Building a team
A good story team is built around the gyms ahead of you. This page lists what each Gym Leader’s team is weak to and which Pokémon you can catch early to cover it. It also covers natures and starters.
Principles for a story team
Section titled “Principles for a story team”Cover the leaders’ types
Section titled “Cover the leaders’ types”Every Gym Leader’s team is built around one type, and many leaders carry a move or two against the obvious counter. Spread your team’s moves over several types instead of relying on one Pokémon.
The Hit with column in each region’s gym table lists the attacking types that are super effective against most of that leader’s team. The walkthrough for each gym (linked from the leader’s name) lists the exceptions.
To check a matchup yourself:
- In chat: type
/weakand a Pokémon’s name, for example/weak Onix, to list its weaknesses, resistances and immunities. See chat commands. - In battle: hover over the opposing Pokémon (on a phone, touch and hold it). Its card has a Type Matchups section with Weak, Resists and Immune rows.
- On this wiki: the type chart lists every matchup, from both the attacker’s and the defender’s side.

Train 4–6 Pokémon
Section titled “Train 4–6 Pokémon”- Leaders bring more Pokémon as you go: the first leader in each region has 3 Pokémon. From the 6th gym on, every leader has 6, and so does every Elite Four member.
- Experience isn’t split: in wild battles, every Pokémon that took part and didn’t faint gets the full amount. A Pokémon holding an
Exp. Share gets a smaller share without battling. See who gets experience. - Aim for the leader’s level: the Highest level column shows each leader’s strongest Pokémon. Train your core of 4–6 to about that level.
Catch a new team in each region
Section titled “Catch a new team in each region”Pokémon remember the region they were caught in, and other regions hold them back until you are Champion of the region you are in:
- Jvaloh and Hoenn: Pokémon from an earlier region battle at no more than level 5, plus 5 for each badge you hold there.
- Kanto: Pokémon from any other region battle at level 1.
- Sinnoh: every Pokémon battles at its real level.
The leaders’ levels rise faster than that cap. So catch Pokémon in each new region and train them. Level caps by badge count has every cap, and a Region Changer can make a few of your old Pokémon native to a new region.
Skip the HM Pokémon
Section titled “Skip the HM Pokémon”HMs are used from your Bag, and no Pokémon has to know the move. So all 6 party slots can go to Pokémon that battle. See why you can’t teach HMs.
Field abilities such as Synchronize work from the first party slot, even if that Pokémon has fainted. See field abilities.
Sinnoh
Section titled “Sinnoh”Sinnoh is your first region, and every Pokémon battles at its real level here.
Sinnoh gyms
Section titled “Sinnoh gyms”| Badge | Leader | Type | Highest level | Hit with |
|---|---|---|---|---|
| 1 | Roark | Rock | 15 | Water, Grass, Fighting, Ground, Steel |
| 2 | Gardenia | Grass | 25 | Fire, Flying, Ice |
| 3 | Fantina | Ghost | 31 | Ghost, Dark |
| 4 | Maylene | Fighting | 39 | Flying, Psychic, Fairy |
| 5 | Crasher Wake | Water | 42 | Grass, Electric |
| 6 | Byron | Steel | 50 | Fire |
| 7 | Candice | Ice | 53 | Fire, Rock, Steel, Fighting |
| 8 | Volkner | Electric | 61 | Ground |
Fire, Ground, Flying, Grass, and Ghost or Dark moves between them hit most of every Sinnoh leader’s team. The Elite Four are levels 65–69, and Champion Cynthia’s strongest Pokémon is level 70.
Early catches in Sinnoh
Section titled “Early catches in Sinnoh”| Pokémon | Where | Rarity | Good for |
|---|---|---|---|
| Route 201 | Very Rare | Flying for Gardenia and Maylene | |
| Route 201 | Common | Electric for Crasher Wake | |
| Route 202 | Common | Water for Roark | |
| Oreburgh Gate | Rare | Ground for Roark and Volkner | |
| Valley Windworks, at night | Rare | Flying for Gardenia and Maylene, Ghost for Fantina | |
| Route 207 | Uncommon | Fire for Byron and Candice | |
| Route 207 | Rare | Fighting for Roark and Candice |
Cubone evolves at level 28: into
Marowak by day, or into
Alolan Marowak (Fire/Ghost) by night. The night form suits Fantina, Byron and Candice instead.
