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Inclement Emerald Guide

Emerald rebuilt around level caps and scaling: every wild Pokémon and every trainer rises with your own team, so the game never lets you grind past a fight.

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Author
Buffel Saft
Base game
Pokémon Emerald
System
Game Boy Advance
Version
1.13
Region
Hoenn
Difficulty
Hard

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

Buffel Saft

This guide is built from Buffel Saft'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 Inclement Emerald

Inclement Emerald is Buffel Saft's decomp rebuild of Emerald on the modern pokeemerald-expansion engine. Species through Generation 8, Fairy type, the physical/special split, Mega Evolution and modern move data all land in Hoenn, and every trainer in the game has been rewritten with held items, abilities, natures, IV and EV spreads and four chosen moves. The headline change is that nothing in the game has a fixed level any more: wild Pokémon roll from your own party's median level and trainers are written as an offset from your strongest Pokémon, with badge-gated level caps deciding how high that can go. Four difficulty settings and four level-cap settings sit in the options menu, and a separate Rebalanced build changes base stats, abilities and move data on top of all of it.

What's changed

  • Every trainer rebuilt with held items, abilities, natures and IV/EV spreads
  • Wild Pokémon and trainers both scale to your own team — no grinding past a fight
  • Badge-gated level caps, with Standard, More and Strict settings
  • Four difficulty settings; EV spreads only switch on from Hard upwards
  • Species through Generation 8, Fairy type, the physical/special split and Megas
  • A separate Rebalanced build with its own base stats, abilities and move data
  • Honey trees as a wild encounter method alongside grass, surfing, fishing and Rock Smash
  • Built on the RHH pokeemerald-expansion battle, Pokémon and item branches

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 hack
Encounter ratesFrom the hackSlot rates come from the hack's own encounter_rates arrays in src/data/wild_encounters.json, so they are this hack's numbers and cover every table.
Wild levelsDoesn't apply hereThere are no wild levels to publish. ChooseWildMonLevel() in src/wild_encounter.c never reads the levels stored in wild_encounters.json — every wild Pokémon in the game is rolled from your party's median level, minus 6 to minus 3. the encounter code
Stats, abilities and movesetsFrom the hack
TM and HM compatibilityFrom the hack
Where TMs are foundFrom the hackTM, HM and item locations are read from the map scripts and hidden-item events in data/maps, and keyed to the same badge checkpoints as everything else. 46 of the 108 TMs and HMs are not placed on any map in the source — those rows say so rather than guessing.
Trainer and boss teamsFrom the hackRosters — species, held item, ability slot, four moves and the nature/IV/EV spread — are complete, read from trainers.h, trainer_parties.h and trainer_spreads.h. The levels are the one thing the ROM does not contain: they are offsets from your own team, shown here against the badge-gated cap.

Credits

Reading the tables

LevelsNo trainer in this hack has a fixed level. Every Pokémon is written as an offset from your strongest party member — the game adds your own level when the battle starts — so the levels shown here are that offset applied to the badge-gated level cap for that point in the story, using the More level caps setting (the only one that caps every badge). The raw offset is printed beside every Pokémon as "your best +N". If you play under the cap, everything you meet is lower than the number shown.

CapsLevel caps rise with badges and there are three settings. Standard: 0 badges 16 · 1 badge 25 · 2 badges 38 · 3 badges 50 · 4 badges no cap · 5 badges no cap · 6 badges no cap · 7 badges no cap · 8 badges no cap · 9 badges no cap. More: 0 badges 16 · 1 badge 25 · 2 badges 38 · 3 badges 50 · 4 badges 54 · 5 badges 70 · 6 badges 85 · 7 badges 92 · 8 badges 95 · 9 badges no cap. Strict: 0 badges 14 · 1 badge 20 · 2 badges 30 · 3 badges 40 · 4 badges 45 · 5 badges 55 · 6 badges 60 · 7 badges 70 · 8 badges 80 · 9 badges no cap. A fourth setting turns them off entirely.

Wild_LevelsWild levels are not in the data at all. The game ignores the level range stored with each encounter table and rolls the median level of your own party minus 6 to minus 3, everywhere in Hoenn — so a route's tables tell you what lives there and how often, but never at what level.

RatesEncounter percentages are the real slot rates from the hack's own encounter tables, with duplicate slots added together. * marks anything at 5% or less.

SpreadsNatures and IVs apply on every difficulty. EV spreads only switch on from Hard upwards — on Normal the same team has no EVs.

ModesThe Rebalanced build is a separate download with its own base stats, abilities and move data. Where a Pokémon differs, its page says so at the bottom.

ItemsItem locations are read from the map scripts, so "Hidden" means a hidden item, "Pick-up" a ball or an NPC gift, and "Shop" a Poké Mart listing.

TutorsEvery Pokémon's page lists the tutor moves it can learn, which come from the hack's own tutor table. Where the tutors themselves stand is not published here: the move-tutor scripts live in data/scripts, which is not part of the source this guide is built from, so there is no tutor location to give rather than a guessed one.