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Game walkthroughNintendo Switch

Pokémon Shield — Complete campaign walkthrough (Original Nintendo Switch edition)

Step-by-step campaign walkthrough for the original Nintendo Switch release of Pokémon Shield. Covers the Galar Gym Challenge, Wild Area and Max Raid basics, the story beats that lead to the Eternatus confrontation, and the Champion Cup ending. Focuses only on the base (pre-Expansion Pass) game and the route needed to become Champion.

Pokemon Shield official promotional artwork
Official promotional artwork; not a step-specific gameplay capture.
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Edition coveredOriginal Nintendo Switch edition
Your goalFinish the Galar Gym Challenge, stop the Darkest Day (Eternatus), and defeat Champion Leon to become the Galar Champion in the base Pokémon Shield campaign.
Inside the guide14 chapters · 25,924 words
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Before you begin

You are starting Pokémon Shield on the original Nintendo Switch release (no Expansion Pass).

This walkthrough takes you from your first steps in Postwick through every required Gym Challenge, the story events that lead to Eternatus, and the final Champion Cup match against Leon.

Follow the order of objectives in each chapter to avoid missing required events and to keep your team level-appropriate for each Gym.

If you want DLC material, consult a separate expansion guide after finishing the base ending described here.

Set yourself up for the run

Choose a starter with a plan.

Grookey (Grass), Scorbunny (Fire) and Sobble (Water) are the only choices; each affects which types you rely on early.

Pick the starter whose mid/late evolutions you prefer and build at least two complementary early catches to cover their weaknesses.

Learn core mechanics before you leave Wedgehurst: Dynamax lasts three turns in boss battles, Pokémon Camp and Curry restore friendship and HP outside battle, and Y-Comm/Internet connectivity unlocks Max Raid co-op.

Practice a few Max Raid Battles in the Wild Area to understand raid targeting and catch mechanics.

Plan a balanced team of six with coverage for common Gym types (Grass, Water, Fire, Ghost/Fighting, Fairy, Rock/Ice, Dark and Dragon).

Keep a reliable physical attacker, special attacker and at least one reliable status or utility move (will-o-wisp, thunder wave, or a reliable spread move).

Stock up on healing items and Poké Balls appropriate to each phase.

Early game: Potions and Great Balls later.

Bring Revives for longer Gym runs and purchase status-healing items if you intend to solo higher-level encounters.

Use the PC box and Pokémon Boxes early to keep a rotation of potential bloom Pokémon you find in the Wild Area; many useful mid-game additions are caught freely while roaming (watch levels and nature).

Understand version exclusives and Gym leader differences: Shield has Allister (Ghost) in Stow-on-Side and Melony (Ice) at Circhester.

These affect which optional catches you should prioritise before each Gym.

Enable save-before-major-battles habit.

Save and soft-reset before Gym battles, key story choices, and the final Champion Cup match so you can retry without replaying unrelated progress.

If you plan competitive movesets later, collect TMs and ability-bearing Pokémon from Max Raids when convenient, but do not rely on DLC-only raids or Pokémon for base-game progression.

Postwick and your first partner — safe early team building

Start Pokémon Shield in Postwick, choose your first partner, follow the escaped Wooloo into the Slumbering Weald, and complete the scripted first encounter with Zamazenta. After returning to Postwick, receive your starting supplies, obtain the Pokédex in Wedgehurst, catch early teammates on Routes 1 and 2, complete the required battle at Professor Magnolia’s house, and receive the Dynamax Band and Camping Gear before entering the Wild Area. This chapter ends before any Gym challenge.

Leave Postwick and meet Leon in Wedgehurst

Begin in your house and collect the hat and bag from your room. Follow Hop downhill to his house, speak with Hop’s mother, and then leave Postwick by the northern path. Route 1 has a straight path and a longer path through tall grass. Take the straight path on this first trip: you do not yet have a Pokémon or Poké Balls, so entering the grass is unnecessary.

At Wedgehurst station, speak with Leon. After the conversation, return to Postwick and go to the garden behind Hop’s house. Leon will show you Grookey, Scorbunny, and Sobble. Choose one; your new partner is level 5. Hop then battles you with a level 3 Wooloo and the starter that has a type disadvantage to yours. Use your starter’s damaging move and finish the battle before continuing.

  • Collect the hat and bag from your room.
  • Reach Wedgehurst station and speak with Leon.
  • Return to Hop’s house and choose Grookey, Scorbunny, or Sobble.
  • Win the first battle against Hop.

Follow the escaped Wooloo into the Slumbering Weald

Immediately after the first Hop battle, a crash comes from the direction of your house. Go west from the garden and return toward the Postwick entrance. The Wooloo has broken through the gate leading to the Slumbering Weald, so the gate is now open. Follow Hop through the entrance; this forest visit is mandatory and cannot be skipped.

Move west through the first grass and battle the level 2 Skwovet that appears in your path. Continue forward until Hop stops you and heals your Pokémon. Use this opportunity whenever necessary during the opening forest section. Proceed through the next grass to fight the level 2 Rookidee, then continue farther into the Weald and defeat the second level 3 Skwovet.

After the second Skwovet, follow Hop deeper into the thickening fog. A mysterious Pokémon appears in the mist. In Pokémon Shield, this is Zamazenta, but its name and level are hidden during this first encounter. The battle is scripted: you cannot run, and your attacks cannot damage it. Select moves if required, then wait through the encounter until the story advances. The fog overwhelms both you and Hop, and you automatically return to the forest entrance after Leon finds you and confirms that the Wooloo is safe.

  • Go west from the garden after the first Hop battle.
  • Enter the Slumbering Weald through the opened gate.
  • Defeat the mandatory Skwovet, Rookidee, and second Skwovet encounters.
  • Talk to Hop to heal when needed.
  • Complete the foggy encounter where attacks cannot damage Zamazenta.
  • Allow the automatic return to the Slumbering Weald entrance.

Return to Postwick and receive your first supplies

After the forest sequence, walk back to Postwick with Hop and Leon. Enter your house and speak with your mother. She gives you your starting money and five Poké Balls. These are your first usable catching supplies, so do not expect to capture Pokémon during the first Slumbering Weald visit.

Leave Postwick again and take Route 1 toward Wedgehurst. You can now enter the tall grass and catch Pokémon. Weaken targets carefully with your starter, stopping before the target faints, then throw a Poké Ball. If the starter has taken damage, return to Wedgehurst and use the Pokémon Center before exploring further.

Route 1 is a good place to add a general-purpose teammate such as Skwovet, Blipbug, Hoothoot, Caterpie, or another available encounter that complements your starter. You do not need to catch every species. Prioritize a second Pokémon that gives you a useful attacking type or a sturdier switch-in.

  • Return to Postwick after the Slumbering Weald sequence.
  • Speak with your mother inside your house.
  • Receive the starting money and five Poké Balls.
  • Catch at least one Pokémon on the return trip through Route 1.
  • Heal at the Wedgehurst Pokémon Center if necessary.

Obtain the Pokédex at the Wedgehurst research lab

In Wedgehurst, follow Hop’s directions to the Pokémon Research Lab, the large purple-roofed building in the southeastern part of town. Speak with Sonia inside. She registers the Pokédex in your Rotom Phone and explains the next objective: travel along Route 2 to Professor Magnolia’s house.

Before leaving town, heal your party at the Pokémon Center and check your team order. The Pokémon caught on Route 1 can now be used for trainer battles and for catching more teammates. A man outside the research lab gives you a Potion after the Pokédex event, so collect it before heading north.

Proceed through Route 1 and enter Route 2. Leon is waiting along the route and provides additional Poké Balls, along with the game’s catching guidance if you still need it. Route 2 offers useful early choices including Rookidee, Yamper, Chewtle, and, in Pokémon Shield, Lotad. Rookidee is a strong early Flying-type option for the first Gym. Yamper supplies Electric attacks for Water Pokémon, Chewtle provides an early Water-type option that later becomes Water/Rock, and Lotad gives Shield players a Grass/Water alternative.

Catch at least two additional Pokémon across Routes 1 and 2, but keep the party manageable. A balanced group is more useful than six undertrained Pokémon.

  • Reach the Wedgehurst research lab.
  • Receive the Pokédex from Sonia.
  • Collect the Potion outside the lab.
  • Speak with Leon on Route 2 and receive additional Poké Balls.
  • Catch useful teammates such as Rookidee, Yamper, Chewtle, or Shield’s Lotad.

Reach Professor Magnolia’s house and complete the required Hop battle

Follow Route 2 north toward Professor Magnolia’s house. Battle the route trainers and use the Pokémon Center in Wedgehurst whenever your party is worn down. Route 2 is the first place where training several Pokémon together is worthwhile; avoid letting only your starter take every battle.

At the house, speak with Professor Magnolia and Sonia. After the conversation, Leon presents the endorsement for the Gym Challenge and the Wishing Stars are obtained. Leave the house and battle Hop outside. Heal before starting if your party is damaged. Hop now uses more than one Pokémon, so switch between your team members when a matchup is unfavorable rather than relying on a single weakened starter.

After Hop’s defeat, Professor Magnolia gives you the Dynamax Band. This is the required story reward that enables Dynamaxing later; it is not obtained during the first research-lab visit. Follow Hop back toward Wedgehurst once the conversation ends.

  • Reach Professor Magnolia’s house at the end of Route 2.
  • Complete the conversation with Professor Magnolia and Sonia.
  • Receive Leon’s endorsement and the Wishing Stars.
  • Heal before battling Hop outside the house.
  • Defeat Hop and receive the Dynamax Band from Professor Magnolia.

Receive the Camping Gear and enter the Wild Area

Return to Wedgehurst station after the Magnolia events. Speak with your mother inside the station before boarding the train. She gives you the Camping Gear, which unlocks Pokémon Camp. This reward comes after the Route 2 story sequence, not during the opening Postwick events.

Board the train to the Wild Area. At the Wild Area station, the game introduces Pokémon Camp. You can also open Camp from the X menu in suitable outdoor locations later. Camp is optional for story progress, but it is useful for restoring the party, interacting with Pokémon, and cooking curry.

To cook, choose Cook at Camp, select berries and ingredients, fan the flames, stir without spilling, and finish the dish when prompted. Curry can restore HP and improve friendship-related benefits. It is not a full substitute for a Pokémon Center when you need reliable healing or status treatment, so use a Center before major battles whenever one is available.

The Wild Area contains Pokémon whose availability changes with location and weather, including some powerful Pokémon that cannot yet be caught because your badge count is too low. Do not treat the Wild Area as a replacement for the required Route 2 events. The endorsement, Dynamax Band, and Camping Gear must all be obtained before continuing toward Motostoke.

  • Speak with your mother at Wedgehurst station.
  • Receive the Camping Gear.
  • Reach the Wild Area station.
  • Open Pokémon Camp and cook at least one curry.
  • Keep the party at manageable levels before leaving for the next chapter.

Prepare for Turffield without entering a Gym

Battle the trainers on Routes 1 and 2 and catch Pokémon for experience instead of grinding one partner far above the rest. A group of three or more Pokémon in the high single digits is sufficient for this opening section. Do not delay or force an evolution unless you have checked the Pokémon’s move list and have a specific reason to do so.

Starter choice affects convenience but does not lock you out of any early Gym. Grookey is comfortable against Nessa later but needs a Flying or Bug partner for Milo. Scorbunny has the easiest natural matchup against Milo but should be supported by an Electric or Grass option for Nessa. Sobble is useful against Kabu but benefits from a Flying or Bug partner for Milo. Route 2 catches provide the needed coverage.

Save manually from the X menu after choosing your starter, after the Magnolia events, and before major team changes if you prefer not to rely on autosave. End this chapter at the Wild Area station or while preparing to leave it. The next chapter begins with the journey through the Wild Area toward Motostoke and the first Gym Challenge ceremony.

  • Keep several party members at comparable levels.
  • Have at least three usable Pokémon before proceeding.
  • Confirm that the Pokédex, Dynamax Band, and Camping Gear are in your possession.
  • Stop before entering any Gym or starting Milo’s Gym Mission.

Before you move on

  • Grookey, Scorbunny, or Sobble is in your party and the opening Hop battle is complete.
  • The escaped Wooloo has been followed through the opened gate into the Slumbering Weald.
  • The mandatory Skwovet, Rookidee, and second Skwovet encounters are complete.
  • The foggy encounter with the undamageable Zamazenta has ended and the game has returned you to the forest entrance.
  • You returned to Postwick and received starting money and five Poké Balls from your mother.
  • The Pokédex has been received from Sonia at the Wedgehurst research lab.
  • At least two additional Pokémon have been caught on Route 1 or Route 2, with coverage suited to the chosen starter.
  • The Route 2 battle against Hop outside Professor Magnolia’s house is complete.
  • You have received Leon’s endorsement and the Dynamax Band.
  • Your mother has given you the Camping Gear at Wedgehurst station.
  • You have opened Pokémon Camp and cooked curry at least once.
  • You are at the Wild Area station or preparing to leave it, and you have not entered any Gym.
References for this chapter

Wedgehurst to Turffield — first Gym (Milo, Grass)

Start at the Wild Area Station after completing the previous chapter. Cross the accessible southern Wild Area to reach Motostoke, register for the Gym Challenge, complete the opening ceremony sequence, and leave through Route 3. Continue through Galar Mine and Route 4 to Turffield, complete the untimed Wooloo mission, and defeat Shield’s first Gym Leader, Milo. The Grass Badge raises your wild-Pokémon catch limit to level 25 and opens the next leg toward Route 5 and Hulbury.

Cross the early Wild Area to Motostoke

Begin at the Wild Area Station immediately after the events covered in the previous chapter. Use the station exit to enter the southern Wild Area, then travel generally north toward Motostoke. The Wild Area is open, but the story route does not require a full tour. Follow the main paths and use the visible Pokémon, item pickups, and suitable trainer or wild battles only as needed to prepare for the first Gym.

Before earning a badge, you can catch wild Pokémon only up to level 20. A stronger-looking overworld Pokémon may be impossible to catch even if you weaken it, so do not spend time trying to capture encounters above that limit. The northern sections also contain Pokémon that are much stronger than the early story party. Stay in the southern portions near the station and Motostoke, and run from encounters that are clearly beyond your team’s level.

You may use Pokémon Camp to recover between battles, and cooking curry can restore the party while also improving friendship-related benefits. Camping, Max Raid Battles, and online play are optional; none is required to reach Motostoke or complete the first Gym. The Wild Area’s weather and location-based encounter changes are useful later, but they are not necessary for this chapter.

  • Start from the Wild Area Station rather than repeating earlier story events.
  • Travel through the southern Wild Area toward Motostoke.
  • Remember that the pre-badge wild-Pokémon catch limit is level 20.
  • Use Camp, curry, Pokémon Centers, or items to recover when necessary.

Register for the Gym Challenge in Motostoke

Enter Motostoke and follow the accessible main road to Motostoke Stadium. The city’s first visit restricts some exits and side areas, so do not waste time trying to force open blocked routes. Enter the stadium, speak with the League staff, and register for the Gym Challenge. You will choose your uniform number as part of the registration sequence.

After registering, go to the Budew Drop Inn as directed. Team Yell is blocking the reception area. Speak to the Grunts and defeat the required battles so the receptionist can complete your check-in. The game then advances to the next morning and heals your party during the overnight sequence.

Return to Motostoke Stadium for the opening ceremony. After the ceremony, the route west toward Route 3 becomes available, and the Flying Taxi service is unlocked for previously visited destinations. Heal at a Pokémon Center before leaving because Hop challenges you near the western exit.

  • Reach Motostoke from the Wild Area Station.
  • Register at Motostoke Stadium and select a uniform number.
  • Defeat the Team Yell Grunts blocking the Budew Drop Inn.
  • Attend the Gym Challenge opening ceremony.
  • Heal before the required Hop battle outside Motostoke.

Defeat Hop and cross Route 3

Leave Motostoke through the western exit after the ceremony. Hop challenges you near the Route 3 entrance. His team depends on your starter, but the battle is still an early-game mixed party rather than a specialized Gym lineup. Lead with a Pokémon that can handle his opening Wooloo and Rookidee, then use a type advantage against the starter Pokémon he selected to counter yours.

Continue along Route 3 and battle the trainers who stand along the path. The route provides useful experience and additional team-building opportunities. If your starter is Scorbunny, its Fire attacks give you the most direct preparation for Milo. Grookey and Sobble should be supported by a teammate or move that can exploit Grass weaknesses, such as Flying, Bug, Poison, Ice, or Fire damage.

At the entrance to Galar Mine, follow the story scene and enter the mine. You do not need to search every side path before continuing, but battling miners and other trainers is a reliable way to raise the party without excessive grinding.

  • Defeat Hop outside Motostoke.
  • Battle through Route 3 trainers.
  • Keep a Fire, Flying, Bug, Poison, or Ice attack available for the first Gym.
  • Enter Galar Mine from Route 3.

Cross Galar Mine and defeat Bede

Follow the mine’s main passage toward the far exit. The mine contains branching paths and item pickups, but the required route is straightforward: continue through the tunnels, cross the cart-track areas, and head toward the Route 4 exit. Wild Pokémon and mine workers provide enough experience to bring the active team close to the first Gym’s level range.

Bede appears near the mine’s exit and must be defeated before the story allows you to continue. His team includes Psychic-oriented Pokémon, so Dark- or Bug-type attacks can help, although you can also win with appropriately leveled neutral attacks. Do not enter this battle with a damaged party after clearing the mine; use the mine exit or healing items before engaging if necessary.

