The Battle Arcade is one of five facilities located in the Battle Frontier, accessible in Platinum, HeartGold, and SoulSilver. The Frontier Brain here is Dahlia.
As with all Facilities, the Battle Tower has options for Single Battles, Double Battles, and Multi Battles. Multi Battles are conducted with a second player with their own copy of Platinum, HeartGold, or SoulSilver.
The player can enter three Pokémon in Singles, three in Doubles, and two in Multi (with the other player providing another two).
Before every battle conducted in the Battle Arcade, the player will first spin a roulette to determine what effect will apply to the following battle or the roulette itself. Effects can either help or hurt the player. A list of effects and the icons associated with them can be found in the Advanced Mechanics section below.
Items that are obtained via the roulette will be kept until either a) the player completes the current round of seven battles; b) the item is used, stolen by the opponent, or swapped with the opponent; or c) the player lands on the roulette option to give their Pokémon items, at which point the old item is replaced with the new one. For information about the possible items, and for further documentation about the mechanics governing the Arcade's roulette, please check out the Advanced Mechanics section.
Mechanics that apply to every Facility are on the Battle Frontier page. Here are mechanics specific to the Battle Arcade:
The Frontier Brain, Dahlia, will always use the same three Pokémon in each of her battles, but they can be in any order. Her Pokémon have 31 IVs in both battles. The gender and Ability of her Pokémon are random. Her teams are as follows:
Pokémon | Nature | Moves | HP | Atk | Def | SpA | SpD | Spe | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dusknoir | Brave | Shadow Punch | Fling | Will-O-Wisp | Trick Room | 120 | 167 | 187 | 85 | 155 | 58 | |||||
Medicham | Jolly | Zen Headbutt | Reversal | Endure | Fake Out | 135 | 112 | 95 | 72 | 95 | 145 | |||||
Ludicolo | Adamant | Waterfall | Razor Leaf | Drain Punch | Swords Dance | 155 | 134 | 90 | 99 | 152 | 90 | |||||
Pokémon | Nature | Moves | HP | Atk | Def | SpA | SpD | Spe | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Zapdos | Modest | Thunderbolt | Air Cutter | Heat Wave | Signal Beam | 165 | 99 | 105 | 194 | 110 | 152 | |||||
Blaziken | Adamant | Flare Blitz | Superpower | Thunderpunch | Night Slash | 155 | 189 | 90 | 117 | 90 | 132 | |||||
Togekiss | Modest | Hyper Beam | Air Slash | Aura Sphere | Psychic | 160 | 63 | 115 | 189 | 135 | 132 | |||||
The list of Trainers that can be encountered is located here. The list of Pokémon that can be encountered is located here.
The following table contains the amount of Battle Points the player will receive for finishing each round of seven battles. Defeating the Frontier Brain will always give the player 20 Points for that round.
Battle(s) | Singles, Doubles |
Multis |
---|---|---|
1-7 | 2 | 7 |
8-14 | 2 | 8 |
15-21 | 2 | 9 |
22-28 | 2 | 10 |
29-35 | 4 | 13 |
36-42 | 4 | 14 |
43-49 | 5 | 16 |
50+ | 6 | 17 |
The method by which the game chooses the panels to display on the Roulette, as it turns out, depends on a few factors, including the current round (set of seven battles), the current battle, and the player's performance in the previous battle. This information comes from documentation here, completed by Kurausukun and Magpie. This section is an attempt to condense some of this information.
