First time post on smogon, although I have been a very long-time lurker here (probably over 10 years by now), so brief introduction first: I’ve been a Pokemon fan since the early 2000’s as many, and I always was interested in the video games, or the trading card game since. I particularly have fond memories of playing through Pokemon Emerald, and the Battle Frontier obviously kept me hooked for years. I was early on interested in the strategy aspects, and actually ran a blog back in the late 2000’s when it was cool to do so, which allows me to have somehow kept track of what I was doing in my games back then! Anyway, the years passed, but my interest in the 3rd gen Battle Frontier kept resurfacing occasionally, and I did eventually obtain all gold symbols, although not on the same cartridge.
A few months ago I stumbled across this topic, and was super interested as I’ve always loved reading about in-depth strategies for the Battle Frontier. Once again, this reignited the spark, and I decided to re-embark on the challenge, this time on a Japanese Emerald as an additional challenge (and with the “I’m doing this to improve my Japanese” excuse).
After securing the gold symbol in the factory after a whopping 30+ hours spent there (I was quite rusty, and the language barrier did slow down things considerably), in a rather lucky streak that probably does not deserve its own post, I dived again in the painful 3rd gen RNG abuse mechanisms.
After a month, I finally got a team I could use in the Battle Pike!
Swellow @ Choice Band
Adamant, male
EVs: 34 HP, 252 Atk, 224 Speed
IVs: 30-30-30-15-30-30
- Facade
- Return
- HP Ground
- Aerial Ace
Could get better IVs for HP Ground, but this was easier to rng abuse for. Enough speed to reach 173, the rest goes in HP. Max Atk is required.
Flygon @ Lum Berry
Adamant, female
EVs: 6 HP, 252 Atk, 252 Speed
IVs: 31-30-30-31-30-31
- Earthquake
- Rock Slide
- HP Bug
- Quick attack
Nothing fancy here. IVs give HP Bug without giving up any speed, max Atk needed due to low Base Stat, max Speed to tie Base 100. Some wasted EVs due to unfortunate thresholds not reach, but this can’t be undone without sacrificing some Atk.
Starmie @ Mysticwater
Modest, no gender
EVs: 6 HP, 252 SP. Atk, 252 Speed
IVs: 31-4-31-31-31-31
- Surf
- Psychic
- Ice Beam
- Thunderbolt
Standard EV spread and moveset. You want to max out SP. Atk, and speed tie opposing Starmie, Timid is too weak.
Team building: as you know, the battle pike comes with its own specific set of rules. In no particular order of importance:
1. Compared to other facilities is that you don’t HAVE to fight trainers to progress further.
2. You don’t always get healed after a battle is also very important.
3. You may start a battle with statused Pokemon.
4. Your team will face both single and double battles.
I wanted to avoid using archetypical Pokemon (Blissey is of course unbelievably good here (thanks to points 2 and 3), but Metagross and Latios are also very common (points 4 in particular, and 3 to some extent for Metagross)), and so I wanted to take advantage of point 3 in particular.
Set explanations: in the past Heracross has been used successfully thanks to Guts, but I wanted to give Swellow a try. Although it has rather low BST, Swellow has 3 main advantages over Heracross: blistering speed (125 base stat), very reliable and powerful STAB (Return at 102 BP, and Facade potentially at 140 BP if statused), and a handy immunity to Ground. This comes at a cost though: it has pathetic defences. ANY strong STAB or Super Effective move is a serious OHKO threat. He needs decently bulky partners to switch into, able to take those moves (in particular, the Ice, Electrick, and Rock moves that it will attract).
This is where Flygon comes in. With a Rock resistance and an Electrick immunity, it can come in and take little damage, while being an immediate threat thanks to a reasonably powerful stabbed Earthquake. It is also a fantastic asset for double battles, EQ dealing massive spread damage (Swellow being immune), and Rock Slide being there for coverage as well as fishing for flinches when it can. HP Bug is here to try and cover a rather shallow physical movepool, but does come in handy against levitating Psychic types (Claydol, Lunatone, Solrock) and Grass-types. Quick attack is 100% filler, I thought it could be used since Flygon is the slowest of the team and to help against quick claw, but the damage is so pathetic it was never used. Flygon needs the Lum berry to help with status of course, although it would have really liked a choice band. Oh well.