After defeating Bede, leave the mine for Route 4. This is the last major preparation area before Turffield, so restore the party and make sure your planned Milo counter is not the only Pokémon capable of dealing meaningful damage.

  • Follow Galar Mine toward the Route 4 exit.
  • Defeat Bede near the mine’s exit.
  • Heal before entering Route 4.
  • Keep a backup answer to Grass Pokémon instead of relying on one attacker.

Prepare on Route 4 and reach Turffield

Battle the trainers on Route 4 and inspect the grass for additional team members. You do not need a specific species to defeat Milo, but having a Fire- or Flying-type move is the safest preparation. Bug, Poison, and Ice attacks are also super effective against Grass Pokémon. A Pokémon that resists Grass can serve as a switch-in if your main attacker becomes weakened or suffers a stat drop.

Aim for roughly levels 17 to 20 on the Pokémon you expect to use. Milo’s strongest Pokémon is level 20, so a balanced party in that range is preferable to raising only one Pokémon while leaving the rest unable to recover a failed matchup. Buy Potions, Antidotes, and Poké Balls at the Pokémon Center if your supplies are low.

Enter Turffield from Route 4 and heal at the Pokémon Center. Follow Sonia’s Yamper up the hill if you want to complete the town’s immediate story conversation before the Gym. The required progression is to register at Turffield Stadium and complete its Gym Mission.

  • Battle through Route 4 for experience.
  • Prepare a Fire, Flying, Bug, Poison, or Ice attack.
  • Bring healing items and a backup Pokémon.
  • Heal in Turffield before entering the Stadium.

Complete the Turffield Wooloo mission

Enter Turffield Stadium and speak with the League staff member at the end of the entrance corridor to begin the Gym Mission. You must guide all 20 Wooloo through the field and into the marked goal areas. The mission is not timed, so stop and reposition yourself whenever the flock begins moving in an unwanted direction.

Wooloo roll away from your character. Approach from the side or from behind the group to push them toward the next checkpoint. Continue gathering the flock and steering it through each section until the Wooloo reach the final marked area. The later sections include Yamper obstacles. A Yamper can scare the Wooloo and scatter them, but scattering does not fail the mission; circle around, regroup the flock, and try again.

Gym Trainers stand in some sections. Defeating the Trainer in an obstructed area causes the nearby Yamper to stop interfering, which makes that portion easier. Once every Wooloo has reached the final area, climb the stairs and enter the stadium field for the battle with Milo.

  • Begin the Turffield Gym Mission.
  • Guide all 20 Wooloo through the checkpoints.
  • Avoid or neutralize the Yamper obstacles.
  • Defeat obstructing Gym Trainers when needed.
  • Enter the stadium field after the mission is complete.

Defeat Milo and earn the Grass Badge

Milo uses level 19 Gossifleur followed by level 20 Eldegoss. Both are Grass type. Gossifleur’s listed attacks include Magical Leaf, Round, and Rapid Spin. Eldegoss uses Magical Leaf, Leafage, and Round, then becomes Dynamaxed during the battle. Lead with your strongest Fire- or Flying-type attacker if available. Bug, Poison, and Ice moves are also effective.

When Milo sends out Eldegoss, he Dynamaxes it. You can Dynamax your own Pokémon in the Stadium, and matching his Dynamax window with your best super-effective attacker is the most direct response. Dynamax lasts for three turns, so use those turns to attack unless healing is absolutely necessary. If your primary counter is nearly defeated, switch to a Pokémon that can survive Grass attacks rather than sacrificing it before Eldegoss appears.

After winning, receive the Grass Badge, TM10 Magical Leaf, and the Grass uniform. The Grass Badge raises your wild-Pokémon catch limit from level 20 to level 25. Heal and save after the battle. The next required direction is east from Turffield onto Route 5, which leads toward Hulbury and the Water Gym.

  • Defeat level 19 Gossifleur.
  • Defeat Milo’s level 20 Dynamax Eldegoss.
  • Receive the Grass Badge, TM10 Magical Leaf, and Grass uniform.
  • Confirm that wild Pokémon up to level 25 can now be caught.
  • Heal and save before taking Route 5 toward Hulbury.

Before you move on

  • The Grass Badge is displayed in the Gym Badge case.
  • TM10 Magical Leaf and the Grass uniform have been received.
  • The game confirms that wild Pokémon up to level 25 can be caught.
  • The Turffield Gym Mission is complete and no longer blocks the Stadium field.
  • The party is healed and the game is saved before proceeding east onto Route 5 toward Hulbury.
References for this chapter

Hulbury and Nessa — the Water Gym and Wild Area primer

Reach Hulbury from Turffield, bring Nessa back from the lighthouse, solve the colored-pipe Gym Mission, and defeat her Dynamax Drednaw. After the Gym battle, learn how the Wild Area changes with location and weather, how Pokémon Dens and Max Raid Battles work, and how Y-Comm connects players locally or online. Raids are useful preparation and optional; they are not required for story progression.

Reach Hulbury and bring Nessa back to the Stadium

Leave Turffield through the eastern exit and follow Route 5 toward Hulbury. When you first reach the town, the Stadium challenge is not available because Nessa is away. Follow the main street toward the lighthouse at the eastern end of Hulbury and speak with Nessa there. She gives you her League Card and returns to the Stadium.

Go back to Hulbury Stadium after the conversation. Heal at the Pokémon Center and arrange your party before entering. A Grass-type or Electric-type attacker is the most direct answer to Nessa, but carry a second option in case your first counter is weakened by the Gym Trainers or by a critical hit. The mission does not allow normal party-management conveniences such as Pokémon Camp, so prepare before starting.

  • Travel from Turffield through Route 5 to Hulbury.
  • Find Nessa at the lighthouse and speak with her.
  • Heal and place at least one dependable Grass- or Electric-type Pokémon in the party.

Solve the colored-pipe Gym Mission

Speak with the Stadium staff to begin the mission. The course is blocked by falling water running through red, yellow, and blue pipe barriers. Each colored switch changes the state of every pipe of that color: inactive pipes begin blocking the path, while active pipes stop blocking it. The goal is to create an opening through the maze and reach the exit at the rear.

Treat each section as a small navigation problem instead of pressing every switch immediately. First identify the colored water stream that blocks the passage you need. Press that color, walk through the opening, and inspect the next area before changing another switch. If a later switch closes your route, backtrack and restore the earlier opening rather than wandering through the maze.

Gym Trainers stand along the route. Battle them for experience if your team is near the intended level, but do not enter the final section with a weakened Grass- or Electric-type. If you lose a battle or withdraw from the mission, the puzzle resets; defeated Gym Trainers do not need to be fought again.

  • Use the red, yellow, and blue switches to control the water barriers.
  • Advance through the maze one opening at a time.
  • Reach the rear door with your main Nessa counter still healthy.

Defeat Nessa in Pokémon Shield

Nessa uses Goldeen at level 22, Arrokuda at level 23, and Drednaw at level 24 in Pokémon Shield. Goldeen and Arrokuda are Water type. Drednaw is Water/Rock, making Grass attacks especially effective; Electric attacks are also super effective against all three Pokémon.

Goldeen may use Water Pulse and Whirlpool, while Arrokuda has Aqua Jet and Bite. Aqua Jet has priority, so do not assume a fragile Electric- or Grass-type will always move first and survive. If your best counter is vulnerable, use another Pokémon to weaken Goldeen or Arrokuda, then bring the counter in while it still has enough HP to handle Drednaw.

Nessa sends out Drednaw last and Dynamaxes it immediately. Save your own Dynamax for this exchange. A Grass-based Max Overgrowth or Electric-based Max Lightning can deal heavy super-effective damage, while Max Geyser may create rain and strengthen Water attacks. If Drednaw survives, use another super-effective attack or switch to a Pokémon that can safely withstand a Water hit. Defeating Drednaw ends the battle.

After winning, you receive the Water Badge, TM36 Whirlpool, and the Water Uniform. The second Badge also permits the capture of wild Pokémon up to level 30, although some higher-level Wild Area encounters remain beyond your authority until later Badges.

  • Use Grass or Electric attacks against Nessa's team.
  • Do not spend Dynamax before Drednaw appears unless the battle is already in danger.
  • Defeat the level 24 Dynamax Drednaw and collect the Water Badge.

Return to the Wild Area and read its hazards

After the Gym battle, you can return to the Wild Area through the connected train routes and the Motostoke-side entrances. The Wild Area is divided into locations with different encounter tables. Weather also changes which Pokémon appear, so rain, thunderstorms, snow, sandstorms, and other conditions can make a species appear later even when it is absent during your first visit.

Some Pokémon appear with a powerful aura and cannot be caught yet. The game will prevent you from throwing a Poké Ball if the Pokémon is above your current catch authority. Do not waste turns trying to catch these encounters; leave them alone and return after earning more Badges. The level-30 catch limit from the Water Badge applies to catchability, not to every Pokémon you can see.

For immediate team building, search the lower-level areas and choose Pokémon close to your party's level. A Grass- or Electric-type repairs the coverage gap exposed by Nessa. A Water-type is also useful later against Fire-, Rock-, and Ground-type opponents, even though it is not the preferred answer to this Gym. You can also use the Wild Area's open spaces to collect visible items and Watts without committing to a raid.

  • Check both the location and current weather when searching for a species.
  • Leave powerful Pokémon that the game will not yet let you catch.
  • Return after later Badges for stronger encounters and a wider catchable level range.

Use Pokémon Dens and Max Raid Battles

Pokémon Dens are the stone formations scattered around the Wild Area. An active den has a pillar of light. Interact with it to inspect the Dynamax Pokémon, its difficulty, and the available reward preview. You can choose one Pokémon from your party or Boxes before starting the battle.

A Max Raid Battle can include up to four participants. If other players do not join, the game supplies support Trainers, so a raid is still playable without Nintendo Switch Online. During the battle, the group has shared limitations on Dynamax use, so choose a Pokémon with a useful matchup rather than transforming automatically. Raids also have failure conditions involving the team being knocked out or the battle ending before victory, so use reliable attacks and avoid repeatedly sacrificing the same Pokémon.

Red pillars generally indicate the ordinary den pool. Purple pillars indicate rarer den encounters and different reward possibilities. You can collect Watts from dens and spend them on useful Wild Area services. If an inactive den offers the option to use a Wishing Piece, that item can activate a raid there; save Wishing Pieces when you are deliberately targeting a den rather than spending them simply to continue the story.

Max Raids can provide Exp. Candy, TRs, Watts, and captured Pokémon. Some raid Pokémon may also have Hidden Abilities. None of these rewards is required to defeat Nessa or continue the Gym Challenge, so complete only manageable raids and leave the Wild Area when your team is ready.

  • Interact with a lighted den to inspect its raid encounter.
  • Choose a Pokémon from your party or Boxes before starting.
  • Treat raids as optional preparation rather than a story requirement.

Use Y-Comm for local and online raids

Press the Y Button when the Y-Comm icon is available to open the communication menu. Stamps appear as other players perform activities. Use the search filters to display Max Raid Battle stamps, including stamps from Trainers seeking participants. Select a suitable stamp and attempt to join before the lobby closes.

Nintendo Switch Online is required for online communication. Local communication does not require that membership, and neither the Wild Area nor the single-player campaign requires online participation. If an online lobby has no available place or no one joins your own raid, use the game's support Trainers or simply leave the raid and continue exploring.

After Nessa, make a short preparation loop if needed: heal, catch or train a coverage Pokémon, inspect a few dens, and use Exp. Candy only on team members you intend to keep. Then return to the main route and continue the Gym Challenge. You do not need to clear every den, join another player's raid, or use a Wishing Piece before proceeding.

  • Open Y-Comm with the Y Button and filter for Max Raid stamps.
  • Use local communication or solo support Trainers if online play is unavailable.
  • Return to the story route once your party is healed and prepared.

Before you move on

  • Nessa is defeated in Hulbury Stadium and the Water Badge is recorded on the League Card.
  • TM36 Whirlpool and the Water Uniform have been awarded.
  • You can explain that Wild Area encounters change by location and weather, and that powerful Pokémon may require more Badges before they can be caught.
  • You have inspected at least one Pokémon Den or understand how to inspect one; completing a Max Raid is optional.
  • You understand that active den pillars indicate raid encounters, purple pillars represent rarer den possibilities, and Wishing Pieces can activate an inactive den.
  • You understand that Y-Comm can be used for local or online communication, with Nintendo Switch Online required only for online play.
  • Your party has a dependable Grass- or Electric-type answer and is ready to continue toward Motostoke and the next Gym challenge.
References for this chapter

Motostoke and Kabu (Fire Gym) — using Gym Mission reward advantages

After defeating Nessa, finish the Hulbury conversation with Chairman Rose and Sonia, meet Hop outside the restaurant, and follow the required route through Galar Mine No. 2. Battle Bede, defeat the Team Yell members with Hop, meet Kabu, return to Motostoke, and defeat Marnie at the Budew Drop Inn. Then complete Motostoke’s five-point Fire Gym Mission and defeat Kabu’s Ninetales, Arcanine, and Gigantamax Centiskorch. Fire-resistant Pokémon help, but Water, Rock, and Ground coverage is the reliable answer to the entire battle.

Finish Hulbury and follow Hop to Galar Mine No. 2

Immediately after defeating Nessa, leave Hulbury Stadium and go to The Captain’s Table beside the Pokémon Center. Speak with Chairman Rose, Oleana, and Sonia. When the conversation ends, Sonia gives you TM79 Retaliate. Exit the restaurant and speak with Hop outside. He explains that Kabu is supposed to be in Galar Mine No. 2, so you must find Kabu before you can challenge the Motostoke Gym.

Travel east from Hulbury toward Galar Mine No. 2. Heal at the Pokémon Center before entering if your party took damage from Nessa or the route. The mine contains wild Pokémon around the low twenties, trainers, and several useful items. You can catch or defeat the trainers as you move through the cave; none of the optional items are needed for the Gym.

Bede appears inside the mine and challenges you before you reach the far end. In Pokémon Shield, his team consists of Solosis, Gothita, Galarian Ponyta, and Hatenna, ranging from level 21 to level 23. Dark- and Bug-type attacks are useful against his Psychic Pokémon, while Steel- or Poison-type attacks help against Hatenna. Defeat Bede, then continue through the mine instead of leaving immediately.

  • Complete the post-Nessa conversation at The Captain’s Table.
  • Speak with Hop outside the restaurant.
  • Enter Galar Mine No. 2.
  • Defeat Bede and continue toward the far end of the mine.
  • Keep the party healed around the low-twenties level range.

Defeat Team Yell and meet Kabu

Continue through Galar Mine No. 2 until Team Yell blocks the route. Two Team Yell members confront you, and Hop joins you for a required multi-battle. Their Pokémon are around the low twenties. Use spread-safe choices carefully because the battle is fought with Hop as your partner; direct attacks against the opponent that threatens your side most are usually more useful than spending turns on setup.

After the Team Yell battle, continue farther through the mine and meet Kabu. The conversation establishes that Kabu has been investigating the mine and must return to Motostoke. Hop then discusses Poké Jobs. The explanation is optional, so you can accept or decline it without changing the story route.

After the scene, you and Hop leave through the Motostoke Outskirts. You may walk west through the outskirts and return to Motostoke, or use the Flying Taxi if Motostoke is already available as a destination. The route is not a new Gym challenge, so heal before entering the Budew Drop Inn.

  • Complete the required Team Yell multi-battle with Hop.
  • Speak with Kabu at the end of the mine.
  • Reach the Motostoke Outskirts.
  • Return to Motostoke and heal before visiting the inn.

Battle Marnie at the Budew Drop Inn

Enter the Budew Drop Inn in Motostoke. Marnie challenges you in the lobby. In Shield, she uses Croagunk at level 24, Scraggy at level 24, and Morpeko at level 26. Croagunk is Poison/Fighting, Scraggy is Dark/Fighting, and Morpeko is Electric/Dark.

Use Psychic, Flying, or Ground attacks against Croagunk when possible, but remember that Croagunk’s Dry Skin makes Water attacks a poor choice. Fairy, Flying, and Fighting attacks work well against Scraggy. Ground, Fighting, Bug, and Fairy coverage is effective against Morpeko. Morpeko changes between Full Belly and Hangry Mode during battle, but its type remains Electric/Dark.

Marnie’s battle is mandatory. After you win, the game automatically advances to the night at the inn. Speak with Marnie in the foyer the next morning to receive Kabu’s League Card and two Burn Heals. Then leave the inn and prepare for the stadium.

  • Defeat Marnie at the Budew Drop Inn.
  • Use non-Water coverage against Dry Skin Croagunk.
  • Prepare Fairy, Flying, Fighting, Ground, or Bug attacks for the rest of her team.
  • Receive Kabu’s League Card and two Burn Heals the next morning.

Prepare for the Motostoke Fire Gym

Heal at the Motostoke Pokémon Center and rearrange your party before entering the stadium. A party around levels 24 to 27 is appropriate for the Gym. Bring at least one dependable Water-, Rock-, or Ground-type move, and preferably two different Pokémon that can use this coverage. Do not rely only on a Fire-resistant Pokémon: Arcanine’s Intimidate reduces the Attack of a newly sent-out Pokémon, and Kabu’s team can use moves outside the Fire type.

Buy Poké Balls and healing items if needed. Burn Heals are especially useful because Will-O-Wisp can burn a physical attacker. Keep a healthy counter in reserve for Centiskorch rather than spending every strong Pokémon against the first two targets.