Jvaloh
Section titled “Jvaloh”Jvaloh’s leaders climb from level 17 to level 80, the steepest rise of any region. Start building your Jvaloh team on the first route.
Jvaloh gyms
Section titled “Jvaloh gyms”| Badge | Leader | Type | Highest level | Hit with |
|---|---|---|---|---|
| 1 | Ghadafi | Rock | 17 | Water, Steel, Fighting, Grass, Ground |
| 2 | Elleak | Electric | 25 | Ground |
| 3 | Izumi | Water | 33 | Grass, Electric |
| 4 | Aurelia | Normal | 43 | Fighting |
| 5 | Arturo | Ground | 50 | Water, Ice, Grass |
| 6 | Blitz | Fire | 62 | Ground, Rock |
| 7 | General Thanda | Ice | 70 | Fire, Fighting, Rock, Steel |
| 8 | Charil | Dragon | 80 | Ice, Dragon, Fairy |
Water, Ground, Grass, Fighting and Ice moves between them hit most of every Jvaloh leader’s team. The Elite Four are levels 80–87, and beating the fourth member, Sheta, makes you Champion.
Early catches in Jvaloh
Section titled “Early catches in Jvaloh”| Pokémon | Where | Rarity | Good for |
|---|---|---|---|
| Route Sereny | Common | Water for Ghadafi and Arturo | |
| Boulder Cavern 1F | Common | Grass for Ghadafi and Izumi | |
| Boulder Cavern 1F | Rare | Ground for Ghadafi, Elleak and Blitz | |
| Route 2 | Rare | Fighting for Ghadafi, Aurelia and General Thanda | |
| Route 3 Cliffs | Rare | Electric for Izumi | |
| Route 3, fishing | Rare | Water for Arturo, and Ice for Charil once it is a |
|
| Route 4 Shores | Rare | Water and Ground for Arturo and Blitz; evolves into |
Getting ready for Jvaloh’s gyms
Section titled “Getting ready for Jvaloh’s gyms”Plan ahead for three things:
- Wild Pokémon lag behind: before the 6th and 7th gyms, the wild Pokémon on the way are 12–13 levels below the leader’s strongest Pokémon.
- Held items: from Izumi on, almost every leader’s Pokémon holds an item, such as a Life Orb, Leftovers or a Focus Sash. General Thanda’s
Glalie holds a
Glalitite and Charil’s
Charizard a
Charizardite X, so both can Mega Evolve. - Weather: a sandstorm always blows in Arturo’s room, the sun always shines on Blitz’s peak, and it always snows in General Thanda’s room.
The last column is the highest level your Sinnoh Pokémon can battle at in that fight.
| Gym | Highest level | Wild levels on the way | Sinnoh Pokémon cap |
|---|---|---|---|
| 1, Ghadafi | 17 | 2–10 | 5 |
| 2, Elleak | 25 | 8–18 | 10 |
| 3, Izumi | 33 | 16–20 | 15 |
| 4, Aurelia | 43 | 18–30 | 20 |
| 5, Arturo | 50 | 29–38 | 25 |
| 6, Blitz | 62 | 38–49 | 30 |
| 7, General Thanda | 70 | 49–58 | 35 |
| 8, Charil | 80 | 58–75 | 40 |
| Elite Four | 87 | 70–75 | 45 |
Each leader also carries moves against the types you would bring:
- Ghadafi: Rockruff’s Thunder Fang hits Water types.
- Elleak: Chinchou’s Bubble Beam hits Ground types, and Joltik takes only normal damage from Ground moves.
- Izumi: Whiscash’s Earthquake and Dewgong’s Drill Run hit Electric types. Frogadier’s Aerial Ace and Cloyster’s Icicle Crash hit Grass types.
- Aurelia: Staraptor’s Brave Bird and Oranguru’s Psychic hit Fighting types.
