Pokéathlon Records

Beaf Cultist

Just a Little Guy
is a Metagame Resource Contributor
asked a mod if I could make this thread like, 6 months ago, then completely forgot about it. whoops!

So, I really like the Pokéathlon. Like, really like it. I have no kidding sunk 200+ hours into this HGSS minigame, and I’ve got the results to back it up. I’d love to see more people show interest in this, so I thought I’d share my current records in all the events to show what’s possible, as well as my personal strategies from every event to get discussion started. These events are surprisingly complex, and with optimization (and RNG. Looking at you, Pennant Capture) I'll bet almost every event could reach the 200 point cap, which would be absolutely wild to see. If you have new strategies or just general discussion/questions about the Pokeathlon, this is the place for them.

Will try to update these as I achieve new records. I’ll give photographic evidence for anything, just ask.

Course Records:
Speed: 576 points (Cleffa, Suicune, Jolteon)
Power: 602 points (Entei, Steelix, Magmortar)
Skill: 606 points (Electrike, Porygon, Aron)
Stamina: 590 points (Entei, Arceus, Lugia)
Jump: 488 points (Latias, Yanmega, Crobat)

Event Records:
Hurdle Dash: 76.1 Seconds (151 points)
Pennant Capture: 51 Flags (153 points)
Circle Push: 66 Points (198 points; MAX)
Block Smash: 167 Pieces (167 points)
Disc Catch: 126 Points (139 points) — the opponent caught 0 discs here
Lamp Jump: 575 Points (164 points)
Relay Run: 21.0 Laps (200 points; max score)
Ring Drop: 200 Points (200 points; MAX)
Snow Throw: 127 Hits (200 points; max score)
Goal Roll: 24 Points (200 points; max score)

Medalists: 296

Friendship Room Score: 6157 Points

Quick clarification; 200 is the max score you can get in any one event, but the requirements for achieving this differs from event to event. For example, Block Smash has its score directly correlate to the number of blocks broken, while Relay Run is equal to 10 times the number of laps. Because of this, some events may already be at 200 points, but the measurement of the event itself still has room for improvement. These have been labelled ‘max score’. Meanwhile, you can never score higher than 66 in a Circle Push match, so this has been labelled MAX. Also fun fact, the Ring Drop scoreboard stops counting at 200, so even if you are technically able to score higher, it won’t count. Lol!
 
And my event strategies, as promised.

Hurdle Dash: This event is all about Speed. Like, entirely. I originally thought having a low jump stat to boost on the highest number of hurdles was important, but the opening hurdles are actually spaced in such a way that even max Jump mons can reach the highest possible boost from the start. The best strategy I've found is to run 3 high Speed, high Skill mons, and to perfectly time every jump so they all give a hurdle boost. One thing you might notice after running it this way for a while is that, somewhere in the course, one of your mons will always hit a hurdle on their way down from a jump. This is where the hard part comes in. You see, I'm not sure how tight or lenient it actually is, but if you tap on a Pokemon on around the exact frame it hits the ground, it will immediately jump again, even if it hits a hurdle. The hurdle will break as if you hit it, but the mon itself won't lose any speed. This technique is pivotal for a good run. In my best run ever (a 76.1), I had to perform three of these, which should be about the expectation for an average successful run. Overall, on the higher end of difficulty among the events, due almost entirely to the very tight timing in the second half of the event.

Pennant Capture: This event is HELL. First, don't even bother trying for a good run if there are blocks along the border of the field. You need to be able to loop the edge of the field unobstructed to even have a chance. Second, bring high Speed, high Skill mons, preferably 3 that are maxed in both. One thing you should know about this event is that the enemy AI is absolutely vicious, and will do anything it can to screw up your run. Generally you want to just avoid them; stealing pennants is slow and not worth the effort, plus if your mons have low Stamina the hitbox for them to get stolen from is absurdly lenient. I’ve had AI come at me from literally the side and still manage to steal, it’s torture. To get a good run you need good RNG on block positioning, good RNG on pennant spawns, and good RNG on the enemy deciding they want to be an idiot today. Then, you should spend almost your entire time running circles around the border of the play field. A good amount of pennants will spawn here, and if you're lucky you can get 9 every run. Of course, you can divert a bit from this course to grab a flag or two, but be very wary of opponents coming around to trip you up, and make sure you complete around one lap every 10 seconds. 54 is the theoretical highest score possible (as 6 runs of 9 pennants each is about the most that can reasonably be done in 60 seconds), but the extreme difficulty of achieving this means it probably won't be done for quite a while.

Circle Push: Probably the easiest event to max out. Just bring 3 max Power max Stamina mons and maneuver them into the highest-scoring zones every round. With luck, you'll eventually get a run where the AI doesn't contest your zones too much, and a perfect 66 will be yours.

Block Smash: Bring mons with max Power and Stamina. 'High Tension' (the period where the aura around a mon is orange) is key here. Your mon breaks blocks at like, 5x the rate, and doesn't run out of stamina while the period is active. Therefore, the best time possible is entirely based on how fast you can reach High Tension. To do this, you need to hit the small cracks that show up on each block. The crack's hitbox is a little janky, so I'd recommend aiming slightly above the center of the crack. Each crack adds to your 'tension' (The blue aura surrounding your mon. Its animation speeds up as it grows), and once you reach orange it becomes a spamming match. High Tension is time-based instead of being score-based, and there’s no cap on how fast you can click, so this event is literally just a spamfest. Additionally, try to switch while a new stack is being placed so as not to waste time with the switching animation.

Disc Catch: This one's pretty annoying, as scoring well almost entirely depends on how the enemy AI is feeling. If the opponents near the front of the stage decide they want to grab all of the discs, you're kinda just screwed. Otherwise, to get the best results bring Pokemon with maxed Jump and Speed, and then as much Power as possible. Then, send every mon you have to the 5 point area and camp, as this is the single best way to rack up points. To minimize RNG, always try to knock opponents near you off the arena before any discs come by, so that you can claim them without worry. Max theoretical score is I believe 130, but feel free to fact check me on that. —Note: after additional practice, I think high Power is actually more important than high Jump, so you should prioritize that first.

Lamp Jump: I'm not entirely sure how to handle this one, honestly. Obviously, bring mons with max Jump and high Skill, but beyond that it's a little weird. The trampoline mechanics are super janky, trying to bounce one mon while another one lands causes the bounce to be eaten, and random dead spots can mess up an otherwise great streak. Now, call me crazy, but the best strat for this is quite possibly to bring one high Jump mon and two high Power/Stamina mons, and to just continuously bounce the first mon in the air so its streak stays alive for the entire round. This would be immensely difficult, but would get the highest score by far, and probably even break into the 200 point range.

