GameCube | Pokemon XD: Gale of Darkness

Pokemon XD: Gale of Darkness 
Orre Colosseum Guide, Ver. 1.2 by Reptobismol
                
                              ii,,          ..ii;;                              
                            ;;EEEEDDGGDDDDDDKKKKGG                           
                            iiEEDDii;;iiiittGGKKEE      ;;ttii..                
                            jjDD;;::;;,,iijjjjEEWW..iiLLDDEEEEtt..            
                            DDjj::,,iiiittjjffGGWWffGGEEEEEEKKEE..            
                          ..EEiiiiiiiiiiiittjjLLEEEEEEEEEEEEKKff              
                          ..tt,,,,,,;;iiiiiittjjLLEEEEEEEEKKWWtt                
                          ,,,,::::,,,,;;iiiittttffGGEEEEKKKKWW..              
                    ..jj;;,,::::::::,,;;iiiittttjjLLDDKKKKWWGG                  
                  iiDDLL,,::::::::::,,,,iiiittttjjLLGGKKWW##;;                
                ffEEEEff,,::::::::::,,;;iiiittttjjLLGGKK##LL                    
              ffEEEEEEDDtt,,::::::::,,;;iiiittjjffLLGGKKWW..                  
            jjEEEEEEDDGGEELLii;;;;;;iiiittttffLLLLGGKKDDKKiitttt              
          ,,DDDDttGGttjjEEWWEEEEEEEEEEEEEEKKKKKKKKKKGGGGGGiiGGGG;;ii..        
          jjEEtt;;ttiittjjGGKKEEEEEEEEEEKKKKKKKKKKff,,ttttttLLGGGGDD          
        ..DDEEttttjjLLLLLLDDKKKKEEKKKKKKKKKKKKKKGG;;iittLLLLLLLLGGLL          
        ..GGGGjjLLDDEEEEDDGGKKWWKKKKKKKKKKKKKKWWjjiittGGEEEEEEGGEEii            
            ::LLDDEEEEEEEEDDKKWWWWWWWWWWWWWWWWWWttttGGEEEEEEKKKKKK..          
              jjDDEEEEKKKKKKKKWW################LLLLDDEEKKKKWWWWLL            
              ;;GGKKKKKKKKKKWWKKWW##########WWWWGGGGEEKKKKWWWWKK..            
                ;;DDKKKKWWWWGG        ..        ::DDKKKKWWWWGG..              
                  ..ttLLLLtt                      ..ffLLLLii                  

                       Iiiiiiiiiiiiiiit's SNORLAX! Welcome!

OOOOOOOOOOOOOO Table of Contents OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

[1] Introduction
[2] Version History
[3] Before you begin...
[3.1] Rules and Regulations
[3.2] Team Preparation 
[3.3] Basic Strategies 
[4] Lovrina Round
[4.1] Battle 1
[4.2] Battle 2
[4.3] Semifinal
[4.4] Final
[5] Snattle Round
[5.1] Battle 1
[5.2] Battle 2
[5.3] Semifinal
[5.4] Final
[6] Gorigan Round
[6.1] Battle 1
[6.2] Battle 2
[6.3] Semifinal
[6.4] Final
[7] Chobin & Robo Groudon Round
[7.1] Battle 1
[7.2] Battle 2
[7.3] Semifinal
[7.4] Final
[8] Gonzap Round
[8.1] Battle 1
[8.2] Battle 2
[8.3] Semifinal
[8.4] Final
[Intermission]
[9] Ardos Round
[9.1] Battle 1
[9.2] Battle 2
[9.3] Semifinal
[9.4] Final
[10] Eldes Round
[10.1] Battle 1
[10.2] Battle 2
[10.3] Semifinal
[10.4] Final
[11] Coupons, TM Rewards & Prestigious(HAH) Titles
[12] What Now?
[13] Credits & Special Thanks
[14] Contact Info & Legal Stuff

OOOOOOOOOOOOOO[1] Introduction OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     So, you've beaten the old man, restored peace in Orre (for a limited time
 of course!), and it appears there's no one left in the region in need of a 
good ass beating... ..until Eagun starts annoying you with emails again, that
is. Why do you give these people your address anyway? Upon leaving your 
HQ, you'll find Eagun by the steps, who wishes to have a quick chat, but not
before piling his rodents onto you. Exterminate them, and you'll learn that 
he's opened up a Colosseum in the far reaches of Orre, and he'd like you to 
participate in the battles there. Purifications and Mt. Battle aside, you have 
nothing better to do, so why not?

     You've noticed that Pokemon XD lacks a separate Colosseum mode in favor
 of a larger, much less crappier RPG, and this is the substitute. The teams are 
all assembled with fully-evolved Pokemon spanning all three generations of GBA
games, with held items and movesets that are actually useful. Also unlike Mt. 
Battle, Pyrite, and Realgam, the trainers in this Colosseum are programmed 
with some competent A.I.; the battles won't be cakewalks compared to the rest 
of the game (sorry, there'll be no Wailmer or Seedot thrashing here, or 
Blazikens with Sand Attack). Whether you're great at this game or not, you're 
in for a pretty good challenge. 

     This guide is to provide you with some assistance, or at the very least 
let you know what you'll be going up against, in order to make changes to your
team accordingly. I've listed the Pokemon and their exact movesets and held 
items for each trainer, as well as their genders and abilities, and the 
strategy each one will try to employ. I'll also give a few bits of general 
advice for handling each one, and share a few of my own experiences where I 
deem it possibly helpful. Barring gross amounts of misfortune (i.e.: AI 
cheapness) or simply disadvantaged teamups, this guide will enable you to 
crush the opposition without too much trouble. AND earn you some pretty lame 
titles! Woo!

OOOOOOOOOOOOOO[2] Version History OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     - Ver. 1.0: 
      Compiled everything; trainers, their wretched little monsters, advice, 
      you name it. Initial guide complete. Probably not going to add sections 
      for Pyrite or Realgam, because they're too damn easy to require aid.

     - Ver. 1.1:
      Fixed some *GASP!!1* errors in punctuation that my beautiful eyes 
      somehow missed the first time around, and added Neoseeker to the 
      authorized websites list. Also fixed an ugly contradiction I seemed to 
      have made in one of the strats. Got rid of the remark pertaining to Mr. 
      Mime's gender, as I am aware that it merely clashes with English 
      translation, but it was bringing forth a lot of messages explaining it 
      to me. Better to just get rid of it.

     - Ver. 1.2:
       Listed traits for Marowak and Alakazam, whom I had passed over in the 
       credits section. Tiny edit.

OOOOOOOOOOOOOO[3] Before you begin...OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     A bunch of things worth mentioning before diving into this thing, as Orre
is vastly different from anything else you'll face in XD, and you'll want to
prepare/adjust yourself accordingly. Starting with the biggest change:

[3.1] Rules and Regulations


Things are much more strict than in other colosseums. Rules you must abide by:

     - Ubers, by which I mean Mewtwo, Mew, Lugia, Ho-oh, Celebi, Kyogre,
      Groudon, Jirachi, and Deoxys are not allowed to enter. So much for Lugia
      being able to shine here. The Legendary Birds, Dogs, Regis, and Latios &
      Latias ARE permitted, however. Go crazy with 'em. Your opponents will.
     
     - Soul Dew has been banned. Hah! So much for cheap sweeping!
     
     - Two of the same hold item are not allowed. Which one NEEDS Leftovers..?
     
     - Likewise, two of the same Pokemon aren't allowed, either.
     
     - All opposing Pokemon will be at level 60, or the same level as your
       highest-leveled Pokemon.

     - Each round consists of four battles. All of them are double battles,
       and like the preceding games, you'll be prompted before each battle
       to choose which ones you plan to use, as well as a view of the
       opponent's roster.

[3.2] Team Preparation

     Chances are, the Pokemon you caught throughout XD aren't ideally what 
you'd have on a serious team, whether they weren't EV trained, their IVs or
especially their natures suck, poor movesets, or you just don't like the
selection to begin with. Either way, I highly recommend bringing
in a team of 6 that you devoted a lot of time to from your GBA games. That
way you can have their moves and natures exactly as you want them, not
to mention a much more efficient means of EV training. If you plan on using
only Pokemon you caught while playing the game... ..you'd better know what
you're doing, and I hope for your sake their EVs are damn near perfectly
distributed, because your opponents' will be. 

     I realise that there are some people still totally unfamiliar with EVs, 
but I won't be devoting any time to explaining it. There's an excellent guide 
regarding EVs in the Pokemon Ruby section of GameFAQs that I know of (though 
it takes some patience to really understand it) and plenty of knowledgeable 
posters on the boards that can help you if you need it.

     Spend a lot of time either on Mt. Battle or Emerald's Battle Frontier
until you've won enough coupons/BP to buy any hold item you need, and get
anything else you need completed out of the way. It's a good idea to have 
more than 6 mons traded over, as your opposition is pretty diverse, and one
lineup might not be able to handle every situation. Use your best judgment. 
Or, you can be like me and scrape along to the finals, lose, then learn where 
you went wrong and totally ream them all the second time. =P

[3.3] Basic Strategies

     Some general advice and moves that will really help you, though I'm sure
(well, hoping) most of you have a firm grasp on this already:

     - Rather than think of the 4 mons that would defeat theirs the easiest, 
       look at the enemy's team and consider which ones mean the biggest 
       threats. Build your opposition to combat them as well as handle 
       anything else that may come out; it'd suck to go in there and find your
       team's biggest weakness exploited.

     - Leave nothing to chance whenever possible. Swellow is faster than 
       Sceptile, who is faster than Espeon, but can be defeated by Espeon in 
       the next turn. Rather than focusing on Sceptile's ally, destroy it with
       Swellow and guarantee success. The A.I. loves pulling insane stuff out 
       of their ass and really screwing you over when you've got the upper 
       hand. Don't give them the opportunity to do so; this is a perfect 
       example. 

