Appendix:Emerald walkthrough/Section 19

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Pokémon League

Pokémon League Lobby

The Pokémon League building holds the traditional amenities. The Pokémon Center and PC are located to the left, while the Poké Mart is off to the right. It's a good idea to stock up on Hyper Potions, Full Restores, and Full Heals for the gauntlet ahead.

To increase your chances of victory, you may want to revisit the Lilycove Department Store and purchase some battle items. These items temporarily raise one of a Pokémon's stats during battle. Using a single X Defense or X Sp. Def will boost the respective stat by 50%. Using two is equal to a 100% boost, so the Pokémon sustains half the normal amount of damage. Dire Hits can be useful as well, as using three or more drastically raises the odds of getting a critical hit. In addition, using a Guard Spec. protects your Pokémon from stat reduction for five turns.

With your preparations complete, talk to the two Ace Trainers guarding the doorway in the room's center. They verify that you've earned all eight Hoenn League Badges before stepping aside, allowing you to enter the depths of the Pokémon League. Challengers must face the Elite Four and Champion in quick succession, with no outside help. Step through the door to reach the first chamber.

Elite Four

Battle 1: Sidney

Sidney's room

The first member of the Elite Four is Sidney, a master Dark-type Trainer. His Pokémon are all vulnerable to Bug- and Fighting-type attacks, and immune to Psychic moves.

He leads with his Mightyena, which lowers the opponent's Attack with its Intimidate Ability. Crunch and Double-Edge are strong moves, while Sand-Attack lowers the target's accuracy. Use super-effective moves, or a special attacker to bypass Intimidate, to knock it out. Shiftry is a Grass/Dark type, doubly vulnerable to Bug moves. It can retaliate against Fighting Pokémon with Extrasensory, and may use Swagger to confuse the target while raising its Attack, in the hopes that it will wear itself down. Use a Persim Berry to cure confusion, and take it out by exploiting one of its many weaknesses. Cacturne, like Shiftry, is another Grass/Dark Pokémon. Leech Seed lets it slowly sap the target's health to restore its own, and Cotton Spore cuts the target's Speed. Target one of its many weaknesses to knock it out quickly. His Crawdaunt can be dangerous due to its high Attack, but its low Special Defense means you can make quick work of it. Surf is its strongest move, but Swords Dance increases Strength's damage output by boosting its Attack. Last up is his Absol; its high Attack means that any of its moves can pack a punch. Slash has an increased critical-hit ratio, while the sure-hit Aerial Ace can be used to deter Fighting Pokémon. Its defenses are mediocre, so use your strongest moves to keep up the pressure and take it down.




Battle 2: Phoebe

Phoebe's room

The second member of the Elite Four is Phoebe, a master Ghost-type Trainer. Most of her Pokémon are vulnerable to Ghost- and Dark-type moves, and immune to Normal and Fighting moves.

She leads with her first of two Dusclops, a defensive Ghost Pokémon that is more interested in status ailments than direct attacks. Confuse Ray triggers confusion, which may force the target to attack itself. Curse forces it to sacrifice half of its health to lay a curse on the target, which wears away 25% of its maximum health every turn; however, switching your Pokémon out lifts the curse. Use Ghost and Dark attacks to take it down. Phoebe has two Banette on her team. The first can burn the target—cutting its Attack in half—with Will-O-Wisp, while the second may paralyze the foe—dropping its Speed to 25%—with Thunderbolt. Both can use Shadow Ball, and can cause minor additional damage with Faint Attack and Psychic, respectively. Due to its unique Dark/Ghost typing, Sableye has no weaknesses under normal conditions; however, using Foresight exposes its Dark-type vulnerability to Fighting moves. Faint Attack and Shadow Ball receive a same-type attack bonus, and Night Shade deals damage equal to its level. Lastly, her second Dusclops has access to Shadow Ball, Ice Beam, Rock Slide, and Earthquake; despite its relatively low offenses, these allow it to deal super-effective damage against a wide variety of Pokémon. Take it down with strong Ghost- or Dark-type attacks to win the battle.




Battle 3: Glacia

Glacia's room

The third member of the Elite Four is Glacia, a master Ice-type Trainer. Her Pokémon are vulnerable to Rock-, Fire-, and Fighting-type attacks.

She leads with her first Sealeo, an Ice/Water Pokémon which tends to start things off with Hail. With Hail in effect, Blizzard's accuracy rises to 100% and all non-Ice types take residual damage for five turns. Use Grass- and Electric-type moves to deal super-effective damage. Her first Glalie's Light Screen temporarily reduces the damage taken from Special moves, so moves like Flamethrower are less effective. Its other moves aren't much of a problem, so this may be a good opportunity for set-up moves like Swords Dance. Her second Glalie is much the same; as with the first, take it out at your leisure. Both of her nearly-identical Sealeo carry Hail in addition to damaging Normal and Ice attacks, while the second can distract male opponents with Attract. Glacia's biggest threat is Walrein, another Ice/Water Pokémon. Its high HP, Defense, and Special Defense means that not even super-effective moves will take it down easily. Decent offensive stats allow it to deal respectable damage with Surf, Ice Beam, and Body Slam. Sheer Cold instantly knocks out the target if it hits, but only works on a target of a lower level than the user. Use Grass or Electric moves to take it down quickly.

Glacia also commands two nearly-identical Sealeo.




Battle 4: Drake

Drake's room

The fourth and final member of the Elite Four is Drake, a master Dragon-type Trainer. His Pokémon are all vulnerable to Dragon- and Ice-type attacks.

