Battle Frontier (Generation III): Difference between revisions

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The '''Battle Dome''' (Japanese: '''バトルドーム''' ''Battle Dome'') is a tournament between 16 Trainers.
The '''Battle Dome''' (Japanese: '''バトルドーム''' ''Battle Dome'') is a tournament between 16 Trainers.


Before each battle, the player can find out about their opponent, such as the Pokémon they use, their battle style, and how they train. Competitors can find out who was eliminated in each round by looking at the tournament tree.
Before each battle, the player can find out about their opponent, such as the Pokémon they use, their battle style, and how they train. Competitors can find out who was eliminated in each round by looking at the tournament bracket.


After the player has won five and ten championships, [[Dome Ace Tucker]] will challenge him or her. On his defeat, he awards the Tactics Symbol.
After the player has won five and ten championships, [[Dome Ace Tucker]] will challenge him or her. On his defeat, he awards the Tactics Symbol.


==== Seeding ====
The tournament bracket is organized as follows:
* '''Left Bracket''': 1 vs 9, 13 vs 5, 8 vs 16, 12 vs 4
* '''Right Bracket''': 3 vs 11, 15 vs 7, 6 vs 14, 10 vs 2
Seedings are determined by their ranking: the sum of the combined base stat totals of all Pokémon, plus 1/20 of the product of the number of different types represented by the Pokémon and the highest level among the Pokémon.  If two trainers tie in ranking, the higher internal trainer number will win the tiebreaker; the player will always win the tiebreaker against any CPU trainer, while Dome Ace Tucker will win any tiebreaker against other CPU trainers.  In the event of a tie battle, the higher seed advances and the lower seed is eliminated.
==== Battle Style ====
The battle style of a trainer is solely determined by the [[effort value]]s of all of the trainer's Pokémon.  A stat is considered to be emphasized if it makes up at least 30% of the team's EVs (taking [[nature]] into account: for this calculation, EVs on a Pokémon with a beneficial nature are worth 10% more, while EVs on a hindering nature are worth 10% less), and neglected if there are no EVs in that stat among the entered Pokémon.
If there any emphasized stats, they are shown (if there are three emphasized stats, only two are shown).  Otherwise, if there are any neglected stats, they are shown (if there are more than two, only two are shown; the ones that are shown are further influenced by the number of entered Pokémon having a hindering nature in the particular stat).  Otherwise, the trainer is said to "raise Pokémon in a well-balanced way".
==== CPU Battles ====
Note that the game does not simulate battles between two CPU trainers.  Instead, the outcome between two CPU trainers is broken down as follows: each trainer is scored based upon the sum of the following:
* The type affinity of damaging attacks: each attack dealing damage on the team is compared against each Pokémon on the opposing team.  4 points are awarded if the attack is normally effective, 12 if super-effective, and 20 if 4x super-effective.  No points are awarded if the attack is resisted.  8 points are deducted if the attack is 4x resisted, and 16 points are deducted if the attack is ineffective.  For the purposes of calculating this, {{t|Ground}}-type attacks are considered to be neutral against Pokémon with {{a|Levitate}}.  Against Pokémon with {{a|Wonder Guard}}, type matchups that are not super-effective do not award nor deduct points.
* The sum of the base stats of all Pokémon, divided by 10
* The seeding of the trainer, minus 1
* A random value from 0 to 31
The trainer with the higher score advances; if this is a tie, then the higher-seeded trainer advances.
==== CPU Pokémon Selection ====
To determine the Pokémon sent out by a CPU trainer against the player, each of the CPU trainer's three Pokémon is given a score.  There are two scoring methods, which are chosen at random: the offensive method and defensive method.  Both methods compare the type affinity of the Pokémon's damaging attacks against each of the three Pokémon on the player's team.  In the offensive method, 2 points are awarded if the attack is normally affective, 4 if super-effective, and 8 if 4x super-effective.  In the defensive method, 2 points are awarded if the attack is resisted, 4 if 4x resisted, and 8 if ineffective.  2 points are deducted if super-effective, and 4 are deducted if 4x super-effective.  No points are awarded or deducted in any other scenario.  For the purposes of this calculation, type matchups that are not super-effective against Pokémon with {{a|Wonder Guard}} are ignored (no points are awarded or deducted), and {{t|Ground}}-type attacks are considered to be neutral against Pokémon with {{a|Levitate}}.
If all three Pokémon tie in one method, the other method is used.  If all three Pokémon tie in the second method, then two Pokémon and the order they appear are chosen at random.  Otherwise, the two highest-scoring Pokémon is chosen (if there is a tie for the second selection, the second selection of Pokémon is chosen at random).  There is a 40% chance that the CPU trainer will lead off with the higher-scoring Pokémon, and a 60% chance of leading off with the lower-scoring Pokémon.
==== In the anime ====
In the anime, Ash challenged the Battle Dome, which is located near [[Lavender Town]], in ''[[AG153|Tactics Theatrics!!]]'', as his third facility.
In the anime, Ash challenged the Battle Dome, which is located near [[Lavender Town]], in ''[[AG153|Tactics Theatrics!!]]'', as his third facility.
{{-}}
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Revision as of 20:26, 2 May 2009

