Pokémon Overcomplicated
Every one of the 1,025 Pokémon gets up to three types out of 27, up to three abilities running at once, and 14 brand-new stats the creator openly admits are not balanced.
More about the game
Pokémon Overcomplicated is chocolatethebear's rework of Pokémon Emerald, built on the pokeemerald-expansion engine. The map, the badges and the story beats stay Emerald's; almost everything about how a Pokémon works does not. Nine new types join the 18 official ones, and every species can carry up to three of them at once. Every species also carries up to three "innate" abilities that are all switched on together, rather than the one ability the official games give you a choice of. Underneath that sits a second set of six stats: 14 new ones, alongside the original Attack, Defense and the rest, which the creator's own FAQ says were left exactly as they were. The multi-ability system was built by another creator, bassforte123, and adapted here with credit. Trade evolutions all now happen by levelling up, several evolutions switch to day or night instead of a stone or a location, and fishing rods are gone in favour of teaching Surf more widely. The creator says plainly that none of this was balance-tested.
What's different, point by point
- 1,025 species, every one catchable according to the creator, each carrying up to three types out of 27 — the 18 official types plus nine new ones (Gym1, Shouleil, Light, Furry, On, Money, Fake, King, Lance)
- A full 27-by-27 type chart working out every match-up, old types and new, printed on every species page
- Up to three abilities running on a species at once rather than one — 20 brand-new abilities plus existing ones reused as always-on traits
- 29 moves that carry two types at once, among them Sacred Fire (Fire/King) and Iron Tail (On/Furry)
- Full teams — species, level, held items and all four moves — for the eight gym leaders, three of the four Elite Four members and the champion, Lance, standing in for Steven and Wallace
- 14 new stats sitting alongside the original six, though the creator has not published a single numeric value for any of them, old or new
- Trade evolutions all changed to level-up, and several evolutions now trigger by day or night instead of an item or a place
chocolatethebear
This guide is built from chocolatethebear'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.
| Section | Source | |
|---|---|---|
| Wild Pokémon by area | Not published by the creator | The sheet gives one bare location string per species — a route number, a place, or a dash — with no method, level or rate. That is not a wild-encounter table, so there are no route pages; the string is printed on each species' own page as a note instead. The creator's sheet Overcomplicated is built on Emerald; the Emerald guide has the original game's wild encounters. |
| Encounter rates | Not published by the creator | No encounter rates are published anywhere in the sheet. Overcomplicated is built on Emerald; the Emerald guide has the original game's encounter rates. |
| Wild levels | Not published by the creator | No wild levels are published anywhere in the sheet. Overcomplicated is built on Emerald; the Emerald guide has the original game's wild levels. |
| Stats, abilities and movesets | Not published by the creator | Typing (up to three of 27 types) and innate abilities (up to three, all active at once) are this game's own, from the sheet. Base stats are the official games' numbers, which the creator's FAQ says were left untouched. This game also adds 14 new stats with no per-species value published for any of them, and there is no level-up learnset and no TM list at all. The creator's sheet Overcomplicated is built on Emerald; the Emerald guide has the original game's stats, abilities and movesets. |
| TM and HM compatibility | Not published by the creator | No TM or HM list is published anywhere in the workbook. Overcomplicated is built on Emerald; the Emerald guide has the original game's TM and HM compatibility. |
| Where TMs are found | Not published by the creator | No TM or HM locations are published anywhere in the workbook. Overcomplicated is built on Emerald; the Emerald guide has the original game's TM locations. |
| Trainer and boss teams | From the game itself | Full rosters for 13 of the 14 major story fights: the eight gym leaders, three of the four Elite Four members, and the champion fight. The fourteenth, Sidney, is written in the sheet only as an unfinished guess with no levels or moves and is left out rather than invented. No ordinary trainer has a published team. The creator's sheet |
Credits
- Pokémon Overcomplicated: chocolatethebear
- The documentation sheet every table here is read from: chocolatethebear
- The multi-ability ("innate") engine this game's abilities are built on: bassforte123
- Engine: RHH's pokeemerald-expansion
- The original Emerald decompilation: pret
- Sprites via PokéAPI; base move and TM data from PokéAPI and Bulbapedia.
Reading the tables
SourceEverything here is read from the one document the creator publishes: the Google Sheet linked from the game's own Download tab and from its Hackdex page. It has every species' typing and innate abilities, the full type chart, a short list of moves that carry two types, and full rosters for 13 of the 14 major story fights. It does not have base-stat numbers, a level-up learnset, a TM list, or a real wild-encounter table, and none of those are filled in from anywhere else.
TypesType names are spelled the way the sheet's own type chart spells them. Nine species have one type slot the sheet leaves as an unfilled placeholder instead of naming a type; those pages count only the types actually given.
MatchupsEvery species page says what its typing takes more and less damage from, worked out from the creator's own 27-type chart.
AbilitiesThe abilities on a species page are its innate list — up to three abilities that are all active together, not one picked from a menu. Twenty of the abilities that turn up are new to this game and are glossed with the sheet's own one-line description; the rest reuse existing official ability names as always-on traits.
StatsThe six stat numbers shown are the official games' figures, not this game's own — but that is not a guess: the creator's FAQ says outright that none of the original six were changed. This game also adds 14 new stats, described in words on the How the game works page, with no per-species value published for any of them anywhere in the sheet.
LearnsetsThere is no level-up learnset. The creator's feature list says every species' moves were randomly generated, but the sheet never lists which moves land at which level, so no species page carries one.
TMsNo TM or HM list, numbers or locations are published anywhere in the workbook.
TrainersFull rosters for 13 of the 14 major story fights: the eight gym leaders, three of the four Elite Four members, and the champion fight (Lance). The fourteenth, Sidney, is written in the sheet only as an unfinished guess with no levels or moves, so it is left out rather than invented. No trainer outside these fights has a published team.
EncountersThe Pokemondatas tab gives one bare location string per species — a route number, a place name, or a dash — with no method, no level and no encounter rate anywhere. That is not enough to build a wild-encounter table from, so there are no route pages; the location string is printed on each species' own page instead. The creator's own patch log for 8/13/2026, the same date the sheet was last updated, says the game's in-game found-location display was removed because it was defaulting to Littleroot Town for every species — so even this bare string is best read as the sheet's working notes rather than a confirmed answer.
ProgressStory order follows Emerald's own badge order, which this game keeps unchanged. No level caps are published; each stage is labelled with the levels the boss fight at the end of it actually uses.