Rabu, 02 Juni 2010

Walkthrough 3

Pokemon Platinum
- Platinum Navigation -
- Walkthrough Navigation -
Coal Badge | Forest Badge | Relic Badge | Cobble Badge
Fen Badge | Mine Badge | Icicle Badge | Beacon Badge
The Pokemon League
Galactic Eterna Building

Now that you have the Forest Badge, you can use Cut outside of battle. Remember to teach one of your Pokemon the move by using HM01 on it. Just remember to avoid teaching it to one of your good Pokemon! As I said before, HM moves cannot be forgotten, and since Cut is a pretty weak Normal-type move, you don't want to be stuck with it for more than half the game, do you? Go catch something like a Budew to teach it to instead. Sure, it's a little less convenient, but you don't need to use it all that often, particularly in getting through the game.

Heal up your Pokemon and then take them to the Galactic Eterna Building on the northern part of Eterna City. Use Cut to cut down the trees. You can also head to the northeastern corner of the yard and cut down another tree to access TM46, which contains Thief, a Dark-type move that steals the held item of the target if it has one equipped and the user doesn't. It can be alright, but you'll probably not want to teach it to one of your main Pokemon, since it's a little weak power-wise.

Inside of the Galactic Building, you'll find that it's changed quite a bit since Diamond and Pearl, though that's not really that big of a concern — there's still tons of Team Galactic goons all over the place! Bunches of them to fight! As soon as you enter, though, Looker will surprise you with one of his rather clever disguises. Very clever, Looker, very clever...

Trainers at Galactic Eterna Building
Galactic Grunt Galactic Grunt $680
Zubat Zubat M Poison / Flying Lv. 17
195 EXP
Stunky Stunky M Poison / Dark Lv. 17
287 EXP
Galactic Grunt Galactic Grunt $720
Zubat Zubat F Poison / Flying Lv. 16
184 EXP
Glameow Glameow F Normal Lv. 18
273 EXP
Galactic Grunt Galactic Grunt $760
Croagunk Croagunk M Poison / Fighting Lv. 19
337 EXP

Galactic Grunt Galactic Grunt $760
Glameow Glameow F Normal Lv. 19
289 EXP

Galactic Grunt Galactic Grunt $640
Stunky Stunky F Poison / Dark Lv. 16
270 EXP
Croagunk Croagunk F Poison / Fighting Lv. 16
284 EXP
Glameow Glameow F Normal Lv. 16
243 EXP
Scientist Scientist Travon $960
Kadabra Kadabra M Psychic Lv. 20
621 EXP

Make your way through the Galactic Eterna Building and through all of the Galactic Grunts in your way. After all, you've gotta save the day!

The quickest way to get through the Galactic Building is like this...

  • 1F: Take the staircase on the right.
  • 2F: Take the staircase on the left.
  • 3F: Take the staircase on the left.
If you take the staircase on the right on the third floor, you can pick up a Revive and a Blue Shard, which are pretty nice items.

When you get to the 4th Floor, you can take on the second Team Galactic Commander, Jupiter!

Boss Fight
Commander Commander Jupiter $1840
Zubat Zubat F Poison / Flying Lv. 21
242 EXP
Skuntank Skuntank F Poison / Dark Lv. 23
1,030 EXP

Jupiter's Zubat is more annoying than anything else, so try and dispose of it quickly before it has the chance to mess with you. Actually, for that matter, her Skuntank is even more annoying, possessing a variety of different debilitating moves such as Smokescreen, Poison Gas, and even Screech. If your Pokemon gets hit with too many of these, be sure to switch it out to avoid it from getting hit for a ton of damage thanks to its lowered Defense (Screech) or being unable to hit (Smokescreen). Thankfully it has only one attacking move, so you only really have to worry about that.

Once you've beaten Jupiter, she'll leave and return the Pokemon that Team Galactic has been stealing. Rad Rickshaw, the Cycle Shop owner, will be very appreciative and will offer to give you a free Bicycle if you stop by his shop. Sweet! But before you do that, make sure you pick up the Up-Grade just off to the right. You can put that on your Porygon and then trade it to have it evolve into Porygon2. Oh wait, you don't have a Porygon just yet? No worries, since you can't really get one now anyway! Just save it for later, when you arrive in Veilstone.

Leave the Galactic Building and then go to the Cycle Shop between the Pokemon Center and the Poke Mart. Before you can get inside, though, you'll be stopped by Cynthia and she'll give you an Egg containing a Togepi if you have room in your party. Make sure you have some room in your party, or you'll have to go back to the PC and deposit one of your Pokemon in order to receive it.

After you've got your Togepi, all that's left for you to do in Eterna City is to talk to the guy in the Cycle Shop and get your free Bicycle. Now you can finally head south onto Cycling Road, woohoo!

On your way out of town, heading south, talk to the assistant wearing some glasses — that's actually Dawn's father! (Or Lucas' father if you're playing as a girl.) If you've seen at least 35 Pokemon — which you should have if you've fought every Trainer you've come across — he'll give you the very useful Exp. Share item. When a Pokemon holds that, it'll receive 50% of the total EXP earned for knocking out a Pokemon, even if it didn't participate in the fight! It basically splits the experience in half, giving half to that Pokemon and then half to everyone else fighting. The Exp. Share can be very useful for helping raise lower level Pokemon without actually having to fight with them.

Scrambled Eggs

Togepi can make for a pretty fun Pokemon if you dedicate the time into training it up. You'll need to constantly raise its happiness if you want it to become a Togetic, then will have to wait until you get a Shiny Stone before you can evolve it into Togekiss, but it's pretty awesome then.

You get the Exp. Share at a really good time, because you can put that on your Togepi and just fight battles like usual and it will gain plenty of levels rather quickly and catch up with the rest of your team, but you're best off giving it the Soothe Bell and doing some switch-hitting fights to help gain levels so Togepi will evolve faster.

But is it worth it? Are Togepi and its evolutions all they're cracked up to be?

Togepi Normal (Flying)
Togepi -Happiness-> Togetic -Shiny Stone-> Togekiss
Ah, Togepi. The original egg hatchling. Togepi will start out at level 1, so it'll have a lot of catch up to do. As I said above, it's probably best if you give it the Soothe Bell in order for it to evolve faster, because those levels it'll gain getting caught up add to its happiness. After all, Togepi unevolved is really quite... pathetic. It has Defense and Sp. Def to take a hit or two, but that's about it. Even its HP is rather weak.

Move-wise, the little crybaby starts with Charm and Growl. Why it needs Growl when it has Charm is beyond me, so get rid of Growl as soon as possible. It learns the ever-fun Metronome at level 6, which you might enjoy playing around with against unfortunate Starly and Bidoof. You know, just to see some cool attacks. It's always fun seeing a Togepi use Judgment. After that, it learns Yawn at level 15, Encore at 19, Follow Me at 24, Wish at level 28... hey, where are all of the attacking moves?! That's right: Togepi doesn't learn any moves to attack with until level 33! And then it just learns AncientPower, which is hardly effective. You're going to have to use TMs if you want to actually use your Togepi — well, use TMs or use Metronome. And since there really aren't that many good TMs to teach Togepi early on...

Once you've gotten through the obnoxious chore of evolving your Togepi into Togetic, it'll become a little bit more useful, though not that much more. It learns the same moves as Togepi, so don't be expecting too much out of it, but it can learn Magical Leaf if you take it to the Move Tutor in Pastoria City with a Heart Scale. Not that it's really that amazing or anything. But Togetic does now have some decent Sp. Atk to go along with its pretty good Defense and Sp. Def. Togetic can certainly take a hit or two. It's just a shame that it's slow... like, really slow.

Thankfully, you can evolve your Togetic into Togekiss by nabbing the Shiny Stone inside of Iron Island and using it on Togetic. You can do that shortly after getting your 5th Badge, to put it into perspective. However, if you have a Roselia on your team, you'll have to choose which to evolve, because you'll have to wait until after getting the National Dex if you want another Shiny Stone. Togekiss is pretty awesome, though, so you might just have to tell your Roselia to wait.

Togekiss has some very awesome Sp. Atk and Sp. Def, a hefty amount of Defense and HP, and actually not too terrible Speed to boot. It's a very solid, strong Pokemon capable of ripping things apart. Togekiss won't learn any moves by leveling up, so make sure your Togetic learn whatever moves you want it to learn before evolving it (Yawn is probably the only one worth keeping to be honest, and even then it's unnecessary).

One cool thing about Togekiss is that it has a lot of moves it can learn if you take it to the Move Tutor in Pastoria City and give the guy Heart Scales. In fact, you're going to want to make sure you get a few of them because they're great! Air Slash is a Special-based Flying-type move that is going to be Togekiss' primary attack throughout the game. You'll grow to love it. Plus, if your Togekiss has the Serene Grace ability, it'll have a 60% chance of making the opponent flinch. Whoa! It can also learn Aura Sphere, a powerful 90-power Special-based Fighting-type move that never misses, as well as ExtremeSpeed and Sky Attack. Pass on Sky Attack and most likely ExtremeSpeed (remember, Togekiss doesn't have a lot of Attack to use Physical-based attacks, unless it has the Hustle ability, but even then it'll lose its accuracy), but definitely go for Aura Sphere.

Togekiss can also learn quite a few TM moves, and if it has the Serene Grace ability, you'll have more fun than usual with a lot of them. Water Pulse now has a 40% chance of inflicting confusion and is a good Water-type move to use. Psychic, Shadow Ball, Flamethrower, Shock Wave, and Grass Knot are all pretty solid Special-based moves that work fairly well with Togekiss. You could give it Silver Wind to have a 20% chance of raising all of Togekiss' stats by one stage if you like taking chances. It's also not a shabby Bug-type move to use — it just has low PP.

Go ahead and use Togepi now if you want or if Togekiss sounds appealing to you. Togekiss is great; its lower evolutions, not so much. Are you willing to put up with that until you get to the sweet reward of Togekiss?

Before leaving onto Cycling Road, you may want to return to Eterna Forest, but only if it's dark out! In other words, only if it's between 8:00pm and 4:00am (20:00 and 4:00 on your Poketch clock). If it's not and you don't feel like waiting around or staying up that late playing Pokemon, don't worry about it and just go ahead — you can always do this later. But since you can do it now, I'll cover it now, so return to the Eterna Forest!

