The Best and Worst Boss Fights in Pokemon

I feel like Brock's Onix is also a case where it works in the context of RGBY itself and the specific era of time it released as well as the mindset behind it (ie it was basically a 90s JRPG).

Because nowadays the idea of Rock resisting Normal doesn't seem like a big deal to teach but looking back I can imagine this was a much bigger deal (I started with DP and Roark was still a fairly intimidating first boss).

Mainly because back in Gen 1 there was a very distinct dichotomy in mindset as far as attacks were concerned: Normal was the default, universal "physical skill" type that everything had at least one of that they could learn naturally, and then types like Grass, Fire, and Water were "magic skills". It didn't matter whether a Pokemon got STAB on Normal moves or not: those were what they had naturally and what in most cases, a new player is expected to spam since it does neutral damage.

So Brock in a way is designed to teach the specific value of "magic" attacks compared to the "standard" physical Normal attacks. Since Normal-types attacks are sufficient to get by in everything beforehand, including the field routes and Viridian Forest, but they won't be against the Geodude and Onix that Brock has, or even the Sandshrew the one Gym Trainer has. Onix being a giant rock snake really helped get the point across since beforehand you just face birds and bugs and rats and whatnot, but Onix is one case where "magic moves" aka your starter's STAB will distinctly be more effective than the typical Normal moves. Charmander less so but as stated above, Charmander players will find Ember more effective against the Kakunas and Metapods in Viridian Forest who spam Harden where Ember will one-shot them. It's not supposed to be trying to make other party members have more value but moreso to specifically be faced and beaten with your starter who will most likely be your first and at the time only "elemental/magic skill" user.

I feel the first "boss fight" in RGB that actually intends for you to try to build a more varied group of party members is Misty. In that case she is genuinely a danger with her Starmie who is fast and has Bubble Beam. If you're using Bulbasaur then this isn't really the case since Ivysaur can go toe-to-toe with Misty anyway, but with the other two it's much more of an actual challenge. Wartortle will have a harder time taking Starmie down while Charmeleon just drops to one Bubble Beam. This is especially obvious since the two side routes next to Cerulean introduce Oddish (Red) or Bellsprout (Green/Blue) who have an advantage over Misty and unlike everything else, has Absorb or Vine Whip as their only starting attack as well as status-inducing powder moves that they learn within the next few levels. Cerulean compared to Route 24+25 is set up in a way where you could try to challenge Misty right away but you will likely have a harder time if you do, so if you lose, you can go to the two side routes and get a lot of training in with Nugget Bridge and Route 25, while also picking up an Oddish or Bellsprout and training it up against the Hikers with several Geodude and Onix and Sandshrew so you have a fairly trained Oddish/Bellsprout that can lend a helping hand. This is reinforced by the next two Gyms which in both cases offer you some newly introduced team member options nearby to lend a helping hand: Diglett Cave is right next to Lt. Surge's Gym, while just before Erika you're treated to Growlithe or Vulpix whose Fire moves are effective against the Grass-types of Erika's Gym.

But yeah it's a pretty dated design that wouldn't really work in modern Pokemon games. Newer games since like...Sun and Moon just teach the value of type match-ups with the very first rival battle since Hau, Hop, and Nemona use the starter that is disadvantaged against yours while starters in newer games have STAB at the onset, not to mention the game also tells you what moves are super effective/not very effective if you're facing a Pokemon you've battled before.

(Maybe in that regard, they should start introducing early game Dragon-types and have Dragon-type Gym Leaders as the first boss in the future...)
Continuing the defense of RBY's Onix, the Move Bide.
Yes, it's a bad move, because it turns the user into a sitting Psyduck.
But when Brock's Onix uses it, it turns into a teaching moment. What does it teach the player?

"Hey, Status moves are cool, you should use them sometimes instead of spamming Physical or Special Moves."

