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Appendix:X and Y walkthrough/Section 15

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Pokémon League

Pokémon League

This is it, the Pokémon League! Inside this castle, you will meet some of the strongest Trainers in Kalos: the Elite Four, and the Champion who reigns over them. Make sure that your team is ready for anything, as once you begin, there's no turning back!

In addition to using TMs, consider revisiting the Move Tutors in Snowbelle City and Route 21 to learn powerful attacks that will exploit your opponents' weaknesses. Each Elite Four member has two Full Restores to use, and the Champion has three, making it vital to have moves that will knock out their Pokémon before they can heal them. Outfit your party members with useful items, like a Quick Claw for a slower Pokémon, or a Wide Lens for one with inaccurate moves. Stock up on medicine, especially Full Restores and Revives.

Great Hall

Enter the castle and proceed down either hallway to the great hall. Here you meet Malva, one of the Elite Four and the group's Fire-type specialist. She suggests that you do your best, as you won't reach the Champion if you cannot survive against the others first. She mocks you as she returns to her chamber, saying that it should be a walk in the park for you, the "hero"/"heroine" who destroyed big, bad Team Flare.

Challengers are allowed to choose the order in which they battle the Elite Four, so take on the easiest opponents first. By doing this, your Pokémon will become slightly stronger before facing the more difficult opponents.

Blazing Chamber

Blazing Chamber

The northeast doorway leads to the Blazing Chamber. A ring of fire encircles the battlefield, which features a large pipe on either side. When you enter, each pipe spits out two small flames, then two large pillars of fire erupt and rise to the ceiling. The Fire-type specialist is resting on her throne, forcing you to come to her.

All of Malva's Pokémon are vulnerable to Water and Rock attacks, while three are also vulnerable to Ground moves. She opens with her Pyroar, a female with the Rivalry Ability. Wild Charge serves as a way to deal with Water Pokémon, and its signature move, Noble Roar, scares the target into lowering both its Attack and Special Attack stats. Her Torkoal has decent Attack and great Defense; using Curse raises these stats while sacrificing its already-low Speed. Flame Wheel receives a same-type attack bonus, while Earthquake and Stone Edge provide coverage. Chandelure has a great Special Attack rating, and puts it to use with Flamethrower and Shadow Ball; it can also cause problems with Confuse Ray. Her Talonflame has great Speed, which pairs well with its powerful Brave Bird and Flare Blitz moves. Don't let it linger on, as Flail grows stronger when its health wears thin. Both Chandelure and Talonflame have the Flame Body Ability, so opt for special moves to avoid the chance of getting Burned.




Flood Chamber

Flood Chamber

The southeast doorway leads to the Flood Chamber. Each side of the battlefield features a hollow, screw-shaped pillar with a chain that reaches up to the ceiling. As you enter, the pillars briefly spin upwards, and the chains are pulled down through them. A large volume of water then spouts from these pillars, while water also begins cascading down the walls. This temporarily floods the room before you can approach this opponent.

Siebold is the Elite Four's Water-type specialist. Each one of his Pokémon is vulnerable to Electric-type attacks, and most are afraid of Grass moves, as well. He opens with his Clawitzer, which uses several pulse moves to take advantage of its Mega Launcher Ability. Gyarados can deal serious damage due to its high Attack coupled with strong physical moves. To make things worse, Dragon Dance can raise its already-high Attack and Speed, while Earthquake is used to deal with Electric-type opponents. His Starmie knows Surf and Psychic, two strong moves that both receive a same-type attack bonus. It can also raise his team's Special Defense for five turns with Light Screen. Each of Barbaracle's moves fall under the physical category, so each receives a power boost due to its Tough Claws Ability. Cross Chop and Stone Edge have high critical-hit rates, and Razor Shell attack may lower the target's Defense, making it an even bigger threat.




Ironworks Chamber

Ironworks Chamber

The northwest doorway leads to the Ironworks Chamber. As you enter, two giant blades descend from the ceiling into two slots on the floor. They turn 90 degrees, causing a flash of green light to climb the wall before it sinks into the floor. The blades turn another 90 degrees and a circular fence rises around the arena, after which the iron-clad Trainer leaves his throne to meet you.

Wikstrom is the Elite Four's Steel-type specialist. Three of his Pokémon are vulnerable to Fire attacks, while the fourth is especially vulnerable to Fighting and Ground moves. He leads with his Klefki, whose damaging moves include Dazzling Gleam and Flash Cannon, which both receive a same-type attack bonus. His Probopass has great defenses, and its Sturdy Ability prevents a one-hit knockout. While Fire-type Pokémon can attack most of his team with impunity, Probopass puts a stop to this with its Earth Power and Power Gem attacks. A high attack rating and strong moves make Scizor a major threat already, but its priority move, Bullet Punch, receives a power boost from its Technician Ability. His Aegislash enters the battle in Shield Forme, which boasts superior defenses but low offenses. When attacking, its signature Ability shifts it to Blade Forme, and becomes an offensive threat. It reverts to Shield Forme by using its signature move, King's Shield; this move protects it from most damaging moves and lowers the Attack of any attacker that makes direct contact.