Relay Run: Depends on map layout. If you get an easy stage setup (2 hazards top 4 hazards bottom, 2 hazards bottom 4 hazards top, and edge/center/edge/center/edge/center are the best possible), you're pretty much set. Just bring 3 max Speed mons with as much Stamina as possible and go ham with spam swiping. Similar to Block Smash, you want to know ahead of time how many laps your mons can run before they become tired, so you can switch immediately before that happens. Pro tip: switch right after swiping to conserve some momentum even while switching.

Ring Drop: Really easy. Max Power max Stamina, just knock opponents off from the center of the stage. Jumping doesn't matter if they can't handle normal hits anyway.

Snow Throw: Joke event. Bring 3 max Skill, high Stamina mons and just spam weak snowballs onto the team directly to your left or right (your choice, but only pick one). Score is almost entirely based on how well you get the timing.

Goal Roll: Probably the event with the highest skill ceiling. There are two ways to go about this; Balanced and Hyper Offensive (flashback to normal mons). With Balanced, you'll want to bring 3 mons with max Skill; your first slot should have its Speed and Power as high as possible (focus on Speed), your second should have max Power, and your third should have max Stamina and as much Power as possible. The mon in your first slot is your starter; you'll use it to guide balls around the field and score goals. You should almost never shoot with this mon; instead, try to nose every ball lightly into the goal. Meanwhile, your second mon is your shooter. Keep it in the middle of the field, and try to score points with balls that have just spawned, by shooting them immediately before anyone else can get to them. The AI opponents on regular difficulty will all be knocked down by a max power shot, so as long as your aim is good and you get to the balls in time, this should never fail. Finally, the last mon is your goalie. Move it slightly to block any balls opponents manage to shoot near your goal, and shoot them away whenever you can. On a Hyper Offensive team, every mon is a shooter. You want three max Skill, max Power mons, which you'll position in the center of the field; using each to cover the gaps of the others. Whenever a ball spawns, you'll want to immediately shoot it into a goal, and then just keep doing so for the entire round. This is the way to get the highest score, but it's also extremely hard to pull off. Keep in mind that balls will never respawn in the corner of the team that was just scored on, as this can save you some guessing when positioning your shooters.
 
i was obsessed with grinding out pokeathlon records back in uhh checks date of records 2015 so i guess i'll share my records. world record knowledge is sourced from cyberscore and some random reddit thread

courses
jump: 495 :voltorb: :crobat: :furret: this was actually WR back in the day, with furret to boot :D but someone has 550 now
power: 580 :rayquaza: :moltres: :typhlosion:
skill: 582 :rayquaza: :mewtwo: :ho-oh:
speed: 556 :mewtwo: :furret: :dratini:
stamina: 584 :rayquaza: :moltres: :suicune:

events
block smash: 150
:moltres: :rayquaza: :typhlosion: fuck this game. i think OP has WR
circle push: 66 :groudon: :steelix: :gyarados: was completely free
disc catch: 115 :rayquaza: :lugia: :mewtwo: wheee RNGfest. i think OP has WR
goal roll: 18 :rayquaza: :mewtwo: :ho-oh: hate the controls. i think OP has WR
hurdle dash: 77.4 :crobat: :voltorb: :mewtwo: this one is insane w max speed. according to my notes i had exactly 1 miss
lamp jump: 557 :beedrill: :togetic: :pidgeotto: prob got on accident
pennant capture: 53 :ledyba: :sandslash: :oddish: definitely got this one on accident. funnily enough this seemed to be WR at the time. maybe could max this one someday, but i'd rather play pokemon dash
relay run: 20.6 :rayquaza: :mewtwo: :dratini: hrnggggggg
ring drop: 200 :groudon: :rayquaza: :steelix: this is actually pretty easy to max if you dont SD
snow throw: 106 :ho-oh: :mewtwo: :tyranitar: rip left team. i think OP has WR
 
Still working on the other courses but I did 50 pennants for the pennant capture "Potential Trophy" after probaly 70+ attempts. Used 3 Weaviles for my last 20ish attempts, calm natured. With a speed juice from the vendor guy they all had 5 stars (orange colored, so I'm guessing as high as possible) in their speed and skill stats, 3 in power, and I think 2 or less in stamina. Idt stamina matters a lot, if your getting bumped into your attempt will likely fail. Idk how much nature matters tbh, I tried some jolly ones at first and I didn't get 5 orange colored speed and skill stars like I thought I would., so I kept trying different natured ones until one finally gave me the result I wanted. I did this on the speed course. The start I dropped off 7 pennants without realizing, then by the end somehow there must have been about 10 seconds left with my total at 41 and my next mon going in to get the last 9 which I did. I tried the skill course a lot but it was very rare (in my case at least) that they were slower then the mons in the speed course. Also sometimes you get the crappy stage with rocks on the edges which makes it nigh impossible. Also its I think 3 minutes of two courses your not trying for before the pennant capture then 60 seconds for the attempt, meaning you'd get idk I'm bad at math roughly 10-12 tries per hour if your going thru the menu options optimally since you have to sit thru the little intro every time, hit the start button for the courses, etc. Speed is probaly better, at least at the start so can get used to the awful controls. By the time I finished with the new weavile team I was hitting 40-45 consistently on Speed. I think any mon would work as long as they have 5 orange stars in speed and skill. I picked Weavile just cuz I had points to buy 3 claws to evolve them quickly since I did a lot of stuff at the frontier. My backup plan was to try Alakazam or Joelton. Anyways just my thoughts on Pennant capture since i've read (and experienced) how brutally hard getting 50 or more is to beat the 2nd record. Doing goal roll next then the rest, hopefully there not as ridiculous. Pics below for if anyone wants to see, the Weavile caught date is off cuz I was changing the days to see if it affected stats or not.

Forgot to add, when you cross the line as the timer runs out it still counts all the pennants your holding even if the little animation didn't finish yet. So at 41 with 9 pennants in your 'inventory' as you cross the line and the timer runs out you'd still hit 50 total.
 