Enter Motostoke Stadium and speak with the staff member at the counter to begin the Gym Mission. The mission is not timed. You need 5 points total: defeating a wild Pokémon gives 1 point, while catching it gives 2 points. You can catch two targets and defeat one, or defeat five targets if you prefer not to keep the mission Pokémon.

  • Heal and rearrange the party.
  • Bring Water, Rock, or Ground coverage.
  • Carry Poké Balls and at least one Burn Heal.
  • Keep a healthy second counter available for Centiskorch.
  • Begin the Gym Mission at the stadium counter.

Complete the five-point Gym Mission

The mission contains three grass areas and three featured wild Pokémon. In Shield, the southwest area contains Vulpix, the southeast area contains Sizzlipede, and the northern area contains Litwick. Approaching a target starts a battle alongside a Gym Trainer. You do not battle the Gym Trainer directly; their Pokémon can attack either your Pokémon or the wild target.

Lower the target’s HP carefully and throw a Poké Ball as soon as it is at a reasonable capture range. If the Gym Trainer’s Pokémon is close to knocking out the target, do not spend another turn attacking. A defeated target gives only 1 point, while a successful catch gives 2. Caught Pokémon are added to your party or sent to a Box and may be kept, but none is required for story progress.

The Gym Trainer’s Pokémon can inflict status conditions, lower accuracy, or damage the wild Pokémon unexpectedly. If you do not want to risk a failed catch, defeat the target for 1 point and move to the next grass area. Once you reach 5 points, the mission ends and the leader battle begins.

  • Earn 5 points before proceeding.
  • Remember that catches give 2 points and defeats give 1.
  • Watch the wild target’s HP as well as your own.
  • Catch targets promptly when the opposing Gym Trainer is close to a knockout.
  • Remember that the mission has no timer.

Defeat Kabu and Gigantamax Centiskorch

Kabu’s Pokémon are Ninetales at level 25, Arcanine at level 25, and Centiskorch at level 27. Ninetales and Arcanine are pure Fire types. Centiskorch is Fire/Bug, so Water, Rock, and Ground attacks are super effective against all three of Kabu’s Pokémon.

Ninetales can use Will-O-Wisp, which burns physical attackers. Arcanine has Intimidate, lowering the Attack of the Pokémon you send out against it, and Bite can punish Psychic- or Ghost-type switch-ins. Use special attacks when available, or cure a burn before relying on a physical attacker. A Ground-type Pokémon is useful, but keep another answer ready in case it is weakened or affected by status.

Kabu sends out Centiskorch last and Gigantamaxes it immediately. This is the best time to use your own Dynamax. Attack with your strongest Water, Rock, or Ground move during the Dynamax turns. Gigantamax Centiskorch’s Fire-type attack becomes G-Max Centiferno, which traps the active Pokémon and causes continuing damage. Do not assume that switching will be available after the move; defeat Centiskorch quickly, heal if necessary, and use Max Guard only when blocking a decisive hit is more valuable than attacking.

If your intended counter is already burned or low on HP, switch to a healthy Pokémon before Centiskorch enters. If you lack a super-effective move, use neutral damage and healing items while preserving enough party members to survive the Gigantamax exchange.

  • Defeat level 25 Ninetales.
  • Defeat level 25 Arcanine while managing Will-O-Wisp and Intimidate.
  • Preserve a healthy Water-, Rock-, or Ground-capable Pokémon.
  • Dynamax during the Gigantamax Centiskorch phase if needed.
  • Plan around G-Max Centiferno’s trapping and continuing damage.

Claim the Fire Badge and travel toward Hammerlocke

After defeating Kabu, receive the Fire Badge, TM38 Will-O-Wisp, the Fire Uniform, and the ability to catch Pokémon up to level 35. Will-O-Wisp is optional but useful against physical attackers because it inflicts burn and reduces their physical damage.

Leave the stadium and follow the short Motostoke aftermath sequence. At the city exit, Hop and the Gym Leaders see you off. Continue north through the Wild Area toward Hammerlocke. The Wild Area section is the next story transition; you may catch stronger Pokémon or heal at a Pokémon Center before entering Hammerlocke, but no optional Wild Area activity is required to unlock the next Gym.

  • Receive the Fire Badge.
  • Receive TM38 Will-O-Wisp and the Fire Uniform.
  • Confirm that Pokémon up to level 35 can now be caught.
  • Heal and save before leaving Motostoke.
  • Continue north through the Wild Area toward Hammerlocke.

Before you move on

  • The post-Nessa Hulbury conversation is complete and Hop has directed you to Galar Mine No. 2.
  • Bede has been defeated in Galar Mine No. 2.
  • The Team Yell multi-battle with Hop has been completed and Kabu has been found.
  • Marnie has been defeated at the Budew Drop Inn.
  • Kabu’s League Card and two Burn Heals have been received.
  • The Motostoke Gym Mission is complete with 5 points earned.
  • Kabu’s level 25 Ninetales, level 25 Arcanine, and level 27 Gigantamax Centiskorch have been defeated.
  • The Fire Badge, TM38 Will-O-Wisp, and Fire Uniform have been awarded.
  • The party has been healed and the player is ready to travel through the Wild Area toward Hammerlocke.
References for this chapter

Stow-on-Side and Allister (Ghost) — Shield exclusives and version considerations

Travel across Route 6 to Stow-on-Side, clear the Shield version’s Ghost Gym, defeat Allister, and resolve Bede’s mural incident. Allister’s team ranges from level 34 to 36 and includes Mimikyu, Galarian Cursola, and a Dynamax Gengar. Dark-type attacks are useful throughout the match, but you should preserve a healthy counter for Gengar and avoid treating Normal-type immunity as a complete defense.

Cross Route 6 and prepare in Stow-on-Side

From Hammerlocke, follow Route 6 across the large bridge. Two Team Yell Grunts block the route near Hop; defeat them, then continue through the stepped path and ladders toward Stow-on-Side. You can battle the Route 6 Trainers for experience or avoid them if your party is already prepared. The route also contains optional items, wild Pokémon, and the fossil researcher, but none of those are required to enter the town.

Heal at the Stow-on-Side Pokémon Center before entering the Stadium. A party in the mid-30s is appropriate for this section, with Allister’s strongest Pokémon at level 36. Bring several healing items and make sure at least one Pokémon can use a dependable Dark- or Ghost-type attack. Steel-type attacks are also useful against Mimikyu, while Fire, Flying, and Dark attacks work well against the Grass/Ghost Pokémon used by the Gym Trainers.

A Dark-type Pokémon is usually a strong general-purpose switch-in because it resists Ghost attacks and is immune to Psychic attacks. It is not automatically safe against every move, so check your Pokémon’s remaining HP and avoid leaving a frail attacker in against Gengar.

  • Defeat the two Team Yell Grunts on Route 6.
  • Heal at the Stow-on-Side Pokémon Center.
  • Prepare a Dark-, Ghost-, or Steel-type attack.
  • Carry healing items before entering the Stadium.

Complete the Stow-on-Side Gym Mission

Register at the Stadium and begin the Gym Mission. You ride in a rotating cup and steer it with the control stick. The large glowing hands push the cup in the direction they face. Use short adjustments rather than holding the stick constantly; release the control when you are lined up with the next section of the course.

Stop at each Gym Trainer and win the battle before continuing. In Shield, the Gym Trainers use Ghost Pokémon including Pumpkaboo, Phantump, Galarian Corsola, Haunter, and Drifblim. The exact teams are split across the Trainers, so keep a Pokémon with reliable damage available instead of expecting one weak neutral move to handle every opponent.

Pumpkaboo and Phantump are Grass/Ghost Pokémon, making Fire, Flying, Ice, Ghost, and Dark attacks useful. Galarian Corsola, Haunter, and Drifblim are vulnerable to Dark- and Ghost-type attacks. Do not confuse Galarian Corsola with the ordinary Water-type Corsola found in earlier games; the Galarian form is Ghost type.

  • Use the glowing hands to control the cup’s direction.
  • Stop and defeat every Gym Trainer on the course.
  • Use Fire or Flying attacks against Grass/Ghost opponents when available.
  • Use Dark or Ghost attacks against the other Gym Pokémon.

Defeat Allister’s first three Pokémon

Allister’s Shield team is Galarian Yamask at level 34, Mimikyu at level 34, Galarian Cursola at level 35, and Gengar at level 36. Ghost- and Dark-type attacks are super effective against all four because each includes the Ghost type. Avoid relying on a single Pokémon if it is already weakened, since status effects and Gengar’s high offensive pressure can quickly remove it from the battle.

Mimikyu’s Disguise prevents the first damaging move from dealing normal damage. Use a dependable attack to remove the Disguise, then attack again on the following turn. Do not spend your strongest one-use option expecting an immediate knockout. Mimikyu may also lower Attack or attempt to improve its offensive position, so a special attacker or a second physical attacker can prevent one failed exchange from slowing the battle.

Galarian Cursola is especially dangerous to Pokémon that are already damaged. If it uses a move that lowers its own HP to inflict damage or begins exploiting a status condition, do not leave a nearly defeated Pokémon in place just to score one more hit. Switch to a healthy attacker and finish the exchange safely.

  • Break Mimikyu’s Disguise with an initial damaging move.
  • Use Dark or Ghost attacks whenever the matchup is safe.
  • Switch out a burned, poisoned, or heavily weakened Pokémon.
  • Keep at least one healthy attacker in reserve for Gengar.

Plan for Dynamax Gengar

Allister sends out Gengar last and Dynamaxes it. Preserve your own Dynamax for this exchange unless an earlier Pokémon is about to sweep your team. If you have a strong Dark-type attacker, Dynamax it when Gengar appears and use Max Darkness when available. A Steel-type attacker can also help against Mimikyu but should not be assumed to resist every move Gengar may use.

If you do not Dynamax, use a fast attacker or a sturdy Dark-type Pokémon and keep healing available. Gengar can inflict serious damage and may disrupt your turn with sleep or other status effects, so do not leave a weakened Pokémon in front of it merely because it can deal super-effective damage. If your first counter falls, send in the next healthy attacker rather than attempting repeated low-HP switches.

Destiny Bond is not part of the standard Allister Gym battle described here. If you encounter a different Ghost-type Pokémon later that has used Destiny Bond, avoid knocking it out immediately unless you accept the risk of losing your attacker; wait out the effect, switch, or use a non-finishing action when practical.

  • Save your Dynamax for Gengar when possible.
  • Use Max Darkness with a suitable Dynamax attacker.
  • Heal or switch before sleep or status effects decide the fight.
  • Do not expect Destiny Bond from Allister’s standard team.

Claim the badge and resolve the mural incident

After defeating Allister, receive the Ghost Badge, the Ghost uniform, and TM77, Hex. The badge allows you to catch and control Pokémon up to level 40. Hex becomes stronger against targets suffering from a status condition, so it is most useful when paired with a move that can burn, poison, paralyze, or put an opponent to sleep.

Leave the Stadium and investigate the crash at Stow-on-Side’s mural. Go up to the mural area and confront Bede, who is using Chairman Rose’s Copperajah while damaging the monument. Heal first if necessary; this battle follows the Gym and is required for the story. Defeat Bede, then watch the resulting scene before continuing through Route 6 and onward toward Ballonlea and Glimwood Tangle.

The mural battle is separate from the Gym match, so do not assume that winning the badge automatically completes Stow-on-Side’s story sequence. The route forward becomes available after Bede is defeated.

  • Receive the Ghost Badge and TM77, Hex.
  • Confirm that Pokémon up to level 40 can be caught and controlled.
  • Investigate the damaged mural after leaving the Stadium.
  • Defeat Bede beside the mural.

Use Shield exclusives for later team planning

Pokémon Shield has several species unavailable in the corresponding Sword encounter tables. Notable Shield exclusives include Larvitar, Goomy, Galarian Ponyta, Eiscue, and Galarian Corsola. These are useful for Pokédex planning, but you do not need to capture one before completing the Stow-on-Side Gym or the Bede encounter.

Galarian Corsola is particularly relevant to this chapter because Allister uses its evolved form, Galarian Cursola. Galarian Corsola itself is a Ghost type and can become a defensive team option, although its evolution requires reaching the appropriate level rather than using a special evolution stone. Eiscue provides an Ice-type option, while Larvitar and Goomy can develop into useful late-game team members.

Do not delay the story while searching for a specific exclusive. Many species depend on particular Wild Area weather conditions or locations that may not be convenient at this point. You can return later, use a trade, or continue with readily available substitutes. Completing the base-game campaign does not require catching every version exclusive.

  • Record any Shield-exclusive species you want for later.
  • Consider Galarian Corsola for a defensive Ghost-type option.
  • Do not postpone the Gym for a species unavailable in the current area.
  • Use trading if you want Sword-exclusive Pokémon for the Pokédex.

Before you move on

  • The Ghost Badge appears in your League Card.
  • TM77, Hex, and the Ghost uniform have been received.
  • Your badge information confirms the level-40 catch and obedience limit.
  • Bede has been defeated at the Stow-on-Side mural.
  • The route toward Ballonlea and Glimwood Tangle is open.
  • Your party is healed and includes a plan for the Fairy-type Gym ahead.
References for this chapter

Ballonlea and Opal (Fairy) — trivia gyms and turn-based puzzles

Travel from Stow-on-Side through Glimwood Tangle to Ballonlea, complete Opal’s three-battle quiz mission, and defeat the Shield-version Fairy Gym Leader. Prepare answers for both sets of questions, cover Galarian Weezing, Mawile, Togekiss, and Gigantamax Alcremie, then follow Opal’s post-battle event toward Hammerlocke.

Travel from Stow-on-Side to Ballonlea

Leave Stow-on-Side through the eastern route and follow the path into Glimwood Tangle. The forest connects Stow-on-Side and Ballonlea. Follow the illuminated main trail, battle trainers as needed, and collect visible items while moving toward the far exit. You do not need to solve a separate maze or complete an optional objective to unlock Ballonlea.

Heal at the Pokémon Center as soon as you reach Ballonlea. Before entering the Stadium, you can explore the town, buy supplies, and use the local services. The Stadium is the large building associated with the Gym Challenge. When you enter, Marnie is waiting in the lobby; speak with her and receive her League Card before starting the mission.

  • Leave Stow-on-Side by the eastern route.
  • Follow Glimwood Tangle’s main path to Ballonlea.
  • Heal at the Ballonlea Pokémon Center.
  • Speak with Marnie inside Ballonlea Stadium.

Prepare counters for Opal’s Shield team

Fairy Pokémon are weak to Poison and Steel attacks. Fairy attacks are super effective against Dragon, Fighting, and Dark Pokémon, so do not rely on one of those types as your only attacker. A Steel-type is particularly useful because it resists Fairy attacks, but a Poison attacker is also valuable against most of Opal’s team.

In Pokémon Shield, Opal uses Galarian Weezing at level 36, Mawile at level 36, Togekiss at level 37, and Alcremie at level 38. Galarian Weezing is Poison/Fairy, Mawile is Fairy/Steel, Togekiss is Fairy/Flying, and Alcremie is Fairy. Because their secondary typings differ, carry more than one form of coverage.

Use Psychic or Steel attacks against Galarian Weezing. Ground moves do not work against it when Levitate is active. Use Fire- or Ground-type attacks against Mawile, remembering that Poison attacks are not super effective against its Steel typing. Electric, Rock, or Ice moves are useful against Togekiss. A sturdy Steel, Poison, or Fire-capable Pokémon should be kept healthy for Alcremie.

A party around the mid-30s is a reasonable preparation point. You do not need an all-Steel team, but bring a backup Fairy counter and enough healing items to recover between the Gym Mission and Opal’s battle.

  • Bring at least one reliable Steel or Poison attack.
  • Prepare Psychic or Steel coverage for Galarian Weezing.
  • Prepare Fire or Ground coverage for Mawile.
  • Bring Electric, Rock, or Ice coverage for Togekiss.
  • Keep a second Fairy answer healthy for Alcremie.

Complete the Gym Mission quizzes

Speak with the Stadium staff to begin the mission. Ballonlea’s Gym Mission consists of three trainer battles. At the end of each battle’s specified turn, Opal asks a question. Correct answers provide temporary stat boosts, while incorrect answers reduce stats. Read the available choices carefully and continue fighting even if you miss one; a wrong answer does not fail the mission.

The first question asks about Fairy-type weaknesses. Select Poison type. Steel is also genuinely super effective against Fairy, but Poison type is the intended accepted answer in this quiz. The second question asks for the previous trainer’s name. Select Annette, not Annetta. The third asks what Opal eats for breakfast. Select omelets.

The three mission trainers use Fairy Pokémon, with the final trainer also using Morgrem and Gardevoir. Steel and Poison attacks are useful, but switch if your current Pokémon has a poor matchup or has suffered a stat reduction. After the third trainer is defeated, heal before beginning Opal’s battle if your party has taken significant damage.

  • Answer Poison type.
  • Answer Annette.
  • Answer omelets.
  • Use the stat boosts to attack efficiently.
  • Heal before challenging Opal if necessary.

Answer Opal’s battle questions

Opal also asks three questions during the Gym Leader battle. Her first question asks for her nickname; choose The Wizard. Her second asks for her favorite color; choose Purple. Her final question asks her age; choose 16 years old. These answers grant stat boosts. Choosing 88 years old produces a penalty even though it is Opal’s actual age.

The questions occur at set points during the battle, so do not ignore HP while selecting answers. If a penalty lowers the attacking or defensive stats of your lead Pokémon, switch to a healthier team member rather than trying to force that Pokémon through the entire fight. Keep at least one reserve counter above half health before Alcremie appears.

