Hi guys. I've recently started playing through Emerald's Battle Frontier and man, it is tough. So far I have received the Battle Factory's silver symbol as well as the Battle Pyramid, after painstakingly RNGing legendary Pokemon and parents for breeding. I have a team of 4 so far, one of them being interchangeable since you can only take 3 with you. I am using this guide on wild Pokemon in the Battle Pyramid, written by Expert Evan, and it is very helpful. Thank you, Expert Evan for your hard work! Also, as I understand it, Round 10 is host to the frontier brain for the Pyramid and features a team of the original legendary trio; Articuno, Zapdos, and Moltres. It's been interesting and I have some very powerful Pokemon, but I need some help patching up any potential weak spots for future rounds... and I kinda just want to show off ;).
First, we'll start with the battle bag. I remember most of the items I have off the top of my head so I'll rattle them off.
(2) Ether
(1) Sacred Ash
(1) Choice Band
(1) Leftovers
(7) Lum Berry
(4) Leppa Berry
(3) Chesto Berry
(5) Revive
(1) Full
(4) Hyper Potion
There is one more item that I can't remember right now, but those are the most important ones. edit: okay, there's the full list.
Now, let's get to the Pokemon. All of these mons have PP Max on each move.
Salamence @ Lum Berry / Chesto Berry
Ability: Intimidate
Nature: Naughty
EVs: 52 HP / 100 Atk / 100 SpA / 252 Spe
~Dragon Dance
~Aerial Ace
~Earthquake
~Fire Blast
I used this monster for the first five rounds, then swapped him out for R5, the Ground immunity round. Earthquake is his strongest move; I went with Aerial Ace instead of Hidden Power Flying because the Battle Frontier in general has a lot of Double Team users and I don't want to mess around missing and wasting PP... especially in the Pyramid where PP is limited. I put him back in for R6, the Shadow Tag / Arena Trap round. In theory, I used it because it was a Flying-type and hence immune to Dugtrio's Ground attacks, and I could switch out on wild Trapinch and hopefully use Softboiled on Blissey (more on that later). I used Dragon Dance to get around Wobbuffet's Counter. Basically, I'd use Dragon Dance a few times, then when it doesn't use Destiny Bond, kill it with Earthquake. Wynaut was a OHKO with Earthquake, so there was no need to ever boost. Fire Blast is for Skarmory and Forretress, although I haven't run into the latter yet. Overall, Salamence has served me well, but sometimes I wished it hit a little harder right off the bat.
Heracross @ Choice Band
Ability: Guts
Nature: Adamant
EVs: 252 Atk / 4 SpD / 252 Spe
~Megahorn
~Brick Break
~Rock Slide
~Earthquake
This guy is my MVP late-round. I got by in earlier rounds using crappy in-game Pokemon but when I was finally able to catch one of these guys and breed for optimal IVs, I knew I was in for a treat. When I obtained a Choice Band, my team's firepower went way up. I have been able to get him burned in two different rounds, making his attacks impossible for the CPU to withstand. Brick Break alone won me the Brave Symbol. I usually put him at the front of my party in later rounds when Salamence or Latios are worn down. This helped in R6, where Megahorn managed not to miss, instead mauling the Wobbuffets on the 7th floor (I didn't quite trust Earthquake and didn't want to use a Revive so late into the round). Rock Slide hits Levitators and Flyers quite hard, while Earthquake is a great spread move in double battles. Both Salamence and Latios are immune to it, which is a nice bonus!
Latios @ Lum Berry / Chesto Berry
Ability: Levitate
Nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe
~Psychic
~Dragon Claw
~Ice Beam
~Thunderbolt
I was able to shark up an Eon ticket and activate the battle on Southern Island so I could catch this guy without having to resort to the 31/8/0/0/0/0 roamer. It hits harder than Salamence on the special side and has fantastic coverage all around. Psychic is the primary STAB, hitting wild Gengar super effectively and having good neutral coverage overall. Dragon Claw is great neutral secondary STAB when I know I can KO something without Dragon Claw. Ice Beam covers Dragons when I don't want to waste Dragon Claw's PP; Flygon is a common recipient for this. Thunderbolt is the last move, mainly to hit Water-types and Skarmory. Timid seems like overkill but it was way easier to RNG. Strangely, I ended up ditching Latios in R6 despite him being a Levitator, but I knew that Salamence and Heracross could handle pretty much everything and I am now using Blissey as a 3rd member for walling and clerical purposes.
Blissey @ Leftovers
Ability: Natural Cure
Nature: Calm
EVs: 4 HP / 252 Def / 252 SpD
~Seismic Toss
~Ice Beam
~Softboiled
~Aromatherapy
I got the idea of using Blissey in the Battle Pyramid from Psypokes, having forgotten the obscure out-of-battle effect of Softboiled. Basically, you can use Softboiled to cut Blissey's health by a fraction and give that health to another member of the team, keeping my attackers healthy. When I have a chance, I'll switch Blissey in on a special attacker, recover with Softboiled as much as possible so I can have more health to give to my teammates later on. Aromatherapy is helpful sometimes, though I don't use it if Heracross is burned because I want as much ridiculous physical power that I can get. It does help if one of my members gets poisoned, no thanks to poison's out-of-battle effect, so I don't have to use up my Lum Berries as frequently. Sleeping and paralyzed Pokemon appreciate the support too. Seismic Toss and Ice Beam let Blissey chip away at my opponent.
