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Game walkthroughNintendo Switch

Pokémon Sword — Complete Campaign Walkthrough (Original Nintendo Switch edition)

Step-by-step walkthrough of Pokémon Sword (original Nintendo Switch release). Covers the entire base-game Gym Challenge and Champion Cup run, key story beats, Wild Area and Max Raid basics, version-specific gym notes, capture of the Sword legend (Zacian), and post-credit Battle Tower unlock — excluding all paid expansion content.

Pokemon Sword official promotional artwork
Official promotional artwork; not a step-specific gameplay capture.
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Edition coveredOriginal Nintendo Switch edition
Your goalWin the Champion Cup and defeat Leon in the original Pokémon Sword campaign; complete the full base-game post-story episode by finishing the opening Slumbering Weald confrontation, all seven Dynamax-stadium incidents, the Wedgehurst laboratory battle, the Hammerlocke Energy Plant sequence, the uncapturable level 70 Zamazenta battle, the level 70 Zacian capture, and Hop’s final Slumbering Weald battle; then confirm access to the Battle Tower, repeat Champion Cup tournaments, and Wild Area Max Raid activities. Paid Expansion Pass content is excluded.
Inside the guide16 chapters · 29,590 words
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Before you begin

This guide leads you through the full base-game campaign of Pokémon Sword on Nintendo Switch from your first steps in Postwick to winning the Champion Cup in Wyndon and completing the core post-credit activities included with the original release.

It focuses only on the original edition content — no Isle of Armor or Crown Tundra expansion mechanics are required or assumed.

You’ll get precise, actionable objectives for every major outing: where to go, how to approach each Gym Challenge and leader, what hazards and mechanics to watch for (Wild Area dens, Dynamax/Max Raid Battles, version-exclusive Gyms and the story beats around Team Yell and Chairman Rose), recovery options if things go wrong, and concrete completion checks to confirm you’ve finished the base-game campaign.

Set yourself up for the run

Choose a starter by playstyle, then build a varied party with reliable Grass, Water, Fire, Flying, Ground, Steel, Fairy, and Ice coverage across the campaign.

Stock up at Pokémon Centers before Gym visits and major story battles. Potions, Super Potions, Hyper Potions, Revives, and status cures are useful throughout the League run.

Pokémon Sword automatically distributes experience to eligible Pokémon in the party. There is no separate Exp. Share item to equip or disable in this release, so rotate several team members if you want to keep levels even.

Use the Wild Area and Max Raid Battles for experience, Experience Candies, Watts, TRs, evolution items, and replacement team members when your party needs preparation.

Save before Gym Leaders, rival battles, Champion Cup rounds, Rose Tower, Eternatus, Zacian, and other one-time encounters.

If you lose, heal and restore PP, then adjust the specific matchup that caused the failure. Training in routes, the Wild Area, or Max Raid Battles is usually more effective than repeating the same underprepared attempt.

In stadium battles, you can generally use Dynamax once per battle for three turns. Preserve it for the leader’s or rival’s final Dynamax or Gigantamax Pokémon when possible.

Remember that Sword and Shield have version-specific Gym Leaders and legendary encounters. Pokémon Sword uses Bea, Gordie, and Zacian in the relevant base-game events.

The paid Isle of Armor and Crown Tundra expansions are outside this walkthrough and are not required for the base-game campaign.

Keep a capture kit available for the post-game Zacian encounter: status moves, False Swipe if available, Ultra Balls, and healing items.

For Battle Tower preparation, Judge access, competitive training, and Pokédex completion are optional post-game goals, not prerequisites for becoming Champion.

Wedgehurst and the First Steps: starters, professor, and core systems

Choose your starter in Postwick, complete the opening Slumbering Weald sequence, collect the first supplies, receive the Pokédex in Wedgehurst, and leave town prepared to follow Route 2 toward Professor Magnolia and the Wild Area.

Choose your starter in Postwick

Begin in Postwick and follow Hop to his house, where Leon presents three Poké Balls. Choose Grookey, Scorbunny, or Sobble. Grookey is Grass-type, Scorbunny is Fire-type, and Sobble is Water-type. Your choice is permanent for this save, so save before confirming if you want a recovery point before the decision.

