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Guide to Pokemon Emerald's Battle Frontier (VERSION: 0.9)


***Battle Frontier Guide***

This Guide is to help players who are having difficulty with anything
concerning the Battle Frontier, whether this is actually getting there to
fighting the actual Frontier Leaders. This guide is mainly written from
personal experience or information I have picked up. I hope this guide is a
help to anyone who is having difficulties with the game.

*Version History*

06/18/05-Version 0.10 Finished FAQ, Battle Frontier descriptions and Frontier
prizes and Move Tutors

06/19/05-Version 0.30 Gave guide a better structure, added in Frontier Brain
info, other places of Interest and Credits.

07/04/05-Version 0.80 Rewrote some of the information as well as largely
expanding on the Frontier attractions.

07/21/05-Version 0.81 Corrected spelling mistakes and rewrote several parts
of different sections. Also added new information as well as adding the
Apprentice section to the Battle Tower.

08/09/05-Version 0.90 Large Update to Frontier Brains Silver rounds. Gave
movesets and items as well as more in depth info on the battle. Also expanded
the Section on Other places of interest.


Contents Page (More as it comes)

Section 1: FAQ and general info.
Section 2: Battle Frontier in Depth
Section 3: Other places of interest in the Frontier
Section 4: Frontier Prizes and Move Tutors
Section 5: Credits


SECTION 1: FAQ and General Info

*How do you get to the Battle Frontier?*

After you have finished the main game quest and beaten the Elite Four, when
you continue your saved game you will be in your room. If you go downstairs
your Dad will give you the S.S Tidal ticket. Soon after this you will receive
a call from Scott to meet you on the ship. Go to Lilycove or Slateport docks
and go on the ship. Here you will meet Scott who will tell you about the
Battle Frontier before leaving. After you finish your ship journey you will
have access to choose to sail to the Battle Frontier.

*What is the Battle Frontier?*

The Battle Frontier is the biggest edition to Pokemon Emerald and adds a lot
more to what you can do here. It is similar to a theme park in the way it
looks but it is based around battling. The Frontier is huge and it really
increases the large replay value of the game. The main aims of the Battle
Frontier challenge are to clear each attraction enough times to battle the
Frontier Brains. Also as you fight you receive BP (Battle Points) depending
on how well you do in each attraction. This can be used later on to collect
prizes such as Items, Move Tutoring or even giant plush dolls.

*Who are the Frontier Brains?*

The Frontier Brains are the 'gym leaders' of the Frontier. After a certain
amount of successful completions of their attraction they challenge you. If
you win you get the attractions symbol. The first time you beat a Frontier
Brain you will receive a Silver symbol, you will then have to continue
battling through the attraction several more times before they challenge you
to a rematch. The second match you fight them they will have a different set
of Pokemon and if you win this time you will receive a gold badge for that
attraction. Collect all the silver and all the gold badges for a prize from


***Frontier Rules***

These are the rules in general for the Battle Frontier, although their may be
occasional exceptions, these rules are generally enforced.

-Species Clause-

You're only allowed to use one Pokemon of each species meaning you can't use
more than one of a Pokemon. (E.g. you're not allowed to use more than one
Alakazam in a challenge) This shouldn't be a problem as you are more than
likely to have a team of 6 different Pokemon for a balanced team.

-Item Clause-

Attractions in which you put items on your Pokemon before hand may not have
two Pokemon using the same item. (E.g. you can't have two Pokemon holding
Leftovers) This is more likely to be a problem for many people as competitive
battlers are probably used to having almost whole teams holding leftovers.
For many cases you will have to improvise and use less useful items.

-Powerful Legend (Uber) Clause-

This rule basically means that certain legends are not allowed due to their
overpowered stats, to keep balance in the Frontier. All legendary Pokemon who
are not on the list (e.g. Suicune) are allowed to participate.

Here is a list of banned Pokemon:

-Egg Clause-

Eggs are not allowed to participate.

-Level 50 and Open Level-

Every attraction has the choice of either of these options. Level 50 permits
only the use of Pokemon up to level 50 and will probably be the first option
you take. Open Level allows any Pokemon level, all opponents Pokemon will be
at least your highest level. Note that none of the opponents Pokemon will be
ever under level 60.

-Three Pokemon per Round-

In every attraction you will fight with a team of three Pokemon instead of
the usual number of six. This obviously makes it harder to balance your team
so make sure you keep this in mind as you take the Frontier challenge.


SECTION 2: Battle Frontier in Depth

Here I will try to go into detail about each of the battle Frontier sections.