This battle gives your Pokémon's Status Moves―your Growls, Tail Whips, Hardens and Poison Powders―a time to shine, as they weaken Onix (or, in Harden's case, toughen your Pokémon) without receiving any damage from Bide.

Or you could switch out your Pokémon over and over. This indirectly teaches the player that catching Pokémon = good.
 
Continuing the defense of RBY's Onix, the Move Bide.
Yes, it's a bad move, because it turns the user into a sitting Psyduck.
But when Brock's Onix uses it, it turns into a teaching moment. What does it teach the player?

"Hey, Status moves are cool, you should use them sometimes instead of spamming Physical or Special Moves."

This battle gives your Pokémon's Status Moves―your Growls, Tail Whips, Hardens and Poison Powders―a time to shine, as they weaken Onix (or, in Harden's case, toughen your Pokémon) without receiving any damage from Bide.

Or you could switch out your Pokémon over and over. This indirectly teaches the player that catching Pokémon = good.
The only problem with that is that Brock uses Full Heals, which I definitely think is a mistake on their part. If the player used Poison Powder or got lucky with Ember/Poison Sting, they should be rewarded for that, and giving Brock a way to remove status is bad in a first Gym.
 
The only problem with that is that Brock uses Full Heals, which I definitely think is a mistake on their part. If the player used Poison Powder or got lucky with Ember/Poison Sting, they should be rewarded for that, and giving Brock a way to remove status is bad in a first Gym.
I keep forgetting Brock had exclusive access to Full Heals from Pewter City's Poké Mart.
By the way, isn't it weird that the only unique Trainer to use Full Heals in the entire franchise was a 1st Gym Leader? A new player during their first playthrough probably had no idea what this item does.
 
I keep forgetting Brock had exclusive access to Full Heals from Pewter City's Poké Mart.
By the way, isn't it weird that the only unique Trainer to use Full Heals in the entire franchise was a 1st Gym Leader? A new player during their first playthrough probably had no idea what this item does.
I'm always a bit confused that more isn't done with in-battle items TBH. It feels like there should be a clear progression of items used by various NPCs, certain trainer classes should use items more often(beyond Gym Leaders and Rich ppl), etc. Ignoring difficulty, it would just be a fun way of adding character to various aspects of the game.
 
I've been playing through Let's Go lately and I was a bit surprised that the enemy design in that game is... good, actually? Like, there's way more thought put into battles than you'd think a game designed to cash in nostalgia and mobile players would.

For exemple, let's look at Lt. Surge's Raichu, which has a moveset of Thunderbolt, Double Kick and Quick Attack. Pretty underwhelming, right? But consider that this battle is designed to teach you about type immunities. A Thunderbolt coming off a base Special Attack of 90 really, really hurts at this point in the game... unless you bring in a Ground type. The other two moves are basically a formality, all Raichu really needs is a nuke to get this point across. And the fun thing is, since movesets are a lot smaller in this game, basically every other Electric type after this point will be carrying Thunderbolt, so you'll have to respect even random trainers when they send one.

There's plenty of thought put into Pokémon movesets and how they influence the game design. The Geodude line is given Stealth Rock by level up, so you'll pretty much be forced to deal with this move throughout the game (unlike most mainline games, which almost never use it). The Gastly line not only has Shadow Ball, so it can ACTUALLY deal with Psychic types, it also gets both Will-O-Wisp and Toxic by the point you'll find them in the game, so they can effectively be a nuisance to other types.

I also appreciate how they put in some effort to add variety to the random trainer teams. It doesn't completely solve Kanto's Too Many Trainers problem, but it's at least bearable now. Oh, and Pokémon that have stone evolutions usually get all their moves around level 30, by the time you're getting to Celadon.

I know all of this isn't gonna set anyone's world on fire, especially now that the battle system is way more complex, but considering how shocking little though seems to go to level-up learnsets in most mainline games, it's a little fascinating to see a game with a lot of consideration for how effective they're gonna be, both for the player and the enemies.
 
