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Battle Factory

The Battle Factory is one of seven facilities located in the Battle Frontier, accessible only in Emerald. The Frontier Brain here is Noland.

Modes

The Battle Factory has options for Single Battles and Double Battles.

The player can enter three Pokémon in Singles and three in Doubles.

Mechanics

Gimmick

Before every round of seven Trainers, the player will be provided a draft of six Pokémon, taken from the list used by all facilities. Note that Pokémon in the Low Tier Group 1 table will never be available for selection, and will never be used by enemy Trainers. Genders and abilities for these Pokémon are random. The player must select their Pokémon from the list of six. After every battle, the player will be given the option to trade one of their Pokémon for one Pokémon they just faced in the previous battle.

Swapping with the opponent frequently will allow the player to access Pokémon from higher tiers and with better IVs than normal in the draft they are given at the start of the round.

The player is also given some advance information about the team of the upcoming Trainer before they choose whether to swap a Pokémon, allowing the player to build their team according to what the next Trainer will have.

All Trainers faced also have their Pokémon generated randomly from a specific tier.

General

Mechanics that apply to every Facility are on the Battle Frontier page. Here are mechanics specific to the Battle Factory:

Resources

Frontier Brain

The Frontier Brain, Noland, appears first after 20 battles and again after 41. After defeating him the second time, he will appear every 21 battles. He uses a random team that will be selected from a specific tier of Pokémon. His Pokémon have 15 IVs in his Silver Symbol battle and 31 in his Gold Symbol battle.

The tier of Pokémon that Noland can choose from depends on whether it is the first or second battle and the mode chosen (Level 50 or Open Level).

Trainers and Pokémon

The list of Trainers that can be encountered is located here. The list of Pokémon that can be encountered is located here.

The player's draft of six Pokémon at the beginning of a round, and all Trainers' Pokémon during the round, should have their IVs determined by the round, as shown in the following table. The last Trainer in every set of 7 battles has IVs corresponding to the next round's. The player can get Pokémon with higher IVs by swapping frequently, as discussed below.

All Pokémon with Return will have that move replaced with Frustration. Their friendship value is adjusted accordingly to make Frustration have maximum power.

Battles IVs
1-7 3
8-14 6
15-21 9
22-28 12
29-35 15
36-42 21
43+ 31

I say 'should' above because there are two glitches that affect IVs:

  1. All upgraded Pokémon offered to the player at the round starting at battle 50, and all non-upgraded Pokémon offered at the round starting at battle 57, will have random IVs.
  2. A programming error causes the game to look at the player's current Battle Tower streak, instead of Battle Factory, to determine what IVs to give to enemy Trainers. This means that enemy Trainers' IVs can, for instance, always be kept at 3 so long as the player has no streak in the Battle Tower. Frontier Brain Noland is unaffected by this glitch.

Battle Points

In Singles, the player will receive 3 Points for winning the first round of seven battles, 3 for the second round, 4 for the third round, 4 for the fourth round, etc. to a maximum of 15 Points per round. An additional 10 Points are added every time the player faces and defeats Noland.

In Doubles, the player will receive 4 Points for winning the first round of seven battles, 4 for the second round, 5 for the third round, 5 for the fourth round, etc. to a maximum of 15 Points per round.

Swapping Mechanics

The amount of times the player swaps Pokémon with the opponent can affect the quality of the Pokémon they receive in the draft at the start of a round. This only applies to battles before 50; after that point, the player's Pokémon always have 31 IVs (except for the glitch discussed above) and any High or Legend Tier set can be chosen.

The number of Pokémon in a draft that will be 'upgraded' is dependent on the total number of swaps the player has made across their whole streak. An upgraded Pokémon will have IVs and a moveset that correspond to the following round of 7 battles instead of the current round (see the Pokémon page for details about tiers and the Battle Factory modes). The following table shows the number of swaps needed. Note that choosing Pokémon from the opening draft counts as a 'swap'. A maximum of 7 swaps (including the draft) can be made per round.

