Contribute to Me Now - Share via - - Google+ - E-mail

Pokémon Emerald - Battle Dome

Pokémon Emerald - In-Depth GuidesPokémon Emerald - Battle Dome

Competitors

Trainers for this tournament are chosen in tournaments from two groups: 9 from Group 1 and 6 from Group 2 for a total of 15 Trainers in each tournament, as well as the player.

Consecutive
Tournament Wins
Group 1Group 2
0No.000 - No.099No.080 - No.119
1No.080 - No.119No.100 - No.139
2No.100 - No.139No.120 - No.159
3No.120 - No.159No.140 - No.179
4No.140 - No.179No.160 - No.199
5No.160 - No.199No.180 - No.219
6No.180 - No.219No.200 - No.299
7 or moreNo.200 - No.299No.200 - No.299

Individual Values

Trainers Individual Values
No.000 - No.0993
No.100 - No.1196
No.120 - No.1399
No.140 - No.15912
No.160 - No.17915
No.180 - No.19918
No.200 - No.21921
No.220 - No.29931

Ranking the Trainers

To determine a Trainer’s rank, the game uses this formula.

Ranking Score = A + (B*C/20)

  • A = Sum of all race values (HP, Attack, Defense, Speed, Special Attack, Special Defense) of all Pokémon
  • B = Number of different types represented by all Pokémon
  • C = Highest level among all Pokémon

The ranks for each Trainer are thus determined by their ranking scores. (If two or more Trainers have the same ranking scores, ties are broken by their Trainer numbers -- the higher the Trainer number, the higher the rank. The Dome Ace has a Trainer number of 1022, and the player’s Trainer number is 1023.) However, the Dome Ace is always placed in rank 0 regardless of ranking score.

Each Trainer is placed on the tournament tree as shown below (the numbers below indicate rank -- the lower the rank number, the higher the rank):

0 - The best candidate to be a champ!
8 - A team with average potential.
2 - A likely top-three finisher.
10 - A team looking for its first win.
12 - Overall, a weak team.
4 - A team with top-class potential.
14 - A team unlikely to win the tournament.
6 - A better-than-average team.
7 - This tournament’s average team.
15 - The team most unlikely to win.
5 - The dark horse team this tournament.
13 - A team with very low potential.
11 - One win will make this team proud.
3 - A candidate to finish first.
9 - A weaker-than-average team.
1 - A sure-finalist team.

The Battle Dome uses single elimination tournaments. Each cell in the table above indicates matches in Round 1. In Round 2, the winner of the 0-8 match faces off against the winner of the 12-4 match on the top-left corner, and so on for the other corners. In the semifinals, the winners of the Round 2 matches on each side (the left and the right) face off. In the final match, the winners of the semifinal matches face off.

The tournament tree also includes a stat evaluation, shows the icons and species names of the three Pokémon each Trainer has, and includes each Trainer’s battle style. The tree also includes the results and finishing move of each battle completed so far in the tournament.

In tournaments with the Dome Ace, the Dome Ace uses the text "The perfect, invincible superstar!", and the Dome Ace always "wins" battles against another CPU Trainer.

Battle Styles

Move Categories

For the purpose of evaluating a Trainer’s battle styles, all moves are divided into 16 categories. Note that many moves belong to more than one category. The first step the game does is determine, for each category, the number of moves that belong to that category. A move can be counted more than once if more than one Pokémon has that move. For example, if two Pokémon know Surf, then Surf is counted twice.

Category 1

Moves that generally form part of combos.

SWORDS DANCE, WHIRLWIND, HYDRO PUMP, SURF, LEECH SEED, SOLARBEAM, HYPNOSIS, MEDITATE, FOCUS ENERGY, DREAM EATER, REST, NIGHTMARE, SNORE, REVERSAL, BELLY DRUM, SPIKES, LOCK-ON, SLEEP TALK, BATON PASS, MORNING SUN, SYNTHESIS, MOONLIGHT, RAIN DANCE, SUNNY DAY, STOCKPILE, SPIT UP, SWALLOW, CHARGE, INGRAIN, YAWN, BULK UP, CALM MIND, DRAGON DANCE

Category 2

Moves that raise the user’s stats.