Old Chateau

Now that you can use Cut on the trees blocking the path in the northern end of Eterna Forest, you can check out the Old Chateau. It's best if you check it out at night, as it adds to the creepy factor, plus you can find a special Pokemon then.

On the way there, you'll see Gardenia outside of the trees you can chop down, so talk to her and be sure that you're on the right track, then head on forward into the Old Chateau.

Old Chateau
Enc. Rate: 30
Wild Pokemon Type(s) Level(s) Morn. Day Night
Gastly Gastly Ghost / Poison Lv. 14 ~ 17
EXP: 190 ~ 230
100% 100% 100%

There's nothing but Gastly to fight in here! Level 14 to 17 Gastly, so you might wanna consider catching one and adding it to your team, because Gastly actually makes a pretty cool Pokemon, as reviewed earlier. It's a lot easier to catch here than in Eterna Forest, thankfully, so you can have plenty of time to catch a few, if you'd like, in search of a good Nature. Modest is probably the best Nature you could get for your Gengar, though Timid is really nice as well (just it'll probably outspeed everything anyway).

Inside of the Old Chateau, you can find a whole bunch of rooms, and some items scattered all around. There's a one-of-a-kind Old Gateau located around the Old Chateau, but it's basically just like a Full Heal, so it doesn't really matter. One of the better items in here is TM90, which contains Substitute, an interesting tactical move that takes 25% of the user's HP and creates a Substitute that has that many HP. It'll still be weak to the same attacks that your active Pokemon is, but that Substitute will absorb any status conditions or other sorts of effects and will take all damage from attacks until its knocked out. If the Substitute gets knocked out, no extra damage will be done, so it's basically a guarantee that you won't be knocked out in one shot while it's out. Pretty nifty!

Anyway, if you visit the Old Chateau between 8:00pm and 4:00am (that's between 20:00 and 4:00 on your Poketch's timer) and go into the room with the TV in it, examining the TV will let you fight a certain sparky Pokemon that you'll need to see at some point in the game. Might as well get Rotom now!

Old Chateau
Wild Pokemon Type(s) Level(s) Morn. Day Night
Rotom Rotom Electric / Ghost Lv. 20
EXP: 376

Rotom only appears between the hours of 8:00pm and 4:00am and only when you examine the TV in the back room with one in it.

Catch it if you want. You don't have to. Even just seeing it will be enough for later on in the game, when you'll need to see one of every different Pokemon in Sinnoh. If you knock it out, you can check back the next night to catch another one, though you're probably best just saving before you fight it.


Rotom is an interesting little Pokemon, being both an Electric- and a Ghost-type. You probably haven't had all that much exposure to either of those two types at this point in the game, so is Rotom a worthwhile addition to your team? Can it fill the void for your friendly ghost?

Rotom Electric / Ghost
Hmm... Rotom got a bit more interesting and useful now that it has other forms, but since those forms are only accessable if you have a Key Item only distributed through Nintendo Events, it's unlikely that you'll be using one of its other forms during your playthrough. If you have the Secret Key, great, your Rotom will be stronger and have a cool new move; otherwise you're stuck with the normal form.

Stat-wise, Rotom has a rather unusual mixture. It has pretty good Sp. Atk and Speed, surprisingly decent Defense and Sp. Def, and then low HP and Attack. Not horribly low, but not really anything too exciting. It's not horrible stat-wise, but not particularly exceptional either.

Rotom is rather unusual in its moves. It'll start with Thundershock, Confuse Ray, Double Team, and Astonish. Not particularly great, but not particularly awful either. At level 22, it learns the pretty useful Shock Wave move. Having an extra attacking move is always welcomed. At 29, it'll learn Ominous Wind — again, a good attacking move, but one without a lot of PP, so don't depend on it too much. Other than that, it just learns Substitute and Charge until it gets to its final move at level 50, Discharge, which I'd recommend for it if you didn't decide to teach it the TM for Thunderbolt instead.

It can't really learn a ton of TMs, which is a bit of a pain. For offensive moves, it can learn Shadow Ball (which I would HIGHLY recommend teaching to Rotom as soon you get it), Thunderbolt, Dark Pulse, and Charge Beam. Not really a lot of variety, unfortunately. Charge Beam makes Rotom kind of fun, because although it doesn't do a ton of damage right off the bat, you have a 70% chance of raising Rotom's Sp. Atk by one stage, allowing its future hits to hit for more. For supporting moves, it can learn both Reflect and Light Screen, though I wouldn't depend on its ability to set them up due to its rather low HP (at least it's pretty fast so you'll probably get them set up before it takes a hit). It can also learn Thunder Wave if you use the proper TM on it, or if you go to the Pastoria City Move Tutor with a Heart Scale.

Rotom isn't really the best Electric-type you can get in Sinnoh; you're much better holding out for a Jolteon or Raichu. But Rotom's total immunity to Normal-, Fighting-, and Ground-type moves (thanks to Levitate) make it fairly versatile and it high enough stats to at least have some use.

Lastly, if you do somehow manage to get the Secret Key, you can change your Rotom's form. All of the forms keep the same type — Electric/Ghost-type — but each of the other forms have higher stats than Rotom's base form (each other form has the same stats, so it doesn't really matter). Rotom gets a lot more Defense and Sp. Def, as well as some more Sp. Atk at the cost of a little Speed. Also, when you change forms, you'll get to learn one special move that can only be used while in that form — Overheat, Air Slash, Hydro Pump, Leaf Storm, or Blizzard. Air Slash is probably the most dependable due to its accuracy and lack of negative side effects, but Overheat and Leaf Storm are also nice in a pinch.

One little note: Rotom can change forms into a variety of different forms, but only if you have a special event item called the Secret Key. As of the time of writing this, it has not yet been distributed in the USA, but you can check Pokemon.com constantly to find out if it'll be available. Until then, you'll just have to put up with its normal form.

That's about all there is for you to do here. And again, it's totally optional, though you will want to make sure you at least see Rotom sometime in order to complete your Sinnoh Pokedex.

Route 206
Trainers at Route 206
Cyclist Cyclist Axel $672
Pikachu Pikachu M Electric Lv. 21
368 EXP

Cyclist Cyclist Megan $672
Staravia Staravia F Normal / Flying Lv. 21
508 EXP

Cyclist Cyclist James $672
Ponyta Ponyta M Fire Lv. 21
683 EXP

Cyclist Cyclist Nicole $608
Starly Starly F Normal / Flying Lv. 17
203 EXP
Starly Starly F Normal / Flying Lv. 18
215 EXP
Starly Starly F Normal / Flying Lv. 19
227 EXP
Cyclist Cyclist John $640
Starly Starly M Normal / Flying Lv. 18
215 EXP
Staravia Staravia M Normal / Flying Lv. 20
484 EXP
Cyclist Cyclist Ryan $672
Shinx Shinx M Electric Lv. 21
269 EXP

Cyclist Cyclist Rachel $576
Ponyta Ponyta F Fire Lv. 20
650 EXP
Shinx Shinx F Electric Lv. 18
230 EXP
Cyclist Cyclist Kayla $672
Pikachu Pikachu F Electric Lv. 21
368 EXP

There are plenty of Trainers to fight on your way down Cycling Road. They're not horribly difficult, but you may get paralyzed by the Pikachus on some of the Trainers team if you aren't careful. Be wary, because a lot of their Pokemon like to use moves like Double Team to raise their evasion!

Fight your way through the Trainers and enter the bottom of Cycling Road. If you talk to the girl standing around inside of the exit, she'll give you the Flag accessory. Nifty.

Outside, if you head south, you'll wind up on Route 207 and can actually go back to Oreburgh City if you'd like. Now that you have the Bicycle, you can ride up and down that muddy slope with ease. You can also use Cut to chop down some of the trees blocking your path to the rest of Route 206 (where the wild Pokemon are), as well as a pretty cool cave you'll definitely want to check out!

Route 206
Enc. Rate: 30
Wild Pokemon Type(s) Level(s) Morn. Day Night
Ponyta Ponyta Fire Lv. 16 ~ 17
EXP: 346 ~ 368
20% 30% 20%
Geodude Geodude Rock / Ground Lv. 16, 18
EXP: 166 ~ 187
30% 30% 30%
Gligar Gligar Ground / Flying Lv. 16, 18
EXP: 245 ~ 276
20% 20% 10%
Kricketune Kricketune Bug Lv. 17 ~ 18
EXP: 386 ~ 408
10% 0% 10%
Machop Machop Fighting Lv. 17 ~ 19
EXP: 182 ~ 203
20% 20% 20%
Zubat Zubat Poison / Flying Lv. 17
EXP: 130
0% 0% 10%

There's one new Pokemon for you to catch on Route 206, and that Pokemon wasn't available until after you've gotten the National Dex in Pokemon Diamond and Pearl. Who's that Pokemon? It's Gligar!

Gligar Ground / Flying
Gligar -Level Up w/ Razor Fang at Night-> Gliscor
This pretty awesome looking flying scorpion thing has a very unusual type: Ground/Flying-type. That means its immune to Ground-type and Electric-type attacks. Just be sure to keep it away from Ice- and Water-type attacks and you'll be in good shape, because those are its only weaknesses.

But what about Gligar? Is it worth your time catching? Well right off the bat, Gligar has some decent stats — not amazing, but certainly pretty good for a beginning evolution. It has loads of Defense, pretty good Attack and Speed, and even some ok HP and Sp. Def to back it up. Its Sp. Atk is low as dirt, but that's not a bad thing really, because it only learns Physical-based moves and that's all you should teach it with TMs.

Your Gligar will start off with Sand-Attack, Harden, Knock Off, and Quick Attack — none of which are overly impressive. Quick Attack will be your best bet until level 23, when it learns Faint Attack — a 60-power Dark-type move with perfect accuracy. At level 27, it learns Screech, which softens up the target by lowering its Defense by two stages. Ideally, you'll want to evolve your Gligar before or at level 31 into Gliscor so it can learn Night Slash — otherwise you'll need to pay a Heart Scale to relearn that awesome move.

Speaking of Gliscor, you can get a Gliscor as soon as you get to Route 214, which is just south of Veilstone City. There's a Razor Fang hidden on the route which I will be sure to point out to you, just in case you forget. You should be able to find it before Gligar hits level 30, so don't worry. Just have your Gligar hold it and then level it up at night to make it evolve.