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I don’t know about records specifically but I find the jump one the easiest to grind points for dem sweet evolution stones. I end up destroying my arm in the process though - that’s the problem with us type specialists - we gotta get 3 leaf stones, 3 Fire stones and a whopping 4 water stones. Still, Eggy/Arcanine/Starmie with 3 badges is the sex. I have a voltorb flip addiction so I can get flamethrower for doggo and boltbeam for Starmie too! I’m terrible at the snowball fight and the footy/volley ball lovechild :/
 
Ok IDK where else to post this, I dont see a thread for Pokeathlon anywhere else really. Any1 have some tips for the Hurdle Dash Event. Specifically mons and exact Stats (Stars) for each. I've Tried, Weavile x3, Aero x3, and Skarmory x3. Weaviles all had 5 orange stars in speed and skill and I think 3 in jump. Aerodactyl and Skarmory had 5 yellow stars in Speed and Jump but only 2 yellow stars in skill. I've tried like 15 natures for Aerodactyl and Skarmory to get a orange 5 star Jump stat but every time I give them the premade Jump juice it says 'it did nothing.' Also I cannot decide if a lower jump skill is better then a high one. My best is 80.4 and 80.2 with Weavile x3 and Aerodactyl x3 respectively, which is I think literally half a second off for getting the potential trophy on this thing. Microing all 3 at once optimally is hell for me apparently.

TL;DR:

Any suggestions for 3 mons/what stats to focus on specifically for Hurdle Dash or a general strategy. Normally I can only get 1 mon to get the gold 'speed boost' and only for like 5 seconds tops.
 
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Any suggestions for 3 mons/what stats to focus on specifically for Hurdle Dash or a general strategy. Normally I can only get 1 mon to get the gold 'speed boost' and only for like 5 seconds tops.
So the most important thing here is getting the speed boosts from jumping as late as possible. You should try to be getting that boost on every hurdle - the timing isn’t that tight and the speed you get carries through the rest of the event. As for if high Jump or low Jump is better, I personally don’t think it matters too much, but the basic trade-off is that you’ll either have to jump over more hurdles or be in the air longer, which means you’ll have to pay attention to when your Pokemon are landing as well as when they need to jump.

I’m waiting for that one Poketuber who did the breakdown video on Pokeblock mechanics to do one for Aprijuice before I mess with that shit lol. The mechanics for it seem so convoluted so I just use whatever mons I have on hand for my runs. Big ups to you for trying to use it but I can’t give any advice on that unfortunately.

Also idk if you saw my full strat breakdown above but I’ll put it here just in case.
Hurdle Dash: This event is all about Speed. Like, entirely. I originally thought having a low jump stat to boost on the highest number of hurdles was important, but the opening hurdles are actually spaced in such a way that even max Jump mons can reach the highest possible boost from the start. The best strategy I've found is to run 3 high Speed, high Skill mons, and to perfectly time every jump so they all give a hurdle boost. One thing you might notice after running it this way for a while is that, somewhere in the course, one of your mons will always hit a hurdle on their way down from a jump. This is where the hard part comes in. You see, I'm not sure how tight or lenient it actually is, but if you tap on a Pokemon on around the exact frame it hits the ground, it will immediately jump again, even if it hits a hurdle. The hurdle will break as if you hit it, but the mon itself won't lose any speed. This technique is pivotal for a good run. In my best run ever (a 76.1), I had to perform three of these, which should be about the expectation for an average successful run. Overall, on the higher end of difficulty among the events, due almost entirely to the very tight timing in the second half of the event.
 
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Alright after idk 2 weeks mostly doing pennant captures a few times a day then the other events (which were WAY easier besides Hurdle Dash and Roll Goal) I've beaten every 'Potential Trophy' Record. Next step is 200 'Medalist' mons, and the other minor stuff, like some guy saying "tackle 100 times" or whatever. No idea when I'll finish lol. The Hurdle Dash I used the same Weavile Team that got 50 Flags in Pennant capture, exact same stats, see my above post. Think I got two "Golden Boosts" in the left and middle lane, the normal boost in the right lane the whole way, and probaly only hit 2 or 3 hurdles overall, not sure. Hard to keep track of and tap at the right times for all 3 mons. IDT the jump stat matters much either, but for me I noticed a shorter jump was easier to guess when I'd land so I can time the next jump better.

Final Records for every Event (didn't wanna SS each one)

Hurdle Dash: 77.9 Seconds, Weavile x3 (Probably my 2nd hardest event, not much RNG but alot of micro management for multiple mons and tapping for the 3rd mon is awkward. Also sometimes you get a gold boost and just hit a hurdle right after. The frame perfect trick to crash but keep your boost is brutal to pull off consistently.) (Updated 6/19: 77.4, seconds, Weavile x3. Not much of an improvement but there it is.)

Pennant Capture: 50 Flags, Weavile x3 (THE WORST event ever, as has been said already. Too much rng with flag spawning, horrible controls, and praying the other mons NEVER bump into you. Also that 1 stage with obstacles on the edges is just a auto reset, dont bother with that stage unless your godly at this. Awful event.) (Updated 6/25: I've gotten this two more times while grinding 200 medalists, exactly 50 each lol. Both times were a fluke, cuz I was not trying to actively. The second time was Weavile, one from before, A Drapion with speed of 2, and Luxray, I think a speed of 3. The third time was a Claydol, Absol, and Aggron. Speeds of I think 2, 3, and 1, respectively. The third time I think I tried going for 51 after seeing how close I was and my time still left but messed up my movement at the end, idk. To say I got lucky with the spawns of the flags is a understatement. I didn't think this would be possible with such slow mons.)

Circle Push: 61 Points, Tyranitar x3 (Updated 6/21: 66 points, the maximum I think. Nidoking, Nidoqueen, Arbok. Still grinding medalists when I got this unintentionally. This time for I decided to be a bit more aggressive and really push the AI totally off the stage toward the end with the 5 point small circles to make it easier to carry a mon, Arbok in this case. Idk why I didn't get this sooner. I guess the AI finally felt nice, most were going for the bigger circles and only one or two competed for the 5 point ones.)

Block Smash: 137 Blocks, Tyranitar x3

Disc Catch: 78 Points, Fearow x3 (Updated 6/19: 111 Discs, Latias, Zapados, Dodrio. Speed and Power I'd argue is better here. If you time jumps well you don't "need" a high jump stat. And bumping other mons off is helpful and hilarious. Still very rng dependent as said above by others.)
Lamp Jump: 507 Points, Fearow x3 (Updated 6/19: 554 points, Hoppip x3. Just plan your jumps to combo as much as possible I guess. Not sure what else to say, the controls sometimes just dont work as has been said by others. Definitely bring 4+ stars in jump for this.)