Hop receives the starter that is weak to yours, while Leon takes the one that is strong against yours. Keep your chosen Pokémon in the party because it will be your most reliable battler during the opening fights. There is no required starter for completing the campaign; all three are viable if you build a varied team around them.

  • Save before confirming the starter if you may want to reconsider the choice.
  • Choose Grookey, Scorbunny, or Sobble.
  • Keep the starter in the active party.

Complete the opening battle and enter the Slumbering Weald

After choosing a starter, battle Hop in Postwick. Use the move with the type advantage whenever possible, but the opening fight is designed to be straightforward. Afterward, follow the story to the Wooloo incident and enter the Slumbering Weald with Hop.

Follow the visible path through the fog. A strange Pokémon appears and begins a scripted battle. Your attacks cannot defeat it normally, so continue using attacks until the story ends the encounter. You are not expected to catch or defeat this Pokémon during this visit.

Return to Postwick after the forest sequence and speak with your mother. She gives you money and five Poké Balls. These Poké Balls are your first regular catching supplies, so do not spend them before you have decided which early-route Pokémon you want to add.

  • Defeat Hop in the opening Postwick battle.
  • Finish the scripted Slumbering Weald encounter.
  • Speak with your mother and receive the starting money and five Poké Balls.

Return through Route 1 and collect the early items

Leave Postwick by Route 1. On the first visit, Hop prevents you from entering the tall grass because you do not yet have a Pokémon. After returning from the Slumbering Weald with your starter, sleeping Wooloo block the direct route, so move into the tall grass on the right and follow the detour north toward Wedgehurst.

Pick up the item capsule between the early patches of grass to obtain a Potion. Continue around the route and search the clearing near the rock wall in the larger grass section for two Paralyze Heals. These items are optional, but collecting them gives you useful recovery supplies before Route 2 and the first rival battles.

You can catch wild Pokémon on this return trip because you now have Poké Balls. Catching at least one additional Pokémon is recommended. A second party member gives you a backup if the starter is weakened and lets you begin covering types that your starter handles poorly.

  • Use the grass detour around the Wooloo blockade.
  • Collect the Route 1 Potion.
  • Collect both Paralyze Heals.
  • Catch at least one additional Pokémon if desired.

Visit the Wedgehurst research lab

Continue north from Route 1 into Wedgehurst. The Pokémon Research Lab is the large purple-roofed building on the eastern side of town. Leon waits outside; enter the lab and meet Sonia, Professor Magnolia’s assistant. Sonia registers the Pokédex feature on your Rotom Phone and explains that your journey will involve recording Pokémon encountered and caught in Galar.

After leaving the lab, speak with the man outside the building to receive another Potion. The item is given directly by the NPC, so it does not appear as an item capsule on the ground. A Rare Candy is also available near the lab, but it is optional; saving it for a later level-up is usually more useful than spending it immediately.

The Pokédex is required progression. You cannot advance the opening story properly without completing the lab scene, so do not leave Wedgehurst for Route 2 until Sonia has finished the registration.

  • Enter the purple-roofed research lab.
  • Receive the Pokédex from Sonia.
  • Accept the Potion from the man outside the lab.
  • Decide whether to collect the optional Rare Candy.

Use the Pokémon Center and Poké Mart

After the lab scene, meet Hop outside and follow him to the Pokémon Center. Speak with the nurse to restore your party. The Pokémon Center also contains the PC for storing Pokémon and the Poké Mart counter for buying supplies. Use the PC to maintain a backup roster instead of depending on the starter alone.

Buy additional Poké Balls if you want to catch several Route 2 Pokémon, and carry a few Potions for healing between battles. You already have five Poké Balls from your mother, but Leon will provide another 20 later on Route 2 during the catching lesson. Do not confuse that later gift with the five Poké Balls received in Postwick.

The Pokémon Center restores HP and status conditions for free. Use it before leaving Wedgehurst, especially if the starter or newly caught Pokémon took damage on Route 1.