-Battle Factory-

Frontier Brain: Factory Head Noland
7 battles per round
Silver Symbol: 3 rounds
Gold Symbol: 6 rounds

In the Factory you are given a selection of six Pokemon at the start of each
round. You will be able to look up their stats and pick three Pokemon based
on what you would believe is a balanced team. A Factory worker will give you
information on your opponents such as the type they are using or the general
battle style they use making it easier to choose your Pokemon. Here is what
each of the styles mean. (Thanks to Serebii's creator for most of this info)

Based on total perception: Uses moves to boost stats (e.g. Swords Dance)

Depend on the battles flow: Makes move combinations (e.g. Endure + Reversal)

Flexibility and adaptability to the situation: Uses weather moves (e.g. Sunny

Free spirited and unrestrained: No general pattern

High risk, high return: Moves that damage both combatants (e.g. Double-Edge)

Impossible to Predict: Uses a variety of moves

One of Endurance: Defensive and healing moves (e.g. Rest)

Slow and Steady: Status infliction moves (e.g. Toxic)

Weaken foes from the start: Statistic infliction moves (e.g. Scary Face)

The battles themselves are straightforward, except for the fact that you must
adapt your battle style to use Pokemon you are unfamiliar with. Should you
win your battle you will have the option of trading in one of your Pokemon
for one of your opponents defeated ones. On your final match you will be not
be given the choice to trade and when you take your next challenge you will
use different rental Pokemon.

-General Tips for Factory-

-When you first pick your first three Pokemon do not take them at face value.
Look at their personality, stats and attacks. Keep in mind that many of these
Pokemon are not at their full potential (e.g. Special sweeping Gyarados)

-Knowing standard sets makes choosing the right Pokemon a lot easier. If you
don't know them learn them so you'll be able to tell decent Pokemon from poor
ones. Tend to go for tried and tested standards such as Breloom with Spore
and Focus Punch or a Snorlax with Curse. Many of the Pokemon you encounter
will have near standard moves.

-Before you trade Pokemon with your opponent make sure it put up a decent
fight. You will not be able to look at its stats until you actually have it
in your position (meaning you find out too late if you make a bad decision).
You shouldn't really be trading if you're not sure.

-Every trade you make will actually improve the rental Pokemon you will
receive each round, however you need to make a large amount of trades before
any real effect is made so don't just trade for the sake of trading

-Make sure to balance your team out instead of having three good Pokemon all
with the same weakness.

-Good Pokemon to use-

-Ghost types (useful for avoiding many different attacks including explosion)
-Near standard Pokemon
-Good items (this is one of few challenges that allows teams of leftovers)

*Although it's not always possible to control this, these are what you should
be aiming for.

-Silver Symbol Battle-

Factory Head Noland:
Random Pokemon
Random Pokemon
Random Pokemon

Strategy: Since you are given no clues about what Pokemon Noland is going to
use it is difficult to formulate an effective means of actually taking this
guy down. The only way you can actually prepare is by getting a balanced team
and hope you get lucky with what Pokemon you get. Just remember not to have
teams with any glaring weaknesses and expect the unexpected (that may be
cliched but the Factory can be very random). Noland will more than likely to
be using the most effective sets and will probably be using standards and he
will know how to use them. Make sure you have your own balanced team of
standards or at least a balanced team.


-Battle Arena-

Frontier Brain: Arena Captain Greta
7 battle per round
Silver Symbol: 4 rounds
Gold Symbol: 8 rounds

I find this to be one of the more fun attractions at the Frontier if not at
first a little difficult to come to terms with. The Arena is a lot stricter
for battling and will also judge on how you battle rather than just winning
and losing. As well as this you aren't actually allowed to switch making
things a lot more difficult. This also means moves such as Baton Pass are not
usable in this challenge.

After you have picked the team you will use you will fight seven battles per
round. When each trainer sends out their Pokemon the battle will be
announced. This match must last only three turns and if one has yet to be
KO'd they will be judged on the following.

Mind: This score is decided by how much your Pokemon attacked. If your
opponent attacks aggressively twice and use one defence move while you just
attack three times you will win in this section. Keep in mind this is scored
by percentage rather than the number of attacks you made. For example, if you
caused your opponent to flinch twice with Rockslide and then used a non
attack move, and your opponent attacked that turn your opponent would win in
this section. (You attacked 2/3 = 66%, opponent attacked 1/1 = 100%)

Skill: This score is decided by how well your Pokemon attacked. If your
Pokemon's attacks are successful they are more likely to get points in this
area so if your attacks miss you do worse in this score. This section also
takes into account how effective the moves were. You will do better in this
section if you hit with super effective moves and do worse if you hit with
ineffective moves.

Body: This score is decided by how much health your Pokemon has at the
beginning of the 3 turns in comparison to how much health it had at the end.
This is score is based on the percentage difference between the beginning HP
and the end HP. Recovery moves often help to tip this in your favour so keep
it in mind when you think of Movesets for Arena Pokemon.