Relay Run: 17 Laps, Rapidash x3

Ring Drop (I beat this months ago without really trying farming pts for Evolution Stones while working on a full dex for SS): 121 points, Arceus, Rayquaza, Meganium (Updated 6/19: 176 points, Scizor, Rapidash, Garchomp. Very easy with 5 star power mons. Just slam the other mons with high power ones and dont KO yourself going off the edge.)

Snow Throw: 88 Hits, Sneasel x3 (Joke of a event, just spam the stylus in any direction lol.)

Goal Roll: 9 Points, Tyranitar x3 (3rd hardest event for me. This one was lucky, I hit 8 goals with 10 seconds left then one more goal with 5 seconds to go then just played uber defense.) (Updated 6/19: 15 goals, Registeel, Scizor, Drapion. Hit or miss event IMO. The AI was kind of dumb when I did this. I "dribbled" at least 5 goals in, and sniped a few when someone else kicked the ball to the goal but right on the edge before it's all the way in. The others I just punted from the middle and hoped for the best.)

Final Thoughts: Overall (for me at least) some event records were easy, others like Hurdle Dash hard but doable... then you get to Pennant capture which can burn in a fire. That's probaly the only event you actually do want Aprijuice to boost your stats to 5 orange stars for Speed and Skill.

Gl to anyone else who tries this.
 

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Another update because I beat some personal bests on a few events, edited them above in my older post. Making a separate one for this because for some reason my brain thought getting 500+ points for EVERY course was a good idea (It was not lol.) I know you only need 450 points each for the second Course Trophies, but I thought 500 would look better. Anyways, here are my thoughts on that and some tips I guess:

Speed Course: Weavile x3, Total of 529 Points. 148 points Hurdle Dash, 129 points Pennant Capture, 162 points Relay Run, 90 bonus points.

This was the 2nd hardest course for me beating 500+. I am AWFUL at Hurdle Dash, but my successful attempt I hit I'm pretty sure I got 78 Seconds on it, 40 Pennants for Pennant Capture, and then 16.1 laps in Relay Race. Pretty sure I got a "Leading Score Bonus" on two of my mons for 20 each which is rare cuz they have be the exact same amount, and I have no idea how one could plan to do that for this course or any of the others really. Also this was 1 of 2 courses I never got a "No Miss" bonus worth 10 per mon, mostly cuz Hurdle Dash. If your really good at Relay Race this probaly wouldn't be that bad since its one of the few events getting a max of 200 points is doable (IMO) with 20+ laps.

Power Course: Registeel, Scizor, Drapion, Total of 530 Points. 120 points Block Smash, 162 points Circle Push, 160 points Goal Roll, 88 bonus points.

Probably the easiest, or at least the 2nd easiest. Block Smash is just a spam contest, and getting the blue or better yet red "aura" helps to power up and really smash the blocks. Circle Push for me was hit or miss. Sometimes the AI REALLY doesn't want you in the small circles for a perfect score. Also it's hard to tell if all 3 mons are in the tiny 5 point circles. Goal Roll I dont recall my the exact number but it was at least 10 or 11 goals. Often I'd just "dribble" the ball into a goal, or punt it when it spawns in the middle and hope to get lucky. This one is easy to push 500+ just cuz Circle Push you can get a perfect 200 without too much trouble.

Skill Course: Weavile, Drapion, Golduck, Total of 509 Points. 165 points Snow Throw, 145 points Goal Roll, 129 points Pennant Capture, 70 bonus points. (Updated: Weavile x3, 537, see picture below for details.)

Honestly I dont remember this one really well. I think I was just grinding medalists and got it, then got the idea to push 500+ on each course. Snow Throw is a joke, just bring high skill mons and literally spam. I'd normally hit mons only on the left, getting 60+ hits with ease. Goal Roll same story as above though I think I only got 8 goals this time, I can't recall. You get bonus points at the end if you win it and have more then the AI did. And Pennant Capture is Pennant Capture, aka awful. I'm pretty sure I only got 38 or 40 pennants total, don't remember. Also its 3 points per pennant, which doesn't add up too high unless you get a insane run with 45+ pennants.

Stamina Course: Scizor, Rapidash, Garchomp, total of 532 points. Ring Drop 200 points, Relay Run 157 points, Block Smash 114 points, 61 bonus points.

The weirdest course IMO., just because of the mixed stats you need for each event. I don't have alot of mons with good speed, stamina and power so I just brought two mons mostly for power and 1 for speed in the Relay Race. Still probaly the easiest to push 500+ points on. Ring Drop is almost as easy as Snow Throw, just dont fall off on accident and use max power mons. Pretty easy to get 200 points for this event. And Relay Race if your really good at it and have fast af mons for it you could do 20+ laps and get another max 200 points for that. And Block Smash is Block Smash. Getting 100+ on that with at least two good power mons is not hard.

Jump Course: Hoppip x3, Total of 501 Points. Lamp Jump 144 points, Disc Catch 133 points, Hurdle Dash 132 points, 92 bonus points.

This is probaly the WORST of the 5 to get 500+ on. I ONLY got it because I got a tied "Leading Score bonus" on two of the Hoppip's for 20 each AND a 10+ "Effort" bonus for I think it was Dashing the most, which is lucky cuz that bonus is randomized out of I think 5 possibilities. Another earlier attempt I hit 490 points on the dot but the "Effort" bonus was for "Failed the most," aka useless for what I was trying to do. I first tried Aerodactyl, Latias, and Zapdos because they have great stats for the Jump course. But they only got 22 " Fighting Spirit" bonus points each time. Hoppip x3 gave 42, and its the only viable mon for this course with such a low average star count according to Bulbapedia. Every other mon that would get more bonus points from the Fighting Spirit thing has a 2 or less Jump stars, which makes getting 500+ in Lamp Jump undoable, as far as I can tell. Also I'm pretty sure the max for Fighting Spirit is 44, maybe 50 so it's not much higher then what I used. The only stats you really need on this course for a high score are Jump and Speed, and Hoppip can have 5 stars in both (mine had 5 each, orange in speed yellow for jump.) Lamp Jump is pretty easy once you start thinking where to bounce to "combo" the lights and get extra points per light. The controls are a bit weird though. What made this brutal is because Disc Catch's point payout per disc is AWFUL. I had one attempt with 111 Discs total which IMO is pretty high and also rare, the AI usually doesn't miss that many discs for you to catch, and sometimes you get a bunch of super speed discs which make things chaotic and are easy to miss. 111 discs only gave 137 points, which is arguably a average score for every event. Hurdle Dash is Hurdle Dash. If your really good at it this probaly it wouldn't be that bad to push 500+ total. I've done it I'm guessing 200 or more times grinding the all the Trophy's and this 500+ points per course combined. I still hit at least 3 hurdles each attempt lol, ussualy more. I never got the "No Miss" bonus here solely because of that.