     - Protect. If you don't already love this move, learn to. Equip anyone
       that doesn't need a fourth slot dedicated to another move with Protect.
       Not only will it shield you from the obvious EQ and Explosion, but 
       it's great for baiting the enemy. Let 'em launch whatever at you in 
       vain while your ally takes care of whomever is hassling you. If at all 
       possible, try to obtain Detect for those that can learn it instead of 
       Protect. Less PP, but it can't be Imprisoned (for they all block 
       Protect), and you'll come across a few enemies that use it. It's not 
       vital and you can get by without it, but it'll make life easier.

     - Fake Out. I LOVE this move! Guaranteed flinch on the first turn, 
       unless they have Inner Focus, and those are very few in number.
       Absolutely invaluable when you need a turn to set someone up, or a free
       turn to wail on/faint someone that would otherwise be a major problem.

     - Helping Hand. XD tosses us a few more wielders of this move, but I 
       wouldn't consider it for any of the newcomers besides Dusclops. Anyway,
       this move is VERY useful when you don't have enough power to deliver a 
       OHKO on your own, and can make STABbed blows very deadly. While it's
       not a crucial asset to any team, it can really bolster one's strength, 
       so consider making room for it. I happen to love Hariyama for this. He 
       may not be all that awesome as a standalone Fighting type, but he can 
       learn Fake Out, be bred both Detect and Helping Hand, has tankish HP, 
       and Thick Fat to assist him further. Slap Brick Break on him, and he 
       makes a damn good assistor to my team.

     - Explosion. You don't need a massive amount of attack power to be 
       really destructive with it, and it couldn't be simpler; all the user 
       needs to do is survive long enough to use it. Two for one is a great 
       deal in most cases. Not a lot has to be said about the move, really; it
       just owns (AND looks friggin' awesome in this game). Just be sure to 
       look at the enemies' movesets, so you know who's capable of Protecting 
       against it. Metagross is my personal fave for this one. Snorlax with 
       Selfdestruct is also a nasty little monster; in fact, I ended up 
       exploiting that in the final tournament with my ingamers.

       There are a few other moves that would deserve a mention, but they're 
       more situational than these and will be listed in the strategies when 
       applicable.

       Now on to the actual battles!

OOOOOOOOOOOOOO[4] Lovrina Round:OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     Safeguard will be immensely helpful for the entire tournament. Every 
battle involves you being inflicted with ailments in some way, and the 
final pretty much depends on it. Any fast mon that can learn it, like 
Ninetales, will do nicely (Come to think of it, there are few that can use 
it that have base 100 speed or higher AND are allowed into Orre). A lot 
of UU Pokes to face off against here... Don't expect too rough a time.

[4.1] Battle 1: Hunter Greel

Parasect @ Quick Claw, Female, Effect Spore
Spore
Giga Drain
Aerial Ace
Return

Slowbro @ Leftovers, Male, Own Tempo
Dream Eater
Focus Punch
Shadow Ball
Yawn

Houndoom @ Focus Band, Male, Flash Fire
Dream Eater
Crunch
Flamethrower
Pursuit

Breloom @ Brightpowder, Male, Effect Spore
Spore
Focus Punch
Sludge Bomb
Substitute

Jynx @ Lax Incense, Female, Oblivious
Dream Eater
Psychic
Ice Beam
Lovely Kiss

Gardevoir @ Scope Lens, Female, Synchronize
Dream Eater
Ice Punch
Thunderbolt
Hypnosis

Strategy: He's likely to lead with Jynx or one of the Sporers, as they have 
the most reliable sleep-inducing moves of the bunch. The bulk of their 
firepower is going to come from Focus Punch or Dream Eater, and a few 
elemental attacks into the mix. This battle is really very easy, though; 
simply overpower them with faster, stronger pkmn. Only Slowbro has decent 
defense here, but goes down easily to a good Thunderbolt or two. If you have 
the means, use Safeguard here to prevent them from putting anyone down, then 
proceed with the usual wailing. As for prioritizing, get rid of Parasect 
before anyone else if he is present; the AI abuses the hell out of that Quick 
Claw. Otherwise, Jynx and Houndoom are your biggest threats because they have 
good moves that aren't dependent on your sleeping. I really hope you don't 
lose this one. =P

[4.2] Battle 2: Rider Herlam

Spinda @ Focus Band, Female, Own Tempo
Teeter Dance
Dizzy Punch
Flail
Protect

Cacturne @ Miracle Seed, Female, Sand Veil
Teeter Dance
Needle Arm
Toxic
Double Team

Grumpig @ Lax Incense, Female, Own Tempo
Confuse Ray
Ice Punch
Psychic
Fire Punch

Slowking @ Nothing, Female, Own Tempo
Yawn
Surf
Psychic
Ice Beam

Lickitung @ Leftovers, Female, Own Tempo
Body Slam
Earthquake
Shadow Ball
Belly Drum

Smeargle @ Brightpowder, Male, Own Tempo
Teeter Dance
Sheer Cold
Lock-On
Protect

Strategy: Even easier then the first battle. Confusion is the theme here, and 
once again Safeguard reigns supreme. You don't even need it, though. Every 
single trip through here, I've won just by beating them up with good old 
physical attacks. Grumpig is the only mildly irritating one, because aside 
from Megahorn, it seems to survive with a little health remaining no matter 
what I throw at it. Type matchups aren't that important here, provided you 
protect your Fighter. He'll beat up anyone that isn't Grumpy or Slowking, who 
can be handled easily with strong Dark or Bug moves, or simply powerful 
physicals. I suggest taking out anyone that can Teeter Dance first.

[4.3] Semifinal: Sailor Lestor

Stantler @ Scope Lens, Male, Intimidate
Thunder Wave
Stomp
Confuse Ray
Attract

Xatu @ Focus Band, Male, Synchronize
Confuse Ray
Psychic
Thunder Wave
Giga Drain

Raichu @ Lax Incense, Male, Static
Volt Tackle
Sweet Kiss
Thunder Wave
Encore

Togetic @ Leftovers, Female, Serene Grace
Follow Me
Sweet Kiss
Body Slam
Thunder Wave

Grumpig @ Lum Berry, Female, Thick Fat
Confuse Ray
Ice Punch
Extrasensory
Fire Punch

Butterfree @ Brightpowder, Male, Compoundeyes
Stun Spore
Psychic
Flash
Giga Drain

Strategy: Confusion AND paralysis. More annoying, but still pretty easy. If 
you don't have a Safeguarder, you'll still be fine, especially since I've 
found that these guys NEVER used their ailment-inducing moves on me. They 
always went with direct-damaging moves, which meant my team stayed healthy 
whilst pounding them. Once again you're up against a team with overall weak 
defense, so straight power is the way to go. Electric, Fire, and Rock attacks 
will take out most of 'em, and someone should have Earthquake to pick off 
Raichu. I've never fought Stantler, but even with Intimidate its def is 
pretty frail, so a nice whacking or two, and he's a goner.

[4.4] Final: Admin Lovrina

Shuckle @ Chesto Berry, Male, Sturdy
Toxic
Attract
Rest
Wrap

Wobbuffet @ Lum Berry, Female, Shadow Tag
Charm
Counter
Encore
Mirror Coat

Misdreavus @ Quick Claw, Male, Levitate
Torment
Attract
Confuse Ray
Protect

Milotic @ Lax Incense, Female, Marvel Scale
Toxic
Attract
Confuse Ray
Wrap

Blissey @ Leftovers, Female, Natural Cure
Counter
Attract
Sing
Seismic Toss

Meganium @ Brightpowder, Female, Overgrow
Leech Seed
Attract
Toxic
Protect

Strategy: Here is where Safeguard is going to save your life. Without it, 
you're in for a pretty tough, or at least extremely annoying, battle. Toxic, 
Attract, and Confuse Ray are the main problems here, but Misdreavus can and 
will cause major problems for you with Torment. By all means get rid of him 
first. If you get Tormented, they'll alternate using Protect, in an attempt 
to null out a move that's supereffective against them. Aside from stalling 
while poison takes its toll, if that attack is also the only thing that can 
really deal damage to them, you're in trouble. Aside from Missy, single out 
Wobbuffet if she ever makes an appearance, as her presence alone makes 
problems for you. I'm not sure what encourages Lovrina to bring Wobb or 
Blissey; I've only faced them once as a pair, when I had an abundance of phys 
damagers. Perhaps they seek to abuse Counter. Provided you sent out someone 
capable of nailing them in a single blow, that's all it will take. 

Anyways, suppose you don't have Safeguard. I've found the least troublesome 
way of dealing with these guys while keeping everyone alive as long as 
possible is to single everyone out, one at a time. Misdreavus has to go. 
Meganium has to go next. If you have someone with Helping Hand, and an 
attacker with something they are weak to, abuse it. Meganium, unfortunately, 
is probably not going to go down in one hit no matter what you throw at it, 
unless you get a CH or it's a Megahorn from Heracross. If Mega gets a Leech 
Seed off successfully, she'll spend the rest of her turns alternating between
Protect and harassing someone else, so act accordingly. That's what I hate 
about guys like Meganium- their defenses aren't sick enough to make them 
awesome, but they're tankish enough that they always survive just about 
everything with health to spare. Anyways. Shuckle cannot take repeated 
bombardment with your strongest special or physical attacks, but if you don't 
get rid of him quickly enough, he'll Rest and you'll have to start over. 
Lastly is Milotic, who cannot take a supereffective hit in conjunction with 
another good attack. Be warned that she can poison AND confuse AND attract 
you, so if she's out there and her ally is protecting or can be dealt with 
later, go and take her out of the picture. If you just focus everything on 
one of them at a time, you should be able to win this, even if you take a 
casualty or two. Switch people out whenever it's going to help you.

