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Battle Frontier | Battle Arena | Battle Dome | Battle Factory | Battle Palace
Battle Pike | Battle Pyramid | Battle Tower | Miscellaneous Features
POKEMON EMERALD BATTLE FRONTIER

The Battle Arena is near the center of the Battle Frontier and is headed by the Frontier Brain, Arena Tycoon Greta. The Battle Arena is where the battling spirit of trainers is put to the test.

The Battle Arena type of battling is 7 trainer challenge, with a heal after each battle. Here you will have a 3 vs. 3, single match, giving you and your opponent 3 turns to defeat the other. Neither team can switch, use moves to switch, or use moves to force the opponent to switch (Baton Pass, Roar, Whirlwind). If neither Pokemon faints, it goes into a referee decision. These decisions are based on 3 characteristics: Mind, Skill, and Body.

The Mind is judged on how often you went on the offensive. The more you attack for damage, the better off you are in this category. The Skill depends on how you use the attacks. If the attack succeeds, the Skill goes up. If the attack misses or fails, it goes down. If it fails by Protect/Detect, the Skill rating isn't effected. If an attacking move is super effective, it goes up, if it's normal effective, it doesn't change, and if it's not very effective, it lowers. Body, is simply the Pokemon with the better HP Percentage at the end of the battle and whether either has a certain status condition.

A win in the category gains a circle (2 points), a tie gains a triangle (1 point), and a cross for loss receives nothing. The Pokemon with the most points is the victor, and the loser faints. If it is a tie, both Pokemon faint. If you get into a Draw, it ends your challenge.
ARENA TYCOON GRETA
When you have won 27 consecutive battles in the Battle Arena, the Frontier Brain - the Arena Tycoon Greta - for this stadium will challenge you in the final. If you beat her, you'll be awarded a Silver Guts Symbol.
Heracross @ Salac Berry
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| Mega Horn |
| Rock Tomb |
| Reversal |
| Endure |
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Umbreon @ Leftovers
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| Body Slam |
| Psychic |
| Confuse Ray |
| Faint Attack |
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Shedinja @ Brightpowder
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| Shadow Ball |
| Return |
| Aerial Ace |
| Confuse Ray |
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When you have won 55 consecutive battles in the Battle Arena, Arena Tycoon Greta will challenge you in the final. If you beat her, you'll be awarded a Gold Guts Symbol.
Umbreon @ Chesto Berry
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| Double-edge |
| Psychic |
| Confuse Ray |
| Rest |
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Gengar @ Leftovers
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| Destiny Bond |
| Psychic |
| Hypnosis |
| Dream Eater |
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Breloom @ Lum Berry
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| Spore |
| Focus Punch |
| Headbutt |
| Giga Drain |
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Strategy GuideIn my opinion, this is the best place for strategic battling in the frontier because of the 3 turn, Set match. Therefore, there are a lot of unique movesets involved, and not many of which are standard. One of the easiest things to do here is just raise a team of sweepers, usually with a Starmie or another fast Pokemon that can get the job done. Although that is and seems one of the best things to do, there are other ways of winning, not just an all-out attack.
Let's say that your opponent uses Double Team, and you miss. Better yet, let's say that it's your Starmie vs. Blissey. You'd have a harder time hitting it for damage, and it could heal after a hit. You're pretty unlikely to win that round. Then you'd have to go to your next Pokemon in the lineup. (Starmie was first) You could have just wasted your best Pokemon on a more strategic Pokemon. Let's say that next you have a Dugtrio. You could easily get by this with an Earthquake, but you miss due to Double Team. Blissey uses Substitute. You attack again and kill the sub. Blissey uses another Double Team. You attack and knock out Blissey. See how much a strategic set can do, even though it may not be recommended? Now, I'll order some helpful moves that can be used effectively/ineffectively during play.
Star Key:
* = Caution, use at your own risk.