Anyways just my final thoughts on the courses and getting higher scores for them. Hopefully this helps anyone else who is interested in this stuff.

Final Edit: Adding some pictures for proof. 100% done with the Pokeathlon. Every trophy, statue, 200 medalists total, etc. Final course records and everything else below.
 

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Hello fellow Pokeathletes :D

Finished my National Dex (finally) so now back to Pokeathlon grinding. Someone tell me how on earth I'm supposed to get >520 in Lamp Jump :')
 
asked a mod if I could make this thread like, 6 months ago, then completely forgot about it. whoops!

So, I really like the Pokéathlon. Like, really like it. I have no kidding sunk 200+ hours into this HGSS minigame, and I’ve got the results to back it up. I’d love to see more people show interest in this, so I thought I’d share my current records in all the events to show what’s possible, as well as my personal strategies from every event to get discussion started. These events are surprisingly complex, and with optimization (and RNG. Looking at you, Pennant Capture) I'll bet almost every event could reach the 200 point cap, which would be absolutely wild to see. If you have new strategies or just general discussion/questions about the Pokeathlon, this is the place for them.

Will try to update these as I achieve new records. I’ll give photographic evidence for anything, just ask.

Course Records:
Speed: 576 points (Cleffa, Suicune, Jolteon)
Power: 602 points (Entei, Steelix, Magmortar)
Skill: 606 points (Electrike, Porygon, Aron)
Stamina: 590 points (Entei, Arceus, Lugia)
Jump: 488 points (Latias, Yanmega, Crobat)

Event Records:
Hurdle Dash: 76.1 Seconds (151 points)
Pennant Capture: 51 Flags (153 points)
Circle Push: 66 Points (198 points; MAX)
Block Smash: 167 Pieces (167 points)
Disc Catch: 126 Points (139 points) — the opponent caught 0 discs here
Lamp Jump: 575 Points (164 points)
Relay Run: 21.0 Laps (200 points; max score)
Ring Drop: 200 Points (200 points; MAX)
Snow Throw: 127 Hits (200 points; max score)
Goal Roll: 24 Points (200 points; max score)

Medalists: 296

Friendship Room Score: 6157 Points

Quick clarification; 200 is the max score you can get in any one event, but the requirements for achieving this differs from event to event. For example, Block Smash has its score directly correlate to the number of blocks broken, while Relay Run is equal to 10 times the number of laps. Because of this, some events may already be at 200 points, but the measurement of the event itself still has room for improvement. These have been labelled ‘max score’. Meanwhile, you can never score higher than 66 in a Circle Push match, so this has been labelled MAX. Also fun fact, the Ring Drop scoreboard stops counting at 200, so even if you are technically able to score higher, it won’t count. Lol!
here are my records (i was a complete tryhard in high school) lmao
https://docs.google.com/spreadsheet...26fjmozWmg0VFf9ulvfj2EfDb5glfuMDPF29u/pubhtml
 
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Love the Pokeathlon, definitely the best part of HGSS for me. Here's how I've gone so far; have also included the max scores for each course/event that I've seen anyone claim online.

Course​
Score​
WR​
My Pokemon​
Speed​
605​
605
Psyduck/Ditto/Psyduck​
Power​
622​
622
Meganium/Meganium/Meganium​
Skill​
617​
617
Psyduck/Ditto/Psyduck​
Stamina​
596​
650
Muk/Muk/Muk​
Jump​
498​
550
Rotom/Rotom/Rotom​
Event​
Score​
WR​
My Pokemon​
Hurdle Dash​
75.9​
75.9
(Acquired with multiple teams)​
Pennant Capture​
53​
54
Psyduck/Ditto/Psyduck​
Circle Push​
66​
66*​
(Acquired with multiple teams)​
Block Smash​
154​
167
Meganium/Meganium/Meganium​
Disc Catch​
120​
126
Dragonite/Dragonite/Dragonite​
Lamp Jump​
595​
637
Dragonite/Dragonite/Dragonite​
Relay Run​
22.1​
22.1
Muk/Muk/Muk​
Ring Drop​
200​
200*​
(Acquired with multiple teams)​
Snow Throw​
124​
127
Psyduck/Ditto/Psyduck​
Goal Roll​
21​
24
Electivire/Electivire/Electivire​

* 66 and 200 are the maximum possible scores for Circle Push and Ring Drop respectively.

And for my thoughts on all the events:

Hurdle Dash: I'm almost certain that 75.9 seconds is the best possible score for Hurdle Dash - I've achieved it multiple times with multiple different teams, and have had multiple "perfect" runs hitting every speed boost and clearing all hurdles. Have tested on emulators and never been able to get a faster time than this. AFAIK this score has only been achieved by 3 people.

Pennant Capture: Pure hell - was by far the most difficult for me to get a medal on. The maximum possible score seems to be 54, which only one person has managed - there are a few of us tied on 53.

Circle Push: Lots of people tied for a perfect 66 here - not much to say on this one.

Block Smash: Simple enough, just tap away! Getting a high score probably involves a little bit of luck getting a few cracks to line up so you can enter high tension mode early. BeafCultist's 167 is crazy good - not really sure how much higher is possible.

Disc Catch: Fairly luck based, depends on if the AI Pokemon feel like jumping or letting you collect 5 Point discs. Agree with BeafCultist that the max score seems to be about 130.

Lamp Jump: Personally I've had a lot of difficulty with this one, and I feel like it's probably one of the most skill-based. Think it's mostly just a matter of getting the hang of the jump angles. I feel like the theoretical max for this could be as high as 700 or so.

Relay Run: Mix of luck and skill on this one. With a good layout and friendly AI, 20 laps isn't too difficult to achieve.

Ring Drop: Fairly simple and quite easy to get the max score on. Lots of people tied here for a perfect 200.