Template:Infobox town

The logo of the Battle Frontier.

The Battle Frontier (Japanese: バトルフロンティア Battle Frontier) is a special post-League area in Pokémon Emerald that features several arenas where players can battle their Pokémon.

The Battle Frontier replaces the Battle Tower in its location south of Route 130, and likewise is only accessible by taking the S.S. Tidal from Lilycove City or Slateport City. Unlike the plain Battle Tower in Pokémon Ruby and Sapphire, as well, each of the facilities in the Battle Frontier has a leader, the Frontier Brain, who may be challenged after certain winning streaks have been made through their respective facilities.

In the anime, this Battle Frontier, rather than being on one of Hoenn's many small islands, is spread across the Kanto region, presumably so as to reflect on the then-recent releases of Pokémon FireRed and LeafGreen as well as Emerald. Much like the Gyms do not have a requirement that Ash beats anyone besides the Gym Leader, Ash is not required to compete in any matches besides those against the Frontier Brain.

In either canon, the Battle Frontier is owned and operated by Scott, who meets up with the player throughout the game in Emerald, and met up with Ash in The Scheme Team.

Overview

File:Battle Frontier Map.jpg
An oblique view of the Battle Frontier, illus. Midori Harada. The various facilities are labeled.

Upon the player's first entry into Hoenn's Battle Frontier, his or her Trainer card will be upgraded into a Frontier Pass. This pass holds the Trainer card, as well as a small map of the Battle Frontier and the player's records with the Frontier. Saved-up Battle Points, or BP, are listed, as are any of the seven Frontier Symbols the player has won. One battle from within one of the facilities may be recorded and stored on the Frontier Pass, which may be watched or overwritten with another at any time.

On winning through a set amount of battles in any given facility, Battle Points will be awarded, usually in small amounts, but gradually growing through each consecutive streak. Defeating the Frontier Brain of a given facility for the first time awards the Symbol of that facility, as well as 20BP, while the second defeat of the same Brain gives the Symbol a golden color and the player another 20BP. The Frontier Brain will only appear in 3-vs-3 single battle mode.

Any Pokémon can be entered for battle, except for Mewtwo, Mew, Lugia, Ho-Oh, Celebi, Kyogre, Groudon, Rayquaza, Jirachi, and Deoxys. No two Pokémon entered can hold the same item, though all items are allowed to be held (even if they would have no particular reason for being held). Items cannot be used from the bag during battle.

Battles conducted here do not award experience or money.

Facilities

Battle Tower

In its anime appearance
File:Battle Tower Emerald.PNG
Brendan stands outside the Battle Tower.

Returning from Pokémon Ruby and Sapphire, the Battle Tower (Japanese: バトルタワー Battle Tower) is the most standard of the facilities. Like before, it features a standard 3-vs-3 single or 4-vs-4 double battle format, with straight runs of 7 Trainers that get progressively more powerful as the player goes on.