If both Pokemon are standing at the end of three turns each of these areas of
battle will be judged. You will be given 2 points for a win, 1 point for a
draw and 0 points for a loss. The Pokemon who gets the lowest score losses
even if the other Pokemon would have been considered to be 'winning' in a
conventional battle. If it is a tie both Pokemon will faint at the judge's
decision. When the defeated Pokemon are replaced the three turns will begin
again. This will continue until a trainer's team has been eliminated.

-General Tips for Arena-

-Think carefully about the order of your Pokemon. As you wont be able to
switch you may often find yourself being trapped and unable to prevent your
Pokemon's defeat. Make sure the first Pokemon you send out will be able to
cover almost anything that is thrown their way. The second Pokemon should be
chosen to take out whatever can beat the first Pokemon and the third Pokemon
should be able to beat something that can beat the second Pokemon. The Arena
will really take you to the cleaners if you have a large weakness to a
certain type.

-If you hate having to be judged or find yourself always losing to the
Judge's decision finish each Pokemon quickly. Use speedy and strong sweepers
to take out most opponents in one or two turns so you wont have to be judged
much at all.

-Do not use Pokemon that have bad accuracy on their moves or they will fail
their judgement. Also do not use Slaking in this event as it will only have
two turns to attack. It may be strong but it is very risky to use, especially
as many of your opponents will use Fake Out making you already miss a turn.

-Do not use Pokemon that take a long time to set up (e.g. SubReversal) as
they will not have enough time to set themselves up. They will only be able
to do this if they last for more than one judgement, so it is a generally bad
idea to use a Pokemon like this.

-Pokemon with moves such as Fake Out are invaluable for this challenge.
Although it only works once it makes your opponent skip a turn and every turn
is vital in this challenge. Moves that make opponents flinch or skip turns
are also great for the Arena.

-Good Pokemon to Use-

-Sweepers (If you don't want to be judged, also good for 'Mind')
-Tanks (If you have problems with the 'Body' score)
-Pokemon with fake out (Great for making your opponent miss a vital turn)

-Silver Symbol Battle-

Arena Captain Greta:

Heracross: Salac Berry
Rock Tomb

Umbreon: Leftovers
Confuse Ray
Body Slam
Faint Attack

Shedinja: Bright Powder
Aerial Ace
Shadow Ball
Confuse Ray

Greta's Pokemon are pretty strong and Umbreon and Shedinja are made to last
making you face judgement as you are still fighting in Arena conditions. This
battle will obviously be made harder by the fact this is the only Frontier
Brain you can't switch against. It's probably a good idea to take out her
Heracross quickly as it can do a great deal of damage with Megahorn and will
make a nuisance of itself with its Rock Tomb attack. Keep in mind that it has
a 4 times weakness towards flying attacks and try to take it out as quickly
as you can.
Umbreon should be a lot more difficult to deal with as not only has it
got a great defensive front, it can also use Confuse Ray and Body Slam to
confuse and paralyse you making it difficult to even make a move when both
are in effect. A physical sweeper may be able to take Umbreon out, but it is
generally a better idea to defeat Umbreon through judging. Make sure to
attack three times and do more damage then it does to you and you should win
if you are judged. Alternatively, the move Substitute often stops Umbreon in
its place as it wont be able to inflict any status inflictions and Umbreon
has poor attack stats and may need a couple of turns to break the substitute.
Shedinja's ability allows only super effective hits, damaging weather
and status inflictions to damage it. However it only has 1 HP meaning just
one attack will finish it. Although this is quite a handicap to Shedinja, it
is the last Pokemon for a reason, if you've already used up Pokemon that can
beat Shedinja you will end up being helpless to do anything about it. To
avoid this make sure that the last Pokemon in your group has at least one
move capable of dealing with Shedinja.


-Battle Pyramid-

Frontier Brain: Pyramid King Brandon
7 floors per round
Silver Symbol: 3 rounds
Gold Symbol: 10 rounds

This attraction is a test of endurance for you and your three Pokemon as you
must stumble blindly around a maze for an exit. For this challenge you will
not be able to attach items to your Pokemon before hand as all of your items
are taken from you. When you first enter you will be given a battle bag
containing a few items to help you through the Pyramid. You walk around with
very little vision similar to a cave or Dewford's Gym. As you wander around
you will fight wild Pokemon and trainers holding only one Pokemon, every
battle you win the light will grow slightly larger. This will help you find
the Blue Tile to exit the floor.
As you wander each floor you will find items to use on your Pokemon or
rarely, hold items to attach to your Pokemon. These items will be kept until
they are used and can be used in future challenges. That means you will keep
your current bag until you lose and therefore makes this challenge somewhat
easier. When you beat trainers they will also be a great help to you by
saying how many trainers are left, the number of items left on the floor or
even the direction of the exit. Wild Pokemon will try to inflict status
inflictions on you and will whittle down your health if you're not careful.