Each panel that can be seen on the roulette has two properties: an event and an impact. An event is what will happen as a result of selecting that panel, and the impact is who it will affect. There are four different impacts:
The list of potential events is as follows:
Icon(s) | Name | Impact | Effect |
---|---|---|---|
|
Lower HP | Player or Opponent | Lowers the HP of the target's Pokémon by 20% |
|
Poison | Player or Opponent | Poisons all of the target's Pokémon, except for Poison types, Steel types, or Pokémon with Immunity |
|
Paralyze | Player or Opponent | Paralyzes all of the target's Pokémon, except for Ground types or Pokémon with Limber |
|
Burn | Player or Opponent | Burns all of the target's Pokémon, except for Fire types or Pokémon with Water Veil |
|
Sleep | Player or Opponent | Puts one of the target's Pokémon to sleep, except for Pokémon with Insomnia or Vital Spirit |
|
Freeze | Player or Opponent | Freezes one of the target's Pokémon, except for Ice types or Pokémon with Magma Armor |
|
Berries | Player or Opponent | Gives all of the target's Pokémon a held Berry |
|
Items | Player or Opponent | Gives all of the target's Pokémon a held item |
|
Level up | Player or Opponent | Boosts the level of all of the target's Pokémon by 3 |
|
Sun | Both | Sets the Sun weather, which will last until the battle ends or it is overwritten |
|
Rain | Both | Sets the Rain weather, which will last until the battle ends or it is overwritten |
|
Sandstorm | Both | Sets the Sandstorm weather, which will last until the battle ends or it is overwritten |
|
Hail | Both | Sets the Hail weather, which will last until the battle ends or it is overwritten |
|
Fog | Both | Sets the Fog weather, which will last until the battle ends or it is overwritten |
|
Trick Room | Both | Sets the Trick Room condition, which will last five turns |
|
Swap | Special | Swaps the player's party with the opponent's |
|
Speed Up | Special | Speeds up the roulette by one level until the end of the round |
|
Speed Down | Special | Slows down the roulette by one level until the end of the round |
|
Random | Special | Causes the roulette to move between panels randomly when the roulette is next used |
|
BP | Special | The player gains 1BP |
|
BP+ | Special | The player gains 3BP |
|
Skip | Special | The following battle will be skipped |
|
No Effect | Special | No effect occurs for this battle |
Information for this section comes from a write-up by Magpie located here.
Platinum, HeartGold, and SoulSilver run at 30 FPS. The number of frames for which the cursor will remain on a roulette tile is dependent on two factors: what round the player is in, and whether or not they have clicked any speed up or slow down tiles, as shown in the below table.
Battles | Slow Down (3x) | Slow Down (2x) | Slow Down (1x) | Default | Speed Up (1x) | Speed Up (2x) | Speed Up (3x) |
---|---|---|---|---|---|---|---|
1-28 | 20 | 16 | 8 | 4 | 3 | 2 | 1 |
29-49 | 16 | 8 | 4 | 3 | 2 | 1 | 1 |
50+ | 8 | 4 | 3 | 2 | 1 | 1 | 1 |
The roulette is set to automatically stop itself after 30 seconds (900 frames) have passed without any input from the player. Using this number and the number of frames per tile shown in the above table, it is possible to predict where the automatic stop will occur relative to the starting tile. An example is given below. Note that this of course is not relevant if the player has selected the Random tile.
The below list only applies to battles 43+ and only contains information about one slowdown level. Information from Magpie's post.
The starting tile is always random.
When the player selects a roulette option that gives the player or opponent held Berries or held items, the selected item will come from one of three groups. Which group is used depends on which battle the player is on, as shown below.
Group | Battles |
---|---|
1 | 1-21 |
2 | 22-49 |
3 | 50+ |
The items in each group are shown below.