Snow Throw: One of the more skill-based events - small amount of luck involved in not getting snowball collisions or getting knocked out by anyone. Agree with BeafCultist - just a matter of getting the timing right. Not really sure what the max is here.

Goal Roll: I think this one's both skill and luck based to be honest; definitely the most complex mini-game by a long way and the only one where a few different strategies are viable. High score requires some very good shooting and a little bit of luck in having the ball to spawn in a nice area. Probably worth juggling your team composition and trying out different strategies to see what works best.
 
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Ok IDK where else to post this, I dont see a thread for Pokeathlon anywhere else really. Any1 have some tips for the Hurdle Dash Event. Specifically mons and exact Stats (Stars) for each. I've Tried, Weavile x3, Aero x3, and Skarmory x3. Weaviles all had 5 orange stars in speed and skill and I think 3 in jump. Aerodactyl and Skarmory had 5 yellow stars in Speed and Jump but only 2 yellow stars in skill. I've tried like 15 natures for Aerodactyl and Skarmory to get a orange 5 star Jump stat but every time I give them the premade Jump juice it says 'it did nothing.' Also I cannot decide if a lower jump skill is better then a high one. My best is 80.4 and 80.2 with Weavile x3 and Aerodactyl x3 respectively, which is I think literally half a second off for getting the potential trophy on this thing. Microing all 3 at once optimally is hell for me apparently.

TL;DR:

Any suggestions for 3 mons/what stats to focus on specifically for Hurdle Dash or a general strategy. Normally I can only get 1 mon to get the gold 'speed boost' and only for like 5 seconds tops.
I was wondering the same thing (whether high or low jump was better) so I tried both; I've achieved 75.9 Hurdle Dash with both Sneasels (5 Speed / 5 Skill / 2 Jump) and Ledians (5 Speed / 5 Skill / 5 Jump) so I think Jump rating doesn't matter too much for optimising.

I feel like 2 or 3 stars Jump is a bit more comfortable/predictable though, since the Pokemon will land more or less right after they clear the hurdle. The easiest way in my opinion to get sub-80 is by skipping one or two of the first speed boosts - the slower speed will mean that you don't have to make that very awkward double-jump about 5 or 6 hurdles in and you can get through without any Pokemon crashing. You won't get a "perfect" score, but you should be able to get through with a sub-80 time.

Edit: oops nevermind, saw your other post right after saying you managed to beat it! Congrats :D
 
Pennant Capture: 54

Two days ago I managed a pennant capture score of 54! I must admit it was an incredibly lucky run. I had a favourable map layout, flags spawning in straight lines, and was also not tackled by opponent pokémon. In fact, I think I tackled an opponent myself at one point.

I have seen speculation that 54 is possibly the highest achievable score. I can testify that it  is possible to go higher, as I scored 53 points in six rounds (meaning I only collected 8 flags in one of those rounds), but still managed to get one last flag during the seventh round (I had about 3 seconds). Had I collected the ninth flag earlier, I would have had 55 in total. So it is possible, but it is incredibly difficult and very much dependant on luck.

My team consisted of Mewtwo, Mew and Celebi.
 

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I was wondering the same thing (whether high or low jump was better) so I tried both; I've achieved 75.9 Hurdle Dash with both Sneasels (5 Speed / 5 Skill / 2 Jump) and Ledians (5 Speed / 5 Skill / 5 Jump) so I think Jump rating doesn't matter too much for optimising.

I feel like 2 or 3 stars Jump is a bit more comfortable/predictable though, since the Pokemon will land more or less right after they clear the hurdle. The easiest way in my opinion to get sub-80 is by skipping one or two of the first speed boosts - the slower speed will mean that you don't have to make that very awkward double-jump about 5 or 6 hurdles in and you can get through without any Pokemon crashing. You won't get a "perfect" score, but you should be able to get through with a sub-80 time.

Edit: oops nevermind, saw your other post right after saying you managed to beat it! Congrats :D
The maximum theoretical score for Pennant Capture is 64 (7x9+1). There is a youtube video of a TAS getting 64 with 3 magikarp.
 
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Is there any screenshot/proof of someone getting every medal for all 493 pokemon for a big total score?
The current WR scores if all obtained on one save file would get a total score of 7308
I believe that Cyberscore used to have at least 1 or 2 people who were listed as getting a medal on 493 Pokemon (think hotdogturtle was one of them) but it seems those leader boards have since been erased -there's no associated records or proofs for it now. Where did you see that current WR claim?
 
I believe that Cyberscore used to have at least 1 or 2 people who were listed as getting a medal on 493 Pokemon (think hotdogturtle was one of them) but it seems those leader boards have since been erased -there's no associated records or proofs for it now. Where did you see that current WR claim?
That is not a WR claim. It is the score if someone got all the event WRs and 493 pokomon medals on one savefile.
 
Reposting from reddit since this seems like the most up to date thread discussing this

Course Records​

Speed Course (537 score) - Triple Arceus
  • Hurdle Dash 147pt
  • Pennant Capture 141pt
  • Relay Run 200pt
  • Bonus Points 49pt
Power Course (602 score) - Triple Arceus
  • Block Smash 150pt
  • Circle Push 198pt
  • Goal Roll 195pt
  • Bonus Points 59pt
Skill Course (586 score) - Triple Arceus
  • Snow Throw 200pt
  • Goal Roll 185pt
  • Pennant Capture 132pt
  • Bonus Points 69pt
Stamina Course (628 score) - Triple Arceus
  • Ring Drop 200pt
  • Relay Run 199pt
  • Block Smash 160pt
  • Bonus Points 69pt
Jump Course (452 score) - Sceptile, Aerodactyl, Masquerain
  • Lamp Jump 132pt
  • Disc Catch 134pt
  • Hurdle Dash 130pt
  • Bonus Points 56pt

Event Records​

  • Hurdle Dash (78.2 seconds - 147 score) Arceus, Mewtwo, Latias
  • Pennant Capture (52 flags - 156 score) Triple Arceus
  • Circle Push (66 points - 198 score) Arceus, Meganium, Moltres
  • Block Smash (177 pieces - 177 score) Triple Arceus
  • Disc Catch (98 points - 136 score) Lugia, Rayquaza, Magikarp
  • Lamp Jump (542 points - 154 score) Aerodactyl, Masquerain, Moltres
  • Relay Run (21.5 laps - 200 score) Triple Arceus
  • Ring Drop (200 points - 200 score) Arceus, Rayquaza, Moltres
  • Snow Throw (107 hits - 200 score) Triple Arceus
  • Goal Roll (19 points - 195 score) Triple Arceus
Proof : https://imgur.com/a/NXYvkmd

A bit more detail on block smash: I can get 150 consistently without any aura, 40 with each arceus then 30 with the last one. For the 177 run, I got very early red aura to smash about 80-100 blocks with the first arceus and got a second red aura with the second arceus. I think my other 170 scores where a mix of single and double red aura. Getting aura feels mostly like luck to me, since to get 170 I really don't have time to look for the cracks. I still try to get a general sense of where the cracks are while the blocks are stacking. I can get 180 but grinding this is pretty tiring on the arm. I play with a chopstick since I lost my stylus—not sure if it's better or worse.
 