     Now that you've completed this round, you can begin the tedious but very 
worthy sidequest to get the Lucky Egg. I of course won't be covering that, 
though. This isn't a walkthrough. =P

OOOOOOOOOOOOOO[5] Snattle Round:OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     Next up, we have two pitifully easy battles, and two that could possibly 
hand us a loss if we aren't careful, or even unlucky. You'll want your team 
to have a few guys with Protect/Detect/Endure, here; they'll be lifesavers 
once you face Snattle.

[5.1] Battle 1: Worker Lobel

Tyranitar @ Leftovers, Male, Sand Stream
Crunch
Fire Blast
Thunderbolt
Protect

Quagsire @ Quick Claw, Male, Water Absorb
Ice Beam
Yawn
Earthquake
Protect

Cacturne @ Lax Incense, Male, Sand Veil
Giga Drain
Double Team
Thunderpunch
Substitute

Sandslash @ Brightpowder, Female, Sand Veil
Aerial Ace
Earthquake
Brick Break
Focus Punch

Claydol @ Lum Berry, Genderless, Levitate
Psychic
Explosion
Ice Beam
Light Screen

Dugtrio @ Focus Band, Male, Sand Veil
Substitute
Double Team
Rock Slide
Earthquake

Strategy: Sand Stream. Your Grass, Ice and Water types will make this a very 
easy match. All I can forewarn you about is Claydol- if he leads with it and 
Tyranitar, he's most likely going to use Explosion while Tyran Protects, so 
go after it first. These guys were all OHKOs for my Sceptile and Milotic. You 
shouldn't have any problems here at all.

[5.2] Battle 2: Casual Guy Makel

Dewgong @ Quick Claw, Female, Thick Fat
Fake Out
Encore
Blizzard
Sheer Cold

Dugtrio @ Brightpowder, Female, Arena Trap
Ancientpower
Protect
Earthquake
Fissure

Pinsir @ Salac Berry, Male, Hyper Cutter
Flail
Endure
Brick Break
Guillotine

Kingler @ Nothing, Male, Shell Armor
Guillotine
Rest
Amnesia
Sleep Talk

Nidoking @ Focus Band, Male, Poison Point
Sludge Bomb
Horn Drill
Megahorn
Protect

Lapras @ Leftovers, Female, Water Absorb
Ice Beam
Hydro Pump
Thunderbolt
Sheer Cold

Strategy: Gah, I hate teams that focus on OHKOs. If you don't destroy them 
all in one hit apiece, you run the risk of losing someone to one of their 
attacks. That said, these guys aren't a terribly sturdy bunch, save for 
Lapras. Also, Pinsir seems more intent on EndFlailing than trying to off you 
with Guillotine. I don't know who he's going to send out against you, but 
just focus on getting rid of everyone one at a time, if you don't think you 
can handle these guys in one blow. Lapras will take a lot of abuse, so wail 
on it with prejudice. This one may or may not be troublesome.

[5.3] Semifinal: Researcher Limar

Shedinja @ Focus Band, Genderless, Wonder Guard
Silver Wind
Shadow Ball
Aerial Ace
Swords Dance

Hypno @ Leftovers, Male, Insomnia
Calm Mind
Ice Punch
Psychic
Thunderpunch

Kabutops @ King's Rock, Male, Swift Swim
Rain Dance
Body Slam
Rock Slide
Brick Break

Ditto @ Metal Powder, Genderless, Limber
Transform
Psycho Boost
Frenzy Plant
Explosion

Altaria @ Brightpowder, Female, Natural Cure
Dragon Dance
Body Slam
Aerial Ace
Earthquake

Rapidash @ Lax Incense, Female, Flash Fire
Sunny Day
Solarbeam
Flamethrower
Hypnosis

Strategy: He'll lead with Ditto and someone else; Hypno was always his 
partner when I faced him. The first turn, everyone else will just make use 
of their stat boost or weather changing move, and Ditto.. well, there's only 
one thing Ditto can do. I went after both of them the first turn and then 
finished them off the second before they could pull anything. Earthquake is 
an awesome move to abuse in this battle, which stands to make short work of 
everyone aside from Altaria and Shedinja, who are taken out easily by their 
respective weaknesses. You might have some problems if you don't have a speed 
advantage, by which I mean letting guys like Kabutops and Altaria pull their
stuff off and live. I Dragon Danced while my Rhydon EQed the first turn, so I 
was set to quickly wipe everyone out.

[5.4] Final: Admin Snattle

Electrode @ Leichi Berry, Genderless, Soundproof
Explosion
Thunderbolt
Light Screen
Endure

Muk @ Quick Claw, Male, Sticky Hold
Imprison
Explosion
Protect
Substitute

Regirock @ Lax Incense, Genderless, Clear Body
Explosion
Earthquake
Ancientpower
Protect

Gengar @ Scope Lens, Female, Levitate
Explosion
Sludge Bomb
Shadow Ball
Protect

Glalie @ Salac Berry, Female, Inner Focus
Explosion
Shadow Ball
Ice Beam
Endure

Regice @ Leftovers, Genderless, Clear Body
Explosion
Thunderbolt
Ice Beam
Protect

Strategy: KABOOM! My favorite move in effect here. This one could be really 
nasty, because there's no telling who will use Explosion first and who will 
Protect. But it's made much easier on you by leading with two Protectors and 
both using it from the start; someone will blow up, and provided it isn't 
Gengar or Enduring Electrode that is left behind, you can go after the one 
that used Protect the next turn, as they'll be the ones to blow up next. The 
Regis are slow enough that two or even one supereffective hit will bring them 
down, but always be wary of Explosion. If Muk makes an appearance, always 
leave him until he's the last remaining. He'll Imprison, but all he can do 
for damage is blow up, so he'll be a sitting duck when left behind. If you 
happen to have an EndRevver, he'll be really useful here. Provided you put 
plenty of EVs into his speed (Jolly Heracross is great) he can get the jump 
on anyone after the Salac kicks in, and will annihilate the Regis instantly. 
Caution and good predictions will get you through this.

OOOOOOOOOOOOOO[6] Gorigan Round:OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

[6.1] Battle 1: Chaser Navu

Sharpedo @ Brightpowder, Male, Rough Skin
Crunch
Protect
Ice Beam
Hydro Pump

Hitmonlee @ Salac Berry, Male, Limber
Reversal
Endure
Earthquake
Rock Tomb

Zangoose @ Leichi Berry, Female, Immunity
Flail
Endure
Shadow Ball
Crush Claw

Victreebel @ Lax Incense, Female, Chlorophyll
Magical Leaf
Sleep Powder
Sludge Bomb
Protect

Golem @ Leftovers, Male, Rock Head
Double-Edge
Protect
Earthquake
Rock Blast

Nidoqueen @ Quick Claw, Female, Poison Point
Sludge Bomb
Earthquake
Shadow Ball
Superpower

Strategy: A bit of a balanced team here. Just employ common sense and 
eliminate your biggest threats first. All you need to take notice of is Endure
and Protect; they'll alternate with it, especially when there's a quaker on 
the battlefield. Just focus your attacks on the one that isn't guarding, and 
they'll be a piece o' cake.

[6.2] Battle 2: Chaser Pixen

Nidoking @ Quick Claw, Male, Poison Point
Sludge Bomb
Shadow Ball
Body Slam
Megahorn

Magmar @ Focus Band, Male, Flame Body
Flamethrower
Thunderpunch
Psychic
Confuse Ray

Politoed @ Lum Berry, Female, Damp
Ice Beam
Hydro Pump
Psychic
Swagger

Fearow @ Nothing, Female, Keen Eye
Tri Attack
Steel Wing
Drill Peck
Attract

Jynx @ Lax Incense, Female, Oblivious
Lovely Kiss
Ice Beam
Fake Out
Dream Eater

Armaldo @ Leftovers, Male, Battle Armor
Body Slam
Rock Blast
Brick Break
Dig

Strategy: Yet another balanced team, while everyone has room to inflict some 
sort of status ailment, whether it be poison, paralysis, confusion, or burns. 
Again, common sense and prioritizing is all you'll need to get through this 
without a lot of problems. You'll notice that not one person has Protect or 
Endure, and that no one on the opposing side can Earthquake. Better for you. 
He always led with Nidoking and Magmar against me, regardless of my lineup.

[6.3] Semifinal: Chaser Daks

Scizor @ Quick Claw, Male, Swarm
Silver Wind
Secret Power
Aerial Ace
Steel Wing

Electabuzz @ Brightpowder, Female, Static
Thunderbolt
Protect
Ice Punch
Fire Punch

Quagsire @ Lax Incense, Male, Damp
Ancientpower
Body Slam
Sludge Bomb
Earthquake

Arcanine @ White Herb, Male, Intimidate
Extremespeed
Overheat
Crunch
Protect

Walrein @ Leftovers, Female, Thick Fat
Ice Beam
Sheer Cold
Waterfall
Icy Wind

Primeape @ Scope Lens, Male, Vital Spirit
Low Kick
Cross Chop
Body Slam
Rock Tomb

Strategy: More balance, and now, they're out to cut down your speed. Even so, 
they'll spend more time just trying to take advantage of your type's 
weaknesses, so it's not like paralysis or Icy Wind/Rock Tomb is going to be 
an issue. For the third time, my Gyarados/Rhydon combo made really short work 
of these guys. There's no move you need to utilize here, but Earthquake did 
me a lot of good. As usual, common sense prevails. Take care when damage 
sponge Walrein shows up.