-General Tips for the Pyramid-

-Don't forget to restore your PP as well as your health. Often if you carry
on one hit KOing Pokemon you will ignore the fact that your PP is running
low. Make sure to use all of your attacks to conserve PP and keep in mind how
valuable items like Ethers are.

-Given the choice, fight trainers more than you fight wild Pokemon. Trainers
give you vital information on the floor, while beating wild Pokemon will do
nothing but get in your way.

-If you want to avoid battling wild Pokemon more put a fast Pokemon first in
your group. You will often find that you will be able to run away just like
you would in a normal wild Pokemon environment.

-Conserve your items when necessary and don't heal up for the sake of it even
when you are on the last floor. Keep in mind that items are carried over from
challenge to challenge and you shouldn't waste an item that you could really
need in the future.

-As soon as you get a hold item make your Pokemon hold it. It may sound
obvious but when you're far into the Pyramid and frustration sets in you may
just be rushing to get around without paying attention.

-Another obvious but important point. As you search, make sure to do it in a
structured way instead of charging around madly, otherwise you will find
yourself missing the exit that is just out of your line of vision.

-Good Pokemon to Use-

-Pick Up Pokemon (Not really good for battling but very useful for picking up
a few extra items.
-Fast Pokemon (Good for running from wild Pokemon)
-Heal Bell Pokemon (Very useful if your team is suffering and you want to
conserve items)
-Wish Pokemon (Useful for healing and item conservation)
-Rest Pokemon and anything that can heal itself

-Silver Symbol Battle-

Pyramid King Brandon:

Regirock: Quick Claw
Super Power
Ancient Power

Regice: Chesto Berry
Ice Beam

Registeel: Leftovers
Iron Defence
Metal Claw

Although you are probably weathered from the previous 7 floors, you will have
a chance to use items on your Pokemon before fighting this guy. Another thing
to point out is the fact that you are actually permitted the use of items in
this battle, take advantage of this as this is the only Frontier Brain you
can do this against, but at the same time don't be wasteful. Although he uses
three legendaries that are very good for tanking, they do all share similar
physical weaknesses. All are weak to fighting attacks and Regirock and
Registeel are both weak to ground attacks. This makes them sitting ducks for
most special sweepers.
Regirock's main strength is in its defence, meaning a physical attack
would have to be strong to do some damage. The smarter route would be to
attack it with water moves or other special attacks. However be cautious as
Regirock does know Explosion, it may be handy to use a ghost Pokemon or a
Substitute to avoid it.
Regice is the opposite defence wise having a large resistance to
special attacks and also knows Amnesia to boost this further. A strong
fighting or rock move should be enough to get rid of it reasonably quickly
before it rests off its damage. It also attacks with Thunder and Ice Beam, so
keep this in mind while picking what Pokemon to use.
Registeel has balanced defences and are both very high. Luckily steel
has several weaknesses so you should be able to find an appropriate attacking
route. I'd recommend Special attack if you can as it is able to use Iron
Defence making its defence rise quickly.
Overall, make sure this is a quick fight and do not drag it out as it
will give Brandon an advantage. A Reversal Pokemon could work if you prepare
it early enough, Choice Band Pokemon are also a good choice for quick damage.
If you have a fighting type and are lucky enough to have found a Choice Band
this fight will be over very quickly as long as it doesn't perish to
Regirock's Explosion.


-Battle Tower-

Frontier Brain: Salon Maiden Anabel
7 battles per round
Silver Symbol: 5 rounds
Gold Badge: 10 rounds

The original Battle Tower from Ruby and Sapphire returns but obviously this
time with pretty much any Pokemon appearing as appose to Ruby and Sapphire
ones only. The rules for this attraction are the most basic as you just play
out normal 3 on 3 matches with no handicaps. Keep in mind that just like the
other attractions the further in you go the higher levelled the Pokemon are,
and further up you will come into contact with non-uber legends as well as
powerful fully evolved Pokemon.

-General Tips for Tower-

-Make sure to balance out your team as you will be stuck with them for the
next 7 battles. Also make sure the first Pokemon on your list will be able to
deal with most things to save early switching in the game.

-Don't expect standard sets with standard items in here otherwise you could
find yourself taking a bad fall. Keep in mind Pokemon use Items such as Focus
Band and Quick Claw and these can really activate at the worst times so
remain cautious.

-Be especially wary of the moves Counter and Mirror Coat as they often appear
on Pokemon often unexpectedly. Keep in mind that these moves can often turn
your strongest Pokemon into a fainted Pokemon in just one turn so don't take
risks unless you have to.

