Upon the player's first entry into Hoenn's Battle Frontier, their Trainer Card will be upgraded into a Frontier Pass by a woman at the entrance. This pass holds the Trainer Card, as well as a small map of the Battle Frontier and the player's records with the Frontier. Saved-up Battle Points, or BP, are listed, as are any of the seven Frontier Symbols the player has won. One battle from within one of the facilities may be recorded and stored on the Frontier Pass, which may be watched or overwritten with another at any time.
On winning through a set amount of battles in any given facility, Battle Points will be awarded, usually in small amounts, but gradually growing through each consecutive streak. Defeating the Frontier Brain of a given facility for the first time awards the silver Symbol of that facility, as well as 10BP, while the second defeat of the same Brain gives the Symbol a golden color and the player another 10BP. The Frontier Brain will only appear in 3-vs-3 single battle mode.
No two Pokémon entered can hold the same item, though all items are allowed to be held. Items cannot be used from the Bag during battle (except in the Battle Pyramid, in which the player can use items from their Battle Bag). Battles conducted here do not award experience or money. The following Pokémon cannot be entered for battle:
Returning from Pokémon Ruby and Sapphire, the Battle Tower (Japanese: バトルタワーBattle Tower) is the most standard of the facilities. Like before, it features a standard 3-vs-3 single or 4-vs-4 Double Battle format, with straight runs of 7 Trainers that get progressively more powerful as the player goes on.
At the 35th and 70th battle, five and ten runs through, respectively, Salon Maiden Anabel, the Frontier Brain, appears. If she is defeated, she awards the Ability Symbol.
All multiplayer functions found in Ruby and Sapphire are retained, as well. For a detailed description of these, see Battle Tower (Generation III). An apprentice will occasionally appear in the lobby and ask the player for help. If that apprentice is later battled, he/she will use the Pokémon and moves that he/she was told to use. Through a glitch, players may exploit the Battle Tower in Emerald to clone their Pokémon.
In the Battle Palace (Japanese: バトルパレスBattle Palace), Pokémon battle on their own, without any commands from their Trainers. This is very similar to the rules at the VerdanturfBattle Tent. The style of the Pokémon's battle depends on its Nature, and this style may change when the Pokémon's HP falls low.
At a streak of 21 (three trips through) or 42 (six trips through), Palace Maven Spenser challenges the player. If defeated, he awards the Spirits Symbol.
Depending on its Nature, a Pokémon may use different moves in the Battle Palace. All moves belong to one of three categories: Attack, Defense, or Support. The following is the list of attacks in each category:
Attack: Any move not listed under Defense or Support.
Each Nature has a set of ratios that determines how often a Pokémon with that Nature is likely to use Attack, Defense, or Support moves. These ratios change when the Pokémon's HP falls below 50%. During battle, a category is selected for a given turn, and a random attack in that category is chosen from the Pokémon's moveset; if no such attack exists, the Pokémon will "appear incapable of using its power" and skip its turn.
The following table lists each Nature and its move type preferences; it may be rearranged by clicking the boxes next to each column's heading.
The Battle Factory (Japanese: バトルファクトリーBattle Factory) is more dedicated to research than the other facilities, and the subject of the scientists' research is the abilities of Trainers when using rental Pokémon in battle. Before the player begins a battle, they will be told some information about the opponent's team, and may switch one of the Pokémon they have with them with one of the Pokémon used by the Trainer they just defeated. This is just like the Battle Tent in Slateport City.
At the 21st and 42nd battle in a streak, three and six runs through the Battle Factory, Factory Head Noland will challenge the player to a battle. Like all other Trainers in the facility, including the player, his Pokémon are completely random, and so cannot be known until he is encountered. If he is defeated, he awards the Knowledge Symbol.
In addition to win streaks, the monitors inside the lobby display the number of times the players swapped his/her Pokémon during the challenge.
A Trainer's battle style is based on the moves that his or her Pokémon know. Certain moves fall under one of seven different categories, as shown below:
Depending on how many moves in each category the Trainer's Pokémon know, his or her battle style will be described differently. A move may be counted more than once if more than one Pokémon has it, and any attack not in any of the categories is not considered.
