I respect your opinion on these games- on average I would argue Emerald probably has the hardest selection of eight Gym battles in the core series- but I’m not sure I agree on some of these eight being particularly well designed fights, or at least enough for me to want to play Emerald over ORAS, which to this day I believe to be the better, more underrated game but that’s beside the point. The problems come from Hoenn’s stingy availability for the best available counters for each Gym: there’s either too many options or nowhere near enough, and nowhere in between. After the once obligatory earlygame Rock-Type tutorial Gym, you’ve got an overrated Brawly fight that only uses Fighting-Type attacking moves and a Meditite with some of the worst Trainer AI on this side of Gen 1, an Electric-Type Gym with a difficulty spike not because of levels but because players that chose Mudkip get an unrealistic advantage, the return of Winona’s illegal Altaria carrying her otherwise weak team by Gym #6 standards, and a Water-Type Gym that lazily repeats the strongest Pokémon of the last generation’s final (main story) Gym battle in Kingdra. All four of those examples have the same problem of counters either being too available or not available enough, alongside the “lack of EVs or anything of the sort” problem I discussed in my post.I really enjoy the Hoenn Gym Leader fights.
The way I play those games with full teams of 6 Pokemon and fighting every available trainer, the level curve just works out perfectly, so that no grinding in random battles is required. You are never overleveled much and with Emerald's fine-tuned gym leader roasters, they ofter a fair but still challenging fight. You have to know what you are doing or you can get stomped out of nowhere, and preparing for that and seeing it play out in practise with tons of different teams is really fun.
I honestly don't know how I got through Emerald back as a child because most gym leaders are pretty brutal.
Nosepass is of course a pretty terrible Pokemon. But for a level 15 Pokemon with a strong enough STAB move for that point of the game that also makes you slower, so you take more hits, that also has good bulk and +attack nature, at a time where you really have to fight nearly every trainer if you want to raise two Pokemon to level 13 at least, it is a serious fight that you can't just blast through. If you didn't manage to evolve your starter before the gym fight, you are in for a surprise defeat.
Brawly is also seriously messed up for such an early gym leader. There are basically almost no trainers between gym 1 and 2 unless you skip ahead to Slateport, so most of your team of 1-3 Pokemon will likely not reach level 19. All this Pokemon also have Bulk Up, and a setup move that boosts two very relevant stats this early is kind of broken. Not to mention all his Pokemon have fantastic STAB moves, with even a Pure Power Focus Punch user. The number of Pokemon that can seriously take on Brawly the first time you get to Dewford Town is seriously low.
Wattson is also a huge gate keeper for early game because of his Magneton. A Steel type Pokemon with one of the best defensive typings ever, 120 base special, status and a set damage attack that can ignore resists and immunities by gym 3 is messed up. Especially when there are only 2 Pokemon that you can get before him that even have Ground attacks available. It is not a hyperbole to say that Magneton invalidates like 90% of early game Pokemon by itself.
By Flareon you at least have a mostly competent team now. But her ace, Torkoal, is still super dangerous. It has a huge defenese stat, so Rock and Ground attacks don't do as much as you think, and Sunny Day can reduce its Water weakness while boosting up its base 140 STAB Overheats into absolute nukes. It even has a White Herb, so don't think the second Overheat will hurt less. Even some resists get melted by this. Flannery is not as difficult as Brawly or Wattson but she is also a decent challenge.
Norman is no slouche either. While his first Normal Pokemon aren't super stars, their STAB Slashes or Facades are still plently strong. But of course the star of the show is his Slaking, a Pokemon that is basically almost impossible to take on offensively. Literally box legendary stats, Counter to deliver OHKO with its good HP, Yawn so you can't sit on it, and even Faint Attack in case you thought you could wall it with the availble Ghosts you can get before him. Status is also really risky because if you didn't get OHKOed already by its strong STAB Facade, well now you certainly are.
Winona is strangly the only gym leader that is mostly a complete joke and doesn't fit the difficulty of the other gym leaders at all. Her team is so weak and even her ace, Altaria, is piss weak, even with Dragon Dance and Earthquake. You wouldn't belive the number of 2HKOs Altaria misses even at +1.
Tate & Liza are also fairly tough. The gen 3 spread move penality of 50% is absolutely brual and makes what seems to be one of your best weapons in Surf pathetically weak. Couple that with decently fast and strong Psychic types, that carry STAB Psychic, Earthquake that hits all Pokemon on the field for full power, really nastly immunities and typings as well as good support moves in Light Screen, Sunny Day and Hypnosis AND a fantastic setup move in Calm Mind to make it even harder. The number of Pokemon that, no questions asked, have a good Tate & Liza matchup is seriously low.