Gliscor has a ton of Defense, with plenty of Attack and Speed to boot. It also has pretty decent HP and Sp. Def, so it's a really good Pokemon to have in your party. It (like Gligar) learns Swords Dance at level 34, which is an amazing move to use on the first turn of a tough fight to give Gliscor the edge it needs — it effectively doubles Gliscor's Attack! Awesome! It also learns U-Turn at level 38, which you may or may not enjoy using (it forces Gliscor to switch to another of your Pokemon after you use it), and it learns X-Scissor at level 42, which is a solid Bug-type attack. It does learn Guillotine at level 45, but it's inaccurate and has low PP, so you're better off taking two hits to KO something than gambling for one. Or using Swords Dance first.

One of the MUST-HAVE TMs you'll want to teach your Gligar or Gliscor if you want to use it is Earthquake. You can find it almost immediately after you catch Gligar, inside of the hidden basement of the Wayward Cave. I highly recommend getting it and teaching it to your Gligar as soon as you can! In addition to that, Gligar can learn a bunch of pretty powerful TM moves like Return, Brick Break, Aerial Ace, Steel Wing, Iron Tail, Rock Slide, and Poison Jab. It can also learn False Swipe, which is a very helpful move that will leave a Pokemon at 1 HP left if you'd knock it out with that move — great for catching wild Pokemon!

I'd totally recommend picking up a Gligar and evolving it into Gliscor. It's a solid attacker, it's quick and sturdy, and it can learn some pretty good moves. Plus, if you're not satisfied with Gliscor's attack power, you can always use Swords Dance to give it extra oomph.

On the lower part of Route 206, beneath Cycling Road, you can find some Pokemon and items down there. The most noteworthy item down there is the Poison Barb, which boosts the holder's Poison-type moves by 20%. Not too shabby. You'll find that near the back. There's also a Burn Heal and a Super Repel that you'll find along the way.

You can also fight one Trainer that's wandered his way down here.

Trainers at Route 206
Hiker Hiker Theodore $672
Onix Onix M Rock / Ground Lv. 18
415 EXP
Onix Onix M Rock / Ground Lv. 20
461 EXP

At the end of the route, you'll find a cave that you can enter. That's the Wayward Cave, and it's really dark inside. You'll have trouble navigating it unless you use Flash, which can be taught to a Pokemon from TM70 (which you can find in the basement of Oreburgh Gate — you can head south to Oreburgh City and pick it up now, in case you didn't pick it up earlier). There are a few Trainers and items inside, as well as a lost girl, Mira, for you to save, but it's totally optional.

However, there's also a secret basement to the Wayward Cave, and you can find it by going under the Cycling Road at the very back of the route, sort of by where the obvious entrance is, and then just keep pressing up and moving to the left until you eventually are able to walk north and into the secret entrance. It's more towards the left side of the underside of Cycling Road, so keep that in mind!

In Diamond and Pearl, you had to wait until you could use Strength outside of battle to go down here, but they changed it in Platinum so you can visit it as soon as you get here. That's awesome, because there's a really great Pokemon for you to catch down here, as well an amazing TM for you to pick up!

You can go ahead and skip this next section if you aren't interested; it's totally optional. Proceed to Route 207 if you want to go ahead. Or come back here later if you'd like. I'm just going to cover it now because it's a good place to stick it in the walkthrough!

Wayward Cave
Wayward Cave 1F
Enc. Rate: 30
Wild Pokemon Type(s) Level(s) Morn. Day Night
Bronzor Bronzor Steel / Psychic Lv. 18, 20
EXP: 184 ~ 204
30% 30% 30%
Geodude Geodude Rock / Ground Lv. 17 ~ 20
EXP: 177 ~ 208
40% 40% 40%
Zubat Zubat Poison / Flying Lv. 17, 19
EXP: 130 ~ 145
15% 15% 15%
Onix Onix Rock / Ground Lv. 18, 20
EXP: 276 ~ 307
15% 15% 15%

Make sure you bring plenty of Repels or Super Repels before entering! 10 or more is a good number. An Escape Rope can also be helpful if you get lost or need to get out quickly to heal.

In the main part of the cave, which you can enter from the right-most cave (the one you can see) on Route 206, you'll need Flash in order to really be able to navigate successfully. Otherwise you may get lost rather quickly. You'll also want to make sure that you have a Pokemon that can use Rock Smash on you, because you'll need it to get through the cave.

There are a lot of Trainers to fight in here, and you can fight most of them in a Double Battle. Additionally, you might want to hold off on fighting a lot of the Trainers, because you can rescue the little girl, Mira, and she'll have a Kadabra at level 26 that can be pretty helpful in taking out some of your opponents. Plus she'll heal you after every single battle. Awesome! That makes it a lot less treacherous.

Trainers at Wayward Cave 1F
Picnicker Picnicker Ana $352
Hoothoot Hoothoot F Normal / Flying Lv. 22
272 EXP

Camper Camper Parker $320
Buizel Buizel M Water Lv. 20
321 EXP
Shinx Shinx M Electric Lv. 20
256 EXP
Collector Collector Terry $1408
Gible Gible M Dragon / Ground Lv. 22
315 EXP

Ruin Maniac Ruin Maniac Gerald $1008
Geodude Geodude M Rock / Ground Lv. 19
297 EXP
Bronzor Bronzor M Steel / Psychic Lv. 21
323 EXP
Picnicker Picnicker Tori $352
Psyduck Psyduck F Water Lv. 22
376 EXP

Camper Camper Diego $352
Aipom Aipom M Normal Lv. 22
442 EXP

Hiker Hiker Lorenzo $704
Onix Onix M Rock / Ground Lv. 22
508 EXP

Hiker Hiker Reginald $640
Geodude Geodude M Rock / Ground Lv. 20
312 EXP
Geodude Geodude M Rock / Ground Lv. 20
312 EXP
Lass Lass Cassidy $352
Buneary Buneary F Normal Lv. 22
395 EXP

Youngster Youngster Wayne $320
Staravia Staravia M Normal / Flying Lv. 17
411 EXP
Ponyta Ponyta M Fire Lv. 20
650 EXP
Shellos Shellos M Water Lv. 20
312 EXP

From the entrance, use Rock Smash on the rocks to your left, then head north. Smash the rocks to the left and head north again. Head left, use Rock Smash, and then head north. Now smash the rocks to your right and follow the path east, south, east, south until you get to more rocks to smash. Smash the rocks and then head south. You should find more rocks to smash. Smash them and keep following the path, smashing another set of rocks, until you get to a place where you can head north. Go north, then east, and then when you can choose between going north or south, go north and keep following that path and you'll get to Mira.

You can find TM32 (Double Team) on the western side of the Wayward Cave. Don't feel too bad if you miss it, though, because you can buy it fairly cheap in Veilstone City.

When you lead Mira to the exit, she'll thank you and then leave. No, she won't give you anything for your trouble, though you will be able to fight her much later in the game if you saved her, which can be kind of fun.

Wayward Cave (Secret Area)

Inside of the secret area of the Wayward Cave, which can be found underneath the Cycling Road by pressing up and hugging the wall until you are able to go north into the entrance, you'll find just a very small room with stairs leading down. Take the stairs down to the basement. Don't worry, you don't need Flash in the basement; just a lot of skill with your Bicycle.

Wayward Cave B1F
Enc. Rate: 30
Wild Pokemon Type(s) Level(s) Morn. Day Night
Bronzor Bronzor Steel / Psychic Lv. 18, 20
EXP: 184 ~ 204
30% 30% 30%
Geodude Geodude Rock / Ground Lv. 18, 20
EXP: 187 ~ 208
25% 25% 25%
Gible Gible Dragon / Ground Lv. 17, 19, 20
EXP: 162 ~ 191
20% 20% 20%
Zubat Zubat Poison / Flying Lv. 19
EXP: 145
10% 10% 10%
Onix Onix Rock / Ground Lv. 18, 20
EXP: 276 ~ 307
15% 15% 15%
Gibles and Bits

Deep in the basement of the Wayward Cave, you can find a rather rare Dragon-type Pokemon — actually the first Dragon-type you'll be able to catch now. Yep, that's right, it's the little land shark, Gible!

Gible Dragon / Ground
Gible -L24-> Gabite -L48-> Garchomp
Now that you can catch little Gible rather early in the game, it's actually a serious contender for you team, because you can use it as you go on through the game rather than waiting until after you get the 6th Badge, like you did in Diamond and Pearl (you needed Strength to get to the basement). That's pretty cool, because Gible's final evolution, Garchomp, is a very solid Pokemon and an excellent addition to any team.

First of all, Gible evolves into Gabite at level 24, then to Garchomp at level 48. Since you catch Gible at either level 17, 19, or 20, that's not too long before it'll evolve into Gabite, so we can just skip right ahead there. Gible has enough power in its moves to get to level 24 without too many problems (Take Down requires healing, but two shots of Dragon Rage should take out anything until then).

Gabite has a lot of Attack and Speed, with some decent HP and Defense to back it up. Sp. Atk and Sp. Def are a bit low, but not even that bad. Obviously you'll want to focus on Gabite's Physical-based moves rather than giving it Special-based ones. At level 28, it'll learn Slash, which, hey, gets the job done and is a lot better than the inaccurate and painful Take Down, but when it learns Dragon Claw at level 33 will be when Gabite's real strength will be known, because Dragon Claw is a pretty solid Dragon-type attack that also gets STAB and works off of Gabite's high Attack. Great move, excellent. Definitely. At level 40, it learns Dig by itself, but you'll be much better off teaching it Earthquake from the TM that you can pick up in the same place that you catch it! Definitely.

At level 48, Gabite will evolve into Garchomp and will learn Crunch if you let it evolve at that level. Again, that's a pretty nice move for Garchomp and takes advantage of its very high Attack stat. But other than that, the only move your Garchomp has left to learn is Dragon Rush at level 55 — though I'd still recommend Dragon Claw, because although Dragon Rush is more powerful, it only has 75% accuracy. You can still use it, if you'd rather.

As a Garchomp, you'll notice sky-high Attack and excellent Speed, as well as a lot of HP. Actually Garchomp really doesn't have any "weak" points — its lowest stat is Sp. Atk, and even that is higher than a lot of other Pokemon's. You can safely diversify and give it a Special-based move if you'd like, though Physical-based attacks are still the way to go.