SWORDS DANCE, GROWTH, MEDITATE, AGILITY, DOUBLE TEAM, HARDEN, MINIMIZE, WITHDRAW, DEFENSE CURL, AMNESIA, ACID ARMOR, SHARPEN, BELLY DRUM, PSYCH UP, CALM MIND, DRAGON DANCE

Category 3

Moves that reduce the target’s stats.

SAND-ATTACK, TAIL WHIP, LEER, GROWL, STRING SHOT, SCREECH, SMOKESCREEN, KINESIS, GLARE, SPIDER WEB, COTTON SPORE, MUD-SLAP, SWEET SCENT

Category 4

Moves that use sneaky tactics.

PAY DAY, MIMIC, METRONOME, MIRROR MOVE, DREAM EATER, TRANSFORM, SPLASH, SUBSTITUTE, SKETCH, THIEF, SPITE, PAIN SPLIT, BATON PASS, HIDDEN POWER, FUTURE SIGHT, BEAT UP, MEMENTO, FOLLOW ME, HELPING HAND, TRICK, ASSIST, SKILL SWAP, IMPRISON, SNATCH, SECRET POWER, CAMOUFLAGE, DOOM DESIRE

Category 5

Moves that drain or recover HP.

SOFTBOILED, DREAM EATER, LEECH LIFE, REST, MILK DRINK, MORNING SUN, SYNTHESIS, MOONLIGHT, SWALLOW, WISH, INGRAIN, REFRESH, SLACK OFF

Category 6

Moves that cause an indirect risk to their user.

EXPLOSION, SPITE, DESTINY BOND, PERISH SONG

Category 7

Moves that weaken Pokémon other than by changing their stats.

BIND, SING, SUPERSONIC, DISABLE, LEECH SEED, POISONPOWDER, STUN SPORE, SLEEP POWDER, THUNDER WAVE, TOXIC, CONSTRICT, POISON GAS, LOVELY KISS, SPORE, NIGHTMARE, CURSE, ATTRACT, ENCORE, TORMENT, WILL-O-WISP, TAUNT, YAWN

Category 8

All moves with power greater than 0, as well as Nature Power and Featherdance, and excluding Bide, Counter, Covet, Dream Eater, Heat Wave, Lick, Luster Purge, Magnitude, Mirror Coat, Mist Ball, Overheat, Sacred Fire, Snore, and Thief.

Category 9

Moves that create a layer of defense between the user and the enemy.

COUNTER, DOUBLE TEAM, HARDEN, MINIMIZE, SMOKESCREEN, WITHDRAW, DEFENSE CURL, BARRIER, LIGHT SCREEN, REFLECT, AMNESIA, ACID ARMOR, SHARPEN, CONVERSION, SUBSTITUTE, PROTECT, DETECT, ENDURE, SAFEGUARD, MIRROR COAT, INGRAIN, MAGIC COAT, IRON DEFENSE

Category 10

All moves with an accuracy of 100.

Category 11

Moves with a high power.

HYDRO PUMP, BLIZZARD, HYPER BEAM, SOLARBEAM, THUNDER, EARTHQUAKE, SELFDESTRUCT, EGG BOMB, FIRE BLAST, SKY ATTACK, EXPLOSION, AEROBLAST, ZAP CANNON, SACRED FIRE, ERUPTION, BLAST BURN, HYDRO CANNON, METEOR MASH, OVERHEAT, WATER SPOUT, FRENZY PLANT, VOLT TACKLE, DOOM DESIRE, PSYCHO BOOST

Category 12

Powerful moves in general.