  • Heal the entire party at the Wedgehurst Pokémon Center.
  • Inspect the PC and arrange a backup party if needed.
  • Buy Poké Balls and Potions according to your planned catches and battles.

Understand automatic experience and leave toward Route 2

Pokémon Sword uses automatic party-wide experience. There is no separate Exp. Share item to equip and no option to turn this feature off in the original Nintendo Switch release. Pokémon in your party receive experience after battles even when they did not participate, while battlers generally receive the larger share. Fainted Pokémon do not benefit from the battle’s experience.

This makes rotating a team easy: place a newly caught Pokémon in the party and let it gain experience while you continue through routes. It also means a small party can become overleveled more quickly, so use several Pokémon if you want a more even campaign. Keep extra catches in the PC when you do not want them receiving experience or when you need to change your team’s type coverage.

When ready, leave the Pokémon Center and follow the northern route out of Wedgehurst. Proceed to Route 2 and meet Hop near the grass. Leon appears there to explain catching if you have not already caught a Pokémon and gives you 20 Poké Balls. From this point, continue along Route 2 toward Professor Magnolia’s house; reaching the Route 2 entrance with a healed, stocked party completes this chapter.

  • Remember that party experience is always active.
  • Rotate several Pokémon rather than relying entirely on the starter.
  • Leave Wedgehurst by the northern path toward Route 2.
  • Meet Hop and receive Leon’s additional 20 Poké Balls when the Route 2 sequence begins.

Before you move on

  • A starter has been selected and remains usable in the party.
  • Hop’s opening battle and the scripted Slumbering Weald encounter are complete.
  • The player has spoken with their mother and received starting money and five Poké Balls.
  • The Route 1 Potion and two Paralyze Heals have been collected or deliberately left behind.
  • The Pokédex has been registered by Sonia at the Wedgehurst research lab.
  • The Potion outside the research lab has been collected or accounted for.
  • The party has been healed at the Wedgehurst Pokémon Center.
  • The player understands that party-wide experience is automatic and cannot be toggled off.
  • The player is leaving Wedgehurst toward Route 2 with Poké Balls, healing items, and at least one usable Pokémon besides or in addition to the starter.
References for this chapter

Turffield — Milo and the Grass Gym (Gym 1)

Finish the mandatory journey from Route 2 to Motostoke, register for the Gym Challenge, clear the Budew Drop Inn Team Yell incident, and leave through Route 3. Cross Galar Mine and Route 4 to reach Turffield, prepare a party around levels 18 to 20, complete the Wooloo-herding Gym Challenge, and defeat Milo’s level 19 Gossifleur and level 20 Dynamax Eldegoss to earn the Grass Badge.

Finish Route 2 at Professor Magnolia’s house

From Wedgehurst, follow Route 2 east until you reach Professor Magnolia’s house at the far end. You will meet Professor Magnolia and Sonia, then battle Hop outside the house. His team includes Wooloo, Rookidee, and the starter Pokémon with a type disadvantage to your own starter. Heal first if your team took damage from Route 2 Trainers, but this battle should be manageable with the Pokémon you have already caught and trained.

After you defeat Hop, Leon gives both of you a Letter of Endorsement, which is required to enter the Gym Challenge. Hop also gives you a Wishing Star. Professor Magnolia uses it to make a Dynamax Band for you and Hop. This is the item that enables Dynamax during later stadium battles. Speak to Hop outside afterward if you want the whistle tutorial, then return along Route 2 to Wedgehurst.

  • Hop has been defeated outside Professor Magnolia’s house.
  • Leon’s Letter of Endorsement has been received.
  • Professor Magnolia has converted the Wishing Star into your Dynamax Band.

Return to Wedgehurst and take the train

Back in Wedgehurst, heal at the Pokémon Center and restock Poké Balls or Potions if necessary. When ready, follow Hop into Wedgehurst Station. Your mother gives you Camping Gear before you board. The train journey is interrupted before Motostoke, and you are dropped at the Wild Area station instead.