What sort of TMs can you teach your Garchomp when it's fully evolved and ready to go? Well Earthquake is without a doubt the best TM to teach it and is practically a must-have for your Garchomp. It's just so amazing on it! But other than that, there's not really all that much you'll need for it. Crunch is better than Shadow Claw. Brick Break can be nice to take out a lot of things, including Ice-type Pokemon that may threaten Garchomp (be very careful around them, but Garchomp should be able to outspeed any Ice-type Pokemon you'll fight, except perhaps Weavile). Though Garchomp can learn Fire Fang by giving the Move Tutor in Pastoria City a Heart Scale, Fire Blast is probably your best bet, because it's just so much stronger power-wise and you'll most likely notice it does even more damage in the end, even without as high of Sp. Atk. Also, after getting the 7th Gym Badge, if your Garchomp is at maximum happiness, you can use Rock Climb just to the east of Celestic Town on Route 210 to get up to a special house where you can have the Move Tutor there teach your Garchomp Draco Meteor, a very powerful Special-based Dragon-type move that goes very well with Garchomp. Just don't get rid of Dragon Claw for it, because you'll want both! (Use Draco Meteor only when something really must be knocked out in one hit.)

In the end, Garchomp and its lower evolutions make excellent additions to your team. Just keep them away from Ice-types and be careful around other Dragon-type Pokemon (Garchomp will probably handle them just fine, though, due to its Speed) and you'll be very, very satisfied.

Getting through the basement of the Wayward Cave requires a bit of skill with the Bicycle. You'll need to jump across a bunch of ramps and sometimes stop in the right spot to get certain items.

On the first series of bike ramps, you'll need to speed through using your bike's fastest setting (press B to change gears) and then hop across all of them. You'll land near a Max Ether, which you can freely pick up. Why not, right? Then hop down the ledge to the west and change gears again so you're on the not-as-fast setting. You can use that to hop across a shorter distance and make your way to the next section of the cave.

Walk along and make your way more north until you get to another bike ramp. Nothing fancy to this one: just ride your bike across it at full speed. You'll then be able to cross some thing bridges over to the next part.

Ride at full speed across the bike ramp to the east to get a Grip Claw, which makes it so any moves like Sand Tomb or Fire Spin that trap your opponent for 5 turns trap them for 8 instead. Not usually all that helpful. Oh well. Hop back across the bike ramp and then take the northern bridges until you get to some more bike ramps.

Now, if you're good at the bike, try press UP as soon as you get to the section with the item there. You'll need to ride at full speed, but you'll also need to stop yourself before you hit the next ramp, so it's a little tricky. Your reward for doing that is a Rare Candy — in other words, a free level!

Only one more tricky bike ramp to get through in the northeastern corner now. This one is tough because you have to gain speed and then turn in order to keep that speed. It's a little tricky and it's highly recommended you use Repels before you attempt it, because running into a wild Pokemon will stop you in your tracks.

With enough effort, you should hopefully be able to nail the time to turn and make the jump successfully. Then just ride south until you reach the stairs leading you up to your prize: TM26 (Earthquake). Earthquake is a great move to teach your Pokemon!

That's all that's in the basement of the Wayward Cave, so make your way out and back onto Route 206, where you can now head south to Route 207 (if you haven't done so already).

Route 207
Trainers at Route 207
Youngster Youngster Austin $336
Buizel Buizel M Water Lv. 18
289 EXP
Gligar Gligar M Ground / Flying Lv. 21
485 EXP
Luxio Luxio M Electric Lv. 18
451 EXP
Hiker Hiker Kevin $608
Geodude Geodude M Rock / Ground Lv. 17
265 EXP
Geodude Geodude M Rock / Ground Lv. 19
297 EXP
Geodude Geodude M Rock / Ground Lv. 17
265 EXP
Onix Onix M Rock / Ground Lv. 19
438 EXP
Battle Girl Battle Girl Helen $336
Machop Machop M Fighting Lv. 21
337 EXP
Meditite Meditite F Fighting / Psychic Lv. 21
409 EXP
Hiker Hiker Justin $640
Geodude Geodude M Rock / Ground Lv. 20
312 EXP
Nosepass Nosepass M Rock Lv. 20
461 EXP
Camper Camper Anthony $352
Chimchar Chimchar M Fire Lv. 22
306 EXP

Picnicker Picnicker Lauren $352
Pachirisu Pachirisu F Electric Lv. 22
564 EXP

There's a few Trainers on the route, as well as a few items if you want to take the time to look for them. You can find a Revive on the southern part of the route if you cross the bridge. You can also find a Super Potion near the Camper and Picnicker.

If you head down the muddy slope, you can get back to Oreburgh City. That might be a good place to heal up your Pokemon if they're in need of some healing. That's also the spot you might have checked out earlier in the game, hence why there are no new Pokemon for you to fight here.


Have you used the Explorer Kit and dug up some fossils yet? Now that it's easy for you to go back to Oreburgh City, you might want to do that to try and dig up either an Armor Fossil or a Skull Fossil! They're pretty rare to find down there, and you can only find one of the two depending on your Trainer ID — if your Trainer ID (that 5 digit number of yours) is an even number, you'll dig up Armor Fossils; otherwise, if it's an odd number, you'll dig up Skull Fossils.

Once you've got one of those Fossils, you can take it to the Oreburgh Museum and talk to the scientist guy at the counter to have him revive it for you, turning it into one of two Pokemon depending on which type of Fossil you give him.

Cranidos Rock
Cranidos -L30-> Rampardos
So if you've got an odd Trainer ID, you might have dug up a Skull Fossil or two and you'll have access to Cranidos and its evolution, Rampardos. Cranidos has sky-high Attack and fair HP and Speed, but horrible defensive stats. The thing can get knocked out rather easily, so you have to be careful. Also, Cranidos doesn't really have any good moves to use with that monstrous Attack unless you use TMs on it.

It starts off at level 20 with Focus Energy, Pursuit, Take Down, and Scary Face, so you're either going to be doing a lot of damage to yourself with Take Down or not doing a lot of damage at all with Pursuit. It doesn't get much better, either; at level 24, it learns Assurance, which only have 50 power, but it's better than Pursuit. At level 28, it learns AncientPower, but it's Special-based, so you'll be rather disappointed with its damage.

Once Cranidos hits level 30, it'll evolve into the fearsome Rampardos, who has the highest Attack stat in the game (except for Attack Forme Deoxys, which you won't really be catching anyway). The rest of its stats are only rather average, though, even including its Speed. As a matter of fact, Rampardos hasn't gotten an ounce faster than Cranidos, which is a shame, because its Speed now is below average. At least it's got a decent amount of HP to help make up for its rather low defenses.

As soon as Cranidos evolves into Rampardos at level 30, it'll want to learn Endeavor, but that's not really all that helpful on your Rampardos. It learns Zen Headbutt at level 36, Screech at level 43, and then its signature move, Head Smash, at level 52. Head Smash is extremely powerful, but rather inaccurate and it does 50% of the damage dealt as recoil damage to Rampardos! Ouch!

The only way you'll really be able to tolerate Rampardos, unless you have a taste for mediocre and struggling, is by using TMs on it. Return is a great TM to teach it because it's a very solid Normal-type attack that makes great use of Rampardos' super-high Attack stat. Even though it won't be super effective against anything, you'll still be doing a lot of damage. Earthquake is another great choice for Rampardos if you picked it up inside of the Wayward Cave and don't plan on using it on anything else. Brick Break and Rock Slide are two other choices for Rampardos to give it diversity. Rock Slide is actually great due to STAB and is definitely recommended for Rampardos.

Additionally, you can take Rampardos to the Move Tutor on Route 212. You can have the Move Tutor teach it Fire Punch or Thunderpunch to give it some more choices for super effective hits and work off of that mostrous Attack stat. I'd recommend giving it one or both of the two. It's a shame it can't learn Ice Punch, though.

Rampardos is really only a good addition to your team if you are willing to invest some TMs and Shards on it to give it a good moveset. If you're stingy with them like I often am, you should just ignore poor Cranidos. But hey, with a little TLC, Rampardos can be a fierce fighter.
Shieldon Rock / Steel
Shieldon -L30-> Bastiodon
Shieldon is a lot like Bronzor stat-wise, except with virtually no HP and even higher Defense and Sp. Def. It also has a little more Attack and Sp. Atk, but what it really lacks are any good moves. And a good evolution, for that matter. You see, Bronzong at least has some hope of doing damage, whereas Bastiodon's only purpose is to take hits rather the deliver them.

Like Cranidos, Shieldon starts off at level 20. It starts by knowing Taunt, Metal Sound, Take Down, and Iron Defense. Not overly impressive. Take Down is a pain for reasons similar to Cranidos, except Shieldon is less likely to get knocked out afterward or because of recoil. Taunt can actually be kind of helpful into keeping your opponent from doing something it shouldn't — like afflicting Shieldon with a status condition. But I doubt you really want to be using a turn for that just on that off-chance. Iron Defense is really just plain redundant.

The two moves that Shieldon learns before it evolves are Swagger at level 24, which can be nice to confuse your opponent and raise its Attack sharply — something that Shieldon's awesome Defense can probably handle. AncientPower at level 28 is far from satisfying, but it'll do about as much as Take Down, so be grateful you have something.

At level 30, Shieldon evolves into the colossal wall, Bastiodon. This thing has higher defenses than the Great Wall of China, but that's about it. Its Attack and Sp. Atk are both really low (though you can use either stat for attacking, don't worry). Sure, it's got a lot of Defense, but with Speed that low, it'll certainly take a hit before it gets to attack and it'll take awhile to knock things out. Yeah, that's just a blast.

It learns Block at level 30, as soon as it evolves, but that's not really all that useful for in-game purposes. Endure at level 36 should give you a chuckle, because you're doing something wrong if Bastiodon would be knocked out anyway. Metal Burst at level 43 is sort of a signature move of sorts for Bastiodon. It's sort of like a mini Counter and Mirror Coat rolled into one — in other words, it'll cause Bastiodon to hit the opponent for 1.5x the amount of damage it received, from either Physical- or Special-based attacks. That's actually not too shabby of a source of damage later on, since Bastiodon should be able to take quite a few hits, but you're going to be using a lot of Hyper Potions and Moomoo Milks keeping it sustained. Lastly, it learns Iron Head at level 52, which is just a solid Steel-type attacking move and probably Bastiodon's best bet for offense. Great.