Each category has a threshold number. For the first three categories, this is three, while for the last four categories, it is two. If the Trainer's Pokémon know enough moves to cross the threshold in exactly one or two categories, then their battle style is described by whichever of those categories is farthest down on the table below. If they do not cross the threshold in any category, though, or if they cross it in more than three categories, then the Trainer's battle style is given a special description.
"appears to be free-spirited and unrestrained"
"appears to be one based on total preparation"
"appears to be slow and steady"
"appears to be one of endurance"
"appears to be high risk, high return"
"appears to be weakening the foe to start"
"appears to be impossible to predict"
"appears to depend on the battle's flow"
(3 or more categories)
"appears to be flexibly adaptable to the situation"
The Battle Pyramid (Japanese: バトルピラミッドBattle Pyramid) is a 7-layer pyramid. Trainers advance from one level to the next by stepping on a blue tile. Each level is shrouded in darkness, and can only be lit up by defeating opponents on the level. After a battle, a defeated trainer may provide the player with contextual hints on certain aspects of the challenge, such as the location of a given floor's exit, the number of remaining Trainers to be fought on a floor, or the number of remaining items on a given floor. The Ability Run Away does not guarantee escape here, but will be credited if the player does successfully escape with a Pokémon with the Ability.
Trainers cannot take any items into the pyramid, and items found within can only be used while inside, being stored in a special Bag called the Battle Bag that is handed out to those who challenge it. The Battle Bag has only 10 different slots, each capable of holding a quantity of up to 99 of each individual item. If the player is victorious, the Battle Bag stores said items for the next challenge. However, upon defeat the Battle Bag's contents return to one Hyper Potion and one Ether. If the player successfully completes a round but has more than 10 item types total (including bag slots and held items) after completion, they must discard any extra item slots in their Battle Bag to get down to the required 10 slots.
Wild Pokémon are encountered within the Battle Pyramid, with strategies differing depending on how many floors the player has ventured through. Several of the wild Pokémon have high base Speed, making them difficult to escape from. A Hex Maniac next to the PC will tell the player what to expect in their next attempt. The tactics used by the wild Pokémon will progress as follows (note that after the list has been completed, it will restart from the beginning):
I see a shower of sparks… …And in it, I see your POKéMON struggling with paralysis…
After passing through 21 floors (three passes/rounds through) and 70 floors (ten passes/rounds), Pyramid King Brandon appears at the top to challenge the player. If he is defeated, he awards the Brave Symbol.
The Battle Dome (Japanese: バトルドームBattle Dome) is a tournament between 16 Trainers.
Before each battle, the player can find out about their opponent, such as the Pokémon they use, their battle style, and how they train. Competitors can find out who was eliminated in each round by looking at the tournament bracket.
After the player has won five and ten championships, Dome Ace Tucker will challenge him or her. On his defeat, he awards the Tactics Symbol.
The tournament bracket is organized as follows:
Left Bracket: 1 vs 9, 13 vs 5, 8 vs 16, 12 vs 4
Right Bracket: 3 vs 11, 15 vs 7, 6 vs 14, 10 vs 2
Seedings are determined by their ranking: the sum of the combined base stat totals of all Pokémon, plus 1/20 of the product of the number of different types represented by the Pokémon and the highest level among the Pokémon. If two Trainers tie in ranking, the higher internal Trainer number will win the tiebreaker; the player will always win the tiebreaker against any CPU Trainer, while Dome Ace Tucker will win any tiebreaker against other CPU Trainers. In the event of a tie battle, the higher seed advances and the lower seed is eliminated.
The battle style of a Trainer is solely determined by the effort values of all of the Trainer's Pokémon. A stat is considered to be emphasized if it makes up at least 30% of the team's EVs (taking Nature into account: for this calculation, EVs on a Pokémon with a beneficial Nature are worth 10% more, while EVs on a hindering Nature are worth 10% less), and neglected if there are no EVs in that stat among the entered Pokémon.
If there are any emphasized stats, they are shown (if there are three emphasized stats, only two are shown). Otherwise, if there are any neglected stats, they are shown (if there are more than two, only two are shown; the ones that are shown are further influenced by the number of entered Pokémon having a hindering Nature in the particular stat). Otherwise, the Trainer is said to "raise Pokémon in a well-balanced way."