Use the station’s Pokémon Center before entering the Wild Area if you need a full heal. This station is a safe resupply point and is especially useful because the Wild Area contains high-level Pokémon that you cannot yet catch. Do not challenge every large overworld Pokémon you see; many are beyond your current badge-based capture limit and can defeat an early party quickly.

  • The party is healed at Wedgehurst or the Wild Area station.
  • Camping Gear has been received.
  • You are prepared to cross the Wild Area rather than explore every section.

Cross the Wild Area and obtain the Pokémon Box Link

Walk north toward Motostoke. Hop points out the city’s large towers, which are the most useful landmark when the open terrain makes navigation confusing. Sonia meets you in the Wild Area and explains Pokémon Dens. She also gives you the Pokémon Box Link, allowing you to access your Pokémon storage from the party screen by pressing R in suitable areas.

The Wild Area is mostly optional at this point. You can catch additional team members, collect items, inspect glowing Dens, and take part in early Max Raid Battles, but none of that is required before Motostoke. If you want the direct route, follow the eastern edge of the large lake toward the city. Talk to the attendant near the Wild Area station if you need another heal before climbing the steps into Motostoke.

  • The Pokémon Box Link has been added to the menu.
  • Motostoke is visible ahead and has been reached without relying on high-level wild Pokémon.
  • Optional raids or catches have not replaced the required trip to the city.

Register for the Gym Challenge in Motostoke

Enter Motostoke and follow the route toward Motostoke Stadium. Hop is waiting near the stadium entrance. Go inside and speak with the League staff to register as a Gym Challenger. You will be asked to choose a three-digit uniform number; this number appears on your challenger uniform, so select any number you prefer.

Registration is mandatory before you can continue the city’s opening sequence. After registering, leave the stadium and follow the League staff member toward the Budew Drop Inn. Do not leave Motostoke through the western exit yet. The story events at the inn must be completed first.

  • You and Hop are registered for the Gym Challenge.
  • A three-digit uniform number has been selected.
  • The Budew Drop Inn is now the next required destination.

Clear the Budew Drop Inn incident

Enter the Budew Drop Inn and speak with Sonia near the statue in the lobby. She explains the story of the hero associated with the Darkest Day. When you try to check in, Team Yell is blocking the desk. Accept the battle prompt and defeat the two Team Yell Grunts one at a time. Their Pokémon are level 9 Galarian Zigzagoon and level 9 Nickit, both Dark-type focused.

After those two battles, Hop arrives, restores your party, and joins you in a Double Battle against two more Team Yell Grunts. They again use level 9 Galarian Zigzagoon and Nickit. Hop’s Wooloo acts as your ally and can absorb some attacks, but defeat whichever opponent threatens your side first rather than depending on Hop to win the fight.

After the Double Battle, Marnie appears and Team Yell’s connection to her is established. Speak to the desk attendant and stay at the inn. The next morning, speak with Hop and Marnie in the lobby, then leave the inn. A League assistant can escort you to the stadium; accepting the escort is the quickest option.

  • All four Team Yell Grunts at the Budew Drop Inn have been defeated.
  • Hop has healed the party before the Double Battle.
  • You have stayed at the inn and advanced to the following morning.

Attend the opening ceremony and leave for Route 3

At Motostoke Stadium, change into the challenger uniform when instructed. The opening ceremony introduces the Gym Leaders and the endorsed challengers. Leon and Chairman Rose then explain that your first Gym destination is Turffield, whose leader is Milo.

After the ceremony, leave the stadium and collect the Flying Taxi access provided outside. You do not need to use it now. Heal at the Motostoke Pokémon Center, buy Potions and status cures, and then head west through the city. The western exit leads to a bridge where Hop stops you for another battle.

Hop’s team here includes level 11 Wooloo, level 12 Rookidee, and his level 14 starter. The exact starter depends on your choice: Sobble if you chose Grookey, Grookey if you chose Scorbunny, or Scorbunny if you chose Sobble. Defeat him, then return to the Pokémon Center if necessary before entering Route 3.

  • The opening ceremony has been completed.
  • Flying Taxi access has been received.
  • Hop has been defeated at Motostoke’s western bridge.