Cheri Berry | Chesto Berry | Pecha Berry | Rawst Berry |
Aspear Berry | Persim Berry | Sitrus Berry | Lum Berry |
Persim Berry | Sitrus Berry | Lum Berry | Occa Berry |
Passho Berry | Wacan Berry | Rindo Berry | Yache Berry |
Chople Berry | Kebia Berry | Shuca Berry | Coba Berry |
Payapa Berry | Tanga Berry | Charti Berry | Kasib Berry |
Haban Berry | Colbur Berry | Babiri Berry | Chilan Berry |
Persim Berry | Sitrus Berry | Lum Berry | Liechi Berry |
Ganlon Berry | Salac Berry | Petaya Berry | Apicot Berry |
Lansat Berry | Starf Berry |
King's Rock | Quick Claw | BrightPowder | Metronome |
Big Root | Focus Band | Focus Sash | Leftovers |
Iron Ball | Lagging Tail | Black Sludge |
Iron Ball | Lagging Tail | Black Sludge | White Herb |
Power Herb | Muscle Band | Wise Glasses | Shell Bell |
Scope Lens | Wide Lens | Zoom Lens | Expert Belt |
Life Orb |
Focus Band | Focus Sash | Leftovers | Scope Lens |
Wide Lens | Zoom Lens | Expert Belt | Life Orb |
Choice Band | Choice Scarf | Choice Specs |
The panels that can appear on the roulette are partially determined by the player's performance on previous battles. At the beginning of each round of seven battles, the player's performance points are set to 0. At the end of each battle in the round, points will be added depending on the number of turns the player takes, the number of fainted Pokémon, and the number of Pokémon with a status condition in the player's party.
The first criterion is the number of turns that the previous battle took to finish.
Turns | Points |
---|---|
0-2 | 10 |
3-4 | 6 |
5-6 | 4 |
7-8 | 2 |
9+ | 0 |
The second criterion is the number of Pokémon in the player's, or their Multi Battle partner's, party that have fainted.
Number of fainted Pokémon |
Points |
---|---|
0 | 8 |
1 | 6 |
2 | 4 |
3-4 | 0 |
The third criterion is the number of Pokémon in the player's, or their Multi Battle partner's, party that are suffering a status condition. Status conditions that matter here are Sleep, Paralysis, Burn, Freeze, and Poison.
Number of Pokémon with status |
Points |
---|---|
0 | 6 |
1 | 4 |
2 | 2 |
3-4 | 0 |
When the battle ends, the player's performance points are used to determine the chances that each type of impact (player, opponent, both, or special) will be generated for the next roulette.
When panels are generated, the impact is first chosen according to the player's performance points, and the event is chosen afterward once an impact is selected. The number of performance points needed for each chance distribution is shown below.
Points | Player | Opponent | Both | Special |
---|---|---|---|---|
0-4 | 75% | 10% | 10% | 5% |
5-10 | 40% | 25% | 30% | 5% |
11-15 | 30% | 30% | 35% | 5% |
16-20 | 20% | 35% | 30% | 15% |
21+ | 15% | 15% | 40% | 30% |
Once the impact is determined, an event is chosen for the panel. The round of seven battles the player is on determines what events the game can select from.
Poison | Paralyze | Burn | Give Berries |
Swap | Speed Up | Speed Down | No Event |
Lower HP | Give Berries | Level Up | Sun |
Rain | Sandstorm | Hail | Swap |
Speed Up | Speed Down | No Event |
Lower HP | Poison | Paralyze | Burn |
Give Berries | Level Up | Sun | Rain |
Sandstorm | Hail | Swap | Speed Up |
Speed Down | No Event |
Lower HP | Give Items | Level Up | Fog |
Trick Room | Swap | Speed Down | BP |
No Event |
Lower HP | Sleep | Freeze | Give Items |
Level Up | Swap | Speed Down | Random |
BP | Skip | No Event |
Lower HP | Sleep | Freeze | Give Items |
Level Up | Fog | Trick Room | Swap |
Speed Down | Random | BP | No Battle |
No Event |
From battle 43 onward, all panels can be chosen.
The battle number within the round that the player is on also determines whether some of the Special panels can show up. Naturally, a panel can only be selected if the panel is included within the set corresponding to the player's current round of seven battles. In the tables below, 1 represents the first battle in the round, and 7 the last battle.
Swap | Speed Up | Speed Down | Random |
BP | No Event |
Swap | Speed Up | Speed Down | Random |
No Battle | BP+ | No Event |
In Battle 7, the only Special event that can be used is No Event.