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~~BATTLE ARENA~~
Pokémon Ruby and Sapphire

~~BATTLE ARENA~~

Master the Battle Arena in Pokémon Ruby and Sapphire! Learn the unique rules, scoring system, and strategies to defeat trainers and Frontier Brain Greta for Silver and Golden Guts Symbols.

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Master the Battle Arena in Pokémon Ruby and Sapphire! Learn the unique rules, scoring system, and strategies to defeat trainers and Frontier Brain Greta for Silver and Golden Guts Symbols.

Walkthrough
  1. 1
    Register three Pokémon you wish to use. You cannot change them during battle.
  2. 2
    Moves like Baton Pass, Roar, and Whirlwind are disabled.
  3. 3
    You have three turns to knock out the opponent's Pokémon.
  4. 4
    If a knockout doesn't occur within three turns, a judge decides the winner based on three categories:
  5. 5
    Mind: Awarded for staying offensive and consistently attacking.
  6. 6
    Skill: Awarded for using powerful moves that deal significant damage.
  7. 7
    Body: Awarded if your Pokémon has more remaining health than the opponent's.
  8. 8
    Each category is worth 2 points. A tie in a category awards 1 point to both participants. A match tie (both reach 3 points) results in both Pokémon fainting.
  9. 9
    Defeating seven trainers in a row earns Battle Points.
  10. 10
    After clearing the Battle Arena four times consecutively, you will face the Frontier Brain, Greta.

Greta's First Battle:

  • Heracross (Bug/Fighting): Weak to Flying (4x). Fire or Psychic moves are alternatives. Be wary of its Megahorn attack.
  • Umbreon (Dark): High defense and special defense. Annoying with Confuse Ray and Body Slam. Aim for a 3-turn win by staying offensive and trying to finish with more health. Fighting or Bug moves can be effective.
  • Shedinja (Bug/Ghost): Has the ability Wonder Guard, meaning only super-effective attacks hit it. Use Fire, Rock, Flying, Ghost, or Dark type moves for a one-hit knockout.

Greta's Second Battle (after clearing Battle Arena eight times):

  • Umbreon (Dark): Similar strategy to the first battle – go offensive and aim for a 3-turn win.
  • Gengar (Ghost/Poison): Fast with a high special attack. Psychic or Dark moves are effective. Rock-type moves can also work due to its below-average defense, but avoid Earthquake due to its Levitate ability.
  • Breloom (Grass/Fighting): Weak to Flying, Ice, Fire, and Psychic attacks.

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