Cross Route 3 and Galar Mine

Enter Route 3 from Motostoke’s western exit and travel generally west, then north, toward Galar Mine. Sonia appears near the beginning of the route and gives you an Escape Rope before healing your party. Rookidee is available on this route and is a practical Flying-type counter for Milo. Sword also offers Vulpix in the Motostoke-side grass, while Fire-, Bug-, Poison-, and Ice-type attacks in general are useful against Grass Pokémon.

Enter Galar Mine at the route’s western end. Follow the minecart tracks for the shortest path. Optional branches contain items and extra Workers, but they are not required for progress. Rock- and Ground-type opponents in the mine can punish Fire- or Flying-types, so switch leads when needed rather than using one Pokémon for every battle.

At the far end of the mine, Bede challenges you. Heal at the Route 3 entrance before entering if necessary, and use a balanced party because his team is not the same matchup as Milo’s. After defeating Bede, continue through the exit to Route 4.

  • The party is approximately level 16 to 18 before leaving Galar Mine.
  • Bede has been defeated at the end of the mine.
  • The Route 4 exit is open.

Cross Route 4 and prepare in Turffield

A healing NPC stands near the Route 4 side of Galar Mine. Use that recovery before crossing the pasture if your team is worn down. The simplest route is the central dirt path through Route 4; follow it toward the town visible ahead. Fight Trainers and catch Pokémon as needed, but do not stop for every optional item if your only goal is the first Badge.

In Turffield, follow Sonia’s Yamper west and uphill before entering the stadium. Sonia explains more about the Darkest Day, gives you Milo’s League Card, and provides two Revives. Afterward, heal at the Turffield Pokémon Center and stock up on Potions, Super Potions, Antidotes, and Paralyze Heals.

Aim for a core party around levels 18 to 20, with at least one reliable Fire-, Flying-, Bug-, Ice-, or Poison-type attack. Fire and Flying are usually the easiest answers. Avoid relying exclusively on Water-, Ground-, or Rock-type attackers, since Grass moves are super effective against those types. A primary Milo counter near level 20 and one healthy backup are sufficient for a normal story run.

  • Sonia’s Turffield event has been completed.
  • The Turffield Pokémon Center has been used.
  • The party has a strong Grass-type counter and a healthy reserve.

Complete the Wooloo-herding Gym Challenge

Enter Turffield Stadium and speak with the official at the back of the lobby to begin the Gym Challenge. The mission is to guide a flock of 20 Wooloo through three successive sections and into the marked goal areas. Walk behind or alongside the flock to push it forward; approaching from the front sends Wooloo away from the goal.

Yampers appear in the later sections and scatter Wooloo when they get close. Watch their position and wait for an opening rather than charging through the flock. Gym Trainers stand near several obstacles. Some Trainers can be bypassed, but defeating one stops the Yamper in that section from interfering, making the route much easier. The challenge’s first Trainer is required; later Trainer battles are optional.

If Wooloo split apart, move around the outside of the group and approach the stragglers from behind. Avoid running through the center, which can send different Wooloo in different directions. When all 20 Wooloo reach the final goal, the hay barrier breaks and the path to Milo opens. If you need to heal after clearing the mission, you can leave from the walkway before the leader battle and return without repeating the completed course.

  • All 20 Wooloo have reached the required goal areas.
  • The final hay barrier has been cleared.
  • The party is healed before entering Milo’s stadium battle.

Defeat Milo

Milo uses level 19 Gossifleur followed by level 20 Eldegoss. Lead with your Fire-, Flying-, Bug-, Ice-, or Poison-type attacker and use the strongest reliable move available. Gossifleur is not usually dangerous, but avoid taking unnecessary damage or spending all of your PP before Eldegoss appears.

Milo Dynamaxes Eldegoss. Save your Dynamax for this Pokémon unless the first battle goes badly. Dynamaxing a healthy Raboot, Corvisquire, or another suitable counter lets you withstand Eldegoss’s Max Overgrowth and answer with stronger Max Moves. Max Overgrowth also creates Grassy Terrain, so do not assume one weak attack will finish the battle after Eldegoss transforms.