SWORDS DANCE, FLAMETHROWER, SURF, ICE BEAM, HYPER BEAM, SOLARBEAM, THUNDERBOLT, EARTHQUAKE, PSYCHIC, EXPLOSION, PROTECT

Category 13

COUNTER, FISSURE, METRONOME, MIRROR MOVE, SKETCH, ZAP CANNON, SLEEP TALK, PRESENT, DYNAMICPUNCH, ASSIST, MAGIC COAT, REVENGE, IMPRISON, SNATCH, SHEER COLD

Category 14

FLAMETHROWER, SURF, ICE BEAM, HYPER BEAM, SOLARBEAM, THUNDERBOLT, THUNDER, EARTHQUAKE, PSYCHIC, SELFDESTRUCT, EGG BOMB, FIRE BLAST, SKULL BASH, DREAM EATER, SKY ATTACK, CRABHAMMER, EXPLOSION, AEROBLAST, SLUDGE BOMB, ZAP CANNON, OUTRAGE, SACRED FIRE, DYNAMICPUNCH, MEGAHORN, IRON TAIL, CROSS CHOP, SPIT UP, HEAT WAVE, FOCUS PUNCH, SUPERPOWER, ERUPTION, HYPER VOICE, BLAST BURN, HYDRO CANNON, METEOR MASH, OVERHEAT, WATER SPOUT, MUDDY WATER, FRENZY PLANT, VOLT TACKLE, DOOM DESIRE, PSYCHO BOOST

Category 15

All moves with 5 or less PP.

Category 16

Damaging moves that "may" cause an effect or causes an effect "if the attack is successful".

PAY DAY, FIRE PUNCH, ICE PUNCH, THUNDERPUNCH, BIND, STOMP, ROLLING KICK, HEADBUTT, BODY SLAM, WRAP, THRASH, POISON STING, TWINEEDLE, BITE, ACID, EMBER, FLAMETHROWER, ICE BEAM, BLIZZARD, PSYBEAM, BUBBLEBEAM, AURORA BEAM, PETAL DANCE, FIRE SPIN, THUNDERSHOCK, THUNDERBOLT, THUNDER, TOXIC, CONFUSION, PSYCHIC, LICK, SMOG, SLUDGE, BONE CLUB, FIRE BLAST, CLAMP, CONSTRICT, SKY ATTACK, BUBBLE, DIZZY PUNCH, ROCK SLIDE, HYPER FANG, TRI ATTACK, THIEF, FLAME WHEEL, SNORE, POWDER SNOW, SLUDGE BOMB, MUD-SLAP, OCTAZOOKA, ZAP CANNON, ICY WIND, OUTRAGE, SWAGGER, SPARK, STEEL WING, SACRED FIRE, DYNAMICPUNCH, DRAGONBREATH, IRON TAIL, METAL CLAW, TWISTER, CRUNCH, ANCIENTPOWER, SHADOW BALL, ROCK SMASH, WHIRLPOOL, UPROAR, HEAT WAVE, KNOCK OFF, SECRET POWER, LUSTER PURGE, MIST BALL, BLAZE KICK, NEEDLE ARM, POISON FANG, CRUSH CLAW, METEOR MASH, ASTONISH, OVERHEAT, ROCK TOMB, SILVER WIND, SIGNAL BEAM, EXTRASENSORY, SAND TOMB, MUDDY WATER, BOUNCE, MUD SHOT, POISON TAIL, COVET, WATER PULSE, PSYCHO BOOST

Battle Styles

The next step is to figure out which battle style fits the Trainer best. The game does this by checking, for each battle style in the order shown below, if there are at least a certain number of moves that belong to each category for that battle style. For example, if the Trainer "constantly watches HP in battle," then he or she has at least 3 moves that belong to Category 5 (HP recovery moves) among all his or her Pokémon.

The game chooses the first battle style for which it can find a match. For example, if a Trainer has at least two moves that belong to category 4, his or her battle style is "Occasionally uses a very rare move" instead of "Uses startling and disruptive moves." If the game can’t find a match, then the Trainer "uses a well-balanced mix of moves."