Note that the game does not simulate battles between two CPU Trainers. Instead, the outcome between two CPU Trainers is broken down as follows: each Trainer is scored based upon the sum of the following:
The type affinity of damaging attacks: each attack dealing damage on the team is compared against each Pokémon on the opposing team. 4 points are awarded if the attack is normally effective, 12 if super effective, and 20 if 4× super effective. No points are awarded if the attack is resisted. 8 points are deducted if the attack is 4× resisted, and 16 points are deducted if the attack is ineffective. For the purposes of calculating this, Ground-type attacks are considered to be neutral against Pokémon with Levitate. Against Pokémon with Wonder Guard, type matchups that are not super effective do not award nor deduct points.
The sum of the base stats of all Pokémon, divided by 10
The seeding of the Trainer, minus 1
A random value from 0 to 31
The Trainer with the higher score advances; if this is a tie, then the higher-seeded Trainer advances. During tournaments in which he may be challenged by the player, Tucker always appears as the #2 seeded contestant, and will always win his battles against CPU opponents.
CPU Pokémon Selection
To determine the Pokémon sent out by a CPU Trainer against the player, each of the CPU Trainer's three Pokémon is given a score. There are two scoring methods, which are chosen at random: the offensive method and defensive method. Both methods compare the type affinity of the Pokémon's damaging attacks against each of the three Pokémon on the player's team. In the offensive method, 2 points are awarded if the attack is normally effective, 4 if super effective, and 8 if 4× super effective. In the defensive method, 2 points are awarded if the attack is resisted, 4 if 4× resisted, and 8 if ineffective. 2 points are deducted if super effective, and 4 are deducted if 4× super effective. No points are awarded or deducted in any other scenario. For the purposes of this calculation, type matchups that are not super effective against Pokémon with Wonder Guard are ignored (no points are awarded or deducted), and Ground-type attacks are considered to be neutral against Pokémon with Levitate.
If all three Pokémon tie in one method, the other method is used. If all three Pokémon tie in the second method, then two Pokémon and the order they appear are chosen at random. Otherwise, the two highest-scoring Pokémon is chosen (if there is a tie for the second selection, the second selection of Pokémon is chosen at random). There is a 40% chance that the CPU Trainer will lead off with the higher-scoring Pokémon, and a 60% chance of leading off with the lower-scoring Pokémon.
The Battle Arena (Japanese: バトルアリーナBattle Arena) pits two Pokémon against one another for three rounds. If both Pokémon last all three rounds, they are rated on how they battled in three aspects, and the Pokémon with the higher score wins, and the losing Pokémon leaves battle. If they somehow tie, both Pokémon leave battle. A knockout results in an automatic win for the Pokémon that is still standing.
Pokémon are scored on their mind, skill, and body. This is much like the Fallarbor TownBattle Tent rules. The Pokémon with the better rating in each category scores two points, while a tie will award one point to each Pokémon.
Mind judges Pokémon on their offensive style. One point is awarded if an attack that deals damage is chosen for use (except Counter, Mirror Coat, and Bide, which do not award points, and Fake Out, which deducts one point), and one point is deducted if Protect, Detect, or Endure was chosen. All other moves do not award points. The Pokémon with the higher number of points wins the two points in the overall judgment.
Skill judges Pokémon on accuracy. One point is awarded if an attack lands successfully, while two points are deducted if it does not, unless it was caused by Protect, Detect, Endure, or Fake Out, in which no points are deducted. The Pokémon with the higher number of points wins the two points in the overall judgment.
Body judges the amount of HP remaining at the end of the third round compared to their amount at the start of the first. The Pokémon with the better ratio wins the two points in the overall judgment.
After 28 wins and 56 wins, Arena Tycoon Greta appears to challenge the player. On her defeat, she awards the player with the Guts Symbol.
The Battle Pike (Japanese: バトルチューブBattle Tube) is a long pike in the design of a Seviper. The player is challenged to make it through seven rooms, but before each one they are given a choice of three rooms to enter. In any room, one of the following eight events may occur:
Single battle: A Trainer with 3 Pokémon walks up to the player and battles.