[6.4] Final: Monkey Boy- er, Admin Gorigan

Salamence @ Brightpowder, Female, Intimidate
Dragon Claw
Crunch
Flamethrower
Hydro Pump

Arcanine @ White Herb, Male, Intimidate
Extremespeed
Overheat
Crunch
Protect

Hitmontop @ Leftovers, Male, Intimidate
Brick Break
Detect
Body Slam
Earthquake

Granbull @ Quick Claw, Female, Intimidate
Return
Shadow Ball
Brick Break
Hyper Beam

Tauros @ Chesto Berry, Male, Intimidate
Return
Hyper Beam
Earthquake
Rest

Gyarados @ Lum Berry, Female, Intimidate
Double-Edge
Icy Wind
Earthquake
Thunder Wave

Strategy: Intimidate! Hope you have a bunch of fast special attackers! Your 
physical strength will be butchered to all hell every time someone comes out, 
so don't rely on brute force. Those with speed well over 300 and good sp att, 
also well over 300, will be your best bets. Utilities like Starmie and anyone 
that can use a wide variety of special typed attacks is great. When I fight 
him, he always led with Salamence and someone else. Sala and Tauros will be 
your biggest problems as they pack both speed and excellent offense. My first 
run through, I had a HELL of a time; Granbull and Tauros kicked my ass into 
oblivion. Goddamn Granbull got the Quick Claw to take effect every single 
bloody turn he was out there, and they both Hyper Beamed and Returned my poor 
team to hell. I had managed to off Sala and Gyar before these freaks ruined 
it for me. Then I returned for a rematch, and he led Arcanine and Salamence. 
Sala was Faked Out and Arcanine crunched my Latios for insignificant damage; 
Sala was Dragon Clawed the hell out of there. Next comes Gyarados, who gets 
served a nice helping of Thunderbolt while Arc protects (Quake. Of all moves 
he could use, he chooses the least effective.). Last is Hitmontop, who dies 
to Psychic, while Arcanine goes for another lousy Crunch. Next turn, he's out 
to a Helping Handed Psych. Woo. All that aggravation the first time, and then 
I win without losing anyone. May you have similar good fortune. 

I've thought about bringing Metagross, as Clear Body makes it immune to the 
attack cuts, but there are too many opposing mons with attacks that'll off 
him too quickly to be of great use. That said, he may still be good for a KO 
or two. Or three.

OOOOOOOOOOOOOO[7] Chobin & Robo Groudon Round:OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     Now we have some fun ones! Nothing that truly bears mentioning here, but 
I did have a lot of unfortunate encounters with these guys, as they were 
displaying some disgusting acts of "luck."

[7.1] Battle 1: Fun Old Man Rekix

Espeon @ Brightpowder, Male, Synchronize
Psychic
Calm Mind
Bite
Reflect

Jolteon @ Lax Incense, Male, Volt Absorb
Thunderbolt
Thunder Wave
Bite
Charm

Flareon @ Quick Claw, Male, Flash Fire
Body Slam
Fire Blast
Shadow Ball
Helping Hand

Umbreon @ Lum Berry, Female, Synchronize
Confuse Ray
Faint Attack
Helping Hand
Charm

Vaporeon @ Leftovers, Female, Water Absorb
Quick Attack
Hydro Pump
Ice Beam
Helping Hand

Eevee @ Focus Band, Female, Run Away
Helping Hand
Growl
Attract
Wish

Strategy: Hmmm. Wonder what the theme of this team is? Regardless, you'll see 
a lot of Helping Hand and a lot of really beefed up attacks coming your way. 
Who will use Helping Hand, and who will attack? Espeon lacks Helping Hand,
so he will always be the attacker; otherwise, they'll boost the one that is 
going to nail your weakness. Vaporeon attacks much more often than she 
boosts; get rid of her quickly. Jolteon Charms or Helping Hands unless you 
present him with a water or flying; occasionally he'll Bite a psychic. 
Umbreon uses Helping Hand more than anything else. The key to knowing when 
someone is going to use something other than Helping Hand is to look at the 
type matchups. The less damage they can inflict on you, the more likely they 
are to use annoying moves like Charm. Eevee will either Wish or Helping Hand 
as it doesn't have much at its disposal. Flareon... well, I've never fought a 
Flareon. 

[7.2] Battle 2: Fun Old Man Dargs

Slaking @ Lum Berry, Male, Truant
Aerial Ace
Shadow Ball
Body Slam
Earthquake

Alakazam @ Brightpowder, Male, Synchronize
Psychic
Ice Punch
Fire Punch
Skill Swap

Milotic @ Leftovers, Female, Marvel Scale
Ice Beam
Mirror Coat
Hydro Pump
Protect

Gengar @ Nothing, Female, Levitate
Psychic
Fire Punch
Thunderbolt
Skill Swap

Metagross @ Scope Lens, Genderless, Clear Body
Shadow Ball
Earthquake
Meteor Mash
Protect

Claydol @ Quick Claw, Genderless, Levitate
Shadow Ball
Earthquake
Ancientpower
Skill Swap

Strategy: Skill Swap. At least, that's the intended strategy here. I'll warn 
anyone that thought this battle would be just like its Colosseum version; it 
isn't. Every time I fought through here, they ignored their truant buddy and 
just came after me. That cost me a win the first time; rather than having a 
free turn to boost up, Gengar just came right out and started killing off my 
team members. It didn't make a difference that I had faked Slaking out; by 
then, I had already lost my main damage dealer for the battle. So, my advice 
is to just hammer the hell out of them, following the standard procedure for 
dealing with Slakings: take cover when he's able to attack, and wail on him 
with extreme prejudice when he's loafing. It's much easier to face Alakazam 
with him than Gengar, because he's susceptible to more. Anyways, with Slaking 
and his skill swapper out of the picture, you should be able to deal with 
whomever else is sent out. Hopefully you didn't lose your specialists, as 
those are your best bets. Milotic Mirror Coats more than she attacks, so I 
have found, and Metagross is a powerhouse that needs to be dealt with before 
he can pull one of his attacks off. I got the best results by singling these 
guys out.

[7.3] Semifinal: Matron Naono

Crobat @ Brightpowder, Female, Inner Focus
Aerial Ace
Shadow Ball
Sludge Bomb
Toxic

Swellow @ King's Rock, Female, Guts
Facade
Return
Aerial Ace
Hyper Beam

Persian @ Leftovers, Male, Limber
Fake Out
Shadow Ball
Body Slam
Toxic

Dodrio @ Choice Band, Male, Early Bird
Return
Steel Wing
Drill Peck
--

Machamp @ Quick Claw, Male, Guts
Facade
Earthquake
Cross Chop
Rock Tomb

Heracross @ Salac Berry, Male, Guts
Facade
Megahorn
Brick Break
Earthquake

Strategy: These guys are looking to spill their guts all over you, and you'll 
be on the receiving end of some severely beefed up attacks if you don't deal 
with them carefully. Still, this match should be pretty easily won. Let the 
Toxic users survive while your fastest and strongest rip the Guts abusers to 
shreds. Fake Out is a godsend here; you can flinch the one that'll be doing 
the attacking, and pick it off with ease. She likes to lead with Crobat and 
Swellow, both of which are probably faster than you. Ignore Crobat and get 
rid of Swellow. Now, chances are she brought both fighters; she has to have 
one at the very least. If you led with a flying type and got rid of Swellow, 
this should be a piece of cake. If by chance she sends out Dodrio, either use 
someone faster to pick him off or focus both attack on him, and let the 
survivor be the one to finish it. Crobat can be dealt with last. Sludge Bomb 
may deliver a decent amount of damage, but that's the worst thing it can do. 
A good supereffective hit will finish it.

[7.4] Final: Chobin & Robo Groudon

Scizor @ Lax Incense, Female, Swarm
Silver Wind
Return
Aerial Ace
Steel Wing

Dragonite @ Leftovers, Male, Inner Focus
Aerial Ace
Earthquake
Return
Brick Break

Kangaskhan @ Scope Lens, Female, Early Bird
Return
Earthquake
Shadow Ball
Protect

Mr. Mime @ Lum Berry, Female, Soundproof
Fake Out
Psych Up
Baton Pass
Psychic

Marowak @ Thick Club, Male, Rock Head
Ancientpower
Double-Edge
Aerial Ace
Earthquake

Ninjask @ White Herb, Female, Speed Boost
Swords Dance
Baton Pass
Silver Wind
Protect

Strategy: Ah, Baton Passing. Completely and utterly wrecks teams when 
successful; otherwise, they crumble to a pitiful defeat. It's a guarantee 
that Ninjask and Mr. Mime will be Chobin's leads. Expect to be faked out,
and if Ninjask hasn't been defeated the first turn, ignore it as it will 
Protect the next. You have a lot of options here, depending on how that first 
turn went:

You killed Ninjask: One of four powerhouses will come out; focus more on it 
than Mr. Mime, as it's actually capable of taking out your team members.

You killed Mr. Mime: While Ninjask uses Protect, beat on the powerhouse that 
he sends out, but the next turn, focus both attacks on Ninjask; for when he 
baton passes, the mon brought forth is going to have everything it needs to 
begin sweeping your team to hell. Depending on what you threw at it, you 
should be able to off it outright on that turn, or damage it badly enough to 
finish the job the following turn, hopefully before it can ruin both of your 
Pokemon in one attack. Don't use Earthquake if there's still the possibility 
that he'll send out Dragonite.

You killed both: Awesome. Just deal with the next two guys as you would 
anyone else. None of these guys are gifted with speed, so you'll probably 
have the upper hand.

You killed neither: You're not screwed yet. Mr. Mime will Psych Up to get 
Swords Dance and the first Speed Boost, then pass the next turn. So, both of 
you should focus your attacks on him; unless you missed, Mime should be taken 
out, guaranteed. The following turn, take the same steps as if you finished 
Mime off the first turn; focus everything on the mon Ninjask passes to.