- Arturo: Thunder Punch, Thunderbolt and Grass Knot hit Water types. Nidoqueen’s Ice Beam and Garchomp’s Fire Fang hit Grass types.
- Blitz: Thunder Punch and Ninetales’ Energy Ball hit Water types, and Close Combat and High Jump Kick hit Rock types. Infernape holds a
One Time Air Balloon, so Ground moves miss it until it is hit. - General Thanda: Earthquake hits Fire, Rock and Steel types, and Weavile’s Low Kick hits Rock and Steel types.
- Charil: Flash Cannon and Dragalge’s Sludge Wave hit Fairy types, and Kommo-o’s Flamethrower hits Ice types. Use Rock moves on Charizard: Ice and Fairy are not super effective on it.
Ways to catch up:
- Train on the strongest wild Pokémon you can reach: a wild Pokémon above your Pokémon’s level gives more experience. Before Charil, the wild Pokémon in Jannat Village are levels 72–75.
- Use the Region Changer:
Region Changer Chavez in Prof. Blaze’s Lab makes up to 7 of your Pokémon Jvaloh-native, so the cap stops applying to them. He only takes Pokémon up to a level limit that grows with your Jvaloh badges; see changing a Pokémon’s region. - Buy in Jvaloh: a Pokémon you buy at the Trade House while you are in Jvaloh becomes Jvaloh-native. See buying at the Trade House.
- Bring a friend: in a Co-op Duo, a partner with the same number of Jvaloh badges can battle the leader with you. See shared NPC battles.
Hoenn caps your Sinnoh and Jvaloh Pokémon the same way Jvaloh caps your Sinnoh ones; see catch a new team in each region.
Before Gym 5,
Ace Trainer Pax at the Petalburg Gym door wants to see a
Vigoroth or
Slaking at level 35 or higher. Catch a
Slakoth early (it evolves at level 18) and train it.
Hoenn gyms
Section titled “Hoenn gyms”| Badge | Leader | Type | Highest level | Hit with |
|---|---|---|---|---|
| 1 | Roxanne | Rock | 14 | Water, Steel, Ground |
| 2 | Brawly | Fighting | 16 | Flying, Fairy, Psychic |
| 3 | Wattson | Electric | 24 | Ground, Grass |
| 4 | Flannery | Fire | 35 | Ground, Rock, Water |
| 5 | Norman | Normal | 43 | Fighting |
| 6 | Winona | Flying | 49 | Rock, Electric, Ice |
| 7 | Tate | Psychic | 62 | Ghost, Dark, Bug |
| 8 | Wallace | Water | 68 | Grass, Electric |
Ground, Flying, Fighting, Electric, and Ghost or Dark moves between them hit most of every Hoenn leader’s team. The sun always shines in Flannery’s gym, which weakens Water moves, and it always rains in Wallace’s. The Elite Four are levels 76–84, and Champion Steven’s strongest Pokémon is level 85.
Early catches in Hoenn
Section titled “Early catches in Hoenn”| Pokémon | Where | Rarity | Good for |
|---|---|---|---|
| Route 102 | Very Rare | Psychic and Fairy for Brawly | |
| Route 104 | Very Rare | Water for Roxanne, Flying for Brawly | |
| Route 104 (North) and Route 116 | Rare | Flying for Brawly | |
| Petalburg Woods | Rare | Grass for Wallace, and Fighting for Norman once it is a |
|
| Route 110, fishing | Rare | Ground for Wattson and Flannery | |
| Route 111 (Desert) | Rare | Rock for Winona | |
| Route 121 | Uncommon | Ghost for Tate |
Kanto holds back every Pokémon from another region, and a
Rare Candy can’t be used in Kanto or on Kanto Pokémon. Your Kanto team is made of Pokémon you catch and train there; see Kanto’s rules.