Double battle: Two Trainers each with 1 Pokémon walk up to the player and battle.
Single battle and healing: The Single battle Trainer is more difficult than usual and the winner's Pokémon are completely healed.
One or two recovery: One or two of the player's Pokémon will be healed.
Full recovery: All three of the player's Pokémon will be healed.
The player may not change the order of his/her party during a challenge.
In the area where the player must pick one among the three rooms, a lady standing outside will name one room and hint at what is in that room. Each quote has two possibilities, but the first is more common than the second.
For some odd reason, I felt a wave of nostalgia coming from it...
Heals one or two Pokémon
Is it...A Trainer? I sense the presence of people...
Heals all Pokémon
It seems to have the distinct aroma of Pokémon wafting around it...
Single battle, then heal party
I seem to have heard something... It may have been whispering...
From every path I sense a dreadful presence...
Battle Pike Queen Lucy
The Frontier Brain of the Battle Pike is Pike Queen Lucy. She challenges Trainers who complete two passes through the pike (Silver) and 10 passes through the pike (Gold). By beating her, one is awarded with the Luck Symbol.
The Artisan Cave is a long cave connecting one end of the Battle Frontier to the other. It starts near the Battle Palace and the exit is right next to the Battle Tower. The only wild Pokémon found inside is Smeargle.
There is a house next to the Battle Tower. Inside, there is a Trainer who wants to trade a Meowth for a Skitty.
The Record Hall
The record hall contains all of the records that the player has set at the Battle Frontier. There are three rooms. The one on the left contains records for the Battle Pike, Dome, and Factory, the one in the center has records for the Battle Tower, and the one on the right contains records for the Battle Palace, Pyramid, and Arena.
If the player mixes records with another Emerald game, Battle Frontier records will be copied over from the other game and compared.
A level 40 Sudowoodo is located in the southeast section of the Battle Frontier. Much like in Generation II, NPCs will talk about it as if it is a tree. However, when the player uses the Wailmer Pail on it, it will spring to life and battle the player. This Sudowoodo blocks the path to the Artisan Cave until it is battled. This is the only location a wild Sudowoodo can be battled in the Generation III handheld games.
In the house south of the Battle Pyramid a man can be visited. After receiving at least 3 silver Symbols, he will ask the player to compete in a random facility, which changes daily. The player can give him 5, 10, or 15 Battle Points. If the player wins, the man will give him back twice the amount the player gave him. If the player loses, the Battle Points are lost.
In the house above the Pokémon Center is an old man who can judge one of the player's Pokémon's stats. He examines the Pokémon's IVs and gives feedback on how high or low they are. First he describes the Pokémon's "ability", which is based on the sum of all six of its IVs. Then he indicates which stat has the highest IV and what range it falls in. If 2 or more IVs are tied for the highest then he will choose one randomly.
0 to 90
91 to 120
121 to 150
151 to 186
0 to 15
16 to 25
26 to 30
In a house next to the Battle Dome, there are two Move Tutors. They will teach a Pokémon a selection of attacks for a price in Battle Points.
The Battle Point Exchange Service Corner, or simply the Exchange Service Corner, sells various goods in exchange for Battle Points earned at other parts of the Battle Frontier. Players can purchase goods for their Secret Base, vitamins, and items that can be held by a Pokémon.
In the anime, this Battle Frontier, rather than being on one of Hoenn's many small islands, is spread across the Kanto region, presumably so as to reflect on the then-recent releases of Pokémon FireRed and LeafGreen as well as Emerald. Much like the Gyms do not have a requirement that Ash beats anyone besides the Gym Leader, Ash is not required to compete in any matches besides those against the Frontier Brain.
In the anime, the Battle Tower was the sixth of the facilities Ash challenged, in the episodes Talking a Good Game! and Second Time's the Charm!. After losing the first match, Ash redoubled his efforts and rechallenged Anabel, resulting in a win. This version of the Battle Tower is near Tohjo Falls.
