do not appear until you beat the game.

The entrance to this dungeon will feature a Move Vendor. This Vendor sells Acrobatics, a 3-star Flying-type move that is more powerful if you have no Poké on hand whatsoever. ... Which is exceedingly unlikely unless you're heavily using Incinerate. That said, it's not too bad a move to have, especially as a Flying STAB.

The boss of this area is a Machamp, who is allied by some Machoke cronies. Not a lot to say about this fight - especially if you've taken in a Meditite, Medicham, Gligar, or Gliscor, you won't be likely to have a problem here.




Chapter 4-3: Lava



  • Dominant Types: Fire
  • General Power: 1,150 ~ 1,400
  • Preferred Pokémon: Water or Ground by far - each can do 2x or 4x damage to everyone in this dungeon! Which makes Gastrodon pwn pretty much everything. =P

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Arcanine Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Camerupt Fire/Ground Grass, Ice, Bug, Steel, Fire, Rock, Electric, Poison Water (4x), Ground
Chimchar Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Growlithe Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Houndoom * Fire/Dark Grass, Ice, Bug, Steel, Ghost, Psychic Water, Rock, Ground, Fighting
Houndour * Fire/Dark Grass, Ice, Bug, Steel, Ghost, Psychic Water, Rock, Ground, Fighting
Infernape Fire/Fighting Grass, Ice, Bug, Steel, Normal, Rock, Dark Water, Ground, Flying, Psychic
Magcargo Fire/Rock Grass, Ice, Bug, Steel, Flying, Fire Water (4x), Ground (4x), Rock, Fighting
Magmar Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Monferno Fire/Fighting Grass, Ice, Bug, Steel, Normal, Rock, Dark Water, Ground, Flying, Psychic
Numel Fire/Ground Grass, Ice, Bug, Steel, Fire, Rock, Electric, Poison Water (4x), Ground
Ponyta Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Rapidash Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Torkoal Fire Grass, Ice, Bug, Steel Water, Rock, Ground

NOTE (*): These Pokémon do not appear until you beat the game.

The entrance to this dungeon contains the Move Vendor for Fire Spin. Fire Spin is basically a Fire-type version of the Whirlpool from the 4-3 Beach - it's Fire-typed, 2 stars, and briefly traps the target. There are better moves, but if you need an STAB, may as well.

When you reach the second area, there will be a platform north of where you start. It has two metal bridges going from it; the northeast one is a dead-end, but you can attack the center of the end and make a Vulpix appear after several hits and some Poké. That's about it for the actual dungeon, though.

The boss at the end will be an Infernape, allied by Monferno. This fiery group is readily doused by just persistent use of Water attacks. The main problem, though, will be Infernape's exorbitant speed and power, so look out for that.




Chapter 4-3: Ground-Type Shrine of Keys



  • Difficulty: Power around 1,350
  • Pokémon Fought: 38 total
  • Prize: 5,500 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Donphan Ground Electric, Fire, Rock, Steel, Poison Water, Grass, Ice
Dugtrio Ground Electric, Fire, Rock, Steel, Poison Water, Grass, Ice
Marowak Ground Electric, Fire, Rock, Steel, Poison Water, Grass, Ice
Nidoking Ground/Poison Electric, Fire, Rock, Steel, Poison, Grass Water, Ice, Psychic, Ground
Nidoqueen Ground/Poison Electric, Fire, Rock, Steel, Poison, Grass Water, Ice, Psychic, Ground
Rhyperior Ground/Rock Fire, Flying, Bug, Ice, Electric, Poison, Steel, Rock Water (4x), Grass (4x), Fighting, Steel, Ground, Ice
Steelix Ground/Steel Ice, Rock, Fire, Rock, Electric, Poison, Steel Water, Fire, Fighting, Ground

The entrance to this area features a vendor for the move Bulldoze - a decent, 3-star, Ground-type move. If you need an STAB for your Pokémon, that's a good one. Speaking of your Pokémon, it would be a good idea to find a Ground-type, since it's required. =P In this case, I recommend Gligar or Gliscor - being Ground/Flying, they tend to resist the Ground-type moves you'll see flying around this arena. Gastrodon also works well by having Water moves.

Regardless, this battle is dangerously hectic, no matter who you end up picking. It would be ideal to get WAY away fronm the center of the battlefield as soon as you can and throw attacks from afar. I got hit by the Dugtrios' Dig so many times it's not even funny anymore. -_-




Chapter 4-3: Fighting-Type Shrine of Keys



  • Difficulty: Power around 1,400
  • Pokémon Fought: 39 total
  • Prize: 6,000 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Breloom Fighting/Grass Normal, Ice, Rock, Steel, Dark, Water, Ground Flying (4x), Psychic, Fire, Ice
Hitmonchan Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Hitmonlee Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Hitmontop Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Poliwhirl Fighting/Water Normal, Ice, Rock, Steel, Dark, Rock, Fire, Ground Flying, Psychic, Electric, Grass
Primeape Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Toxicroak Fighting/Poison Normal, Ice, Rock, Steel, Dark, Grass Flying, Psychic (4x)

Similar to the other Shrine, this one also has a Move Vendor; this one yields the move Brick Break. It is a 3-star Fighting-type move, which makes a decent STAB for Fighting Pokémon. Speaking of your Pokémon, what makes a good Pokémon for this Royale? Meditite and Medicham would be my higher-priority choices due to Psychic having the advantage over Fighting. Pokémon with Flying-type moves also work well, since there are fewer Pokémon that resist those here. Hidden Power - Flying or Psychic - are both extremely effective due to the area-effect nature. Like, because of it, I had a 39 Pokémon combo and a win in under 43.5 seconds.

In any case, since that's the main strategy I used, I didn't have many problems with this fight - the area-effect just kept pushing Pokémon back. =P Still, it can clearly get a bit hectic if you're in the middle of the fray. If you don't have an area-effect move - for example, the line-of-sight Psybeam - it will be better to attack from the fringes.




Chapter 4-4: Arrival



After having finished all four Battle Royales between Chapters 4-2 and 4-3, the Path of Heroes should open up in 4-1's northern portion. Go there and cross into the next area, 4-4. 4-4 doesn't have much to it, really. Speak with the Excadrill to the west to open up a path back into Northerly Town, then go north and into the Fallaway Battlefield. Once you beat that, it's to Cobalion's Stronghold for a Team Battle.



Chapter 4-4: Fallaway Battlefield



When you enter the area, feel free to the read the sign or speak to Golett, though neither is required. >_> Go north and towards the next area to call your Pokémon to you for a Charge Battle against Hydreigon! 

Again, it's mostly the same stuff as you're used to - press the A Button a bunch and you'll win. ... Man, the 3D in these things is amazing. *_* Anyhow... Once the battle's won, a path to the next area will open up. Follow it to Cobalion's Stronghold.




Chapter 4-4: Cobalion's Stronghold



  • Difficulty: Power around 1,400
  • Pokémon Fought: ~64 total (can vary)
  • Prize: 7,000 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Barboach Water/GroundFire, Rock, Steel, Electric, Poison, Ground Grass (4x)
Darumaka Fire Grass, Steel, Bug, Ice Water, Rock, Ground
Donphan Ground Fire, Rock, Steel, Electric, Poison Ice, Water, Grass
Ferroseed Steel/Grass Ice, Rock, Water, Ground Fire (4x), Fighting, Ground
Fraxure Dragon Dragon Ice, Dragon
Haxorus Dragon Dragon Ice, Dragon
Lucario Fighting/Steel Ice, Rock, Normal, Steel, Dark Fire, Ground, Fighting
Onix Rock/Ground Fire, Flying, Bug, Ice, Electric, Poison, Steel, Rock Water (4x), Grass (4x), Fighting, Steel, Ground, Ice
Phanpy Ground Fire, Rock, Steel, Electric, Poison Ice, Water, Grass
Riolu Fighting Normal, Ice, Rock, Steel, Dark Flying, Psychic
Sandslash Ground Fire, Rock, Steel, Electric, Poison Ice, Water, Grass
Sandshrew Ground Fire, Rock, Steel, Electric, Poison Ice, Water, Grass
Seismitoad Water/GroundFire, Rock, Steel, Electric, Poison, Ground Grass (4x)
Steelix Steel/Ground Ice, Rock, Fire, Rock, Electric, Poison, Steel Water, Fire, Fighting, Ground
Stunfisk Electric/Ground Flying, Water, Fire, Rock, Electric, Poison, Steel Ice, Grass, Ground, Water
Trapinch Ground Fire, Rock, Steel, Electric, Poison Ice, Water, Grass
Venipede Bug/Poison Psychic, Dark, Grass Fire, Flying, Rock, Psychic
Vibrava Ground/Dragon Fire, Rock, Steel, Electric, Poison, Dragon Ice (4x), Dragon
Whiscash Water/GroundFire, Rock, Steel, Electric, Poison, Ground Grass (4x)

Well, you know the procedure for starting Team Battles by now, I assume? Pick two partners at the sides of the catapult, then approach the middle so a bunch of your allies can launch you over (regardless of whether you can fly or not). As for a good party? You'll really want someone that can use Ice-type moves; they'll be invaluable for this fight as many Pokémon here are Ground-type, and the bosses are Dragons. You'll want a good Grass-type user as well to deal with the Water/Ground types, and a good Fire, Fighting, or Ground user to take care of Steelix and Lucario.

The first fight in the Stronghold opens with Vibrava and Trapinch while some Venipede intermittently appear to attack you and such. Donphan will appear soon alongside some Phanpy. Overall, a pretty easy phase: my Ice Punch Medicham finished them off pretty fast. >_>

The next area is largely the same, type-wise. We open with Sandslash and Sandshrew, now with Ferroseed being thrown about. (Ouch.) Steelix and Onix will be the boss here. A lot of Water-type weakness, no? Next comes up some Barboach and Whiscash, followed by Stunfish and Seismitoad for the mini-boss.

The boss of this area will be fought in the next area. We open with Lucario and Riolu first, with Darumaka coming in and out as desired. Ground-types FTW here. Haoxrus - the boss of this area - will eventually appear alongside some Fraxure. He can be pretty difficult to beat if you came with a team specifically engineered for the rest of this stuff unless you used an Ice-type. In any case, consume some of that Windup Energy and whail on him.




Chapter 4-4: World Axle Grounds



  • Difficulty: Power around 1,500?
  • Pokémon Fought: One
  • Prize: 7,000 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Cobalion Steel/Fighting Ice, Rock, Normal, Dark, Steel Fire, Ground, Fighting

After finishing off Cobalion's Stronghold, go north along the newly opened and there, before you, will you find a massive army of Pokémon gathered in front of the World Axle. After a brief scene there, it seems this will come to blows... Anyhow, when you regain control, go east and grab the little potion thingy to restore your party's HP, then choose a team for this next Team Battle. It will be against only one Pokémon, though, so you can engineer your team against him - Pokémon that can use Fire, Ground, or Fighting moves are recommended, especially Fire due to the Steel resistance.

Personally, I threw up Medicham, Infernape, and Gliscor. It will be simply a fight versus Cobalion, so there's nothing much on the side to worry about. Really, I just threw myself against Cobalion and starting mashing the crap out of my A Button and won with little trouble in about 20 seconds.

The scene thereafter will automatically conclude Chapter 4 as you go into the World Axle itself to encounter the greater evil in this mess.



Chapter 5: The Final Battle



Chapter Flowchart



There aren't any explicit divisions (e.g. 5-1, 5-2) to this Chapter - I'm simply using them out of convenience and familiarity.







Chapter 5 Prelude: Arrival



When you regain control of yourself, go north and into the World Axle proper. After a brief scene, you'll pop up in Axle Town. There, you can go to the northwestern portion of the town to find two Move Vendors. One teaches Draco Meteor, a 5-star Dragon type move ... for 5,000,000 Poké. O_o There's also the generic Move-a-majig. On the eastern part, you can find the Move School - basically, it allows you to teach any Pokémon any move it can learn, so long as there are enough people in your team (you are willing to release) that also know it. Anyhow, head southwest of the town to the Underground Entry elevator.



Chapter 5 Prelude: Dark Legion Base



  • Dominant Types: Dark
  • General Power: Unknown
  • Preferred Pokémon: Fighting by far, since everything here is part-Dark. Sableye won't take any super-effective hits, but that's how he was before X/Y and the Fairy type.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Houndour Dark/Fire Ghost, Psychic, Ice, Bug, Grass, Steel Fighting, Water, Rock, Ground
Murkrow Dark/Flying Ghost, Psychic, Grass, Bug, Fighting Ice, Electric, Rock
Sableye Dark/Ghost Ghost, Psychic N/A
Sneasel Dark/Ice Ghost, Psychic, Flying, Ground, Grass. Dragon Fighting (4x), Fire, Bug, Rock, Steel

When you arrive from the elevator, you'll find yourself facing Cobalion, who asks to join you in combat against the Dark Legion. For a while now, he will basically end up being a side-ally similar to the Team Battle allies, but there's just one of him. Anyhow, go north and use the catapult.

Ultimately, this area is just another regular dungeon - there is nothing special about it (other than you are unable to befriend anyone), and it's just as unpredictable as a normal dungeon, so I can't readily guide you through. Doesn't matter, though - Cobalion will do most of the fighting for you. =P




Chapter 5-1: Arrival



After beating the Dark Legion's base, you'll arrive on B1F of the World Axle. Cobalion goes off to do Cobalion stuff, so you'll be fighting without him for a while. After, you'll notice the elevator to Axle Town opens up; just use it whenever you need to go to town. Anyways, for this overworld... Just south of the elevator is a Meadow, with a Hauntyard to the southeast of it. West of the elevator is a Forest, north is a Beach, and northeast is a Lava. (Don't ask how all of these things can be on metal. Your guess is as good as mine.) Your eventual target is the Rusty Battlefield and the other stuff to the east.



Chapter 5-1: Meadow



  • Dominant Types: Normal and Electric
  • General Power: 1,350 ~ 1,550
  • Preferred Pokémon: A Rock/Ground or Steel/Ground type will do relatively well here: they can get the Electric Pokémon while resisting the Normals (and Dragons if Steel).

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Audino Normal N/A Fighting
Axew Dragon Dragon Dragon, Ice
Blitzle Electric Water, Flying Ground
Bouffalant Normal N/A Fighting
Cinccino Normal N/A Fighting
Fraxure Dragon Dragon Dragon, Ice
Haxorus Dragon Dragon Dragon, Ice
Herdier Normal N/A Fighting
Lickilicky Normal N/A Fighting
Lickitung Normal N/A Fighting
Mienfoo Fighting Normal, Ice, Rock, Dark, Steel Flying, Psychic
Mienshao Fighting Normal, Ice, Rock, Dark, Steel Flying, Psychic
Minccino Normal N/A Fighting
Raikou * Electric Water, Flying Ground
Stoutland Normal N/A Fighting
Zebstrika Electric Water, Flying Ground

NOTE (*): These Pokémon do not appear until you beat the game.

The boss of this area is a Haxorus, allied by some Fraxure. This fight can be a bit annoying to hit weaknesses on; while Haxorus's offense is mostly short-range, you will still have problems - huge ones - if you come in using a Dragon-type. It would be preferable to use a Pokémon with an Ice-type move or a non-Dragon with a Dragon-move - respectively, you can find Medicham with Ice Punch and Steelix with DragonBreath. Pretty easy, though.



Chapter 5-1: Hauntyard



  • Dominant Types: Ghost
  • General Power: 1,350 ~ 1,575
  • Preferred Pokémon: A Ghost Pokémon with a distance move like Shadow Ball can help hit the enemies' weaknesses while avoiding being hit yourself to some extent. Scrafty would be the preferred choice, but it's been a while since we've had him in a dungeon.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Banette Ghost Ghost, Psychic Ghost, Dark
Chandelure Ghost/Fire Ghost, Psychic, Grass, Bug, Ice, Steel Ghost, Dark, Ground, Water, Rock
Drifblim Ghost/Flying Ghost, Psychic, Grass, Bug, Fighting Ghost, Dark, Ice, Rock, Electric
Dusclops Ghost Ghost, Psychic Ghost, Dark
Dusknoir Ghost Ghost, Psychic Ghost, Dark
Gengar Ghost/Poison Ghost, Psychic, Grass Ghost, Dark, Psychic, Ground
Haunter Ghost/Poison Ghost, Psychic, Grass Ghost, Dark, Psychic, Ground
Lampent Ghost/Fire Ghost, Psychic, Grass, Bug, Ice, Steel Ghost, Dark, Ground, Water, Rock
Misdreavus Ghost Ghost, Psychic Ghost, Dark
Mismagius Ghost Ghost, Psychic Ghost, Dark
Sableye * Ghost/Dark Ghost, Psychic N/A
Shuppet Ghost Ghost, Psychic Ghost, Dark

NOTE (*): These Pokémon do not appear until you beat the game.

The boss fight against Chandelure is easy enough - you mostly have to look out for the Fire-type he or the allying Lampent will use to hit whatever's right in front of them. Attacking from afar with Shadow Ball or from behind with Night Slash or Shadow Claw work amazingly well here.



Chapter 5-1: Forest



  • Dominant Types: Somewhat varied
  • General Power: 1,300 ~ 1,600
  • Preferred Pokémon: Flying seems to be the most common weakness.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Forretress Bug/Steel Dark, Psychic, Grass, Rock, Ice Fire (4x)
Liepard Dark Psychic, Ghost Fighting, Bug
Pikachu Electric Water, Flying Ground
Pineco Bug Dark, Psychic, Grass Rock, Fire, Flying
Purrloin Dark Psychic, Ghost Fighting, Bug
Raichu Electric Water, Flying Ground
Scizor * Bug/Steel Dark, Psychic, Grass, Rock, Ice Fire (4x)
Scyther Bug/Flying Dark, Psychic, Grass, Bug, Fighting Rock (4x), Fire, Flying, Ice, Electric
Serperior Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Servine Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Shaymin (Sky Forme) ** Grass/Flying Water, Rock, Ground, Fighting, Bug, Grass Ice (4x), Fire, Rock, Poison
Simisage Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Whimsicott Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Yanma Bug/Flying Dark, Psychic, Grass, Bug, Fighting Rock (4x), Fire, Flying, Ice, Electric
Yanmega Bug/Flying Dark, Psychic, Grass, Bug, Fighting Rock (4x), Fire, Flying, Ice, Electric

NOTE (*): These Pokémon do not appear until you beat the game.
NOTE (**): This Pokémon will not appear until 120 customers visit the Toy Shop.

The fight against the boss - Serperior allied by Servine - is easy. For the most part, so long as you have a nice, speedy Yanma/Yanmega, you won't have a problem winning.



Chapter 5-1: Beach



  • Dominant Types: Water
  • General Power: 1,350 ~ 1,600
  • Preferred Pokémon: A Grass-type Pokémon or a user of such moves. Electric also has its own benefits.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Alomomola Water Fire, Rock, Ground Grass, Electric
Chinchou Water/Electric Fire, Rock, Ground, Water, Flying Grass, Ground
Dewott Water Fire, Rock, Ground Grass, Electric
Ducklett Water/Flying Fire, Rock, Ground, Fighting, Grass, Bug Electric (4x), Rock
Lanturn Water/Electric Fire, Rock, Ground, Water, Flying Grass, Ground
Lapras * Water/Ice Fire, Rock, Ground, Grass, Flying Grass, Electric, Fighting, Rock
Omanyte Water/Rock Fire, Rock, Ground, Flying, Bug Grass (4x), Electric, Fighting, Ground
Omastar Water/Rock Fire, Rock, Ground, Flying, Bug Grass (4x), Electric, Fighting, Ground
Qwilfish Water/Poison Fire, Rock, Ground, Grass Electric, Psychic, Ground
Relicanth Water/Rock Fire, Rock, Ground, Flying, Bug Grass (4x), Electric, Fighting, Ground
Samurott Water Fire, Rock, Ground Grass, Electric
Simipour Water Fire, Rock, Ground Grass, Electric
Starmie Water/Psychic Fire, Rock, Ground, Fighting, Poison Grass, Electric, Ghost, Dark, Bug
Staryu Water Fire, Rock, Ground Grass, Electric
Swanna Water/Flying Fire, Rock, Ground, Fighting, Grass, Bug Electric (4x), Rock

NOTE (*): These Pokémon do not appear until you beat the game.

The Samurott and Dewott you fight as the boss here can be a bit difficult since their attacks are usually long-range or wide-sweeping, so attacking from a distance will be key. Pokémon like Chinchou, Lanturn, and Starmie are able to learn Electric-moves like Thunder(bolt), so you have a pretty decent chance with Pokémon like that. Energy Ball from some of the Grass Pokémon you could get in the Forest also works well.



Chapter 5-1: Lava



  • Dominant Types: Fire
  • General Power: 1,250 ~ 1,650
  • Preferred Pokémon: Water or Ground by far - each can do 2x or 4x damage to everyone in this dungeon! Which makes Gastrodon pwn pretty much everything. =P

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Arcanine Fire Grass, Bug, Ice, Steel Water, Rock, Ground
Darumaka Fire Grass, Bug, Ice, Steel Water, Rock, Ground
Emboar Fire/Fighting Grass, Bug, Ice, Steel, Normal, Rock, Dark Water, Ground, Psychic, Flying
Growlithe Fire Grass, Bug, Ice, Steel Water, Rock, Ground
Magcargo Fire/Rock Grass, Bug, Ice, Steel, Flying Water (4x), Ground (4x), Rock, Fighting
Magmar Fire Grass, Bug, Ice, Steel Water, Rock, Ground
Magmortar Fire Grass, Bug, Ice, Steel Water, Rock, Ground
Moltres * Fire/Flying Grass, Bug, Ice, Steel, Fighting Rock (4x), Water, Electric
Pignite Fire/Fighting Grass, Bug, Ice, Steel, Normal, Rock, Dark Water, Ground, Psychic, Flying
Ponyta Fire Grass, Bug, Ice, Steel Water, Rock, Ground
Rapidash Fire Grass, Bug, Ice, Steel Water, Rock, Ground
Simisear Fire Grass, Bug, Ice, Steel Water, Rock, Ground
Slugma Fire Grass, Bug, Ice, Steel Water, Rock, Ground
Torkoal Fire Grass, Bug, Ice, Steel Water, Rock, Ground

NOTE (*): These Pokémon do not appear until you beat the game.

The fight against Emboar can be pretty easy, too. Here, the ability to use Bounce from a Rapidash you can find in this Lava actually does well around 1,500 damage - even if it is risky (you usually get hit, too), that's around 25% of the Emboar's HP and that makes it lethal. If you've been using Relicanth or another sturdy Water-type, they work well here, too, since most of Emboar's offense is short-range physicals and Heat Crash.



Chapter 5-1: Rusty Battlefield



This Battlefield is again what one would expect from such an area - a Charge Battle, this time against Darkrai, of all beings! In this one, it's still just the "Press A a bunch" you're used to. Once you're done at the battlefield, continue on to the also-expected Rusy Fort.



Chapter 5-1: Rusty Fort



  • Difficulty: Power around 1,500 (unofficial)
  • Pokémon Fought: ~60 total (can vary)
  • Prize: 8,000 Poké

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Azelf Psychic Fighting, Poison Ghost, Dark, Bug
Baltoy Ground/Psychic Fire, Rock, Steel, Electric, Poison, Fighting Water, Ice, Grass, Dark, Ghost, Bug
Chandelure Ghost/Fire Ghost, Psychic, Grass, Bug, Ice, Steel Ghost, Dark, Ground, Water, Rock
Claydol Ground/Psychic Fire, Rock, Steel, Electric, Poison, Fighting Water, Ice, Grass, Dark, Ghost, Bug
Cresselia Psychic Fighting, Poison Ghost, Dark, Bug
Darumaka Fire Grass, Bug, Ice, Steel Water, Rock, Ground
Dusclops Ghost Ghost, Psychic Ghost, Dark
Dusknoir Ghost Ghost, Psychic Ghost, Dark
Duskull Ghost Ghost, Psychic Ghost, Dark
Giratina Ghost/Dragon Ghost, Psychic, Dragon Ghost, Dark, Ice, Dragon
Lampent Ghost/Fire Ghost, Psychic, Grass, Bug, Ice, Steel Ghost, Dark, Ground, Water, Rock
Mesprit Psychic Fighting, Poison Ghost, Dark, Bug
Starmie Water/Psychic Fire, Rock, Ground, Fighting, Poison Grass, Electric, Ghost, Dark, Bug
Staryu Water Fire, Rock, Ground Grass, Electric
Uxie Psychic Fighting, Poison Ghost, Dark, Bug
Venipede Bug/Poison Psychic, Dark, Grass Fire, Flying, Rock, Psychic

When you arrive from the Battlefield, it's time for another Team Battle! In this fight, you'll want a lot of Dark-type users - Ghost Pokémon also work well, but they're weak to the same Ghost and Dark moves you'll see flying around here. I chose a Dusclops with Thunderpunch and Shadow Punch for myself (Thunderpunch due to the Starmie later), then my partners were Liepard and Gengar.