And then there is Juan, the wannabe Wallace. While most of his team isn't that strong, though STAB Earthquake on Whishcash is nice, his Kingdra is just a massive headache against basically every in-game team. It is only weak to Dragon, a type that close to no Pokemon carry attacks from and the strongest option by this point is the weak Dragon Breath. So basically this thing has on weaknesses, great bulk, Water Ice coverage and Rest. So unless you bring a Pokemon that can at least 3HKO Kingdra to the table, this thing just PP stalls you. It even has Double Team to make it even less likely you break through it. There are close to no Pokemon that do well against Kingdra. Most Pokemon just have to hope to not get screwed over by evasion. Very often there just isn't another strategy.
To me that magical sweet spot of challenge and fun among gym leaders is never repeated in the series. It just works out perfectly, no matter which team you use, as long as you plan ahead.
I would probably agree that the design of the Hoenn gym leaders isn't among the best in the series. Pokemon as a game series wasn't at the point yet, where Game Freak took balance and "what made sense" for a Pokemon's gameplay performance all too seriously (or at all in some cases). It just happened to work out very well with my playstyle of Emerald that the gym leaders feel rather perfectly challenging to me.I respect your opinion on these games- on average I would argue Emerald probably has the hardest selection of eight Gym battles in the core series- but I’m not sure I agree on some of these eight being particularly well designed fights, or at least enough for me to want to play Emerald over ORAS, which to this day I believe to be the better, more underrated game but that’s beside the point. The problems come from Hoenn’s stingy availability for the best available counters for each Gym: there’s either too many options or nowhere near enough, and nowhere in between. After the once obligatory earlygame Rock-Type tutorial Gym, you’ve got an overrated Brawly fight that only uses Fighting-Type attacking moves and a Meditite with some of the worst Trainer AI on this side of Gen 1, an Electric-Type Gym with a difficulty spike not because of levels but because players that chose Mudkip get an unrealistic advantage, the return of Winona’s illegal Altaria carrying her otherwise weak team by Gym #6 standards, and a Water-Type Gym that lazily repeats the strongest Pokémon of the last generation’s final (main story) Gym battle in Kingdra. All four of those examples have the same problem of counters either being too available or not available enough, alongside the “lack of EVs or anything of the sort” problem I discussed in my post.
I also think Norman is the best designed gym leader for the story aspect. I find it curious that this idea was never attempted again when it worked out so well. I like how you have contact with him very early, but he also wasn't made the champion that waits for you at the end of the game, but rather a gym leader at the midpoint of the game. You now are stronger than your parents but there is still a long way to go. I like that aspect.To Pokémon Emerald’s credit, however, the only three Gym battles I would consider well designed out of the main eight (that is to say, no rematches) are some of the best designed Gym battles in the series. The available counterplay to Flannery’s Fire-Types isn’t nearly as much of an issue as the disparity in how hard Wattson can be, and the inclusion of Sunny Day on some of her team and the fact that this fight is pre-Surf helps this fight not have some of the problems other Fire-Type specialists have with being swept by your in-game team’s obligatory Water Pokémon. Norman’s battle in all of the Hoenn games is built up as early as when the player first reaches Petalburg, and this iteration of the Norman Gym battle actually uses more than just the Slakoth family. Finally, the praises for Tate and Liza’s Emerald iteration(s) have been sung by many over the years, and while I personally think there are other better Double Battles in some of the newer games, this fight id basically as good as you’re going to get for what Gen 3’s main story offers to the player and to these NPCs alike.
I’m saying what I’m about to say as someone who, like you said, has a soft spot for a good story in games and also really likes to write in my free time: this is a fantastic response on all fronts. Your post is teaching me things, too. That is to say, I can tell you have your own enthusiasm for the deeper understanding of gameplay in these Pokémon games, and I can absolutely see where Emerald’s appeal may come from for you. The great thing about Hoenn for me is that, while most regions try and decide between story and gameplay, Hoenn has strong moments in both categories in both Gen 3 and Gen 6. In regards to what your post went over: I also understand the appeal of the, quote, “actually difficult stuff” being saved for postgame in these games, more specifically that part you said about the Battle Frontier.I would probably agree that the design of the Hoenn gym leaders isn't among the best in the series. Pokemon as a game series wasn't at the point yet, where Game Freak took balance and "what made sense" for a Pokemon's gameplay performance all too seriously (or at all in some cases). It just happened to work out very well with my playstyle of Emerald that the gym leaders feel rather perfectly challenging to me.
Let it be known that I also played ORAS (was my last Pokemon game in fact), and thought that game was also pretty good. But ORAS is a lot easier with Mega Stones and Latios after gym 5 and offers not much of a challenge imo. It is still a fun game but I would not replay that game again if I wanted a more challenging game.