-Good Pokemon to Use-

-Anything goes as long as it can battle well

Silver Symbol Battle

Salon Maiden Anabel

Alakazam: Bright Powder
Ice Punch
Fire Punch
Thunder Punch

Entei: Lum Berry
Calm Mind
Fire Blast

Snorlax: Quick Claw
Belly Drum
Body Slam
Shadow Ball

This is in my opinion the easiest of the Frontier Brain battles as Anabel's
Pokemon are not really being used to their potential. Although Alakazam has
good coverage, it will be helpless against a Pokemon with great special
defence and will also go down very quickly to a physical attack. Entei is the
weakest of the three legendary dogs so don't be intimidated by the fact it is
a legendary Pokemon. Entei's defences aren't that great so just attack with
one of his weakness, also keep in mind that against a rock type Entei will
not be able to do much damage at all. Snorlax could be a problem if you let
it Belly Drum and with Quick Claw it could take out your whole team. Special
attacks are not a good idea but a physical assault will yield very good
results and he won't last long. I swept this match with a Tyranitar as
Anabel's team does not cover types well, just watch out for her Snorlax which
could take you by surprise.


-Battle Tower Apprentices-

The Battle Tower has another interesting new edition to it. On the far left
of the Tower's inside you will see a random trainer. This trainer will be
your apprentice if you allow it and will ask you a question everyday on how
to change their team. They will ask you:

-What Pokemon to use (out of a choice of two)
-What Moves to use (out of a choice of two)
-What items to use (Show them one of your own items)
-For what Pokemon to use first
-For a winning taunt

After you have answered all of these questions they will leave the Tower and
the next day you will find a new apprentice beginning the process again.
After you have helped out each apprentice you will encounter them in the
Battle Tower. This may be as an opponent or as a Team Mate in the Battle
Salon, so keeping in mind what advice you gave them will come in useful on
both counts.


-Battle Dome-

Frontier Brain: Dome Superstar Tucker
4 battles per round
Silver Symbol: 5 rounds
Gold Badge: 10 rounds

Here is a tournament styled attraction in which you battle through the ranks
before you win at the finals. The rules for this attraction are simple,
before each tournament you must pick three Pokemon you want to take into the
tournament. Before each match you may view your opponent's data such as their
Pokemon, their strongest stats and the moves they used to beat previous
opponents. Use this information to formulate a battle strategy for each
battle. You may only pick two Pokemon to bring into battle with you meaning
your going to have to pick two that not only cover the opponent's weaknesses
but also cover your own Pokemon's weaknesses. The battles here are much
quicker and it is therefore much easier to advance in a small space of time,
however it is a lot easier to lose at the same time.

-General Tips for Dome-

-Make sure to look at what your opponent uses and keep in mind that they will
pick a team based on your team. You should also check what moves they used to
finish off your opponent as quite often it gives away their movesets giving
foresight to what you can expect.

-Picking Pokemon that cover each other well is the main difficulty of the
Dome. Having Pokemon with decent defence is very useful in case you need to
switch Pokemon, make sure you don't end up wasting a Pokemon so you end up
taking on two Pokemon with just one of your own, so make sure you choose

-Good Pokemon To use-

-Pokemon with little to no type weaknesses
-Pokemon that can take out many types

Silver Badge Battle

Dome Super Star Tucker:

Swampert: Focus Band
Ice Beam

Salamence: Lum Berry
Aerial Ace
Brick Break
Dragon Claw

Charizard: White Herb
Arial Ace
Rock Slide

This battle is made so much harder by the fact you can only use two of your
own Pokemon. His Charizard and Salamence although aren't too sturdy are great
for fast sweeping while the Swampert is the slower sweeper that can also take
a good number of hits. The most likely choice he will make is Swampert with
either Charizard or Salamence depending on your team's weaknesses.
Unfortunately either way the Pokemon he chooses make a good combination
making it hard to counter. For my own battle I picked a Pokemon that could
deal with two of the Pokemon as well as a Pokemon that could deal with the
remaining one. For instance my Blastoise was able to take out Salamence with
Ice Beam and Charizard with Surf while I would save Heracross to deal with
Swampert. This is an effective way of making sure that you will be able to
cover all of the Pokemon. I would recommend a sturdy water type as pretty
much all of them can learn Surf and Ice Beam to cover his two speedy sweepers
while keep a Pokemon to handle Swampert. Keep in mind Swampert has a four
times weakness to grass attacks but it is the only weakness he has so be wary
of it.