Kanto gyms
Section titled “Kanto gyms”| Badge | Leader | Type | Highest level | Hit with |
|---|---|---|---|---|
| 1 | Brock | Rock | 16 | Water, Grass, Fighting, Ice, Steel |
| 2 | Misty | Water | 27 | Grass, Electric |
| 3 | Lt. Surge | Electric | 31 | Ground |
| 4 | Erika | Grass | 40 | Fire, Ice, Flying |
| 5 | Koga | Poison | 49 | Ground, Psychic |
| 6 | Sabrina | Psychic | 65 | Ghost, Dark, Bug |
| 7 | Blaine | Fire | 72 | Rock, Water, Ground |
| 8 | Giovanni | Ground | 75 | Ice, Water |
Water, Ground, Grass, Ice, and Ghost or Dark moves between them hit most of every Kanto leader’s team. The Elite Four are levels 85–87, and Champion Gary’s strongest Pokémon is level 88.
Early catches in Kanto
Section titled “Early catches in Kanto”| Pokémon | Where | Rarity | Good for |
|---|---|---|---|
| Route 1 | Uncommon | Grass for Brock and Misty | |
| Route 1 | Common | Electric for Misty | |
| Route 22 | Uncommon | Ground for Lt. Surge and Koga | |
| Route 22 | Very Rare | Ground for Lt. Surge and Koga | |
| Route 22, fishing | Uncommon | Water for Brock, Blaine and Giovanni | |
| Route 3 | Common | Fighting for Brock | |
| Cerulean City | Very Rare | Psychic for Koga | |
| Pokémon Tower | Common | Ghost for Sabrina |
Natures
Section titled “Natures”A nature raises one stat and lowers another. For a story team, pick one that raises the stat your Pokémon attacks with:
- Physical attackers use Attack, with moves such as Earthquake or Close Combat. Adamant raises Attack and lowers Sp. Atk.
- Special attackers use Sp. Atk, with moves such as Surf or Flamethrower. Modest raises Sp. Atk and lowers Attack.
Both lower the attacking stat the Pokémon doesn’t use, which is the cheapest trade. Every nature is listed in natures.

A nature is fixed when you catch the Pokémon. PBO has no mints and no NPC that changes it, so get the nature you want up front:
- Catch it: lead with a Synchronize Pokémon of that nature. See field abilities.
- Buy it: the Trade House can filter Pokémon listings by nature. See the Trade House.
Starters
Section titled “Starters”You pick a starter in each region. Choose by type: this is what each one’s type is strong against in the region’s first 3 gyms.
| Region | Starter | Type | Good against early |
|---|---|---|---|
| Sinnoh | Grass | Roark | |
| Sinnoh | Fire | Gardenia, and Roark once it is a |
|
| Sinnoh | Water | Roark | |
| Jvaloh | Grass/Flying | Ghadafi and Izumi | |
| Jvaloh | Fire | — | |
| Jvaloh | Water | Ghadafi | |
| Hoenn | Grass | Roxanne | |
| Hoenn | Fire | Roxanne, once it is a |
|
| Hoenn | Water | Roxanne, and Wattson once it is a |
|
| Kanto | Grass/Poison | Brock and Misty | |
| Kanto | Fire | — | |
| Kanto | Water | Brock |
Fire isn’t super effective against the first 3 leaders’ types in Jvaloh or Kanto. It pays off later against General Thanda (Ice) in Jvaloh and Erika (Grass) in Kanto.
A few more things make the choice less final:
- Every starter has the Hardy nature, which changes no stat, and 20 IVs in every stat.
- In Sinnoh and Kanto, your rival always picks the starter that beats yours.
- Every starter can be caught later as an Ultra Rare. The Sinnoh three live in the Great Marsh, the Jvaloh three in Jannat Village, and the others in the Hoenn and Kanto Safari Zones.
- A few NPCs give you more Pokémon for free, such as a Rockruff in Sinnoh and a Maschiff in Hoenn. See gift Pokémon.
Competitive teams
Section titled “Competitive teams”PvP and the endgame play by different rules from the story. Ranked OU and UU scale every Pokémon to level 100, so IVs, EVs, natures and moves matter, not levels. Start with Ranked PvP for tiers and bans, and the Battle Frontier for its weekly type rules. Dynamax Invasions explains damage teams, and stats, IVs, EVs and natures explains what to train.