We can't talk about LGPE bosses without bringing up Koga's insane glowup
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Toxic + Protect spam including an extra trolly Fly Golbat, the deadweight Koffings being replaced, a huge buff in levels and offensive firepower way more fitting for this point in the game, it's all great. Special Muk is the only goofy bit but it's not like he was better off before (lol sludge).

I'm telling you people, this game would be so sick if its foundation was literally anything besides RBY Kanto
 
He still couldn't bring any ground coverage sadly, but at least LGPE Koga can hit grounds with things other than normal moves
Weird how gamefreak decided to lock in on enemy trainer design in the babies game. Did they forget what they were producing?
 
I think the idea of analysing first gym leaders is particularly interesting. There are trends that can be observed that are a little strange. The typings of the first gym leaders in different games in the series are Rock-, Flying-, the type that's SE on your starter (FWG), Normal-, Bug-, Normal- or Normal-/Dark-, Grass-Type. For me as someone who really doesn't like Totem Battles, this means that there's only one contender for the best first gym battle in the series.
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Best: Cheren (BW2)
How is Cheren the only first gym leader to use a typing that doesn't advantage or disadvantage certain starters over the others? Not only that, but they intentionally put his levels just low enough even in Challenge Mode to mean that so long as the player isn't over-levelling none of the starters will have evolved, so Pignite's secondary Fighting-Type isn't even a factor. It's the start of the game -- players have the option of Water-, Grass-, Flying-, Normal-, Fire- (starter only except Sinnoh and Kalos iirc), Bug-, and sometimes Dark- (Hoenn & BW1 only iirc) and Fighting-Type Pokémon (Kanto, Sinnoh & BW2 only iirc). Players don't have a lot of team options and in some cases choosing a certain starter all but necessitates a certain wild Pokémon: if you choose Fire-Type in any of the regions with a Rock-Type first gym leader you're essentially forced into using Mankey in Kanto, Shroomish / Lotad | Seedot (if you use Bullet Seed TM) / Wingull in Hoenn, and Machop / Budew / Psyduck in Sinnoh. If you choose Chikorita in Johto you have to use a Geodude or throw a full team of 6 Normal-Type Pokémon at Falkner, and in BW1 you're literally forced into receiving and then intuitively using an elemental monkey. Admittedly what Yung Dramps said about Viola is true and something I hadn't noticed before, so the type matchup isn't so clear-cut there. However, using one starter still gives a big advantage over the others -- it's just not in an intuitive way, so Chespin is the best matchup against the Bug-type gym leader whereas Fennekin and Froakie struggle a little and are forced to use a Flying-Type, or muscle through the Surskit with Normal-Type moves before using a Litleo on the Vivillon.

It's a very strange issue because the series has options available to it. Normal-, Fighting-, Psychic-, Dragon-, Ghost-, and Dark-Type are all viable options for early game gym leaders that wouldn't advantage one of the Fire-, Water- or Grass-Type starters over their alternatives, assuming the base forms of all of the starters are pure type. It seems like intuitively better game design to use any of these types as the first gym leaders for that reason, but in all 7 generations featuring gym leaders, only one actually does so. The only reason I can think of is that for less experienced players they can choose the starter that has the easiest time against the first boss battle, and the more experienced players can choose a challenge route if they like. However, this only works if players have knowledge of what type the first leader is which is never presented in-game before the starter is chosen, and by the time players are playing through the game for a second time none of them should need to take the easy road because they've understood the game enough to take down the Champion already. Furthermore, if that truly is the logic behind this design, Cheren further proves that it's not necessary to wrap the starters up in providing an easy route. Riolu can be found rarely in Floccessy Ranch and comes knowing Fighting-Type moves. If you're struggling against Cheren, you can catch a Riolu and beat him without breaking a sweat.
I think this is a really interesting post. I wanna make a thread talking about the typing of the Pokemon you face and how it’s intended to influence team composition. But I think for the first gym, they prefer going with a “weaker” type with less late-game strong Pokemon. IE, Bug is a frequent early gym because there are usually a few new weak bug pokemon introduced each generation.
 
