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GBA · Pokémon Emerald · v14.7 · by beniboy

Pokémon Exceeded

70areas1,478Pokémon82bosses908trainers
What makes it different

Every Pokémon carries up to four abilities at once, and picks more of them up as it levels. Hoenn, rebuilt around that one idea, with Gen 1–8 in the grass and Team Rocket in the story.

More about the game

Exceeded takes the one thing the official games only ever let a Pokémon have one of — an ability — and hands out up to four at a time. Every species keeps an ordinary ability slot, then stacks up to three permanent innates on top of it, so Lugia is Levitating, Pressuring and resisting Psychic all at once while still holding its own ability. 611 of the 1,478 Pokémon in this game run the full four. They do not all arrive at once either: a species has a schedule, picking its extra abilities up at set levels, and a few are taught by a tutor instead. Around that, beniboy has filled Hoenn with Pokémon from Generations 1 through 8, rewritten over a thousand abilities and moves, and reworked 236 of Emerald's own moves' numbers. The story runs on a different timeline, with Team Rocket in Hoenn alongside Aqua and Magma, a Kanto Elite Four member keeping a dojo in Dewford, Steven waiting in the Champion's room, and a handful of places Hoenn never had — a Draconid village behind Meteor Falls, the Ruins of Alph off Route 111, an Old Chateau in Petalburg Woods. You pick a difficulty before you start.

What's different, point by point

  • Up to four abilities on one Pokémon: its ordinary ability plus up to three innates that are always switched on
  • Abilities arrive on a schedule — every species has its own list of which ability it picks up at which level, and 118 can be taught one more by a tutor
  • 1,478 Pokémon, drawing on Generations 1 through 8 plus this game's own forms; 393 of them are catchable in the wild
  • 1,019 named abilities, most of them this game's own inventions
  • 1,178 moves: 831 that Emerald never had, and 236 of Emerald's own with different type, power, accuracy or PP
  • Every move is physical or special on its own terms, rather than by its type the way Emerald decided it
  • Two trainer rosters — a normal one and a harder one — with 69 fights, including every Gym Leader and the Elite Four, fielding a completely different team on the harder setting
  • Wild tables that change between morning, day and night on 22 of the game's areas, plus a separate second table per area alongside the ordinary grass
  • An alternate-timeline story: Team Rocket operating in Hoenn next to Aqua and Magma, with their own hideout under Mauville's Game Corner
  • New places: a Draconid village behind Meteor Falls, the Ruins of Alph off Route 111, an Old Chateau in Petalburg Woods, a Magma Cave off Jagged Pass and four routes Hoenn never had
Everything it changes →
Made by

beniboy

This guide is built from beniboy's own documentation. The game, 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.

What this guide covers

Every guide here is built from the game's own documentation. Where a ROM 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 game itselfAll 443 wild tables across 70 areas are published, split by morning, day and night only where the game's own tables actually differ.
Encounter ratesFrom the game itselfSlot percentages are the game's own rates, with repeated slots added together so a Pokémon in four slots shows the chance you actually have of meeting it.
Wild levelsFrom the game itselfLevel ranges are the game's own, per slot.
Stats, abilities and movesetsFrom the game itselfBase stats, types, both ability sets, the level each ability is picked up at, level-up moves, egg moves, tutor moves, TM/HM compatibility, egg groups, catch rates and evolution methods are all read from this game's own tables.
TM and HM compatibilityFrom the game itself69 TMs and 8 HMs, with per-species compatibility for 1,329 Pokémon.
Where TMs are foundFrom the game itselfRead from where each map actually hands out, sells or hides them; 20 of the 77 slots were not found placed anywhere and say so.
Trainer and boss teamsFrom the game itself908 fights, every one of them placed on a real map, with held items, natures, EV spreads and innates. 69 trainers field a different team on the harder difficulty and are shown twice.

Credits

Reading the tables

SourceEvery number on this site comes from the game's own data. For this game that data is the one the community Pokédex tool reads — the same files, at the version this guide is dated to. It is maintained by an account called benicioneto, which is almost certainly the creator's own: it tracks the game's version numbers commit for commit and no other copy of this data exists. We could not confirm it by name, so we are saying so here rather than implying a blessing we do not have, and we would like to ask the creator directly. If any of this should not be here, tell us and it comes down.

AbilitiesA Pokémon here has an ordinary ability — the familiar one slot, sometimes with a hidden alternative — and on top of it up to three innates that are all switched on permanently. Four at once is the ceiling and 611 species reach it. Each species page lists both sets, what each one does, and the level each is picked up at. The "compared with the official games" box on a species page leaves abilities out for this game: it can only compare the one ordinary slot, so it would report a Pokémon as losing an ability it still has as an innate.

Ability Descriptions23 abilities are shown with no description. For most of them the game simply stores none; for 19 of Emerald's own abilities the data holds two rival descriptions and a build setting decides between them, and that setting is not in the data this guide reads. Rather than pick one at random, those are left blank.

DifficultyEasy, Normal, Hard and Very Hard are chosen before you start. The data behind them stores two teams per trainer, not four, so this guide labels two: Normal and Hard. Where a fight carries no label, both teams are the same.

Trainer Moves578 of the 2,193 Pokémon across these fights carry a fixed, hand-written moveset, and those are shown in full. The rest store no moves of their own — the game works out their attacks from that Pokémon's own level-up list when the battle starts — so this guide shows no moves for them rather than a guess.

Trainer AbilitiesA trainer's Pokémon shows the ordinary ability it was given where the data records one, and always lists the innates it carries anyway, because a boss read without its innates looks far easier than it is. Where no ordinary ability was recorded, the note says which ones that Pokémon picks between.

Level Zero MovesA move listed at level 0 is one the Pokémon knows the moment it becomes that form — usually the move it learns by evolving.

Hidden TablesMost areas carry a second wild table alongside the ordinary grass, listed here as "Hidden". What brings those Pokémon out is decided by game code that is not part of the data this guide reads, so the table is shown for what it is and nothing is claimed about how to trigger it.

Time Of Day22 areas have a table that differs between morning, day and night, and those are split out. A table shown without a time label is the same at every hour.

Move SplitEvery move in this game is physical or special in its own right. The original Emerald decided that from the move's type instead, so almost every move would read as "changed" if that were compared — it is said once here rather than on 1,178 move pages. The type, power, accuracy and PP differences against Emerald are real and are listed per move.

Fights Left Out32 trainers in the data are not placed anywhere on the game's maps — the Battle Frontier brains' one-Pokémon placeholder teams, unused entries and a few leftovers. A fight you cannot walk up to is left out rather than filed under an invented place.

TM Locations57 of the 77 TM and HM slots were found being handed out, sold or hidden somewhere on the game's maps. The other 20 say so rather than guessing a shop or a route.

Story OrderThe badge order is read from the game's own map scripts: Roxanne, Brawly, Wattson, Flannery, Norman, Winona, Tate & Liza, then Wallace in Sootopolis, with Steven waiting as Champion. Bruno of Kanto's Elite Four keeps a dojo in Dewford and is counted here as a checkpoint, because the game gives him an Elite Four's team.