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Some Ideas for Improvements on Each Course:

General Info: Burmy is the worst Pokémon by starting stat total, with 6, followed by Feebas at 7 and Sunkern at 8. This makes them the best for max points (https://bulbapedia.bulbagarden.net/wiki/Pokéathlon#Challenge_Bonus). With daily modifier luck, good nature, and perfect Aprijuice, you can get +3 stars in 2 stats and +2 stars in another (https://bulbapedia.bulbagarden.net/wiki/Personality_value#Performance_changes, https://bulbapedia.bulbagarden.net/wiki/Apriblender). Of these three, the best is Sunkern since it has a potential of 5 in every stat.

Speed Course: The ideal team would be 3 Sunkern with a timid or jolly nature. The +35 from nature and the random 0-9 daily modifier would get you to +40, which is enough for +2 stars. Then blend an Aprijuice with 52 dry flavor for +3 stars in skill and 48 sour flavor for +3 stars in stamina (12 yellow Apricorns, then 13 blue ones). For full +3 stars in stamina, you need a personality value that allows the daily modifier to be +5-9 in speed, +8-9 in stamina, and not -9 in skill. This would get you 3 Sunkern with 5 speed, 4 skill, and 4 stamina.
  • Hurdle Dash: If 76.1 is possible with only 4 skill, you can get 151 points. If not, you'd get 150 or lower.
  • Pennant Capture: The biggest variable. Let's say 54 flags, as that’s the current WR, which would be 162 points.
  • Relay Run: 20 laps is probably possible with only 4 stamina and skill, so 200 points.
Bonus points: Challenge bonus = 51 (75 - 3*8); No-miss bonus = 30; Leading score bonus = 20; Effort bonus = 10; Total = 111.
Grand Total = 151 + 162 + 200 + 111 = 624

Power Course: Unfortunately, Sunkern doesn't perform well here since it starts at 1 star in skill, power, and stamina. Instead, we can use Ditto or Psyduck, which start with 2 stars in each stat and have max potential in every stat (except a 4-star jump for Psyduck, but that doesn't matter). They would need a careful nature to reach 5 stars in power and stamina, 4 stars in skill, and 2 stars in speed.
  • Block Smash: Let's assume 177 points.
  • Circle Push: 198 points.
  • Goal Roll: Assuming 20 goals is realistic with only 2 speed, this would be 200 points.
Bonus points: Challenge bonus = 45 (75 - 3*10); No-miss bonus = 30; Leading score bonus = 20; Effort bonus = 10; Total = 105.
Grand Total = 177 + 198 + 200 + 105 = 680

Skill Course: Here, you only really need speed and skill, so it’s Burmy's time to shine! You need Plant Cloak Burmy with a +Sp. Def or +Spd nature, depending on whether you want 5 stars in speed or skill. If power is really needed for Goal Roll, Sunkern may be necessary.
  • Snow Throw: 200 points and don't get stunned.
  • Goal Roll: 200 points.
  • Pennant Capture: Again, assuming 54 flags, so 162 points.
Bonus points: Challenge bonus = 57 (75 - 3*6); No-miss bonus = 30; Leading score bonus = 20; Effort bonus = 10; Total = 117.
Grand Total = 200 + 200 + 162 + 117 = 679

Stamina Course: This is the hardest course to find the optimal team for since it requires high stats in everything except jump. It's likely between Mew and Muk. Mew would have all relevant stats maxed, while Muk would have 5 in stamina and speed and 4 in power and skill but would score 15 more challenge points. I'll go with Muk here.
  • Ring Drop: 200 points and don't get ejected.
  • Relay Run: Hopefully 200 points.
  • Block Smash: With Muk, let's assume 170 points.
Bonus points: Challenge bonus = 36 (75 - 3*13); No-miss bonus = 30; Leading score bonus = 20; Effort bonus = 10; Total = 96.
Grand Total = 200 + 200 + 170 + 96 = 666

Jump Course: Speed, skill, and jump—sounds like a job for Sunkern! 5 stars in speed and jump, and 4 stars in skill.
  • Lamp Jump: The WR is 637, which gives 182 points. I don't know if this can be done without stunning all 3 pokemon.
  • Disc Catch: The WR is 126, which gives 139 points.
  • Hurdle Dash: Let’s assume 151 points is possible.
Bonus points: Challenge bonus = 51 (75 - 3*8); No-miss bonus = 0-30? Leading score bonus = 20; Effort bonus = 10; Total = 81-111.
Grand Total = 182 + 139 + 151 + 81-111 = 553-583

All these can be improved by getting ties in Leading Score Bonus and Effort Bonus for a potential of 60 more points on each course. Funnily enough, this means the maximum theoretical score is 777 points in the Skill Course with a triple Burmy team (200+200+200+57+30+60+30).
 
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Some Ideas for Improvements on Each Course:

General Info: Burmy is the worst Pokémon by starting stat total, with 6, followed by Feebas at 7 and Sunkern at 8. This makes them the best for max points (https://bulbapedia.bulbagarden.net/wiki/Pokéathlon#Challenge_Bonus). With daily modifier luck, good nature, and perfect Aprijuice, you can get +3 stars in 2 stats and +2 stars in another (https://bulbapedia.bulbagarden.net/wiki/Personality_value#Performance_changes, https://bulbapedia.bulbagarden.net/wiki/Apriblender). Of these three, the best is Sunkern since it has a potential of 5 in every stat.