Anabel first called on Alakazam in Talking a Good Game! to help her and Ash when they were attacked by Team Rocket. Alakazam was able to beat them with its powerful Psychic attacks. Ash then realized that Anabel was a Frontier Brain and that he would have to battle Alakazam. Ash chose Corphish for the match. Anabel had the ability to telepathically communicate with her Pokémon and give commands without saying a word. In the end, Alakazam easily defeated Corphish. Alakazam then went on to defeat Ash's Tauros before finally being defeated by his Pikachu, but not before weakening it.
In Second Time's the Charm!, Ash had a rematch with Anabel. Again, she chose Alakazam as her first Pokémon. It went head to head again with Ash's Corphish once again, but this time with a little bit of luck as well as Ash's quick thinking, Alakazam was defeated by Corphish's Bubble Beam.
Metagross was for the first time seen during Ash's first match against her, where it easily defeated Ash's Pikachu, losing the match for Ash. During Ash's rematch against Anabel, Metagross easily defeated Ash's Corphish, but the Iron Leg Pokémon finally tied with his Tauros, as its Meteor Mash collided with Tauros's Take Down.
Espeon, Anabel's favorite Pokémon, was seen during Ash's rematch against her, where it battled against Ash's Pikachu. Even though Espeon at first managed to overwhelm Pikachu with its speed and power, one of Pikachu's Thunderbolts put the lights off, making it impossible for both Anabel and Espeon to see where the next attack was coming from. This cost some critical hits for Espeon, and Pikachu was finally able to defeat the Sun Pokémon with a Volt Tackle, winning the match for Ash and earning him the Ability Symbol.
The Battle Palace was the fifth facility to be challenged by Ash in the anime, where it was on Metallica Island, near the Seafoam Islands. It appeared in Cutting the Ties that Bind! and Ka Boom with a View!. The Battle Palace challenge doesn't take place inside the palace itself, instead starting from a battlefield on a nearby plateau and then moving on into the surrounding jungle and beach. Spenser can also allow challengers to take a break in the middle of the battle.
Pokémon used in Battle Palace
Shiftry first appeared in Ka Boom with a View!, where it was the first Pokémon to be sent against Ash, while he chose Sceptile. Before using any move, Shiftry dodged the Bullet Seed from Sceptile and was told to move to the jungle. It had immense speed, but Sceptile was just as fast, as it followed close behind. After the two Grass types reached a small waterfall, both continued their duel. Shiftry managed to push Sceptile into the pool of water, then used Rock Smash to send rocks down into the pool. However, Sceptile escaped up through the waterfall and landed a hit on Shiftry, knocking it out, and winning Ash the first victory.
Claydol appeared in the episode Ka Boom with a View!, where it was the third Pokémon to be sent out against Ash. Claydol had to face Ash's Swellow and Sceptile before being defeated by Sceptile's newly learned SolarBeam. Claydol is the powerhouse of Spenser's team.
In the anime, the Battle Factory is located near Cerulean City, and was the first facility challenged by Ash. It appeared in the episodes Numero Uno Articuno and The Symbol Life. The Frontier Brain Noland allows the challenger to choose one of his Pokémon for him to use in a one-on-one battle. According to Scott, he suggested that a sky roof would be added so that Flying-types could use their full potential.
While on their way to the Battle Factory, Ash and his friends spotted Articuno flying through the night sky, accompanied by a biplane. After meeting up with Noland, he explains that he'd been cruising with Articuno the previous night. Max was impressed on how Noland caught such a powerful Pokémon, but Noland further explains that Articuno is wild, and a friend of his.
Noland revealed that on his biplane's maiden voyage, Noland was surprised to find an Articuno flying beside him and it had trouble flying due to an injured wing. The Factory Head got the Pokémon to land on top of his plane and brought it down. Noland helped it to heal, and ever since then Articuno had been regularly visiting him.
In the anime, the Battle Pyramid was located near Pewter City, but has hovercraft-like turbines installed in its underside, thus giving it the ability to move around anywhere. The location of the Battle Pyramid is only revealed to those who have defeated the other six Frontier Brains, and so it was the seventh and final facility challenged by Ash, doing so three times between Battling the Enemy Within! and Pace - The Final Frontier! before finally managing to win.
