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Battle Palace

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

Modes

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

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

Mechanics

Gimmick

The only action the player can make during a battle is switching their Pokémon. If the player chooses to attack, their Pokémon will decide which move to use based on their nature and current HP, or may choose not to use a move. The same logic applies to opposing Pokémon's move selection.

General

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

Resources

Frontier Brain

The Frontier Brain, Spenser, appears first after 20 battles and again after 41. After defeating him the second time, he will appear every 21 battles. His Pokémon have 16 IVs in his Silver Symbol battle and 31 in his Gold Symbol battle. His teams are as follows:

Silver Symbol

Spenser Battle (1st)
Pokémon Nature Item Moves HP EV Atk EV Def EV SpA EV SpD EV Spe EV
Crobat
Crobat Adamant Brightpowder Confuse Ray Double Team Toxic Fly 152 0 0 100 106 152
Ghost
Status
Normal
Status
Poison
Status
Flying
Physical
Slaking
Slaking Hardy Scope Lens Earthquake Swagger Shadow Ball Brick Break 152 152 0 100 0 106
Ground
Physical
Normal
Status
Ghost
Physical
Fighting
Physical
Lapras
Lapras Quiet Quick Claw Ice Beam Horn Drill Confuse Ray Protect 0 0 252 106 152 0
Ice
Special
Normal
Physical
Ghost
Status
Normal
Status

Gold Symbol

Spenser Battle (2nd)
Pokémon Nature Item Moves HP EV Atk EV Def EV SpA EV SpD EV Spe EV
Arcanine
Arcanine Hasty White Herb Overheat Extremespeed Roar Protect 6 252 252 0 0 0
Fire
Special
Normal
Physical
Normal
Status
Normal
Status
Slaking
Slaking Hardy Scope Lens Hyper Beam Earthquake Shadow Ball Yawn 6 252 0 0 0 252
Normal
Physical
Ground
Physical
Ghost
Physical
Normal
Status
Suicune
Suicune Hasty King's Rock Blizzard Surf Bite Calm Mind 252 0 252 0 0 6
Ice
Special
Water
Special
Dark
Special
Psychic
Status

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.

Battle Points

In Singles, the player will receive 4 Points for winning the first round of seven battles, 4 for the second, 5 for the third, 5 for the fourth, etc. to a maximum of 15 Points per round. An additional 10 Points are added every time the player faces and defeats Spenser.

In Doubles, the player will receive 5 Points for winning the first round of seven battles, 5 for the second, 6 for the third, 6 for the fourth, etc. to a maximum of 15 Points per round.

Move Types

Every move is divided into one of three categories. These are named by the game as "Attack, Defense, and Support", but a better descriptor for them might be "Attack, Self-Targeting, and Enemy-Targeting". A Pokémon's nature and current HP will dictate the probabilities with which it will use each type of move.

If the game chooses a category that the Pokémon doesn't know any moves in, or if all the moves in the chosen category are disabled from being selected (due to Torment, Imprison, etc.), the game will do the following:

  1. First, there is a flat 50% chance that the Pokémon will use no move, displaying a message that the Pokémon "appears incapable of using its power" and skipping the Pokémon's turn.
  2. The game then counts up how many non-disabled moves the Pokémon has in the Attack and Defense categories. (It should be checking all three categories, but a bug means it checks Defense twice instead of ever checking Support.)
  3. If one category has two or more moves, choose a random move from that category.
  4. If both Attack and Defense have two moves, or if no category has two or more moves, choose a random move from the Pokémon's entire moveset.

The move categories are shown in the below table.