The quiz bonuses are helpful but are not required to win. Focus on type matchups, healing, and preserving a Pokémon capable of surviving Alcremie’s Dynamax attacks.

  • Choose The Wizard.
  • Choose Purple.
  • Choose 16 years old.
  • Switch if a stat penalty makes your active Pokémon unsafe.
  • Keep a healthy reserve for the final battle phase.

Defeat Opal’s four Pokémon

Lead with a Pokémon that can damage Galarian Weezing without using Ground moves. Psychic and Steel attacks are dependable choices. Watch your health because Weezing’s Poison/Fairy typing gives it useful resistances and Levitate blocks Ground attacks.

When Mawile enters, switch to Fire- or Ground-type damage if available. Mawile’s Steel typing makes Poison attacks a poor choice, and its Fairy typing means Dragon, Fighting, and Dark attackers are unsafe unless they have a specific defensive advantage. Do not assume the same move that handled Weezing will also handle Mawile efficiently.

Use Electric, Rock, or Ice attacks against Togekiss. If you lack those moves, a strong neutral attack from a fast or specially bulky Pokémon can still work, but avoid sacrificing your best Alcremie answer unnecessarily. Heal or switch before your active Pokémon is reduced to knockout range.

Opal sends out Alcremie last and Gigantamaxes it at the first opportunity. If you have not used Dynamax earlier, this is the safest point to use it. Attack with your strongest reliable move, preferably one that exploits Fairy’s weaknesses, and do not spend several turns on unnecessary setup. If your Dynamax user falls, switch to the preserved backup counter and continue attacking. Defeat all four Pokémon to finish the Gym battle.

  • Use Psychic or Steel attacks against Galarian Weezing.
  • Do not use Ground attacks against Levitate Galarian Weezing.
  • Use Fire or Ground attacks against Mawile.
  • Use Electric, Rock, or Ice coverage against Togekiss.
  • Save Dynamax or a strong reserve for Gigantamax Alcremie.

Collect the Fairy Badge and continue toward Hammerlocke

After defeating Opal, receive the Fairy Badge, TM87 Draining Kiss, and the Fairy Uniform. The Fairy Badge raises the level limit for Pokémon you can catch to 45. Draining Kiss is a Fairy-type special move that restores HP when it damages the target, so it can be useful for a special Fairy attacker or an endurance-focused set.

Leave Ballonlea Stadium after the reward sequence. Opal appears outside and asks you to accompany her toward Hammerlocke. Follow this required story sequence. In Hammerlocke, continue through the conversations involving Bede, Sonia, and Hop, then proceed east toward Route 7 when the game directs you onward.

The lobby trade for a Pokémon such as Unovan Yamask is optional and is not needed for the Fairy Badge or the next story objective. Ball Guy rewards and Ballonlea’s other interactions can also be collected later without blocking progress.

  • Confirm that the Fairy Badge is in your badge case.
  • Collect TM87 Draining Kiss.
  • Collect or equip the Fairy Uniform if desired.
  • Leave the Stadium and follow Opal toward Hammerlocke.
  • Continue through the Hammerlocke story until Route 7 is available.

Before you move on

  • The Fairy Badge is visible in the badge case.
  • TM87 Draining Kiss has been added to the bag.
  • The Fairy Uniform reward has been received.
  • Opal’s post-battle scene outside Ballonlea Stadium has occurred.
  • The Hammerlocke follow-up sequence has begun or been completed.
  • The party still contains at least one reliable Steel, Poison, Fire, Psychic, or other suitable answer for upcoming battles.
References for this chapter

Circhester (Melony, Ice) — Shield-specific Rock/Ice stretch and survival planning

Travel from Route 7 through Route 8 to Circhester, assemble reliable answers to Ice-type Pokémon, clear the three-maze Gym Mission, and defeat Melony in Pokémon Shield. Melony’s strongest Pokémon is Level 42 Lapras, so bring several Pokémon near Levels 40–42 instead of relying on one fragile attacker.

Cross Route 8 and reach Circhester

From Route 7, enter Route 8 and continue through the ruins. The first section uses stairs, ladders, narrow ledges, and several trainer battles. At the start, go north, take the stairs down, and continue through the lower passage. Follow the visible ladder route through the ruins rather than trying to climb every side path. After the ruins, cross the bridge and continue through the snowy section, Steamdrift Way, to the northeastern exit for Circhester.

Route 8 contains useful catches for this Gym. In Pokémon Shield, Throh can provide Fighting-type coverage, while Pawniard, Bronzong, Boldore, Rhyhorn, and other available encounters can provide Steel, Rock, or Ground options. Route 8 also contains wild Pokémon that may be higher than the rest of your current party, so check their levels before committing them to the team.

Heal before entering Circhester Stadium. You can also use the Pokémon Center and the Hero’s Bath in town to restore the party before the Gym battle. The Ball Guy in the Stadium gives you a Moon Ball before you begin the mission.

  • Heal after completing Route 8 and before entering the Stadium.
  • Consider catching a Route 8 Pokémon with Fighting, Rock, or Steel coverage.
  • Keep several party members close to Melony’s level range rather than training only one lead.

Prepare answers to Melony’s team

Ice-type Pokémon are weak to Fire, Fighting, Rock, and Steel attacks. Bring at least two answers from different roles. A Fire-type is excellent against Frosmoth and can threaten ordinary Ice Pokémon, while a Steel- or Rock-type can provide a sturdier switch-in against Ice attacks. Fighting coverage is also valuable against Galarian Darmanitan, Eiscue, and Lapras.

Melony’s Pokémon Shield team is Frosmoth at Level 40, Galarian Darmanitan at Level 40, Eiscue at Level 41, and Lapras at Level 42. Frosmoth is Bug/Ice. Fire and Rock moves are especially effective against it; Fighting attacks are not ineffective, but Bug typing reduces their effectiveness to neutral damage. Do not leave a Fighting-type exposed if Frosmoth can answer with a strong special attack.

Eiscue has Ice Face. Its Ice Face blocks the damage from the first physical attack that connects, then the ability changes after the protection is broken. A special attack can bypass the protection and deal damage, but it does not remove Ice Face in the same way. If hail is active, Ice Face can be restored, so avoid giving Eiscue unnecessary turns.

Lapras is Water/Ice, so a Fire-type is not a complete answer for the final Pokémon. Use Electric, Grass, Fighting, or Rock attacks if available, and preserve the Pokémon carrying that coverage until Lapras appears. Aim for a party average around Level 40–42, with at least one Pokémon that can survive a neutral hit if your first matchup goes badly.

  • Carry Fire, Rock, Steel, or Fighting coverage.
  • Reserve an Electric, Grass, Fighting, or Rock attacker for Lapras.
  • Include at least one special attacker if Eiscue’s Ice Face is slowing down physical attackers.
  • Bring healing items and revive items before entering the Stadium.

Use optional training without depending on the Wild Area

If your party is below the recommended range, battle Route 8 trainers and wild Pokémon first. The route itself supplies experience and several useful team options, so returning to the Wild Area is not required. If you do return to the Wild Area, choose areas whose wild Pokémon are within your current capture limit and avoid high-level overworld encounters that cannot be caught yet.

Inspect newly caught Pokémon for useful moves, abilities, and defensive stats, but do not rely on obtaining a particular nature. Nature results are not guaranteed, and the Gym can be completed with ordinary story Pokémon. Replace weak or redundant moves with the strongest available Fire, Rock, Steel, Fighting, Electric, or Grass attacks.

Use Pokémon Camp or healing items after repeated battles. Camp can restore the party through cooking and interaction, but it is not a substitute for checking move coverage and keeping the Lapras counter healthy.

  • Train on Route 8 before making a separate Wild Area trip.
  • Avoid wasting time on Wild Area encounters above your capture limit.
  • Check moves and current health before entering the Gym Mission.

Clear the three-maze Gym Mission

Speak to the Stadium staff member, change into your Gym uniform, and accept the Trap Detector. The mission contains three obstacle-course mazes filled with invisible pitfalls. The detector vibrates more strongly as you approach a trap; a visual indicator appears if controller rumble is unavailable or difficult to notice.

Move in short steps when the detector reacts strongly. Stop, change direction, and approach the next solid platform from a different angle instead of continuing forward. Falling returns you to the last solid platform or the relevant checkpoint, so a mistake does not permanently block progress. After each maze is completed, the remaining pitfalls in that section become visible, making it easier to revisit missed trainers or items.

The final maze is covered by a blizzard in Shield. This weather reduces visibility and is designed to disorient you, but it does not create hail or other battle effects during the Gym Trainer fights. Keep track of the platform you reached before moving through the obscured section. Defeating the Gym Trainers is useful for experience, although careful movement can avoid some of them.

  • Use detector vibration or its visual indicator to identify nearby pitfalls.
  • Move one short step at a time when the warning becomes strong.
  • Remember that the final maze’s blizzard is visual only and does not alter battle damage.
  • If you fall, resume from the returned platform instead of rushing across the same path.

Defeat Melony and handle Gigantamax Lapras

Lead with the Pokémon that has the safest matchup against Frosmoth, not automatically your strongest Pokémon. Fire or Rock damage can remove Frosmoth quickly. Against Galarian Darmanitan, use a faster Fighting, Rock, Steel, or other strong attacker and do not allow it several turns to exploit a fragile switch-in.

For Eiscue, use a special attack if you want to bypass Ice Face immediately, or use a physical attack to remove the protection before following up. If you use a physical attacker, be prepared for the first hit to accomplish little. Do not spend several turns weakening Eiscue while your counter is being worn down.

Melony Dynamaxes Lapras. When Lapras enters, switch to your healthiest counter if the current Pokémon cannot survive Water- or Ice-type attacks. Dynamax your own best answer when the extra HP or Max Move damage will secure the exchange. If you do not have a super-effective move, use a sturdy Pokémon, heal during a safe turn, and focus all damage on Lapras rather than spreading attacks across the team.

If the battle is lost, the game returns you to the last Pokémon Center after the defeat sequence. Heal, adjust the lead or held items, and reenter the Stadium. The Gym Mission can be attempted again, and a failed maze attempt only costs time because the detector route can be retraced from the returned platform.

  • Expect Melony’s final Pokémon to be Level 42 Lapras.
  • Keep the Lapras counter healthy until the final phase.
  • Use Dynamax when it improves survival or secures the Lapras knockout.
  • Heal and reattempt the Stadium if the first battle is unsuccessful.

Receive the Flurry Badge and continue toward Route 9

After defeating Melony, receive the Flurry Badge, TM27 Icy Wind, and the Ice-type Gym Uniform. The sixth badge raises the wild-Pokémon capture limit to Level 50. Confirm the badge and reward before leaving the Stadium.

Heal at the Circhester Pokémon Center or Hero’s Bath, then save. When you are ready to continue, leave town through the route toward Route 9. The upgraded Rotom Bike is required for the water sections later in the route, so some visible paths cannot be completed immediately. Before departing, make sure your team still has a dependable answer to Water-type Pokémon; the next section is not another Ice-focused Gym.

  • Melony has been defeated and the Flurry Badge is recorded.
  • TM27 Icy Wind and the Gym Uniform have been received.
  • The party is healed and the game is saved before leaving Circhester.
  • Your team includes a plan for Water-type opponents on the route ahead.

Before you move on

  • The Circhester Gym Mission has been cleared in Pokémon Shield.
  • Melony’s Frosmoth, Galarian Darmanitan, Eiscue, and Lapras have been defeated.
  • The Flurry Badge, TM27 Icy Wind, and Ice-type Gym Uniform have been received.
  • The capture limit has increased to Level 50.
  • The party has been healed, the game has been saved, and the team has coverage for Water-type opponents before Route 9.
References for this chapter

Spikemuth, Piers, and Raihan — the final Gym stretch

Reach Spikemuth through Route 9, defeat Marnie at the entrance, clear Team Yell’s street battles and Mr. Mime barriers, defeat Piers without Dynamaxing, then return through Route 9 to Hammerlocke. Complete the three weather-focused double battles in Hammerlocke Vault, defeat Raihan’s Shield-version Dragon team, earn the eighth Badge, and take the train to Route 10 on the way to Wyndon.

Enter Spikemuth and prepare for the seventh Gym

Continue along Route 9 until Marnie appears at the closed entrance to Spikemuth. Defeat her in the required battle, then follow her into town. Heal at the Spikemuth Pokémon Center before walking farther into the settlement. Spikemuth is a narrow street rather than a conventional Gym Stadium, so the Gym mission takes place along the town road.

Piers’s team ranges from level 44 to level 46. A party around that range is suitable, especially if you are relying on Pokémon with average defenses. Dark Pokémon are weak to Fighting, Bug, and Fairy attacks. Bring at least one dependable Fighting or Fairy attacker and keep a Ground-type move available for Skuntank. The Gym mission contains several consecutive battles, so restore your team before approaching Piers.

  • Defeat Marnie at the entrance if this battle has not yet occurred.
  • Heal at the Spikemuth Pokémon Center.
  • Prepare at least one dependable Fighting, Bug, or Fairy attacker.
  • Keep a Ground-type move available for Skuntank.
  • Carry healing items for the street battle sequence.

Clear the Team Yell Gym mission

Walk along Spikemuth’s main street toward the battle area. Team Yell members challenge you and block the route. Kantonian Mr. Mime create invisible barriers across the road, so defeat the Team Yell trainer in front of each barrier to continue. You cannot simply walk around these obstacles.

The battles are required Gym Trainer encounters disguised as Team Yell confrontations. The sequence does not use a reputation score, alternate endorsements, or branching choices. Continue along the only open section of street, defeating each blocking trainer until you reach the stage and battlefield where Piers is waiting.

The street trainers use Pokémon around levels 42 and 43, including Linoone, Thievul, Scrafty, Weavile, Liepard, and Drapion. The final confrontation is a double battle against Liepard and Drapion, so do not leave your lead Pokémon badly weakened before reaching it. Heal at the Pokémon Center before starting Piers’s battle if necessary.

  • Battle every Team Yell member who blocks the street.
  • Defeat the trainers guarding the Mr. Mime barriers.
  • Complete the final double battle against Liepard and Drapion.
  • Do not look for an alternate Gym route or reputation choice.
  • Heal before speaking to Piers if several Pokémon are damaged.

Collect the optional Spikemuth rewards and trade

After Piers is defeated, you can collect the Choice Specs lying south of the stage. Choice Specs boosts Special Attack but locks its holder into the first move selected until that Pokémon switches out. Give it to a special attacker that can commit to one move; do not equip it to a Pokémon that regularly needs to change attacks.

At the Gym arena, Team Yell member Edmund offers an optional in-game trade. He requests an Obstagoon and gives the Kantonian Mr. Mime named Mymo at level 40. This trade is not required for the Gym Challenge. If you do not have an Obstagoon or want to keep yours, leave the trade for later.

Choice Band and Leftovers are also optional. Choice Band suits a physical attacker that can stay committed to one move, while Leftovers restores HP at the end of turns and is useful on a durable Pokémon expected to remain in battle. None of these items is required to defeat Piers or unlock Hammerlocke.

  • After the Gym battle, collect the Choice Specs south of the stage if desired.
  • Trade an Obstagoon for Kantonian Mr. Mime only if you want the optional Pokémon.
  • Use Choice items only on Pokémon suited to their move-locking effect.
  • Do not delay the Gym Challenge for optional items or trades.

Plan for Piers’s exact team

Piers uses Scrafty at level 44, Malamar at level 45, Skuntank at level 45, and Obstagoon at level 46. Scrafty is Dark/Fighting and has Intimidate, which lowers the Attack of a Pokémon entering against it. It uses Fake Out, Sand Attack, Brick Break, and Payback. A special Fairy attack avoids the Attack reduction, while Fairy attacks are especially effective against Scrafty.

Malamar is Dark/Psychic and is weak to Bug and Fairy attacks. Its moves are Night Slash, Foul Play, Psycho Cut, and Payback. Do not use Psychic attacks against it. Bug or Fairy coverage is the straightforward answer, and a fast attacker can prevent Malamar from wearing down the party.

Skuntank is Dark/Poison and is four times weak to Ground attacks. Its moves are Sucker Punch, Screech, Toxic, and Snarl. Fairy attacks are not super effective against it, so switch to a Ground attacker when possible. Remove Skuntank quickly if Toxic or Screech begins to weaken your team.

Obstagoon is Dark/Normal and is weak to Fighting. It knows Obstruct, Throat Chop, Counter, and Shadow Claw. Use a strong Fighting move, but avoid repeatedly striking it with weak physical attacks because Counter can punish the damage you deal. A sturdy Fighting-type Pokémon is the safest answer.

  • Use Fairy or special attacks against Intimidate-bearing Scrafty when practical.
  • Use Bug or Fairy attacks against Malamar.
  • Use Ground attacks against Skuntank.
  • Preserve a healthy Fighting-type Pokémon for Obstagoon.
  • Be cautious of Fake Out, Sucker Punch, Toxic, Obstruct, and Counter.

Defeat Piers without Dynamaxing

Speak to Piers at the battlefield to begin the Gym Leader match. Spikemuth is the only Galar Gym without a Power Spot, so neither side can Dynamax here. Treat the battle as a normal four-on-four match.

A practical plan is to lead with a Pokémon that threatens Scrafty or Malamar, then switch to Ground coverage when Skuntank appears. Keep your Fighting-type attacker healthy for Obstagoon. If Fake Out causes a first-turn flinch, use the next turn to attack, switch, or heal rather than assuming the battle is lost.