I am the first to admit that some early game Pokemon or even some parts of the early game entierly are somewhat janky. The Seadot and Lotad line come to mind. There certainly should have been something done about that. But to me there is some kind of charm about using these and trying to get the most out of unfortunate Pokemon. I played Black 1 for the first time this year and found it not fun because most Pokemon are so much more polished and functional now (among other issues). But that could certainly be the nostaliga speaking out of this old person now.
And I also think Juan is an unnecessary retcon. They tried to repeat the Red fight for gen 3 but that trick only works once and kicking Steven out of the Pokemon Leauge was a huge mistake. We didn't need three Water bosses in Archie, Juan and Wallace for the end game.
I don't consider the lack of EVs much of a problem because they basicaly did this anyway with natures and number of IVs on gym leader Pokemon. I don't think much more is needed for the main story. If that scratches you itch, then there was always the Battle Frontier.
Also don't bully Brawly's Meditite. It only has Focus Punch as an attacking move, so if it smells an OHKO it will constantly go for it. It is more the moveset than the AI. But I guess if the moveset were better than the fight would be even harder.
I also think Norman is the best designed gym leader for the story aspect. I find it curious that this idea was never attempted again when it worked out so well. I like how you have contact with him very early, but he also wasn't made the champion that waits for you at the end of the game, but rather a gym leader at the midpoint of the game. You now are stronger than your parents but there is still a long way to go. I like that aspect.
Funnily enough I actually think Flannery doesn't have that much good balance because Rock, Ground and Water attacks are mostly only available after you defeat her. The two Rock types available are Geodude and Aron. Aron gets melted because it doesn't resist Fire and even Geodude has to be careful with her Fire nukes. All the Ground types are locked in the desert which you can only enter after you cleared her gym. And without Surf, very few Pokemon have Water STAB before that (Lombre moment).
With how well Emerlad expaned the double battle concept across the region, Tate & Liza feel like a very well rounded sent off into the postgame. That is certainly only for this gen, though. I remember how much different the vibe of them in ORAS was because so many mechanics around them had changed.
I can see how you are much more story oriented and I can respect and understand your choice therefore. But to me the story of Pokemon games never really mattered that much. A decent background story was enoug for me because frankly Game Freak was never all that good in the story aspect imo.
Kieran coincidentally reminds me of some of Unova’s younger, aspiring Trainers, fitting given the Blueberry Academy’s location. Unfortunately for him, my overall disappointment with The Indigo Disk may have overshadowed his character development for me. Not only is the battle pretty challenging especially if you opt to play with a level cap of your own accord, but thematically he reminds me of what Cheren could have been in the Unova games should the developers have taken his character in Black & White 1 down a different path on his initial journey to want to become the Champion. He also reminds me of that kind of “young prodigy” vibe I think the developers were going for with Iris in Black & White 2, albeit with different motivations for training. Kind of like what I said about Juan in that post edit, I just feel like he’s missing something to make him truly memorable. As it stands, he feels too similar to these other character examples to feel like his own person to me.Ok this is gonna be quite a cliché but Kieran in The Indigo Disc (Blueberry Academy). Period.
It was the only battle ever where it really felt like something personal and the difficulty was pretty high. I actually had to make use of my knowledge gained thanks to Showdown and Smogon in general to make an actual competitive team and that was what made it actually enjoyable for someone who has been around for decades now (I started with the original Diamond).
+ the theme is a banger
+ I brought Ogerpon to the battle without knowing the special interaction, so it was surprising and satisfying at the same time.
Path of Titans was the first if tge stories me and my then partner did and it was indeed kind of funny to see Arven of all people use high leveled mons. It's very cool that he uses a team that has been built during your adventure with him and he was indeed the hardest if the trio, as we didn't have any problems with Nemona and Penny is incredibly easy after Clavell, who can easily become a threat if you let his Pomteageist build up. The Quaquaval in particular can be a menace for inexperienced players, it surprised me and wrecked my little brother's team on his first try. I still love they did something interesting with the usually forgotten third starter *and* the actual Professor-like figure of the game.SV had several for me.
I wandered into Mela like a lot of people did, much earlier than the game 'expects' you to and despite only having 3 Pokemon hey turns out when things have level advantage on you stuff gets hairy in a hurry. For comedy, though, I didn't go back to get Fidough for my party until like a gym & a half after this and thus missed my only real opportunity to make use of well baked body.
