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Pokémon Emerald Rogue Guide

A roguelike run through 36 randomly ordered routes: every wild table, every boss team and every TM is built fresh when you walk in, from a Pokédex you choose out of 36.

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Author
Pokabbie
Base game
Pokémon Emerald
System
Game Boy Advance
Version
2.1 (EX)
Region
Hoenn, Kanto, Johto and Sinnoh routes
Difficulty
Roguelike — scales with badge count

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.

About Pokémon Emerald Rogue

Emerald Rogue throws out the Hoenn map and replaces it with a run. You pick a route off a branching path, clear its rooms, and every eighth stop is a gym leader with a hard level cap; eight gyms, four Elite Four members and two Champions later the run is over, win or lose. Nothing is placed by hand: each of the 36 routes carries three type themes, and a room picks one of them and then builds its wild table on the spot out of every species your chosen Pokédex allows. Bosses are generated the same way — a type, a slot budget and a scoring script that favours the species that fit. That makes a conventional guide impossible and this one different: the route pages list the candidate pool each type theme can draw from, computed by running the game's own filter over the game's own data, and the 1156 Pokémon pages carry the level-up list, the tutor pool and the competitive sets Pokabbie ships for each one. The level caps, which are the one fixed thing in a run, are exact.

What's changed

  • A roguelike run: 36 routes, drawn in a different order every time, with 14 bosses and a hard level cap at each one
  • Wild tables are generated per room. The room picks one of its route's three type themes by its position on the path, then fills nine grass slots and three water slots from every species of that type your Pokédex allows
  • Level caps are fixed and exact: 15, 25, 35, 45, 55, 65, 75, 85 at the eight gyms, then 88, 91, 94, 97, 100, 100 through the Elite Four and the two Champions
  • 36 Pokédex variants to run with, from Red/Blue/Yellow to Scarlet/Violet to a 'Modern' hand-picked list, and the choice changes every wild pool in the game: Modern (400), Classic Plus (430), Red/Blue/Yellow (151), Let'sGo (153), Gold/Silver/Crystal (251), HeartGold/SoulSilver (267), Ruby/Sapphire/Emerald (202), OmegaRuby/AlphaSapphire (211), Diamond/Pearl (151), Platinum (210), Black/White (156), Black2/White2 (301), X/Y (454), Sun/Moon (302), UltraSun/UltraMoon (403), Sword/Shield (400), IsleOfArmor (211), CrownTundra (210), Sword/Shield + DLC (584), Scarlet/Violet (400), The Teal Mask (200), Indigo Disk (245), Scarlet/Violet + DLC (666), Conquest (202), Arceus (242), Gen. 1 (151), Gen. 2 (251), Gen. 3 (386), Gen. 4 (493), Gen. 5 (648), Gen. 6 (721), Gen. 7 (809), Gen. 8 (905), Gen. 9 (1025), Z-A (232), Z-A + DLC (364)
  • Boss teams are generated, not written. Each boss has a type, an ordered set of slot budgets, and a scoring script that nudges the picker towards the species that suit them
  • Trainers can be made more varied with the Diverse Trainers option, which switches on a second, wider slot budget for every boss
  • TMs are re-rolled at the start of every run out of the moves that aren't already TMs or HMs, so no TM number means anything fixed
  • Legendary encounters, villain-team hideouts and rest stops sit between the routes as their own rooms
  • Built on RH-Hideout's pokeemerald-expansion, so it runs Pokémon, moves and abilities through generation 9 on Emerald's engine

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 hackThere is no encounter table in this game to copy. These are computed candidate pools: the game's own wild-encounter filter, reproduced against the game's own species, evolution and Pokédex data, on the default Modern Pokédex variant. Each route lists one pool per type theme. The nine grass slots a room actually rolls are a sample of these; a different Pokédex variant gives a different pool. The source these are computed from
Encounter ratesDoesn't apply hereThe nine grass slots are sampled with near-equal weights from the whole pool, with a small nudge for rare species late in a run, so a percentage next to a species would be meaningless — it would change with the size of the pool and with the Pokédex you picked.
Wild levelsDoesn't apply hereWild levels track your badge count and your party, not the route. The same room is low level on your first badge and near the cap on your eighth, so there is no level range that belongs to a route. The exact level cap at every boss is on the stage picker instead.
Stats, abilities and movesetsFrom the hackLevel-up moves, tutor pools and competitive sets for all 1156 species come from Pokabbie's own per-species data. Base stats, types and abilities are pokeemerald-expansion's, which is what the game reads.
TM and HM compatibilityDoesn't apply hereTM moves are randomised at the start of every run by RandomiseTRMoves(), drawn from every move that isn't already a TM or an HM. There is no fixed TM list, so there is no compatibility table to show.
Where TMs are foundDoesn't apply hereTMs are shop stock and route drops in a randomly ordered run, and the move on each one is re-rolled per run, so there is nowhere fixed for a TM to be.
Trainer and boss teamsDoesn't apply hereBoss teams are generated when the fight starts, from a type, a set of slot budgets and a scoring script — there is no roster in the game to publish, and inventing one would be worse than saying so. What is exact is the level cap at each of the 14 bosses, and that is on the stage picker. How the generator works is written out under 'Bosses' in the reading notes.

Credits

  • Pokémon Emerald Rogue — design, code and all the data this guide is built from: Pokabbie
  • The Emerald Rogue source, which publishes the route table, the Pokédex variants, the per-species move and competitive set data and the boss team generators: Pokabbie
  • pokeemerald-expansion, the engine Emerald Rogue EX is built on and the source of its base stats, types, abilities and move data: the RH-Hideout team
  • Sprites via PokéAPI; base move and TM data from PokéAPI and Bulbapedia.

Reading the tables

EncountersEmerald Rogue has no fixed encounter tables. A room picks one of its route's three type themes by where it sits on the path, then the game filters every species your Pokédex allows down to the ones whose evolution line touches that type, drops legendaries, drops each one back to the bottom of its line, evolves it forward as far as your badge count allows, and keeps whatever still matches the type. Nine of those fill the grass and three fill the water. The lists here are that filter run over the game's own data on the default Modern Pokédex — the candidate pool, not the nine you will meet. Pick a different Pokédex variant in the hub and every list changes.

LevelsA wild Pokémon's level tracks your party and your badge count, not the route, so the same route is level 12 on your first badge and level 80 on your eighth. That is why the level column is blank: there is no number that belongs to a route. The level cap at each boss is exact and is on the stage picker.

BossesBoss teams are built when you walk in. Each boss carries a type, an ordered list of slot budgets (a count and the types allowed in it), and a scoring script — a short list of condition-and-action pairs that add or subtract favour, or rule a species out entirely. Roxanne, for instance, is Rock slots that strongly favour the Nosepass line and generation 3 species, penalise anything not from generation 3 and anything mono-type, reward adding a type the team doesn't have yet, and hard-ban the banned list. Because the six are chosen at run time there is no roster to publish, so the trainer pages are empty on purpose rather than filled with a guess.

TmsTM moves are re-rolled at the start of every run out of the pool of moves that aren't already TMs or HMs, so TM12 is a different move in your next run. There is no TM list to show and none is shown.

PokemonLevel-up lists, tutor pools and competitive sets are Pokabbie's own per-species data. Base stats, types and abilities come from pokeemerald-expansion, the engine Emerald Rogue EX is built on and the tables the game reads at run time.

VersionsThis guide is Emerald Rogue EX, the expansion build, which is the one the author recommends. The Gen 3-only Vanilla build shares the routes but gives six of them a different type theme, and its Pokédex stops at generation 3, so its pools are narrower.