At the 35th and 70th battle, five and ten runs through, respectively, Salon Maiden Anabel, the Frontier Brain, appears. If she is defeated, she awards the Ability Symbol.

All multiplayer functions found in Ruby and Sapphire are retained, as well. For a detailed description of these, see Battle Tower (Hoenn). Through a glitch, players may exploit the Battle Tower in Emerald to clone their Pokémon.

In the anime, the Battle Tower was the sixth of the facilities Ash challenged, in the episodes Talking a Good Game and Second Time's the Charm. After losing the first match, Ash redoubled his efforts and rechallenged Anabel, resulting in a win. This version of the Battle Tower is near to Tohjo Falls.

Battle Palace

File:Battle Palace anime.PNG
Ash, May, Brock, and Max in front of the Battle Palace
File:Battle Palace.PNG
The Battle Palace in the games

In the Battle Palace (Japanese: バトルパレス Battle Palace), Pokémon battle on their own, without any commands from their Trainers. The style of the Pokémon's battle depends on its nature, and this style may change when the Pokémon's HP falls low.

At a streak of 21 (three trips through) or 42 (six trips through), Palace Maven Spenser challenges the player. If defeated, he awards the Spirits Symbol.

The Battle Palace was the fifth facility to be challenged by Ash in the anime, where it was on Metallica Island, near the Seafoam Islands. It appeared in Cutting the Ties that Bind and Ka Boom with a View.

Battle Factory

File:Battle Factory.PNG
The Battle Factory.
File:Battle Factory anime.PNG
Ash, May, Max, Brock, and Scott in awe at the Battle Factory.

The Battle Factory (Japanese: バトルファクトリー Battle Factory) is more dedicated to research than the other facilities, and the subject of the scientists' research is the abilities of Trainers when using random Pokémon in battle. Before the player begins a battle, they will be told some information about the opponent's team, and may switch one of the Pokémon they have with them with one of the Pokémon used by the Trainer they just defeated.

At the 21st and 42nd battle in a streak, three and six times through the Battle Factory, Factory Head Noland will challenge the player to a battle. Like all other Trainers in the facility, including the player, his Pokémon are completely random, and so cannot be known until he is encountered. If he is defeated, he awards the Knowledge Symbol.

In the anime, the Battle Factory, which was located near Misty's hometown of Cerulean City, was the first of the Battle Frontier facilities Ash challenged, in Numero Uno Articuno and The Symbol Life. In a shift from the games, Ash, as the challenger, was the one to choose which Pokémon he would face, and used his own Pokémon for the battle.

Battle Pyramid

File:Battle Pyramid.PNG
The Battle Pyramid.
File:Battle Pramid flying.PNG
The Battle Pyramid flying in the anime.

The Battle Pyramid (Japanese: バトルピラミッド Battle Pyramid) is a 7-layer pyramid. Each level is shrouded in darkness, and can only be lit up by defeating opponents on the level. Trainers cannot take any items into the pyramid, and items found within can only be used while inside, being stored in a special item bag that is handed out to those who challenge it.

Wild Pokémon are encountered within the Battle Pyramid, with strategies differing depending on how many floors the player has ventured through. The tactics used by the wild Pokémon will progress as follows:

  1. Pokémon with moves that paralyze
  2. Pokémon with moves that poison
  3. Pokémon with moves that burn
  4. Pokémon with moves that waste PP
  5. Pokémon with Levitate
  6. Pokémon with abilities that don't allow escape
  7. Pokémon with moves that freeze
  8. Pokémon with Selfdestruct and Explosion
  9. Pokémon with Template:Type2 moves
  10. Pokémon with Template:Type2 moves
  11. Pokémon with Template:Type2 moves
  12. Pokémon with moves that alter the weather
  13. Pokémon with Template:Type2 moves
  14. Pokémon with Template:Type2 moves
  15. Pokémon with Template:Type2 moves
  16. Pokémon with Template:Type2 moves
  17. Pokémon with Template:Type2 moves
  18. Pokémon with Template:Type2 moves
  19. Pokémon with Fire-, Water-, Electric or Template:Type2 moves
  20. Template:Type2 Pokémon

After passing through 21 floors (three passes through) and 70 floors (ten passes), Pyramid King Brandon appears at the top to challenge the player. If he is defeated, he awards the Brave Symbol.