Dragonmark Chamber

Dragonmark Chamber

The southwest doorway leads to the Dragonmark Chamber. When you enter, the room is filled with a blue-purple mist which quickly clears. Two large structures shaped like a dragon's wings open wide, revealing a cover shaped like a dragon's head. This cover then lifts up, revealing your opponent. Small blue flames flicker briefly atop each of the two pipes before incense begins wafting into the room.

Drasna is the Elite Four's Dragon-type specialist. All four of her Pokémon are vulnerable to Ice attacks. They are all vulnerable to Dragon attacks as well, but avoid using Dragon Pokémon against her. She leads with Dragalge, a Poison/Dragon Pokémon with strong coverage moves in the form of Surf and Thunderbolt. As a Poison type, it is the only one of her team not susceptible to Fairy attacks. Her Druddigon is all about payback; Revenge doubles in power if the user was injured in the same turn, and Retaliate's power is doubled if a teammate fainted in the previous turn. Altaria battles more defensively, as Cotton Guard drastically raises its Defense, and Sing can lull the target to sleep. Its Moonblast attack helps to deal with opposing dragons. The biggest threat is her Noivern, a speedy Flying/Dragon Pokémon. Air Slash may cause the target to flinch, Super Fang cuts the target's remaining health in half, and Flamethrower lets it account for a Steel-type opponent that would resist its other moves.




Radiant Chamber

Radiant Chamber

Upon defeating the final member of the Elite Four, the large door in the great hall opens. The hallway beyond shines with white marble and gold trim, and a ray of shimmering sunlight falls on the platform. Ride the elevator to the final chamber, a massive, sunlit room with long, transparent curtains fluttering in the breeze. The floor is covered by colorful, abstract designs that represent the many Pokémon types. It is here that the Champion, Diantha, waits to greet you.

Diantha uses a diverse team, though many of her Pokémon share a weakness to Ice, Steel, and Fairy moves. She leads with her Hawlucha, a speedy Fighting/Flying-type Pokémon. Its signature move, Flying Press, is considered both a Fighting- and Flying-type attack, X-Scissor is used to deal with Psychic-type opponents, and Poison Jab accounts for Fairy-type targets. Tyrantrum has high Attack and Defense ratings, and is Diantha's best physical attacker. Its Head Smash can cause massive damage, but deals serious recoil damage to the user as well. Earthquake provides coverage and Crunch's power is boosted due to its Strong Jaw Ability. Her Aurorus is more specially-inclined; it plays its part by using Reflect and Light Screen to boost its team's defenses. When it does attack, its high-powered Blizzard and Thunder moves help compensate for its mediocre Special Attack. Gourgeist's signature move, Trick-or-Treat, adds a second (or third) type onto its target, the Ghost type. It can then use the priority move Shadow Sneak or the two-turn Phantom Force to deal super-effective damage. Her Goodra boasts great Special Defense, and Sap Sipper leaves it immune to Grass moves like Leech Seed. In addition, the types of moves it uses are varied enough to provide excellent coverage. Diantha's final Pokémon is Gardevoir, a powerful special attacker. She quickly induces Mega Evolution, allowing it to become the even more powerful Mega Gardevoir. Its moves are strong and accurate, and combined achieve great coverage. Steel-type Pokémon are probably best to oppose it, as they resist Moonblast and Psychic, and neither Shadow Ball or Thunderbolt are much of a threat to them.



Hall of Fame

After seeing your strength in battle, Diantha realizes why Professor Sycamore was concerned about preparing Lumiose City for the new Champion. The two of you take the elevator up to the final room, where you and your Pokémon are recorded in Kalos' Hall of Fame for all eternity.

Lumiose City

A few days later, large crowds gather in Lumiose City to cheer for the five defenders of Kalos and its new Champion. The five friends proceed to the stage where Professor Sycamore and his assistants are waiting. Sycamore presents you with the Honor of Kalos, a medal shaped like its namesake region, as thanks for defeating Team Flare. The festivities are interrupted soon after, when AZ appears and asks you to battle him. He wants to know what a Trainer is, and it's up to you to enlighten him.




He thanks you for the battle and expresses his new-found sense of freedom—free from sorrow, and the part of him that built the ultimate weapon. Just then, he notices something in the sky. It's his long-lost Floette, floating down to reunite with its Trainer. As the gentle giant falls to his knees, Sycamore says that Floette was waiting all this time for AZ to return to the man it once knew. A Fletchling happily chirps overhead, and the credits begin to roll...


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