** = Not recommended, use wisely.
*** = Not highly recommended, but worth using.
**** = Effective; worth using at most times.
***** = Highly recommended, but still use effectively.
Notable Attacks:
Fake Out: Excellent for the first turn Flinch, although it is a one time offer. This is one of the reasons why Inner Focus is important, too. ***
Protect/Detect: Good for the first move and last move. Prevents damage and effects and can let your Leftovers have effect. ****
Sand Attack: Seeing how it lowers your opponent's accuracy, and when your opponent faints, the effect doesn't carry on, it isn't entirely worth using unless you know you're about to faint. **
Double Team/Minimize: Excellent for evading attacks; the effects stay on until you faint. ****
Bounce/Fly/Dig/Dive: Although they aren't as effective as other type moves, they can come in handy if you use them to avoid the first attack. Good for your last move to avoid your opponent's last move. ***
Mimic/Imprison/Metronome/Disable: I'd advise an Attack that has a better chance of working the right way. *
Dragon Dance/Swords Dance: Good for most situations when the opponent is frozen or asleep, but be careful. ***
Spore/Sleeping Move: Excellent as a first turn to render the opponent useless. Good for setting up a combo, or double turn move such as Skull Bash, Solar Beam, or Razor Wind. *****
Hyper Beam/Elemental Beam: Try to avoid using unless it's your opponent's last Pokemon. Seeing how the effect carrys on another turn. **
Thunder Wave/Paralyzing Move: Not entirely helpful, but it cuts down opponents speed and gives you a chance for them to not attack. ****
Leech Seed/Giga Drain/HP Draining move: Try to use at times when regaining HP matters. You wouldn't want to use it too often with full health, just to be attacked after it. **
Haze: It just takes away all the stat changes. Good for those who power up the first two turns. ***
Quick Attack/Extremespeed/Mach Punch: Still excellent for those who use Endure/Salac combos. ****
Endure: Leaves you with enough HP for a Reversal/Flail/Endeavor to work well. Just be cautious how you use it. ***
Cosmic Power/Iron Defense/Amnesia: Try not to use them too often, seeing how it might not be worth it. ***
Attract: Although it does stop the opponent half the time, it isn't fully reliable, just like Paralyzing. It is worth it though. ***
Substitute: Excellent for combos. Worth using in almost every occasion. ****
Perish Song: Extremely risky, use only if you're certain that you're opponent will still be alive in 3 turns. *
OHKO moves: Use only with a Mind Reader/Lock On combo and maybe a status infliction. **
Focus Punch: Only use in combos. **
Bide: Risky, but it may be worth waiting and attacking double. **
Grudge/Memento/Destiny Bond: Not entirely worth fainting for, in my opinion. Try to avoid using. **
Recover/Refresh/Rest: Excellent for the last move. Repairs damage that you've taken and totally helps your Body category. ****
Stockpile/Swallow/Spit Up: I'd try avoiding these moves because you only get two turns to power up, and it can be a total waste. **
Counter/Mirror Coat/Magic Coat: Excellent for Pokemon at risk of an attack/condition of these moves. You might want to be experienced at telling an opponent's move though. An Encore can help otherwise. *** (Encore would fall under **)
Reflect/Light Screen: These can come in a lot of handy, but useless against a Brick Break. ***
Skill Swap/Role Play: Good for getting a better ability that will help you a lot better than something like Truant.
Taunt: Makes your opponents useless sometimes. A great strategic move. ****
Trick: Excellent move for giving a Choice Band or Macho Brace to the opponent.