Obviously, the first scenario is the best one, but things might not turn out 
that way for you. This isn't a terribly difficult battle unless things really 
aren't going your way.. or if you fail to destroy any jacked-up mons 
immediately upon their entering the battle.

OOOOOOOOOOOOOO[8] Gonzap Round:OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     We're a little more than halfway done, now! After this round, the 
challenge will be raised nicely, so if your team has been struggling along up 
to this point, it may be time to make some changes. See where your team has 
been lacking, and make the necessary substitutions.

[8.1] Battle 1: Team Snagem Biden

Jolteon @ Lum Berry, Female, Volt Absorb
Quick Attack
Bite
Thunderbolt
Protect

Weezing @ Quick Claw, Male, Levitate
Sludge Bomb
Explosion
Fire Blast
Shadow Ball

Houndoom @ Salac Berry, Female, Flash Fire
Fire Blast
Reversal
Crunch
Endure

Ninjask @ Brightpowder, Female, Speed Boost
Shadow Ball
Baton Pass
Swords Dance
Protect

Steelix @ Focus Band, Male, Rock Head
Earthquake
Explosion
Double-Edge
Rock Tomb

Hitmonlee @ Leichi Berry, Male, Limber
Earthquake
Reversal
Mach Punch
Endure

Strategy: Back to fighting guys with nothing special about them. The only 
thing you must be aware of is Weezing and Steelix, the exploders. They WILL 
make use of it if you allow them to survive long enough to, and in doing so, 
they serve to set up two others- Houndoom and Hitmonlee. Hitmonlee only gets 
a Leichi Berry, so he's not much of an issue, but an even faster Houndoom 
that can Reversal as well as nuke your party is a considerable threat. 
Otherwise, there isn't much of a strategy to employ here- just pick off your 
enemies as you see fit, and go all out on Weezing and Steelix if and when 
they appear. Ignore Houndoom and Hitmonlee the first turn they are out, as it 
is likely they will Endure. Then, they can just be swatted away.

[8.2] Battle 2: Team Snagem Jedo

Typhlosion @ Focus Band, Female, Blaze
Flamethrower
Attract
Thunderpunch
Protect

Feraligatr @ Quick Claw, Male, Torrent
Ancientpower
Earthquake
Brick Break
Hydro Pump

Slowking @ Leftovers, Male, Own Tempo
Psychic
Ice Beam
Water Pulse
Fire Blast

Meganium @ Nothing, Female, Overgrow
Reflect
Giga Drain
Light Screen
Body Slam

Raikou @ Brightpowder, Genderless, Pressure
Protect
Thunder Wave
Thunderbolt
Bite

Crobat @ Scope Lens, Male, Inner Focus
Confuse Ray
Sludge Bomb
Aerial Ace
Shadow Ball

Strategy: Only GSC Pokemon in this battle, including the three starters. They 
don't have the elemental Hyper Beams like the Mt. Battle prizes, but they can 
damn well still fight, so take care. Since this team is well balanced, you're 
just going to have to resort to weakness exploitation and common sense, 
though Electric and Ground moves will be your best bets. Raikou and Crobat 
are the fastest of the lot and should be dealt with first. Typhlosion is 
second (beware; this battle showed me the painful consequences of multiple 
bracings with the Focus Band... cheap bastards...) on the priority list, just 
because it's quick and annoying, and slow n' stupid Feral and Slowking can be 
dealt with last, abusing their elec weakness. Meganium can be left for last, 
though you'll want to finish everyone off before it starts using the defense 
boosters. It can't deal much damage offensively. Lightningrod is a really 
useful trait here, as are Marowak and Rhydon in general. Especially Rhydon, 
with Megahorn, Rock Blast and Earthquake. Meganium isn't even strong enough 
to take him out with Giga Drain.

[8.3] Semifinal: Team Snagem Wakin

Swampert @ Leftovers, Female, Torrent
Ice Beam
Mirror Coat
Hydro Pump
Counter

Sceptile @ Scope Lens, Male, Overgrow
Leaf Blade
Dragon Claw
Crunch
Thunderpunch

Blaziken @ Salac Berry, Female, Blaze
Reversal
Earthquake
Endure
Fire Blast

Gardevoir @ Quick Claw, Female, Trace
Psychic
Fire Punch
Thunderbolt
Destiny Bond

Swellow @ Choice Band, Female, Guts
Aerial Ace
Steel Wing
Return
--

Vileplume @ Focus Band, Male, Chlorophyll
Sunny Day
Solarbeam
Sleep Powder
Moonlight

Strategy: Now we have a team focused almost entirely on RSE Pokemon, and 
depending on who you're packing, this battle will either be easier or tougher 
than the last. Gardevoir and Sceptile are first on the priority list; their 
wide variety of attacks plus the sp att to wreak havoc with them makes them 
pretty dangerous. Sceptile must go first, as it is much faster. Swellow is 
right up there with them, as it is even faster than Sceptile and is equipped 
with Choice Band; your low-defense mons are in trouble as long as he is out 
there. Next is Blaziken... be wary of a possible Endure, then get him out of 
there. Last is Vileplume and Swampert; Plume is unbelievably slow and takes a 
turn to use Sunny Day; Swampert spends more time using Counter and Mirror 
Coat than attacking, and it lacks its best move, Earthquake. Your flying type 
will get a good workout here. Powerful normals, especially sponges, will also 
be of use, especially when dealing with Garde and Scept. Who they send out 
and when will decide just how simple or annoying this battle is.

[8.4] Final: Snagem Head Gonzap

Blastoise @ Leftovers, Female, Torrent
Ice Beam
Yawn
Hydro Cannon
Roar

Skarmory @ Lax Incense, Male, Keen Eye
Drill Peck
Sand Attack
Attract
Roar

Charizard @ Brightpowder, Male, Blaze
Dragon Claw
Roar
Blast Burn
Bite

Slaking @ Choice Band, Male, No Ability
Hyper Beam
Earthquake
Shadow Ball
--

Salamence @ Scope Lens, Female, Intimidate
Aerial Ace
Earthquake
Brick Break
Hyper Beam

Venusar @ Lum Berry, Female, Overgrow
Frenzy Plant
Roar
Sleep Powder
Light Screen

Strategy: First things first, that Slaking is still Truant.. but that would 
really suck if it wasn't, now wouldn't it? ;)

Quite a fun battle, indeed. Everyone save for Skarmory has a powerful hit-and-
recharge attack, which if you recall from Colo, Gonzap enjoys abusing. Not 
only that, many of them pack Roar, which they will use on their teammates 
after they have fired off their beam, so that they don't have to spend a turn 
recharging and vulnerable. This strategy is easily ruined by singling out the 
likely attacker. That way, the enemy's Roar will fail, and they'll have 
wasted a turn. As for who they send out, it all depends, though he's pretty 
much guaranteed to bring Skarmory (though not as a lead) and Slaking, who he 
DOES lead with. Fake Out is your best friend again; off Slaking while taking 
away his opening turn. Your enemies will be using their beams as their 
primary means of attack; take advantage of their turns spent recharging and 
get rid of them. Roar will always go last, so even your slowest pkmn will be 
able to get their attack in before the opponent can Roar. You'll likely have 
fainted the beamer. Skarmory does little other than Roar; give him a flying 
weakness and he might Drill Peck. When two beamers are out, it's likely that 
they'll both fire their attacks, regardless if one can Roar away the other. 
Valuable offensive types include electric, fighting, ice, and flying. Pkmn 
with lots of HP and sponge-worthy defenses and abilities will see you through 
this battle. The battles before this one are more troublesome; hopefully your 
victory will come as easily as it did for me.

OOOOOOOOOOOOOO[Intermission]OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Team Change: At this point, I decided to let my ingame team 
take over and handle things from here. They actually did a lot better than I 
expected, though cheapness on 3 and 4 of Eldes' Round did cost me a few wins. 
Both my teams, for the hell of it, are listed towards the end of this guide,
in the credits section. Also, during this intermission, I have a bit of a 
rant, which you will now read, whether you like it or agree with me or not. =P

     While this game is infinitely better than Colosseum, which I firmly 
believe was a completely half-assed piece of crap, I'm still quite unsatisfied
with the amount of effort they put into transferring the GBA masterpieces to 
the Cube and giving it a polish you'd expect on a 128-bit console- little. 

     Yes, we have plenty of new attack animations, some of which are a real 
graphical treat (but still seem to have an abundance of circles. What the 
hell is with all the circles? Once again, it's not as bad as Colosseum, 
but...). But what about the biggest focus of the game- the Pokemon themselves?
We have NO bloody entrances, NO taunts throughout the battle, and, in my 
opinion, the most pathetic of all- the lowly cries from the damn HANDHELDS! 
Is it that difficult to render the voices so that they have actual volume and 
clarity? The developers for the 64 made it happen. I guess this is too much 
for Genius Sonority.

     What also really annoys me is that they really, really butchered the 
fainting sequences for just about all of the Pokes. Colosseum made the first 
ugly move by butchering the lot of them to hell, and once again, making an 
entirely pointless elimination of the sound effects they made when crumpling, 
plummeting, or otherwise crashing to the floor. While it's nothing major, 
it's still just a little something that helped to spice things up for the 
big(ger) screens. I have no clue why they'd keep it out of the sequels. But 
anyways, then they come up with XD, which not only continues the trend of 
serving up a game with little to no special extras, but they hack the 
animations even more. Some of the Pokes don't even get a chance to fall, 
because they're already being sucked back into their balls. Heh. Yes, I used 
sucked and balls in the same sentence. Don't spaz out. =P

     I guess I'll wrap this up just by saying that I don't understand why 
they exclude the things their predecessors used to bring a lot more cool 
features and especially beauty into the biggest focus of any Pokemon game- 
battling. Despite the gameplay being close to the same, it still only serves 
to turn people off. Or just annoy the hell out of them, like me.