-Battle Palace-

Frontier Brain: Palace Maven Spenser
7 battles per round
Silver Symbol: 3 rounds
Gold Symbol: 6 rounds

This is perhaps the strangest area of battle at the Frontier, in which you do
not decide how your Pokemon act. Here your Pokemon will attack based on their
nature, for instance an Adamant nature will cause it to like to attack
aggressively while not be so effective at using other moves. Aside from this
the battles take place just like many of the other area's of battle in the
Frontier. The focus for this attraction is mainly in the preparation and the
switching so you can have as much control as you can get.

-General Tips for Palace-

-One of the best ways of getting a more likely win is to use Pokemon that
have very high stats. Although this may sound obvious, it is probably more
vital in this challenge than anywhere else. Using Pokemon who can survive a
few turns and still deal out major damage are great. These include Pokemon
such as Slaking, Tyranitar and Exeggutor.

-If you are unsure about personality try your Pokemon out at the Palace
before you intend to seriously make a challenge and take note of what moves
they tend to use more and the ones they totally ignore. That way you will
know who you can use and who would be ineffective.

-Pokemon that have complicated strategies to be effective are generally not
the best Pokemon to use. Substitute and Focus Punching and simple combos like
that can sometimes be used here but sometimes Pokemon will continue using the
same move so don't rely to heavily on them (e.g. a Pokemon with a weather
move may continue using it instead of the moves that benefit from it.)

-Remember that you can still switch Pokemon so you will have some control
other the proceedings of the battle. If you effectively switch in the Palace
it could really start winning you a lot more battles rather than waiting for
your Pokemon to attack.

-Good Pokemon to use-

-Choice Band Pokemon will really benefit you if they use the right move.
Switch them out if you don't like the move they use, keep them in if you do
like the move.

-Pokemon with high stats are the easiest to use. Just make sure they have
mainly attack moves that don't require too much setting up and they should be

-Silver Symbol Battle-

Palace Maven Spenser

Crobat: Bright Powder
Double Team
Confuse Ray

Slaking: Scope Lense
Brick Break
Shadow Ball

Lapras: Quick Claw
Ice Beam
Confuse Ray
Horn Drill

This could be one of the hardest fights you've had as you can feel very
defenceless against Spenser if your Pokemon seems quite refusal to use any of
the appropriate moves. Try to get his Crobat taken out quickly as it will
attack your Pokemon with Toxic and Confuse Ray before attempting to evade any
further attacks by using Double Team. To avoid Slaking dealing vast amounts
of damage it is probably a good idea to switch in a Pokemon that can resist
its attacks. As it attacks only once every two turns and even then may not
make a smart move. Take advantage of this and try to get in as many attacks
before it can do anything worthwhile against you. If you're having
difficulty, make sure to target Slaking's weak Special Defence or
alternatively use a fighting type. Lapras should be difficult to take out as
it has a large amount of HP as well as confuse Ray and Protect making taking
it down a real challenge. Not only that but keep in mind that it has a Quick
Claw as well as Horn Drill that will cause one hit KO's if it should hit. Try
and take it out as quickly as possible, it may be a good idea to use Pokemon
that know fighting moves or rock moves and it wouldn't be a bad idea to use a
Pokemon that blocks one hit KO moves.


-Battle Pike-

Frontier Brain: Pike Queen Lucy
14 rooms per round
Silver Symbol: 2 rounds
Gold Symbol: 10 rounds

The Battle Pike is a test of endurance that is mainly based on luck, however
bad luck can quickly end your challenge as one or two bad rooms in a row
could spell disaster. You bring three Pokemon with you as you are brought
into rooms with three doors. You will have to make it through 14 doors before
you finish the round. Their will be an attendant near the doors who will be
able to give you a hint about one of the doors. It is very difficult to know
where to go as everything in here is based on chance therefore it can feel
very harsh when you run into several bad rooms in a row. Here is what each of
the messages mean (Thanks to Serebii's creator for most of this info)

-A Trainer? I sense the presence of people...-

75% = Fight a normal trainer
25% = Your Pokemon are fully Healed

-I seem to have heard something... perhaps whispering.-

80% = Nothing happens
20% = Fight a two on two battle

-Distinct Aroma of Pokemon wafting around it-

75% = Wild Pokemon room
25% = Fight a strong trainer and have your health fully restored afterwards

-I felt a wave of nostalgia coming from it-

50% = One or more Pokemon are fully healed
50% = One or more Pokemon are inflicted with status condition

-A terrifying event, yes a horrible one, is about to befall you...-

Signals arrival of Pike Queen Lucy, pick the correct door and your Pokemon
will be fully healed before the battle.