Speed Course: The ideal team would be 3 Sunkern with a timid or jolly nature. The +35 from nature and the random 0-9 daily modifier would get you to +40, which is enough for +2 stars. Then blend an Aprijuice with 52 dry flavor for +3 stars in skill and 48 sour flavor for +3 stars in stamina (12 yellow Apricorns, then 13 blue ones). For full +3 stars in stamina, you need a personality value that allows the daily modifier to be +5-9 in speed, +8-9 in stamina, and not -9 in skill. This would get you 3 Sunkern with 5 speed, 4 skill, and 4 stamina.
  • Hurdle Dash: If 76.1 is possible with only 4 skill, you can get 151 points. If not, you'd get 150 or lower.
  • Pennant Capture: The biggest variable. Let's say 54 flags, as that’s the current WR, which would be 162 points.
  • Relay Run: 20 laps is probably possible with only 4 stamina and skill, so 200 points.
Bonus points: Challenge bonus = 51 (75 - 3*8); No-miss bonus = 30; Leading score bonus = 20; Effort bonus = 10; Total = 111.
Grand Total = 151 + 162 + 200 + 111 = 624

Power Course: Unfortunately, Sunkern doesn't perform well here since it starts at 1 star in skill, power, and stamina. Instead, we can use Ditto or Psyduck, which start with 2 stars in each stat and have max potential in every stat (except a 4-star jump for Psyduck, but that doesn't matter). They would need a careful nature to reach 5 stars in power and stamina, 4 stars in skill, and 2 stars in speed.
  • Block Smash: Let's assume 177 points.
  • Circle Push: 198 points.
  • Goal Roll: Assuming 20 goals is realistic with only 2 speed, this would be 200 points.
Bonus points: Challenge bonus = 45 (75 - 3*10); No-miss bonus = 30; Leading score bonus = 20; Effort bonus = 10; Total = 105.
Grand Total = 177 + 198 + 200 + 105 = 680

Skill Course: Here, you only really need speed and skill, so it’s Burmy's time to shine! You need Plant Cloak Burmy with a +Sp. Def or +Spd nature, depending on whether you want 5 stars in speed or skill. If power is really needed for Goal Roll, Sunkern may be necessary.
  • Snow Throw: 200 points and don't get stunned.
  • Goal Roll: 200 points.
  • Pennant Capture: Again, assuming 54 flags, so 162 points.
Bonus points: Challenge bonus = 57 (75 - 3*6); No-miss bonus = 30; Leading score bonus = 20; Effort bonus = 10; Total = 117.
Grand Total = 200 + 200 + 162 + 117 = 679

Stamina Course: This is the hardest course to find the optimal team for since it requires high stats in everything except jump. It's likely between Mew and Muk. Mew would have all relevant stats maxed, while Muk would have 5 in stamina and speed and 4 in power and skill but would score 15 more challenge points. I'll go with Muk here.
  • Ring Drop: 200 points and don't get ejected.
  • Relay Run: Hopefully 200 points.
  • Block Smash: With Muk, let's assume 170 points.
Bonus points: Challenge bonus = 36 (75 - 3*13); No-miss bonus = 30; Leading score bonus = 20; Effort bonus = 10; Total = 96.
Grand Total = 200 + 200 + 170 + 96 = 666

Jump Course: Speed, skill, and jump—sounds like a job for Sunkern! 5 stars in speed and jump, and 4 stars in skill.
  • Lamp Jump: The WR is 637, which gives 182 points. I don't know if this can be done without stunning all 3 pokemon.
  • Disc Catch: The WR is 126, which gives 139 points.
  • Hurdle Dash: Let’s assume 151 points is possible.
Bonus points: Challenge bonus = 51 (75 - 3*8); No-miss bonus = 0-30? Leading score bonus = 20; Effort bonus = 10; Total = 81-111.
Grand Total = 182 + 139 + 151 + 81-111 = 553-583

All these can be improved by getting ties in Leading Score Bonus and Effort Bonus for a potential of 60 more points on each course. Funnily enough, this means the maximum theoretical score is 777 points in the Skill Course with a triple Burmy team (200+200+200+57+30+60+30).
Oh god, it's a bit more complicated than that...

Speed Course: This team doesn't work. The problem is the described juice's weakest flavor is tied between strength, speed and jump. In case of a tie for weakest flavor, the order for determining the weakest flavor is Speed, Jump, Skill, Stamina, Power. This means, in this case, speed would be reduced. To avoid that we can blend a new drink with this recipe: 1 pink, 13 yellow, 1 white, 12 blue. This drink will have 50 sour flavor, 48 dry flavor and 2 sweet flavor. This ensures that speed is not chosen as the weakest flavor.

There's another problem. This setup requires +9 in skill and +5-9 in speed from the daily modifier. A bit of prodding at the formula tells me that this is pretty unlikely. You would need a personality value with the digit governing the speed to be 2, 3 or 4 higher than the one governing the skill, and the digit governing the stamina to not be 2, 3, or 4 higher than the one governing the skill.

In practice, this means to catch the perfect Sunkern, you need a 2/25 (nature) followed by 21/100 (personality value) for a final probability of 1.7%. However, this is only considering each Sunkern individually. All three Sunkern would actually need to have the same digit governing skill to have the +9 fall on the same day. This means the last 2 Sunkern are only 0.17% instead. Checking the Sunkern is also a very tedious process as you would need to test every Sunkern on ten consecutive days after feeding them the juice. The digits responsible for the nature and the daily modifier overlap, so this Sunkern might even be impossible. I guess perfection is hard...

EDIT: I tested it, and a timid nature doesn't allow for a personality value that works with the daily modifier requirements. Only jolly works, so that's even worse luck-wise. An example of a working PID is 000003F5 which would give you the correct modifiers on the 2nd, 8th, 12th, 18th, 22nd, and 28th of the month.

Power Course: This has similar problems to the Speed Course.
Skill Course: This one works.
Stamina Course: This one also works.
Jump Course: This also has similar problems to the Speed Course.
 
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I just started doing the Pokéathlon the other day as I work my way to 100% Heart Gold. Are there any unintuitive or unconducive problems that I'll run into as I learn it? Having trouble with the Goal Roll and Relay Run. What's the right amount of speed to use with RR? I feel I always drag too much or too little
 
I just started doing the Pokéathlon the other day as I work my way to 100% Heart Gold. Are there any unintuitive or unconducive problems that I'll run into as I learn it? Having trouble with the Goal Roll and Relay Run. What's the right amount of speed to use with RR? I feel I always drag too much or too little
relay run isnt that hard when u have max speed stamina just spam very short drags and skill but and goal roll is kinda just skill tbh the only actual hard one is pennant capture
 
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