If Piers’s status moves begin to wear down your team, remove Skuntank quickly. Against Obstagoon, avoid weak physical attacks into Counter and watch for Obstruct. If you lose, return to the Pokémon Center, change your lead or move selection, and try again rather than repeating the same sequence.

  • Expect a conventional battle with no Dynamaxing.
  • Defeat Scrafty, Malamar, Skuntank, and Obstagoon.
  • Preserve a healthy Fighting-type Pokémon for Obstagoon.
  • Use Ground coverage against Skuntank.
  • Recover at the Pokémon Center and revise the plan if you lose.

Claim the Dark Badge and return to Hammerlocke

After the victory, Piers awards the Dark Badge, the Dark Uniform, and TM85, Snarl. The Badge raises the level of Pokémon you can catch and control to the next story limit. Snarl is a Dark-type special move that lowers the target’s Special Attack when it hits; teach it only to a Pokémon that benefits from special or support-oriented attacks.

Complete the post-Gym conversation involving Piers, Marnie, and Team Yell. When the scene ends, leave Spikemuth through the Route 9 connection and follow the route back toward Hammerlocke. You can use a Flying Taxi if it is available, but returning through the route is also valid.

When you arrive in Hammerlocke, go to Hammerlocke Stadium. Speak with the attendant at the end of the stadium corridor to begin the final Gym sequence. Leon, Hop, Sonia, and Professor Magnolia provide the required story conversation outside the stadium area; finish that conversation before attempting to enter the final Gym section.

  • Confirm that the Dark Badge is recorded in your Badge collection.
  • Confirm that TM85, Snarl, is in your inventory.
  • Finish the post-Gym conversation in Spikemuth.
  • Return through Route 9 to Hammerlocke.
  • Speak with the stadium attendant after the Hammerlocke story conversation.

Complete Hammerlocke’s weather double battles

Hammerlocke’s final Gym sequence does not use a conventional puzzle. After registering at the Stadium, you are sent to Hammerlocke Vault for three required trainer battles. All three are double battles, and each pair combines a weather-setting Pokémon with a Dragon-type partner.

The required order is Gym Trainer Sebastian, then Gym Trainer Camilla, then Gym Trainer Aria. Sebastian uses Pelipper and Sliggoo, both level 45; Pelipper establishes rain. Camilla uses Ninetales and Turtonator, both level 45; Ninetales establishes harsh sunlight. Aria uses Abomasnow and Hakamo-o, both level 45; Abomasnow establishes hail.

Use the weather to your advantage. A strong Electric or Rock attack can pressure Pelipper, while Fire coverage is effective against Abomasnow and its hail partner. Be careful with Fire attacks during rain and Water attacks during harsh sunlight. Hakamo-o and Sliggoo are Dragon types, so Fairy and Ice attacks are useful, but protect those attackers from the weather setter’s partner.

These are three mission battles, not four separate Gym Trainer battles. After the three Vault battles, return to the Stadium for Raihan’s double battle.

  • Register for Hammerlocke’s final Gym sequence.
  • Battle Sebastian in a double battle.
  • Battle Camilla in a double battle.
  • Battle Aria in a double battle.
  • Prepare for rain, harsh sunlight, and hail before facing Raihan.

Defeat Raihan in Shield

Raihan’s Gym battle is also a double battle. In Pokémon Shield, he uses Gigalith at level 46, Flygon at level 47, Sandaconda at level 46, and Duraludon at level 48. Gigalith’s Sand Stream starts a sandstorm, and Raihan Gigantamaxes Duraludon at the first opportunity.

Gigalith uses Stealth Rock, Sand Tomb, Rock Blast, and Body Press. A strong Water- or Ground-type attack is effective, but remember that the sandstorm boosts the Special Defense of Rock types. Flygon has Ground/Dragon typing and Levitate, so Ground attacks do not affect it. Use Ice, Fairy, Dragon, or another verified super-effective option against Flygon, while watching for Thunder Punch, Breaking Swipe, Crunch, and Steel Wing.

Sandaconda uses Protect, Glare, Fire Fang, and Earth Power. Water- and Ice-type attacks are useful, but account for Protect and paralysis from Glare. Avoid relying only on Electric attacks because Ground-type Pokémon are immune to them.

Duraludon is Steel/Dragon and is Raihan’s Dynamax ace. Fighting- and Ground-type attacks are the most reliable super-effective choices. Ice and Fairy attacks deal neutral damage because Duraludon’s Steel typing offsets their Dragon weakness, so use them for general pressure rather than assuming they are super effective. A strong Water Pokémon can handle Gigalith and Sandaconda, but keep a separate answer ready for Duraludon.

Dynamax your own Pokémon when it gives you a clear advantage. Max Geyser can replace the sandstorm with rain, reducing weather damage and strengthening Water attacks. Alternatively, use Max Knuckle or Max Quake to increase offensive or defensive momentum against Duraludon. Focus on removing the most dangerous active Pokémon rather than spreading weak damage across both targets. Safety Goggles can prevent sandstorm damage if you have them, but they are optional.

  • Bring a strong Water, Ice, Fairy, Fighting, Ground, or other verified counter.
  • Remember that Flygon’s Levitate blocks Ground attacks.
  • Use Water coverage against Gigalith and Sandaconda when practical.
  • Keep Fighting- or Ground-type coverage for Duraludon.
  • Prepare for Raihan to Gigantamax Duraludon immediately.
  • Use your own Dynamax strategically rather than saving it automatically.

Claim the Dragon Badge and travel to Wyndon

After defeating Raihan, receive the Dragon Badge, TM99 Breaking Swipe, and the Dragon Uniform. The Dragon Badge removes the level restriction on catching wild Pokémon, allowing you to catch Pokémon of any level in the base game.

Leave Hammerlocke Stadium and complete the short conversation with Sonia and Professor Magnolia. Then go to the Hammerlocke station. Hop and Raihan will meet you there after Hop completes his own final Badge battle. Board the train to Route 10.

Route 10 is the final route before Wyndon. Follow the snowy path north, battling or avoiding wild Pokémon and trainers as needed, until you reach Wyndon’s entrance. Heal and save after arriving. The next chapter begins with the Wyndon semifinals against Marnie, followed by Hop.

  • Receive the Dragon Badge.
  • Receive TM99, Breaking Swipe.
  • Confirm that all eight Gym Badges are recorded.
  • Visit the Hammerlocke station after the post-Gym conversations.
  • Board the train to Route 10.
  • Reach Wyndon and save before beginning the semifinals.

Before you move on

  • The Dark Badge is visible in your Gym Badge collection.
  • TM85, Snarl, has been added to your inventory.
  • Piers’s level 44 Scrafty, level 45 Malamar, level 45 Skuntank, and level 46 Obstagoon have been defeated.
  • The post-Gym conversation in Spikemuth has finished.
  • The three Hammerlocke Vault double battles have been completed in order: Sebastian, Camilla, then Aria.
  • Raihan’s level 46 Gigalith, level 47 Flygon, level 46 Sandaconda, and level 48 Duraludon have been defeated.
  • Raihan has Gigantamaxed Duraludon and the battle has been won.
  • The Dragon Badge, TM99 Breaking Swipe, and Dragon Uniform have been received.
  • All eight Gym Badges are recorded in the Badge collection.
  • The Hammerlocke station sequence has finished and the train has taken you to Route 10.
  • You have reached Wyndon and are ready to begin the semifinals against Marnie.
  • Optional completion: Choice Specs have been collected south of Piers’s stage, and the Kantonian Mr. Mime trade has been completed if wanted.
References for this chapter

Wyndon semifinals — Marnie and Hop

After earning all eight Gym Badges, travel through Route 10 to Wyndon and register at Wyndon Stadium. In Pokémon Shield, the semifinal order is Marnie first and Hop second. Marnie uses a Dark-focused team ending with Gigantamax Grimmsnarl, while Hop uses Dubwool, Corviknight, Pincurchin, Snorlax, and the starter with a type disadvantage against your choice. After Hop’s defeat, leave the stadium and follow the hotel sequence that leads to Piers and the Rose Tower key objective. This chapter ends before Bede, Nessa, Allister, Raihan, Rose Tower, and the Champion Cup finals.

1. Cross Route 10 and register at Wyndon Stadium

After defeating Raihan and earning the eighth Gym Badge, leave Hammerlocke through the station and take the train to Route 10. Follow the snowy road north toward Wyndon. Heal at Hammerlocke before departing, then use Wyndon’s Pokémon Center if you need to restore HP, move PP, or clear status conditions.

Route 10 contains wild Pokémon and Trainer battles, but there is no separate Victory Road before Wyndon. Bring a balanced party rather than a single high-level attacker. The upcoming semifinals include Dark, Poison, Fighting, Electric, Steel, Flying, Normal, Water, Grass, and Fire matchups, depending on your starter choice.

Enter Wyndon Stadium and speak with the registration staff member when you are ready. The Ball Guy is also in the lobby and gives a Dream Ball, but this is optional. Registration sends you to the locker room, where you can make final party and held-item adjustments before the first semifinal. The game restores your party between the semifinal battles, but check your moves and active lineup whenever the locker room becomes available.

  • Earn all eight Gym Badges.
  • Travel from Hammerlocke through Route 10 to Wyndon.
  • Restore HP, PP, and status conditions before registration.
  • Register at Wyndon Stadium when your party is ready.
  • Bring coverage for Dark, Fairy, Water, Electric, Flying, and Normal targets.

2. Defeat Marnie in the first semifinal

Marnie is the first semifinal opponent in Pokémon Shield. Her team is Liepard at level 47, Toxicroak at level 47, Scrafty at level 47, Morpeko at level 48, and Grimmsnarl at level 49. The team order is fixed. Marnie uses Gigantamax on Grimmsnarl, normally when it enters as her final Pokémon.

Fighting-type attacks are effective against Liepard, Scrafty, and Morpeko because each has a Dark typing. Fairy and Bug attacks also answer much of Marnie’s team. Do not use Fighting as your only plan, because Toxicroak is Poison/Fighting and Grimmsnarl is Dark/Fairy.

Use Ground or Psychic attacks against Toxicroak when possible. Toxicroak’s Dry Skin ability makes Water attacks a poor choice, and its Toxic and Venoshock combination can quickly wear down an unprepared Pokémon. Scrafty carries Fighting and Dark attacks as well as Swagger and Scary Face, so avoid giving it several free turns to lower your accuracy or Speed.

Morpeko is Electric/Dark and can change between Full Belly Mode and Hangry Mode. A Fighting move is effective against both forms, while Ground attacks are also useful because of its Electric typing. Save a sturdy Steel- or Poison-capable Pokémon for Grimmsnarl. Steel attacks are especially reliable, but Grimmsnarl’s Fairy attacks can punish a Fighting-type switch-in.

Marnie’s Grimmsnarl can use Max Starfall while Dynamaxed, and its G-Max Snooze can create a dangerous sleep chance. If you have a strong Steel attacker, consider Dynamaxing it for the final exchange. Otherwise, weaken Grimmsnarl safely, use healing items when necessary, and avoid sacrificing your only answer before the battle ends.

  • Defeat Liepard, Toxicroak, Scrafty, Morpeko, and Grimmsnarl.
  • Use Fighting, Fairy, or Bug attacks against Marnie’s Dark Pokémon.
  • Use Ground or Psychic attacks against Toxicroak.
  • Do not use Water attacks against Toxicroak if Dry Skin is active.
  • Keep Steel or Poison coverage for Grimmsnarl.
  • Survive Marnie’s Gigantamax Grimmsnarl.

3. Defeat Hop in the second semifinal

After Marnie is defeated, the game returns you to the locker room. Hop has already won his semifinal, so prepare for the second and final semifinal. The game gives you another chance to adjust your party before the battle.

Hop’s fixed opening team is Dubwool at level 48, Corviknight at level 48, Pincurchin at level 47, and Snorlax at level 47. His final Pokémon is level 49 and depends on your chosen starter. If you chose Grookey, Hop uses Inteleon. If you chose Scorbunny, he uses Rillaboom. If you chose Sobble, he uses Cinderace. Hop Dynamaxes this final Pokémon on its first turn; he does not Gigantamax it.

Use Fighting attacks against Dubwool and Snorlax, but be careful about their coverage. Dubwool can use Cotton Guard, Reversal, Body Slam, and Zen Headbutt. Snorlax carries Heavy Slam, High Horsepower, and Hammer Arm, so a Ghost-type switch-in is not automatically safe because Heavy Slam and other coverage moves can still threaten it.

Use Electric attacks against Corviknight, or use Fire, Rock, or other strong super-effective coverage. Ground attacks do not work against Corviknight because its Flying typing grants immunity. Pincurchin is Electric type and has Lightning Rod, so Ground attacks are the dependable super-effective option; do not lead with Electric attacks against it.

Prepare for the starter-dependent final Pokémon. Inteleon is Water type and is vulnerable to Electric and Grass attacks, although its Mud Shot and Icy Wind can punish careless switches. Rillaboom is Grass type and can be answered with Fire, Flying, Bug, Ice, or Poison coverage, but its High Horsepower makes some Fire- and Poison-type choices less safe. Cinderace is Fire type and is vulnerable to Water, Ground, and Rock attacks; Water is often the safest answer because Cinderace can carry Counter, Gunk Shot, and Bounce.

Hop’s Dynamaxed starter has four different attacking options and can use Max Moves to raise its own stats or alter the weather. Use your Dynamax on a Pokémon that can survive the exchange and deal decisive damage, or preserve it until Hop sends out his final Pokémon. Heal during the battle if necessary rather than allowing a weakened counter to be knocked out.

  • Defeat Dubwool at level 48.
  • Use Electric or Fire coverage against Corviknight, not Ground attacks.
  • Use Ground attacks against Pincurchin because of Lightning Rod.
  • Use Fighting or another strong answer against Snorlax.
  • Prepare for Inteleon, Rillaboom, or Cinderace according to your starter choice.
  • Defeat Hop’s level-49 Dynamaxed final Pokémon.

4. Leave the semifinals and begin the next objective

After defeating Hop, the semifinal chapter is complete. Leon meets you and Hop in the stadium foyer, then the story sends you back to the Wyndon hotel. Follow the hotel scene and the interview without trying to enter the next tournament round.

Leon is late for the planned dinner. Piers then arrives and explains that Leon went to Rose Tower. Leave the hotel and speak with Piers outside when you are ready to continue. This begins the Rose Tower key sequence covered in the following chapter.

Do not fight Bede, Nessa, Allister, Raihan, or Leon in this chapter. The official Champion Cup finals have not started, and Raihan has not been defeated in this section. Do not travel to Rose Tower, recover the key, investigate the Slumbering Weald, enter the Energy Plant, or begin the Eternatus sequence here.

  • Hop has been defeated.
  • The hotel scene has played after the semifinal.
  • Speak with Piers outside the Wyndon hotel.
  • Stop before the Rose Tower key recovery and Rose Tower battles.

Before you move on

  • All eight Gym Badges were earned before entering Wyndon.
  • Route 10 was crossed and Wyndon Stadium registration was completed.
  • Marnie was defeated with Liepard, Toxicroak, Scrafty, Morpeko, and Gigantamax Grimmsnarl.
  • Hop was defeated with Dubwool, Corviknight, Pincurchin, Snorlax, and his starter-dependent level-49 final Pokémon.
  • Hop’s final Pokémon was Dynamaxed and defeated.
  • The post-semifinal hotel scene has begun.
  • Piers is available outside the hotel to lead into the Rose Tower key sequence.
  • Bede, Nessa, Allister, Raihan, Leon, Rose Tower, Eternatus, and the official Champion Cup finals remain unfinished.
References for this chapter

Rose Tower, the Champion Cup finals, and the Darkest Day setup

Begin immediately after Hop’s semifinal and the Wyndon hotel sequence. Recover the Rose Tower key, clear Rose Tower, defeat Oleana, then return to Wyndon Stadium for Bede’s interruption and the official Shield finals against Nessa, Allister, and Raihan. After Raihan’s defeat, retrieve the Rusted Shield in the Slumbering Weald, enter Hammerlocke’s Energy Plant, and defeat Chairman Rose. Stop after Rose’s defeat, with Eternatus awakened and the summit sequence ready; the Eternatus battles and Leon’s match belong to the next chapters.

Recover the Rose Tower key in Wyndon

Start after defeating Hop in the Wyndon semifinal and completing the hotel conversation. Leave the hotel with Hop, Piers, Marnie, and Team Yell. Oleana explains that the Rose Tower monorail cannot be used until you recover a key from a disguised Macro Cosmos employee.

Follow the group toward Wyndon Station. The employee is near the station, with a Team Yell member attempting to distract him. Battle him, then continue the chase through the plaza. He hides again west of the large statue, then makes a third stand near the red telephone booth. Defeat him at each location rather than returning to the stadium.

After the third battle, follow him into the station. Piers creates the opening needed to take the Rose Tower key. Board the monorail after the scene. The employee’s teams are built around Steel Pokémon, so Ground, Fighting, and Fire attacks are useful. Heal and restore move PP before entering the tower; Rose Tower and the finals are the next major sequence.

  • Defeat Hop in the Wyndon semifinal.
  • Complete the hotel conversation and begin the key chase.
  • Defeat the Macro Cosmos employee near Wyndon Station.
  • Defeat him west of the plaza statue.
  • Defeat him beside the red telephone booth.
  • Take the Rose Tower key and board the monorail.

Clear Rose Tower and defeat Oleana

At Rose Tower, enter with Hop and proceed through the building. Battle the Macro Cosmos employees who block the elevators and upper platforms. Several encounters are Double Battles fought alongside Hop. Use the partner battle to reduce pressure, but avoid relying on Hop to finish every opponent; keep your own team healthy and preserve important move PP.