My favorite boss fight, or one of them, is the fight with your Dad is R/S. I think Slaking is a really cool opponent because he’s strong enough to destroy your team, but the game gives you a ton of counterplay. I think as a whole, Hoenn did a good job maximizing their gym leaders’ potential by giving them powerful Pokemon with exploitable weaknesses.

As for least favorite, I’d say Lance/Bugsy/Morty in HGSS. With Lance, it’s as you said: dragon types are going to be hard in general due to its strong stats and strong defensive typing, and HGSS maximizes that by not giving you enough tools to deal with him. As a whole in that game, I think the level curve was more of a challenge than in Crystal, because you didn’t have both sets of badges boosts, and opponents had stronger moves and abilities, which makes the game harder.

I kinda wanna make a post about it in a different thread but I feel like compared to FRLG they struggled more to compensate for the power creep.

Bugsy is on there bc I couldn’t outduel him with my Cyndaquil. I don’t mind such a situation arising, but I don’t like it when it’s not bc of a clever strategy or good Pokemon typing or moveset by the AI, but rather because the Pokemon in question (Technician Scyther) is stronger than your pokemon at that stage of the game.

With Morty, I feel similarly. And with both, there are easy counters of a rock and normal type respectively, but I don’t feel like the imposed limitations add to the game. And there isn’t enough xp up until there.

On that note, I’d say BW2 has the best boss fights in the series because the opponents use generally non-cheesy but still good strategies, and you are given the tools to beat them in game.

It feels like a basic observation, but playing that was the first time I’d given real thought to why Pokemon were given the type they were and how it helped them, ie seeing how ground added to water vs how water/flying removed the grass weakness in exchange for others. Obv that dynamic has been there from the beginning, but usually there would be so much other BS going on in the fight that I was more focused on achieving my goal while avoiding hitting myself in confusion or bc of paralysis.
 
We can't talk about LGPE bosses without bringing up Koga's insane glowup
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Toxic + Protect spam including an extra trolly Fly Golbat, the deadweight Koffings being replaced, a huge buff in levels and offensive firepower way more fitting for this point in the game, it's all great. Special Muk is the only goofy bit but it's not like he was better off before (lol sludge).

I'm telling you people, this game would be so sick if its foundation was literally anything besides RBY Kanto
I don't know if I'd call it a "glowup" but it's so funny how they gave Brock's Onix Headbutt in this game, because flinch hax is the only way it can be threatening :quagchamppogsire:
 
I don't know if I'd call it a "glowup" but it's so funny how they gave Brock's Onix Headbutt in this game, because flinch hax is the only way it can be threatening :quagchamppogsire:
Come to think of it, LGPE is the game where Brock works the best at his tutorial role, isn't it? I remember a while back Volt-Ikazuchi mustered a solid argument that RBG/FRLG Brock is a complete failure due to how he rewards happening to pick the right starter and dumb brute forcing rather than learning type matchups or diversifying your team. In this game, however, both potential starter choices get folded by Onix and the preceding routes have Oddish or Bellsprout depending on version. It's pretty simple and straight-forward, but it works! Also since you have to still put in the work to catch and level up either early Grass mon yourself The Literal Baby Game somehow manages to have a less heavy-handed and constricting type matchup tutorial than BW1, The Serious Mature Peak Of The Franchise When Game Freak Cared

I think you can go off to Route 3 to get Mankey in Yellow too so the same thing applies
 
Sorry if this is wishlish but i think the peak tutorial gym would be a dragon type gym. other than electric type, its much more flexible in letting you pick different teammates to deal with it while still being resistant to your starter. rock suffers from making normal moves bad to use, which is a fair lesson but i dont think its one thats good in the super early game where 70% of your movepool will be normal type, but most importantly being a gym that is gonna get steamrolled by grass and/or water. Unless you make it have perfect coverage for those types, but for the first gym that starts feeling like too much imo.