The first battle is mostly Claydol and Baltoy, with Starmie and Staryu coming later, all with the randomly-appearing Venipede. Grass moves work wonders here. The second area mostly is Dusclops, Duskull, and Dusknoir. Nothing special there, mostly just use Dark or Ghost moves to win. The third area is more interesting as you'll fight a Rusty Mesprit, Uxie, and Azelf there: the pseudo-legendary Spirit Trio of Diamond/Pearl. Cresselia will come soon as the first boss.

The next area is the final one. You'll fight Chandelure and Lampent initially while Darumaka flit about. And then, out of all the Pokémon that could appear, the legendary Giratina will eventually become the main boss! *gulp* Still, so long as you have a Ghost-, Dark-, Ice-, or Dragon-type user, you should be fine when you use that Windup Energy. Fighting Giratina will take a while, though - it loves to use Shadow Force to disappear for a time before an attack.

Once you're done, head east in the overworld to the elevator.




Chapter 5-2: Arrival



After beating the Rusty Fort on B1F of the World Axle, head further east from it to find an elevator. As you enter, the elevator to Axle Town will appear, so use it if you need to heal. Anyways, there are several areas around the edge of your starting platform: some Treetops, a Factory, a Glacier, a Tower, a Cave, and a Lake. Take 'em all out first. To the southwest of the main platform is a Battle Royale yielding the Charge Flag++ - you'll pretty much need this for the next Charge Battle, so you'll want this. To the northeast of the main platform is where that battle will occur: on the Ruined Battlefield.



Chapter 5-2: Treetops



  • Dominant Types: Grass and Bug
  • General Power: 1,450 ~ 1,650
  • Preferred Pokémon: A variety of Pokémon will be needed to finish off this dungeon, to be honest. Still, Fire and Flying hit the most weaknesses here - Fire would be better due to the Escavalier being weak to only Fire. Freakin' Bug/Steel types... bane of my life.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Archen Rock/Flying Bug, Fire, Flying, Ice, Fighting Steel, Ice, Rock, Electric
Archeops Rock/Flying Bug, Fire, Flying, Ice, Fighting Steel, Ice, Rock, Electric
Emolga Electric/Flying Water, Flying, Bug, Grass, Fighting Rock, Ice
Escavalier Bug/Steel Grass, Dark, Psychic, Ice, Rock Fire (4x)
Heracross * Bug/Fighting Dark, Grass, Psychic, Normal, Ice, Rock, Steel Flying (4x), Fire, Psychic
Karrablast Bug Psychic, Dark, Grass Fire, Rock, Flying
Leafeon Grass Water, Rock, Ground Fire, Flying, Ice, Bug, Poison
Leavanny Grass/Bug Water, Rock, Ground, Dark, Psychic. Grass Flying (4x), Fire (4x), Ice, Bug, Poison, Rock
Lilligant Grass Water, Rock, Ground Fire, Flying, Ice, Bug, Poison
Petilil Grass Water, Rock, Ground Fire, Flying, Ice, Bug, Poison
Pinsir * Bug Dark, Grass, Psychic Fire, Flying, Rock
Roserade Grass/Poison Water, Rock, Ground, Grass Fire, Flying, Ice, Psychic
Scolipede Bug/Poison Psychic, Dark, Grass Fire, Flying, Rock, Psychic
Tranquill Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Unfezant Normal/Flying Grass, Bug, Fighting Ice, Rock, Electric
Whirlipede Bug/Poison Psychic, Dark, Grass Fire, Flying, Rock, Psychic

NOTE (*): These Pokémon do not appear until you beat the game.

In the first area, as you reach the second tree stump/platform, you'll notice a dead-end off to the southwest. If you attack the end of it, you'll find Poké popping from mid-air for several attacks before the hidden Pokémon leaves. Not much else to say about the dungeon itself.

The boss battle will be against Archeops allied by some Archen; it's a pretty easy one since Archeops tends to be rather slow and mostly sticks to (what I presume to be) AncientPower. So long as you have some kind of distance move on your Emolga or, as I went for, a good Relicanth, you woun't have too many problems.




Chapter 5-2: Factory



  • Dominant Types: Electric and Steel
  • General Power: 1,400 ~ 1,700
  • Preferred Pokémon: Ground-type Pokémon do especially well here. I'd go for a Rock/Ground type so I could be more likely to hit the weaknesses on Joltik or Galvantula. Then again, Fire-types also do well - while hitting less weaknesses, they're practically the only things to get through to the bulky Ferroseed/Ferrothorn.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Beldum Steel/Psychic Ice, Rock, Poison, Fighting Fire, Ground
Bisharp Steel/Dark Ghost, Psychic, Ice, Rock Fighting (4x), Fire, Ground
Electabuzz Electric Flying, Water Ground
Electivire Electric Flying, Water Ground
Electrike Electric Flying, Water Ground
Ferroseed Grass/Steel Water, Rock, Ground, Ice Fire (4x), Fighting
Ferrothorn Grass/Steel Water, Rock, Ground, Ice Fire (4x), Fighting
Galvantula Electric/Bug Flying, Water, Dark, Psychic, Grass Fire, Rock
Joltik Electric/Bug Flying, Water, Dark, Psychic, Grass Fire, Rock
Klinklang Steel Rock, Ice Fire, Ground, Fighting
Klang Steel Rock, Ice Fire, Ground, Fighting
Manectric Electric Flying, Water Ground
Metagross Steel/Psychic Ice, Rock, Poison, Fighting Fire, Ground
Metang Steel/Psychic Ice, Rock, Poison, Fighting Fire, Ground
Pawniard Steel/Dark Ghost, Psychic, Ice, Rock Fighting (4x), Fire, Ground
Zapdos * Electric/Flying Flying, Water, Grass, Bug, Fighting Ice, Rock

NOTE (*): These Pokémon do not appear until you beat the game.

The boss, Klinklang, can be pretty difficult to get at - with that sweeping Gear Grind, pretty much any offense has to be get-in-get-out. Still, once you manage to get a good rhythm in, you won't have problems with it.



Chapter 5-2: Glacier



  • Dominant Types: Ice
  • General Power: 1,450 ~ 1,650
  • Preferred Pokémon: Fire and Rock will hit most of these enemies super-effectively. However, you'll probably want whoever's attacking to have some area-effect or distance moves: Spheal, Sealeo, and Walrein can hit both of 'em super-effectively as well.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Abomasnow Ice/Grass Grass, Flying, Ground, Water, Rock Fire (4x), Fighting, Rock, Steel, Flying, Bug, Poison
Articuno * Ice/Flying Grass, Flying, Ground, Bug, Fighting Rock (4x), Steel, Electric
Beartic Ice Grass, Flying, Ground Fire, Rock, Steel, Fighting
Cryogonal Ice Grass, Flying, Ground Fire, Rock, Steel, Fighting
Cubchoo Ice Grass, Flying, Ground Fire, Rock, Steel, Fighting
Glaceon Ice Grass, Flying, Ground Fire, Rock, Steel, Fighting
Froslass Ice/Ghost Grass, Flying, Ground, Ghost, Psychic Fire, Rock, Steel, Ghost, Dark
Shaymin (Land Forme) ** Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Sealeo Ice/Water Grass, Flying, Ground, Fire, Rock Fighting, Grass, Electric, Rock
Sneasel * Ice/Dark Grass, Flying, Ground, Ghost, Psychic Fighting (4x), Fire, Steel, Rock, Bug
Snover Ice/Grass Grass, Flying, Ground, Water, Rock Fire (4x), Fighting, Rock, Steel, Flying, Bug, Poison
Spheal Ice/Water Grass, Flying, Ground, Fire, Rock Fighting, Grass, Electric, Rock
Vanillish Ice Grass, Flying, Ground Fire, Rock, Steel, Fighting
Vanilluxe Ice Grass, Flying, Ground Fire, Rock, Steel, Fighting
Walrein Ice/Water Grass, Flying, Ground, Fire, Rock Fighting, Grass, Electric, Rock
Weavile * Ice/Dark Grass, Flying, Ground, Ghost, Psychic Fighting (4x), Fire, Steel, Rock, Bug

NOTE (*): These Pokémon do not appear until you beat the game.
NOTE (**): This Pokémon will not appear until 100 customers appear in the Toy Shop.

The boss here is a Vanilluxe, allied by some Vanillish. They can be a bit difficult to beat, since they heavily rely on the line-of-sight Ice Beam and the wide-range Icy Wind (which also slows you down). The best thing to use would be a Ferrothorn with Gyro Ball, which is nasty here since Ferrothorn is slow enough without Icy Wind hitting it. O_o Otherwise, just attack them from the back and use area-effect moves.



Chapter 5-2: Tower



  • Dominant Types: Psychic and Dark
  • General Power: 1,600 ~ 1,750
  • Preferred Pokémon: The Scrafty from this dungeon - in again an oddity - sweep this dungeon well enough other than Gallade. For Gallade, you might have to switch out.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Absol * Dark Ghost, Psychic Fighting, Bug
Deino Dark/Dragon Ghost, Psychic, Dragon Fighting, Bug, Dragon, Ice
Duosion Psychic Fighting, Poison Dark, Ghost, Bug
Gallade Psychic/Fighting Fighting, Poison, Normal, Ice, Rock, Steel, Dark Flying, Ghost
Gardevoir Psychic Fighting, Poison Dark, Ghost, Bug
Gothitelle Psychic Fighting, Poison Dark, Ghost, Bug
Gothorita Psychic Fighting, Poison Dark, Ghost, Bug
Hydreigon Dark/Dragon Ghost, Psychic, Dragon Fighting, Bug, Dragon, Ice
Kirlia Psychic Fighting, Poison Dark, Ghost, Bug
Musharna Psychic Fighting, Poison Dark, Ghost, Bug
Reuniclus Psychic Fighting, Poison Dark, Ghost, Bug
Scrafty Dark/Fighting Psychic, Ghost, Normal, Ice, Rock, Steel, Dark Fighting, Flying
Victini ** Fire/Psychic Fighting, Poison, Grass, Bug, Ice, Steel Dark, Ghost, Rock, Water, Ground
Zweilous Dark/Dragon Ghost, Psychic, Dragon Fighting, Bug, Dragon, Ice

NOTE (*): These Pokémon do not appear until you beat the game.
NOTE (**): This Pokémon won't appear until 150 customers visit the Toy Shop.

As a note, this dungeon as a whole is very difficult compared to the others we've seen thus far. It's not simply a matter of Power - for you or the foe - in this dungeon. Rather, the main difficulty comes from the enemies' numbers more than their Power. Granted, we've conquered dungeons with 150+ enemies with ease, even in this very chapter. However, the main problem also comes from the enemies' use of sweeping, long-range attacks and Future Sight. When you come into this dungeon, don't expect to win the first time: unless you're really good at switching mid-fight or have absolutely crushing moves on your Pokémon, your party - even Dark-types - will be battered to death by the compounding flinching, damage, stunning, damage, immobility, and all that crap the AI somehow manages here that they can't elsewhere. >_<;

Anyhow, the boss? This happens to be Hydreigon allied by some Zweilous. Compared to the rest of the dungeon, he's pretty easy. Scrafty is able to learn several moves that would do well in this fight; I had a few with Ice Punch and Hi Jump Kick, both of which do well here. The main problem to be aware of are his close-range physicals. Pat yourself on the back once you finish this dungeon off.




Chapter 5-2: Cave



  • Dominant Types: Fire, Rock, and Ground
  • General Power: 1,450 ~ 1,750
  • Preferred Pokémon: Water works relatively well on the whole, but it would be best to use one of the Water/Ice types from the 5-2 Glacier: Water or Ice one will hit everyone here super-effectively and makes those Dragons much less of a pain.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Arcanine Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Bastiodon Rock/Steel Fire, Ice, Bug, Flying, Rock Fighting (4x), Ground (4x), Water
Boldore Rock Fire, Ice, Bug, Flying Water, Grass, Ground, Steel, Fighting
Ditto Normal N/A Fighting
Drilbur Ground Rock, Electric, Poison, Fire, Steel Water, Ice, Grass
Druddigon Dragon Dragon Dragon, Ice
Entei * Fire Grass, Ice, Bug, Steel Water, Rock, Ground
Excadrill Steel/Ground Rock, Ice, Electric, Poison, Fire, Steel Water, Fire, Fighting, Ground
Gabite Dragon/Ground Dragon, Electric, Poison, Fire, Rock, Steel Ice (4x), Dragon
Garchomp Dragon/Ground Dragon, Electric, Poison, Fire, Rock, Steel Ice (4x), Dragon
Gible Dragon/Ground Dragon, Electric, Poison, Fire, Rock, Steel Ice (4x), Dragon
Gigalith Rock Fire, Ice, Bug, Flying Water, Grass, Ground, Steel, Fighting
Larvesta Fire/Bug Grass, Ice, Bug, Steel, Psychic, Dark Rock (4x), Water, Flying
Rampardos Rock Fire, Ice, Bug, Flying Water, Grass, Ground, Steel, Fighting
Swoobat Psychic/Flying Fighting, Poison, Bug, Grass Dark, Ghost, Ice, Rock, Electric
Volcarona Fire/Bug Grass, Ice, Bug, Steel, Psychic, Dark Rock (4x), Water, Flying

NOTE (*): These Pokémon do not appear until you beat the game.

The boss battle against Volcarona ought to be an easy one, given the number of Rock-type users in the area. It mostly sticks to, I suppose, Fiery Dance: a Fire-type attack to the Pokémon in front of it. It's slow to charge, though.



Chapter 5-2: Lake



  • Dominant Types: Water
  • General Power: 1,600 ~ 1,800 (~1,000 on Magikarp & Feebas)
  • Preferred Pokémon: Electric-type Pokémon tend to do most of the work here since they can hit most of the Water-types. I would go for Snover or Abomasnow, though. Grass hits most of the Water Pokémon (especially the pesky Water/Ground ones) while Ice takes care of the Dragons and the Fliers.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Accelgor Bug Psychic, Dark, Grass Fire, Flying, Rock
Carracosta Water/Rock Fire, Rock, Ground, Flying, Bug Grass (4x), Electric, Fighting, Ground
Dragonair Dragon Dragon Dragon, Ice
Dragonite Dragon/Flying Dragon, Grass, Bug, Fighting Ice (4x), Dragon, Rock
Dratini Dragon Dragon Dragon, Ice
Feebas Water Fire, Rock, Ground Electric, Grass
Gyarados Water/Flying Fire, Rock, Ground, Bug, Fighting, Grass Electric (4x), Rock
Magikarp Water Fire, Rock, Ground Electric, Grass
Milotic Water Fire, Rock, Ground Electric, Grass
Palpitoad Water/Ground Fire, Rock, Ground, Electric, Poison, Steel Grass (4x)
Seismitoad Water/Ground Fire, Rock, Ground, Electric, Poison, Steel Grass (4x)
Shelmet Bug Psychic, Dark, Grass Fire, Flying, Rock
Suicune * Water Fire, Rock, Ground Electric, Grass
Tirtouga Water/Rock Fire, Rock, Ground, Flying, Bug Grass (4x), Electric, Fighting, Ground
Togekiss Normal/Flying Bug, Grass, Fighting Rock, Ice, Electric
Togetic Normal/Flying Bug, Grass, Fighting Rock, Ice, Electric

NOTE (*): These Pokémon do not appear until you beat the game.

Nothing special here, really. The boss is a Carracosta, allied by some Tirtouga. If you've managed to recruit a Togetic here, be sure to check it for Magical Leaf, a Grass-type homing move that we haven't abused in a while. >:) There's also other good stuff that you could get from the other areas - basically, if it pierces weaknesses, it's good, since Carracosta is too slow with AncientPower or Aqua Tail to be (much of) a threat.



Chapter 5-2: Battle Royale



  • Difficulty: Power around 1,850 (unofficial)
  • Pokémon Fought: 51 total
  • Prize: 9,000 Poké, Charge Flag++

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Blastoise Water Fire, Rock, Ground Electric, Grass
Blaziken Fire/Fighting Grass, Bug, Ice, Steel, Normal, Dark, Rock Water, Ground, Flying, Psychic
Charizard Fire/Flying Grass, Bug, Ice, Steel, Fighting Rock (4x), Water, Electric
Empoleon Water/Steel Fire, Rock, Ground, Ice Electric, Fighting, Ground
Feraligatr Water Fire, Rock, Ground Electric, Grass
Infernape Fire/Fighting Grass, Bug, Ice, Steel, Normal, Dark, Rock Water, Ground, Flying, Psychic
Landorus Ground/Flying Electric, Poison, Steel, Rock, Fire, Bug, Grass, Fighting Ice (4x), Water
Meganium Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Sceptile Grass Water, Rock, Ground Fire, Ice, Flying, Bug, Poison
Swampert Water/Ground Fire, Rock, Ground, Electric, Poison, Steel Grass (4x)
Thundurus Electric/Flying Water, Flying, Bug, Grass, Fighting Ice, Rock
Tornadus Flying Grass, Bug, Fighting Electric, Ice, Rock
Torterra Grass/Ground Water, Rock, Ground, Fire, Steel, Electric, Poison Ice (4x), Fire, Flying, Bug,
Typhlosion Fire Grass, Bug, Ice, Steel Water, Rock, Ground
Venusaur Grass/Poison Water, Rock, Ground, Grass Fire, Ice, Flying, Psychic

The entrance to this Battle Royale features a Move Vendor for Return. Return has to be one of my favorite moves of the mainstream games: at max Happiness, it would be a whopping 102 Power (and 100 Accuracy), which was absolutely beastly on Mega Kangaskhan in X/Y (over 225 Power). In this game, its Strength is based moreso on how much the Pokémon is used, so it's actually not likely to be that useful.

So, how should this battle go? Well, trust me, if you cannot self-heal, you will lose this fight. There's no question about it. You have the final evolution of every starter from Generations I-IV flying around here with all of their respective attacks; there is no ideal Pokémon to fight in these circumstances. I had two 1,850+ Power Bastiodons die in about ten seconds each simply due to the variety, power, and frequency of the attacks thrown here. The closest you might get is a Fighting Pokémon with two Elemental Punches, and then the Black/White Weather Trio will screw that up, too.

So, how are you going to go about it? There are two big ways. In one, you could use a Healthy Pokémon. I'd recommend Healthy+/++, but I suppose a regular Healthy might suffice. Alternatively, you can rely on Drain Punch, found mostly on the Palpitoads and Seismitaods in the 5-2 Lake. Drain Punch will be hitting so many Pokémon at once that, even if it doesn't pierce a weakness or is resisted, it can heal you for easily 100+ HP (around 15~30% of your HP!). This latter method is the one I recommend, mostly because you'll also get some helpful resistance against Tornadus, Thundurus, and Landorus when they pop up. Just stay out of the fray and pick off the stragglers with Drain Punch for an eventual win.




Chapter 5-2: Ruined Battlefield



After having finished the 5-2 Battle Royale and won the ever-critical Charge Flag++, you'll finally be able to complete the Ruined Battlefield. (Well, you may have been able to complete it before, but I think that would require insane amounts of grinding.) Anyhow, the Battlefield is to the northeast of the main platform composing B2F. After entering, go north to the next area and you'll call your allies to you for another Charge Battle - as usual, there's nothing special: just a bunch of mashing the A Button and watching some good 3D.



Chapter 5-3: Arrival



After defeating the enemies at the Ruined Battlefield, the path to the next area will open up: this goes to an elevator shaft, aptly named the World Axle Shaft. After descending, you'll meet with Cobalion again, who has figured out how to defeat the Dark Rust. But first we have to go through another Dark Legion Base. So go on north and use the trampoline - again, Cobalion will ally you.



Chapter 5-3: Dark Legion Base



  • Dominant Types: Dark
  • General Power: Unknown
  • Preferred Pokémon: Fighting by far, since everything here is part-Dark. Sableye won't take any super-effective hits, but that's how he was before X/Y and the Fairy type.

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Absol Dark Ghost, Psychic Fighting, Bug
Honchkrow Dark/Flying Ghost, Psychic, Grass, Bug, Fighting Ice, Electric, Rock
Houndoom Dark/Fire Ghost, Psychic, Ice, Bug, Grass, Steel Fighting, Water, Rock, Ground
Sableye Dark/Ghost Ghost, Psychic N/A
Weavile Dark/Ice Ghost, Psychic, Flying, Ground, Grass. Dragon Fighting (4x), Fire, Bug, Rock, Steel

As before, I can't do much to guide you - like all of the dungeons in this game, while the terrain is the same, the path is linear and there's little point in me guiding you. As for the encounters, they're still relatively random; they're stronger than before (Some Pokémon have their evolutions here now), but Cobalion takes care of them even if you're underpowered. In any case, the path will eventually take you to the Deepest Level of the World Axle: no boss in the Base.



Chapter 5-3: Dark Rust's Fort



  • Difficulty: Power around 2,000 (unofficial)
  • Pokémon Fought: Extremely variable (I guess about 100+ for me)
  • Prize: 10,000 Poké (post-credits wins only)

LOCAL POKÉMON
Pokémon Species Pokémon Type Advantages Weaknesses
Dark Rust - - -
Dragonair Dragon Dragon Dragon, Ice
Dragonite Dragon/Flying Dragon, Bug, Grass, Fighting Ice (4x), Dragon, Rock
Dratini Dragon Dragon Dragon, Ice
Eelektrik Electric Water, Flying Ground
Eelektross Electric Water, Flying Ground
Groudon Ground Electric, Poison, Steel, Rock, Fire Water, Grass, Ice
Kingdra Water/Dragon Fire, Rock, Ground, Dragon Dragon
Lairon Rock/Steel Flying, Fire, Bug, Ice, Rock Fighting (4x), Ground (4x), Water
Palkia Dragon/Water Dragon, Fire, Rock, Ground Dragon
Rhydon Rock/Ground Flying, Fire, Bug, Ice, Electric, Poison, Steel, Rock Water (4x), Grass (4x), Ground, Fighting, Steel, Ice
Rhyperior Rock/Ground Flying, Fire, Bug, Ice, Electric, Poison, Steel, Rock Water (4x), Grass (4x), Ground, Fighting, Steel, Ice
Seadra Water Fire, Rock, Ground Grass, Electric
Sigilyph Psychic/Flying Fighting, Poison, Bug, Grass Dark, Ghost, Ice, Rock, Electric
Spinda Normal N/A Fighting
Tauros Normal N/A Fighting
Tentacruel Water/Poison Fire, Rock, Ground, Grass Electric, Ground, Psychic
Unown Psychic Fighting, Poison Dark, Ghost, Bug
Zekrom Dragon/Electric Dragon, Flying, Water Dragon, Ice, Ground

After working your way through the second Dark Legion Base, you'll find yourself on the deepest level of the World Axle. There, the elevator to town will activate upon your arrival; if you need some healing, go back now. Otherwise, Dark Rust's Fort is just to the north. After a brief scene, you'll be allowed to choose your Pokémon for the Team Battle. So, who should you choose? As far as I can tell, there aren't a lot of "ideal" Pokémon for this. For the most part, it's just a lot of varied Pokémon. So, honestly, you'll want to take three Pokémon that can use Drain Punch, Giga Drain, or moves of the like - in doing so, you'll be able to extend the life of your team dramatically, just like that 5-2 Battle Royale.

The first area's fights will be mostly against Dratini and Dragonair. Spinda will pop in from time to time to use Round, though, so be careful around them. The miniboss presented here will be a Dragonite. Nothing out of the unexpected, really - Ice 'em.

The second area will open with Rhydon and Rhyperior. Lairon will likely pop in from time to time, but they're pretty easy to ignore. Eventually, the unexpected (to some) occurs: Groudon, the legendary Pokémon that rose the continents, will appear! As expected, he is bulky and powerful. It wouldn't be too bad to actually use the Windup Energy early to start beating him down before things get out of hand... Still, there are a lot of common weaknesses in this group: Water and Grass namely for doubles (excepting Groudon).

The third area opens up with Seadra and Kingdra: they're a bit annoying due to the relatively variable weaknesses (Electric/Grass for Seadra, Dragon only for Kingdra), but it's nothing you can't handle. Tentacruel will also pop in at times, so beware of that. Eventually, the legendary Palkia will appear. He is actually Water and Dragon, so it fits more than you think (although he is more related to space than water). He's again a rather bulky Pokémon, but he didn't even get off an actual attack before I killed him - I guess being hit stunned him somehow.

We're not done yet! The fourth area will open up against some Eelektross and Eelektrik. You're lucky they don't really have any semblance of the real Ability system in Rumble Blast or you would find these Electric Pokémon to be immune to their one weakness, Ground. In this case, it hurts them. =P Tauros will also pop in at times for some kind of Headbutt before disappearing. Eventually, we'll fight a Pokémon we have not seen for quite a while: Zekrom! He's mostly focused towards brute power than ... well, brute. His (what I presume to be Bolt Strike) is his main move and it will move him quite a distance: especially if you're using a Ground-type team, you'll likely have a hard time keeping up. Still, persistence is everything.

After that, pick up the full-healing item and proceed onto the next area as the ominous music begins...

The fifth and final part will begin with an opener of Unown and Sigilyph - honestly nothing special. >_> After a bit, Dark Rust will appear to take care of you personally. Since he's not a Pokémon, he has no type - no weaknesses to hit, but neither will he resist anything. Around the time Dark Rust hits 25% ~ 50% HP, a scene will occur in which the Dark Rust's shield is broken - without his barrier, the Dark Rust becomes MUCH easier to fight. In fact, all I had to do was rush up to him and mash the crap out of my A Button (Drain Punch).