All of the "end of route" fights had some nice teeth to them for me. It had just the right amount of friction for the most part, which is what I want out of these games (not surprisingly, the level bumps made that friction possible) but I want to highlight 2 of them:
Arven. He was the first one I did iirc, so the level difference was most noticeable though I wasn't SUPER far off or anything. His team on paper doesn't seem that great, but it's surprisingly bulky and can hit pretty hard. His mabosstiff in particular I had to cycle through for a bit, which felt very fitting. Arven never presents himself as a battler and his path as a whole isn't battle heavy by design, but he really makes a good showing of himself while also basically handicapping himself with a theme team. I took quite a bit of damage
And then Clavell, genuinely, almost wrecked me. I chose Skeledirge so I had to deal with his Quaquaval team. On paper this team doesnt seem thaaaaat threatening (lots of slow-ish Pokemon with various weaknesses) but by god he managed to just eat through a fair chunk of my team's health and then. The Quaquaval happened. This thing just started wrecking house, tera boosted aqua steps are no joke and the speed boost gets out of hand real quick. I had to spend some time with revives to intimidate it down to more manageable levels before finally taking it out.
Making a valiant effort to finish Alpha Sapphire after restarting it ages ago and having just reached Petalburg Gym I'm reminded how boring and low-effort it is in RS/ORAS compared to Emerald.
Each of the trainers has their own strategy (speed, defence, recovery etc) and in the original games this... manifests through using X Items. And all the trainers use the same Pokemon:
The trainers in the first two rooms use Delcatty
The trainers in the middle rooms use Linoone
The trainers in the final two rooms use Zangoose
None of them actually know specialised moves or tailor their strategy particularly noticeably. The Accuracy trainer's Delcatty does exactly the same thing the Speed trainer's does - uses Attract and then tries to put me to sleep. The Recovery room is just a pretty standard battle where the NPC will heal if their Pokemon's HP falls too low. Because most of them spend the first turn setting up, they often don't get to do that much. "Just the ability to move first confers a great advantage, wouldn't you agree?" Yeah, but to move first you have to use an X Speed on the first turn, by which time I could have done anything - KOing you, for instance.
In Emerald, however, they don't use items - they use Pokemon which actually relate to their chosen style of battle, and this is far more conceptually interesting.
I like when the game designers actually show that they understand their own mechanics. So often (especially in the earlier games) you get weird shit like Palmer's Rhyperior in DP, which has a moveset that doesn't play to its strengths at all. But this is a far better execution of the same concept in basically every way: not only does it showcase more Pokemon (no-one else in Hoenn uses Wigglytuff afaik) it's using the Pokemon themselves in a way that hadn't been done prior to this. It's smart, it's creative, it's interesting, and it makes the Petalburg Gym the most conceptually engaging by a mile in Emerald.
- The Speed trainer uses Swellow which is, y'know... really fast
- The Accuracy trainer uses a Delcatty which knows the 100%-accurate Shock Wave and Faint Attack
- The Confusion trainer uses Spinda, whose flavour and signature move revolve around inflicting confusion
- The Defence trainer uses Wigglytuff, which is a fairly bulky mon for that stage of the game and can use Defence Curl
- The Recovery trainer uses a Slakoth which, as well as being able to heal with Slack Off, holds a Sitrus Berry
- The Strength trainer uses a Zangoose which is already very strong but can use Swords Dance
- The One-Hit KO trainer uses Vigoroth which is... also strong (this one's a bit weirdly named, but is based around critical hits rather than actual OHKO moves - Vigoroth uses Focus Energy+Slash)
This is one of the many, many ways ORAS hobbles itself by its insistence on faithfully recreating every detail of RS, and it's so frustrating that they (and the other remakes in general) couldn't have woven in some of Emerald's better details.
Although the big window in Norman's room in ORAS with the view of the trees is absolutely lovely, so that's one point in its favour.
(Also, why was Norman's TM changed? Facade is still a TM in this game.)
Literally my favorite NPC fight, so much so that I was going to put it in the OP. (I decided to leave it bare.)Mysterial in PBR is one I always remember being a fun fight. I'm sure it's possible to beat his magnificent Kyogre with a team of non-legendaries, but I've never seriously assembled a proper top-level team in Gen IV the way I did for Gen III so I often go all out with all manner of wacky options - I've used Speed Forme Deoxys against him and god knows what else. Haven't played PBR in ages but maybe one day I'll give it another whirl.
Argenta's Silver Print battle - the Gold Prints/Symbols for the Frontiers feel a little too hard/annoying for me to unlock in a casual run. But the Silver Prints generally feel reachable, and this one in particular is pretty fun. I like the idea of a 1v1 battle where your final challenge is completely random. The suspense of what she'll send out and whatever you have as your ace for this challenge needing to come through in the clutch by itself... results in a pretty cool experience in my opinion.
I was actually just thinking earlier that Palmer's first battle is both fun and easy. 20 battles in is an absurdly low threshold for a competent team, and you can sweep his trio of Dragonite, Rhyperior, and Milotic with a single Starmie. It's an incredibly easy way to grind BP since you can just terminate your streak right afterward and start again.