One thing I'll give Bastiodon credit for is that it can learn a surprising amount of different TMs. Seriously, this thing learns things you wouldn't ever imagine it learning. Ice Beam, Thunderbolt, Flamethrower and Fire Blast... even Avalanche, which works very well on Bastiodon when you get it, since Bastiodon is so slow to begin with. It can also learn some pretty solid moves like Earthquake, Rock Slide, and Flash Cannon. Since offensive isn't exactly Bastiodon's game, you may also want to consider giving it Toxic and then using Iron Defense or even teaching it Double Team to let Toxic slowly whittle away your opponents while they're powerless to do damage. Sandstorm helps out, too, for whittling away HP while also giving Bastiodon a noticeable bump in Sp. Def due to Sandstorm increasing Rock-type Pokemon's Sp. Def while its a Sandstorm.

Realistically, if you want a Pokemon that's virtually invincible to most all attacks, Bronzong is the better choice. Bastiodon has a 4x weakness to both Fighting- and Ground-type attacks as well as a weakness to Water, but aside from that, it'll be a very good wall similar to Bronzong... except minus the option for attacking and with the requirement of more patience.

At the very end of the western half of the route, you'll find an entrance into Mt. Coronet, but Dawn (or Lucas) will stop you before you can enter and ask you to choose either their left or right hand. It doesn't matter which you choose; you get the Vs. Seeker either way. You'll also get the Dowsing Machine application for your Poketch, which is nice for finding hidden items scattered around on the ground. They're usually pretty obvious, but it can help pinpoint them all for you if you use it right.

After Dawn leaves, you'll be free to enter the southern passthrough of Mt. Coronet.

Mt. Coronet (South)
Mt. Coronet (South)
Enc. Rate: 30
Wild Pokemon Type(s) Level(s) Morn. Day Night
Bronzor Bronzor Steel / Psychic Lv. 18
EXP: 184
20% 20% 20%
Geodude Geodude Rock / Ground Lv. 17, 19
EXP: 177 ~ 198
20% 30% 20%
Meditite Meditite Fighting / Psychic Lv. 18, 20
EXP: 234 ~ 260
20% 20% 10%
Clefairy Clefairy Normal Lv. 17
EXP: 164
10% 0% 10%
Machop Machop Fighting Lv. 20
EXP: 214
10% 10% 10%
Chingling Chingling Psychic Lv. 17, 19
EXP: 178 ~ 199
10% 10% 10%
Nosepass Nosepass Rock Lv. 18
EXP: 276
5% 5% 5%
Zubat Zubat Poison / Flying Lv. 18 ~ 19
EXP: 137 ~ 145
5% 5% 15%

Not really any new Pokemon inside of the southern part of Mt. Coronet, except you can now catch Clefairy rather than Cleffa and things are a bit higher of level.

As you pass through, you'll run into Cyrus, though he just rambles for a bit and then heads off, leaving you free to continue through to the other side. You can access some items and new places after you can use Surf and Rock Climb outside of battle, but for now there's nothing left for you to do in here, so make your way out to Route 208.

Route 207 (East)
Route 208
Enc. Rate: 30
Wild Pokemon Type(s) Level(s) Morn. Day Night
Budew Budew Grass / Poison Lv. 18 ~ 19
EXP: 173 ~ 183
30% 30% 20%
Bidoof Bidoof Normal Lv. 18
EXP: 148
20% 20% 20%
Ralts Ralts Psychic Lv. 17 ~ 18
EXP: 169 ~ 179
15% 15% 15%
Roselia Roselia Grass / Poison Lv. 19 ~ 20
EXP: 411 ~ 433
15% 15% 15%
Bibarel Bibarel Normal / Water Lv. 18 ~ 20
EXP: 297 ~ 330
20% 20% 20%
Zubat Zubat Poison / Flying Lv. 19
EXP: 145
0% 0% 10%

Past the bridges leading away from Mt. Coronet, you'll find some more wild Pokemon. Most of them are familiar to you already, though you can pick up a new one if you do a little bit of looking.

God of War

If you're in need of a Psychic-type, Ralts and its evolutions might be an option to consider adding to your team. Ralts' first evolution, Kirlia, can actually evolve into one of two different Pokemon, but only if it is a male! Female Kirlia can only evolve into Gardevoir. Just keep that in mind if you want to get yourself a Gallade.

Gardevoir Psychic
Ralts -L20-> Kirlia -L30-> Gardevoir
Until it evolves, your Ralts is going to be a Ralts and then a Kirlia until it gets to evolve into either Gardevoir or Gallade, so you might as well get an idea of what Ralts and Kirlia can do until that point.

First of all, Ralts itself is pathetically weak. It's almost enough to make you want to cry. The good news is that it'll evolve into Kirlia shortly after you catch it, evolving at level 20. It'll only have Confusion, Double Team, Teleport, and Lucky Chant until it evolves into Kirlia and learns Magical Leaf at level 22 (you can hold off on evolving Ralts until level 21 to learn Magical Leaf then if you'd rather). Other than that, the only move it learns before becoming Gardevoir at level 30 is Calm Mind at level 25. That's a rather helpful move that raises both Kirlia's Sp. Atk and Sp. Def and is a great start to a tough fight. (Of course, even after a Calm Mind, Kadabra is far superior to Kirlia.)

Finally your Kirlia will evolve into Gardevoir at level 30, though you may want to consider holding it back just one level so it can learn Psychic at level 31 rather than 33. Psychic will make Gardevoir much more helpful and it's really the only useful move that Gardevoir learns except for Hypnosis at the distant level of... 60.

Thankfully, though, Gardevoir is much more capable than its pathetic lower-evolutions. It has excellent Sp. Atk and Sp. Def — nearly as high Sp. Atk as Alakazam and much higher Sp. Def. It also has enough Speed to get by and fair enough other stats to back it up. Since Alakazam is the best thing to compare Gardevoir to, seeing as they're both top-form Psychic-types, you'll find that Gardevoir is slightly weaker offensively and quite a bit slower than the lightning bolt known as Alakazam, but it has a lot more resilience and can take hits much, much better.

Your best bet for Gardevoir is to teach it some TM moves to give it additional diversity. Shadow Ball, Thunderbolt, and even the rather inaccurate Focus Blast are a big help to Gardevoir's movepool. It might also benefit a lot from learning Reflect to help both itself and its teammates take Physical-based attacks much better. After all, Gardevoir has a lot of Sp. Def as is. The set I would probably recommend would be Psychic, Thunderbolt, Reflect, and Calm Mind. You can optionally switch either Reflect for Confusion (Psychic doesn't have a lot of PP on its own) or switch Thunderbolt for Focus Blast or Magical Leaf, depending on what would help your team out more.

One other kind of cool thing about Gardevoir is that it has some rather cool abilities. Synchronize makes it so if it is afflicted by Burn, Poison, or Paralyze, the Pokemon that inflicted that condition also receives that condition. That's great for those annoying Pokemon that like to do that kind of stuff to you. It can also learn Trace, which just copies whatever ability the first foe Gardevoir fights has.
Gallade Psychic / Fighting
Ralts -L20-> Kirlia -Dawn Stone on a Male Kirlia-> Gallade
Just like Gardevoir, Gallade must go through Ralts and Kirlia before it can reach its fighting form, though since you'll probably be past level 30 before you get a Dawn Stone, you may have to wait even longer to reach Gallade than you would Gardevoir. Not only that, but only male Kirlia can evolve into Gallade — female Kirlia can only evolve into Gardevoir.

Gallade, though, is almost identical to Gardevoir stat-wise, except it switches its Sp. Atk with Attack, giving Gallade a hefty amount of Attack to rough Pokemon up with. It is also both Psychic- and Fighting-type, giving it an unusual typing previously possessed only by Meditite and Medicham — and they're probably the best things to compare Gallade to. Gallade wins in that comparison due to its increased defenses and ability to take attacks, but Medicham will still ultimately have more Attack thanks to Pure Power (they're equal in Speed).

Move-wise, Gallade learns a lot of different moves than Gardevoir, which is a good thing, because Gardevoir didn't really learn that many great ones. You'll probably need to exchange a few Heart Scales to get the moves you want, though, but they're worth it. I'm just going to list the level Gallade learns them at anyway. It learns the incredibly useful Swords Dance at level 25, which raises its Attack by two stages, turning Gallade into a machine of destruction. Use that if ever Gallade must do a significant amount of damage or at the start of any Gym Leader or Elite Four fight. At level 31, it learns Psycho Cut, a Physical-based Psychic-type move with a high chance for a critical hit. Again, that's an absolute staple for Gallade and will most likely be its primary move for most of the game. The other moves it learns aren't all that great until level 53, when it learns its last move, Close Combat. That's a great, powerful Fighting-type move to have and it'll devastate whatever Gallade needs to hit with it, at the cost of losing some of its defenses. Oh yeah, one other rather helpful move, though not particularly good in battle, is False Swipe at level 45. Great for catching Pokemon, but not really good in practical fights. You can always buy the TM for it in Veilstone City whenever you want to switch Gallade to Pokemon-Catching mode.

Speaking of TMs, there are some pretty helpful TMs that Gallade can learn. Like Gardevoir, Gallade makes great use of Reflect to give it awesome Defense and Sp. Def. But for Physical attacking moves, you'll find that Brick Break is amazing on Gallade for a consistently powerful move. That and Psycho Cut go great together and have a lot of type coverage. Whether you want to use Brick Break and Close Combat together is a tough decision, because Close Combat does have a lot more power, but Brick Break has a lot more PP and consistency with no drawbacks. Other good attacking moves on Gallade are Earthquake, Rock Slide, X-Scissor, or maybe even Poison Jab. It depends on what you need for type coverage, though Earthquake is great for Gallade. If you're not satisfied there, you can also teach it any of the elemental punch moves, Fire Punch, Ice Punch, and ThunderPunch, from the Move Tutor on Route 212 for some Shards. Those are also amazing on Gallade and help it cover whatever types you need to cover for your team. Lastly, it can learn Zen Headbutt, which you may want to consider over Psycho Cut. It has more power, but less accuracy. The choice is yours, though Psycho Cut tends to be more convenient.
Trainers at Route 208
Hiker Hiker Jonathan $704
Onix Onix M Rock / Ground Lv. 22
508 EXP

Black Belt Black Belt Kyle $552
Machop Machop M Fighting Lv. 23
369 EXP

Hiker Hiker Robert $704
Nosepass Nosepass M Rock Lv. 22
508 EXP

Aroma Lady Aroma Lady Hannah $704
Roselia Roselia F Grass / Poison Lv. 18
585 EXP
Combee Combee M Bug / Flying Lv. 22
297 EXP
Artist Artist William $960
Mime  Jr. Mime Jr. M Psychic Lv. 20
333 EXP
Bonsly Bonsly M Rock Lv. 20
290 EXP

There's a few more Trainers for you to fight before getting to Hearthome City, so you might as well fight through them. You should also fight Aroma Lady Hannah near the stairs leading down to the grass, because she has a Combee on her team and that's one of the Pokemon that is sometimes overlooked for completing your Pokedex.