Enjoy the ending! ;)



Post-Credits Content



Sectional Flowchart






"You defeated Dark Rust!"



When you reload the game file after finishing off Dark Rust in the main story, you'll return in Axle Town with the Pikachu there shouting your victory. You first will be told about the elevator in the World Axle now working, allowing you to go up to the upper floors of the World Axle - there, you can fight myriad legendary Pokémon in Battle Royales and Team Battles for sums as high as 500,000 Poké! That will be all the Pikachu leaves you with for now - you can do your own thing from then on.

However, there's a bit more I want to cover. First, head back to Toy Town and visit the Glowdrop Fountain there and the Lillipup will hand you a Glowdrop Vial. This will allow you to fully restore your party's HP post-dungeons or post-battles so you don't have to backtrack all of the time. However, it won't work until the dungeon or battle is DONE, and Rusty Pokémon still need the Fountain to be revived.

If you use the aforementioned elevator in the northwestern part of Axle Town, you can go to the Upper Levels of the World Axle, as already mentioned. I will refer you to the World Rank & Legacy Mode section for details.

Additionally, with the beating of the game, you'll find Pokémon more often that have + and ++ Abilities. You'll also find that some Pokémon can have special Abilities that are a conglomerate of six-or-so others! The higher the World Rank, the more common they each become. You'll also possibly find an Epic Pokémon - you can only have one Epic Pokémon at a given time, and they have the Adept, Greedy, Healthy, Lucky, and Snappy abilities for sure, with some others at random. I didn't find mine until beating Cobalion at World Rank 6, though....

And, finally, we come to the Battle Locale. This can be started from Easterly Town by speaking with the Rattata in the northern part of town near the Collection and Information facilities. The Battle Locale is a simple challenge to grasp, but hard to truly master. In it, you will be sent into a random dungeon, though it is a dungeon encountered in the game so you can use the Walkthrough for local Pokémon details. There, you are only to go through the dungeon, all of the way through the end boss, using only a Rattata and the Pokémon you end up recruiting as you go through the dungeon. (The Rattata is a bit weaker than the local Pokémon, at about 60%~75% of the others' Power.) For winning, you get 10,000 Poké, plus another 5,000 for each consecutive win, up to 40,000 Poké for the seventh win and every one thereafter. You also get to keep every Pokémon befriended (even the Rattata!) and all Poké earned.

I think that covers the generalities. See the succeeding sections below for other details.




The World Axle - The Upper Levels



When you hit the upper levels of the World Axle, to the left you can go for the Battle Royales and to the right for Team Battles. These will each be part of a six-battle EX series against very difficult Pokémon. For the most part, since your tactics are too likely to vary from the game's ending on, depending on who you've gotten with you, I cannot provide actual strategies. In any case, I will list the prizes you win and the main boss Pokémon from each battle.

BATTLE PRIZES
Battle Prizes
Battle Royale EX-1 60,000 Poké
Battle Royale EX-2 80,000 Poké
Battle Royale EX-3 100,000 Poké
Battle Royale EX-4 120,000 Poké
Battle Royale EX-5 200,000 Poké
Battle Royale EX-6 500,000 Poké; Mewtwo as hidden, recruitable boss in Factories
Team Battle EX-1 60,000 Poké
Team Battle EX-2 80,000 Poké
Team Battle EX-3 100,000 Poké
Team Battle EX-4 120,000 Poké
Team Battle EX-5 200,000 Poké
Team Battle EX-6 500,000 Poké; Arceus's 17 Formes as hidden, recruitable bosses in Towers

BOSS POKÉMON
Battle Bosses
Battle Royale EX-1 Victini
Battle Royale EX-2 Ho-Oh, Lugia
Battle Royale EX-3 Kyogre, Groudon, Rayquaza
Battle Royale EX-4 Cresselia, Dark, Heatran, Dialga, Palkia, Giratina
Battle Royale EX-5 Tornadus, Thundurus, Landorus, Reshiram, Zekrom
Battle Royale EX-6 Deoxys (Normal), Deoxys (Attack), Deoxys (Defense), Deoxys (Speed), Mewtwo
Team Battle EX-1 Lugia
Team Battle EX-2 Ho-Oh
Team Battle EX-3 Kyogre, Rayquaza
Team Battle EX-4 Heatran, Dialga
Team Battle EX-5 Landorus, Reshiram, Zekrom
Team Battle EX-6 Ho-Oh, Lugia, Rayquaza, Kyurem, Arceus (any of the 17 types)



Post-Game-Only Pokémon



Simply put, after beating the game, a lot of new Pokémon can be obtained throughout the various other areas of the game. While I've detailed those Pokémon in their respective loci, this section serves a bit more use for finding out exactly which are new. Anyhow, here you go. (Note that the Rotom and Unown Hideouts are new areas entirely, only unlocked in the post-game - each time you enter and then leave, they won't reopen for a while.)

CHAPTER 1-1: TRAILHEAD FIELD
Area New Pokémon
Chapter 1-1: Forest Audino, Zoroark
Chapter 1-1: Meadow Raticate, Watchog, Audino, Cinccino
CHAPTER 1-2: SEABREEZE TRAIL
Area New Pokémon
Chapter 1-2: Beach Octillery, Floatzel
Chapter 1-2: Meadow Jumpluff, Mightyena, Castform (Normal), Lopunny
CHAPTER 1-3: ECHO VALLEY
Area New Pokémon
Chapter 1-3: Beach Huntail, Gorebyss, Lumineon
Chapter 1-3: Cave Wobbuffet
Chapter 1-3: Forest Chansey, Sunflora, Blissey, Sawsbuck (Spring Forme)
CHAPTER 1-4: CHALLENGER'S GROUND
Area New Pokémon
Chapter 1-4: Beach Cloyster, Mantine, Sharpedo
Chapter 1-4: Forest Wigglytuff, Swellow, Sawsbuck (Spring Forme)
Chapter 1-4: Meadow Pidgeot, Furret, Ampharos
Chapter 1-4: Tower Kadabra, Alakazam
CHAPTER 2-1: SUN-DAPPLED BANK
Area New Pokémon
Chapter 2-1: Lake Quagsire
Chapter 2-1: Treetops Sceptile
CHAPTER 2-2: MISTY EDGEWATER
Area New Pokémon
Chapter 2-2: Cave Kabutops, Blaziken, Gulpin, Swalot
Chapter 2-2: Forest Ursaring, Breloom, Ninjask, Shedinja, Sawsbuck (Summer Forme)
Chapter 2-2: Hauntyard Spiritomb
CHAPTER 2-3: SOOTHING SHORE
Area New Pokémon
Chapter 2-3: Lake Swampert
Chapter 2-3: Tower Chimecho
Chapter 2-3: Treetops Tangela, Tangrowth
CHAPTER 2-4: SHIMMERING LAKE
Area New Pokémon
Chapter 2-4: Cave Armaldo, Eelektross
Chapter 2-4: Lake Kingler, Slowking, Castform (Rainy)
Chapter 2-4: Treetops Venomoth, Ambipom
CHAPTER 3-1: RUGGED FLATS
Area New Pokémon
Chapter 3-1: Beach Wailord
Chapter 3-1: Canyon Slaking
Chapter 3-1: Cave Tyranitar
Chapter 3-1: Desert Flygon, Castform (Sunny), Krookodile
CHAPTER 3-2: VOLCANIC SLOPE
Area New Pokémon
Chapter 3-2: Autumnwood Snorlax
Chapter 3-2: Canyon Aggron, Conkeldurr
Chapter 3-2: Lava Hitmonlee, Hitmonchan, Hitmontop
CHAPTER 3-3: FIREBREATHING MOUNTAIN
Area New Pokémon
Chapter 3-3: Autumnwood Clefable
Chapter 3-3: Factory Magnezone
Chapter 3-3: Lava Darmanitan (Zen Forme)
Chapter 3-3: Rotom Hideout Rotom (Normal), Rotom (Wash), Rotom (Heat), Rotom (Mow), Rotom (Fan), Rotom (Frost)
Chapter 3-3: Tower Altaria, Garbodor
CHAPTER 4-1: FROZEN TUNDRA
Area New Pokémon
Chapter 4-1: Glacier Castform (Hailing), Regice, Mamoswine
Chapter 4-1: Tower Golurk
CHAPTER 4-2: EVERSPRING VALLEY
Area New Pokémon
Chapter 4-2: Cave Muk, Weezing
Chapter 4-2: Forest Bellossom
Chapter 4-2: Hauntyard Murkrow, Honchkrow
Chapter 4-2: Lake Politoed
Chapter 4-2: Meadow Tauros
Chapter 4-2: Unown Hideout Unown - all 28 Formes
CHAPTER 4-3: SUNNY SEASHORE
Area New Pokémon
Chapter 4-3: Beach Kingdra
Chapter 4-3: Canyon Aerodactyl, Salamence, Regirock
Chapter 4-3: Desert Donphan, Rhyperior
Chapter 4-3: Factory Registeel, Porygon-Z
Chapter 4-3: Lava Houndour, Houndoom
CHAPTER 5-1: THE WORLD AXLE, B1F
Area New Pokémon
Chapter 5-1: Beach Lapras
Chapter 5-1: Forest Scizor
Chapter 5-1: Hauntyard Chandelure
Chapter 5-1: Lava Moltres
Chapter 5-1: Meadow Raikou
CHAPTER 5-2: THE WORLD AXLE, B2F
Area New Pokémon
Chapter 5-2: Cave Entei
Chapter 5-2: Factory Zapdos
Chapter 5-2: Glacier Articuno, Sneasel, Weavile
Chapter 5-2: Lake Suicune
Chapter 5-2: Tower Absol
Chapter 5-2: Treetops Pinsir, Heracross



Legendary Pokémon



After beating the game, you will also be able to find a number of legendary Pokémon. For the most part, these legendaries appear at random as the boss in their respective areas - once you find them, and beat them, too, you will be able to befriend them. It's guaranteed, too!

Also covered within the scope of this section are those legendaries that you find as random encounters and those from Toy Shop visitors. While not really the main intent of this section, may as well, eh? (As a note of trivia, it's mostly the mascot legendaries for the random bosses, pseudo-legends for the random encounters, and mostly Event Legends for the Toy Shop - it's not completely compliant, but it's interesting how close it is to being that way.)


  • Notes on Specific Pokémon:
    • Arceus - You must beat him in Team Battle EX-6 of the World Axle's Upper Levels first
    • Cobalion - You must defeat Terrakion and Virizion first; you will get a Rusty Cobalion thereafter
    • Landorus - You must defeat Tornadus and Thundurus first
    • Mewtwo - You must defeat him in Battle Royale EX-6 of the World Axle's Upper Levels first
    • Thundurus & Tornadus - At random, you'll find these Pokémon mid-dungeon in any area; after three encounters, you can go to the named dungeon for them to be the secret boss

BOSS LEGENDARY POKÉMON
Legendary Pokémon Area Type Chapters With This Area
Arceus (all types) Towers 1-4, 2-3, 3-3, 4-1, 5-2
Dialga Caves 1-3, 2-2, 2-4, 3-1, 4-2, 5-2
Cobalion Caves 1-3, 2-2, 2-4, 3-1, 4-2, 5-2
Cresselia Treetops 2-1, 2-3, 2-4, 5-2
Darkrai Hauntyards 2-2, 4-2, 5-1
Deoxys (All Formes) Factories 3-3, 4-3, 5-2
Giratina (Altered/Origin Formes) Hauntyards 2-2, 4-2, 5-1
Groudon Lavas 3-2, 3-3, 4-3, 5-1
Heatran Lavas 3-2, 3-3, 4-3, 5-1
Ho-Oh Autumnwoods 3-2, 3-3
Kyogre Beaches 1-2, 1-3, 1-4, 3-1, 4-3, 5-1
Kyurem Glaciers 4-1, 5-2
Landorus Autumnwoods 3-2's only
Latias Meadows 1-1, 1-2, 1-4, 4-2, 5-1
Latios Meadows 1-1, 1-2, 1-4, 4-2, 5-1
Lugia Beaches 1-2, 1-3, 1-4, 3-1, 4-3, 5-1
Mewtwo Factories 3-3, 4-3, 5-2
Palkia Lakes 2-1, 2-3, 2-4, 4-2, 5-2
Rayquaza Towers 1-4, 2-3, 3-3, 4-1, 5-2
Regigigas Deserts 3-1, 4-3
Reshiram Caves 1-3, 2-2, 2-4, 3-1, 4-2, 5-2
Terrakion Canyons 3-1, 3-2, 4-3
Thundurus Autumnwoods 3-3's only
Tornadus Autumnwoods 3-2's only
Virizion Forests 1-1, 1-3, 1-4, 2-2, 4-2, 5-1
Zekrom Caves 1-3, 2-2, 2-4, 3-1, 4-2, 5-2

RANDOM-ENCOUNTER POST-GAME LEGENDARIES
Legendary Pokémon Area Found
Articuno Chapter 5-2: Glacier
Entei Chapter 5-2: Cave
Moltres Chapter 5-1: Lava
Raikou Chapter 5-1: Meadow
Regice Chapter 4-1: Glacier
Regirock Chapter 4-3: Canyon
Registeel Chapter 4-3: Factory
Suicune Chapter 5-2: Lake
Zapdos Chapter 5-2: Factory

TOY SHOP LEGENDARY POKÉMON
Legendary Pokémon Toy Shop Customers Area Found
Azelf 10 Chapter 2-4: Lake
Celebi 60 Chapter 4-2: Forest
Jirachi 40 Chapter 3-3: Tower
Manaphy 20 [[Chapter 3-1 Beach]]
Mesprit 5 Chapter 2-3: Lake
Mew 80 Chapter 4-3: Factory
Phione 20 Chapter 3-1: Beach
Shaymin - Land Forme 100 Chapter 5-2: Glacier
Shaymin - Sky Forme 120 Chapter 5-1: Forest
Uxie 2 Chapter 2-1: Lake
Victini 150 Chapter 5-2: Tower (aside from the Beginner's Park Victini)




Appendices

World Rank & Legacy Mode

After having finished the game, you will be able to use an elevator in the northwestern part of Axle Town. In doing so, you can go to a number of difficult battles. However, due north of the elevator when you disembark is a weird switch. For certain amounts of money, you will be able to raise the World Rank.

What is the World Rank? The World Rank is this ... thingy that determines the maximum Power you'll find on a given Pokémon. Normally during the game, you can only find Pokémon at similar Powers to your own, up to around 2,000 Power (an effective World Rank 0). By beating the game, you automatically rise the Rank to 1. This applies throughout the whole of the game's dungeons as well, so even Pokémon in Chapter 1-1 will be as difficult as those on B2F of the World Axle with the World Rank applied. Here the details of the costly changes:


World Rank Maximum Power Price
World Rank 0 2,000 (?) N/A - prevalent throughout the pre-credits storyline and Legacy Mode
World Rank 1 2,100 N/A - automatic once you beat the game
World Rank 2 2,200 1,000,000 Poké
World Rank 3 2,300 1,200,000 Poké
World Rank 4 2,400 1,400,000 Poké
World Rank 5 2,500 1,600,000 Poké
World Rank 6 2,700 2,000,000 Poké
World Rank 7 2,900 3,000,000 Poké
World Rank 8 3,100 5,000,000 Poké
World Rank 9 3,300 10,000,000 Poké
World Rank 10 3,500 50,000,000 Poké

So, at this point, you have to wonder what Legacy Mode is. This basically reverts the game world to a World Rank 0 state for the duration of time it takes you to return to the title screen again for whatever reason. To enable it, you must put in a certain code - hold L, R, and Left (on the Circle or D-Pad) as the game loads. This can be useful for getting lower-level Pokémon for whatever reason, mostly Move School and Pokémon evolution bait. It won't permanently revert the World Rank, nor will you regain the money for the World Rank, just so you know.


Move Vendors

Note that the move's cost can vary depending on who buys it (and partially some randomness), so they're not detailed here unless in cases where it is certain. You can also get random moves in the Move-a-majig in towns: it's random, but guaranteed to be a certain power, as below. (If you don't like what you get, you can reject it, but you still end up paying for it.)


  • Toy Town (Chapter 1 Town): 1-star, random move from Pokémon's learnset in Pokémon Black/White.
  • Easterly Town (Chapter 2 Town): 2-star, random move from Pokémon's learnset in Pokémon Black/White.
  • Westerly Town (Chapter 3 Town): 3-star, random move from Pokémon's learnset in Pokémon Black/White. (There are two here. One is supposedly better, but costs more.)
  • Northerly Town (Chapter 4 Town): 4-star, random move from Pokémon's learnset in Pokémon Black/White.
  • Axle Town (Chapter 5 Town): 5-star, random move from the Pokémon's learnset in Pokémon Black/White. Also, the Move School allows you to teach a Pokémon any move it can learn so long as there are enough Pokémon in your team you are willing to sacrifice that know the move.

Move Name Move Type Power Move Effects Cost Location
Absorb Grass 2/5 Heals user's HP based on damage dealt [random] Chapter 4-2: Forest
Acrobatics Flying 3/5 If you have no Poké, there's more damage [random] Chapter 4-3: Canyon
Astonish Ghost 2/5 May cause flinching [random] Chapter 2-2: Battle Royale
Brick Break Fighting 3/5 Defies Reflect and Light Screen [random] Chapter 4-3: Fighting-Type Shrine of Keys
Bulk Up Normal -/- Boosts Attack and Defense [random] Chapter 3-3: Battle Royale
Bulldoze Ground 3/5 Lowers Speed of those hit [random] Chapter 4-3: Ground-Type Shrine of Keys
Cut Normal 2/5 N/A [random] Chapter 1-1: Battle Royale
Draco Meteor Dragon 5/5 Lower's your Attack briefly 5,000,000 Poké Chapter 5: Axle Town
Echoed Voice Normal 1/5 Grows in power when others use it [random] Chapter 1-4: Tower
Ember Fire 2/5 May cause a burn [random] Chapter 1-3: Fire Battle Royale
Facade Normal 2/5 Extra damage if user is statused [random] Chapter 3-1: Battle Royale
Fire Blast Fire 5/5 May cause a burn 300,000 Poké Chapter 3-1: Westerly Town
Fire Spin Fire 2/5 N/A [random] Chapter 4-3: Lava
Fling Dark 3/5 Throws your Poké at the opponent [random] Chapter 4-2: Meadow
Fury Swipes Normal 2/5 N/A [random] Chapter 3-1: Cave
Giga Impact Normal 5/5 Causes a brief rest after 100,000 Poké Chapter 1-1: Toy Town
Growl Normal -/- Lowers nearby enemies' Attack [random] Chapter 1-3: Forest
Growth Normal -/- Increases the user's Attack [random] Chapter 2-4: Treetops
Harden Normal -/- Increases the user's Defense [random] Chapter 2-4: Cave
Incinerate Fire 1/5 Destroys any dropped Poké [random] Chapter 3-2: Lava
Ingrain Grass -/- User is immobile, but heals HP [random] Chapter 2-1: Treetops
Low Sweep Fighting 2/5 N/A [random] Chapter 1-2: Meadow
Poison Jab Poison 4/5 May poison the target [random] Chapter 4-2: Poison-Type Shrine of Keys
PoisonPowder Poison -/- Poisons the target [random] Chapter 2-2: Forest
Return Normal 5/5 The more used the user, the stronger this is [random] Chapter 5-2: Battle Royale
Rock Slide Rock 4/5 Can make the target flinch [random] Chapter 3-2: Battle Royale
Rock Smash Fighting 2/5 May lower the target's Defense [random] Chapter 1-2: Battle Royale
Round Normal 2/5 Stronger while others use it, too [random] Chapter 2-4: Battle Royale
Smack Down Rock 2/5 Slows those that are hit [random] Chapter 3-1: Canyon
SolarBeam Grass 5/5 Requires some charging 300,000 Poké Chapter 2-1: Easterly Town
SonicBoom Normal 2/5 Always does a fixed 20 damage [random] Chapter 3-3: Tower
Surf Water 5/5 N/A 300,000 Poké Chapter 4-1: Northerly Town
Tail Whip Normal -/- Will lower the target's Defense [random] Chapter 1-4: Meadow
U-turn Bug 2/5 User switches out after attack [random] Chapter 2-3: Treetops
Vine Whip Grass 1/5 N/A [random] Chapter 1-3: Grass Battle Royale
Volt Switch Electric 2/5 User switches out after attack [random] Chapter 3-3: Factory
Water Gun Water 1/5 N/A [random] Chapter 1-3: Water Battle Royale
Whirlpool Water 2/5 Traps the target; hits a few times [random]Chapter 4-3: Beach
Will-O-Wisp Fire -/- Burns the target [random] Chapter 2-2: Hauntyard
Work Up Normal -/- Raises the user's Attack [random] Chapter 1-4: Battle Royale


Pokémon Abilities

After reaching Chapter 3 in the game, you will begin to find Pokémon with certain special Abilities. Such Pokémon are typically denoted by a pink background in the Switch menu, with the Ability and its description in pink if you look at their stats and such. Some special Pokémon found in the post-game will also have very special Abilities, denoted with blue rather than pink. The ability for a Pokémon to have ... well, an Ability is random, and once you have recruited it, it usually cannot be changed unless the Pokémon is Rusty (in which case, it gets another upon restoration). Abilities are not species-specific, either, unlike the mainstream games, so any Pokémon could in theory have any Ability (except for a sparse few that are species restrictive).

Anyhow, here are the abilities. (FYI, "+" abilities double the effect of the non-"+" ability, and "++" triple the effect. This is more evident in those like Brawny for which there is mathematical evidence, but not in others due to the RNG-influenced damage and the like.)