Notable Abilities:
Speed Boost: You're a lot likely to out speed the enemy with this in the first place. Use protect the first turn and you have enough speed already for almost anything. ***
Trace: Good for copying a Limber, Own Tempo, or something that can help you better. Just try avoiding Traunt if you can. ***
Traunt: Not good, but suitable with Hyper Beam. Use caution when using. **
Limber/Own Tempo/Inner Focus/etc.: Stops those evil status inflicting Pokemon. *****
Sticky Hold: Mainly good for keeping your items to yourself. ***
Guts: The attack bonus can be worth it. ***
Sand Stream: Gets most Endure users but can hurt you as well. **
Flame Body/Rough Skin/Effect Spore/Static: Great for counter damage/effect. This can help out in a lot of areas. ****
Intimidate: Lowers down the opponent's attack stat. Great for your first or last Pokemon. ****
Flash Fire/Water Absorb/Volt Absorb: Good but then again, not many would use attacks like that against you. **
Synchronize: Great with Lum Berry. ***
White Smoke/Clear Body: Also worth taking away a move. ***
Soundproof: Can block some harmful attacks. ***
Serene Grace: An excellent ability to add extra needed effects. ****
Notable Items:
Leftovers: Restores HP after each turn. An excellent item for most strategic Pokemon here. *****
Choice Band: An attack power boost is not entirely worth it. Your opponent's next Pokemon might be immune to your attack, an almost definite loss. * (If used with a combo with Trick: ****)
Macho Brace: Lowers your speed. * (If used with Trick ****)
Shell Bell: Mainly for powerful sweepers who deal enough damage in a turn. ***
White Herb: Good to render a stat move useless. ****
Lax Incense/BrightPowder: Good with Double Team only. **
Lum Berry: Good for healing a status infliction or a self-Rest. ****
Salac/Liechi Berry: Good with Endure. Salac for slower Pokemon, and Liechi for faster. ***
Notable Pokemon:
Smeargle : It can learn each move and therefore, each moveset. Although it has less than welcome stats, it can still be a major threat. *****
Blissey : Excellent HP and Special Defense. Its Defense can be taken care of if used correctly. Mainly a Pokemon to be second in the lineup. ****
Gyarados : Good sweeper with Intimidate. Its weaknesses can be taken care of. A good first but a better final. ****
Ninjask : The Speed can speak for itself. Protect can help for most cases, and a higher attack will be needed. A good start. ****
Tyranitar : Notable mainly for its ability that can stop Pokemon with Endure and its stats. A reasonable second slot Pokemon. ***
Shuckle : With amazing defenses, it can withstand most attacks. If combined with a last turn Rest/Lum berry, it can be almost unbeatable. Just make sure you add an attacking move like Wrap. Second is a good slot for it. ****
Starmie / Alakazam : Excellent special sweeper. Add a Shell Bell. Second or last will do. ****
Breloom : An excellent Spore user. With a Spore and Focus Punch, it can take down most enemies. Just don't leave it useless against Ghosts. A worthy adversary in any slot. ****
Yanma : With Speed Boost, Protect, and Hypnosis, this can weaken most threats already. Good for the first slot. ***
Girafarig : Reasonable for most situtaions. If used as a special sweeper, it can get by well. Second or last works. ***
Heracross / Hitmonlee : Although it's an excellent Endure/Salac/Reversal user, you might want to use some caution using it. A reasonable first or second slot. ***
Shedinja : Even with Wonder Guard, it's not likely to survive. *
Skarmory : With great Defense and not many weaknesses, this can get by very well. A good first or second slot. ****
Hitmontop : A good sweeper with Intimidate. Best for a first slot. ****
Dugtrio : Arena Trap doesn't come in handy here, but it can make up for it by being a sweeper. A lead off position will work most of the time. ***
Slaking : High stats aren't enough here. All a counter needs is Protect or Substitute to defeat this. *
Houndoom / Typhlosion : A great sweeper. Mainly for the second slot. ****
Charizard : It can go either way. If you use Belly Drum, you should at least make sure you know your opponent's Pokemon enough to survive. A good combo for it if it's slower is Sub, Belly Drum, Salac, (Attacking move). It can also be a sweeper in some cases. A good start or finish. ***
Blaziken : It can have a mixed set for getting critical hits. Add a Scope Lens and a Sub if you need one. A good second or finishing Pokemon. ***
Dunsparce : Although you might not have enough time to get it working, Serene Grace can work wonders for it. Second slot can work. ***
Aerodactyl / Swellow/ Dodrio / Sneasel : More good sweepers. High speed and attack do enough for them. Usually first or last. ****
Umbreon : Another with great defenses. Moonlight on the last turn, Wish for the previous, or Rest and Lum can help your chances. Try adding more Special attack so you can do more damage. Second works well. **** For a collection of suggested teams, see the original guide on our forums All credit to tiger10x for the strategies and some of the Frontier information
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