In the anime, the Battle Pyramid was located near Pewter City, but has helicopter-like turbines installed in it, thus giving it the ability to move around anywhere. The location of the Battle Pyramid is only revealed to those who have defeated the other six Frontier Brains, and so it was the seventh and final of the facilities challenged by Ash, between Battling the Enemy Within and Pace - The Final Frontier!.


Battle Dome

File:Battle Dome anime.PNG
The Battle Dome in the anime
File:Battle Dome.PNG
The Battle Dome.

The Battle Dome (Japanese: バトルドーム Battle Dome) is a tournament between 16 Trainers.

Before each battle, the player can find out about their opponent, such as the Pokémon they use, their battle style, and how they train. Competitors can find out who was eliminated in each round by looking at the tournament bracket.

After the player has won five and ten championships, Dome Ace Tucker will challenge him or her. On his defeat, he awards the Tactics Symbol.

Seeding

The tournament bracket is organized as follows:

  • Left Bracket: 1 vs 9, 13 vs 5, 8 vs 16, 12 vs 4
  • Right Bracket: 3 vs 11, 15 vs 7, 6 vs 14, 10 vs 2

Seedings are determined by their ranking: the sum of the combined base stat totals of all Pokémon, plus 1/20 of the product of the number of different types represented by the Pokémon and the highest level among the Pokémon. If two trainers tie in ranking, the higher internal trainer number will win the tiebreaker; the player will always win the tiebreaker against any CPU trainer, while Dome Ace Tucker will win any tiebreaker against other CPU trainers. In the event of a tie battle, the higher seed advances and the lower seed is eliminated.

Battle Style

The battle style of a trainer is solely determined by the effort values of all of the trainer's Pokémon. A stat is considered to be emphasized if it makes up at least 30% of the team's EVs (taking nature into account: for this calculation, EVs on a Pokémon with a beneficial nature are worth 10% more, while EVs on a hindering nature are worth 10% less), and neglected if there are no EVs in that stat among the entered Pokémon.

If there any emphasized stats, they are shown (if there are three emphasized stats, only two are shown). Otherwise, if there are any neglected stats, they are shown (if there are more than two, only two are shown; the ones that are shown are further influenced by the number of entered Pokémon having a hindering nature in the particular stat). Otherwise, the trainer is said to "raise Pokémon in a well-balanced way".

CPU Battles

Note that the game does not simulate battles between two CPU trainers. Instead, the outcome between two CPU trainers is broken down as follows: each trainer is scored based upon the sum of the following:

  • The type affinity of damaging attacks: each attack dealing damage on the team is compared against each Pokémon on the opposing team. 4 points are awarded if the attack is normally effective, 12 if super-effective, and 20 if 4x super-effective. No points are awarded if the attack is resisted. 8 points are deducted if the attack is 4x resisted, and 16 points are deducted if the attack is ineffective. For the purposes of calculating this, Ground-type attacks are considered to be neutral against Pokémon with Levitate. Against Pokémon with Wonder Guard, type matchups that are not super-effective do not award nor deduct points.
  • The sum of the base stats of all Pokémon, divided by 10
  • The seeding of the trainer, minus 1
  • A random value from 0 to 31

The trainer with the higher score advances; if this is a tie, then the higher-seeded trainer advances.

CPU Pokémon Selection

To determine the Pokémon sent out by a CPU trainer against the player, each of the CPU trainer's three Pokémon is given a score. There are two scoring methods, which are chosen at random: the offensive method and defensive method. Both methods compare the type affinity of the Pokémon's damaging attacks against each of the three Pokémon on the player's team. In the offensive method, 2 points are awarded if the attack is normally affective, 4 if super-effective, and 8 if 4x super-effective. In the defensive method, 2 points are awarded if the attack is resisted, 4 if 4x resisted, and 8 if ineffective. 2 points are deducted if super-effective, and 4 are deducted if 4x super-effective. No points are awarded or deducted in any other scenario. For the purposes of this calculation, type matchups that are not super-effective against Pokémon with Wonder Guard are ignored (no points are awarded or deducted), and Ground-type attacks are considered to be neutral against Pokémon with Levitate.