     Now, back to our tournaments! I just need to put Selfdestruct onto my 
Snorlax, and Protect onto my Lapras, first... You'll see why.

OOOOOOOOOOOOOO[9] Ardos Round:OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     The challenge is stepped up a bit, now. These guys know how to annoy the 
hell out of you, and if not dealt with appropriately, they will. Knowing the 
movesets ahead of time is going to greatly improve your odds. This round can 
be either a real pain or a mild workout for your team.

[9.1] Battle 1: Sailor Jebol

Dusclops @ Quick Claw, Male, Pressure
Ice Beam
Protect
Ice Punch
Imprison

Dragonite @ Leftovers, Female, Inner Focus
Aerial Ace
Earthquake
Return
Protect

Aerodactyl @ King's Rock, Male, Rock Head
Ancientpower
Earthquake
Aerial Ace
Protect

Salamence @ Brightpowder, Male, Intimidate
Dragon Claw
Hydro Pump
Fire Blast
Protect

Flygon @ Lax Incense, Female, Levitate
Dragon Claw
Fire Blast
Giga Drain
Protect

Zapdos @ Scope Lens, Genderless, Pressure
Thunderbolt
Return
Drill Peck
Protect

Strategy: Imprison will be the only thing saving this team from frosty 
decimation. Unfortunately, you most likely won't be able to get an ice attack 
in the first turn, because Dusclops's ally almost always begins with Protect. 
Not only that, but Dusclops and his teammate run on a system of attack and 
Protect, making it so you may only inflict damage every other turn. The bonus 
to this? You're pretty much granted a free turn to jack yourself up with stat 
boosting moves while they're defending themselves. On the turn they're 
vulnerable, annihilate them. If your damage-dealer is a dragon using DD, 
you'll want to get Dusclops out of the way first, as it's going to be beaming 
you on its offensive turn. Because these guys protect so much, their attacks 
aren't a real problem, even if you happen to have a weakness to them. That 
said, these guys are still pretty strong and will get the better of you if 
you don't hit them hard as soon as possible. Spongy Snorlax and Dragonite as 
well as Lapras and Marowak won it for me. Drago had to take two Ice Beams, 
but before he fainted he had taken out Dusclops's cohorts. That's all he was 
really needed for. As for you guys, special moves and especially good 'ol 
brute force, with the aid of Calm Mind or Dragon Dance will knock 'em out.

[9.2] Battle 2: Bodybuilder Loar

Shiftry @ Lax Incense, Female, Chlorophyll
Fake Out
Extrasensory
Faint Attack
Solarbeam

Jumpluff @ Focus Band, Female, Chlorophyll
Helping Hand
Encore
Sunny Day
Sleep Powder

Clefable @ Quick Claw, Female, Cute Charm
Ice Beam
Sunny Day
Thunderbolt
Fire Blast

Exeggutor @ Nothing, Female, Chlorophyll
Psychic
Solarbeam
Ancientpower
Sunny Day

Entei @ Scope Lens, Genderless, Pressure
Flamethrower
Sunny Day
Solarbeam
Protect

Blaziken @ Salac Berry, Male, Blaze
Endure
Overheat
Reversal
Earthquake

Strategy: Sunny Day. Someone always spends their first turn using it, and 
someone will launch an attack at you. She likes to bring out Entei or 
Jumpluff first, along with Clefable, who boasts a variety of nasty elemental 
attacks. Prioritize on who your biggest threats are, and get them out of the 
way first. Your own fire type, especially one with Flash Fire, will do you a 
world of good. Houndoom is an excellent choice, because he has resistances or 
immunity to just about everything that can be launched at you. Exeggutor has 
Ancientpower, though, so take heed. Other than that, this is a great battle 
to demonstrate the awesome power of Explosion. Taking out two of these freaks 
before they can demonstrate the destructive power of sunlight is going to be 
a great help. 

[9.3] Semifinal: Bodybuilder Felps

Ludicolo @ Leftovers, Female, Swift Swim
Fake Out
Hydro Pump
Ice Beam
Giga Drain

Omastar @ Focus Band, Male, Swift Swim
Ice Beam
Rain Dance
Hydro Pump
Rock Slide

Manectric @ Lax Incense, Male, Lightningrod
Thunder
Rain Dance
Crunch
Protect

Gorebyss @ Brightpowder, Male, Swift Swim
Ice Beam
Rain Dance
Hydro Pump
Psychic

Kingdra @ Lum Berry, Male, Swift Swim
Ice Beam
Rain Dance
Hydro Pump
Dragonbreath

Qwilfish @ Scope Lens, Male, Swift Swim
Sludge Bomb
Destiny Bond
Shadow Ball
Double-Edge

Strategy: And now for Rain Dance. Once again, this is a really good time to 
go straight into an Explosion and eliminate two threats right off the bat. 
For the rest of the battle, your special sponges and especially your water 
and ice types will serve you well; if your waters have Water Absorb, bonus; 
if your waters also come equipped with Thunderbolt or Thunder, these guys are 
screwed. Without Water Absorb, you're still in a good position to win. 
Omastar, Qwilfish, Gorebyss and Manectric have very poor special defense and 
don't require singling out to defeat, provided you're hitting them with an 
appropriate, hard attack. Kingdra and Ludicolo may take more than one hit to 
rid of them; I was lucky in that Kingdra was one of the victims to Explosion 
at the start. Ludicolo didn't make an appearance at all.

[9.4] Final: Admin Ardos

Sceptile @ Scope Lens, Male, Overgrow
Leaf Blade
Dragon Claw
Crunch
Thunderpunch

Gengar @ Lax Incense, Male, Levitate
Sludge Bomb
Confuse Ray
Shadow Ball
Brick Break

Tauros @ Choice Band, Male, Intimidate
Return
Iron Tail
Earthquake
--

Charizard @ Brightpowder, Female, Blaze
Dragon Claw
Bite
Fire Blast
Seismic Toss

Aerodactyl @ King's Rock, Female, Rock Head
Ancientpower
Double-Edge
Aerial Ace
Iron Tail

Starmie @ Lum Berry, Genderless, Natural Cure
Psychic
Thunderbolt
Ice Beam
Hydro Pump

Strategy: A strong, balanced, not to mention VERY FAST team. You're going to 
need a bit of luck in predicting who he'll send out. Yet again I went right 
into an Explosion and got rid of his Tauros and Charizard. His Gengar is a 
physical one, which I consider to be a bonus for you, as he won't hit you 
nearly as hard as he does when he's packing the elements. Special and defense 
sponges that can also deal some damage will see you through this; Snorlax is a 
great asset to have here. While I didn't make use of his Selfdestruct, he 
made short work of Ardos's Gengar and Starmie afterwards with Shadow Ball. 
Amphy backed him up with a helping of Thunderbolt. Type advantages and good 
thinking, plus a good start, will have this match in the bag.

OOOOOOOOOOOOOO[10] Eldes Round:OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     Oh, jeez. Talk about an exercise in frustration. I must've played through
this one 6 or 7 times, each time making it to either the 3rd or 4th battle, 
and being screwed over by SOMETHING and handed a loss. More often than not, 
I'd reach Eldes and make my selections, based on the last battle, and he'd go 
and serve up something else. While that wouldn't necessarily cost me the win, 
I'd end up making a few bad predictions and lose anyway. Eventually I got fed 
up and brought in an Alakazam, Heracross and Slaking, whom after careful 
consideration I decided would make a joke out of this round. And they did. 
Nonetheless, I'm still going to give my strategies as I have done for all of 
these, and then include what my Emergency Response squad did to ream them all.

[10.1] Battle 1: Supertrainer Lest

Charizard @ Lax Incense, Male, Blaze
Belly Drum
Overheat
Aerial Ace
Earthquake

Shedinja @ Focus Band, Genderless, Wonder Guard
Aerial Ace
Shadow Ball
Silver Wind
Protect

Snorlax @ Chesto Berry, Female, Thick Fat
Selfdestruct
Shadow Ball
Body Slam
Rest

Clefable @ Leftovers, Female, Cute Charm
Follow Me
Softboiled
Cosmic Power
Protect

Togetic @ Brightpowder, Male, Serenegrace
Follow Me
Protect
Yawn
Softboiled

Heracross @ Salac Berry, Male, Swarm
Reversal
Earthquake
Megahorn
Endure

Strategy: A really easy battle here, especially since your priorities will be 
focused on one objective and won't have much to worry about. And that one 
objective is to just overpower the Follow Me user, whom she will definitely 
lead with, while another of your mons either joins in the attack, or 
preferably, uses a move to enhance his own stats. Dragon Dance is a great 
one, here. Afterwards, you're going to have to deal with Shedinja (guaranteed 
to make an appearance in this battle), and either Charizard, Heracross, or 
Snorlax. More often than not she'll lead with Clefable and Snorlax; Snorlax 
whacks at you with Body Slam without fear of being attacked. There's just one 
thing to be wary of throughout this battle: Selfdestruct. Once Clefable is 
offed, if she sends out Heracross or Shedinja, you're going to have an 
exploding Lax coming your way. Hera will Endure it and be set to wail on you 
with Reversal and swarmed Megahorns; Shedinja will just attack. This is why I 
recommend beefing someone up before Clef/Tic is down, because then you can 
launch a powerful move at Lax and if not destroy it outright, weaken it to 
the point that an attack from your ally will finish it. As for Charizard, if 
he ever shows up, just launch a quick supereffective attack at him and be 
done with him. If you've Dragon Danced, he's as good as screwed. As for 
Shedinja, who I mentioned before is guaranteed to show up, while it only 
takes a single hit to bring it down, its attacks are pretty powerful and can 
be dangerous if ignored. Not only that, the AI will once again show you the 
wonders of multiple clings with that Focus Band.