NORMAL (PINK) ABILITIES
Ability Name Ability Effect
Adept Avoids the negative effects (against you) of moves you use, such as recoil damage or stat lowering.
Barricade Super-effective hits do the damage a normally-effective move would (i.e. Fire on a Grass-type with Barrier is not a damage boost). Only found on Mime Jr. and Mr. Mime.
Boomer Explosions caused by this Pokémon become larger. (Such moves are like Explosion and Flame Burst.)
Boomer + Explosions caused by this Pokémon become even larger. (Such moves are like Explosion and Flame Burst.)
Boomer ++ Explosions caused by this Pokémon become much larger. (Such moves are like Explosion and Flame Burst.)
Brawny Your maximum HP is boosted by 50%.
Brawny + Your maximum HP is boosted by 100%.
Brawny + Your maximum HP is boosted by 150%.
Chop Chop Alternately press A and B for combo-like attacks.
Chop Chop + Alternately press A and B for combo-like attacks. Combos are faster than with Chop Chop.
Chop Chop ++ Alternately press A and B for combo-like attacks. Combos are faster than with Chop Chop+.
Daring Boosts Attack, but lowers Defense.
Daring + Boosts Attack, but lowers Defense, both moreso than with Daring.
Daring ++ Boosts Attack, but lowers Defense, both moreso than with Daring+.
Dodge Sometimes avoids damage outright. Only found on Shedinja.
Effective If you are hit super-effectively, you deal more damage to enemies that didn't hit you with the move.
Effective + If you are hit super-effectively, you deal even more damage to enemies that didn't hit you with the move.
Effective ++ If you are hit super-effectively, you deal lots more damage to enemies that didn't hit you with the move.
Feisty Makes it easier to push Pokémon away with moves.
Feisty + Makes it easier to push Pokémon even farther away with moves.
Feisty ++ Makes it easier to push Pokémon much farther away with moves.
Grappler Close-range moves deal extra damage.
Grappler + Close-range moves deal even more extra damage.
Grappler ++ Close-range moves deal much more extra damage.
Greedy When you gather Poké, it comes towards you from farther away.
Greedy + When you gather Poké, it comes towards you from much farther away.
Greedy ++ When you gather Poké, it comes towards you from very far away.
Gutsy Makes it easier for opponents to become stunned.
Gutsy + Makes it much easier for opponents to become stunned.
Gutsy ++ Makes it a lot easier for opponents to become stunned.
Hardy Increases the Pokémon's Defense by ~50%.
Hardy + Increases the Pokémon's Defense by ~100%.
Hardy ++ Increases the Pokémon's Defense by ~150%.
Healthy The Pokémon regains 1% of its HP each second.
Healthy + The Pokémon regains 2% of its HP each second.
Healthy ++ The Pokémon regains 3% of its HP each second.
Jinxed Slows the opposition when attacked. Only found on Yamask and Cofagrigus.
Lingering Status ailments take longer to go away on you.
Lingering + Status ailments take a lot longer to go away on you...
Lingering ++ Status ailments take way longer to go away on you...
Lobber Long-distance moves deal more damage.
Lobber + Long-distance moves deal a lot more damage.
Lobber ++ Long-distance moves deal a ton more damage.
Lucky The Poké dropped by enemies doubles.
Lucky + The Poké dropped by enemies triples.
Lucky ++ The Poké dropped by enemies quadruples.
Macho Your Attack is boosted, but only in Two-Player or in Team Battles.
Macho + Your Attack is boosted a lot, but only in Two-Player or in Team Battles.
Macho ++ Your Attack is boosted a ton, but only in Two-Player or in Team Battles.
Mighty Opponents cannot blow you away.
Perky You are healed from ailments faster.
Perky + You are healed from ailments much faster.
Perky ++ You are healed from ailments a lot faster.
Picky The Pokémon only has one move, but they have the effects of the Punchy, Techie, and Snappy abilities! (Faster, stronger attacks with low-power moves getting an additional boost.)
Picky + The Pokémon only has one move, but they have the effects of the Punchy +, Techie +, and Snappy + abilities! (Faster, stronger attacks with low-power moves getting an additional boost, all moreso than Picky.)
Picky ++ The Pokémon only has one move, but they have the effects of the Punchy ++, Techie ++, and Snappy ++ abilities! (Faster, stronger attacks with low-power moves getting an additional boost, all moreso than Picky+.)
Poisonous If the opponent attacks and makes physical contact, they may get Poisoned. Only found on Seismitoad.
PokéTC Boosts the Attack of the whole party when playing in Two-Player. Only found via Passwords.
Punchy Boosts Attack automatically.
Punchy + Boosts Attack a lot and automatically.
Punchy ++ Boosts Attack a huge amount and automatically.
Rally Boosts the Attack of your friends in Two-Player.
Rally + Boosts the Attack of your friends a lot in Two-Player.
Rally ++ Boosts the Attack of your friends much more in Two-Player.
Reflector Status ailments against you bounce off onto the opponent.
Resilient You may survive a KO'ing hit with one HP remaining.
Resilient + You are more likely to survive a KO'ing hit with one HP remaining.
Resilient ++ You are very likely to survive a KO'ing hit with one HP remaining.
Rusty Only found on Rusty Pokémon, it prevents the use of all but Struggle. Once restored at a fountain, they get a different Ability and a new move.
Skittish Your damage output goes down as your HP does. Only found on Archen and Acheops.
Slacker Your moves charge up slower. Only found on Slakoth and Slaking.
Slow-Starting "Gets serious" (?) after defeating a few Pokémon. Only found on Regigigas.
Slugger Moves charge up slower, but affect Pokémon farther away.
Slugger + Moves charge up even slower, but affect Pokémon even farther away.
Slugger ++ Moves charge up a lot slower, but affect Pokémon even farther away than Slugger+.
Snappy Enables faster attacks.
Snappy + Enables even faster attacks.
Snappy ++ Enables way faster attacks.
Speedy The Pokémon moves faster.
Speedy + The Pokémon moves even faster.
Speedy ++ The Pokémon moves a lot faster.
Spiky Enemies using moves that make physical contact with you will take damage. Only found on Sharpedo, Druddigon, Ferroseed, and Ferrothorn.
Steady The Pokémon is not affected by stat changes.
Steely The Pokémon inflicts additional damage while it is under the effects of a status ailment. Only found on Pawniard and Bisharp.
Superstar The Pokémon is targeted more often. It has uses in Team Battles if you use a high-Defense Pokémon.
Tangling The attacker may not be able to use moves. Only found on Frillish and Jellicent.
Techie Low-power moves become stronger.
Techie + Low-power moves become even stronger.
Techie ++ Low-power moves become a lot stronger.
Turbo Moves keep firing briefly if you hold down the button.
Turbo + Moves keep firing for a while if you hold down the button.
Turbo ++ Moves keep firing for a long while if you hold down the button.
[Type] Boost Boosts the damage from the named types of moves when the user uses them, and increases resistance to such moves.
[Type] Boost + Boosts the damage from the named types of moves when the user uses them even more, and increases resistance to such moves even more.
[Type] Boost ++ Boosts the damage from the named types of moves when the user uses them even more, and increases resistance to such moves even more.
Unruly If you move into a foe while attacking, additional damage is dealt.
Unruly + If you move into a foe while attacking, even more additional damage is dealt.
Unruly ++ If you move into a foe while attacking, a lot of additional damage is dealt.
Unstoppable Your move charges up for a longer time, but being attacked won't stop your own!
Unstoppable + Your move charges up for even longer, but being attacked won't stop your own!
Unstoppable ++ Your move charges up for much longer, but being attacked won't stop your own!

SPECIAL (USUALLY-BLUE) ABILITIES
Ability Name Unlocking Conditions Ability Effect
Amazing Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Awesome Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Brave [Pink] Beat the game. Power is upped by 300 points.
Epic [Pink] Beat Cobalion at World Rank 6 or above. Typically those of Adept, Greedy, Healthy, Lucky, Snappy, and some others at random; makes it easier to befriend Pokémon.
Excellent Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Fabulous Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Fantastic Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Good Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Great Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Hyper Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Marvelous Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Miracle Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Nice Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Special Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Splendid Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Stupendous Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Super Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.
Ultra Have someone with the Brave ability. Any combo of Punchy, Hardy, Snappy, Brawny, Type Boost, or Type Boost+ abilities.


Pokémon Stats

This section is pretty simple. Within, you'll find the 649 Pokémon of the National Pokédex as of Pokémon Black/White, organized numerically per the same. (Some Pokémon which are not in this game are noted, but their data is kept for relevance and the like.) In all, there are actually 646 species of Pokémon available within this game - Meloetta, Keldeo, and Genesect are excluded - and 719 total Formes to collect (Black- and White-Kyurem from Black/White Versions 2 are excluded for obvious reasons, as are the Therians of the B/W Weather Trio). Below are what is discussed within the scope of this section.

  • #: The National Pokédex number of this Pokémon as of Pokémon Black/White Versions.

  • Species: The Pokémon's species.

  • Type: The Pokémon's type, which determines move effectiveness and STAB bonus.

  • Attack: Each species has a set "Attack" value from 1 to 5 that determines the strength of its attacks.

  • Defense: Each species has a set "Defense" value from 1 to 5 that determines the amount of damage it takes.

  • Speed: Each species has a set "Speed" value from 1 to 5 that determines how fast it moves.

  • Height: The height of the Pokémon, derived from the Pokédex in Pokémon Black/White. No known use in this game, but it's related to...

  • Weight: The Pokémon's weight, used to determine some moves' power, like the move Grass Knot. It's comparative if you don't use the imperial system of weight (lbs.) - bigger number, bigger weight - as I'm not going to bother with the other system. (No offense intended - I'm just lazy. =P) In any case, this is derived from Pokédex data from Pokémon Black/White.