This leaves two big weakness to cover for the last team member: Ice moves destroy Swellow and Flygon, and physical walls can be troublesome. Starmie is ideal for this. Usually, it lives in the shadow of Latios, but the Ice resistant is necessary here. This is the classic SPIT Starmie, it does fairly well in the facility in general, and medical cure is of course particularly useful in the Pike. It wins 1 on 1 to a large number of Pokemon thanks to a good typing, decent bulk, and the single most amazing offensive type coverage that can be given to a Pokemon in 3rd gen I believe. Not much isn’t going to be OHKO/2HKOed by Starmie outside Blissey and the likes. Finally, its own weaknesses (Electrick in particular) are well covered by Flygon.
Strategy: Each Pokemon having some answer to status, you want to aim for “nostalgia” rooms of course.
“Whisper” rooms are also good, since you have a strong advantage (3 vs 2, good synergy between Swellow and Flygon). Double battles are usually fast and easy, since EQ will most likely OHKO one of the opponents while putting a seriousdent in the other one, which will be taken care of by Swellow. Most battles are a clean one-turn no damage, although complications may occur of course. Be aware that should Swellow be KOed before Flygon attacks, Starmie will take massive damage on the switch-in from Flygon’s EQ.
“Pokemon scent” room are a tough decision, usually avoid, with exception (see below). Even though most of them are a free pass with the possibility to get Swellow poisoned/burnt, it is only safe to do so against Dusclops. You have to select Aerial Ace unfortunately, since otherwise locking Swellow into a non-damaging move will cause big trouble should Dusclops use Mean Look. Ah also, this strategy is completely impossible in open lvl, due to Dusclops now being able to use Ice Beam.
Avoid the “trainer” room, single battles are the weakness of this team, and losing one or two Pokemon with no healing could put you into trouble.
There are some exceptions to these recommandations: in room 5 and 6 of each pass, avoid Nostalgia rooms if possible. Having 3 Pokemon asleep or frozen is a sure streak killer should you run in a battle. This is how I lost 12 out of my 13 run attempts (including this one). In room 1 and 2, I would generally take a “Pokemon scent” room, since a battle would leave your team fresh (as long as you you win it obviously), and also for the possibility to activate Swellow’s Guts in the maze room.
If you do have a poisoned/burnt Swellow, I would take single battles. Swellow is an absolute powerhouse in this case, destroying anything that does not resist it, and even some Pokemon that do (see calcs below. For the record, Choice Banded Guts Facade is 30% stronger than a Choice Banded Return from Slaking despite Swellow’s average Attack base stat). You may even want to consider passing on a nostalgia room to keep a poisoned/burnt Swellow, and have easier battles.
252+ Atk Choice Band Guts Swellow Facade (140 BP) vs. 170 HP / 170 Def Swampert: 202-238 (103 - 121.4%) -- guaranteed OHKO
252+ Atk Choice Band Guts Swellow Facade (140 BP) vs. 0 HP / 0 Def Aerodactyl: 155-183 (100 - 118%) -- guaranteed OHKO
252+ Atk Choice Band Guts Swellow Facade (140 BP) vs. 170 HP / 170 Def Suicune: 169-199 (86.2 - 101.5%) -- 12.5% chance to OHKO
Suicune2 and Suicune6 are the only ones able to somewhat reliably live I believe (outside of Rock/Steel/Ghost types of course). All offensive Suicune (set 1, 3, 4) are cleanly OHKOed, Suicune5 is a 69% roll.
Final tips
Of course, in room 7, always take the nostalgia room if offered to you.
If you have to sacrifice someone, it's usually best to keep Flygon and Starmie alive.
One last thing, if Starmie and Flygon are statused, switching from the former to the latter cures both if you can pull it off.
I reached 223 battles (lvl 50), although it took me quite a few attempts. As said above, 3 x asleep/frozen late in the run is almost certainly a death warrant, and there isn’t too much that can be done I believe. Swellow is also as powerful as it is frail. Don’t hesitate to switch out in doubt, if fresh it can finish off almost anything that has taken a hit before. Flygon is underwhelming in single battles, but the Ground type is really needed here, otherwise Jolteon eats the team alive.
Possible improvements: Mysticwater is of course weak on Starmie, could give it a berry to cure sleep/freeze. HP ground on Swellow and Quick attack on Flygon are not very useful to say the least, Sleep Talk could be considered, but it doesn’t synergize well with Swellow’s Choice Band or Flygon’s Lum berry.
I might try a couple changes in the future, or give lvl 100 a go, but for now I’m quite happy with 223 rooms since this is (by a small margin) the highest non-Blissy streak so far!