Swaps Upgraded Pokémon
0-14 0
15-21 1
22-28 2
29-35 3
36-42 4
43+ 5

When the player's current tier of Pokémon is Set-4 High Tier (which will be battles 43-49 for Level 50 or 22-28 for Open Level), an upgraded Pokémon can come from any set in the High and Legend Tiers. In Level 50, however, Dragonite, Tyranitar, the Legendary Birds' 5th and 6th sets, and the Legendary Beasts' 5th and 6th sets will never appear.

Opponent Preview

The information the player receives about the opponent at the beginning of each battle has two components: the most common type used by the opponent's Pokémon, and a battle style description that indicates how many moves of a certain category they have.

If multiple types are represented on the opponent's team by the same number of Pokémon (including if each type is only represented one time), the information will be that the opponent has no type specialization.

The table below shows the categories that moves fall into. The "Required" column gives the number of moves that the opponent must have in order for the game to display the message.

Category Short description Moves Required Message
1 Stat-boosting moves Acid Armor, Agility, Amnesia, Barrier, Belly Drum, Bulk Up, Calm Mind, Charge, Conversion, Conversion2, Cosmic Power, Defense Curl, Double Team, Dragon Dance, Focus Energy, Growth, Harden, Howl, Iron Defense, Meditate, Minimize, Psych Up, Sharpen, Snatch, Swords Dance, Tail Glow, and Withdraw 3+ The Trainer's style "appears to be one based on total preparation"
2 Status-inflicting moves Attract, Block, Confuse Ray, Disable, Encore, Flatter, Glare, Grasswhistle, Hypnosis, Imprison, Leech Seed, Lovely Kiss, Mean Look, Poison Gas, Poisonpowder, Sing, Sleep Powder, Snatch, Spider Web, Spikes, Spore, Stun Spore, Swagger, Sweet Kiss, Supersonic, Taunt, Teeter Dance, Thunder Wave, Torment, Toxic, Will-O-Wisp, and Yawn 3+ The Trainer's style "appears to be slow and steady"
3 Healing moves and multi-turn status moves Aromatherapy, Baton Pass, Detect, Endure, Haze, Heal Bell, Ingrain, Light Screen, Magic Coat, Milk Drink, Mist, Moonlight, Morning Sun, Mud Sport, Protect, Recover, Recycle, Reflect, Refresh, Rest, Safeguard, Slack Off, Softboiled, Swallow, Synthesis, Water Sport, and Wish 3+ The Trainer's style "appears to be one of endurance"
4 OHKO moves and moves with drawbacks for the user Bide, Blast Burn, Counter, Destiny Bond, Double-Edge, Explosion, Facade, Fissure, Flail, Focus Punch, Frenzy Plant, Grudge, Guillotine, Horn Drill, Hydro Cannon, Hyper Beam, Mirror Coat, Memento, Overheat, Pain Split, Perish Song, Psycho Boost, Reversal, Selfdestruct, Sky Attack, and Volt Tackle 2+ The Trainer's style "appears to be high risk, high return"
5 Stat-lowering moves Charm, Cotton Spore, Fake Tears, Featherdance, Flash, Growl, Kinesis, Knock Off, Leer, Metal Sound, Sand-Attack, Scary Face, Screech, Smokescreen, Spite, String Shot, Sweet Scent, Tail Whip, and Tickle 2+ The Trainer's style "appears to be weakening the foe to start"
6 Odd gimmick moves Assist, Camouflage, Curse, Follow Me, Metronome, Mimic, Mirror Move, Present, Role Play, Substitute, Sketch, Skill Swap, Transform, and Trick 2+ The Trainer's style "appears to be impossible to predict"
7 Weather moves Hail, Rain Dance, Sandstorm, Sunny Day, and Weather Ball 2+ The Trainer's style "appears to depend on the battle's flow"