# SPECIES POKÉMON TYPE ATTACK DEFENSE SPEED HEIGHT WEIGHT
#001 Bulbasaur Grass/Poison 2 2 3 2' 4" 15.2 lbs.
#002 Ivysaur Grass/Poison 2 3 3 3' 3" 28.7 lbs.
#003 Venusaur Grass/Poison 3 4 3 6' 7" 220.5 lbs.
#004 Charmander Fire 2 2 3 2' 0" 18.7 lbs.
#005 Charmeleon Fire 3 2 3 3' 7" 41.9 lbs.
#006 Charizard Fire/Flying 4 3 4 5' 7" 199.5 lbs.
#007 Squirtle Water 1 2 3 1' 8" 19.8 lbs.
#008 Wartortle Water 2 3 3 3' 3" 49.6 lbs.
#009 Blastoise Water 3 4 3 3' 4" 188.5 lbs.
#010 Caterpie Bug 1 1 3 1' 0" 6.4 lbs.
#011 Metapod Bug 1 1 3 2' 4" 21.8 lbs.
#012 Butterfree Bug/Flying 3 3 3 3' 7" 70.5 lbs.
#013 Weedle Bug/Poison 1 1 3 1' 0" 7.1 lbs.
#014 Kakuna Bug/Poison 1 1 3 2' 0" 22.0 lbs.
#015 Beedrill Bug/Poison 3 2 3 3' 3" 65.0 lbs.
#016 Pidgey Normal/Flying 1 1 3 1' 0" 4.0 lbs.
#017 Pidgeotto Normal/Flying 2 2 3 3' 7" 66.1 lbs.
#018 Pidgeot Normal/Flying 3 3 3 4' 11" 87.1 lbs.
#019 Rattata Normal 2 1 3 1' 0" 7.7 lbs.
#020 Raticate Normal 3 3 3 2' 4" 40.8 lbs.
#021 Spearow Normal/Flying 2 1 3 1' 0" 4.4 lbs.
#022 Fearow Normal/Flying 3 2 4 3' 11" 83.8 lbs.
#023 Ekans Poison 2 2 3 6' 7" 15.2 lbs.
#024 Arbok Poison 3 3 3 11' 6" 143.3 lbs.
#025 Pikachu Electric 2 1 3 1' 4" 13.2 lbs.
#026 Raichu Electric 3 3 4 2' 7" 66.1 lbs.
#027 Sandshrew Ground 2 2 3 2' 0" 26.5 lbs.
#028 Sandslash Ground 3 3 3 3' 3" 65.0 lbs.
#029 Nidoran Poison 1 2 3 1' 4" 15.4 lbs.
#030 Nidorina Poison 2 2 3 2' 7" 44.1 lbs.
#031 Nidoqueen Poison/Ground 3 3 3 4' 3" 132.3 lbs.
#032 Nidoran Poison 1 1 3 1' 8" 19.8 lbs.
#033 Nidorino Poison 2 2 3 2' 11" 43.0 lbs.
#034 Nidoking Poison/Ground 3 3 3 4' 7" 136.7 lbs.
#035 Clefairy Normal 2 2 3 2' 0" 16.5 lbs.
#036 Clefable Normal 3 3 3 4' 3" 88.2 lbs.
#037 Vulpix Fire 1 2 3 2' 0" 21.8 lbs.
#038 Ninetales Fire 3 3 4 3' 7" 43.9 lbs.
#039 Jigglypuff Normal 1 1 2 1' 8" 12.1 lbs.
#040 Wigglytuff Normal 2 2 3 3' 3" 26.5 lbs.
#041 Zubat Poison/Flying 1 1 3 2' 7" 16.5 lbs.
#042 Golbat Poison/Flying 3 3 3 5' 3" 121.3 lbs.
#043 Oddish Grass/Poison 2 2 3 1' 8" 11.9 lbs.
#044 Gloom Grass/Poison 2 3 3 2' 7" 19.0 lbs.
#045 Vileplume Grass/Poison 3 3 3 3' 11" 41.0 lbs.
#046 Paras Bug/Grass 2 2 2 1' 0" 11.9 lbs.
#047 Parasect Bug/Grass 3 3 3 3' 3" 65.0 lbs.
#048 Venonat Bug/Poison 1 2 3 3' 3" 66.1 lbs.
#049 Venomoth Bug/Poison 3 3 3 4' 11" 27.6 lbs.
#050 Diglett Ground 2 1 3 0' 8" 1.8 lbs.
#051 Dugtrio Ground 3 2 4 2' 4" 73.4 lbs.
#052 Meowth Normal 1 1 3 1' 4" 9.3 lbs.
#053 Persian Normal 2 2 4 3' 3" 70.5 lbs.
#054 Psyduck Water 2 2 3 2' 7" 43.2 lbs.
#055 Golduck Water 3 3 3 5' 7" 168.9 lbs.
#056 Mankey Fighting 3 1 3 1' 8" 61.7 lbs.
#057 Primeape Fighting 4 3 3 3' 3" 70.5 lbs.
#058 Growlithe Fire 2 2 3 2' 5" 41.9 lbs.
#059 Arcanine Fire 4 3 3 6' 3" 341.7 lbs.
#060 Poliwag Water 1 1 3 2' 0" 27.3 lbs.
#061 Poliwhirl Water 2 2 3 3' 3" 44.1 lbs.
#062 Poliwrath Water/Fighting 3 4 3 4' 3" 119.0 lbs.
#063 Abra Psychic 4 1 3 2' 11" 43.0 lbs.
#064 Kadabra Psychic 4 2 4 4' 3" 124.6 lbs.
#065 Alakazam Psychic 5 3 4 4' 11" 105.8 lbs.
#066 Machop Fighting 2 1 3 2' 7" 43.0 lbs.
#067 Machoke Fighting 3 3 3 4' 11" 155.4 lbs.
#068 Machamp Fighting 4 3 3 5' 3" 286.6 lbs.
#069 Bellsprout Grass/Poison 2 1 3 2' 4" 8.8 lbs.
#070 Weepinbell Grass/Poison 3 2 3 3' 3" 14.1 lbs.
#071 Victreebel Grass/Poison 3 2 3 5' 7" 34.2 lbs.
#072 Tentacool Water/Poison 1 3 3 2' 11" 100.3 lbs.
#073 Tentacruel Water/Poison 3 4 4 5' 3" 121.3 lbs.
#074 Geodude Rock/Ground 2 3 2 1' 4" 44.1 lbs.
#075 Graveler Rock/Ground 3 3 3 3' 3" 231.5 lbs.
#076 Golem Rock/Ground 3 4 3 4' 7" 661.4 lbs.
#077 Ponyta Fire 3 2 3 3' 3" 66.1 lbs.
#078 Rapidash Fire 3 3 4 5' 7" 209.4 lbs.
#079 Slowpoke Water/Psychic 2 2 2 3' 11" 79.4 lbs.
#080 Slowbro Water/Psychic 3 4 3 5' 3" 173.1 lbs.
#081 Magnemite Steel/Electric 3 2 3 1' 0" 13.2 lbs.
#082 Magneton Steel/Electric 4 3 3 3' 3" 132.3 lbs.
#083 Farfetch'd Normal/Flying 2 2 3 2' 7" 33.1 lbs.
#084 Doduo Normal/Flying 3 1 3 4' 7" 86.4 lbs.
#085 Dodrio Normal/Flying 4 3 4 5' 11" 187.8 lbs.
#086 Seel Water 1 2 3 3' 7" 198.4 lbs.
#087 Dewgong Water 2 3 3 5' 7" 264.6 lbs.
#088 Grimer Poison 2 2 2 2' 11" 66.1 lbs.
#089 Muk Poison 3 3 3 3' 11" 66.1 lbs.
#090 Shellder Water 2 2 3 1' 0" 8.8 lbs.
#091 Cloyster Water/Ice 3 5 3 4' 11" 292.1 lbs.
#092 Gastly Ghost/Poison 3 1 3 4' 3" 0.2 lbs.
#093 Haunter Ghost/Poison 4 2 3 5' 3" 0.2 lbs.
#094 Gengar Ghost/Poison 5 3 4 4' 11" 89.3 lbs.
#095 Onix Rock/Ground 1 4 3 28' 10" 463.0 lbs.
#096 Drowzee Psychic 1 3 3 3' 3" 71.4 lbs.
#097 Hypno Psychic 2 4 3 5' 3" 166.7 lbs.
#098 Krabby Water 3 2 3 1' 4" 14.3 lbs.
#099 Kingler Water 5 3 3 4' 3" 132.3 lbs.
#100 Voltorb Electric 2 2 4 1' 8" 22.9 lbs.
#101 Electrode Electric 3 3 5 3' 11" 146.8 lbs.
#102 Exeggcute Grass/Psychic 2 2 3 1' 4" 5.5 lbs.
#103 Exeggutor Grass/Psychic 4 3 3 6' 7" 264.6 lbs.
#104 Cubone Ground 1 3 3 1' 4" 14.3 lbs.
#105 Marowak Ground 2 4 3 3' 3" 99.2 lbs.
#106 Hitmonlee Fighting 4 3 3 4' 11" 109.8 lbs.
#107 Hitmonchan Fighting 3 4 3 4' 7" 110.7 lbs.
#108 Lickitung Normal 1 3 3 3' 11" 144.4 lbs.
#109 Koffing Poison 2 3 3 2' 0" 2.2 lbs.
#110 Weezing Poison 3 4 3 3' 11" 20.9 lbs.
#111 Rhyhorn Ground/Rock 2 2 2 3' 3" 253.5 lbs.
#112 Rhydon Ground/Rock 4 3 3 6' 3" 264.6 lbs.
#113 Chansey Normal 1 2 3 3' 7" 76.3 lbs.
#114 Tangela Grass 3 3 3 3' 3" 77.2 lbs.
#115 Kangaskhan Normal 3 3 3 7' 3" 176.4 lbs.
#116 Horsea Water 2 2 3 1' 4" 17.6 lbs.
#117 Seadra Water 3 3 3 3' 11" 55.1 lbs.
#118 Goldeen Water 2 2 3 2' 0" 33.1 lbs.
#119 Seaking Water 3 3 3 4' 3" 86.0 lbs.
#120 Staryu Water 2 2 3 2' 7" 76.1 lbs.
#121 Starmie Water/Psychic 4 3 4 3' 7" 176.4 lbs.
#122 Mr. Mime Psychic 3 4 3 4' 3" 120.2 lbs.
#123 Scyther Bug/Flying 4 3 4 4' 11" 123.5 lbs.
#124 Jynx Ice/Psychic 4 3 3 4' 7" 89.5 lbs.
#125 Electabuzz Electric 3 3 4 3' 7" 66.1 lbs.
#126 Magmar Fire 3 3 3 4' 3" 98.1 lbs.
#127 Pinsir Bug 4 3 3 4' 11" 121.3 lbs.
#128 Tauros Normal 4 3 4 4' 7" 194.9 lbs.
#129 Magikarp Water 1 1 3 2' 11" 22.0 lbs.
#130 Gyarados Water/Flying 4 3 3 21' 4" 518.1 lbs.
#131 Lapras Water/Ice 3 3 3 8' 2" 485.0 lbs.
#132 Ditto Normal 1 2 3 1' 0" 8.8 lbs.
#133 Eevee Normal 1 2 3 1' 0" 14.3 lbs.
#134 Vaporeon Water 3 3 3 3' 3" 63.9 lbs.
#135 Jolteon Electric 4 3 5 2' 7" 54.0 lbs.
#136 Flareon Fire 4 3 3 2' 11" 55.1 lbs.
#137 Porygon Normal 2 3 3 2' 7" 80.5 lbs.
#138 Omanyte Rock/Water 3 3 3 1' 4" 16.5 lbs.
#139 Omastar Rock/Water 4 4 3 3' 3" 77.2 lbs.
#140 Kabuto Rock/Water 2 3 3 1' 8" 25.4 lbs.
#141 Kabutops Rock/Water 4 3 3 4' 3" 89.3 lbs.
#142 Aerodactyl Rock/Flying 4 3 5 5' 11" 130.1 lbs.
#143 Snorlax Normal 3 3 3 6' 11" 1,014.1 lbs.
#144 Articuno Ice/Flying 3 5 3 5' 7" 122.1 lbs.
#145 Zapdos Electric/Flying 5 3 4 5' 3" 116.0 lbs.
#146 Moltres Fire/Flying 5 3 3 6' 7" 132.3 lbs.
#147 Dratini Dragon 2 2 3 5' 11" 7.3 lbs.
#148 Dragonair Dragon 3 3 3 13' 1" 36.4 lbs.
#149 Dragonite Dragon/Flying 5 4 3 7' 3" 463.0 lbs.
#150 Mewtwo Psychic 5 4 5 6' 7" 269.0 lbs.
#151 Mew Psychic 3 4 4 1' 4" 8.8 lbs.
#152 Chikorita Grass 1 3 3 2' 11" 14.1 lbs.
#153 Bayleef Grass 2 3 3 3' 11" 34.8 lbs.
#154 Meganium Grass 3 4 3 5' 11" 221.6 lbs.
#155 Cyndaquil Fire 2 2 3 1' 8" 17.4 lbs.
#156 Quilava Fire 3 2 3 2' 11" 41.9 lbs.
#157 Typhlosion Fire 4 3 4 5' 7" 175.3 lbs.
#158 Totodile Water 2 2 3 2' 0" 20.9 lbs.
#159 Croconaw Water 2 3 3 3' 7" 55.1 lbs.
#160 Feraligatr Water 3 4 3 7' 7" 195.8 lbs.
#161 Sentret Normal 1 1 2 2' 7" 13.2 lbs.
#162 Furret Normal 3 2 3 5' 11" 71.7 lbs.
#163 Hoothoot Normal/Flying 1 1 3 2' 4" 46.7 lbs.
#164 Noctowl Normal/Flying 2 3 3 5' 3" 89.9 lbs.
#165 Ledyba Bug/Flying 1 2 3 3' 3" 23.8 lbs.
#166 Ledian Bug/Flying 2 3 3 4' 7" 78.5 lbs.
#167 Spinarak Bug/Poison 1 1 3 1' 8" 18.7 lbs.
#168 Ariados Bug/Poison 3 3 3 3' 7" 73.9 lbs.
#169 Crobat Poison/Flying 3 3 5 5' 11" 165.3 lbs.
#170 Chinchou Water/Electric 2 2 3 1' 8" 26.5 lbs.
#171 Lanturn Water/Electric 2 3 3 3' 11" 49.6 lbs.
#172 Pichu Electric 1 1 3 1' 0" 4.4 lbs.
#173 Cleffa Normal 1 1 2 1' 0" 6.6 lbs.
#174 Igglybuff Normal 1 1 2 1' 0" 2.2 lbs.
#175 Togepi Normal 1 3 2 1' 0" 3.3 lbs.
#176 Togetic Normal/Flying 2 4 3 2' 0" 7.1 lbs.
#177 Natu Psychic/Flying 2 1 3 0' 8" 4.4 lbs.
#178 Xatu Psychic/Flying 3 3 3 4' 11" 33.1 lbs.
#179 Mareep Electric 2 1 3 2' 0" 17.2 lbs.
#180 Flaaffy Electric 2 2 3 2' 7" 29.3 lbs.
#181 Ampharos Electric 4 3 3 4' 7" 135.6 lbs.
#182 Bellossom Grass 3 4 3 1' 4" 12.8 lbs.
#183 Marill Water 1 2 3 1' 4" 18.7 lbs.
#184 Azumarill Water 1 3 3 2' 7" 62.8 lbs.
#185 Sudowoodo Rock 3 4 3 3' 11" 83.8 lbs.
#186 Politoed Water 3 3 3 3' 7" 74.7 lbs.
#187 Hoppip Grass/Flying 1 2 3 1' 4" 1.1 lbs.
#188 Skiploom Grass/Flying 1 2 3 2' 0" 2.2 lbs.
#189 Jumpluff Grass/Flying 2 3 4 2' 7" 6.6 lbs.
#190 Aipom Normal 2 2 3 2' 7" 25.4 lbs.
#191 Sunkern Grass 1 1 3 1' 0" 4.0 lbs.
#192 Sunflora Grass 3 3 3 2' 7" 18.7 lbs.
#193 Yanma Bug/Flying 3 1 3 3' 11" 83.8 lbs.
#194 Wooper Water/Ground 1 1 2 1' 4" 18.7 lbs.
#195 Quagsire Water/Ground 2 3 3 4' 7" 165.3l lbs.
#196 Espeon Psychic 5 3 4 2' 11" 58.4 lbs.
#197 Umbreon Dark 2 5 3 3' 3" 59.5 lbs.
#198 Murkrow Dark/Flying 3 1 3 1' 8" 4.6 lbs.
#199 Slowking Water/Psychic 3 4 3 6' 7" 175.3 lbs.
#200 Misdreavus Ghost 3 3 3 2' 4" 2.2 lbs.
#201 Unown (28 Formes) Psychic 2 2 3 1' 8" 11.0 lbs.
#202 Wobbuffet Psychic 1 2 3 4' 3" 62.8 lbs.
#203 Girafarig Normal/Psychic 3 3 3 4' 11" 91.5 lbs.
#204 Pineco Bug 2 2 2 2' 0" 15.9 lbs.
#205 Forretress Bug/Steel 3 4 3 3' 11" 277.3 lbs.
#206 Dunsparce Normal 2 3 3 4' 11" 30.9 lbs.
#207 Gligar Ground/Flying 2 3 3 3' 7" 142.9 lbs.
#208 Steelix Steel/Ground 2 5 3 30' 2" 881.8 lbs.
#209 Snubbull Normal 2 1 3 2' 0" 17.2 lbs.
#210 Granbull Normal 4 3 3 4' 7" 107.4 lbs.
#211 Qwilfish Water/Poison 3 3 3 1' 8" 8.6 lbs.
#212 Scizor Bug/Steel 4 4 3 5' 11" 260.1 lbs.
#213 Shuckle Bug/Rock 1 5 1 2' 0" 45.2 lbs.
#214 Heracross Bug/Fighting 4 3 3 4' 11" 119.0 lbs.
#215 Sneasel Ice/Dark 3 3 4 2' 11" 61.7 lbs.
#216 Teddiursa Normal 2 2 3 2' 0" 19.4 lbs.
#217 Ursaring Normal 4 3 3 5' 11" 277.3 lbs.
#218 Slugma Fire 2 1 2 2' 4" 77.2 lbs.
#219 Magcargo Fire/Rock 2 4 3 2' 7" 121.3 lbs.
#220 Swinub Ice/Ground 1 1 3 1' 4" 14.3 lbs.
#221 Piloswine Ice/Ground 3 3 3 3' 7" 123.0 lbs.
#222 Corsola Water/Rock 2 3 3 2' 0" 11.0 lbs.
#223 Remoraid Water 2 1 3 2' 0" 26.5 lbs.
#224 Octillery Water 3 3 3 2' 11" 62.8 lbs.
#225 Delibird Ice/Flying 2 1 3 2' 11" 35.3 lbs.
#226 Mantine Water/Flying 3 5 3 6' 11" 485.0 lbs.
#227 Skarmory Steel/Flying 3 5 3 5' 7" 111.3 lbs.
#228 Houndour Fire/Dark 2 1 3 2' 0" 23.8 lbs.
#229 Houndoom Fire/Dark 4 3 3 4' 7" 77.2 lbs.
#230 Kingdra Water/Dragon 3 4 3 5' 11" 335.1 lbs.
#231 Phanpy Ground 2 2 3 1' 8" 73.9 lbs.
#232 Donphan Ground 4 4 3 3' 7" 264.6 lbs.
#233 Porygon2 Normal 3 4 3 2' 0" 71.7 lbs.
#234 Stantler Normal 3 2 3 4' 7" 157.0 lbs.
#235 Smeargle Normal 1 1 3 3' 11" 127.9 lbs.
#236 Tyrogue Fighting 1 1 3 2' 4" 46.3 lbs.
#237 Hitmontop Fighting 3 4 3 4' 7" 105.8 lbs.
#238 Smoochum Ice/Psychic 3 1 3 1' 4" 13.2 lbs.
#239 Elekid Electric 2 2 3 2' 0" 51.8 lbs.
#240 Magby Fire 2 2 3 2' 4" 47.2 lbs.
#241 Miltank Normal 3 3 4 3' 11" 166.4 lbs.
#242 Blissey Normal 2 3 3 4' 11" 103.2 lbs.
#243 Raikou Electric 4 3 4 6' 3" 392.4 lbs.
#244 Entei Fire 4 3 4 6' 11" 436.5 lbs.
#245 Suicune Water 3 5 3 6' 7" 412.3 lbs.
#246 Larvitar Rock/Ground 2 2 3 2' 0" 158.7 lbs.
#247 Pupitar Rock/Ground 3 3 3 3' 11" 335.1 lbs.
#248 Tyranitar Rock/Dark 5 5 3 6' 7" 445.3 lbs.
#249 Lugia Psychic/Flying 3 5 4 17' 1" 476.2 lbs.
#250 Ho-oh Fire/Flying 5 5 3 12' 6" 438.7 lbs.
#251 Celebi Psychic/Grass 3 4 4 2' 0" 11.0 lbs.
#252 Treecko Grass 2 1 3 1' 8" 11.0 lbs.
#253 Grovyle Grass 3 2 3 2' 11" 47.6 lbs.
#254 Sceptile Grass 4 3 4 5' 7" 115.1 lbs.
#255 Torchic Fire 2 1 3 1' 4" 5.5 lbs.
#256 Combusken Fire/Fighting 3 2 3 2' 11" 43.0 lbs.
#257 Blaziken Fire/Fighting 4 3 3 6' 3" 114.6 lbs.
#258 Mudkip Water 2 2 3 1' 4" 16.8 lbs.
#259 Marshtomp Water/Ground 3 3 3 2' 4" 61.7 lbs.
#260 Swampert Water/Ground 3 4 3 4' 11" 180.6 lbs.
#261 Poochyena Dark 1 1 3 1' 8" 30.0 lbs.
#262 Mightyena Dark 3 3 3 3' 3" 81.6 lbs.
#263 Zigzagoon Normal 1 1 3 1' 4" 38.6 lbs.
#264 Linoone Normal 2 2 4 1' 8" 71.7 lbs.
#265 Wurmple Bug 1 1 2 1' 0" 7.9 lbs.
#266 Silcoon Bug 1 1 2 2' 0" 22.0 lbs.
#267 Beautifly Bug/Flying 3 2 3 3' 3" 62.6 lbs.
#268 Cascoon Bug 1 1 2 2' 4" 25.4 lbs.
#269 Dustox Bug/Poison 1 3 3 3' 11" 69.7 lbs.
#270 Lotad Water/Grass 1 1 3 1' 8" 5.7 lbs.
#271 Lombre Water/Grass 2 2 3 3' 11" 71.7 lbs.
#272 Ludicolo Water/Grass 3 3 3 4' 11" 121.3 lbs.
#273 Seedot Grass 1 1 3 1' 8" 8.8 lbs.
#274 Nuzleaf Grass/Dark 2 1 3 3' 3" 61.7 lbs.
#275 Shiftry Grass/Dark 3 2 3 4' 3" 131.4 lbs.
#276 Taillow Normal/Flying 2 1 3 1' 0" 5.1 lbs.
#277 Swellow Normal/Flying 3 2 5 2' 4" 43.7 lbs.
#278 Wingull Water/Flying 2 1 3 2' 0" 20.9 lbs.
#279 Pelipper Water/Flying 3 3 3 3' 11" 61.7 lbs.
#280 Ralts Psychic 1 1 3 1' 4" 14.6 lbs.
#281 Kirlia Psychic 2 1 3 2' 7" 44.5 lbs.
#282 Gardevoir Psychic 4 4 3 5' 3" 106.7 lbs.
#283 Surskit Bug/Water 1 1 3 1' 8" 3.7 lbs.
#284 Masquerain Bug/Flying 2 3 3 2' 7" 7.9 lbs.
#285 Shroomish Grass 1 2 3 1' 4" 9.9 lbs.
#286 Breloom Grass/Fighting 4 3 3 3' 11" 86.4 lbs.
#287 Slakoth Normal 1 2 3 2' 7" 52.9 lbs.
#288 Vigoroth Normal 3 3 3 4' 7" 102.5 lbs.
#289 Slaking Normal 5 3 4 6' 7" 287.7 lbs.
#290 Nincada Bug/Ground 1 2 3 1' 8" 12.1 lbs.
#291 Ninjask Bug/Flying 5 2 5 2' 7" 26.5 lbs.
#292 Shedinja Bug/Ghost 3 1 3 2' 7" 2.6 lbs.
#293 Whismur Normal 1 1 3 2' 0" 35.9 lbs.
#294 Loudred Normal 2 1 3 3' 3" 89.3 lbs.
#295 Exploud Normal 3 2 3 4' 11" 185.2 lbs.
#296 Makuhita Fighting 1 1 2 3' 3" 160.5 lbs.
#297 Hariyama Fighting 5 2 3 7' 7" 559.5 lbs.
#298 Azurill Normal 1 1 2 0' 8" 4.4 lbs.
#299 Nosepass Rock 1 5 3 3' 3" 213.8 lbs.
#300 Skitty Normal 1 1 3 2' 0" 24.3 lbs.
#301 Delcatty Normal 2 2 3 3' 7" 71.9 lbs.
#302 Sableye Dark/Ghost 2 3 3 1' 8" 24.3 lbs.
#303 Mawile Steel 3 3 3 2' 0" 25.4 lbs.
#304 Aron Rock/Steel 2 3 3 1' 4" 132.3 lbs.
#305 Lairon Steel/Rock 3 4 3 2' 11" 264.6 lbs.
#306 Aggron Steel/Rock 3 5 3 6' 11" 793.7 lbs.
#307 Meditite Fighting/Psychic 1 2 3 2' 0" 24.7 lbs.
#308 Medicham Fighting/Psychic 2 3 3 4' 3" 69.4 lbs.
#309 Electrike Electric 2 1 3 2' 0" 33.5 lbs.
#310 Manectric Electric 4 2 4 4' 11" 88.6 lbs.
#311 Plusle Electric 3 2 3 1' 4" 9.3 lbs.
#312 Minun Electric 3 3 3 1' 4" 9.3 lbs.
#313 Volbeat Bug 2 3 3 2' 4" 39.0 lbs.
#314 Illumise Bug 2 3 3 2' 0" 39.0 lbs.
#315 Roselia Grass/Poison 3 2 3 1' 0" 4.4 lbs.
#316 Gulpin Poison 1 2 3 1' 4" 22.7 lbs.
#317 Swalot Poison 2 3 3 5' 7" 176.4 lbs.
#318 Carvanha Water/Dark 3 1 3 2' 7" 45.9 lbs.
#319 Sharpedo Water/Dark 4 1 3 5' 11" 195.8 lbs.
#320 Wailmer Water 2 1 3 6' 7" 286.6 lbs.
#321 Wailord Water 3 1 3 47' 7" 877.4 lbs.
#322 Numel Fire/Ground 2 1 3 2' 4" 52.9 lbs.
#323 Camerupt Fire/Ground 3 3 3 6' 3" 485.0 lbs.
#324 Torkoal Fire 2 5 2 1' 8" 177.3 lbs.
#325 Spoink Psychic 2 2 3 2' 4" 67.5 lbs.
#326 Grumpig Psychic 3 3 3 2' 11" 157.6 lbs.
#327 Spinda Normal 2 2 3 3' 7" 11.0 lbs.
#328 Trapinch Ground 3 1 1 2' 4" 33.1 lbs.
#329 Vibrava Ground/Dragon 2 2 3 3' 7" 33.7 lbs.
#330 Flygon Ground/Dragon 3 3 4 6' 7" 180.8 lbs.
#331 Cacnea Grass 2 1 3 1' 4" 113.1 lbs.
#332 Cacturne Grass/Dark 4 2 3 4' 3" 170.6 lbs.
#333 Swablu Normal/Flying 1 3 3 1' 4" 2.6 lbs.
#334 Altaria Dragon/Flying 2 4 3 3' 7" 45.4 lbs.
#335 Zangoose Normal 4 2 3 4' 3" 88.8 lbs.
#336 Seviper Poison 3 2 3 8' 10" 115.7 lbs.
#337 Lunatone Rock/Psychic 3 3 3 3' 3" 370.4 lbs.
#338 Solrock Rock/Psychic 3 3 3 3' 11" 339.5 lbs.
#339 Barboach Water/Ground 1 1 3 1' 4" 4.2 lbs.
#340 Whiscash Water/Ground 2 3 3 2' 11" 52.0 lbs.
#341 Corphish Water 2 2 3 2' 0" 25.4 lbs.
#342 Crawdaunt Water/Dark 4 3 3 3' 7" 72.3 lbs.
#343 Baltoy Ground/Psychic 1 2 3 1' 8" 47.4 lbs.
#344 Claydol Ground/Psychic 2 5 3 4' 11" 238.1 lbs.
#345 Lileep Rock/Grass 1 3 2 3' 3" 52.5 lbs.
#346 Cradily Rock/Grass 2 4 3 4' 11" 133.2 lbs.
#347 Anorith Rock/Bug 3 2 3 2' 4" 27.6 lbs.
#348 Armaldo Rock/Bug 4 4 3 4' 11" 150.4 lbs.
#349 Feebas Water 1 1 3 2' 0" 16.3 lbs.
#350 Milotic Water 3 4 3 20' 4" 357.4 lbs.
#351 Castform (No-Weather Forme) Normal 2 3 3 1' 0" 1.8 lbs.