After the Kanto Grand Festival, Ash was finally allowed an official battle against Brandon in another one-on-one battle. Brandon used Registeel, while Ash used his Torkoal. The two fought hard, and although Registeel was left extremely weak after the battle, it was Torkoal who was defeated. Registeel later sent Team Rocket blasting off alongside Regirock during Ash and Brandon's rematch.
During the Full Battle against Paul, it was easily able to stand up to his Magmar's Fire-type moves, despite the type weakness. It also managed to defeat Paul's Nidoking despite taking damage from its Ground-type and Fighting-type attacks.
Ninjask was the second Pokémon used by Brandon during his rematch against Ash, where it went up against his Squirtle. Despite a closely fought battle, Ninjask couldn't stand up to Squirtle's Skull Bash and was defeated.
Brandon used Solrock third in the rematch against Ash, and it was able to defeat his Squirtle. After knocking the Tiny Turtle Pokémon out of the match, it then went up against Bulbasaur. The two fought hard for their Trainers, eventually knocking each other out of the battle.
In the anime, Ash challenged the Battle Dome, which is located near Lavender Town, in Tactics Theatrics!!, as his third facility. In the Battle Dome, the challenger is given the possibility of swapping their party Pokémon with the ones they have in storage after the Frontier Brain has revealed his Pokémon.
Pokémon used in Battle Dome
Swampert was one of the two Pokémon that battled against Ash's Corphish and Ash's Swellow, and gave Ash a run for his money. Swampert and Arcanine seemed like a perfect combination, taking advantage of Arcanine's speed and its defense as stated by Brock in the episode. In the Double Battle, Swampert's main target was Corphish. Even though it looked bad for Ash, after Tucker used the Fusion of Fire and Water, Corphish and Swellow gained their fighting spirit and came back to win the match for Ash. Swampert was defeated by a devastating Aerial Ace from Swellow.
The other Pokémon Tucker used was Arcanine. Swampert and Arcanine were a perfect combination, taking advantage of Arcanine's speed and Swampert's defense. Even though it looked bad for Ash, after Tucker's Fusion of Fire and Water, Corphish and Swellow gained their fighting spirit and with the help of some strategy of Ash's, they were able to win the match. Arcanine was defeated by a devastating Crabhammer from Ash's Corphish.
In the anime, Ash challenged the Battle Arena, located near Saffron City, as his second facility, in Wheel of Frontier!. Before the match begins, a special wheel machine is used to determine if the match is 1-vs-1, 2-vs-2, or 3-vs-3.
Pokémon used in Battle Arena
Hariyama was the first Pokémon used by Greta in her battle with Ash, where it first battled with Ash's Grovyle. Despite that Grovyle managed to outmatch Hariyama in speed and deal some damage on it, Greta was finally able to use Grovyle's momentum as her own advantage, and land a critical hit on the Wood Gecko Pokémon, knocking it out.
Ash next used his Snorlax against the Arm Thrust Pokémon. Despite having disadvantage in type, Snorlax was able to keep itself safe from Hariyama's attacks by using Harden. Eventually, Hariyama was knocked out with an Ice Punch.
Greta chose Medicham, along with her Hariyama to battle Ash in Wheel of Frontier. It was the second to go up after Hariyama was defeated by Ash's Snorlax. Medicham overwhelmed Snorlax with its astounding speed and agility. With Ice Punch, Medicham was able to freeze Snorlax giving Greta a huge advantage.
Ash then commanded Snorlax to use Rest, and Greta told Medicham to attack Snorlax with repeated Focus Punches in order to break the ice. Greta told Medicham to use High Jump Kick but Snorlax managed to dodge it, causing Medicham to take some damage. Snorlax then tried to attack it with a Hyper Beam, but Medicham dodged it and hit it with Focus Punch.
Just when it seemed it was all over for Ash, he commanded Snorlax to use Hyper Beam on the ground which catapulted it into the air. Using its altitude to his advantage, Ash told it to attack with a full-on Body Slam, defeating Medicham and earning Ash the Guts Symbol.
Milotic was Lucy's second choice after defeating Seviper, where, with a single Hydro Pump it was able to defeat Donphan. In the fight against Ash's Pikachu, Milotic managed to deal severe damage to Pikachu, but Pikachu won after using Volt Tackle in one of Milotic's Twisters.
