Appendix:Ruby and Sapphire walkthrough/Section 19
These pages follow the original Game Boy Advance iteration, not Pokémon Omega Ruby and Alpha Sapphire. The guide for those games can be found here.
Pokémon League
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
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 Take Down 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. Cacturne is a Grass/Dark type, doubly vulnerable to Bug moves. 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. Shiftry, like Cacturne, has several weaknesses, but may be easier to take down. 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. His Sharpedo can be dangerous due to its high Attack and Speed, but its low defenses mean you can make quick work of it. Surf and Crunch are its strongest attacks, but it can also score a critical hit with Slash. Its Rough Skin Ability damages any opponent that makes contact. 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.
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Battle 2: Phoebe
The second member of the Elite Four is Phoebe, a master Ghost-type Trainer. Her Pokémon are all 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 and cut its Attack in half with Will-O-Wisp, while Spite gradually wears away the opponent's Power Points. The second can wear the target's health away with Toxic, while Skill Swap switches its Insomnia Ability with that of the foe. 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, Psychic, and Shadow Ball deal damage, while Attract distracts male targets. Lastly, her second Dusclops has access to Shadow Ball, Ice Beam, and Earthquake; not only do these allow it to deal super-effective damage against a wide variety of Pokémon, the target may end up Frozen. Its final move, Confuse Ray, allows it to further harass its opponent. Take it down with strong Ghost- or Dark-type attacks to win the battle.
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Battle 3: Glacia
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 Glalie, 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. 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. Glacia also commands two nearly-identical Sealeo. Both carry Hail in addition to damaging Water and Ice attacks, while the second can distract male opponents with Attract. Glacia's biggest threat is Walrein, an 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, Blizzard, 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.
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Battle 4: Drake
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 Take Down. Avoid relying on status ailments for an advantage, as Altaria can rid itself of such problems with Refresh. As a Dragon/Flying Pokémon, it takes massive damage from moves like Ice Beam. Drake's team features two Flygon; the first uses special moves, while the second relies on physical moves. Both Pokémon are extremely vulnerable to Ice attacks. 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.
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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
Inside the Champion's hall, you find your mentor Steven waiting for you. It seems that you've been sharing adventures with Hoenn's Champion all along! Steven is curious to know how much you've learned in your travels, and asks that you battle him with all your might. He promises to do the same with his Pokémon, as well. The stage is set for a legendary showdown! As Champion, Steven is well aware of the benefits of a diverse Pokémon team. His Pokémon are of many different types, and don't share nearly as many weaknesses as the Elite Four's teams. However, he still prefers his beloved Steel types, and most of his Pokémon are either part-Rock or part-Ground types—no surprise from this well-known stone collector. With such a varied team, you'll need to switch out your Pokémon as needed to capitalize on the weaknesses of Steven's Pokémon.
Steven leads with Skarmory, a Steel/Flying Pokémon with very high Defense; this makes physical attacks very ineffective. Skarmory likes to set up with Spikes, which damages any opposing grounded Pokémon switching in. By setting three layers, the opponent loses 25% of their maximum HP on the switch. Toxic can be very disruptive as well, as it badly poisons the target. Its other moves, Aerial Ace and Steel Wing, aren't very threatening. Strike with special-based Fire and Electric attacks to inflict serious damage.
Next up is his Claydol, a Ground/Psychic Pokémon. Claydol plays a defensive role, using Reflect and Light Screen to lessen the amount of damage sustained from physical and special attacks, respectively. This can make any progress very difficult to achieve while these effects are active. TM12 (Taunt) can prevent these status moves for a few turns, while TM31 (Brick Break) lifts their effects before dealing damage. Earthquake and AncientPower are strong attacks, but it can't make good use of them due to its mediocre offenses. Target it with Water-, Grass-, or Dark-type moves to keep up the pressure.
His Aggron, a Steel/Rock Pokémon, has an incredibly high Defense, and its Sturdy Ability causes one-hit knockout moves to always fail. Steven also has three Full Restores at his disposal, and will likely use one to heal a weakened Aggron. Its Attack is very high, allowing Earthquake to deal serious damage. Dragon Claw, Thunder, and SolarBeam aren't as intimidating as they could be due to its lower Special Attack, but can still pose a threat. Aggron is extremely vulnerable to Fighting- and Ground-type moves.
Next is his Cradily, a very defensive Rock/Grass Pokémon. Though it may not deal serious damage, it can still harass the opponent with Confuse Ray and Giga Drain, which steals the target's health for itself. AncientPower may raise each of its stats by one stage, and Sludge Bomb may poison the target. Be quick to counter its status conditions, and strike back with Bug, Fighting, Ice, or Steel attacks.
His Armaldo is an unusual Rock/Bug Pokémon. The biggest threat in its arsenal is AncientPower, as it receives a same-type attack bonus and may also raises its stats. Slash has an increased critical-hit ratio, while Aerial Ace is guaranteed to land a hit. Use items like X Defense or moves like Reflect to boost your Defense. Its seldom-seen typing leaves it vulnerable to moves of only a few different types. Use Water-, Rock-, and Steel-type attacks to exploit its weaknesses and knock it out.
Finally, Steven sends out his heaviest hitter: Metagross, a high-level Steel/Psychic Pokémon. Meteor Mash strikes hard, thanks to a same-type attack bonus, and may raise the Pokémon's even higher. Psychic is another STAB-boosted move, while Hyper Beam deals heavy damage but forces it to recharge for a turn. It may be a good idea to inflict a Burn, both for its lingering damage and its Attack penalty. Otherwise, hammer away with your strongest special-based Fire, Ground, Ghost, and Dark attacks to claim the knockout and the battle.
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With the battle concluded, Steven 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
Steven 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.
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Ruby and Sapphire walkthrough |
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This article is part of Project Walkthroughs, a Bulbapedia project that aims to write comprehensive step-by-step guides on each Pokémon game. |