If you talk to the Black Belt near the patch of grass, he'll give you an Odd Keystone, which you can use later on in a process to get yourself a Spiritomb. This is very important if you want to get yourself one of those!

Inside of the house near the exit of the route, with the berries by it, you can buy Mulch to help your berries grow better and more effectively... or something. You can also get the Berry Checker application for your Poketch by chatting around inside.

Now you're almost to Hearthome City! Just enter the building to the east and you're there!

Hearthome City

Ah, Hearthome City, one of the biggest cities in Sinnoh. There's certainly a lot to do in Hearthome City: there's the Contest Hall for participating in Super Contests, there's Amity Square to the north for relaxing with your Pokemon, tons of buildings and houses to check out, and oh yeah, there's your third Gym!

Now as soon as you enter Hearthome City, a wayward Buneary will rush into you and you'll stop it from escaping from its Trainer, Keira. It turns out she's one of the contest judges at the Contest Hall and invites you to go back there later.

I know that there's plenty to do in town, but you should probably get that out of the way right now so you don't forget. Head to the center of the northern end of town and you'll find the Contest Hall. Inside, you'll find your mom and Keira, and after a bit of talking, she'll give you either a Tuxedo if you're playing as a boy or a Dress if you're playing as a girl.

While you're in the Contest Hall, make sure you talk to the lady in purple to the right! That's Fantina, the Gym Leader, and she'll return to her Gym after you talk to her. You won't be able to fight her unless you talk to her there, so that's why it's important.

But before taking on the Gym, there are a few other places you might want to check out in town.

When you stop by the Pokemon Center, make sure you have at least one empty space in your party, becuase if you go to the house right next door and talk to the girl inside, she'll introduce herself as Bebe, the administrator of the Pokemon Storage System and will give you a free Eevee, since her friend had a whole ton of them. (Reference to Bill, anyone?) Why wouldn't you want a free Eevee?


Eevee is the only Pokemon in the game that can evolve into 7 different Pokemon. Yeah, that's right! Eevee has 7 different evolutions: Vaporeon, Jolteon, Flareon, Espeon, Umbreon, Leafeon, and Glaceon! That's a lot of "Eeveelutions"! If you're interested in using Eevee or one of its evolutions on your team, it's really important that you consider what other Pokemon are on your team, because you'll want to use whatever one helps cover your weaknesses.

If you're using, say, a Monferno and a Staravia, you won't really want to have a Flareon on your team (weak to Rock and you also have a Fire-type already), and you'll probably want to avoid having Jolteon (weak to Ground like Monferno) or Glaceon (weak to Rock like Staravia), either. Just try and use some common sense, but I'll be sure to go over the strong points of each of the seven different evolutions so you know what to expect from them!

Since the only move Eevee learns that is remotely helpful to your final "Eeveelution" is Baton Pass at level 36, which is probably not even that helpful in-game, I'm just going to cover each evolution's moves. You should evolve your Eevee as soon as possible.

Vaporeon Water
Eevee -Water Stone-> Vaporeon
Vaporeon is a pretty solid Eeveelution to have on your team and makes for a pretty good Water-type Pokemon. It has amazingly high HP and really good Sp. Atk and Sp. Def to back it up, as well as not have particularly horrible other stats. Vaporeon can take hits left and right and should be able to handle most Super Effective hits quite well, particularly if they're Special-based. Of course it's only weak to Electric- and Grass-type attacks, so it should be fairly easy to see them coming.

The problem is Vaporeon will not have any access to Water-type moves until you get to Pastoria City for your 5th Gym Badge, when you can either teach it Water Gun (woohoo) by giving the Move Tutor a Heart Scale or win against the Gym Leader and give it TM55 (Brine), which isn't really that good. You really need to wait until you get the HM for Surf for Vaporeon to have maximum efficiency, and once you get it, you'll feel awesome about Vaporeon and its ability to fight. It just might be a little shaky until then.

It learns Quick Attack and Bite at level 22 and 29 respectively, but neither are outstanding thanks to Vaporeon's rather low Attack stat. Aurora Beam at level 36 is really nice until you can teach Vaporeon Ice Beam through a TM (or just give it the TM for Blizzard, which you can buy for cheap in Veilstone City; it's inaccurate, sure, but Vaporeon can afford a miss). It learns one of its signature moves, Acid Armor, at level... oh, level 64. Great. It also learns Hydro Pump at level 71 and Muddy Water at level 78, but those are way too high of a level for you to realistically have a chance of using in-game.

Vaporeon will have to resort to using TMs if you want to use it effectively in battle. Surf is a must-have move for Vaporeon, period. As stated earlier, Ice Beam is really nice on Vaporeon and helps it cover Grass-types (as well as those tough Dragon-types that resist Surf). Shadow Ball is the only other Special-based move that Vaporeon has access to, though, so it is very limited in its options to hit with. You might as well go with Surf, Ice Beam, Shadow Ball, and then your choice for the last move. Some good support options for Vaporeon are Rain Dance to improve the amount of damage it does with Surf, Double Team to raise its evasion and make it more difficult for the opponent to take out its massive HP, Toxic to whittle away at the opponent's HP (though it's probably best if you get rid of Shadow Ball for another support move like Double Team if you do that), or maybe even Rest plus either Snore (Move Tutor) or Sleep Talk (TM82) to ensure your Vaporeon is always healthy and able to fight.

My ultimate verdict on Vaporeon is that it's a good Water-type Pokemon with great HP. It just really lacks a lot of diverse moves that a lot of other Water-type Pokemon have. Still, it makes a good choice if you just need a Water-type Pokemon without much diversity.
Jolteon Electric
Eevee -Thunderstone-> Jolteon
Jolteon is a very zippy little Pokemon with very high Speed and great Sp. Atk. It also has very nice Sp. Def. Its HP and Defense are only ok and Jolteon is particularly suspectible to strong Physical-based attacks or any Ground-type Physical attack like Earthquake, but it will go first against probably all of the Pokemon you come up against due to its ridiculously high Speed. Seriously, it has the 6th highest Speed in the game. Thankfully it also has the winning formula of high Sp. Atk to back it up.

However, Jolteon suffers from a lot of the same problems as Vaporeon and many other of the evolutions of Eevee: lack of good moves. It'll have to put up with Quick Attack at level 22 and Double Kick at level 29. Double Kick is actually kind of fun, despite Jolteon's low Attack, because it's a Fighting-type move that Jolteon was known for back in the old days. It also learns Pin Missile at level 36, which is a multi-strike Bug-type Move. Too bad its Physical-based. Actually, it's too bad that every move Jolteon learns until Thunder at level 71 is Physical-based. That means... yep, you're going to have to depend on TMs for Jolteon.

If you thought Vaporeon had few options, you'll be even more disappointed with Jolteon. You need to wait until after getting the 5th Badge and can use Surf outside of battle in order to get the TM for Thunderbolt by Surfing around the Valley Windworks (or you can buy it in the Game Corner in Veilstone City, but it's expensive or requires a lot of luck at the Game Corner). Thunderbolt makes Jolteon great, though, and you'll be satisfied with the amount of damage it does thanks to Jolteon's high Sp. Atk and how Jolteon will always strike first. Other than that... you have Shadow Ball and... Hyper Beam. Those are the only other Special-based attacks that Jolteon can learn that aren't Electric-type. You could try see if your Jolteon has a good Hidden Power type, but that's hardly dependable.

What do you do with your Jolteon if it can't really learn very many good moves? Well, I'd recommend giving it Thunderbolt for sure and giving it Shadow Ball for a little extra type coverage. After that, give it Thunder Wave to paralyze the opponent and Double Team to increase its evasion. If you don't think that Thunderbolt will knock out the foe in one hit, hit it with Thunder Wave first and then set up a Double Team or two to increase your evasion. This works best if you're fighting against a tough Trainer like a Gym Leader or Elite Four. Then just proceed to sweep with Thunderbolt or Shadow Ball. X Specials help out a lot if you need an extra boost.

All and all, Jolteon is an excellent Electric-type if that's all you need it for. It's just too bad that you probably won't have access to Thunderbolt by the time you get to the 5th Gym unless you grind at the Game Corner to get it, because that's the Gym that Jolteon does best against. But if you want an Electric-type that's more diverse, look to Luxray (different elemental fangs are nice, even if a bit weak) or Raichu later on.
Flareon Fire
Eevee -Fire Stone-> Flareon
Flareon has a ton of Attack coupled with high Sp. Def and actually a pretty good amount of Sp. Atk. It isn't very fast and it doesn't have a lot of HP or Defense, so try and avoid Physical-based attackers unless you're careful, but Flareon certainly has more bite than bark.

Like Jolteon and Vaporeon, Flareon doesn't learn any good Fire-type moves for a bit, but one thing that Flareon has over those two is that it can actually make use of its non-Fire-type moves. Quick Attack at level 22 and Bite at 29 may not be Fire-type moves, but they'll do enough damage to get by thanks to Flareon's high Attack stat. At level 36, it learns Fire Spin, but that's really a joke move and doesn't do a lot of damage at all. Level 43 is when it learns the move you'll want it to learn, Fire Fang, a much-appreciated Physical-based Fire-type attack. It is a shame that you have to wait until level 43 to learn it, but at least it's better than Jolteon and Vaporeon in that regard. After that, it doesn't learn anything worthwhile, so don't bother and stick only to TMs.