You could even do something cool like having the first gym also be the last, revisiting it with a much stronger team that tests if you managed to make a good team to cover a much wider range of dragons with different weaknesses
 
Sorry if this is wishlish but i think the peak tutorial gym would be a dragon type gym. other than electric type, its much more flexible in letting you pick different teammates to deal with it while still being resistant to your starter. rock suffers from making normal moves bad to use, which is a fair lesson but i dont think its one thats good in the super early game where 70% of your movepool will be normal type, but most importantly being a gym that is gonna get steamrolled by grass and/or water. Unless you make it have perfect coverage for those types, but for the first gym that starts feeling like too much imo.
I figure that Rock was decent when it took a few levels for starters to learn their first STAB so there's an expectation the absolute newbie could be used to scratch/tackle by that point already (so a Normal resist is useful regardless). Not sure why we never got an early Steel gym to maintain the Normal resist while inverting the fire/grass starter matchup, but the opportunity has passed. Now that the first fight has a tendency to be against the type-weak rival with STAB moves present, that assumption doesn't hold.

I also like that while dragon resists all three starter types, it isn't SE against any of them. Trying to force the player to experiment only really works if they have the time to do so.
 
I think while having a type with tons of resistances as the first gym could be interesting, I think people are forgetting that first time players aren't gonna be familiar with the type chart. So the devs tend to put Pokémon that are based on common animals and type matchups that are easy to understand in the early game
i mean, i think thats why you need to familiarize them with it! even a world tip that says that the gym has pokemon that resist all the starters, with a few routes that have Other types like normals, rocks - hell throw in an ice type for fun, its a great excuse to finally have an early route ice mon - will hint that you should probably get other mons to help you out. the pokemon format is very kind to making mistakes tbh, just rematch once youre stronger
 
I like the idea for like, a challenge run of sorts, but on a casual player level I don't like the idea. Even with BW, I find that implementation (which is much tamer, only 1 Pokemon in the gym really goes through with this idea) to be lame, you're basically just using the monkey or if you're a player using the 1 of 3 early route mons in this game, that can be high enough level to do it.

BW in general has a problem where the solution to each gym is just outside the gym, and I think that this as an encouraged design is not very good. BW is one of the only gens where I go out of my way to catch more shit, not because I want to but because there are a few early game scenarios where it feels almost necessary, and it isn't fun for that.
 
I like the idea for like, a challenge run of sorts, but on a casual player level I don't like the idea. Even with BW, I find that implementation (which is much tamer, only 1 Pokemon in the gym really goes through with this idea) to be lame, you're basically just using the monkey or if you're a player using the 1 of 3 early route mons in this game, that can be high enough level to do it.

I think it only works if its the first gym only, as those tend to be much more of tutorials than a noteworthy challenge. Unless you go wild and make the first gym take a while to appear, the low levels of everything means its a simple tackle/scratch + insert stat lowering move + a stab or tm. And another good side to dragon is that, while something like an ice type would be useful, the fact that dragons at low levels don't really have a lot of great stab moves (other than fucking dragon rage LOOOOL) and dont hit super effectively means you have more leeway with just picking More mons and diversifying your team instead of "i need an ice type to beat these guys or else i will die"
 
I think it only works if its the first gym only, as those tend to be much more of tutorials than a noteworthy challenge. Unless you go wild and make the first gym take a while to appear, the low levels of everything means its a simple tackle/scratch + insert stat lowering move + a stab or tm. And another good side to dragon is that, while something like an ice type would be useful, the fact that dragons at low levels don't really have a lot of great stab moves (other than fucking dragon rage LOOOOL) and dont hit super effectively means you have more leeway with just picking More mons and diversifying your team instead of "i need an ice type to beat these guys or else i will die"
While the general point stands, Dragon Rage is a major threat in the early game. Starters usually don't get to 40HP until around level 15.
 
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