Category Moves
Attack Any move not listed in Defense or Support. All moves in this category inflict damage, but not all damaging moves are in the Attack category.
Defense Acid Armor, Agility, Amnesia, Aromatherapy, Barrier, Baton Pass, Belly Drum, Bide, Bulk Up, Calm Mind, Camouflage, Charge, Conversion, Conversion 2, Cosmic Power, Defense Curl, Destiny Bond, Detect, Double Team, Dragon Dance, Endure, Focus Energy, Follow Me, Growth, Grudge, Hail, Harden, Haze, Heal Bell, Helping Hand, Howl, Imprison, Ingrain, Iron Defense, Light Screen, Meditate, Milk Drink, Minimize, Mist, Moonlight, Morning Sun, Mud Sport, Perish Song, Protect, Rain Dance, Recover, Recycle, Reflect, Refresh, Rest, Safeguard, Sandstorm, Sharpen, Slack Off, Softboiled, Splash, Stockpile, Substitute, Sunny Day, Swallow, Swords Dance, Synthesis, Tail Glow, Teleport, Water Sport, Wish, and Withdraw
Support Assist, Attract, Block, Charm, Confuse Ray, Cotton Spore, Counter, Curse, Disable, Encore, Fake Tears, Featherdance, Flash, Flatter, Foresight, Glare, Grasswhistle, Growl, Hypnosis, Kinesis, Leech Seed, Leer, Lock-On, Lovely Kiss, Magic Coat, Mean Look, Memento, Metal Sound, Metronome, Mimic, Mind Reader, Mirror Coat, Mirror Move, Nature Power, Nightmare, Odor Sleuth, Pain Split, Poison Gas, Poisonpowder, Psych Up, Roar, Role Play, Sand-Attack, Scary Face, Screech, Sing, Sketch, Skill Swap, Sleep Powder, Sleep Talk, Smokescreen, Snatch, Spider Web, Spikes, Spite, Spore, String Shot, Stun Spore, Supersonic, Swagger, Sweet Kiss, Sweet Scent, Tail Whip, Taunt, Teeter Dance, Thunder Wave, Tickle, Torment, Toxic, Transform, Trick, Whirlwind, Will-O-Wisp, and Yawn

Natures

A Pokémon's nature will determine the probability that it will use a move from each of the three categories. If a Pokémon knows multiple moves of the same category, the game will choose a move to used based on normal Battle Frontier AI move selection procedures.

If the Pokémon's HP is below 50%, the probabilities change; these are also given in the below table, on the second line of each table cell. If there is no second line, the nature has the same probabilities at all HP.

Additionally, a Pokémon's nature determines which opposing Pokémon it will target in Double Battles when using a single-target move. Some Pokémon will choose to attack the foe with the higher HP (the "stronger" opponent), and some the foe with the lower HP (the "weaker" opponent). Two natures will choose to target a random opponent. If both foes have the same HP, then all Pokémon, regardless of nature, will choose a random target.

Nature Attack Defense Support Doubles
Adamant 38%
70%
31%
15%
31%
15%
Stronger
Bashful 30% 58% 12% Weaker
Bold 30%
32%
20%
58%
50%
10%
Weaker
Brave 70%
32%
15%
60%
15%
8%
Weaker
Calm 40%
25%
50%
62%
10%
13%
Stronger
Careful 42%
42%
50%
5%
8%
53%
Weaker
Docile 56% 22% 22% Random
Gentle 18%
90%
70%
5%
12%
5%
Stronger
Hardy 61% 7% 32% Stronger
Hasty 58%
88%
37%
6%
5%
6%
Weaker
Impish 69%
28%
6%
55%
25%
17%
Stronger
Jolly 35%
35%
5%
60%
60%
5%
Stronger
Lax 35%
29%
10%
6%
55%
65%
Stronger
Lonely 20%
84%
25%
8%
55%
8%
Stronger
Mild 44%
34%
50%
6%
6%
60%
Stronger
Modest 35%
34%
45%
60%
20%
6%
Weaker
Naive 56% 22% 22% Random
Naughty 20%
70%
70%
22%
10%
8%
Weaker
Quiet 56% 22% 22% Weaker
Quirky 56% 22% 22% Stronger
Rash 30%
27%
13%
6%
57%
67%
Stronger
Relaxed 25%
75%
15%
15%
60%
10%
Stronger
Sassy 88%
22%
6%
20%
6%
58%
Weaker
Serious 34%
29%
11%
11%
55%
60%
Weaker
Timid 62%
30%
10%
20%
28%
50%
Weaker