If all three Pokémon tie in one method, the other method is used. If all three Pokémon tie in the second method, then two Pokémon and the order they appear are chosen at random. Otherwise, the two highest-scoring Pokémon is chosen (if there is a tie for the second selection, the second selection of Pokémon is chosen at random). There is a 40% chance that the CPU trainer will lead off with the higher-scoring Pokémon, and a 60% chance of leading off with the lower-scoring Pokémon.

In the anime

In the anime, Ash challenged the Battle Dome, which is located near Lavender Town, in Tactics Theatrics!!, as his third facility.

Battle Arena

File:Battle Arena.PNG
The Battle Arena.

The Battle Arena (Japanese: バトルアリーナ Battle Arena) pits two Pokémon against one another for three rounds. If both Pokémon last all three rounds, they are rated on how they battled in three aspects, and the Pokémon with the higher score wins, and the losing Pokémon leaves battle. If they somehow tie, both Pokémon leave battle. A knockout results in an automatic win for the Pokémon that is still standing.

File:Battle Arena.jpg
The Battle Arena in the anime

Pokémon are scored on their mind, skill, and body. The Pokémon with the better rating in each category scores two points, while a tie will award one point to each Pokémon.

  • Mind judges Pokémon on their offensive style. One point is awarded if an attack that deals damage is chosen for use (except Counter, Mirror Coat, and Bide, which do not award points, and Fake Out, which deducts one point), and one point is deducted if Protect, Detect, or Endure was chosen. All other moves do not award points. The Pokémon with the higher number of points wins the two points in the overall judgement.
  • Skill judges Pokémon on accuracy. One point is awarded if an attack lands successfully, while two points are deducted if it does not, unless it was caused by Protect, Detect, Endure, or Fake Out, in which no points are deducted. The Pokémon with the higher number of points wins the two points in the overall judgement.
  • Body judges the amount of HP remaining at the end of the third round compared to their amount at the start of the first. The Pokémon with the better ratio wins the two points in the overall judgement.

The Battle Arena is a series of single challenges, rather than a forced streak of some amount, and so after 27 wins and 55 wins, Arena Tycoon Greta appears to challenge the player. On her defeat, she awards the player with the Guts Symbol.

In the anime, Ash challenged the Battle Arena, located near Saffron City, as his second facility, in Wheel of Frontier!. Before the match begins, a special machine is used to determine if the match is 1-vs-1, 2-vs-2, or 3-vs-3.

Battle Pike

File:Battle Pike.PNG
The Battle Pike
File:Battle Pike.jpg
The Battle Pike in the anime.

The Battle Pike (Japanese: バトルチューブ Battle Tube) is a long pike in the design of a Seviper. Inside of it are 21 rooms, in seven sets of three. The player may choose any of the three in a set to continue through, and in each of the three, any of the following eight events may occur:

  • Single battle: 3 Pokémon per side.
  • Double battle: 2 Pokémon per side.
  • Single battle and healing: 3 Pokémon per side; winner's Pokémon are completely healed.
  • Wild Pokémon: wild Milotic, Dusclops, Wobbuffet, Breloom, Electrode, or Seviper appear.
  • No event: Nothing happens.
  • Status effect: A surprise attack will inflict a status on one or more of a player's Pokémon. The status includes Kirlia's burn, paralysis, poison, or sleep and Dusclops's burn or freeze.
  • One or two recovery: One or two of the player's Pokémon will be healed.
  • Full recovery: All of the player's Pokémon will be healed.

The lady standing outside of the rooms will hint at what is in one of the three rooms:

"For some reason, I feel a wave of nostalgia coming from it..." There may be an old man who will heal the player's Pokémon, "nostalgic" because he misses his youth, a Pokémon that will affect party Pokémon with a status condition, or wild Pokémon missing their homes.