Drake leads with his Shelgon, a physically-oriented Pokémon. Dragon Claw is its strongest move, while Rock Tomb helps the slow Pokémon even the playing field by lowering the target's Speed. As a Rock move, it also allows it to fight back against Ice Pokémon. Next up is his Altaria, a defensively-oriented Pokémon. Dragon Dance raises both its Attack and Speed by one stage each, which works well alongside Double-Edge. As a Dragon/Flying Pokémon, it takes massive damage from Ice attacks. Like Altaria, his Kingdra can make itself more threatening with Dragon Dance, which increases the damage it deals with Body Slam. Surf receives a same-type attack bonus and SmokeScreen lowers the target's accuracy. Due to its Water/Dragon typing, its sustains super-effective damage only from Dragon-type moves. Flygon enjoys high Attack and Speed, which lets it harass its foe with Crunch and Earthquake. Though Flamethrower is dependent on its lower Special Attack, it gives Flygon a way to deal with Ice Pokémon; as a Ground/Dragon, it is extremely vulnerable to Ice moves. Drake's final Pokémon is Salamence, a Dragon/Flying type. It has high Attack, better-than-average Speed, and respectable defenses. Its Intimidate Ability weakens physical attackers, so special attackers, especially those with Ice moves, will have the advantage here.




Defeating the Elite Four has earned you the right to challenge Hoenn's reigning Champion. It is important to note that you will be drawn into battle immediately upon entering the final room, so take a moment to tend to your Pokémon and save your progress before moving on.

Champion

Champion's room

Inside the Champion's hall, you find your Wallace waiting for you. He commends you and your Pokémon for putting an end to the crisis in Sootopolis. He goes on to say that Trainers raise their Pokémon by teaching them new battle techniques, but that Trainers learn just as much from their Pokémon. He challenges you to put your achievements to the test against what others like you have achieved. The stage is set for a legendary showdown! While most Champions prefer the benefits of a diverse Pokémon team, Wallace still uses his beloved Water Pokémon from his time as Sootopolis Gym Leader.

Wallace leads with his Wailord, a Water Pokémon with incredible stamina. Initially, its strongest move is Water Spout, which deals the most damage when its HP is full. This move receives a same-type attack bonus, and can be boosted further if Rain Dance is in effect. Chip away at its health with Grass and Electric attacks and it will eventually resort to using the relatively weaker Double-Edge and Blizzard.

Tentacruel's Toxic leaves all but Poison and Steel Pokémon badly poisoned, where an ever-growing amount of HP is lost every turn. Both Sludge Bomb and Ice Beam let it counter Grass types that might threaten its teammates. Ice Beam and Hydro Pump allow it to fight back against any Ground types that may try to exploit its Poison typing. As a Water/Poison Pokémon, Tentacruel is especially vulnerable to Electric, Ground, and Psychic attacks. Its Special Defense is nearly twice as high as its Defense, so prioritize physical moves over special ones.

A Water/Grass type, his Ludicolo can actively steal the target's health with Giga Drain and swamp the opposition with Surf. Leech Seed allows it to passively sap even more health from the target over several turns, and Double Team makes it harder to hit by boosting its evasion. Like Tentacruel, its highest stat is its Special Defense, so physical moves are best. Fortunately, each type from which it sustains super-effective damage—Bug, Flying, and Poison—are all classified as Physical moves.

His Whiscash has a fairly unique Water/Ground typing, leaving it susceptible only to Grass moves. Surf and Earthquake both receive a same-type attack bonus, and Earthquake allows it to counter Electric Pokémon. Hyper Beam is a powerful attack but the user is forced to rest on the next turn. Amnesia lets it bolster its Special Defense—its lowest stat after Speed—by two stages, or 100% of the original value. All Grass moves are classified as Special moves, so hammer away at its health before it can harden its defenses.

Gyarados gets straight to business as soon as it hits the field, with its Intimidate Ability cutting the foe's Attack by 33%. Dragon Dance raises its Speed and its already-high Attack to sky-high levels, increasing the damage dealt by both Hyper Beam and Earthquake. Its final move, Surf, lets it deal reliable Water-type damage. As a Water/Flying Pokémon, it takes massive damage from Electric attacks, but avoid attacking with Electric Pokémon. Barring that, its secondary Flying type leaves it susceptible to Rock moves, as well.

Finally, Wallace sends out his heaviest hitter: Milotic, a high-level Water Pokémon. Surf and Ice Beam allow it to handle a variety of threats, including Grass Pokémon that might exploit its weakness. Toxic pressures the target to end the match quickly, while Milotic can restore its health time and again with Recover. It may seem beneficial to rely on status ailments to weaken it; however, its Marvel Scale Ability boosts its Defense by 50% when Milotic is afflicted by these ailments. It takes serious damage from Grass and Electric attacks, Special moves that involve its higher Special Defense. For an easier time, avoid status-inflicting moves and target its lower Defense with physical moves.




With the battle concluded, Wallace congratulates you on your impressive victory. Just as he is about to crown you the new Hoenn League Champion, May/Brendan rushes in with some advice for challenging the Champion, only to find that you've already done so. Professor Birch arrives not long after, and rates your Pokédex before congratulating you as well.

Hall of Fame

Wallace then leads you into the Hall of Fame, where all Champions are honored. He asks that you set your Poké Balls in the machine here, so that your name and those of your Pokémon can be recorded for posterity. During the process, a shot of each fighter appears briefly on-screen. The screen fades to black, and the game is saved.


← Part 18 Ever Grande City, Victory Road
Emerald
walkthrough
Terra Cave, Marine Cave, Sky Pillar, Meteor Falls, Altering Cave, Desert Underpass Part 20 →


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