Battle Style Categories
Willing to risk total disaster at times. Category 6: 1
Skilled at enduring long battles. Category 5: 2; Category 7: 1; Category 9: 2
Varies tactics to suit the opponent. Category 1: 1; Category 2: 1; Category 3: 1; Category 5: 1; Category 7: 1; Category 9: 1
Has a tough winning pattern. Category 1: 3
Occasionally uses a very rare move. Category 4: 2
Uses startling and disruptive moves. Category 4: 1
Constantly watches HP in battle. Category 5: 3
Good at storing then loosing power. Category 2: 1; Category 5: 1
Skilled at enfeebling foes. Category 3: 1; Category 7: 1
Prefers tactics that rely on luck. Category 13: 2
Attacks with a regal atmosphere. Category 2: 1; Category 5: 1; Category 9: 1; Category 12: 1; Category 14: 1
Attacks with powerful, low-PP moves. Category 15: 3
Skilled at enfeebling, then attacking. Category 2: 1; Category 7: 1
Battles while enduring all attacks. Category 5: 2; Category 9: 2
Skilled at upsetting foes emotionally. Category 7: 2
Uses strong and straightforward moves. Category 10: 3; Category 14: 3
Aggressively uses strong moves. Category 14: 4
Battles while cleverly dodging attacks. Category 9: 3
Skilled at using upsetting attacks. Category 3: 2; Category 7: 2
Uses many popular moves. Category 11: 3; Category 12: 3
Has moves for powerful combinations. Category 1: 2
Uses high-probability attacks. Category 5: 1; Category 10: 3
Aggressively uses spectacular moves. Category 11: 4
Emphasizes offense over defense. Category 8: 7
Emphasizes defense over offense. Category 9: 4
Attacks quickly with strong moves. Category 12: 2; Category 14: 4
Often uses moves with added effects. Category 16: 4
Uses a well-balanced mix of moves.

Stat Evaluation

The game evaluates each Trainer’s stat potential using his or her Pokémon’s base stats (EVs).

For the purposes of this process, each base stat (EV) is modified beforehand by multiplying that value by 1.1, 1.0, or 0.9, and rounding down, depending on whether the Pokémon’s nature gives the Pokémon an advantage or disadvantage in that stat.

The "emphasis" is found by finding the only or the last two stats, in the order of HP, Attack, Defense, Speed, Special Attack, and Special Defense, that make up 30% or more of the total base stat (EV) composition among all Pokémon the Trainer has.

The "neglect" is found by finding up to two neglected stats, that is, stats whose share in the base stat (EV) composition is each less than 1%. If there is one or two neglected stats, those stats are used as the "neglect". If there are three or more, then it’s a bit more complicated: For each neglected stat after the second, in the same stat order as for emphasis, the following steps are done:

  • If more than one Pokémon is low in this stat (because of its nature), the first neglected stat becomes the second neglected stat and the second neglected stat becomes this stat.
  • Otherwise, if only one Pokémon is low in this stat and no Pokémon are low in the first neglected stat, the first neglected stat becomes the second neglected stat and the second neglected stat becomes this stat.
  • Otherwise, if only one Pokémon is low in this stat and no Pokémon are low in the second neglected stat, the second neglected stat becomes this stat.

After that, if one or more stats are emphasized, the message shown is "Emphasizes X and Y", where X and Y are the appropriate stats. Otherwise, if one or more stats are neglected, the message shown is "Neglects X and Y", where X and Y are the appropriate stats. Otherwise, the message shown is "Raises Pokémon in a well-balanced way."

Pokémon Chosen by the Opposing Trainer

When deciding which Pokémon the opposing Trainer chooses in the Battle Dome, the game chooses one of two scoring methods at random. Each Pokémon the Trainer has receives a score, where, for each damaging move that Pokémon has, the type matchup of that move is checked against all the Pokémon the player has.