When I brought my ER squad in, Slaking Hyper Beamed Clefable and Dragonite 
DDed. Next turn, Charizard got Aerial Aced and Sheddy Shadow Balled; finally, 
Slaking Hyper Beamed Snorlax and Shedinja was AAed to death. Yawn.

[10.2] Battle 2: Cooltrainer Ebson

Zapdos @ Lum Berry, Genderless, Pressure
Thunderbolt
Drill Peck
Hidden Power (Water)
Detect

Articuno @ Quick Claw, Genderless, Pressure
Ice Beam
Hidden Power (???)
Water Pulse
Reflect

Entei @ Brightpowder, Genderless, Pressure
Body Slam
Fire Blast
Hidden Power (Ground)
Iron Tail

Moltres @ Nothing, Genderless, Pressure
Aerial Ace
Fire Blast
Hidden Power (Grass)
Protect

Raikou @ Lax Incense, Genderless, Pressure
Thunderbolt
Bite
Hidden Power (Water)
Reflect

Suicune @ Leftovers, Genderless, Pressure
Waterfall
Hidden Power (Electric)
Ice Beam
Calm Mind

Strategy: HP types in the parenthesis are those I am absolutely positive of. 
I'm not sure about Articuno, but I believe his is Fighting- twas 
supereffective against Lapras (but did little) and when Marowak was switched 
in, the next turn he tried to Ice Beam it, so I don't think it's anything 
else. Or maybe it's because it was Grass, and Ice Beam would've been better. 
If anyone knows for certain, let me know.

Anyways, don't be alarmed by the pack of legendaries here; this is still a 
very easily battle, and because of one thing: Idiocy. Your enemies will gang 
up on someone like frenzied wolves, and will continue to do so without 
catching onto your tactic and predicting your switch-ins. That's exactly what 
will make this battle easy- switching. You can see what the Hidden Power 
types are, and they will generally use them when they have the weakness to 
exploit. What you want to do here, though, is to bring someone that is going 
to deal the bulk of the damage to these freaks, one that is NOT susceptible 
to being OHKOed or otherwise severely damaged by their attacks. Your ally, 
however, WILL be someone that falls under that category. Then, you want to 
have someone that you can switch in for that really vulnerable type, and 
will either completely negate or take extremely low damage from the attack. 
The ones I used for this were Lapras and Marowak. Lapras draws the attention 
of Thunderbolt; switch to Marowak. Then, they're gonna want to HP Water him 
to death, so now is the time to switch; Lapras shrugs the hits off like 
nothing. As a bonus, Lapras takes very insignificant damage from Moltes's HP 
Grass, to the point in which he can survive several, and Fire Blasts don't 
phase him or Marowak much, either. My damage dealer was actually Ampharos. 
Destroys Moltres in a single hit; puts Suicune and Articuno in critical 
condition; and deals more than half of Entei's and Zapdos's total HP in 
damage. Oddly, Entei only used HP Ground on Amphy once. The rest of the time, 
he Body Slammed Wak or Pras. I believe the reason for this is that Wak or 
Lapras's presence makes them a bigger threat to either Entei or his cohort; 
thus he wants to aid his ally in crippling them or destroying them outright.
That, or he expects his ally to KO whoever is out, and the Body Slam is to 
hurt the newcomer. Who knows. Either way, that's the tactic I employed, and 
while it may take several minutes, it makes a joke out of this battle. Once 
again, if you want to use Explosion and rip them apart right from the start, 
now is as good a time as any.

The ER squad gave it a try. Heracross Endured and Snorlax used Selfdestruct; 
Suicune and Articuno are taken out. Then, Entei is a goner to Reversal and 
Moltres took a Hyper Beam from Slaking. Yawn.

[10.3] Semifinal: Cooltrainer Klept

Marowak @ Thick Club, Male, Lightningrod
Return
Earthquake
Ancientpower
Protect

Manectric @ Brightpowder, Female, Lightningrod
Crunch
Protect
Thunderbolt
Thunder Wave

Starmie @ Lax Incense, Genderless, Natural Cure
Psychic
Hydro Pump
Ice Beam
Protect

Gyarados @ Scope Lens, Male, Intimidate
Return
Earthquake
Hidden Power (Flying)
Dragon Dance

Dodrio @ Choice Band, Male, Early Bird
Return
Hyper Beam
Drill Peck
Haze

Lapras @ Leftovers, Female, Water Absorb
Ice Beam
Hydro Pump
Thunderbolt
Protect

Strategy: This battle is more evil than it looks. He'll lead with a 
Lightningrodder and someone else; it varied every single time for me. However 
I can assure you that he won't bring both Marowak and Manectric; and that he 
always did bring Lapras. Then again, when I fought this tourney the 6 times 
and lost, my team never changed, so his plans may not have changed either. 
You may or may not face his Lapras, or he might bring both rodders. Anyway.

The one with Lightning rod always uses Protect the first turn, and may or may 
not use it thereafter depending on what the current situation is; I only saw 
them use it initially. They'll go after your electrics with prejudice, and 
then resort to mauling any weaknesses they can exploit. Starmie and Lapras 
generally don't even bother using Protect in the face of Wak's Earthquakes. 
Gyarados usually makes an appearance, and will DD or quake or HP depending on 
what's going on; I've found that he chooses to nail weaknesses over boosting 
himself up. Dodrio is a complete psycho with that Choice Band. I hope you 
have something faster than it, or at the very least KO it immediately after 
you lose someone to Hyper Beam.

Frankly, I have no strategy for this guy; I can only tell you what he tends 
to do, and even then he never fully adheres to his tactics. His lineup varies 
to the point that I have no clue who he will send out. You'll just need luck 
in your predictions, and some more luck when fighting these guys would raise 
your chances of success. 

My ER squad handled this one easily, though! I brought out my Snorlax and 
Alakazam; blew up, not caring that I only destroyed his Lapras. Out came 
Gyarados, who was decimated by Slaking's Hyper Beam. Manectric was ousted 
by Psychic. Out comes the uncontrollable Dodrio, ready to go postal, until 
he was ousted by a single Thunderpunch. Nice try, guys.

[10.4] Final: Admin Eldes

Latios @ Brightpowder, Male, Levitate
Psychic
Ice Beam
Dragon Claw
Thunderbolt

Gengar @ Lax Incense, Male, Levitate
Psychic
Ice Punch
Fire Punch
Thunderbolt

Snorlax @ Leftovers, Female, Thick Fat
Body Slam
Shadow Ball
Earthquake
Protect

Latias @ Scope Lens, Female, Levitate
Psychic
Waterfall
Dragon Claw
Thunderbolt

Metagross @ Quick Claw, Genderless, Clear Body
Earthquake
Shadow Ball
Meteor Mash
Protect

Tauros @ Choice Band, Male, Intimidate
Return
Iron Tail
Earthquake
--

Strategy: This is it... the final battle. It's also the hardest, and even 
more annoying than the Lightningrod battle. If you don't have an exploder, 
you'll need to come up with a way to handle all of these guys without being 
overwhelmed by constant, vicious attacks.

He'll lead with either Lati@s, generally Latios, and an Earthquaker, whom I 
almost always found to be Tauros. Depending on who you sent out, you'll 
either be quaked or singled out. That's the main style of fighting Eldes 
likes to use- focusing on you, one at a time. His backup will consist of 
another Levitator and another quaker. He may or may not have brought the 
second Lati@s, and your victory will either be sealed or doomed depending 
on what he's brought as backup.

Anyways, I found the best way to begin was to get rid of the evil and 
extremely dangerous Latios and Tauros by detonating my Snorlax. I'd then meet 
my end to Metagross and either Gengar or Latias, to a combined assault of 
Meta's Meteor Mash and one of the floater's special attacks. This obviously 
wasn't working too well, so I called for the ER squad.

As usual, Snorlax blew up while Heracross endured, ridding me of Tauros and 
Latios. Out comes my Slaking. Eldes sends out Snorlax (making life so much 
easier for me) and Latias. Poor Lax is Reversaled to her demise and Latias 
eats a Shadow Ball. Finally. Why didn't I think to bring these guys in the 
first time? Or the fifth? =P

If anyone won this battle with a strategy that didn't involve exploding or 
a lot of luck, I'd love to hear it.

OOOOOOOOOOOOOO[11] Coupons, TM Rewards & Prestigious(HAH) Titles OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     I didn't think to write down the messages that accompanied your newly 
acquired titles until I was fighting through the final tournament, and I'm 
very sorry to say that once Eagun reads the letter that came with it, that's 
it. You don't get to hear it again. So, I have pretty much nothing to share 
with you in that area except for Eldes's... but that's no big deal, because 
you're going to beat this thing yourself, aren't you? =P I do, however, have 
the amount of PokeCoupons and the TMs you'll win for triumphing over each 
tournament. As always, there's no limit to the amount of coupons you can win 
from these things, but the TMs are a one-time deal.

     Most of these titles are taken from www.serebii.net because I had no way 
of finding out what they were again without restarting my game.