Castform (Rainy Forme) Water 2 3 3 1' 0" 1.8 lbs.
Castform (Sunny Forme) Fire 2 3 3 1' 0" 1.8 lbs.
Castform (Hailing Forme) Ice 2 3 3 1' 0" 1.8 lbs.
#352 Kecleon Normal 3 4 3 3' 3" 48.5 lbs.
#353 Shuppet Ghost 2 1 3 2' 0" 5.1 lbs.
#354 Banette Ghost 4 2 3 3' 7" 27.6 lbs.
#355 Duskull Ghost 1 4 2 2' 7" 33.1 lbs.
#356 Dusclops Ghost 2 5 2 5' 3" 67.5 lbs.
#357 Tropius Grass/Flying 2 3 3 6' 7" 220.5 lbs.
#358 Chimecho Psychic 3 3 3 2' 0" 2.2 lbs.
#359 Absol Dark 5 2 3 3' 11" 103.6 lbs.
#360 Wynaut Psychic 1 2 2 2' 0" 30.9 lbs.
#361 Snorunt Ice 1 2 3 2' 4" 37.0 lbs.
#362 Glalie Ice 3 3 3 4' 11" 565.5 lbs.
#363 Spheal Ice/Water 1 2 2 2' 7" 87.1 lbs.
#364 Sealeo Ice/Water 2 3 3 3' 7" 193.1 lbs.
#365 Walrein Ice/Water 3 4 3 4' 7" 332.0 lbs.
#366 Clamperl Water 2 3 3 1' 4" 115.7 lbs.
#367 Huntail Water 3 4 3 5' 7" 59.5 lbs.
#368 Gorebyss Water 3 4 3 5' 11" 49.8 lbs.
#369 Relicanth Water/Rock 3 4 3 3' 3" 51.6 lbs.
#370 Luvdisc Water 1 2 3 2' 0" 19.2 lbs.
#371 Bagon Dragon 2 1 3 2' 0" 92.8 lbs.
#372 Shelgon Dragon 3 3 3 3' 7" 243.6 lbs.
#373 Salamence Dragon/Flying 5 3 4 4' 11" 226.2 lbs.
#374 Beldum Steel/Psychic 1 3 3 2' 0" 209.9 lbs.
#375 Metang Steel/Psychic 2 4 3 3' 11" 446.4 lbs.
#376 Metagross Steel/Psychic 5 5 3 5' 3" 1,212.5 lbs.
#377 Regirock Rock 3 5 3 5' 7" 507.1 lbs.
#378 Regice Ice 3 5 3 5' 11" 385.8 lbs.
#379 Registeel Steel 2 5 3 6' 3" 451.9 lbs.
#380 Latias Dragon/Psychic 4 5 4 4' 7" 88.2 lbs.
#381 Latios Dragon/Psychic 5 4 4 6' 7" 132.3 lbs.
#382 Kyogre Water 5 5 3 14' 9" 776.0 lbs.
#383 Groudon Ground 5 5 3 11' 6" 2,094.4 lbs.
#384 Rayquaza Dragon/Flying 5 4 3 23' 0" 455.3 lbs.
#385 Jirachi Steel/Psychic 3 4 4 1' 0" 2.4 lbs.
#386 Deoxys (Normal Forme) Psychic 5 2 5 5' 7" 134.0 lbs.
Deoxys (Attack Forme) Psychic 5 1 5 5' 7" 134.0 lbs.
Deoxys (Defense Forme) Psychic 2 5 3 5' 7" 134.0 lbs.
Deoxys (Speed Forme) Psychic 4 4 5 5' 7" 134.0 lbs.
#387 Turtwig Grass 2 2 3 1' 4" 22.5 lbs.
#388 Grotle Grass 3 3 3 3' 7" 213.8 lbs.
#389 Torterra Grass/Ground 3 4 3 7' 3" 683.4 lbs.
#390 Chimchar Fire 2 1 3 1' 8" 13.7 lbs.
#391 Monferno Fire/Fighting 3 2 3 2' 11" 48.5 lbs.
#392 Infernape Fire/Fighting 4 3 4 3' 11" 121.3 lbs.
#393 Piplup Water 2 2 3 1' 4" 11.5 lbs.
#394 Prinplup Water 2 3 3 2' 7" 50.7 lbs.
#395 Empoleon Water/Steel 3 4 3 5' 7" 186.3 lbs.
#396 Starly Normal/Flying 1 1 3 1' 0" 4.4 lbs.
#397 Staravia Normal/Flying 2 1 3 2' 0" 34.2 lbs.
#398 Staraptor Normal/Flying 4 2 4 3' 11" 54.9 lbs.
#399 Bidoof Normal 1 1 3 1' 8" 44.1 lbs.
#400 Bibarel Normal 3 2 3 3' 3" 69.4 lbs.
#401 Kricketot Bug 1 1 2 1' 0" 4.9 lbs.
#402 Kricketune Bug 3 2 3 3' 3" 56.2 lbs.
#403 Shinx Electric 2 1 3 1' 8" 20.9 lbs.
#404 Luxio Electric 3 2 3 2' 11" 67.2 lbs.
#405 Luxray Electric 4 3 3 4' 7" 92.6 lbs.
#406 Budew Grass/Poison 1 2 3 0' 8" 2.6 lbs.
#407 Roserade Grass/Poison 5 3 3 2' 11" 32.0 lbs.
#408 Cranidos Rock 4 1 3 2' 11" 69.4 lbs.
#409 Rampardos Rock 5 2 3 5' 3" 226.0 lbs.
#410 Shieldon Rock/Steel 1 4 3 1' 8" 125.7 lbs.
#411 Bastiodon Rock/Steel 1 5 3 4' 3" 329.6 lbs.
#412 Burmy (Plant Cloak Forme) Bug 1 1 3 0' 8" 7.5 lbs.
Burmy (Sandy Cloak Forme) Bug 1 1 3 0' 8" 7.5 lbs.
Burmy (Trash Cloak Forme) Bug 1 1 3 0' 8" 7.5 lbs.
#413 Wormadam (Plant Cloak Forme) Bug/Grass 2 4 3 1' 8" 14.3 lbs.
Wormadam (Sandy Cloak Forme) Bug/Ground 2 4 3 1' 8" 14.3 lbs.
Wormadam (Trash Cloak Forme) Bug/Steel 2 4 3 1' 8" 14.3 lbs.
#414 Mothim Bug/Flying 3 2 3 2' 11" 51.4 lbs.
#415 Combee Bug/Flying 1 1 3 1' 0" 12.1 lbs.
#416 Vespiquen Bug/Flying 2 4 3 3' 11" 84.9 lbs.
#417 Pachirisu Electric 1 3 3 1' 4" 8.6 lbs.
#418 Buizel Water 2 1 3 2' 4" 65.0 lbs.
#419 Floatzel Water 4 2 4 3' 7" 73.9 lbs.
#420 Cherubi Grass 2 2 3 1' 4" 7.3 lbs.
#421 Cherrim (Overcast Forme) Grass 3 3 3 1' 8" 20.5 lbs.
Cherrim (Sunshine Forme) Grass 3 3 3 1' 8" 20.5 lbs.
#422 Shellos (West Sea Forme) Water 1 2 3 1' 0" 13.9 lbs.
Shellos (East Sea Forme) Water 1 2 3 1' 0" 13.9 lbs.
#423 Gastrodon (West Sea Forme) Water/Ground 3 3 3 2' 11" 65.9 lbs.
Gastrodon (East Sea Forme) Water/Ground 3 3 3 2' 11" 65.9 lbs.
#424 Ambipom Normal 4 3 4 3' 11" 44.8 lbs.
#425 Drifloon Ghost/Flying 2 1 3 1' 4" 2.6 lbs.
#426 Drifblim Ghost/Flying 3 2 3 3' 11" 33.1 lbs.
#427 Buneary Normal 2 2 3 1' 4" 12.1 lbs.
#428 Lopunny Normal 3 3 4 3' 11" 73.4 lbs.
#429 Mismagius Ghost 4 3 4 2' 11" 9.7 lbs.
#430 Honchkrow Dark/Flying 4 2 3 2' 11" 60.2 lbs.
#431 Glameow Normal 2 1 3 1' 8" 8.6 lbs.
#432 Purugly Normal 3 2 4 3' 3" 96.6 lbs.
#433 Chingling Psychic 2 2 3 0' 8" 1.3 lbs.
#434 Stunky Poison/Dark 2 1 3 1' 4" 42.3 lbs.
#435 Skuntank Poison/Dark 3 2 3 3' 3" 83.8 lbs.
#436 Bronzor Steel/Psychic 1 3 2 1' 8" 133.4 lbs.
#437 Bronzong Steel/Psychic 3 5 3 4' 3" 412.3 lbs.
#438 Bonsly Rock 2 3 1 1' 8" 33.1 lbs.
#439 Mime Jr. Psychic 2 3 3 2' 0" 28.7 lbs.
#440 Happiny Normal 1 1 3 2' 0" 53.8 lbs.
#441 Chatot Normal/Flying 3 1 3 1' 8" 4.2 lbs.
#442 Spiritomb Ghost/Dark 3 5 3 3' 3" 238.1 lbs.
#443 Gible Dragon/Ground 2 1 3 2' 4" 45.2 lbs.
#444 Gabite Dragon/Ground 3 2 3 4' 7" 123.5 lbs.
#445 Garchomp Dragon/Ground 5 4 4 6' 3" 209.4 lbs.
#446 Munchlax Normal 2 2 1 2' 0" 231.5 lbs.
#447 Riolu Fighting 2 1 3 2' 4" 44.5 lbs.
#448 Lucario Fighting/Steel 4 3 3 3' 11" 119.0 lbs.
#449 Hippopotas Ground 2 2 3 2' 7" 109.1 lbs.
#450 Hippowdon Ground 3 4 3 6' 7" 661.4 lbs.
#451 Skorupi Poison/Bug 1 3 3 2' 7" 26.5 lbs.
#452 Drapion Poison/Dark 3 4 3 4' 3" 135.6 lbs.
#453 Croagunk Poison/Fighting 2 1 3 2' 4" 50.7 lbs.
#454 Toxicroak Poison/Fighting 4 3 3 4' 3" 97.9 lbs.
#455 Carnivine Grass 3 3 3 4' 7" 59.5 lbs.
#456 Finneon Water 1 2 3 1' 4" 15.4 lbs.
#457 Lumineon Water 2 3 3 3' 11" 52.9 lbs.
#458 Mantyke Water/Flying 2 3 3 3' 3" 143.3 lbs.
#459 Snover Grass/Ice 2 2 3 3' 3" 111.3 lbs.
#460 Abomasnow Grass/Ice 3 3 3 7' 3" 298.7 lbs.
#461 Weavile Dark/Ice 5 3 5 3' 7" 75.0 lbs.
#462 Magnezone Electric/Steel 4 4 3 3' 11" 396.8 lbs.
#463 Lickilicky Normal 3 4 3 5' 7" 308.6 lbs.
#464 Rhyperior Ground/Rock 4 4 3 7' 10" 623.5 lbs.
#465 Tangrowth Grass 3 3 3 6' 7" 283.5 lbs.
#466 Electivire Electric 4 3 3 5' 11" 305.6 lbs.
#467 Magmortar Fire 4 3 3 5' 3" 149.9 lbs.
#468 Togekiss Normal/Flying 4 5 3 4' 11" 83.8 lbs.
#469 Yanmega Bug/Flying 4 3 3 6' 3" 113.5 lbs.
#470 Leafeon Grass 4 4 3 3' 3" 56.2 lbs.
#471 Glaceon Ice 4 4 3 2' 7" 57.1 lbs.
#472 Gliscor Ground/Flying 3 4 3 6' 7" 93.7 lbs.
#473 Mamoswine Ice/Ground 5 3 3 8' 2" 641.5 lbs.
#474 Porygon-Z Normal 5 3 3 2' 11" 75.0 lbs.
#475 Gallade Psychic/Fighting 4 4 3 5' 3" 114.6 lbs.
#476 Probopass Rock/Steel 2 5 3 4' 7" 749.6 lbs.
#477 Dusknoir Ghost 3 5 3 7' 3" 235.0 lbs.
#478 Froslass Ice/Ghost 3 3 4 4' 3" 58.6 lbs.
#479 Rotom (Normal Forme) Electric/Ghost 3 3 3 1' 0" 0.7 lbs.
Rotom (Wash Forme) Electric/Water 3 5 3 1' 0" 0.7 lbs.
Rotom (Heat Forme) Electric/Fire 3 5 3 1' 0" 0.7 lbs.
Rotom (Mow Forme) Electric/Grass 3 5 3 1' 0" 0.7 lbs.
Rotom (Fan Forme) Electric/Flying 3 5 3 1' 0" 0.7 lbs.
Rotom (Frost Forme) Electric/Ice 3 5 3 1' 0" 0.7 lbs.
#480 Uxie Psychic 3 5 3 1' 0" 0.7 lbs.
#481 Mesprit Psychic 3 5 3 1' 0" 0.7 lbs.
#482 Azelf Psychic 5 3 4 1' 0" 0.7 lbs.
#483 Dialga Steel/Dragon 5 5 3 17' 9" 1,505.8 lbs.
#484 Palkia Water/Dragon 5 5 4 13' 9" 740.9 lbs.
#485 Heatran Fire/Steel 5 5 3 5' 7" 948.0 lbs.
#486 Regigigas Normal 5 5 4 12' 2" 925.9 lbs.
#487 Giratina (Altered Forme) Ghost/Dragon 3 5 3 14' 9" 1,653.5 lbs.
Giratina (Origin Forme) Ghost/Dragon 4 4 3 22' 8" 1,433.0 lbs.
#488 Cresselia Psychic 2 5 3 4' 11" 188.7 lbs.
#489 Phione Water 3 3 3 1' 4" 6.8 lbs.
#490 Manaphy Water 3 4 4 1' 0" 3.1 lbs.
#491 Darkrai Dark 5 4 5 4' 11" 111.3 lbs.
#492 Shaymin (Land Forme) Grass 3 4 4 0' 8" 4.6 lbs.
Shaymin (Sky Forme) Grass/Flying 5 3 5 1' 4" 11.5 lbs.
#493 Arceus *any; default is Normal* 5 5 4 10' 6" 705.5 lbs.
#494 Victini Psychic/Fire 3 4 4 1' 4" 8.8 lbs.
#495 Snivy Grass 1 2 3 2' 0" 17.9 lbs.
#496 Servine Grass 2 3 3 2' 7" 35.3 lbs.
#497 Serperior Grass 3 4 4 10' 10" 138.3 lbs.
#498 Tepig Fire 2 1 3 1' 8" 21.8 lbs.
#499 Pignite Fire/Fighting 3 2 3 3' 3" 122.4 lbs.
#500 Emboar Fire/Fighting 4 3 3 5' 3" 330.7 lbs.
#501 Oshawott Water 2 1 3 1' 8" 13.0 lbs.
#502 Dewott Water 3 2 3 2' 7" 54.0 lbs.
#503 Samurott Water 3 3 3 4' 11" 208.6 lbs.
#504 Patrat Normal 1 1 3 1' 8" 25.6 lbs.
#505 Watchog Normal 3 3 3 3' 7" 59.5 lbs.
#506 Lillipup Normal 2 1 3 1' 4" 9.0 lbs.
#507 Herdier Normal 2 3 3 2' 11" 32.4 lbs.
#508 Stoutland Normal 3 4 3 3' 11" 134.5 lbs.
#509 Purrloin Dark 1 1 3 1' 4" 22.4 lbs.
#510 Liepard Dark 3 2 4 3' 7" 82.7 lbs.
#511 Pansage Grass 1 2 3 2' 0" 23.1 lbs.
#512 Simisage Grass 3 2 4 3' 7" 67.2 lbs.
#513 Pansear Fire 1 2 3 2' 0" 24.3 lbs.
#514 Simisear Fire 3 2 4 3' 3" 61.7 lbs.
#515 Panpour Water 1 2 3 2' 0" 29.8 lbs.
#516 Simipour Water 3 2 4 3' 3" 63.9 lbs.
#517 Munna Psychic 2 2 2 2' 0" 51.4 lbs.
#518 Musharna Psychic 3 4 3 3' 7" 133.4 lbs.
#519 Pidove Normal/Flying 1 1 3 1' 0" 4.6 lbs.
#520 Tranquill Normal/Flying 2 2 3 2' 0" 33.1 lbs.
#521 Unfezant Normal/Flying 4 3 3 3' 11" 63.9 lbs.
#522 Blitzle Electric 2 1 3 2' 7" 65.7 lbs.
#523 Zebstrika Electric 4 2 4 5' 3" 175.3 lbs.
#524 Roggenrola Rock 2 2 2 1' 4" 39.7 lbs.
#525 Boldore Rock 3 3 2 2' 11" 224.9 lbs.
#526 Gigalith Rock 4 4 2 5' 7" 573.2 lbs.
#527 Woobat Psychic/Flying 2 1 3 1' 4" 4.6 lbs.
#528 Swoobat Psychic/Flying 3 2 4 2' 11" 23.1 lbs.
#529 Drilbur Ground 3 1 3 1' 0" 18.7 lbs.
#530 Excadrill Ground/Steel 5 2 3 2' 4" 89.1 lbs.
#531 Audino Normal 2 3 3 3' 7" 68.3 lbs.
#532 Timburr Fighting 2 1 3 2' 0" 27.6 lbs.
#533 Gurdurr Fighting 3 3 3 3' 1" 88.2 lbs.
#534 Conkeldurr Fighting 5 3 3 4' 7" 191.8 lbs.
#535 Tympole Water 1 1 3 1' 8" 9.9 lbs.
#536 Palpitoad Water/Ground 2 2 3 2' 7" 37.5 lbs.
#537 Seismitoad Water/Ground 3 3 3 4' 11" 136.7 lbs.
#538 Throh Fighting 3 3 3 4' 3" 122.4 lbs.
#539 Sawk Fighting 4 3 3 4' 7" 112.4 lbs.
#540 Sewaddle Bug/Grass 1 3 3 1' 0" 5.5 lbs.
#541 Swadloon Bug/Grass 2 3 3 1' 8" 16.1 lbs.
#542 Leavanny Bug/Grass 3 3 3 3' 11" 45.2 lbs.
#543 Venipede Bug/Grass 1 2 3 1' 4" 11.7 lbs.
#544 Whirlipede Bug/Poison 1 3 3 3' 11" 129.0 lbs.
#545 Scolipede Bug/Poison 3 3 4 8' 2" 442.0 lbs.
#546 Cottonee Grass 1 2 3 1' 0" 1.3 lbs.
#547 Whimsicott Grass 3 3 4 2' 4" 14.6 lbs.
#548 Petilil Grass 2 2 3 1' 8" 14.6 lbs.
#549 Lilligant Grass 4 3 3 3' 7" 35.9 lbs.
#550 Basculin (Red-Striped Forme) Water 3 2 3 3' 3" 39.7 lbs.
Basculin (Blue-Striped Forme) Water 3 2 3 3' 3" 39.7 lbs.
#551 Sandile Ground/Dark 2 1 3 2' 4" 33.5 lbs.
#552 Krokorok Ground/Dark 3 1 3 3' 3" 73.6 lbs.
#553 Krookodile Ground/Dark 4 3 3 4' 11" 212.3 lbs.
#554 Darumaka Fire 3 1 3 2' 0" 82.7 lbs.
#555 Darmanitan (Standard Forme) Fire 5 2 3 4' 3" 240.8 lbs.
Darmanitan (Zen Forme) Fire/Psychic 5 5 3 4' 3" 240.8 lbs.
#556 Maractus Grass 3 3 3 3' 3" 61.7 lbs.
#557 Dwebble Bug/Rock 2 2 3 1' 0" 32.0 lbs.
#558 Crustle Bug/Rock 3 4 3 4' 7" 440.9 lbs.
#559 Scraggy Dark/Fighting 2 3 3 2' 0" 26.0 lbs.
#560 Scrafty Dark/Fighting 3 5 3 3' 7" 66.1 lbs.
#561 Sigilyph Psychic/Flying 4 3 3 4' 7" 30.9 lbs.
#562 Yamask Ghost 1 3 3 1' 8" 3.3 lbs.
#563 Cofagrigus Ghost 3 5 3 5' 7" 168.7 lbs.
#564 Tirtouga Water/Rock 2 3 2 2' 4" 36.4 lbs.
#565 Carracosta Water/Rock 3 4 3 3' 11" 178.6 lbs.
#566 Archen Rock/Flying 4 1 3 1' 8" 20.9 lbs.
#567 Archeops Rock/Flying 5 3 4 4' 7" 70.5 lbs.
#568 Trubbish Poison 1 2 3 2' 0" 68.3 lbs.
#569 Garbodor Poison 3 3 3 6' 3" 236.6 lbs.
#570 Zorua Dark 2 1 3 2' 4" 27.6 lbs.
#571 Zoroark Dark 4 2 4 5' 3" 178.8 lbs.
#572 Minccino Normal 1 1 3 1' 4" 12.8 lbs.
#573 Cinccino Normal 3 2 4 1' 8" 16.5 lbs.
#574 Gothita Psychic 1 2 3 1' 4" 12.8 lbs.
#575 Gothorita Psychic 2 3 3 2' 4" 39.7 lbs.
#576 Gothitelle Psychic 3 4 3 4' 11" 97.0 lbs.
#577 Solosis Psychic 3 1 2 1' 0" 2.2 lbs.
#578 Duosion Psychic 4 2 3 2' 0" 17.6 lbs.
#579 Reuniclus Psychic 4 3 3 3' 3" 44.3 lbs.
#580 Ducklett Water/Flying 1 2 3 1' 8" 12.1 lbs.
#581 Swanna Water/Flying 3 2 3 4' 3" 53.4 lbs.
#582 Vanillite Ice 2 2 3 1' 4" 12.6 lbs.
#583 Vanillish Ice 2 3 3 3' 7" 90.4 lbs.
#584 Vanilluxe Ice 4 4 3 4' 3" 126.8 lbs.
#585 Deerling (Spring Forme) Normal/Grass 2 2 3 2' 0" 43.0 lbs.
Deerling (Summer Forme) Normal/Grass 2 2 3 2' 0" 43.0 lbs.
Deerling (Autumn Forme) Normal/Grass 2 2 3 2' 0" 43.0 lbs.
Deerling (Winter Forme) Normal/Grass 2 2 3 2' 0" 43.0 lbs.
#586 Sawsbuck (Spring Forme) Normal/Grass 3 3 3 6' 3" 203.9 lbs.
Sawsbuck (Summer Forme) Normal/Grass 3 3 3 6' 3" 203.9 lbs.
Sawsbuck (Autumn Forme) Normal/Grass 3 3 3 6' 3" 203.9 lbs.
Sawsbuck (Winter Forme) Normal/Grass 3 3 3 6' 3" 203.9 lbs.
#587 Emolga Electric/Flying 3 2 4 1' 4" 11.0 lbs.
#588 Karrablast Bug 2 1 3 1' 8" 13.0 lbs.
#589 Escavalier Bug/Steel 4 5 2 3' 3" 72.8 lbs.
#590 Foongus Grass/Poison 1 2 2 0' 8" 2.2 lbs.
#591 Amoonguss Grass/Poison 2 3 3 2' 0" 23.1 lbs.
#592 Frillish (Blue Forme) Water/Ghost 2 3 3 3' 11" 72.8 lbs.
Frillish (Pink Forme) Water/Ghost 2 3 3 3' 11" 72.8 lbs.
#593 Jellicent (Blue Forme) Water/Ghost 3 3 3 7' 3" 297.6 lbs.
Jellicent (Pink Forme) Water/Ghost 3 3 3 7' 3" 297.6 lbs.
#594 Alomomola Water 2 2 3 3' 11" 69.7 lbs.
#595 Joltik Electric/Bug 2 2 3 0' 4" 1.3 lbs.
#596 Galvantula Electric/Bug 3 2 4 2' 7" 31.5 lbs.
#597 Ferroseed Grass/Steel 1 3 1 2' 0" 41.4 lbs.
#598 Ferrothorn Grass/Steel 3 5 2 3' 3" 242.5 lbs.
#599 Klink Steel 1 3 3 1' 0" 46.3 lbs.
#600 Klang Steel 2 4 3 2' 0" 112.4 lbs.
#601 Klinklang Steel 3 4 3 2' 0" 178.6 lbs.
#602 Tynamo Electric 1 1 3 0' 8" 0.7 lbs.
#603 Eelektrik Electric 2 3 3 3' 11" 48.5 lbs.
#604 Eelektross Electric 3 3 3 6' 11" 177.5 lbs.
#605 Elgyem Psychic 2 2 3 1' 8" 19.8 lbs.
#606 Beheeyem Psychic 4 3 3 3' 3" 76.1 lbs.
#607 Litwick Ghost/Fire 2 2 2 1' 0" 6.8 lbs.
#608 Lampent Ghost/Fire 3 2 3 2' 0" 28.7 lbs.
#609 Chandelure Ghost/Fire 5 4 3 3' 3" 75.6 lbs.
#610 Axew Dragon 3 2 3 2' 0" 39.7 lbs.
#611 Fraxure Dragon 4 2 3 3' 3" 79.4 lbs.
#612 Haxorus Dragon 5 3 3 5' 11" 232.6 lbs.
#613 Cubchoo Ice 2 1 3 1' 8" 18.7 lbs.
#614 Beartic Ice 3 3 3 8' 6" 573.2 lbs.
#615 Cryogonal Ice 3 3 4 3' 7" 326.3 lbs.
#616 Shelmet Bug 1 3 2 1' 4" 17.0 lbs.
#617 Accelgor Bug 4 2 5 2' 7" 55.8 lbs.
#618 Stunfisk Ground/Electric 2 4 3 2' 4" 24.3 lbs.
#619 Mienfoo Fighting 3 2 3 2' 11" 44.1 lbs.
#620 Mienshao Fighting 5 2 4 4' 7" 78.3 lbs.
#621 Druddigon Dragon 4 4 3 5' 3" 306.4 lbs.
#622 Golett Ground/Ghost 2 2 3 3' 3" 202.8 lbs.
#623 Golurk Ground/Ghost 4 3 3 9' 2" 727.5 lbs.
#624 Pawniard Dark/Steel 3 2 3 1' 8" 22.5 lbs.
#625 Bisharp Dark/Steel 4 3 3 5' 3" 154.3 lbs.
#626 Bouffalant Normal 3 4 3 5' 3" 208.6 lbs.
#627 Rufflet Normal/Flying 3 2 3 1' 8" 23.1 lbs.
#628 Braviary Normal/Flying 4 3 3 4' 11" 90.4 lbs.
#629 Vullaby Dark/Flying 1 3 3 1' 8" 19.8 lbs.
#630 Mandibuzz Dark/Flying 2 4 3 3' 11" 87.1 lbs.
#631 Heatmor Fire 3 3 3 4' 7" 127.9 lbs.
#632 Durant Bug/Steel 4 3 4 1' 0" 72.8 lbs.
#633 Deino Dark/Dragon 2 2 3 2' 7" 38.1 lbs.
#634 Zweilous Dark/Dragon 3 3 3 4' 7" 110.2 lbs.
#635 Hydreigon Dark/Dragon 5 4 3 5' 11" 352.7 lbs.
#636 Larvesta Bug/Fire 3 2 3 3' 7" 63.5 lbs.
#637 Volcarona Bug/Fire 5 3 4 5' 3" 101.4 lbs.
#638 Cobalion Steel/Fighting 3 4 4 6' 11" 551.2 lbs.
#639 Terrakion Rock/Fighting 5 4 4 6' 3" 573.2 lbs.
#640 Virizion Grass/Fighting 3 4 4 6' 7" 440.9 lbs.
#641 Tornadus (Normal Forme) Flying 5 3 4 4' 11" 138.9 lbs.
Tornadus (Therian Forme) Flying - - - 4' 11" 138.9 lbs.
#642 Thundurus (Normal Forme) Electric/Flying 5 3 4 4' 11" 134.5 lbs.
Thundurus (Therian Forme) Electric/Flying - - - 4' 11" 134.5 lbs.
#643 Reshiram Dragon/Fire 5 5 3 10' 6" 727.5 lbs.
#644 Zekrom Dragon/Electric 5 5 3 9' 6" 760.6 lbs.
#645 Landorus (Normal Forme) Ground/Flying 5 3 4 4' 11" 149.9 lbs.
Landorus (Therian Forme) Ground/Flying - - - 4' 11" 149.9 lbs.
#646 Kyurem (Normal) Dragon/Ice 5 4 3 9' 10" 716.5 lbs.
Kyurem (Black) Dragon/Ice - - - 10' 10" 716.5 lbs.
Kyurem (White) Dragon/Ice - - - 11' 10" 716.5 lbs.
#647 Keldeo Water/Fighting - - - 4' 7" 106.9 lbs.
#648 Meloetta (Aria Forme) Normal/Psychic - - - 2' 0" 14.3 lbs.
Meloetta (Pirouette Forme) Normal/Fighting - - - 2' 0" 14.3 lbs.
#649 Genesect Bug/Steel - - - 4' 11" 181.9 lbs.