The next round is R7, and the fortune teller tells me this:
I am open to critiques or suggestions regarding any additional members. RNGing is a pain in the butt so I'd like serious suggestions so I don't waste my time. Thanks for reading!
Also, special thanks to Hozu for his endless support, research, and resources, and Kaphotics for his helpful lua scripts that made RNGing easier.
First, we'll start with the battle bag. I remember most of the items I have off the top of my head so I'll rattle them off.
(2) Ether
(1) Sacred Ash
(1) Choice Band
(1) Leftovers
(7) Lum Berry
(4) Leppa Berry
(3) Chesto Berry
(5) Revive
(1) Full
(4) Hyper Potion
Now, let's get to the Pokemon. All of these mons have PP Max on each move.
Salamence @ Lum Berry / Chesto Berry
Ability: Intimidate
Nature: Naughty
EVs: 52 HP / 100 Atk / 100 SpA / 252 Spe
~Dragon Dance
~Aerial Ace
~Earthquake
~Fire Blast
I used this monster for the first five rounds, then swapped him out for R5, the Ground immunity round. Earthquake is his strongest move; I went with Aerial Ace instead of Hidden Power Flying because the Battle Frontier in general has a lot of Double Team users and I don't want to mess around missing and wasting PP... especially in the Pyramid where PP is limited. I put him back in for R6, the Shadow Tag / Arena Trap round. In theory, I used it because it was a Flying-type and hence immune to Dugtrio's Ground attacks, and I could switch out on wild Trapinch and hopefully use Softboiled on Blissey (more on that later). I used Dragon Dance to get around Wobbuffet's Counter. Basically, I'd use Dragon Dance a few times, then when it doesn't use Destiny Bond, kill it with Earthquake. Wynaut was a OHKO with Earthquake, so there was no need to ever boost. Fire Blast is for Skarmory and Forretress, although I haven't run into the latter yet. Overall, Salamence has served me well, but sometimes I wished it hit a little harder right off the bat.
Heracross @ Choice Band
Ability: Guts
Nature: Adamant
EVs: 252 Atk / 4 SpD / 252 Spe
~Megahorn
~Brick Break
~Rock Slide
~Earthquake
This guy is my MVP late-round. I got by in earlier rounds using crappy in-game Pokemon but when I was finally able to catch one of these guys and breed for optimal IVs, I knew I was in for a treat. When I obtained a Choice Band, my team's firepower went way up. I have been able to get him burned in two different rounds, making his attacks impossible for the CPU to withstand. Brick Break alone won me the Brave Symbol. I usually put him at the front of my party in later rounds when Salamence or Latios are worn down. This helped in R6, where Megahorn managed not to miss, instead mauling the Wobbuffets on the 7th floor (I didn't quite trust Earthquake and didn't want to use a Revive so late into the round). Rock Slide hits Levitators and Flyers quite hard, while Earthquake is a great spread move in double battles. Both Salamence and Latios are immune to it, which is a nice bonus!
Latios @ Lum Berry / Chesto Berry
Ability: Levitate
Nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe
~Psychic
~Dragon Claw
~Ice Beam
~Thunderbolt
I was able to shark up an Eon ticket and activate the battle on Southern Island so I could catch this guy without having to resort to the 31/8/0/0/0/0 roamer. It hits harder than Salamence on the special side and has fantastic coverage all around. Psychic is the primary STAB, hitting wild Gengar super effectively and having good neutral coverage overall. Dragon Claw is great neutral secondary STAB when I know I can KO something without Dragon Claw. Ice Beam covers Dragons when I don't want to waste Dragon Claw's PP; Flygon is a common recipient for this. Thunderbolt is the last move, mainly to hit Water-types and Skarmory. Timid seems like overkill but it was way easier to RNG. Strangely, I ended up ditching Latios in R6 despite him being a Levitator, but I knew that Salamence and Heracross could handle pretty much everything and I am now using Blissey as a 3rd member for walling and clerical purposes.
Blissey @ Leftovers
Ability: Natural Cure
Nature: Calm
EVs: 4 HP / 252 Def / 252 SpD
~Seismic Toss
~Ice Beam
~Softboiled
~Aromatherapy
I got the idea of using Blissey in the Battle Pyramid from Psypokes, having forgotten the obscure out-of-battle effect of Softboiled. Basically, you can use Softboiled to cut Blissey's health by a fraction and give that health to another member of the team, keeping my attackers healthy. When I have a chance, I'll switch Blissey in on a special attacker, recover with Softboiled as much as possible so I can have more health to give to my teammates later on. Aromatherapy is helpful sometimes, though I don't use it if Heracross is burned because I want as much ridiculous physical power that I can get. It does help if one of my members gets poisoned, no thanks to poison's out-of-battle effect, so I don't have to use up my Lum Berries as frequently. Sleeping and paralyzed Pokemon appreciate the support too. Seismic Toss and Ice Beam let Blissey chip away at my opponent.
The next round is R7, and the fortune teller tells me this:
I'll likely leave Salamence out of this round and let Heracross do the dirty work against the wild Pokemon, with Latios for back up with trainers as well as partnership in double battles.... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... Aah! I see ICE-type POKéMON... ...And, I see your POKéMON fighting the freezing effects of ice... Whether you believe my fortunes or not, the choice is yours... The future can be changed anytime... I wish you safe passage...
I am open to critiques or suggestions regarding any additional members. RNGing is a pain in the butt so I'd like serious suggestions so I don't waste my time. Thanks for reading!
Also, special thanks to Hozu for his endless support, research, and resources, and Kaphotics for his helpful lua scripts that made RNGing easier.
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