What sort of TMs can Flareon learn? Well, some of the most obvious choices are Flamethrower and Fire Blast. Fire Blast can be obtained a lot earlier by buying the TM from the Veilstone Department Store, but it only has 5 PP and 85% accuracy, so you may need to be careful when you use it. Flamethrower has a lot more PP and is fully accurate, but it lacks the power Fire Blast has — Flareon really appreciates the extra power of Fire Blast to make up for its lower Sp. Atk stat (though its Sp. Atk stat isn't that shabby anyway). Whichever you use is up to you, but Fire Blast is a lot easier to replace since you can just buy it again. Either way, as soon as you get to Veilstone City, buy Fire Blast to give Flareon a nice Fire-type attack until it learns Fire Fang (or camp out in the Game Corner until you can afford Flamethrower). Other than that, it can make great use of Dig to hit for Ground-type damage. Since the in-game Trainers don't have the intelligence to switch to a Ground-immune Pokemon or do anything really worthwhile with that free turn, you'll find it's a lot more effective than you may first think. Return is an awesome move to teach it after you've had it for awhile and it's happy towards you, though you can blow Secret Power on it until then if you want to (that's what I did, if it means anything, because Secret Power isn't that good later on in the game).

For competitive battling purposes, Flareon falls far short of most all of the other Eeveelutions. But in-game, if you use the right TMs on it, you'll probably find it works better than you might have heard. It's just a shame there aren't really any better Physical-based Fire-type moves for it to learn.
Espeon Psychic
Eevee -Happiness + Daytime-> Espeon
Stat-wise, Espeon is a lot like Jolteon. In fact, the only difference is Espeon switched its Sp. Atk and Speed stat with Jolteon, resulting in an extremely powerful Psychic-type that is deadly fast, too. Hmmm... sounds a bit like Alakazam, right? Espeon is slightly weaker offensively than Alakazam, but has a lot more defenses and HP to take hits with. Wait, now it sounds like Gardevoir, doesn't it? It does. Think of Espeon as that happy balance between Alakazam and Gardevoir, offering tons of Speed and tons of Sp. Atk, while still having enough defenses to take a hit or two.

One downside of Espeon (and Umbreon) is that you need to have it be really happy with you in order to make it evolve into Espeon. To have your Eevee evolve into Espeon, you need to level it up while at full happiness during the day. There are many ways to increase its happiness, but giving it vitamins, using Potions and items on it as often as possible, and even just riding around with it on your bike are great ways to increase its happiness. Just make sure its holding the Soothe Bell the whole time, though! That'll make it grow friendlier towards you even faster.

At level 22, Espeon learns the standard Quick Attack, which really won't be that potent at all. At level 29, it'll learn Swift, which may not be particularly strong on its own, but at least its a Special-based move you can use in the meantime. It learns Psybeam at level 36, which will be its best move until you can teach it the TM for Psychic (or wait until... level 64). After that, it doesn't really learn anything else all that good, so don't bother. You're going to need to invest in TMs if you want to give Espeon better moves.

What sort of moves should Espeon learn through TMs? Well there aren't really a lot of options, unfortunately. You've got Psychic, which is a must-have. It's a shame you have to either wait until you've earned the 7th Gym Badge to use Rock Climb outside of battle or invest a lot of Game Coins at the Game Corner to get it. Shadow Ball is still an option for Espeon and really your only other bet other than Grass Knot and Hyper Beam. It can learn both Reflect and Light Screen, but it doesn't really have quite the same level of defenses as Gardevoir or Gallade for pulling it off and probably shouldn't be used that way (though you don't have a lot of other options). There's always Double Team...

Despite its lack of variety, Espeon is still a good Psychic-type Pokemon. It's not necessarily much better or worse than the other options, Alakazam or Gardevoir, but it certainly has its comfortable niche right between the two and will be sure to deliver you plenty of knock outs if you use it.
Umbreon Dark
Eevee -Happiness + Nighttime-> Umbreon
Umbreon can certainly be a handful if you're more of a knock-it-out-quickly sort of player. You may even be disappointed by it in that respect, because if there's one thing Umbreon isn't really that good at, it's knocking things out. But where Umbreon shines is in its capabilities to take a beating, because it sure has a ton of defenses and excellent HP! It doesn't quite have the HP that Vaporeon does, but it has awesome Defense and Sp. Def, so it balances out very, very well.

Like Espeon, Umbreon will only evolve when it is fully happy with you. Give it the Soothe Bell you got from Cheryl and give it plenty of items, walk around with it a lot, and give it any vitamins you come across to increase its happiness fast. Eevee will only evolve when it levels up at night, and then only if it is very happy with you.

You aren't really missing out on any good moves if it takes you awhile to level it up. Bite (which Eevee learns at level 29) is just as powerful as Faint Attack (which Umbreon learns at level 36), so don't worry too much about missing anything if you're stuck with Eevee for awhile. If your Umbreon evolves at or before level 29, it can learn Confuse Ray to automatically confuse the target. Assurance at level 43 is only really good for Double Battles, and since you don't fight in too many of them, it's not as good as Faint Attack. That's about it for really useful moves that Umbreon can learn. Granted, at level 57, it learns Mean Look, but since Umbreon isn't really very fast, it's unlikely that you'll be able to use that against any fleeing Legendary Pokemon. It also learns Screech at the far off level of 64 to weaken the foe's Defense by a lot, Moonlight at level 71 for healing, and Guard Swap at level 78, which isn't really that useful.

So Umbreon doesn't really learn a whole lot of good moves. About the best you'll get is Bite/Faint Attack or Assurance for doing damage and Confuse Ray for messing with the opponent. Like the other Eeveelutions, you're going to have to resort to some TMs if you want Umbreon to shine. Since Umbreon's Attack and Sp. Atk are nearly the same, you can really use either to attack with. Dark Pulse is a pretty good Special-based Dark-type move, but you don't get it until after you've gotten 8 Badges, so you're going to be stuck with the other options for awhile. Psychic and Shadow Ball are still options, as is Dig and ironically enough Iron Tail, though I'd advise against Iron Tail due to its rather poor type coverage and low accuracy. Return is a good option for a strong attacking move, though it will only do a little bit more than Faint Attack to something not resistant to Dark-type attacks. There aren't really all that many other moves to teach it. Toxic sounds good on paper, but it'll take awhile for it to really take effect and Umbreon is more than likely to overpower the opponent in that amount of time anyway.

Umbreon can also learn Sucker Punch by taking it to the Move Tutor on Route 212 (South). Sucker Punch is a pretty sweet Dark-type move that always goes first, but it does nothing if the foe isn't using a Physical-based or Special-based attack (like if its using a support move). You can remedy this by giving Umbreon the TM for Taunt to force them into using attacking moves so you can Sucker Punch away. The downside is that it uses up two of Umbreon's moves, but the plus side is that Umbreon doesn't really have a lot of better options.

One great thing that I recommend to anyone interested in using Umbreon is the use of X Attacks or X Specials. Use those early on in a fight so Umbreon can do more damage. It'll have no problem taking a few hits while you buff it up with X Attacks or X Specials. You can throw in X Speeds if you want to try see if it can outspeed things — it usually takes only 1 or 2 for it to outspeed even the fastest Pokemon out there.
Leafeon Grass
Eevee -Level Up at rock in Eterna Forest-> Leafeon
Ah, one of the two new evolutions of Eevee. Leafeon is certainly an interesting one. It has very high Defense coupled with great Attack, and it's actually fairly fast, too. Not too shabby and certainly solid enough, but since Physical-based Grass-type moves are a little harder to come by, how does Leafeon stack up?

Well first of all, you can evolve your Eevee into Leafeon by leveling it up in Eterna Forest. No problems there. Just run on back there and have it gain a level and you'll have a fresh new Leafeon ready to fight.

Ok, move-wise, Leafeon learns the standard Quick Attack at level 22, which works fairly well with its Attack stat (Flareon has higher Attack than Leafeon though), but at level 29 it learns Synthesis, a healing move that will heal Leafeon. For in-game purposes, you're much better off using Moomoo Milks or Hyper Potions (or other healing items until you can purchase the aforementioned healing items) than moves, so it's really only useful if you're going to be battling your friends. It learns Magical Leaf at level 36 and Giga Drain at level 43, but neither of these are all that helpful due to its low Sp. Atk stat (Flareon at least had a decent Sp. Atk stat to back it up, albeit less Speed). Not good. In fact, the only good Physical-based move it learns is Leaf Blade at level... 71. Great. No chance of getting that anytime soon.

All is not lost, though; when you get to Pastoria City, you can give a Heart Scale to the Move Tutor there and relearn Razor Leaf. It's not overly powerful, but its at least a Physical-based Grass-type move for Leafeon to use. It doesn't really have many other options.

TMs really help give Leafeon a few extra moves to decide from, and thankfully it has quite a few options, particularly in comparison to the other Eeveelutions. Return is solid once your Leafeon is very happy with you. Aerial Ace, Dig, Iron Tail, and X-Scissor are all some interesting moves you can teach Leafeon to give it some type coverage. If you invest some time at the Game Corner, you can get TM75 to teach Leafeon Swords Dance, an excellent move to boost Leafeon's Attack power way up. That's one of the best moves you can give it, because that way you can use that once or twice to do tons of damage for those fights that really require a lot.

Leafeon is a lot like Flareon, except faster and without the ability to get by using Special-based moves. But Leafeon also mixes in a lot of Defense to make it nice and bulky. One thing that Leafeon has over any of the other Eeveelutions is the ability to use Swords Dance. That really helps it out and gives it an opportunity to win a lot of different fights.
Glaceon Ice
Eevee -Level Up at rock in Route 217-> Glaceon
Last but not least, we have Glaceon. Unfortunately you won't be able to evolve your Eevee into Glaceon until after you've gotten your 6th Gym Badge and are heading up north to Snowpoint City. You'll need to have your Eevee gain a level while on Route 217 in order for it to evolve into Glaceon. If you have a friend who's already beaten the game, you might be able to have them do that for you, but I'm going to assume that you'll be around level 38 or so by the time you get there.

The bad news is that's a lot of time being stuck with an Eevee. You'll probably want to invest in TM moves like Secret Power or maybe even Return until you get to the point where Eevee evolves, because Eevee doesn't really learn a whole lot of great moves until then. Quick Attack at level 22 (which may do more than you'd think if Eevee has the Adaptability ability), Bite at level 29, and then the rather useless-to-Glaceon Baton Pass at level 36. Hopefully you'll be able to evolve your Eevee before it learns Take Down at level 43.

Once you've gotten your Glaceon, you will probably be rather disappointed by its rather weak assortment of moves. Right off the bat, you may want to consider flying to Veilstone City and giving it the TM for Blizzard or flying to Pastoria City and giving the Move Tutor a Heart Scale to teach it Icy Wind until you can use Rock Climb outside of battle, when you can get Ice Beam on Route 216 (or you can buy it in the Game Corner, but it's rather expensive).