Pokémon Evolution

What? Toy Pokémon can evolve, too?

No, not really. See, there's a purpose to releasing Pokémon other than simply to clear up space. When you release seven Pokémon of the same species, its evolved form will be introduced to you, if it has one. For example 7 Pichu yields a Pikachu; 7 Pikachu yields a Raichu; and 7 Raichu yields nothing, since Raichu doesn't evolve. Thusly, by giving away the myriad crap Pokémon you'll eventually end up getting - seriously, you get around 1,000 by the game's end, and you're NOT going to use them all - you can get stronger Pokémon.

And such is the purpose of this section: simply to list what Pokémon you get if you give up 7 Pokémon of a certain species. Basically, consider it an alternative way to obtain Pokémon, though it doesn't work for every Pokémon, obviously. And, by the way, Forme doesn't matter to any of these.


# Species Released Species Received (If Any)
#001 Bulbasaur Ivysaur
#002 Ivysaur Venusaur
#003 Venusaur N/A
#004 Charmander Charmeleon
#005 Charmeleon Charizard
#006 Charizard N/A
#007 Squirtle Wartortle
#008 Wartortle Blastoise
#009 Blastoise N/A
#010 Caterpie Metapod
#011 Metapod Butterfree
#012 Butterfree N/A
#013 Weedle Kakuna
#014 Kakuna Beedrill
#015 Beedrill N/A
#016 Pidgey Pidgeotto
#017 Pidgeotto Pidgeot
#018 Pidgeot N/A
#019 Rattata Raticate
#020 Raticate N/A
#021 Spearow Fearow
#022 Fearow N/A
#023 Ekans Arbok
#024 Arbok N/A
#025 Pikachu Raichu
#026 Raichu N/A
#027 Sandshrew Sandslash
#028 Sandslash N/A
#029 Nidoran Nidorina
#030 Nidorina Nidoqueen
#031 Nidoqueen N/A
#032 Nidoran Nidorino
#033 Nidorino Nidoking
#034 Nidoking N/A
#035 Clefairy Clefable
#036 Clefable N/A
#037 Vulpix Ninetales
#038 Ninetales N/A
#039 Jigglypuff Wigglytuff
#040 Wigglytuff N/A
#041 Zubat Golbat
#042 Golbat Crobat
#043 Oddish Gloom
#044 Gloom Vileplume or Bellossom
#045 Vileplume N/A
#046 Paras Parasect
#047 Parasect N/A
#048 Venonat Venomoth
#049 Venomoth N/A
#050 Diglett Dugtrio
#051 Dugtrio N/A
#052 Meowth Persian
#053 Persian N/A
#054 Psyduck Golduck
#055 Golduck N/A
#056 Mankey Primeape
#057 Primeape N/A
#058 Growlithe Arcanine
#059 Arcanine N/A
#060 Poliwag Poliwhirl
#061 Poliwhirl Poliwrath or Politoed
#062 Poliwrath N/A
#063 Abra Kadabra
#064 Kadabra Alakazam
#065 Alakazam N/A
#066 Machop Machoke
#067 Machoke Machamp
#068 Machamp N/A
#069 Bellsprout Weepinbell
#070 Weepinbell Victreebel
#071 Victreebel N/A
#072 Tentacool Tentacruel
#073 Tentacruel N/A
#074 Geodude Graveler
#075 Graveler Golem
#076 Golem N/A
#077 Ponyta Rapidash
#078 Rapidash N/A
#079 Slowpoke Slowbro or Slowking
#080 Slowbro N/A
#081 Magnemite Magneton
#082 Magneton Magnezone
#083 Farfetch'd N/A
#084 Doduo Dodrio
#085 Dodrio N/A
#086 Seel Dewgong
#087 Dewgong N/A
#088 Grimer Muk
#089 Muk N/A
#090 Shellder Cloyster
#091 Cloyster N/A
#092 Gastly Haunter
#093 Haunter Gengar
#094 Gengar N/A
#095 Onix Steelix
#096 Drowzee Hypno
#097 Hypno N/A
#098 Krabby Kingler
#099 Kingler N/A
#100 Voltorb Electrode
#101 Electrode N/A
#102 Exeggcute Exeggutor
#103 Exeggutor N/A
#104 Cubone Marowak
#105 Marowak N/A
#106 Hitmonlee N/A
#107 Hitmonchan N/A
#108 Lickitung Lickilicky
#109 Koffing Weezing
#110 Weezing N/A
#111 Rhyhorn Rhydon
#112 Rhydon Rhyperior
#113 Chansey Blissey
#114 Tangela Tangrowth
#115 Kangaskhan N/A
#116 Horsea Seadra
#117 Seadra Kingdra
#118 Goldeen Seaking
#119 Seaking N/A
#120 Staryu Starmie
#121 Starmie N/A
#122 Mr. Mime N/A
#123 Scyther Scizor
#124 Jynx N/A
#125 Electabuzz Electivire
#126 Magmar Magmortar
#127 Pinsir N/A
#128 Tauros N/A
#129 Magikarp Gyarados
#130 Gyarados N/A
#131 Lapras N/A
#132 Ditto N/A
#133 Eevee Vaporeon, Jolteon, Flareon, Espeon, Umbreon, Glaceon, or Leafeon
#134 Vaporeon N/A
#135 Jolteon N/A
#136 Flareon N/A
#137 Porygon Porygon2
#138 Omanyte Omastar
#139 Omastar N/A
#140 Kabuto Kabutops
#141 Kabutops N/A
#142 Aerodactyl N/A
#143 Snorlax N/A
#144 Articuno N/A
#145 Zapdos N/A
#146 Moltres N/A
#147 Dratini Dragonair
#148 Dragonair Dragonite
#149 Dragonite N/A
#150 Mewtwo N/A
#151 Mew N/A
#152 Chikorita Chikorita
#153 Bayleef Meganium
#154 Meganium N/A
#155 Cyndaquil Quilava
#156 Quilava Typholsion
#157 Typhlosion N/A
#158 Totodile Croconaw
#159 Croconaw Feraligatr
#160 Feraligatr N/A
#161 Sentret Furret
#162 Furret N/A
#163 Hoothoot Noctowl
#164 Noctowl N/A
#165 Ledyba Ledian
#166 Ledian N/A
#167 Spinarak Ariados
#168 Ariados N/A
#169 Crobat N/A
#170 Chinchou Lanturn
#171 Lanturn N/A
#172 Pichu Pikachu
#173 Cleffa Clefairy
#174 Igglybuff Jigglypuff
#175 Togepi Togetic
#176 Togetic Togekiss
#177 Natu Xatu
#178 Xatu N/A
#179 Mareep Flaaffy
#180 Flaaffy Ampharos
#181 Ampharos N/A
#182 Bellossom N/A
#183 Marill Azumarill
#184 Azumarill N/A
#185 Sudowoodo N/A
#186 Politoed N/A
#187 Hoppip Skiploom
#188 Skiploom Jumpluff
#189 Jumpluff N/A
#190 Aipom Ambipom
#191 Sunkern Sunflora
#192 Sunflora N/A
#193 Yanma Yanmega
#194 Wooper Quagsire
#195 Quagsire N/A
#196 Espeon N/A
#197 Umbreon N/A
#198 Murkrow Honchkrow
#199 Slowking N/A
#200 Misdreavus Mismagius
#201 Unown N/A
#202 Wobbuffet N/A
#203 Girafarig N/A
#204 Pineco Forretress
#205 Forretress N/A
#206 Dunsparce N/A
#207 Gligar Gliscor
#208 Steelix N/A
#209 Snubbull Granbull
#210 Granbull N/A
#211 Qwilfish N/A
#212 Scizor N/A
#213 Shuckle N/A
#214 Heracross N/A
#215 Sneasel Weavile
#216 Teddiursa Ursaring
#217 Ursaring N/A
#218 Slugma Macargo
#219 Macargo N/A
#220 Swinub Piloswine
#221 Piloswine Mamoswine
#222 Corsola N/A
#223 Remoraid Octillery
#224 Octillery N/A
#225 Delibird N/A
#226 Mantine N/A
#227 Skarmory N/A
#228 Houndour Houndour
#229 Houndoom N/A
#230 Kingdra N/A
#231 Phanpy Donphan
#232 Donphan N/A
#233 Porygon2 Porygon-Z
#234 Stantler N/A
#235 Smeargle N/A
#236 Tyrogue Hitmonlee, Hitmonchan, or Hitmontop
#237 Hitmontop N/A
#238 Smoochum Jynx
#239 Elekid Electabuzz
#240 Magby Magmar
#241 Miltank N/A
#242 Blissey N/A
#243 Raikou N/A
#244 Entei N/A
#245 Suicune N/A
#246 Larvitar Pupitar
#247 Pupitar Tyranitar
#248 Tyranitar N/A
#249 Lugia N/A
#250 Ho-oh N/A
#251 Celebi N/A
#252 Treecko Grovyle
#253 Grovyle Sceptile
#254 Sceptile N/A
#255 Torchic Combusken
#256 Combusken Blaziken
#257 Blaziken N/A
#258 Mudkip Marshtomp
#259 Marshtomp Swampert
#260 Swampert N/A
#261 Poochyena Mightyena
#262 Mightyena N/A
#263 Zigzagoon Linoone
#264 Linoone N/A
#265 Wurmple Silcoon or Cascoon
#266 Silcoon Beautifly
#267 Beautifly N/A
#268 Cascoon Dustox
#269 Dustox N/A
#270 Lotad Lombre
#271 Lombre Ludicolo
#272 Ludicolo N/A
#273 Seedot Nuzleaf
#274 Nuzleaf Shiftry
#275 Shiftry N/A
#276 Taillow Swellow
#277 Swellow N/A
#278 Wingull Pelipper
#279 Pelipper N/A
#280 Ralts Kirlia
#281 Kirlia Gardevoir or Gallade
#282 Gardevoir N/A
#283 Surskit Masquerain
#284 Masquerain N/A
#285 Shroomish Breloom
#286 Breloom N/A
#287 Slakoth Vigoroth
#288 Vigoroth Slaking
#289 Slaking N/A
#290 Nincada Ninjask or Shedinja
#291 Ninjask N/A
#292 Shedinja N/A
#293 Whismur Loudred
#294 Loudred Exploud
#295 Exploud N/A
#296 Makuhita Hariyama
#297 Hariyama N/A
#298 Azurill Marill
#299 Nosepass Probopass
#300 Skitty Delcatty
#301 Delcatty N/A
#302 Sableye N/A
#303 Mawile N/A
#304 Aron Lairon
#305 Lairon Aggron
#306 Aggron N/A
#307 Meditite Medicham
#308 Medicham N/A
#309 Electrike Manectric
#310 Manectric N/A
#311 Plusle N/A
#312 Minun N/A
#313 Volbeat N/A
#314 Illumise N/A
#315 Roselia Roserade
#316 Gulpin Swalot
#317 Swalot N/A
#318 Carvanha Sharpedo
#319 Sharpedo N/A
#320 Wailmer Wailord
#321 Wailord N/A
#322 Numel Camerupt
#323 Camerupt N/A
#324 Torkoal N/A
#325 Spoink Grumpig
#326 Grumpig N/A
#327 Spinda N/A
#328 Trapinch Vibrava
#329 Vibrava Flygon
#330 Flygon N/A
#331 Cacnea Cacturne
#332 Cacturne N/A
#333 Swablu Altaria
#334 Altaria N/A
#335 Zangoose N/A
#336 Seviper N/A
#337 Lunatone N/A
#338 Solrock N/A
#339 Barboach Whiscash
#340 Whiscash N/A
#341 Corphish Crawdaunt
#342 Crawdaunt N/A
#343 Baltoy Claydol
#344 Claydol N/A
#345 Lileep Cradily
#346 Cradily N/A
#347 Anorith Armaldo
#348 Armaldo N/A
#349 Feebas Milotic
#350 Milotic N/A
#351 Castform N/A
#352 Kecleon N/A
#353 Shuppet Banette
#354 Banette N/A
#355 Duskull Dusclops
#356 Dusclops Dusknoir
#357 Tropius N/A
#358 Chimecho N/A
#359 Absol N/A
#360 Wynaut Wobbuffet
#361 Snorunt Glalie or Froslass
#362 Glalie N/A
#363 Spheal Sealeo
#364 Sealeo Walrein
#365 Walrein N/A
#366 Clamperl Huntail or Gorebyss
#367 Huntail N/A
#368 Gorebyss N/A
#369 Relicanth N/A
#370 Luvdisc N/A
#371 Bagon Shelgon
#372 Shelgon Salamence
#373 Salamence N/A
#374 Beldum Metang
#375 Metang Metagross
#376 Metagross N/A
#377 Regirock N/A
#378 Regice N/A
#379 Registeel N/A
#380 Latias N/A
#381 Latios N/A
#382 Kyogre N/A
#383 Groudon N/A
#384 Rayquaza N/A
#385 Jirachi N/A
#386 Deoxys N/A
#387 Turtwig Grotle
#388 Grotle Torterra
#389 Torterra N/A
#390 Chimchar Monferno
#391 Monferno Infernape
#392 Infernape N/A
#393 Piplup Prinplup
#394 Prinplup Empoleon
#395 Empoleon N/A
#396 Starly Staravia
#397 Staravia Staraptor
#398 Staraptor N/A
#399 Bidoof Bibarel
#400 Bibarel N/A
#401 Kricketot Kricketune
#402 Kricketune N/A
#403 Shinx Luxio
#404 Luxio Luxray
#405 Luxray N/A
#406 Budew Roselia
#407 Roserade N/A
#408 Cranidos Rampardos
#409 Rampardos N/A
#410 Shieldon Bastiodon
#411 Bastiodon N/A
#412 Burmy Wormadam or Mothim
#413 Wormadam N/A
#414 Mothim N/A
#415 Combee Vespiquen
#416 Vespiquen N/A
#417 Pachirisu N/A
#418 Buizel Floatzel
#419 Floatzel N/A
#420 Cherubi Cherrim
#421 Cherrim N/A
#422 Shellos Gastrodon
#423 Gastrodon N/A
#424 Ambipom N/A
#425 Drifloon Drifblim
#426 Drifblim N/A
#427 Buneary Lopunny
#428 Lopunny N/A
#429 Mismagius N/A
#430 Honchkrow N/A
#431 Glameow Purugly
#432 Purugly N/A
#433 Chingling Chimecho
#434 Stunky Skuntank
#435 Skuntank N/A
#436 Bronzor Bronzong
#437 Bronzong N/A
#438 Bonsly Sudowoodo
#439 Mime Jr. Mr. Mime
#440 Happiny Chansey
#441 Chatot N/A
#442 Spiritomb N/A
#443 Gible Gabite
#444 Gabite Garchomp
#445 Garchomp N/A
#446 Munchlax Snorlax
#447 Riolu Lucario
#448 Lucario N/A
#449 Hippopotas Hippowdon
#450 Hippowdon N/A
#451 Skorupi Drapion
#452 Drapion N/A
#453 Croagunk Toxicroak
#454 Toxicroak N/A
#455 Carnivine N/A
#456 Finneon Lumineon
#457 Lumineon N/A
#458 Mantyke Mantine
#459 Snover Abomasnow
#460 Abomasnow N/A
#461 Weavile N/A
#462 Magnezone N/A
#463 Lickilicky N/A
#464 Rhyperior N/A
#465 Tangrowth N/A
#466 Electivire N/A
#467 Magmortar N/A
#468 Togekiss N/A
#469 Yanmega N/A
#470 Leafeon N/A
#471 Glaceon N/A
#472 Gliscor N/A
#473 Mamoswine N/A
#474 Porygon-Z N/A
#475 Gallade N/A
#476 Probopass N/A
#477 Dusknoir N/A
#478 Froslass N/A
#479 Rotom N/A
#480 Uxie N/A
#481 Mesprit N/A
#482 Azelf N/A
#483 Dialga N/A
#484 Palkia N/A
#485 Heatran N/A
#486 Regigigas N/A
#487 Giratina N/A
#488 Cresselia N/A
#489 Phione N/A
#490 Manaphy N/A
#491 Darkrai N/A
#492 Shaymin N/A
#493 Arceus N/A
#494 Victini N/A
#495 Snivy Servine
#496 Servine Serperior
#497 Serperior N/A
#498 Tepig Pignite
#499 Pignite Emboar
#500 Emboar N/A
#501 Oshawott Dewott
#502 Dewott Samurott
#503 Samurott N/A
#504 Patrat Watchog
#505 Watchog N/A
#506 Lillipup Lillipup
#507 Herdier Stoutland
#508 Stoutland N/A
#509 Purrloin Liepard
#510 Liepard N/A
#511 Pansage Simisage
#512 Simisage N/A
#513 Pansear Simisear
#514 Simisear N/A
#515 Panpour Simipour
#516 Simipour N/A
#517 Munna Musharna
#518 Musharna N/A
#519 Pidove Tranquill
#520 Tranquill Unfezant
#521 Unfezant N/A
#522 Blitzle Zebstrika
#523 Zebstrika N/A
#524 Roggenrola Boldore
#525 Boldore Gigalith
#526 Gigalith N/A
#527 Woobat Swoobat
#528 Swoobat N/A
#529 Drilbur Excadrill
#530 Excadrill N/A
#531 Audino N/A
#532 Timburr Gurdurr
#533 Gurdurr Conkeldurr
#534 Conkeldurr N/A
#535 Tympole Palpitoad
#536 Palpitoad Seismitoad
#537 Seismitoad N/A
#538 Throh N/A
#539 Sawk N/A
#540 Sewaddle Swadloon
#541 Swadloon Leavanny
#542 Leavanny N/A
#543 Venipede Venipede
#544 Whirlipede Scolipede
#545 Scolipede N/A
#546 Cottonee Whimsicott
#547 Whimsicott N/A
#548 Petilil Lilligant
#549 Lilligant N/A
#550 Basculin N/A
#551 Sandile Krokorok
#552 Krokorok Krookodile
#553 Krookodile N/A
#554 Darumaka Darmanitan
#555 Darmanitan N/A
#556 Maractus N/A
#557 Dwebble Crustle
#558 Crustle N/A
#559 Scraggy Scrafty
#560 Scrafty N/A
#561 Sigilyph N/A
#562 Yamask Cofagrigus
#563 Cofagrigus N/A
#564 Tirtouga Carracosta
#565 Carracosta N/A
#566 Archen Archeops
#567 Archeops N/A
#568 Trubbish Garbodor
#569 Garbodor N/A
#570 Zorua Zorua
#571 Zoroark N/A
#572 Minccino Minccino
#573 Cinccino N/A
#574 Gothita Gothorita
#575 Gothorita Gothitelle
#576 Gothitelle N/A
#577 Solosis Duosion
#578 Duosion Reuniclus
#579 Reuniclus N/A
#580 Ducklett Swanna
#581 Swanna N/A
#582 Vanillite Vanillish
#583 Vanillish Vanilluxe
#584 Vanilluxe N/A
#585 Deerling Sawsbuck
#586 Sawsbuck N/A
#587 Emolga N/A
#588 Karrablast Escavalier
#589 Escavalier N/A
#590 Foongus Amoonguss
#591 Amoonguss N/A
#592 Frillish Jellicent
#593 Jellicent N/A
#594 Alomomola N/A
#595 Joltik Galvantula
#596 Galvantula N/A
#597 Ferroseed Ferrothorn
#598 Ferrothorn N/A
#599 Klink Klang
#600 Klang Klinklang
#601 Klinklang N/A
#602 Tynamo Eelektrik
#603 Eelektrik Eelektross
#604 Eelektross N/A
#605 Elgyem Beheeyem
#606 Beheeyem N/A
#607 Litwick Lampent
#608 Lampent Chandelure
#609 Chandelure N/A
#610 Axew Fraxure
#611 Fraxure Haxorus
#612 Haxorus N/A
#613 Cubchoo Beartic
#614 Beartic N/A
#615 Cryogonal N/A
#616 Shelmet Accelgor
#617 Accelgor N/A
#618 Stunfisk N/A
#619 Mienfoo Mienshao
#620 Mienshao N/A
#621 Druddigon N/A
#622 Golett Golurk
#623 Golurk N/A
#624 Pawniard Bisharp
#625 Bisharp N/A
#626 Bouffalant N/A
#627 Rufflet Braviary
#628 Braviary N/A
#629 Vullaby Mandibuzz
#630 Mandibuzz N/A
#631 Heatmor N/A
#632 Durant N/A
#633 Deino Zweilous
#634 Zweilous Hydreigon
#635 Hydreigon N/A
#636 Larvesta Volcarona
#637 Volcarona N/A
#638 Cobalion N/A
#639 Terrakion N/A
#640 Virizion N/A
#641 Tornadus N/A
#642 Thundurus N/A
#643 Reshiram N/A
#644 Zekrom N/A
#645 Landorus N/A
#646 Kyurem N/A
#647 Keldeo N/A - it's not in Pokémon Rumble Blast
#648 Meloetta N/A - it's not in Pokémon Rumble Blast
#649 Genesect N/A - it's not in Pokémon Rumble Blast


Move Data

And, finally, we come to the remainder of the bulk of the game data - the moves with which you'll be raising an offense against your opponents! Below are the nearly-500 moves you can use in Pokémon Rumble Blast. This namely includes the following:


  • Type: This helps to determine if a move is super-effective or not very effective. Also remember that moves of the user's type get a 50% power boost!

  • Power: Indicated by stars in the move's description, this typically ranges from 1 (weak) to 5 (powerful). Status moves don't bother with this for obvious reasons. Stronger moves deal more damage. These are not exact values used in the game's damage calculation as far as I can tell - odds are, they rely on the actual Power found in the mainstream games, but there is no concrete data for this.

  • Other Notes: Anything else that may occur with the use of this move.

Move Name Move Type Power Other Effects
Absorb Grass 2/5 Absorbs HP
Acid Poison 2/5 Lowers the opponent's Defense
Acid Armor Poison -/- Increases the user's Defense
Acid Spray Poison 2/5 Lowers the opponent's Defense
Acrobatics Flying 3/5 Doubles damage with no money
Acupressure Normal -/- Increases the user's Attack, Defense and Speed
Aerial Ace Flying 2/5
Aeroblast Flying 5/5
After You Normal -/- All opponents attack before you
Agility Psychic -/- Increases the user's Speed
Air Cutter Flying 3/5
Air Slash Flying 3/5 May cause the opponent to flinch
Amnesia Psychic -/- Increases the user's Defense
Ancientpower Rock 3/5 May raise the user's Attack, Speed, Defense
Aqua Jet Water 2/5
Aqua Ring Water -/- Recover HP
Aqua Tail Water 4/5
Arm Thrust Fighting 2/5
Aromatherapy Grass -/- Heals status changes
Assurance Dark 3/5 Does double damage if user has been knocked back
Astonish Ghost 2/5 May cause the opponent to flinch
Attack Order Bug 5/5
Aura Sphere Fighting 3/5 Homes in on targets
Aurora Beam Ice 3/5 May lower the opponent's Attack
Autotomize Steel -/- Increases the user's Speed
Avalanche Ice 2/5 Inflicts double damage if the user has just been damaged
Barrage Normal 2/5
Barrier Psychic -/- Increases the user's Defense
Beat Up Dark 2/5 Does more damage for each Pokémon collected
Belly Drum Normal -/- Cuts the user's HP by 50% of maximum; greatly increases the user's Attack
Bide Normal -/- Does damage based on the damage you receive from attacks
Bind Normal 1/5
Bite Dark 2/5 May make the opponent flinch
Blast Burn Fire 5/5
Blaze Kick Fire 5/5 May burn the opponent
Blizzard Ice 5/5 May freeze the opponent
Block Normal -/- Makes the opponent unable to move
Blue Flare Fire 5/5 May cause the opponent to be burned; homes in on targets
Body Slam Normal 5/5 May paralyze the opponent
Bolt Strike Electric 5/5 May prevent the opponent from moving
Bone Club Ground 3/5 May cause the opponent to flinch
Bone Rush Ground 4/5
Bonemerang Ground 4/5
Bounce Flying 5/5 May paralyze the opponent
Brave Bird Flying 5/5 Has recoil damage
Brick Break Fighting 3/5
Brine Water 3/5 Does double damage if the enemy has under 50% HP
Bubble Water 1/5 May lower the opponent's Speed
Bubblebeam Water 3/5 May lower the opponent's Speed
Bug Bite Bug 2/5 Increases the amount of Poké dropped
Bug Buzz Bug 5/5 Lowers the opponent's Defense
Bulk Up Fighting -/- Increases the user's Attack and Defense
Bulldoze Ground 3/5 Lowers the opponent's Speed
Bullet Punch Steel 2/5
Bullet Seed Grass 2/5
Calm Mind Psychic -/- Increases the user's Attack and Defense
Charge Electric -/- Increases the user's Defense and the power of Electric-type moves
Charge Beam Electric 3/5 May raise the user's Attack
Charm Normal -/- Lowers the opponent's Attack
Chip Away Normal 2/5 Ignores the opponent's stat boosts
Circle Throw Fighting 3/5 Knocks the opponent back
Clamp Water 2/5
Clear Smog Poison 2/5 Removes the opponent's stat changes (good or bad)
Close Combat Fighting 5/5 Lowers the user's Defense
Coil Poison -/- Increases the user's Attack, Defense and Accuracy
Comet Punch Normal 2/5
Confuse Ray Ghost -/- Confuses the opponent
Confusion Psychic 2/5 May confuse the opponent
Constrict Normal 1/5 May lower the opponent's Speed
Cosmic Power Psychic -/- Increases the user's Defense
Cotton Guard Grass -/-
Cotton Spore Grass -/- Lowers the opponent's Speed
Counter Fighting -/- Does damage based on the damage you receive from attacks
Covet Normal 3/5 Increases the amount of Poké you get
Crabhammer Water 5/5
Cross Chop Fighting 5/5
Cross Poison Poison 5/5 May poison the opponent
Crunch Dark 4/5 May lower the opponent's Defense
Crush Claw Normal 4/5 May lower the opponent's Defense
Crush Grip Normal 5/5 Does more damage the higher the opponent's HP is
Curse Ghost -/- For Ghosts: Afflicts opponents with a curse which saps HP
Non-Ghosts: Increases the user's Attack and Defense but lowers Speed
Cut Normal 2/5
Dark Pulse Dark 4/5 May cause the opponent to Flinch
Dark Void Dark -/- Puts the opponent to sleep
Defend Order Bug -/- Increases the user's Defense
Defense Curl Normal -/- Increases the user's Defense
Defog Flying -/- Lowers the target's evasion
Destiny Bond Ghost -/- If the user is KO'ed soon after this attack's use, the attacker also is KO'ed
Detect Fighting -/- Prevents the user from being hit by attacks briefly
Dig Ground 4/5
Disable Normal -/- Disables the opponent's last-used move
Discharge Electric 4/5 May paralyze the opponent
Dive Water 4/5
Dizzy Punch Normal 3/5 May confuse the opponent
Doom Desire Steel 5/5
Double Hit Normal 3/5
Double Kick Fighting 3/5
Double Team Normal -/- Increases the user's Evasion
Double-Edge Normal 5/5 Does recoil damage to the user as well
Doubleslap Normal 2/5
Draco Meteor Dragon 5/5 Lowers the user's Attack
Dragon Claw Dragon 4/5
Dragon Dance Dragon -/- Increases the user's Attack and Speed
Dragon Pulse Dragon 4/5
Dragon Rage Dragon 2/5 Always 40 HP of damage
Dragon Rush Dragon 5/5 May cause the opponent to flinch
Dragon Tail Dragon 4/5 Knocks the opponent back
DragonBreath Dragon 3/5 May paralyze the opponent
Drain Punch Fighting 4/5 Absorbs HP
Drill Peck Flying 4/5
Drill Run Ground 5/5
Dual Chop Dragon 3/5
DynamicPunch Fighting 4/5 May confuse the opponent
Earth Power Ground 5/5 Lowers the opponent's Defense
Earthquake Ground 5/5
Echoed Voice Normal 1/5 Does more damage if used when others use it
Egg Bomb Normal 4/5
Electro Ball Electric 4/5 The higher the target's Speed, the more damage this deals
Electroweb Electric 2/5 Lowers opponent's Speed
Ember Fire 3/5 May burn the opponent
Endeavor Normal 4/5 Takes the opponent's HP down equal to your HP
Endure Normal -/- You cannot be KO'ed while this is in effect (you'll survive with 1 HP left - great with Endeavor)
Energy Ball Grass 3/5 Lowers the opponent's Defense
Eruption Fire 5/5 Increases damage if the user's HP is low
Explosion Normal 5/5 KO's the user
Extrasensory Psychic 4/5 Causes opponent to flinch
ExtremeSpeed Normal 4/5
Facade Normal 2/5 Doubles damage if the user is affected by a status condition
Faint Attack Dark 2/5
Fake Out Normal 2/5 Causes the opponent to flinch
Fake Tears Dark -/- Lowers the opponent's Defense
False Swipe Normal 2/5 Leaves the target with at least 1 HP
Featherdance Flying -/- Lowers the opponent's Attack
Fiery Dance Fire 5/5 Increases the user's Attack
Final Gambit Fighting 5/5 Reduces the user's HP
Fire Blast Fire 5/5 May burn the opponent
Fire Fang Fire 3/5 May cause the opponent to be burned or to flinch
Fire Pledge Fire 4/5 Increases in damage when used with Water Pledge or Grass Pledge
Fire Punch Fire 4/5 May burn the opponent
Fire Spin Fire 2/5
Fissure Ground 5/5 Knocks out the opponent if it hits
Flail Normal 3/5 Does more damage the lower the user's HP
Flame Burst Fire 2/5
Flame Charge Fire 2/5 Increases the user's Speed
Flame Wheel Fire 3/5 May burn the opponent
Flamethrower Fire 5/5 May burn the opponent
Flare Blitz Fire 5/5 May burn the opponent; user takes recoil damage
Flash Normal -/- Lowers the opponent's Accuracy
Flash Cannon Steel 4/5 Lowers opponent's Defense
Flatter Dark -/- Increases the target's Attack and confuses them
Fling Dark 3/5 Throws your Poké (250~500) at the opponent
Fly Flying 4/5
Focus Blast Fighting 5/5 May lower the opponent's Defense
Focus Energy Normal -/- Makes it easier to make Pokémon dizzy
Focus Punch Fighting 5/5
Follow Me Normal -/- Makes opponents focus on you; useless outside of multiplayer or Team Battles
Force Palm Fighting 3/5 May paralze the opponent
Foul Play Dark 4/5 Increases damage based on the opponent's Attack stat
Freeze Shock Ice 5/5 May paralyze the opponent
Frenzy Plant Grass 5/5
Frost Breath Ice 3/5 May make your opponent dizzy (i.e. can recruit when KO'ed in the dizzy state)
Frustration Normal 5/5 If a Pokémon who hasn't attacked for a long time uses this move, the move's damage is increased
Fury Attack Normal 2/5
Fury Cutter Bug 2/5
Fury Swipes Normal 2/5
Fusion Bolt Electric 5/5 Does more damage when used alongside Fusion Flare
Fusion Flare Fire 5/5 Does more damage when used alongside Fusion Bolt
Future Sight Psychic 5/5 Does damage a bit later after use
Gear Grind Steel 4/5
Giga Drain Grass 4/5 Absorbs HP
Giga Impact Normal 5/5
Glaciate Ice 5/5 Lowers the opponent's Speed
Glare Normal -/- Paralyzes opponent
Grass Knot Grass 3/5 Does more damage to heavier opponents
Grass Pledge Grass 4/5 Increases in damage when used with Water Pledge or Fire Pledge
GrassWhistle Grass -/- Puts the opponent to sleep
Gravity Psychic -/- Increases everyone's accuracy
Growl Normal -/- Lowers the opponent's Attack
Growth Normal -/- Increases the user's Attack
Guillotine Normal 5/5 Knocks out the opponent if it hits
Gunk Shot Poison 5/5 May poison the opponent
Gust Flying 1/5
Gyro Ball Steel 4/5 Does more damage if the user is slow
Hammer Arm Fighting 5/5 Lowers the user's Speed
Harden Normal -/- Increases the user's Defense
Haze Ice -/- Removes stat changes to all within range
Head Charge Normal 5/5
Head Smash Rock 5/5 Inflicts recoil damage on the user
Headbutt Normal 3/5 May cause the opponent to flinch
Heal Bell Normal -/- Heals allies' status effects
Heal Order Bug -/- Can restore up to half of the user's HP
Heal Pulse Psychic -/- Lowers the opponent's Defense
Heart Stamp Psychic 3/5 May cause the opponent to flinch
Heat Crash Fire 4/5 Increases damage done if the opponent is lighter than the user
Heat Wave Fire 5/5 May burn opponent
Heavy Slam Steel 4/5 Increases damage done if the opponent is lighter than the user
Helping Hand Normal -/- Increases the strength of your allies
Hex Ghost 2/5 Does more damage if the opponent is affected by a status affliction
Hi Jump Kick Fighting 5/5
Hidden Power ??? 3/5 Its type varies upon whoever has it - it even differs within species, so it's quite random
Hone Claws Dark -/- Increases the user's Attack and Accuracy
Horn Attack Normal 2/5
Horn Drill Normal 5/5 Knocks the opponent out if the attack hits
Horn Leech Grass 4/5 Absorbs HP
Howl Normal -/- Increases the user's Attack
Hurricane Flying 5/5 May confuse the opponent
Hydro Cannon Water 5/5
Hydro Pump Water 5/5
Hyper Beam Normal 5/5
Hyper Fang Normal 3/5 May cause the opponent to flinch
Hyper Voice Normal 3/5
Hypnosis Psychic -/- Puts the opponent to sleep
Ice Ball Ice 3/5 Attack continues until you fail to hit a foe
Ice Beam Ice 5/5 May freeze the opponent
Ice Burn Ice 5/5 May burn the opponent
Ice Fang Ice 4/5 May freeze the opponent or cause the opponent to flinch
Ice Punch Ice 4/5 May freeze the opponent
Ice Shard Ice 2/5
Icicle Crash Ice 5/5 May cause the opponent to flinch
Icicle Spear Ice 2/5
Icy Wind Ice 3/5 Lowers the opponent's Speed
Incinerate Fire 1/5 Destroys Poké left behind by opponents after knocking them out
Inferno Fire 5/5 May burn the opponent
Ingrain Grass -/- Prevents the user from moving but heals their HP gradually
Iron Defense Steel -/- Increases the user's Defense
Iron Head Steel 4/5 May cause the opponent to flinch
Iron Tail Steel 5/5 May lowers the opponent's Defense
Judgment Normal 5/5 Homes in on targets
Jump Kick Fighting 5/5 There is recoil damage if you miss
Karate Chop Fighting 3/5
Kinesis Psychic -/- Lowers the opponent's accuracy
Knock Off Dark 2/5 You get more Poké from enemies if you defeat them via this move
Last Resort Normal 5/5
Lava Plume Fire 4/5 May burn the opponent
Leaf Blade Grass 5/5
Leaf Storm Grass 5/5 Lowers user's Attack
Leaf Tornado Grass 2/5 May lower the opponent's accuracy
Leech Life Bug 2/5 Absorbs HP
Leech Seed Grass -/- Absorb small amounts of HP from the target periodically
Leer Normal -/- Lowers the opponent's Defense
Lick Ghost 2/5 May paralyze the opponent
Light Screen Psychic -/- Halves damage received while this move is in effect
Lock-On Normal -/- Makes sure you hit the opponent
Lovely Kiss Normal -/- Makes the opponent fall asleep
Low Kick Fighting 3/5 Does more damage to heavier opponents
Low Sweep Fighting 2/5 Lowers the opponent's Speed
Luster Purge Psychic 3/5 Lowers the opponent's Defense
Mach Punch Fighting 2/5
Magic Coat Psychic -/- Makes the opponent have the same status afflictions the user has
Magical Leaf Grass 3/5 Homes in on the targets
Magma Storm Fire 5/5
Magnet Bomb Steel 3/5 Homes in on the targets
Magnitude Ground 3/5 Damage can vary
Mean Look Normal -/- Stops the opponent from moving
Meditate Psychic -/- Increases the user's Attack
Mega Drain Grass 2/5 Absorbs HP
Mega Kick Normal 5/5
Mega Punch Normal 2/5
Megahorn Bug 5/5
Metal Burst Steel -/- Enemies damaging you get damaged, too
Metal Claw Steel 3/5 May increase the user's Attack
Metal Sound Steel -/- Lowers the opponent's Defense
Meteor Mash Steel 5/5 May raise the user's Attack
Milk Drink Normal -/- Heals the user's HP by up to 50%
Mind Reader Normal -/- Makes sure you hit the opponent
Minimize Normal -/- Raises your evasion
Mirror Coat Psychic -/- Does damage to the opponent equal to the damage received
Mirror Shot Steel 2/5
Mist Ice -/- Prevents stat changes
Mist Ball Psychic 3/5 May lower the opponent's Attack
Moonlight Normal -/- Heals the user's HP by up to 50%
Morning Sun Normal -/- Heals the user's HP by up to 50%
Mud Bomb Ground 2/5 May lower the opponent's Accuracy
Mud Shot Ground 2/5 May lower the opponent's Speed
Muddy Water Water 4/5 May lower the opponent's Accuracy
Mud-Slap Ground 1/5 May lower the opponent's Accuracy
Nasty Plot Dark -/- Increases the user's Attack
Nature Power Normal -/- Attack varies depending on location
Needle Arm Grass 3/5 Causes the opponent to flinch
Night Daze Dark 5/5 Lowers the opponent's Accuracy
Night Shade Ghost 2/5 Damage changes based on the opponent
Night Slash Dark 4/5
Octazooka Water 3/5 May lower the opponent's Accuracy
Ominous Wind Ghost 3/5 May raise the user's Attack and Defense
Outrage Dragon 5/5 Causes confusion on the user
Overheat Fire 5/5 Lowers the user's Attack
Pain Split Normal -/- Averages your HP and opponent's HP
Pay Day Normal 2/5 Increases the amount of Poké dropped by the opponents if they're defeated with this move
Payback Dark 3/5 Doubles damage if the user has just been hit
Peck Flying 2/5
Perish Song Normal -/- User and opponent cannot attack for a while
Petal Dance Grass 3/5 Causes confusion upon the user
Pin Missile Bug 2/5
Pluck Flying 3/5 Gives more Poké when you defeat an enemy via this move
Poison Fang Poison 3/5 May badly poison the opponent
Poison Gas Poison -/- Poisons the opponent
Poison Jab Poison 4/5 May poison the opponent
Poison Sting Poison 2/5 May poison the opponent
Poison Tail Poison 4/5 May poison the opponent
PoisonPowder Poison -/- Poisons the the opponent
Pound Normal 2/5
Powder Snow Ice 2/5 May freeze the opponent
Power Gem Rock 4/5
Power Whip Grass 4/5
Present Normal 3/5 Can damage or heal the opponent - it's random
Protect Normal -/- Protects the user from damage temporarily
Psybeam Psychic 3/5 May confuse the opponent
Psychic Psychic 5/5 May lower the opponent's Defense
Psycho Boost Psychic 5/5 Lowers the user's Attack
Psycho Cut Psychic 4/5
Psyshock Psychic 4/5
Psystrike Psychic 5/5
Psywave Psychic 3/5 Damage varies upon the user's Power
Punishment Dark 3/5 Increases damage if your stats have been affected
Pursuit Dark 2/5 Doubles damage if you hit the opponent from behind
Quick Attack Normal 2/5
Quiver Dance Bug -/- Increases the user's Attack, Defense and Speed
Rage Normal 1/5 Does higher damage at lower HP
Rage Powder Bug -/- Draws all moves to the user
Rapid Spin Normal 1/5
Razor Leaf Grass 3/5
Razor Shell Water 4/5 May lower the opponent's Defense
Razor Wind Normal 5/5
Recover Normal -/- Heals the user's HP by up to 50%
Reflect Psychic -/- Halves damage received while this move is in effect
Reflect Type Normal -/- Makes the user the same type as the opponent
Refresh Normal -/- Heals all status ailments
Relic Song Normal 5/5 May put the opponent to sleep; changes the user's (Meloetta's) Forme
Rest Psychic -/- Puts the user to sleep but heals all their HP
Retaliate Normal 4/5
Return Normal 5/5 It is more powerful the longer the Pokémon has been out in battle
Revenge Fighting 3/5 Inflicts double damage if the user has just been damaged
Reversal Fighting 4/5 Does higher damage at lower HP
Roar Normal -/- Knocks the opponent back
Roar of Time Dragon 5/5
Rock Blast Rock 4/5
Rock Climb Normal 5/5 May confuse the opponent
Rock Polish Rock -/- Increases the user's Speed
Rock Slide Rock 4/5 May cause the opponent to flinch
Rock Smash Fighting 2/5 May lower the opponent's Defense
Rock Throw Rock 2/5
Rock Tomb Rock 2/5 May lower the opponent's Speed
Rock Wrecker Rock 5/5
Rolling Kick Fighting 3/5 May cause the opponent to flinch
Rollout Rock 3/5 Attack continues until you fail to hit an enemy
Roost Flying -/- Heals the user's HP by up to 50%; brief loss of Flying-type designation
Round Normal 2/5 Increases in damage if partners also use this move
Sacred Fire Fire 5/5 May burn the opponent
Sacred Sword Fighting 5/5 Ignores the target's stat changes
Safeguard Normal -/- Prevents status afflictions
Sand Tomb Ground 2/5
Sand-Attack Ground -/- Lowers the opponent's accuracy
Scald Water 4/5 May burn the opponent
Scary Face Normal -/- Lowers the opponent's Speed
Scratch Normal 2/5
Screech Normal -/- Lowers the opponent's Defense
Searing Shot Fire 5/5 May burn the opponent
Secret Power Normal 3/5 May cause Sleep in Forests, Autumnwoods, Meadows, and Beaches
May cause Paralysis in Towers, Lavas, Battle Royales, and Forts
May cause the opponent to be dizzy in Caves
Secret Sword Fighting 5/5
Seed Bomb Grass 4/5
Seed Flare Grass 5/5 May lower the opponent's Defense
Seismic Toss Fighting 2/5 The higher your Power, the more damage you deal
Self-Destruct Normal 3/5 KO's the user, though...
Shadow Ball Ghost 4/5 May lower the opponent's Defense
Shadow Claw Ghost 4/5
Shadow Force Ghost 5/5
Shadow Punch Ghost 2/5
Shadow Sneak Ghost 2/5
Sheer Cold Ice 5/5 Knocks out the opponent if it hits
Shell Smash Normal -/-
Shift Gear Steel -/- Increases the user's Attack and Speed
Shock Wave Electric 2/5
Signal Beam Bug 4/5 May confuse the opponent
Silver Wind Bug 3/5 May raise the user's Attack, Speed and Defense
Sing Normal -/- Makes the opponent fall asleep
Sketch Normal -/- Makes this move into move last used by the opponent
Skull Bash Normal 5/5 Increases the user's Defense
Sky Attack Flying 5/5
Sky Drop Flying 3/5
Sky Uppercut Fighting 4/5
Slack Off Normal -/- Heals the user's HP by up to 50%
Slam Normal 2/5
Slash Normal 4/5
Sleep Powder Grass -/- Puts the opponent to sleep
Sludge Poison 3/5 May poison the opponent
Sludge Bomb Poison 5/5 May poison the opponent
Sludge Wave Poison 5/5 May poison the the opponent
Smack Down Rock 2/5 May lower the opponent's Speed
Smellingsalt Normal 2/5 Increases damage if the target is paralyzed
Smog Poison 2/5 May poison the opponent
Smokescreen Normal -/- Lowers the opponent's accuracy
Snarl Dark 3/5 Lowers the opponent's Attack
Soak Water -/- Makes the opponent a Water-type
Softboiled Normal -/- Heals the user's HP by up to 50%
SolarBeam Grass 5/5
Sonicboom Normal 2/5 Always does 20 HP of damage
Spacial Rend Dragon 5/5 May cause the opponent to get dizzy
Spark Electric 3/5 May paralyze the opponent
Spike Cannon Normal 4/5
Spikes Ground 1/5
Splash Normal -/-
Spore Grass -/- Puts the opponent to sleep
Stealth Rock Rock 1/5 Does damage to those walking over the rocks
Steamroller Bug 3/5
Steel Wing Steel 3/5 May increse the user's Defense
Stomp Normal 3/5 May cause the opponent to flinch
Stone Edge Rock 5/5
Stored Power Psychic 3/5 Increases the user's Attack
Storm Throw Fighting 3/5 May make the opponent dizzy
Strength Normal 4/5
String Shot Bug -/- Lowers the opponent's Speed
Struggle Normal 1/5 Inflicts recoil damage on the user
Struggle Bug Bug 2/5 May lower the opponent's Attack
Stun Spore Grass -/- Paralyzes opponent
Submission Fighting 2/5 Inflicts recoil damage on the user
Substitute Normal -/- Lowers your HP but creates a substitute to draw off enemies' attacks
Sucker Punch Dark 3/5
Super Fang Normal 3/5 Halves the opponent's HP
Superpower Fighting 4/5 Lowers the user's Attack and Defense
Supersonic Normal -/- Confuses the opponent
Surf Water 5/5
Swagger Normal -/- Increases Attack but confuses the target
Sweet Kiss Normal -/- Confuses the opponent
Sweet Scent Normal -/- Lowers the opponent's Evasion
Swift Normal 3/5 Homes in on enemies
Swords Dance Normal -/- Incrases the user's Attack
Synchronoise Psychic 2/5 Stronger against Pokémon of the same type as the user
Synthesis Grass -/- Heals the user's HP by up to 50%
Tackle Normal 1/5
Tail Glow Bug -/- Increases the user's Attack
Tail Slap Normal 3/5
Tail Whip Normal -/- Lowers the opponent's Defense
Tailwind Flying -/- Increases the user's Speed
Take Down Normal 4/5 Inflicts recoil damage on the user
Techno Blast Normal 5/5
Teeter Dance Normal -/- Confuses the opponent
Telekinesis Psychic -/- Makes the opponent float (lowers their evasion, mostly)
Teleport Psychic -/-
Thief Dark 2/5 Increases the Poké dropped by the opponents if they're defeated with this move
Thrash Normal 5/5 Causes confusion on the user
Thunder Electric 5/5 May paralyze the opponent
Thunder Fang Electric 3/5 May paralyze the opponent or make the opponent flinch
Thunder Wave Electric -/- Paralyzes the opponent
Thunderbolt Electric 4/5 May paralyze the opponent
ThunderPunch Electric 4/5 May paralyse the opponent
ThunderShock Electric 2/5 May paralyse the opponent
Tickle Normal -/- Lowers the opponent's Attack and Defense
Torment Dark -/- The target cannot use the same attack twice in a row
Toxic Poison -/- Badly poisons the opponent
Toxic Spikes Poison -/- Poisons the opponent
Transform Normal -/- The user becomes the target Pokémon
Tri-Attack Normal 4/5 May burn, paralyze, or freeze those hit
Triple Kick Fighting 4/5
Twineedle Bug 3/5 May poison the opponent
Twister Dragon 2/5 May cause the opponent to flinch
Uproar Normal 4/5 Wakes up sleeping opponents
U-turn Bug 2/5 Causes the user to switch after use
Vacuum Wave Fighting 2/5
V-Create Fire 5/5 Lowers the user's Speed and Defense
Venoshock Poison 4/5 Inflicts more damage if the opponent is poisoned
Vicegrip Normal 2/5
Vine Whip Grass 1/5
Vital Throw Fighting 2/5
Volt Switch Electric 2/5
Volt Tackle Electric 5/5 May paralyze the opponent; induces recoil damage on the user
Wake-Up Slap Fighting 2/5 Inflicts double damage if the opponent is asleep
Water Gun Water 1/5
Water Pledge Water 4/5 Increases in damage when used with Grass Pledge or Fire Pledge
Water Pulse Water 3/5 May confuse the opponent
Water Spout Water 5/5 Does more damage at higher HP
Waterfall Water 4/5 May cause the opponent to flinch
Weather Ball Normal 2/5
Whirlpool Water 2/5
Whirlwind Normal -/- Knocks the opponent back
Wild Charge Electric 4/5 Inflicts recoil damage on the user
Will-O-Wisp Fire 2/5 May burn the opponent
Wing Attack Flying 2/5
Wish Normal -/- Heals the user's HP by up to 50%
Withdraw Water -/- Increases the user's Defense
Wood Hammer Grass 5/5 Inflicts recoil damage on the user
Work Up Normal -/- Increases the user's Attack
Wrap Normal 1/5
Wring Out Normal 5/5 Does more damage on high-HP opponents
X-Scissor Bug 4/5
Yawn Normal -/- Makes the opponent fall asleep
Zap Cannon Electric 5/5 May make the opponent unable to move
Zen Headbutt Psychic 4/5 May cause the opponent to flinch