-Silver Badge Battle-

Pike Queen Lucy:

Seviper: Quick Claw
Poison Fang
Giga Drain

Shuckle: Chesto Berry

Milotic: Leftovers
Ice Beam
Mirror Coat

This battle is a lot easier if you have fully healed Pokemon before hand, if
not it could be a real slog depending on your current conditions. Lucy's
Seviper has a quick claw so make sure you don't rely heavily on your Pokemon
acting first. Seviper is pretty delicate so hopefully you will be able to
beat it quickly and efficiently before it becomes a hassle. Although Lucy's
Shuckle has extremely high defences but its low hp means it can be taken out
by strong moves that are super effective such as rock slide. It uses moves
such as toxic before resting to whittle down your health slowly. If you are
having trouble with Shuckle remember that it doesn't have any moves to defeat
a Substitute or a Steel type and will be useless to do anything but stall.
Lucy's Milotic is probably her strongest Pokemon having both great defensive
and offensive capabilities. There are several ways of taking down Milotic.
Since Milotic's defence is smaller than its special defence it would be a
good idea to exploit it, just make sure you are doing more than half damage
or else recover and leftovers will erase any damage done. You could attack
with its weaknesses; just keep in mind it does have high special defence and
as well as that it has Mirror Coat to reflect the damage back towards you
double, so just be careful when using this tactic. Using a move like Toxic is
effective as it has no way of recovering status inflictions, although
Milotic's defence will double due to its Marvel Scale it will eventually
fall. Another thing to note is that Milotic can't actually really deal with
water types, a water type with Toxic will soon end Milotic without incident.


SECTION 3: Other Places of Interest in the Frontier

*Information Centre*

This will be the first thing you actually visit in the Frontier as it also
acts as the main entrance. Inside you will receive your Trainer Card Update
and will also be able to receive information on various aspects of the Battle
Frontier. Here you can find out about the facilities and rules.

The Trainer Card update gives you several new functions which include,
What Symbols you've earned
A Battle Record which allows you to record and view a battle
BP number
Frontier Map

*Battle Frontier Ranking Hall*

In the area surrounded by the Battle Tower, Arena and Pyramid you will find
the ranking hall. Here your greatest battle Tower Exploits will be recorded
from all the different attractions. If you exchange records with your friends
their scores will also appear in here. Keep in mind only the top three scores
will make it onto the leader boards. Here is a list of the possible places to
score on:

Battle Tower Single LV.50
Battle Tower Single OPEN LEVEL
Battle Tower Double LV.50
Battle Tower Double OPEN LEVEL
Battle Tower Multi LV.50
Battle Tower Multi OPEN LEVEL
Battle Tower Link LV.50
Battle Tower Link OPEN LEVEL
Battle Pike LV.50
Battle Pike OPEN LEVEL
Battle Dome Single LV.50
Battle Dome Single OPEN LEVEL
Battle Factory Single LV.50
Battle Factory Single OPEN LEVEL
Battle Arena LV.50
Battle Arena OPEN LEVEL
Battle Pyramid LV.50
Battle Pyramid OPEN LEVEL
Battle Palace Single LV.50
Battle Palace Single OPEN LEVEL

*Scott's House*

In case you were wondering where Scott hangs out when he's not looking for
trainers you will find him right at the far north of the Battle Frontier just
west of the Battle Tower. When you first talk to him he will give you a few
BP to get started. He will also give you prizes if you clear certain Battle
Frontier conditions.

50 Battles in a row at Battle Tower: Silver Shield
100 Battles in a row at Battle Tower: Gold Shield
All Silver Emblems: Lansat Berry
All Gold Emblems: Starf Berry

*Wild Sudowoodo*

Just outside the Battle Palace there is water, Surf along to the right or
walk around to a section near an odd looking tree. Players of G/S/C will
recognise this 'tree' as Sudowoodo. Water it with your Wailmer Pail and it
attacks. It is level 40 and you will only have one chance to catch it so make
sure you -SAVE- before you water it. Obviously just use the normal methods of
catching by inflicting it with a status condition, whittling down its health
and throwing balls at it. Just make sure you take some of your weaker Pokemon
to catch it as you don't want to take a team of level 100's to knock it out
before you catch it.

*Artisan Cave*

If you have beaten/captured Sudowoodo, you will find that you can now access
the area behind it. Surf down the waterfall and head to the far left and you
will see a cave. In this cave you will find many wild Smeargle (hence the
name of the cave). These Pokemon are valuable for breeding moves as well as
interesting to battle (it can learn any move with its attack Sketch). At the
end of the cave you will find yourself just right of the Battle Tower, making
for an interesting detour around the Frontier.


After you have won 3 of the 14 frontier badges you will have access to a man
in a house to the south of the Battle Pyramid that will let you bet on the
challenges. Every day he will tell you which attraction you can bet on. You
will be able to bet 5, 10 or 15 Battle Points each visit. If you win you will
collect twice what you bet. To be honest you do not get a great deal of
Battle Points when and you have to be winning a great deal more than losing
before you really start earning anything. It's also probably not a good idea
to be betting too much when you get into higher levels of each of the
Frontier attractions otherwise you'll find yourself cursing and not only
losing the challenge but a decent number of Battle Points too.