One of the problems is that's about all Glaceon has for moves. It has the aforementioned Shadow Ball, and it can also learn Water Pulse from a TM if you're lacking in Water-type moves, but that's it for Special-based attacks. Hail is a great move to teach your Glaceon via TM, because not only does it give Glaceon a free 20% evasion boost (due to its Snow Veil ability), it also gives Blizzard 100% accuracy, making it a very strong move for Glaceon to use.

Now one thing about Glaceon is its stats; it's sort of like a hybrid mix between Espeon and Umbreon. It actually shares Espeon's sky-high Sp. Atk and is just as powerful offensively as Espeon, but it also has pretty darn good Defense and Sp. Def to back it up. It lacks Umbreon's HP and Espeon's Speed, but it's still got its own interesting niche, particularly for an Ice-type Pokemon.

The Pokemon Fan Club can be found just to the east of the Poke Mart. Talking to the Club President will net you a Poffin Case that can be used to store Poffins in. You'll need that if you want to use Poffins to help give your Pokemon an edge in Pokemon Contests. The girl inside will also tell you how happy your Pokemon are with you.

Inside of the condominium next door, at the top floor (you can get there by taking an elevator), you can talk to a girl and she'll give you a Shell Bell — a held item that, when held, recovers 1/16th of the damage dealt to the opponent. It can help keep your Pokemon healthy, but you'll find that it doesn't heal as much as you may be hoping it would. It's still better than nothing.

To the left of the Poke Mart is the Poffin House which is where you can make Poffins. You'll need the Poffin Case from the Pokemon Fan Club in order to make them, though.

Also, to the north is Amity Square, which is just a little relaxing place that you can walk around with one of the Pokemon on your team and find some items. (Only certain Pokemon will follow you around — usually the more "cutesy" ones or your starting Pokemon.) In there, you can find yourself TM43 (Secret Power) and TM45 (Attract) in Amity Square, as well as the Amulet Coin, which is a very useful held item that doubles the amount of money you receive in any battle that the Pokemon holding it fights in.

Whenever you're ready, head to the Pokemon Gym. Assuming you've talked to Fantina in the Contest Hall, you should have no problems entering. Just make sure your Pokemon are fully healed and ready for some fights against rather peculiar Ghost-type Pokemon!

Hearthome Gym

Like Eterna Gym, Hearthome Gym has been revamped entirely. Rather than solving math puzzles like in Diamond and Pearl, you now have to pass through two dark rooms with a flashlight. In each room there is a blue tile on the ground with a symbol on it that you'll be able to see when you shine your light on it. You then need to go into whichever door has that same symbol beneath it.

Since the symbols change every time you enter the Gym, along with the location of the blue tile, you'll have to find them yourself. No easy fix to that, but thankfully it really isn't too hard at all.

Of course, there are a few Trainers for you to fight along the way. They'll make for some good practice before taking on Fantina and her troupe of Ghost-type Pokemon, so if you're having any problems with the lowly Trainers, you may want to train up a bit to better handle Fantina. She's pretty tough at lower levels!

Trainers at Hearthome Gym
Youngster Youngster Donny $352
Gastly Gastly M Ghost / Poison Lv. 20
407 EXP
Drifloon Drifloon M Ghost / Flying Lv. 22
598 EXP
Lass Lass Molly $368
Misdreavus Misdreavus F Ghost Lv. 23
724 EXP

The Trainers in the first room aren't overly hard, though try and avoid knocking out Drifloon with a Physical-based attack, because it has the Aftermath ability which damages the attacker for 25% of their maximum HP if they use a Physical-attack to knock out Drifloon. Not cool! You don't have to fight any of the Trainers, but you might as well to gain experience.

There are only three doors in the small first room, so it shouldn't be very difficult at all to find the one you're supposed to go into. And the only consequence of getting it wrong is just going back to the entrance. Big deal.

Trainers at Hearthome Gym
School Kid School Kid Chance $460
Gastly Gastly M Ghost / Poison Lv. 23
468 EXP

Ace Trainer Ace Trainer Allen $1440
Gastly Gastly M Ghost / Poison Lv. 21
427 EXP
Gastly Gastly M Ghost / Poison Lv. 22
447 EXP
Haunter Haunter M Ghost / Poison Lv. 24
647 EXP
Ace Trainer Ace Trainer Catherine $1440
Haunter Haunter F Ghost / Poison Lv. 23
620 EXP
Misdreavus Misdreavus F Ghost Lv. 24
756 EXP
School Kid School Kid Mackenzie $420
Drifloon Drifloon F Ghost / Flying Lv. 21
571 EXP
Drifloon Drifloon F Ghost / Flying Lv. 21
571 EXP

Again, all of the Trainers in the second room are optional, but you're probably best off fighting them. Watch out, though, because they'll like to use a lot of annoying attacks such as Confuse Ray, Hypnosis, and Sucker Punch!

The basics are pretty much the same for this room as with the last; it's just bigger. This means you might have to really look around for that blue tile. Track it down and fight whatever Trainers you'd like to, then enter the correct door and you'll find yourself at the end of the Gym, standing in front of the Hearthome Gym Leader: Fantina!

Boss Fight
Leader Leader Fantina $1680
Duskull Duskull F Ghost Lv. 24
498 EXP
Haunter Haunter F Ghost / Poison Lv. 24
647 EXP
Mismagius Mismagius F Ghost Lv. 26
1,041 EXP
Fantina's Opera

DuskullFantina starts off the fight with her Duskull to soften things up for her. It has Will-o-Wisp to inflict Burn status on your Pokemon. This can be particularly crippling if you're using Physical-based attackers (Bite or Faint Attack come to mind, both of which are Super Effective), because Burn halves the afflicted Pokemon's Attack stat. Administer Burn Heals or Full Heals (or whatever means of healing Burn you have) or just tough it out, though try to avoid getting hit in the first place.

Duskull also has a few other annoying moves under its belt. Pursuit is a Dark-type move that will inflict fairly low damage, but it'll do twice as much if you switch Pokemon on the turn it decides to use it. Try and avoid switching your Pokemon against Duskull unless you are fine with risking a Pursuit to the face!

It also has Shadow Sneak, which is like a Ghost-type Quick Attack (always goes first), and Future Sight, which does a fair amount of damage two turns in the future, to whoever you have active. Make sure you don't forget about Future Sight as you fight Fantina, because it can sometimes mess you up if you think you can wait another turn to use a Potion or something!

Thankfully Duskull doesn't really hit all that hard with its attacks, especially in comparison to Fantina's other two Pokemon. Try take it down as quickly as possible so it can annoy you as little as possible.

HaunterThe next Pokemon on her team is Haunter. Downgraded from Diamond and Pearl, where it was a Gengar, but her Haunter is still a formidable foe. It is quite fast and has very high Sp. Atk! But fortunately for you, it doesn't use any Special-based moves, so you don't have to worry about it that much.

It has Shadow Claw and Sucker Punch to attack you with. Shadow Claw is its strongest move, a Physical-based Ghost-type move with a high critical hit rate. Watch out for critical hits with it! And Sucker Punch is annoying because it'll hit you first if you use an attacking move, though it shouldn't hit overly hard. Just be very careful if you're trying to take advantage of Haunter's Poison-type by using a Psychic-type Pokemon like Kirlia or Kadabra, because they may get a Sucker Punch to the face!

Haunter's real role is to disrupt your Pokemon with both Confuse Ray and Hypnosis. Try and switch out confused Pokemon so they don't hit themselves and use Awakenings, Full Heals, or Chesto Berries to quickly awaken your Pokemon if it gets hit by Hypnosis. You can also just wait a few turns for either effect to be cured naturally, though Confuse Ray can hurt a lot more because of the chance of hitting yourself.

Unlike Duskull, Haunter has some pretty lousy defenses, so one good shot of a strong Dark- or Psychic-type attack will send it out for the count. Just make sure you don't use any Normal-, Fighting-, or Ground-type attacking moves against it, because they will do absolutely nothing! (Haunter has the Levitate ability.)

MismagiusFinally, Fantina will send out her Mismagius. It's her strongest Pokemon for sure, clocking in at level 26. It's the deadliest Pokemon on her team due to its high Speed and high Sp. Atk. It actually has high Sp. Def, too, so use Physical-based attacks against it for the most damage.

Shadow Ball is the attack you really want to watch out for, because it gets STAB and is already pretty strong. It's completely useless against Normal-type Pokemon, though, so Pokemon like Staravia, Bibarel, or even Clefairy won't have to worry about it. Your other Pokemon will take a substantial amount of damage from it, though, so be on guard!

Her Mismagius also knows Psybeam and Magical Leaf for a little bit of diversity. Neither attack is particularly strong on its own, especially in comparison to Shadow Ball, but it'll still hurt pretty good. Keep Water-, Ground-, Rock-, Poison-, and Fighting-type Pokemon away to avoid getting hit for Super Effective damage from them, as well as Psychic- and Ghost-type Pokemon. Yeah, that's quite a few types that Mismagius can hit hard.

As long as your Pokemon are at least level 23 and fairly durable, they should be able to take at least one of those hits (except a Super Effective hit with Shadow Ball). It also knows Confuse Ray, but that's only a mild nuisance compared to the damage Mismagius can deal.

Having trouble beating Fantina?

BronzorFantina can be pretty tough — particularly her Mismagius. One Pokemon that really helps turn the tables is Bronzor. You can catch it back in Mt. Coronet at level 18 and it'll have Hypnosis, Imprison, Confuse Ray, and Confusion. Level it up at least one level (up to level 23 or 24 is recommended) so it'll learn Extrasensory and get rid of Confusion. You can use Imprison to prevent Fantina's Pokemon from using Hypnosis or Confuse Ray, and then afflict them with sleep and confusion before whittling their HP away with Extrasensory. You can also switch out after one of her Pokemon has been put to sleep and confused to another Pokemon. Bronzor should be able to take a few hits, though you'll still want to use Potions for when it gets weak.

After beating Fantina, you'll earn yourself the Relic Badge, which allows you to use the move Defog outside of battle. She'll also give you TM65, which contains Shadow Claw — a Physical-based Ghost-type move with a high chance of inflicting a critical hit.

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