In the Emerald chapter, a Pokédex holder named Emerald challenged the Battle Frontier during its seven-day opening ceremony. Eventually it was revealed that he had been sent to the Battle Frontier by Professor Oak in order to catch Jirachi, which he had predicted to be awake at the site during the same seven days that the Battle Frontier opening ceremony would take place. It turned out that an armored villain named Guile Hideout was also planning to catch Jirachi for his own evil ambitions, even stealing all the rental Pokémon from the Battle Factory to be used against anyone getting in his way.
During his Battle Factory challenge, Emerald rented a Sceptile, which turned out to be on a higher level than the other rental Pokémon. This made Emerald realize that Sceptile was not a rental Pokémon to begin with, but had been snuck into the facility by someone. Thus, he decided to take it with him. During Emerald's Battle Dome challenge, Ruby revealed that Sceptile was actually the very same Treecko that Emerald had once been supposed to receive from Professor Birch.
Despite Emerald and the Frontier Brains' best efforts, Jirachi was eventually caught by Guile Hideout. Using Jirachi's wish, he summoned a giant Kyogre-shaped mass of water to sink the Battle Frontier into the ocean. However, thanks to Emerald's own wish to Jirachi, Red, Blue, Green, Yellow, and Silver were freed from their petrified states, and all ten Pokédex holders and their Pokémon united their strengths to defeat Guile Hideout and save the Battle Frontier. Shortly before Jirachi fell asleep again, Scott used the last one of its three wishes to summon thousands of people to visit the Battle Frontier.
Accompanying Emerald during his Battle Frontier challenge were also reporter Todd Snap, as well as Latios and Latias, Emerald's close friends.
The Battle Tower
The Battle Palace
The Battle Factory
The Battle Pyramid
The Battle Dome
The Battle Arena
The Battle Pike
In the Pokémon Battle Frontier manga
The Pokémon Battle Frontier manga featured a boy named Enta being invited to the Battle Frontier by Scott. Once there, he was tutored by Pokémon League ChampionRald, and begun to challenge the Frontier Brains. In the end, he managed to defeat six of the seven facilities.
The manga concluded with Enta's battle with Anabel. Despite Enta's challenge of the Frontier Brains being a major focus, Noland, Greta, and Brandon didn't appear within the actual series, only appearing on the title page of the fourth chapter.
A girl inside the Battle Pike says "I've completed the challenge 10 times now, but I've never had to battle a Trainer once." This information would be false, because after two straight wins and again at ten straight wins, she would have to battle Lucy. However, it should be noted that she did not state whether or not she beat the Battle Pike ten times in a row, so this might not necessarily be an error.
It's possible for the Trainers fought in the Battle Frontier to have Shiny Pokémon.
If, by cheating, players enter through the Battle Palace's Single Battle Halls, the game will then randomly choose Lv. 50 or Open Level, and they will be able to battle Trainers with all six Pokémon they have in their party. When they battle the second Trainer, only the first three Pokémon in their party may be used, and their only move will be Sketch.
All enemy Trainers in the Battle Frontier, except the Frontier Brains, greet the player character before battle with a string of up to six preset words, phrases, or characters from the easy chat system. After the battle, the enemy gives out another message of the same format which depends on whether they have won or lost. This is also the case for all enemies in the Battle Tents or Trainer Hill.
However, this is not the case for the greetings of any Apprentices that have been mentored by the player or other individuals. When greeting the player prior to battling in the Battle Tower, the Apprentice will typically state the name of his or her mentor, as well as his or her numerical position in the line of all Apprentices tutored by someone (such as being the 7th apprentice tutored by the player).
Messages are also altered for enemy Trainers present within the Battle Pyramid. After a battle, they provide the player with contextual hints on certain aspects of the challenge, such as the location of a given floor's exit, the number of remaining Trainers to be fought on a floor, or the number of remaining items on a given floor.
According to an interview with Junichi Masuda, the Battle Frontier did not make a return in Pokémon Omega Ruby and Alpha Sapphire for the following reason: "Put simply, the Battle Frontier wasn't included because only a tiny number of players would have appreciated and used this game feature. Players get fed up more easily than they did in the past and aren't attracted by these 'demanding' challenges."