*IV (Individual Value) Man*

As you may or may not know, each Pokemon has an IV for each of its stats.
This number will be from 0-31. This number will affect a Pokemon's growth in
each particular stat (For instance two Abra's have HP IV's of 13 and 25, the
Abra with the higher IV, in this case the one with 25, will have higher HP
due to this. Usually the easiest way to find these is through IV calculators
found online, however the IV man found just north of the Pokemon Center will
give you brief but informative information on each of your Pokemon and will
give you this information:
Its overall ability (e.g. outstanding)
Its best aspect (e.g. Speed)
How good its best aspect is (e.g. Flawless)
For more detailed information concerning IV's consult other guides.

*Palace Girl*

If you are having difficulties finding which Pokemon to use in the Battle
Palace look for a house east of the Pokemon Center, inside will be a little
girl who will be able to tell how the personality will affect how it battle's
and what it will do when it is low on HP.


SECTION 4: Frontier Prizes and Move Tutors

*Battle Prizes*

As you battle through the Frontier you will soon gain amounts of BP (Battle
Points) depending on how well you do. You can use these to trade in at
various places at the battle frontier for different prizes (similar to
amusement arcades but actually more worthwhile). Here is a list of the items
you can trade for from left to right.

First Stall (This stall contains many new items to use to decorate your room
and your base.)

Kiss Poster.....16BP
Kiss Cushion.....32BP
Smoochum Doll.....32BP
Togepi Doll.....48BP
Meowth Doll.....48BP
Clefairy Doll.....48BP
Ditto Doll.....48BP
Cydaquil Doll.....80BP
Chikoria Doll.....80BP
Totodile Doll.....80BP

Second Stall (This stall has more new dolls in a large variety as reflected
by the price.)

Lapras Doll.....128BP
Snorlax Doll.....128BP
Venusaur Doll.....256BP
Charizard Doll.....256BP
Blastoise Doll.....256BP

Third Stall (This stall contains cheap medicines used to help boost your
Pokemon's stats; this is very useful if you are low on money.)

HP Up.....1BP

Fourth Stall (This stall contains some of the more useful items for the
Battle Frontier; use these to really help your strongest Pokemon reach their

White Herb.....48BP
Quick Claw.....48BP
Mental Herb.....48BP
Bright Powder.....64BP
Choice Band.....64BP
Kings Rock.....64BP
Focus Band.....64BP
Scope Lens.....64BP


*Move Tutors*

Most recently seen in Fire Red and Leaf Green Move Tutors make an appearance
in Pokemon Emerald and the Battle Frontier. Here you can trade your BP for
the move tutors services. The difference in the Battle Frontier is that as
long as you are willing to pay you can get this move as much as you want,
this is ideal for people who want perfect movesets. (Yet for some strange
reason Substitute isn't included... yet we find moves like Softboiled... nice
one Nintendo...)The move tutors are listed from left to right.

First Tutor (I find most of these moves to not be as good as the second
tutors, but I'm glad the elemental punches are back)

Defence Curl.....16BP
Mud Slap.....24BP
Icy Wind.....24BP
Psych up.....48BP
Ice Punch.....48BP
Thunder Punch.....48BP
Fire Punch.....48BP

Second Tutor (These moves are more valuable in my opinion, although some of
them are kind of useless)

Seismic Toss.....24BP
Dream Eater.....24BP
Mega Punch.....24BP
Mega Kick.....24BP
Body Slam.....48BP
Rock Slide.....48BP
Thunder Wave.....48BP
Swords Dance.....48BP


SECTION 5: Credits


Thanks to the owner of for certain info on the Battle Frontier

...And that's all for now!


Note to all those who email me:

I am more than likely to respond to your emails as I am very interested to
hear your comments and hear constructive criticism. If I do not respond it is
more than likely to be a computer error rather than anything else. Also to
people who are asking for help I am more than willing to help even if it is
on a topic outside of this guide unless I get swamped. Keep in mind you are
much more likely to receive a response to something directly about this guide
as those are the emails I prefer.
It is also worth noting that I am not accepting contributions for this
guide nor am I likely too in the future. I am pleased at the current steady
and relaxed pace this guide is being developed in and do not require any
help, at least at the moment.
If a site wishes to use my guide read the paragraph concerning
copyright. I will allow it's use on other sites permitting that I have given

Contact me, at my email if you have any comments to this guide at...

This Guide currently has had permission to appear on these sites:

Guide Written By Liam Brennan (Ultima Sabre)
Copyright 2005 Liam Brennan

This may be 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
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Article Source: : Pokemon Emerald Battle Frontier Guide  :
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