The tower’s battles lead directly to Oleana. Her Pokémon Shield team is Froslass at level 50, Tsareena at level 50, Salazzle at level 50, Milotic at level 51, and Garbodor at level 52. Froslass is Ice/Ghost, Tsareena is Grass, Salazzle is Fire/Poison, Milotic is Water, and Garbodor is Poison.

Use Dark or Steel attacks against Froslass. Fire, Flying, or Ice coverage works against Tsareena, while Ground attacks are especially effective against Salazzle. Use Electric or Grass attacks against Milotic, and Ground or Psychic attacks against Garbodor. Do not bring only one Ground attacker: Milotic can force it out, and a status condition can leave you without a safe answer.

Oleana Gigantamaxes Garbodor. Save your Dynamax for this exchange if your team needs help dealing with its increased bulk. After the battle, watch the story scene involving Oleana, Chairman Rose, and Leon. When the game returns you to Wyndon, follow the League Staff escort back to the stadium.

  • Enter Rose Tower with Hop.
  • Clear the Macro Cosmos battles and elevator route.
  • Defeat Oleana’s Froslass, Tsareena, Salazzle, Milotic, and Garbodor.
  • Prepare for Gigantamax Garbodor.
  • Complete the Rose Tower story scene and return to Wyndon Stadium.

Defeat Bede’s interruption team

At Wyndon Stadium, speak with the receptionist and enter the locker room. Before starting, heal, restore PP, and arrange your party lead. Bede interrupts the opening of the finals and challenges you before the tournament can begin.

Bede uses Mawile at level 51, Gardevoir at level 51, Galarian Rapidash at level 52, and Hatterene at level 53. Mawile is Steel/Fairy, while the other three are Psychic/Fairy. Fire or Ground attacks are useful against Mawile. Poison, Ghost, and Steel attacks cover the remaining team, although Steel Pokémon must watch for Hatterene’s Fire coverage.

Bede Gigantamaxes Hatterene. A Steel-type attacker is useful, but do not leave it exposed to Max Flare. If your strongest answer is Poison, remember that Hatterene’s Psychic attacks can remove it quickly. Defeat Bede to regain access to the official finals.

The game returns you to the locker room after the battle. This is a real preparation point: heal, change your party order, replenish items, or leave the stadium if necessary before beginning Nessa’s match.

  • Register for the finals at Wyndon Stadium.
  • Defeat Bede’s Mawile, Gardevoir, Galarian Rapidash, and Hatterene.
  • Survive Gigantamax Hatterene.
  • Heal and prepare in the locker room before Nessa.

Complete the Shield Champion Cup finals

The fixed Pokémon Shield order is Nessa, Allister, then Raihan. You return to the locker room between official matches, so use those breaks to heal and change your lead Pokémon.

Nessa uses Golisopod level 51, Pelipper level 51, Barraskewda level 52, Seaking level 52, and Drednaw level 53. Electric and Grass attacks cover most of the team. Pelipper is Water/Flying and is especially vulnerable to Electric attacks. Barraskewda carries Ice Fang and Drill Run, so a Grass or Electric counter should not be assumed safe without checking its health and defenses. Drednaw is Water/Rock and takes heavy damage from Grass attacks. Nessa Gigantamaxes Drednaw, whose G-Max Stonesurge also creates a Stealth Rock hazard.

Shield’s second finalist is Allister. His team is Dusknoir level 52, Chandelure level 52, Cursola level 53, Polteageist level 53, and Gengar level 54. Allister’s third Pokémon is Cursola in the original Pokémon Shield release; it is not Grimmsnarl. Dark attacks are broadly useful, although Chandelure’s Fire typing means Water, Ground, Rock, or Dark coverage is preferable. A Normal-type switch-in can block Ghost attacks, but beware of non-Ghost coverage and status moves. Polteageist can use Nasty Plot, so defeat it before it receives several free turns. Allister Gigantamaxes Gengar, which can use Hypnosis and Sludge Bomb; preserve a strong Dark attacker or use your own Dynamax to finish the exchange safely.

Raihan is the final official opponent. He uses Torkoal level 53, Goodra level 54, Turtonator level 54, Flygon level 54, and Duraludon level 55. Torkoal opens the battle, so lead with a Water, Ground, or Rock answer rather than an Ice or Fairy attacker. Goodra and Turtonator do not share the same weakness profile: use Ice, Fairy, or Dragon coverage against Goodra, while Ground, Fighting, or Rock attacks are useful against Turtonator. Flygon is vulnerable to Ice, Fairy, and Dragon attacks, but it carries Earthquake. Raihan Gigantamaxes Duraludon, so save a strong Ground or Fighting move for the final exchange.

After Raihan falls, enter the stadium area as directed. The match against Leon is postponed when Chairman Rose interrupts the ceremony and activates the Darkest Day. Leon leaves for Hammerlocke, and Hop suggests returning to the Slumbering Weald. Do not proceed to Leon yet.

  • Defeat Nessa first.
  • Defeat Shield-exclusive Allister second.
  • Defeat Raihan third.
  • Use the locker-room breaks to heal and rearrange the party.
  • Confirm that Allister’s level-53 third Pokémon is Cursola.
  • Do not begin Leon’s battle after Raihan.

Retrieve the Rusted Shield in the Slumbering Weald

After Rose interrupts the tournament, return to Postwick and enter the Slumbering Weald. Sonia is waiting near the entrance. Speak with her and your mother, then accept the three Max Revives Sonia provides before following Hop into the forest.

Continue through the familiar outer path and take the deeper route into the fog. Follow Hop across the stream and bridge, then continue toward the ancient altar. The path is linear once you enter the deeper section, so stay with Hop and proceed until the relic scene begins.

At the altar, complete the story sequence involving the legendary Pokémon. In Pokémon Shield, you receive the Rusted Shield; Hop receives the Rusted Sword. Do not search for a second shield or expect to collect the sword in this version.

After the altar scene, follow the instruction to return to Hammerlocke. Heal and restock before approaching the stadium. The next required objective is the Energy Plant and Chairman Rose’s battle.

  • Return to Postwick after Rose’s interruption.
  • Speak with Sonia and receive three Max Revives.
  • Follow Hop through the deeper Slumbering Weald.
  • Reach the altar and complete the relic scene.
  • Receive the Rusted Shield.
  • Return to Hammerlocke.

Enter the Energy Plant and defeat Chairman Rose

At Hammerlocke, go to the stadium and speak with the characters directing you toward the Energy Plant. Take the elevator down into the facility and follow the linear route to Chairman Rose. If the route is not available, confirm that the Slumbering Weald altar scene and Rusted Shield acquisition are complete.

Rose uses Escavalier level 55, Ferrothorn level 55, Perrserker level 55, Klinklang level 56, and Copperajah level 57. His entire team is Steel-focused. Fire attacks are the most direct answer, while Ground and Fighting attacks are effective against most of the team. Bring at least two reliable answers so a critical hit, status condition, or a missed attack does not leave you helpless.

Ferrothorn’s Iron Barbs punishes contact moves, so use special Fire attacks or non-contact moves when practical. Escavalier and Ferrothorn are both especially vulnerable to Fire. Ground or Fighting attacks can handle Perrserker and Klinklang, while Copperajah can be worn down with Fire, Ground, or Fighting coverage. Rose Gigantamaxes Copperajah; use your own Dynamax if needed, but keep enough healing items available for the final exchange.

After defeating Rose, complete the conversation with Hop and take the lift when prompted. Eternatus has awakened above Hammerlocke. Rose’s defeat starts the Darkest Day crisis but does not resolve it. Stop here: the next chapter begins at the summit with the Eternatus encounters. Do not battle or capture Eternatus, return to Wyndon for Leon, or include the Champion victory in this chapter.

  • Speak with the Hammerlocke Stadium characters and enter the Energy Plant.
  • Defeat Rose’s Escavalier, Ferrothorn, Perrserker, Klinklang, and Gigantamax Copperajah.
  • Use Fire, Ground, or Fighting coverage against the Steel team.
  • Take the lift after Rose’s defeat.
  • End with Eternatus awakened, before its battles begin.

Before you move on

  • Hop’s semifinal and the Wyndon hotel transition are complete.
  • The Macro Cosmos employee has been defeated in all three Wyndon locations.
  • The Rose Tower key is in the inventory.
  • Rose Tower has been cleared and Oleana has been defeated.
  • Bede’s interruption battle has been won.
  • Nessa, Shield Allister, and Raihan have been defeated in that order.
  • Chairman Rose has interrupted the tournament and activated the Darkest Day.
  • The Slumbering Weald altar scene is complete.
  • The Rusted Shield is in the inventory.
  • The Hammerlocke Energy Plant has been entered.
  • Chairman Rose has been defeated and Gigantamax Copperajah has fallen.
  • Eternatus has awakened and the summit sequence is ready, but the Eternatus battles have not begun.
References for this chapter

The Darkest Day and the Eternatus encounter — planning the emergency battle

Begin at the Hammerlocke Tower Summit immediately after defeating Chairman Rose. Defeat level-60 Eternatus, continue through the scripted Eternamax encounter, summon Zacian and Zamazenta with the Rusted Sword and Rusted Shield, and catch Eternatus after the guaranteed capture sequence. The Darkest Day crisis ends here, but the campaign continues with the rescheduled Champion Cup final against Leon in Wyndon.

Prepare at the Tower Summit

Start this chapter at the Hammerlocke Energy Plant Tower Summit after Chairman Rose has been defeated. Rose Tower, the Rusted Shield, the Energy Plant approach, and the official Champion Cup matches have already been completed. Heal your party before approaching the summit sequence because the story leads directly into the Eternatus encounters.

Bring a balanced party rather than relying on one attacker. Eternatus is Poison- and Dragon-type, so Ground, Psychic, Ice, and Dragon attacks are useful. Fairy attacks are super effective against its Dragon typing, but Fairy Pokémon are poor defensive answers because Eternatus's Poison typing threatens them. Steel Pokémon resist Poison and Dragon attacks, but Flamethrower makes them unsafe as universal answers.

Eternatus's attacks are primarily special in the first battle, including Dragon Pulse, Flamethrower, and Dynamax Cannon. Keep at least one healthy Pokémon with good special durability, and carry Potions, Revives, and other healing items in case the first battle goes badly. You do not need online access or Expansion Pass Pokémon for this sequence.

  • Begin at the Tower Summit after Chairman Rose's defeat.
  • Heal the party before approaching Eternatus.
  • Have a reliable Ground, Psychic, Ice, or Dragon attack available.
  • Use Fairy attacks cautiously and do not treat Fairy Pokémon as safe switch-ins.
  • Keep a sturdy answer to special attacks.

Defeat the level-60 Eternatus

The first encounter is a standard single battle against level-60 Eternatus. It has Poison and Dragon typing, the Pressure Ability, and a moveset built around Cross Poison, Dragon Pulse, Flamethrower, and Dynamax Cannon. Use your strongest reliable super-effective attack instead of spending several turns on unnecessary setup.

Ground and Psychic attacks exploit the Poison typing. Ice and Dragon attacks exploit the Dragon typing, while Fairy attacks deal super-effective damage through the Dragon side but do not protect a Fairy Pokémon from Poison attacks. If your best attacker is vulnerable to Flamethrower or Dragon Pulse, switch to a sturdier teammate rather than trying to win with a weakened Pokémon.

Poké Balls are disabled in this battle. Do not waste turns attempting to catch Eternatus, and do not mistake the failed capture availability for a problem with your game. Reduce its HP to zero to advance the story. Defeating this form immediately triggers the Eternamax sequence.

  • Defeat the level-60 Eternatus.
  • Use safe super-effective attacks.
  • Do not attempt to throw a Poké Ball.
  • Preserve at least one healthy attacker for the next phase.

Continue through the scripted Eternamax opening

After the first battle, Eternatus changes into Eternamax Eternatus. Your party is restored for the following encounter, but the opening portion is scripted. Your attacks cannot make normal progress while Eternatus is protected, so continue selecting moves and allow the dialogue and battle events to advance.

Hop recognizes that the Rusted Sword and Rusted Shield may be needed. This is not a regular online Max Raid Battle: there is no Y-Comm lobby, no Nintendo Switch Online requirement, and no need to recruit other players. Do not reset simply because the first several actions appear ineffective. The protection is part of the story sequence.

  • Expect the opening actions to have no meaningful effect.
  • Continue until Hop prompts the relic sequence.
  • Do not search for an online raid room.
  • Do not use online raid mechanics to solve this encounter.

Summon Zacian and Zamazenta

When the relic sequence activates, Zacian and Zamazenta awaken and arrive at the summit. In Pokémon Shield, the two legendary Pokémon join the battle together and assume their Crowned Sword and Crowned Shield forms through the Rusted Sword and Rusted Shield. Hop also assists during the encounter.

Once the legendary Pokémon arrive, Eternamax Eternatus becomes vulnerable. Begin attacking immediately with your active Pokémon. Zacian, Zamazenta, and Hop provide additional damage, so you do not need a specialized raid team. Keep your own Pokémon alive where possible, but do not waste turns trying to overcome the scripted protection before the legendary Pokémon appear.

  • Wait for Zacian and Zamazenta to arrive.
  • Allow the relic sequence to complete.
  • Resume attacking only after Eternatus becomes vulnerable.
  • Switch out a weakened Pokémon when preserving it is worthwhile.

Defeat Eternamax Eternatus without Dynamax

You cannot Dynamax your Pokémon during this Eternamax encounter. The battle uses a scripted Max-style presentation and Eternatus uses Max Moves, but it is not a normal player-hosted Max Raid. Attack normally after Zacian and Zamazenta join.

Eternamax Eternatus uses Max Ooze, Max Wyrmwind, Max Flare, and Dynamax Cannon. Ground, Psychic, Ice, Dragon, and Fairy attacks can provide offensive advantages where appropriate, but prioritize accuracy and survival over elaborate setup. Steel Pokémon can help against Poison and Dragon attacks, yet Max Flare remains a serious danger.

Heal when doing so keeps an important attacker active. The allied legendary Pokémon deal substantial damage, so consistent attacks are generally more useful than repeatedly boosting statistics. If a leading Pokémon faints, send out the teammate with the best combination of durability and useful damage rather than treating the loss as an automatic failure.

  • Do not attempt to Dynamax.
  • Attack normally after Zacian and Zamazenta arrive.
  • Use reliable super-effective moves when available.
  • Heal or switch when necessary to keep contributing.

Catch Eternatus after the victory

When Eternamax Eternatus reaches zero HP, the game changes to a normal capture screen for Eternatus. The capture is forced and guaranteed, so you may select any available Poké Ball. You do not need to weaken Eternatus again or win a separate capture check.

If your party is full, Eternatus is sent to the Pokémon Boxes. This does not block story progression. After the capture, watch the remaining scenes as Zacian and Zamazenta depart and the immediate Darkest Day crisis is resolved. Eternatus is not the final campaign opponent, and capturing it does not make you Champion.

  • Reduce Eternamax Eternatus to zero HP.
  • Catch Eternatus in the guaranteed capture sequence.
  • Check the party or Pokémon Boxes if it is not placed in the active party.
  • Watch the scenes that conclude the Darkest Day crisis.

Recover from failure and return to Wyndon

If you lose the first battle, reload your latest save, heal, and lead with a Pokémon that can survive Eternatus's special attacks while dealing Ground, Psychic, Ice, or Dragon damage. If the Eternamax encounter is lost, repeat it while remembering that the early ineffective actions are scripted; the battle only becomes vulnerable after Zacian and Zamazenta arrive.

After Eternatus has been caught and the Darkest Day scenes finish, the story directs you back toward Wyndon. Heal your party, restock Revives and Potions, and review your team before entering the stadium. The next required objective is the rescheduled Champion Cup final against Leon, whose team includes a Gigantamax Charizard.

End this chapter when the Leon match becomes available. Do not repeat Rose Tower, the Rusted Shield sequence, the Energy Plant approach, Bede's interruption, Nessa's match, Allister's match, Raihan's match, or the semifinals against Marnie and Hop.

  • Reload and retry if either summit battle is lost.
  • Confirm that Eternatus is in the party or Pokémon Boxes.
  • Return to Wyndon after the Darkest Day scenes.
  • Heal and restock before the Champion Cup final.
  • Stop when the battle against Leon becomes available.

Before you move on

  • The chapter began at the Hammerlocke Tower Summit immediately after Chairman Rose's defeat.
  • The level-60 Eternatus was defeated in the first single battle.
  • The scripted opening of the Eternamax encounter was completed.
  • Zacian and Zamazenta joined the battle in their Crowned forms.
  • Eternamax Eternatus was defeated without using Dynamax.
  • Eternatus was caught in the guaranteed capture sequence.
  • The Darkest Day scenes concluded.
  • The player returned to Wyndon and the rescheduled Champion Cup final against Leon became available.
References for this chapter

The final battle — Leon and becoming Champion

After defeating Eternatus and completing the Darkest Day sequence, return to Wyndon Stadium for the rescheduled Championship Match. Leon opens with Aegislash, Dragapult, and Haxorus, then uses two starter-dependent Pokémon before finishing with a level 65 Gigantamax Charizard. Defeat Leon to become the Champion of Galar, watch the ending sequence and credits, collect the immediate post-victory rewards, and save after control returns to Postwick.

1. Prepare for the rescheduled Championship Match

After the Eternatus sequence ends, follow the game’s direction back to Wyndon Stadium. Heal the whole party, restore Power Points, check held items, and review your team before entering the stadium. A party around levels 60–65 is appropriate for a direct attempt, although lower-level teams can win with strong type advantages and careful item use.