Lovrina- 500 Coupons, TM 06: Toxic, "Member of the Lovrina Fan Club"

Snattle- 1000 Coupons, TM 27: Return, "Candidate for Orre Information Agency 
                                       Center Secretary"

Gorigan- 1500 Coupons, TM 48: Skill Swap, "Hexagonal Nail of Friendship 
                                           Recipient"

Chobin- 2000 Coupons, TM 36: Sludge Bomb, "Chobin Winner"

Gonzap- 2500 Coupons, TM 44: Rest, "Honorary Member of Team Snagem"

Ardos- 3000 Coupons, TM 47: Steel Wing, "Cipher's Arch Enemy"

Eldes- 3500 Coupons, TM 02: Dragon Claw, "Eldes's Top Rival"

     "I'm satisfied that I was able to battle to my heart's content. I would 
like to confer on you the title "Eldes's Top Rival. With your skills, you 
shouldn't lose against even the best trainers from around the world. I 
guarantee it. Let us meet again." -Eldes

     ...I wish I could've shown you Gorigan's letter. When the creators were 
writing this stuff up, they gave these things NO connection with the 
personalities of the Admins themselves. It was so unlike him, it was almost 
too lame for me to find amusement in it... All of a sudden Monkey Boy is a 
calm, gentle soul? What is this crap?

OOOOOOOOOOOOOO[12] What Now? OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     ...Yes, what now? What else is there to do in this game? Well, if you 
haven't already gone to the trouble to find and complete all of the Battle 
CDs, there's that. There's also Battle Bingo, which I don't particularly 
like, but it's there, and I know that plenty of others do, so knock yourself 
out. I'd hope you have caught and purified everyone by now, and if you 
haven't trekked through Mt. Battle to obtain the GSC starters with the 
badass-looking elemental Hyper Beams, you can set out to accomplish 
that. Just remember that you need to play from 1 to 100, without ever 
leaving (saving and turning it off is okay) and never using the PC. Too many 
people don't abide by those rules, and whine and complain on the boards when 
they aren't offered a starter. 

     I know a great many of you have already made second and third runs 
through the story mode, and if you liked the game enough, why not? But make 
sure you've traded everyone you want to keep (or those that you traded over 
to crush Orre) back to your GBA, or even make a save file on a separate 
memory card.


OOOOOOOOOOOOOO[13] Credits & Special Thanks OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     What else is a section like this for? I don't see why you'd be reading 
this, other than to learn the names of people you'll never meet, or see the 
list of little peons I dragged into this mess to get me through it. ;)

     -First and foremost, my buddy Matt, for patiently sitting there and 
      playing through a bunch of battles I had already done, to pick up on 
      any trends I hadn't noticed in my initial run-through. He was a really, 
      really big help in getting the bastards' movesets exactly right. Lastly, 
      he dropped by the house to help out with this, thereby giving me the 
      job of "entertaining the guest" and getting out of running errands for 
      people. =P

     -Nintendo and Genius Sonority for producing something a lot better than 
      Colosseum. They still managed to piss me off, though. =P

     -Warfox18 of GFaqs, who told me that Lovrina is a joke when one abuses 
      Safeguard, which I failed to notice, even after cursing my way through 
      the tourney the first time and thinking there had to be a much simpler 
      way.

     -CJayC and GameFAQs themselves, for not only having a huge abundance of 
      excellent information, but message boards with a slew of people that 
      actually know what they're talking about in the midst of intellectually 
      flawed kids that seem to think grammar is a kind of cereal. Too bad 
      they don't always find my questions. ;) Oh, and who could forget that 
      CJayC hosted my guide? Thanks muchly.

     -www.serebii.net, which provided me with the titles won for completing 
      each round of Orre, since I foolishly forgot to write them down, and 
      as a result can never see them again. It's also a pretty good site for 
      Pokedex info, though some people hate it for its occasional errors.

     -Curly, who slept in my lap and is responsible for tampering with my 
      game via mind powers and giving me CHs and other things that allowed 
      me to lord over the opposition. ...Curly is my cat. Dunno what you 
      freaks were thinking. =P

     -Monkey Boy, by whom I mean Gorigan, who served as my primary source of 
      amusement in this game. I mean, his opening pose! There's no voice for 
      him, but you KNOW he's just screaming "Oooooh oooooooh ooooooh AAAAA-
      -AAAAAAAAAHHHHHH!" 

     -Alakazam, Heracross, and Slaking, my Emergency Squad, who were traded 
      over to XD for some action, after I had gotten sick and tired of losing 
      over stupid crap to Eldes. As I expected them to, they made that final 
      battle pathetic.

      And speaking of mons, a list of everyone I have ever used in Orre, plus 
      moves, items and ability (when there's two to choose from).

Hariyama @ Lax Incense, Thick Fat
Detect
Fake Out
Helping Hand
Brick Break

Rhydon @ Quick Claw, Lightningrod
Protect
Earthquake
Megahorn
Rock Blast

Gyarados @ Shell Bell
Dragon Dance
Return
Earthquake
Hidden Power (Flying)

Sceptile @ Scope Lens
Crunch
Leaf Blade
Dragon Claw 
Hidden Power (Ice)

Milotic @ Leftovers
Confuse Ray
Ice Beam
Mirror Coat
Hydro Pump

Latios @ Brightpowder
Psychic
Helping Hand
Thunderbolt
Dragon Claw

Look familiar...? That's right; this team was modeled after one in Colosseum. 
I enjoyed the battle so much that I wanted to make that sort of team and use 
it for myself. It actually has served me pretty well, though I've made 
more substitutes than I can count to try out new teamups and combos.

Now for my ingamers. Those with Hidden Power have made me unbelievably lucky. 
I also had a Flareon with Water and Victreebel with Bug, but Flare's was of a 
weak power and Victreebel just isn't someone I'd use outside of story mode.

Snorlax @ Choice Band, Thick Fat
Return
Earthquake
Shadow Ball
Hyper Beam/Selfdestruct

Ampharos @ Brightpowder
Protect
Thunderbolt
Seismic Toss
Fire Punch

Lapras @ Leftovers, Shell Armor
Thunder
Sheer Cold/Protect
Ice Beam
Hydro Pump

Dragonite @ Shell Bell
Dragon Dance
Aerial Ace
Earthquake
Brick Break

Exeggutor @ Quick Claw
Psychic
Giga Drain
Hidden Power (Fire)
Explosion

Marowak @ Thick Club, Rock Head
Swords Dance
Double-Edge
Bonemerang
Hidden Power (Rock)

Some of them took vacations to FR and Emerald for some moveset updates. Hence 
Fire Punch on Amphy and so on. I kinda wish I put Protect on Wak, looking back
on the battles I fought. Earthquake would've done him good, too, but prior to 
my bringing these pals to Orre, I only had Amphy with Protect (as these guys 
were for Mt. Battle) and wanted a good ground move that wouldn't kill my 
allies.

Last but not least, my ER squad =P

Alakazam @ Brightpowder, Synchronize
Psychic
Ice Punch/Protect
Fire Punch
Thunderpunch

Heracross @ Salac Berry, Swarm
Endure
Earthquake
Megahorn
Reversal

Slaking @ Choice Band
Brick Break
Earthquake
Shadow Ball
Hyper Beam

Ruby Ingamers. Never all been on the same team, either. Zam replaced Amphy. 
Hera replaced Eggy. King replaced Wak.

OOOOOOOOOOOOOO[14] Contact Info & Legal Stuff OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

     First off, my email. If you have QUESTIONS PERTAINING TO THIS GUIDE ONLY, 
which means not asking me where a certain mon can be caught, how to beat a 
certain person in the story mode itself, or anything outside of THIS 
walkthrough. I'm not going to rate your movesets or tell you what's wrong 
with your team. The info throughout this guide will do you just fine, provided
you have comprehension skills, and are capable of taking general advice and 
proceeding with it your own way. If you have found and can ABSOLUTELY confirm 
an error found within my guide, please let me know about it, and I will fix 
it. Note: It won't be in the movesets themselves. I went to a great deal of 
trouble to make sure they're listed flawlessly. Don't insist that you "saw 
so-and-so use this" because you are mistaken.

     That said, if you have a unique or interesting strategy that you used 
during a certain battle or tournament that I have not listed, provided that 
your victory DIDN'T involve multiple critical hits, Quick Claws or 
Brightpowders taking effect, or the enemy generally having a lot of 
misfortune. Strategies that don't hinge on luck are more than welcome.

     As with any email, please address it with "Orre Colosseum Guide" in the 
subject line, or I will delete it. Also, be aware that I will not necessarily 
reply to you, especially if your email is incoherent or in regards to 
something I explicitly stated not to bug me about. If your email is going to 
merit an update to this guide, then I shall most definitely reply and thank 
you. And if you could send me the letters that accompany your victory titles, 
I'd appreciate it IMMENSELY. You'll be credited for sure.

     Lastly, do not email me asking for permission to post my guide on your 
website. I will not grant it. Sorry, but if you came to GFAQs to read it, 
then that's where you can head if you want some information from it. I'm not 
being an ass, here. I just don't want my work plastered all over the net, 
because that's when people start taking sections or even all of it without 
giving me any credit. However, IGN may request permission to host my guide, 
and I will likely grant it.

     -Extremespeed@mail.com is where I may be reached. Sorry, but I don't make 
      public appearances on AIM, or any instant messaging program. This is 
      the only way you may contact me.

     Now for the official legal bit:

     No breach of copyright is intended with the production of this guide. 
Pokemon, all characters and related articles are property of 
Genius Sonority, Inc. and Nintendo/Creatures/GAME FREAK, Inc. This guide, 
however, is property of my own. 

     This guide may only be used for personal, private benefit. You may not 
reproduce or edit any part of this document at all, and it may not be displayed 
anywhere other than www.gamefaqs.com or www.neoseeker.com. This guide 
especially may not be used for monetary profit, and doing so will result in 
swift, harsh punishment. If I find that you have posted any portion of my 
guide and I have not given my approval, I expect you to remove my work 
promptly upon my ordering. I will handle all copyright violations and 
failure to comply with my guidelines with immediate legal action. Don't tempt 
me.

Pokemon XD: Gale of Darkness, Orre Colosseum Guide Ver. 1.2
Copyright 2005 by Dave Baker "Reptobismol"