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Emerald Imperium Guide

Hoenn rebuilt around competitive battling: 586 trainer fights with full EV, IV and nature spreads, 1297 Pokémon through generation 9, and 174 TMs.

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Author
iriv24
Base game
Pokémon Emerald
System
Game Boy Advance
Version
1.3.1
Region
Hoenn
Difficulty
Hard — competitive enemy teams, with an Easy mode for new players

Search a route to see what's in the grass, water and hordes, or search a Pokémon to see where it lives. Click any Pokémon for its full moveset, TMs and stats.

Made by

iriv24

This guide is built from iriv24's own documentation. The hack, the ideas and the work are theirs — the site just makes the numbers searchable. Play it from the official page, and send them the feedback and the thanks.

About Emerald Imperium

Emerald Imperium is iriv24's rebuild of Hoenn on RH-Hideout's pokeemerald-expansion: every route retabled, every trainer rewritten, and a Pokédex that reaches generation 9 with new Mega forms for the Sinnoh starters, Luxray and others. What makes it unusual as a guide is how much the teams publish. Most hacks give you a species and a level; Imperium's trainers carry a held item, a nature, a fixed ability, four chosen moves, an EV spread and per-stat IVs, and all of it is on these pages — a Trick Room leader's 0 Speed IV is as visible here as it is in the source. The level caps are the eight gyms' own top levels: 15, 25, 34, 47, 59, 68, 76, 82, then 85 at the Elite Four and Champion.

What's changed

  • Every trainer team is a competitive set: held item, nature, ability, four moves, an EV spread and per-stat IVs, all published here
  • Level caps at the eight gyms are 15, 25, 34, 47, 59, 68, 76, 82, and 85 at the Elite Four and Champion
  • Pokémon, moves and abilities through generation 9 on Emerald's engine, with new Mega forms for old favourites and Gigantamax forms converted to Megas
  • 174 TMs and 8 HMs, reusable, with the hack's own move list — a long way from Emerald's fifty
  • Wild tables are rewritten on all 127 maps, and fishing runs eleven slots (three Old Rod, three Good Rod, five Super Rod) instead of Emerald's ten
  • Custom battle AI, Sleep Clause, and an Easy mode alongside the default
  • Optional gym leaders from other regions turn up as bonus bosses whose levels scale to your team
  • Quality-of-life throughout: nature and EV/IV editors, DexNav, infinite Repel, portable PC, move relearner, HMs from the menu, autorun

What this guide covers

Every guide here is built from the hack's own documentation. Where a hack changed something but never published the numbers, this says so rather than quietly filling the gap with the original game's — which would be worse than leaving it out.

SectionSource
Wild Pokémon by areaFrom the hackRead straight from the hack's own wild_encounters.json: 127 maps, with the slot percentages the file's header declares. The source this is read from
Encounter ratesFrom the hackThe per-slot percentages are the header's own encounter_rates arrays, including the eleven-slot fishing split.
Wild levelsFrom the hackMinimum and maximum level per slot, as the table sets them.
Stats, abilities and movesetsFrom the hackBase stats, types, abilities and evolution methods come from the hack's species tables; level-up moves from its own learnset file. Nothing is filled in from Emerald.
TM and HM compatibilityFrom the hackThe TM and HM list is the hack's own, and compatibility is its teachable learnsets.
Where TMs are foundNot published by the hackThe source folders this guide is built from carry no map scripts or item placements, so there is nothing here that says where a TM is found. Nothing has been borrowed from Emerald to fill the gap. The source, if you want to dig
Trainer and boss teamsFrom the hackEvery fight in trainers.h, with the roster from trainer_parties.h: level, held item, nature, ability, four moves, EV spread and IVs. Emerald's five numbered slots per gym leader hold the same team in this hack, so identical rosters are shown once. The optional bonus bosses show no level because the game works theirs out from your team. The stale trainers.party file in the same folder is not used.

Credits

  • Pokémon Emerald Imperium — the hack, and every number in this guide: iriv24
  • The Emerald Imperium source, on the `release` branch: the trainer parties, species tables, learnsets, move data and wild encounter tables this guide is built from: iriv24
  • pokeemerald-expansion, the engine Emerald Imperium is built on: the RH-Hideout team
  • Eidex, the community Pokédex for this hack. Nothing here is taken from it — this guide is derived from the decomp — but it is the other place to look, and it is worth crediting: miriamlefae and contributors (AGPL-3.0)
  • Sprites via PokéAPI; base move and TM data from PokéAPI and Bulbapedia.

Reading the tables

SourceEverything here is read out of iriv24's decomp at commit 2576d0f3f4 (1 September 2025). Version 1.3.1 shipped on 4 September, two days later, so treat this as approximately v1.3.1: any change made in those last two days is not in it.

TrainersEach Pokémon's line carries what the trainer entry sets: the nature, the EV spread, and the IVs when they are not the flat 31s most teams run. Where a line says nothing about an ability or shows no moves, the entry left them out — the game then rolls an ability from the species' own slots and takes the top of its level-up list, and guessing which would be inventing the team.

EvsImperium writes most spreads with its own shorthand macros — TRAINER_PARTY_EVS_JOLLY() and the like — that are defined in a header outside the data folders this guide is built from. Those are named rather than expanded, so a line reading 'the hack's Jolly preset' means exactly that and nothing has been made up. Spreads written out as numbers are shown as numbers.

LevelsSome optional fights — the bonus gym leaders from other regions, and the early rival battles — set their levels from your own team at run time. The source marks those with a placeholder rather than a number, and the code that turns it into a level is not in these folders, so those teams show no level and are kept out of the level-cap table.

WhereThe checkout carries the battle and Pokémon data but no map scripts, so only the ninety-odd fights whose trainer constant names a place — Mt. Chimney, the two hideouts, Route 119 — can say where they happen. The rest are filed by where their levels put them against this hack's own gym ladder, and those headings say 'Hoenn — after <leader>' rather than naming a route they were never recorded on.

FishingFishing is eleven slots here, not Emerald's ten: three for the Old Rod, three for the Good Rod and five for the Super Rod. The percentages come from the table's own header.

LearnsetsLevel-up moves are Imperium's own hand-edited table. The stock pokeemerald-expansion learnsets sit in the same folder and are not used here — they are the official games' movesets, which is exactly what this guide must not publish under this hack's name.