Bring reliable Fairy or Ice attacks for Leon’s Dragon Pokémon, Fire, Ground, Ghost, or Dark coverage for Aegislash, and a healthy Water, Electric, or Rock attacker for Charizard. Keep at least one sturdy Pokémon in reserve rather than allowing every counter to become weakened before the final stage. Carry healing items, Full Heals, and Revives for recovery between turns when the active Pokémon can safely endure another attack.

Leon’s opening team is always level 62 Aegislash, level 62 Dragapult, and level 63 Haxorus. The fourth and fifth Pokémon depend on your starter and appear in a fixed order. Grookey leads to Cinderace followed by Seismitoad. Scorbunny leads to Inteleon followed by Mr. Rime. Sobble leads to Rillaboom followed by Rhyperior. Leon always ends with level 65 Charizard, which Gigantamaxes immediately.

  • Heal and restore the entire party before entering Wyndon Stadium.
  • Bring Fairy or Ice coverage for Dragapult and Haxorus.
  • Keep a strong Water, Electric, or Rock option healthy for Charizard.
  • Confirm the starter-dependent order before choosing your lead.
  • Save your best Dynamax option for Charizard when practical.

2. Defeat Aegislash without feeding King’s Shield

Aegislash is a level 62 Steel/Ghost Pokémon with Stance Change. Fire, Ground, Ghost, and Dark attacks are super effective. Its form changes according to the move it uses, so its defensive strength and offensive power vary during the battle.

Aegislash carries King’s Shield, Shadow Ball, Sacred Sword, and Flash Cannon. King’s Shield blocks damaging attacks and sharply lowers the Attack of a Pokémon that makes contact with it. Do not repeatedly use contact-based physical attacks when you expect King’s Shield. A special attack, a non-contact physical move, or a switch is safer.

A Fire- or Ground-type counter can deal heavy damage, but Shadow Ball and Sacred Sword can punish a careless switch. A Dark- or Ghost-type attacker also works, provided it can survive Aegislash’s coverage. Defeat Aegislash efficiently without sacrificing the Pokémon reserved for Charizard.

  • Use Fire, Ground, Ghost, or Dark damage.
  • Avoid contact attacks into King’s Shield.
  • Do not leave a weakened counter in only because its move is super effective.
  • Preserve a reliable Charizard answer.

3. Handle Dragapult and Haxorus

Dragapult is level 62 and has Dragon/Ghost typing. Fairy, Ice, Dragon, Ghost, and Dark attacks are super effective. A healthy Fairy-type is useful because Fairy Pokémon are immune to Dragon attacks, but Dragapult carries Shadow Ball, Flamethrower, Thunderbolt, and Dragon Breath. Choose a Fairy switch-in with enough special bulk to withstand its coverage.

Haxorus is level 63 and is pure Dragon. Fairy and Ice attacks are the safest choices. Its moves are Poison Jab, Iron Tail, Outrage, and Earthquake, so Fairy, Steel, and Fire counters can still be threatened by coverage. Keep your best Haxorus answer healthy before sending it in.

If either Dragon survives a first attack, heal only when the active Pokémon can survive the next hit. Otherwise, finish the knockout or switch to a sturdier counter. It is often safer to preserve one strong Fairy or Ice attacker for both battles instead of spending it against an earlier opponent.

  • Use Fairy or Ice attacks against Haxorus.
  • Prepare a sturdy answer to Dragapult’s special coverage.
  • Watch for Poison Jab, Iron Tail, Outrage, and Earthquake from Haxorus.
  • Heal only when the active Pokémon can survive the next attack.

4. Defeat the starter-dependent Pokémon in the correct order

If you chose Grookey, Leon sends out level 64 Cinderace first, followed by level 64 Seismitoad. Cinderace is pure Fire and knows Pyro Ball, Feint, Acrobatics, and Quick Attack. Water, Ground, and Rock attacks are effective. After Cinderace falls, use a strong Grass attack against Seismitoad. Seismitoad is Water/Ground and is four times weak to Grass, while Electric attacks do not affect it because of its Ground typing. Its moves are Toxic, Drain Punch, Liquidation, and Earthquake, so do not use a fragile Grass counter that cannot survive Earthquake.

If you chose Scorbunny, Leon sends out level 64 Inteleon first, followed by level 64 Mr. Rime. Inteleon is pure Water and carries Snipe Shot, Dark Pulse, Mud Shot, and Tearful Look. Grass or Electric attacks are effective; use a fast or bulky attacker that can withstand its special attacks. Mr. Rime is Ice/Psychic and knows Teeter Dance, Psychic, Freeze-Dry, and Thunderbolt. Fire, Rock, Bug, Ghost, Steel, and Dark attacks are super effective. Freeze-Dry is especially dangerous for Water-types, so do not switch a Water Pokémon into Mr. Rime without a clear advantage.

If you chose Sobble, Leon sends out level 64 Rillaboom first, followed by level 64 Rhyperior. Rillaboom is pure Grass and uses Drum Beating, Knock Off, High Horsepower, and Endeavor. Fire, Ice, Poison, Flying, and Bug attacks are effective, but protect fragile counters from Knock Off and High Horsepower. Rhyperior is Ground/Rock and is four times weak to Water and Grass. It carries Earthquake, Stone Edge, Megahorn, and Heat Crash, so a frail Fire- or Flying-type is not automatically safe.

  • Grookey choice: defeat Cinderace first with Water, Ground, or Rock, then use Grass against Seismitoad.
  • Scorbunny choice: defeat Inteleon first with Grass or Electric, then use suitable Fire, Rock, Bug, Ghost, Steel, or Dark damage against Mr. Rime.
  • Sobble choice: defeat Rillaboom first with Fire, Ice, Poison, Flying, or Bug, then use Water or Grass against Rhyperior.
  • Do not use Electric attacks against Seismitoad or Rhyperior.

5. Defeat Gigantamax Charizard

Leon’s level 65 Charizard is always his final Pokémon and Gigantamaxes when it enters battle. Charizard is Fire/Flying and is weak to Water, Electric, and Rock. Rock attacks exploit a four-times weakness, but Charizard knows Ancient Power and Solar Beam, so a Rock- or Water-type switch-in is not automatically safe.

Its regular moves are Fire Blast, Air Slash, Solar Beam, and Ancient Power. During Gigantamax, its Fire attack becomes G-Max Wildfire. That attack damages the target when it hits and leaves a residual effect that harms non-Fire Pokémon for four turns. Charizard’s other attacks can become Max Airstream, Max Overgrowth, or Max Rockfall, so do not assume that a Rock-type will remain safe throughout the exchange.

If possible, reserve your Dynamax for Charizard. Dynamax your strongest surviving counter when the extra durability or power will secure the knockout. Use accurate attacks during the three Dynamax turns and avoid low-value setup unless it clearly prevents Charizard from defeating you. If Charizard survives its Dynamax period, finish it with the strongest accurate Water, Electric, or Rock attack available.

  • Reserve Dynamax for Charizard when practical.
  • Use Water, Electric, or Rock damage.
  • Remember that Rock exploits Charizard’s four-times weakness.
  • Account for G-Max Wildfire’s residual damage.
  • Do not assume a Water- or Rock-type switch-in is safe against Solar Beam or Ancient Power.
  • Heal only when the active Pokémon can survive Charizard’s next attack.

6. Complete the ending and save in Postwick

When all six of Leon’s Pokémon have fainted, the victory sequence begins automatically. Your character is recognized as the new Champion of Galar, and the ending scenes and credits follow. The base-game ending does not require the Isle of Armor or Crown Tundra Expansion Pass.

Continue through the victory scenes and credits. When control returns at your home in Postwick, Professor Magnolia gives you a Master Ball. Then visit Hop and Leon’s house, go upstairs to Leon’s room, and examine the Poké Ball there to receive the Charmander gift left by Leon. This Charmander has the Gigantamax Factor and can Gigantamax after evolving into Charizard.

Save after control returns and the immediate rewards have been collected. The later post-Champion storyline begins from this point and is separate from the assigned goal. If you lose to Leon, the campaign is not lost: heal, revise your lead or counters, and retry while preserving a strong Dynamax option for Charizard.

  • Leon’s entire team has fainted.
  • The Champion victory scenes and credits have finished.
  • Control has returned to the player’s home in Postwick.
  • Professor Magnolia has delivered the Master Ball.
  • The Charmander gift has been collected from Leon’s room, if desired.
  • The game has been saved after control returns.

Before you move on

  • Leon is defeated in the Wyndon Stadium Championship Match.
  • The player character is recognized as the new Champion of Galar.
  • The victory scenes and credits have completed.
  • Control returns to the player’s home in Postwick.
  • Professor Magnolia has delivered the Master Ball.
  • The save is made after control returns, confirming that the assigned base-game completion point has been reached.
References for this chapter

Immediate post-game actions and recommended first goals

After becoming Champion in Pokémon Shield, begin at the Slumbering Weald altar, defeat Hop, recover the Rusted Shield from Shielbert, and follow the required stadium sequence. Clear Turffield, Hulbury, and Motostoke, return to the Wedgehurst Research Lab for the required Multi Battle with Hop, then clear the remaining incidents at Stow-on-Side, Ballonlea, Circhester, and Hammerlocke. Finish at the Hammerlocke Energy Plant by defeating Shielbert, battling the non-catchable Zacian, catching level-70 Zamazenta, and returning to the Slumbering Weald to defeat Hop after he catches Zacian. The Battle Tower, Champion Tournaments, Max Raid Battles, and Pokédex work are optional base-game goals. Isle of Armor, Crown Tundra, and the Galarian Star Tournament are separate Expansion Pass content.

Begin at the Slumbering Weald altar

After the Champion ceremony, leave your bedroom in Postwick. Professor Magnolia visits and gives you the Master Ball. You can also go to Leon’s room in the neighboring house and inspect the Poké Ball there to receive the gifted Charmander with the Gigantamax Factor. These gifts are optional, but collecting them now avoids a later trip back to Postwick.

Travel through the Slumbering Weald to the altar at the deepest point of the forest. Hop is waiting there and challenges you. Heal at home or at a Pokémon Center before entering the battle. His team is in the high 50s, with his final Pokémon at level 60, so a balanced team around the same range is sufficient.

After defeating Hop, Sonia arrives. Follow her instructions and return the Rusted Sword and Rusted Shield to the altar. Sordward and Shielbert then appear and steal the relics. In Pokémon Shield, you battle Shielbert while Hop battles Sordward separately. Defeat Shielbert to reclaim the Rusted Shield; Hop loses his separate battle and pursues Sordward, who retains the Rusted Sword.

The two Slumbering Weald battles are separate from the later Energy Plant battle. Once the scenes finish, leave the forest and travel to Sonia’s Research Lab in Wedgehurst. This is the required story opening before the stadium incidents begin.

  • Collect the Master Ball from Professor Magnolia.
  • Optional: collect the Gigantamax-capable Charmander from Leon’s room.
  • Reach the deepest Slumbering Weald altar.
  • Defeat Hop in the first post-Champion battle.
  • Return both relics to the altar when Sonia instructs you.
  • Defeat Shielbert and reclaim the Rusted Shield.
  • Confirm that Hop has separately lost the Rusted Sword to Sordward.
  • Travel to the Research Lab in Wedgehurst.

Clear Turffield, Hulbury, and Motostoke in order

At the Research Lab, speak with Sonia and watch the explanation of the brothers’ plan. Leave Wedgehurst and go to Turffield Stadium first. Milo, Piers, and Hop are dealing with a Dynamax incident there. Enter the pitch and join the Max Raid-style battle against level-62 Dynamax Tsareena. Fire-, Flying-, Ice-, Poison-, and Bug-type attacks are useful, but the allied trainers give you a numerical advantage. You may Dynamax during this battle.

After Turffield, travel to Hulbury Stadium. Nessa and the others need help with a level-62 Dynamax Gyarados. Electric-type attacks are especially effective, but avoid relying on a single Electric Pokémon if it is vulnerable to Gyarados’s coverage. Defeat Gyarados and collect Nessa’s Rare League Card.

Go next to Motostoke Stadium. Kabu’s incident is a level-62 Dynamax Torkoal. Water-, Ground-, and Rock-type attacks work well. Torkoal can use moves that change the weather, so do not assume a weather condition will remain favorable for the whole battle. Defeat it and collect Kabu’s Rare League Card.

These first three incidents are the fixed opening stadium sequence. After Motostoke, Sonia contacts you and directs you back to the Research Lab. Do not skip that return trip: the required Multi Battle at the lab comes before the remaining four stadium incidents.

  • Visit Turffield Stadium first.
  • Defeat level-62 Dynamax Tsareena.
  • Defeat level-62 Dynamax Gyarados at Hulbury.
  • Defeat level-62 Dynamax Torkoal at Motostoke.
  • Return to the Wedgehurst Research Lab when Sonia calls.

Complete the Research Lab Multi Battle

At the Research Lab, Sordward and Shielbert confront Sonia and continue arguing that the historical account of the two Legendary Pokémon is false. Hop joins you, and you fight the brothers in a required Multi Battle. The battle is not optional and is separate from both the first Slumbering Weald battle and the later Energy Plant battle.

Use Fighting, Fire, Ground, Flying, Fairy, Ghost, or Dark coverage according to the Pokémon the brothers bring. Keep at least one reliable answer to Shielbert’s Steel- and Fighting-type Pokémon. After the battle, the brothers escape and Sonia’s assistant is exposed as having helped them obtain wishing pieces. The remaining stadium Power Spots then become the next objectives.

Heal before leaving the lab. From this point, the four remaining incidents can be completed in a flexible order, although Stow-on-Side, Ballonlea, Circhester, and Hammerlocke are a practical route through the region.

  • Return to Sonia’s Research Lab after the Motostoke incident.
  • Join Hop in the required Multi Battle against Sordward and Shielbert.
  • Finish the conversation about Sonia’s research and the wishing pieces.
  • Heal before beginning the remaining stadium incidents.

Clear the four remaining stadium incidents

At Stow-on-Side Stadium in Pokémon Shield, help Allister deal with level-62 Dynamax Dusknoir. You can use your full party, and you may Dynamax. Dusknoir has Ice-, Ground-, Electric-, and Ghost-type attacks, so choose a lead that can survive coverage rather than sending out a fragile Ghost- or Flying-type automatically. Dark-type attacks are effective, while Normal-type Pokémon are immune to Dusknoir’s Ghost moves but must still watch for Earthquake and elemental punches.

At Ballonlea Stadium, Bede has already handled the local Dynamax threat and challenges you directly. His team is Mawile, Gardevoir, Galarian Rapidash, and Hatterene, ranging from level 61 to level 63. Steel- and Poison-type attacks are reliable, but Mawile’s Intimidate lowers the Attack of a physical lead. Put an appropriate Pokémon at the front before entering because the battle begins immediately.

At Circhester Stadium in Shield, confront level-62 Dynamax Froslass. Fire-, Rock-, Steel-, Dark-, and Ghost-type attacks can exploit its weaknesses, but Froslass also carries Ghost-, Electric-, and Psychic-type coverage. Bring a fast attacker or a bulky Pokémon that can survive its first Max Move.

At Hammerlocke Stadium, join Raihan against level-62 Dynamax Haxorus. Fairy- and Ice-type attacks are strong choices, but Haxorus carries Ground-, Steel-, and Normal-type coverage. A varied party is safer than relying on one Fairy or Ice Pokémon. The battle gives you a six-Pokémon party against one Dynamax target, and you may Dynamax.

The full required incident list is Turffield, Hulbury, Motostoke, Stow-on-Side, Ballonlea, Circhester, and Hammerlocke. Six are Dynamax battles: Tsareena, Gyarados, Torkoal, Dusknoir, Froslass, and Haxorus. Ballonlea is the direct Bede battle.

  • Defeat Dynamax Dusknoir at Stow-on-Side.
  • Defeat Bede at Ballonlea.
  • Defeat Dynamax Froslass at Circhester.
  • Defeat Dynamax Haxorus at Hammerlocke.
  • Confirm that all seven stadium objectives are complete.

Enter the Energy Plant and catch Zamazenta

Return to Hammerlocke Stadium after clearing all seven objectives. Sonia is beside the Energy Plant elevator. Speak with her, then use the elevator to enter the Energy Plant. Proceed through the facility until you reach Shielbert. This is the second battle against him; it is not the level-60 Slumbering Weald battle.

Shielbert’s Energy Plant team consists of level-64 Sirfetch’d, Bronzong, Falinks, and Klinklang. Use Flying or Fairy moves against Sirfetch’d and Falinks. Fire, Ghost, or Dark moves handle Bronzong, while Fire, Ground, or Fighting moves are useful against Klinklang. Bronzong’s Levitate means Ground attacks are not a safe universal answer. You cannot Dynamax in this battle.

After defeating Shielbert, ride the elevator to the tower summit. In Pokémon Shield, the berserk Legendary Pokémon is Zacian at level 70. This first Zacian encounter is not catchable. Defeat it, then watch the scripted scene in which the other Legendary Pokémon intervenes. The Rusted Shield is restored to its proper role, and the remaining Legendary Pokémon becomes the capture encounter.

Save before interacting with Zamazenta if you want to choose a particular Poké Ball or preserve the option to retry. Zamazenta is level 70 and appears in Crowned Shield form. The Master Ball guarantees the capture, but ordinary Poké Balls also work after you lower its HP. Paralysis or sleep can improve the catch rate; avoid recoil moves and uncontrolled critical hits when Zamazenta is weak.