Type matchup Scoring A Scoring B
Ineffective08
1/4 damage ("not very effective")04
1/2 damage ("not very effective")02
Normal20
Double damage ("super effective")4-2
Quadruple damage ("super effective")8-4

Notes:

  • In both scoring methods, Ground-type moves against a Pokémon with Levitate are treated as being normally effective, regardless of that Pokémon’s types. (In Scoring B, they should have been treated as ineffective; this is likely a bug.)
  • Against a Pokémon with Wonder Guard, type matchups that are not "super effective" are ignored when calculating the type matchup. For example, against a Water-Ground Pokémon with Wonder Guard, if the move is of Water type, the Water-type matchup is ignored, but the Ground-type matchup is considered.
  • Only damaging moves count in the calculation. All other moves have a score of 0.
  • Struggle has type Normal.

If all three Pokémon have the same score in one scoring method, the other scoring method is used. If all three Pokémon have the same score in that method as well, two Pokémon are chosen at random.

If the scores are different, the game does a simple bubble sort, comparing the first and second scores, then the first and third scores, and finally the second and third scores. Upon each comparison it makes, the game checks the following below. After the sort the first two Pokémon in the new order are selected.

  • If the first score compared is less than the second score compared, the order of the scores is always swapped.
  • If the first score compared is equal to the second score compared, the order of the scores is swapped at a 50% chance.

As the last step, the game will reverse the order of the chosen Pokémon at a 60% chance.

Who Wins a CPU Battle?

When two Trainers are CPU players, instead of simulating a Pokémon battle, the game calculates a battle score for each Trainer. The Trainer with the higher battle score wins the battle. The battle score has the formula below:

Battle Score = A + B + C + D

where:

  • A = A score based on the type matchup of moves. For each damaging move possessed by each Pokémon, the type matchup of that move is checked against each Pokémon the opposing Trainer has. The score begins at 0 and is modified like so:
    • Ineffective: -16
    • 1/4: -8
    • 1/2: 0
    • Normal: 4
    • Double: 12
    • Quadruple: 20
    The notes listed under "Pokémon Chosen by the Opposing Trainer" also apply here.
  • B = For each Pokémon, the game sets BX to the sum of all race values (HP, Attack, Defense, Speed, Special Attack, Special Defense) for that Pokémon and divides BX by 10; then it adds BX to B.
  • C = Tournament rank (from 0 through 15; the weaker the team, the higher this number)
  • D = Random integer from 0 through 31

If both Trainers have an equal battle score, the tie is broken with the higher tournament rank.

Finishing Move

The game uses this method to determine what move the winning Trainer used ("[Winner] won using [move]!") in a battle against two CPU Trainers:

For each move of each Pokémon the winning Trainer has, a score is calculated as follows. (If more than one Pokémon has a move, each is counted separately.)

  • For the purpose of this process, Selfdestruct and Explosion has half its power instead; moves with a power of 1 have a power of 60 instead; and moves with a power of 0 have a power of 40 instead.
  • For each Pokémon the opposing Trainer has, if the move is normally effective against that Pokémon because of its type, add the move’s power to the score. If the move is "not very effective" against that Pokémon, add half the power to the score. If it’s "super effective" against that Pokémon, add twice the move’s power to the score. If it is ineffective against the opposing Pokémon, the score remains unchanged. The following notes apply:
    • A Ground-type move, whether damaging or non-damaging, is ineffective against a Pokémon with Levitate.
    • Struggle is always normally effective.
    • A damaging move that is not "super effective" against a Pokémon with Wonder Guard is ineffective against it instead.
    • A non-damaging move can’t be "super effective" or "not very effective". That move is normally effective instead in those cases.

The moves are then sorted in descending order of their scores, then in the order the Pokémon were listed, then in the order the moves were listed.

The finishing move is the first listed move that has a score greater than 0 and wasn’t the winning Trainer’s finishing move in previous rounds of the tournament. If there is no such move, the finishing move is the first move with a score of 0.

The finishing move need not be calculated for the final match, which simply says "[Winner] became the champ!".

Other Notes

If the player retires from a tournament, or forfeits during a battle, the opposing Trainer wins by default ("[Winner] won by default!"). The rest of the tournament is calculated without the player.

If a match in which the player participated ends in a double KO (that is, if all Pokémon on both sides faint at the same time in that match), the winner is the Trainer with the higher tournament rank.