Passwords

Introduction

The concept of the passwords should be simple enough. After beginning Chapter 2 in Easterly Town, you can speak with a Munna on the west side of the town to be able to enter passwords. These passwords are specific to your release of the game (US, Europe, etc.), and allow you to be able to more easily find certain Pokémon (though some can't be found until later in the game, and you have to beat them in the area named and they may join).

These passwords can be found below, in addition to the Pokémon's stats and location. If you have others to offer, let me know, though I'm pretty sure these are it and there's unlikely to be more given it's been a few years since release. >_>



North American Release

Pokémon Password Power Ability Move 1 Move 2 Location Found
Articuno 2364-4610 2,144 - Ice Beam - Chapter 4-1: Frozen Tundra
Audino 0176-1458 2,102 Rally Secret Power - Chapter 2-1: Sun-Dappled Bank
Dialga 3402-6485 2,192+ - Iron Tail - Chapter 1-4: Challengers' Ground
Eelektross 2159-4650 2,135 Daring Crunch - Chapter 3-2: Volcanic Slope
Emboar 5662-7748 2,094 Fire Boost + Heat Crash - Chapter 1-3: Echo Valley
Gallade 3535-6928 1,355 Chop-Chop Fury Cutter Night Slash Chapter 4-2: Everspring Valley
Garchomp 1959-4010 2,138 SuperStar Dragon Claw - Chapter 3-1: Rugged Flats
Gliscor 9625-7845 1,487 Effective X-Scissor - Chapter 4-3: Sunny Seashore
Groudon 0681-1611 2,184 - Earthquake - Chapter 3-3: Firebreathing Mountain
Lugia 0442-4822 2,225 - Aeroblast - Chapter 2-4: Shimmering Lake
Moltres 8714-7361 2,155 - Flamethrower - Chapter 4-3: Sunny Seashore
Oshawott 7403-2240 651+ PokéTC Razor Shell - Chapter 2-4: Shimmering Lake
Pikachu 7746-3878 812 Electric Boost Volt Tackle - Chapter 3-2: Volcanic Slope
Samurott 2452-2129 2,102 Water Boost + Aqua Tail - Chapter 1-2: Seabreeze Trail
Serperior 7111-4427 2,094 Grass Boost + Leaf Blade - Chapter 1-1: Trailhead Field
Snivy 0835-7338 566 Grass Boost Leaf Tornado - Chapter 2-3: Soothing Shore
Stunfisk 6482-3610 2,083 Tangling Mud Shot - Chapter 2-3: Soothing Shore
Tepig 2061-8332 480 Fire Boost Flame Charge - Chapter 2-2: Misty Edgewater
Thundurus 8819-8699 1,086 - Thunder - Chapter 3-3: Firebreathing Mountain
Tornadus 0250-7321 934 - Hurricane - Chapter 3-2: Volcanic Slope
Unfezant 4713-9936 2,145 High Speed Air Slash - Chapter 2-2: Misty Edgewater
Victini 6699-8898 444 - V-Create - Chapter 2-1: Sun-Dappled Bank
Zapdos 1675-4459 2,181 - Discharge - Chapter 4-2: Everspring Valley
Zoroark 2153-6742 1,172+ PokéTC Foul Play - Chapter 4-1: Frozen Tundra


European Release

Pokémon Password Power Ability Move 1 Move 2 Location Found
Articuno 2704-0204 2,144 - Ice Beam - Chapter 4-1: Frozen Tundra
Audino 7462-8687 2,102 Rally Secret Power - Chapter 2-1: Sun-Dappled Bank
Dialga 3681-9208 2,192+ - Iron Tail - Chapter 1-4: Challengers' Ground
Eelektross 6491-6130 2,135 Daring Crunch - Chapter 3-2: Volcanic Slope
Emboar 6306-9222 2,094 Fire Boost + Heat Crash - Chapter 1-3: Echo Valley
Gallade 4291-0125 1,355 Chop-Chop Fury Cutter Night Slash Chapter 4-2: Everspring Valley
Garchomp 1027-9741 2,138 SuperStar Dragon Claw - Chapter 3-1: Rugged Flats
Gliscor 7182-4825 1,487 Effective X-Scissor - Chapter 4-3: Sunny Seashore
Groudon 7132-9643 2,184 - Earthquake - Chapter 3-3: Firebreathing Mountain
Lugia 3467-3843 2,225 - Aeroblast - Chapter 2-4: Shimmering Lake
Moltres 6284-2344 2,155 - Flamethrower - Chapter 4-3: Sunny Seashore
Oshawott 8084-8937 651+ PokéTC Razor Shell - Chapter 2-4: Shimmering Lake
Pikachu 7580-5216 812 Electric Boost Volt Tackle - Chapter 3-2: Volcanic Slope
Samurott 3791-9675 2,102 Water Boost + Aqua Tail - Chapter 1-2: Seabreeze Trail
Serperior 8047-7639 2,094 Grass Boost + Leaf Blade - Chapter 1-1: Trailhead Field
Snivy 4941-6440 566 Grass Boost Leaf Tornado - Chapter 2-3: Soothing Shore
Stunfisk 4074-7455 2,083 Tangling Mud Shot - Chapter 2-3: Soothing Shore
Tepig 5487-0833 480 Fire Boost Flame Charge - Chapter 2-2: Misty Edgewater
Thundurus 1189-0516 1,086 - Thunder - Chapter 3-3: Firebreathing Mountain
Tornadus 9816-6460 934 - Hurricane - Chapter 3-2: Volcanic Slope
Unfezant 0632-6305 2,145 High Speed Air Slash - Chapter 2-2: Misty Edgewater
Victini 9082-7838 444 - V-Create - Chapter 2-1: Sun-Dappled Bank
Zapdos 1566-6140 2,181 - Discharge - Chapter 4-2: Everspring Valley
Zoroark 6150-1893 1,172+ PokéTC Foul Play - Chapter 4-1: Frozen Tundra


Japanese Release

Pokémon Password Power Ability Move 1 Move 2 Location Found
Articuno 7322-0927 2,144 - Ice Beam - Chapter 4-1: Frozen Tundra
Audino 1975-5256 2,102 Rally Secret Power - Chapter 2-1: Sun-Dappled Bank
Dialga 9752-8353 2,192+ - Iron Tail - Chapter 1-4: Challengers' Ground
Eelektross 1562-5492 2,135 Daring Crunch - Chapter 3-2: Volcanic Slope
Emboar 8902-7356 2,094 Fire Boost + Heat Crash - Chapter 1-3: Echo Valley
Gallade 9616-8485 1,355 Chop-Chop Fury Cutter Night Slash Chapter 4-2: Everspring Valley
Garchomp 6067-1831 2,138 SuperStar Dragon Claw - Chapter 3-1: Rugged Flats
Gliscor 7442-3671 1,487 Effective X-Scissor - Chapter 4-3: Sunny Seashore
Groudon 7415-3319 2,184 - Earthquake - Chapter 3-3: Firebreathing Mountain
Lugia 6079-2900 2,225 - Aeroblast - Chapter 2-4: Shimmering Lake
Moltres 6301-6557 2,155 - Flamethrower - Chapter 4-3: Sunny Seashore
Oshawott 1432-2751 651+ PokéTC Razor Shell - Chapter 2-4: Shimmering Lake
Pikachu 6715-6555 812 Electric Boost Volt Tackle - Chapter 3-2: Volcanic Slope
Samurott 9418-1517 2,102 Water Boost + Aqua Tail - Chapter 1-2: Seabreeze Trail
Serperior 3791-0580 2,094 Grass Boost + Leaf Blade - Chapter 1-1: Trailhead Field
Snivy 8590-9413 566 Grass Boost Leaf Tornado - Chapter 2-3: Soothing Shore
Stunfisk 4000-2108 2,083 Tangling Mud Shot - Chapter 2-3: Soothing Shore
Tepig 1906-5834 480 Fire Boost Flame Charge - Chapter 2-2: Misty Edgewater
Thundurus 2751-4887 1,086 - Thunder - Chapter 3-3: Firebreathing Mountain
Tornadus 5155-4087 934 - Hurricane - Chapter 3-2: Volcanic Slope
Unfezant 3654-9185 2,145 High Speed Air Slash - Chapter 2-2: Misty Edgewater
Victini 7267-3443 444 - V-Create - Chapter 2-1: Sun-Dappled Bank
Zapdos 3060-1785 2,181 - Discharge - Chapter 4-2: Everspring Valley
Zoroark 0120-8652 1,172+ PokéTC Foul Play - Chapter 4-1: Frozen Tundra




Credits

In no particular order...


  • GameFAQs, Neoseeker, and Supercheats:
    • For being the most amazing FAQ-hosting sites I know.

  • CJayC, SBAllen, and Devin Morgan:
    • General sucking up to the GameFAQs admins. =P


  • Me (KeyBlade999):
    • For making this FAQ. =P

  • You, the reader:
    • For hopefully enjoying this FAQ.




Version History

  • v0.05:
    • Set up a preliminary [[Pokémon Data]] format and a general Walkthrough structure. Finished 1-1 in the latter.
    • Time: 2:50 AM 1/29/2014.

  • v0.20:
    • Chapters 1-1 through 1-3 are now complete, with some structuring for 1-4 also done.
    • Time: 1:25 AM 1/30/2014.

  • v0.40:
    • Chapters 1 and 2 complete.
    • Time: 3:55 AM 2/2/2014.

  • v0.60:
    • Chapter 3 complete.
    • Time: 2:03 AM 2/4/2014.

  • v0.80:
    • Chapter 4 complete. (The month-long delay was mostly due to FAQing Bravely Default.)
    • Time: 1:42 AM 3/13/2014.

  • v1.00:
    • Chapter 5 complete.
    • Time: 12:46 AM 3/14/2014.

  • v1.20:
    • Finished up the post-game content and a section on Pokémon "Evolutions."
    • Time: 12:32 AM 3/15/2014.

  • v1.30:
    • Finished up the move documentation. Last major update I expect, content-wise.
    • Time: 11:55 PM 3/15/2014.

  • v1.35:
    • Minor elaborations and rewordings and a few minor format changes no one will probably notice. >_> Also got FAQ of the Month with this thing (a rarity for a 3-year-old game)! ^_^
    • Time: 11:16 PM 4/23/2014.




Legalities

This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

© 2014 Daniel Chaviers (a.k.a. KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this e-mail: keyblade999.faqs@gmail.com, or PM (Private Message) me on the GameFAQs message boards.


Allowed sites for my FAQs Forever-Banned Sites
GameFAQs (www.gamefaqs.com) CheatCC (www.cheatcc.com)
Neoseeker (www.neoseeker.com) Cheat Database (www.cheat-database.com)
SuperCheats (www.supercheats.com) Cheat Index (www.cheatindex.com)
Cheat Search (www.cheatsearch.com)
Cheatstop (www.panstudio.com/cheatstop)
Game Express (www.gameexpress.com)
Mega Games
Cheats Guru (www.cheatsguru.com)




This is the end of KeyBlade999's Pokémon Rumble Blast FAQ/Walkthrough.

           ________________                                                  
          |  ____________  |                                                 
          | |            | |                                                 
          | |            | |                                                 
          | |____________| |________________________________________         
          | |____________| |_________________________               |        
          | |            | |                         | |\   /\   /| |        
          | |            | |                         | | \ /  \ / | |        
          | |____________| |                         | | (_)  (_) | |        
          |________________|                         |_|          |_|        
                          ___       ___       ___                            
                         /'__`\    /'__`\    /'__`\                          
                        /\ \_\ \  /\ \_\ \  /\ \_\ \                         
                        \ \___, \ \ \___, \ \ \___, \                        
                         \/__,/\ \ \/__,/\ \ \/__,/\ \                       
                              \ \_\     \ \_\     \ \_\                      
                               \/_/      \/_/      \/_/           KeyBlade999
(0.0608/d/www1)