The Frontier Brain of the Battle Pike is Pike Queen Lucy. She challenges trainers who complete 27 rooms (two passes through the pike) and 139 rooms (10 passes). By beating her, one is awarded with the Luck Symbol.

In the anime, the Battle Pike is located near Fuchsia City, and Ash challenged it as his fourth facility in Queen of the Serpentine.

Other points of interest

Artisan Cave

The Artisan Cave is a long cave connecting one end of the Battle Frontier to the other. It starts near the Battle Palace and the exit is right next to the Battle Tower.

The cave is two levels high, contains several stat-boosting items, and the only wild Pokémon found inside is Smeargle.

House

There is a house next to the Battle Tower. Inside, there is a Trainer who wants to trade a Meowth for a Skitty.

Record Hall

The record hall contains all of the records that the player has set at the Battle Frontier. There are three rooms. The one on the left contains records for the Battle Pike, Dome, and Factory, the one in the center has records for the Battle Tower, and the one on the right contains records for the Battle Palace, Pyramid, and Arena.

If the player mixes records with another Emerald game, Battle Frontier records will be copied over from the other game and compared.

Sudowoodo

A level 40 Sudowoodo is located in the southeast section of the Battle Frontier. Much like in Generation II, NPCs will talk about it as a tree. However, when the player uses the Wailmer Pail on it, it will spring to life. This is the only location of Sudowoodo in the handheld games of Generation III.

Betting man

In the house south of the Battle Pyramid a man can be visited. After receiving at least 3 silver symbols, he will ask the player to compete in a random facility. The player can give him 5, 10 or 15 Battle Points. If the player wins the man will give him back twice the amount the player gave him. If the player loses the Battle Points are lost.

Move tutors

In a house next to the Battle Dome, there are two move tutors. They will teach a Pokémon a selection of attacks for a price in Battle Points.

List of move tutor moves

Right tutor
Template:Mlentry3Template:Mlentry3Template:Mlentry3Template:Mlentry3Template:Mlentry3Template:Mlentry3Template:Mlentry3Template:Mlentry3Template:Mlentry3Template:Mlentry3
Price Move Type Pwr. Acc. PP Contest Appeal Jam


Left tutor
Template:Mlentry3Template:Mlentry3Template:Mlentry3Template:Mlentry3Template:Mlentry3Template:Mlentry3Template:Mlentry3Template:Mlentry3Template:Mlentry3Template:Mlentry3
Price Move Type Pwr. Acc. PP Contest Appeal Jam


Battle Frontier Shop

The Battle Frontier Shop sells various goods in exchange for Battle Points earned at other parts of the Battle Frontier. Players can purchase goods for their secret base, items for raising the stats of their Pokémon, and items that can be held by a Pokémon.

Leftmost Cashier Second Cashier from Left
Item Price
Decorations
Kiss Poster 16 BP
Kiss Cushion 32 BP
Dolls
Meowth Doll 48 BP
Clefairy Doll 48 BP
Ditto Doll 48 BP
Chikorita Doll 80 BP
Cyndaquil Doll 80 BP
Totodile Doll 80 BP
Togepi Doll 48 BP
Smoochum Doll 80 BP
Item Price
Dolls
Venusaur Doll 256 BP
Charizard Doll 256 BP
Blastoise Doll 256 BP
Lapras Doll 128 BP
Snorlax Doll 128 BP
Second Cashier from Right Rightmost Cashier
Item Price
Vitamins
HP Up 1 BP
Protein 1 BP
Iron 1 BP
Calcium 1 BP
Zinc 1 BP
Carbos 1 BP
Item Price
Held items
BrightPowder 64 BP
Choice Band 64 BP
Focus Band 64 BP
King's Rock 64 BP
Leftovers 48 BP
Mental Herb 48 BP
Quick Claw 48 BP
Scope Lens 64 BP
White Herb 48 BP


Trivia

  • All the Frontier Brains start with the same letter as their symbol with the exception of Noland, though he could be considered the same as they have the same sound of 'n'.

Related articles

In other languages

  • French: Zone de Combat
  • Spanish: Frente de Batalla
  • German: Kampfzone
  • Italian: Parco Lotta
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