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What is the Battle Frontier?

Seven ways to battle, one island, and the high-water mark for Pokémon post-games.

The Battle Frontier is an island facility introduced in Pokémon Emerald, founded by the character Scott, where the Battle Tower's single format multiplies into seven distinct facilities, each with its own rules and its own boss, a Frontier Brain.

The variety is the point. The Battle Factory rents the player a team. The Battle Pike is a game of luck through branching rooms. The Battle Pyramid turns the challenge into an expedition with a bag that stays scarce, while the Battle Dome runs a tournament bracket and the Battle Arena judges matches that end without a knockout. The Battle Palace lets Pokémon choose their own moves by nature, and the Battle Tower anchors the island with the classic format Crystal invented.

Each facility awards its own Symbols for defeating its Brain, twice over at higher difficulty, giving Emerald a post-game measured in dozens of hours and genuine team-building, long after its credits.

Later generations rebuilt frontiers of their own, and players still compare them against this one. As a physical matter, Emerald's cartridge contains two games, Hoenn and the Frontier, which is why it anchors so many collections of the era.

THE SEVEN FACILITIES

Emerald, 2004
Battle Tower
Crystal's invention, perfected: straightforward streak battles.
Battle Factory
Fight with a rented team, swapping one Pokémon after each round.
Battle Pike
A luck-driven run through branching rooms and their keepers.
Battle Pyramid
An expedition up a dark pyramid, supplies carried in and out.
Battle Dome
A sixteen-trainer tournament bracket before a crowd.
Battle Arena
Three-turn judgments when no one falls.
Battle Palace
Pokémon move by their own natures, uncommanded.
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THE FIRST WORD

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