Keep the Rusted Shield with Zamazenta if you want it to remain in Crowned Shield form. Removing the item changes it back to its ordinary form. After the capture, Zamazenta is registered in the Pokédex and can be placed in your party or sent to a Box.

  • Speak with Sonia at the Hammerlocke Stadium elevator.
  • Defeat Shielbert’s second battle in the Energy Plant.
  • Battle the level-70 berserk Zacian.
  • Do not waste Poké Balls on the first Zacian encounter.
  • Save before the Zamazenta encounter if you want a particular capture result.
  • Catch level-70 Zamazenta.
  • Keep the Rusted Shield with Zamazenta for Crowned Shield form.

Return to the Slumbering Weald and defeat Hop

After Zamazenta is caught, your Rotom Phone directs you back to the Slumbering Weald. Sonia meets you at the entrance and takes you to the altar. Hop is there calming the remaining Legendary Pokémon. In Pokémon Shield, Hop catches Zacian, the Legendary Pokémon you battled but could not catch at the Energy Plant. Zacian is his final Pokémon in the battle that follows.

Hop’s final team always includes Dubwool at level 69, Snorlax at level 68, Pincurchin at level 68, Corviknight at level 69, and Zacian at level 70. His fifth Pokémon depends on your starter: Grookey gives him Inteleon, Scorbunny gives him Rillaboom, and Sobble gives him Cinderace. Heal before reaching the altar and keep a Steel- or Poison-type answer ready for Zacian. Its Fairy/Steel Crowned form carries powerful physical attacks, including Behemoth Blade.

Hop sends out Zacian last, so preserve your best Zacian counter for the end of the battle. Defeat Hop and finish the conversation with Sonia, Leon, Piers, and the brothers. This altar battle completes the base-game Sordward and Shielbert episode. It is distinct from the first post-Champion Hop battle that started the relic theft sequence.

  • Return to the deepest Slumbering Weald after catching Zamazenta.
  • Confirm that Hop catches Zacian.
  • Prepare for Hop’s level-70 Zacian as his final Pokémon.
  • Defeat Hop at the altar.
  • Finish the post-battle conversation.

Use the Battle Tower as an optional next goal

After the episode, travel to Wyndon and enter the former Rose Tower, now operating as the Battle Tower. Speak with the League Staff member on the left to receive Type: Null. It can later evolve into Silvally after its friendship is raised.

The Battle Tower offers Singles, Doubles, rental teams, Battle Points, and training services. Use a rental team if your story party lacks coordinated moves or held items. Battle Tower opponents follow level-50 rules, so story-level advantages will not carry the battles. Plan around speed, coverage, status effects, and safe switches.

Battle Points can be exchanged for useful competitive items and services. The Judge function becomes available through Battle Tower progress and helps evaluate individual values for breeding or training. These activities are optional and are not required to complete the Sordward and Shielbert story.

  • Visit the former Rose Tower in Wyndon.
  • Receive Type: Null.
  • Choose Singles, Doubles, or a rental team.
  • Earn Battle Points if you want competitive items or training services.
  • Work toward the Judge function if you plan to train Pokémon seriously.

Continue with tournaments, Max Raids, and Pokédex work

Return to Wyndon Stadium to enter a repeat Champion Tournament. This is separate from the Battle Tower and uses a three-round tournament format. The opponent bracket can vary. Heal between rounds and maintain coverage for Water, Dragon, Fairy, Steel, and fast offensive Pokémon.

For Max Raid preparation, inspect active Pokémon Dens in the Wild Area. A red pillar identifies an active den. Interact with the den to start a raid, choose a Pokémon from your party or Boxes, and use the Y-Comm to host or join other players’ raids. Online participation requires Nintendo Switch Online; local communication does not require that subscription.

Raid victories can provide Exp. Candies, TRs, evolution items, and chances to catch the defeated Pokémon. Some raid encounters can have Hidden Abilities or the Gigantamax Factor. Use Wishing Pieces deliberately when targeting specific den tables rather than treating them as a general-purpose lure.

For Pokédex completion, organize missing entries by route, weather, evolution method, version exclusivity, and trade requirement. Pokémon Shield has version-exclusive species and trade evolutions, so arrange trades for entries that cannot appear in your copy. Register each species before marking it complete, and use the Professor’s evaluation after you believe the Galar Pokédex is finished.

  • Complete a repeat three-round Champion Tournament if desired.
  • Inspect active Wild Area Dens for Max Raid Battles.
  • Use Y-Comm to host or join local or online raids.
  • Farm Exp. Candies, TRs, evolution items, or raid-exclusive abilities as needed.
  • Create a specific Pokédex target involving routes, weather, evolution, or trades.

Keep Expansion Pass content separate

Isle of Armor and Crown Tundra are paid Expansion Pass areas and are not required for the original Pokémon Shield campaign or the Sordward and Shielbert episode. Their stories, added species, Dynamax Adventures, and the Galarian Star Tournament belong outside this base-game chapter.

Before starting DLC, organize your Boxes, preserve useful trade targets, and keep a versatile team with broad type coverage. If you remain in the base game, the Battle Tower, repeat Champion Tournaments, Max Raid Battles, trading, and Galar Pokédex provide the main optional goals.

  • Keep Isle of Armor objectives separate from the base-game post-game episode.
  • Keep Crown Tundra objectives separate from the base-game post-game episode.
  • Do not treat the Galarian Star Tournament as a base-game activity.
  • Choose a next goal: Battle Tower training, Champion Tournament, Max Raids, trading, or Pokédex completion.

Before you move on

  • The player has defeated Hop at the altar before the relic theft.
  • The player has returned the Rusted Sword and Rusted Shield to the altar.
  • The player has defeated Shielbert in the first Slumbering Weald battle and reclaimed the Rusted Shield.
  • The player has seen Hop lose the Rusted Sword to Sordward and pursue the brothers.
  • The player has visited the Research Lab in Wedgehurst.
  • Turffield, Hulbury, and Motostoke have been cleared in that order.
  • The player has returned to the Research Lab and completed the required Multi Battle with Hop against Sordward and Shielbert.
  • Stow-on-Side, Ballonlea, Circhester, and Hammerlocke have all been cleared.
  • The player has defeated Shielbert again in the Energy Plant.
  • The player has battled the non-catchable level-70 Zacian.
  • The player has caught level-70 Zamazenta in Pokémon Shield and registered it in the Pokédex.
  • The Rusted Shield is with Zamazenta if Crowned Shield form is desired.
  • The player has returned to the Slumbering Weald altar and defeated Hop after Hop caught Zacian.
  • The former Rose Tower is operating as the Battle Tower, and the player has entered at least one Battle Tower battle if optional progress is being tracked.
  • The player has completed at least one repeat Champion Tournament or selected it as the next optional goal.
  • The player has selected a Max Raid, Pokédex, trading, tournament, or Battle Tower objective.
  • Isle of Armor, Crown Tundra, and the Galarian Star Tournament remain separate from the original Pokémon Shield campaign.
References for this chapter

Optional completion and next steps: Pokédex goals, Max Raids, and Expansion Pass preparation

After becoming Champion in the original Nintendo Switch edition of Pokémon Shield, complete the 400-entry mainland Galar Pokédex, claim the Shiny Charm, arrange trades for Sword-exclusive species and trade evolutions, establish a useful Max Raid routine, and prepare your save for the optional Expansion Pass. Isle of Armor and Crown Tundra content is separate from the base-game campaign and is not required to defeat Leon or complete the original Galar Pokédex.

Set your base-game Pokédex target

Open the Pokédex and use its habitat information to identify entries marked unseen or uncaught. For the original Pokémon Shield campaign, the relevant regional completion target is the 400-entry Galar Pokédex. The Isle of Armor and Crown Tundra each add separate Pokédex content, but those entries are not required for the mainland Galar completion reward.

Work through ordinary evolution families first. Catch the earliest available stage, then evolve it by level, friendship, time of day, weather, trading, or the required evolution item. Check the Pokédex habitat screen before assuming a missing entry is unavailable. If no habitat is shown, the species may require an evolution, a trade, a version-exclusive exchange, or a special item.

When every mainland Galar entry is marked Caught, travel to Circhester and enter the western Hotel Ionia building. Take the elevator to the upper floor and enter the leftmost room. Speak to the Game Director there. He confirms completion, provides the completion certificate, and awards the Shiny Charm. Collecting the Shiny Charm is part of the practical completion check; do not stop after reaching 400 entries without claiming the reward.

  • Register all 400 mainland Galar Pokédex entries as Caught, not merely Seen.
  • Check friendship, weather, time-of-day, trade, and item-based evolution requirements for missing entries.
  • Keep unusual evolution items available until every related entry is registered.
  • Visit the Game Director in the leftmost room on the upper floor of Hotel Ionia’s western building in Circhester.
  • Collect the Shiny Charm after the Game Director confirms completion.

Finish Shield families and arrange Sword trades

Pokémon Shield’s notable version-exclusive families include Galarian Ponyta and Rapidash, Galarian Corsola and Cursola, Larvitar, Pupitar and Tyranitar, Lotad, Lombre and Ludicolo, Sableye, Lunatone, Croagunk and Toxicroak, Solosis, Duosion and Reuniclus, Vullaby and Mandibuzz, Spritzee and Aromatisse, Goomy, Sliggoo and Goodra, Oranguru, Drampa, and Eiscue. Catch each available family before trading away useful breeding or evolution partners.

The Sword families you generally need to obtain through trading include Seedot, Nuzleaf and Shiftry; Galarian Farfetch’d and Sirfetch’d; Scraggy and Scrafty; Gothita, Gothorita and Gothitelle; Rufflet and Braviary; Swirlix and Slurpuff; Sawk; Solrock; Passimian; Turtonator; Galarian Darumaka and Darmanitan; Stonjourner; Deino, Zweilous and Hydreigon; Jangmo-o, Hakamo-o and Kommo-o; Mawile; and Flapple. Applin itself is not version-exclusive. In Shield, a Sweet Apple evolves Applin into Appletun; Flapple requires the Tart Apple associated with Sword.

Use Link Trade, Surprise Trade, Pokémon HOME, or a trusted trade partner. For trade evolutions, agree beforehand whether the Pokémon is being returned. Zacian is the major legendary version-exclusive entry. Shield provides Zamazenta during its post-Champion episode, but Zacian must be traded in if you want its Galar Pokédex entry. A tradeback is sufficient for registering Zacian if you do not intend to keep it.

  • Catch every Shield-exclusive family before trading away equivalents.
  • Trade for the Sword-exclusive families, Flapple, and the Zacian entry.
  • Use a spare Pokémon for ordinary trades and verify the species before accepting.
  • Arrange tradebacks for Zacian and trade-evolution entries when you do not want to keep the traded Pokémon.
  • Recheck the Pokédex after every trade or evolution.

Create a repeatable Max Raid routine

Travel around the Wild Area and inspect Pokémon Dens that show a red pillar of light. Interact with a lit den to begin a Max Raid Battle or collect Watts. You can choose a Pokémon from your party or Boxes for the raid. Open the Y-Comm when you want to join another player’s hosted raid; raid stamps identify battles accepting participants. Online participation requires Nintendo Switch Online, but solo raids with computer-controlled allies remain available.

Clear the currently active dens across the Wild Area when you want a straightforward farming cycle. Once the active set has been cleared, another set of raids becomes available. Use a Wishing Piece only when you deliberately want to activate a den, target a den-specific species or reward table, pursue a Gigantamax encounter, or generate another battle at a chosen location. There is no general-purpose raid lure item.

Max Raid rewards can include Exp. Candy, Watts, TRs, and other useful items. Prioritize raids that provide a move, species, or resource relevant to your current goal instead of spending every Wishing Piece randomly. For difficult solo raids, bring a high-level Pokémon with reliable super-effective coverage. Avoid choosing computer-controlled allies whose attacks are ineffective against the raid target.

Eligible Max Raid catches can possess Hidden Abilities, but a raid does not guarantee one. Gigantamax capability, nature, individual strengths, and useful moves also require checking. After catching a promising Pokémon, inspect its summary and place it in a separate evaluation Box until its Ability, nature, moves, and individual-strength information have been reviewed.

  • Clear active dens before spending Wishing Pieces on a deliberate target.
  • Use Y-Comm stamps to find hosted raids or species unavailable in your current local spawns.
  • Prioritize raids offering needed TRs, Exp. Candy, Watts, or target Pokémon.
  • Check the Ability after every promising capture; Hidden Abilities are possible but not guaranteed.
  • Keep useful raid captures in a separate Box until they have been evaluated.

Prepare the save for the Expansion Pass

The Pokémon Shield Expansion Pass adds the Isle of Armor and Crown Tundra to the existing save. It does not reset the Galar campaign and is not required to defeat Leon, complete the mainland Galar Pokédex, or claim the Shiny Charm. The Expansion Pass areas have their own species, items, story objectives, and Pokédex entries.

If you purchase the downloadable content, select the Pokémon Shield Expansion Pass rather than the Pokémon Sword version. The two passes are version-specific, and the Sword pass will not provide the additional content for a Shield save. You can confirm the correct product through the in-game Expansion Pass notice or the Nintendo eShop.

Before entering the new areas, finish any base-game trades you care about, organize the Boxes, and place a versatile party in the team. Bring reliable coverage across several types, such as Water, Fire, Grass, Ground, Ice, Fighting, and Dark. A Pokémon with a reliable nonlethal move and status support is useful for catching new species. A balanced party is safer than bringing six Pokémon designed only for the Leon battle.

Do not spend base-game resources on DLC-only evolution items or chase DLC-exclusive species unless you have decided to enter those areas. The Expansion Pass expands the existing save; it does not replace the original campaign or alter the mainland Galar Pokédex requirement for the Shiny Charm.

  • Complete desired base-game trades before beginning DLC content.
  • Sort valuable Pokémon, evolution items, TRs, and raid rewards into labeled Boxes.
  • Bring a balanced catching and battling team instead of a party built only for the Champion Cup.
  • Confirm that the purchased Expansion Pass is for Pokémon Shield.
  • Treat the Isle of Armor and Crown Tundra Pokédexes as separate optional goals.

Protect and verify your save before moving on

Pokémon Sword and Pokémon Shield do not support Nintendo Switch Online Save Data Backup from the Nintendo Switch HOME Menu. An active Nintendo Switch Online subscription therefore does not provide a normal cloud restore point for a lost Shield save. If you move to another Switch, use Nintendo’s supported user or save-data transfer process while both systems are available.

Pokémon HOME can store compatible Pokémon and transfer them between supported games, but it is not a complete backup of the Shield save. Move only Pokémon you intentionally want stored or transferred, and confirm the direction of every transfer before accepting it. Story progress, inventory, Boxes, and other save information should not be treated as recoverable through Pokémon HOME.

After organizing the save, choose one focused next goal: complete the Galar Pokédex and claim the Shiny Charm, breed a battle-ready team, hunt eligible Hidden Abilities, farm specific Gigantamax encounters, or begin the Isle of Armor and Crown Tundra stories.

  • Do not rely on Nintendo Switch Online cloud backup for Pokémon Shield.
  • Use Pokémon HOME for selected Pokémon storage or transfer, not as a complete save backup.
  • Use the official console transfer process when changing hardware.
  • Save after organizing Boxes and before beginning new post-game content.
  • Choose a specific next objective instead of spending raid resources without a target.

Before you move on

  • Every entry in the 400-entry mainland Galar Pokédex shows Caught.
  • The Game Director in the leftmost upper-floor room of Hotel Ionia’s western building in Circhester confirms regional Pokédex completion.
  • The completion certificate has been received.
  • The Shiny Charm has been collected from the Game Director.
  • Shield-exclusive families, Sword-exclusive trade targets, trade evolutions, and Zacian have been obtained or placed on a specific trade list.
  • Your Max Raid Box contains checked captures with useful Abilities, natures, moves, or individual strengths.
  • Your Boxes and evolution items are organized before entering the Expansion Pass areas.
  • You understand that the Expansion Pass is optional and that Pokémon Shield save data is not protected by Nintendo Switch Online cloud backup.
References for this chapter
THE NEXT SAVE POINT

Finishing up

You have obtained all eight official Galar Gym Badges and reached the Champion Cup stage in Wyndon.

You completed the Rose Tower and Hammerlocke sequences, defeated Chairman Rose's scheme, and completed the Eternatus confrontation that ends the Darkest Day crisis.

You won the rescheduled Champion Cup final in Wyndon Stadium and defeated Leon, becoming the Galar Champion.

The base-game campaign is complete at this point. Returning to the Wild Area, using Max Raids or the Battle Tower, pursuing Pokédex completion, and playing Expansion Pass content are optional post-game activities.

Choose your next game
CHECK THE DETAILS

Sources & references

Our original guide draws on the references below. Check the edition at the top of this page before following controls or unlock requirements.

About the game & collecting notes
Platform
Nintendo Switch

Step-by-step campaign walkthrough for the original Nintendo Switch release of Pokémon Shield. Covers the Galar Gym Challenge, Wild Area and Max Raid basics, the story beats that lead to the Eternatus confrontation, and the Champion Cup ending. Focuses only on the base (pre-Expansion Pass) game and the route needed to become Champion.

Darryl Polo
ABOUT THE AUTHOR

Darryl Polo

Darryl Polo loves tinkering with emulation and revisiting retro games. He enjoys exploring how old favorites play on different setups and sharing what he learns along the way. At Joking Joystick, he writes about the games, hardware, and small discoveries that keep the hobby fun.

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