Switch out if your lead is near fainting, and use a Potion or Super Potion when a recovery turn is safer than attacking. If the lead falls, send out your healthiest Pokémon with the best remaining matchup. After both Pokémon are defeated, Milo awards the Grass Badge, TM10 Magical Leaf, and the Grass Uniform. The Badge raises the wild capture limit to level 25.

  • Level 19 Gossifleur has been defeated.
  • Milo’s level 20 Dynamax Eldegoss has been defeated.
  • The Grass Badge, TM10 Magical Leaf, and Grass Uniform have been awarded.
  • Pokémon up to level 25 can now be caught.

Recover after a failed attempt

If Milo defeats you, heal at Turffield’s Pokémon Center and restore the PP of your main counter. Train on Route 4, Route 3, Galar Mine, or in the accessible parts of the Wild Area. Focus experience on the Pokémon that will fight Eldegoss and one backup rather than leveling a full party with no useful matchup.

Before retrying, replace a party member that is consistently weak to Grass attacks, confirm that your intended Dynamax Pokémon is fully healed, and carry enough Potions for the Gym Trainers and leader battle. Once the Wooloo mission has been cleared, you can return to the leader’s walkway after healing instead of treating the stadium as a normal sequence of repeatable Trainer battles.

  • The rematch party includes a reliable super-effective attacker.
  • The intended Dynamax Pokémon has full HP and restored PP.
  • The Wooloo mission has already been cleared, or you are prepared to complete it again if you exited before finishing it.

Before you move on

  • The Grass Badge is displayed in the Gym Badge case.
  • TM10 Magical Leaf and the Grass Uniform have been received.
  • Milo’s level 19 Gossifleur and level 20 Dynamax Eldegoss have both been defeated.
  • The wild capture limit has increased to level 25.
  • Turffield Stadium has been cleared and the eastern bridge to Route 5 is open.
  • The route from Route 2 through Motostoke, Route 3, Galar Mine, and Route 4 has been completed.
References for this chapter

Hulbury — Nessa and the Water Gym

Travel from Turffield across Route 5 to Hulbury, meet Nessa at the lighthouse, solve the Water Gym’s colored-switch maze, and defeat Nessa’s Dynamax Drednaw. After the battle, visit the Captain’s Table, enter Galar Mine No. 2, defeat Bede and Team Yell with Hop, meet Kabu, then return through Motostoke Outskirts to the Budew Drop Inn. Defeat Marnie there and finish outside Motostoke Stadium, ready to begin Kabu’s Gym chapter.

Travel from Turffield to Hulbury

After defeating Milo and receiving the Grass Badge, leave Turffield through its eastern exit to enter Route 5. Follow the main path east toward Hulbury. Battle the route’s Trainers if you want the experience, or avoid optional fights if several party members are already weakened. Heal before entering the city if you have used much of your supply of Potions.

Route 5 is not the most reliable place to search specifically for a new Grass- or Electric-type counter. If you need one, return to earlier areas for options such as Yamper on Route 2 or Route 4, or use a Grass Pokémon already on your team. The Pokémon Nursery on Route 5 also gives you a Toxel, but it begins at a low level and should be trained before you rely on its Electric attacks.

  • Leave Turffield through the eastern exit.
  • Cross Route 5 and keep healing items available.
  • Use Route 2 or Route 4 if you need an early Yamper.
  • Visit the Route 5 Nursery if you want the Toxel gift.

Meet Nessa at the Hulbury Lighthouse

Heal at the Hulbury Pokémon Center, then walk toward the eastern end of town and continue to the lighthouse. Nessa is near the lighthouse rather than inside the stadium. Speak to her to receive Nessa’s League Card. This conversation is required before the Gym Challenge can begin.

Return to Hulbury Stadium after speaking with Nessa. Before entering the mission, restore HP and move PP and buy Potions or status-healing items if necessary. The Ball Guy inside the stadium gives you a Lure Ball. The docks and lighthouse area also contain optional items, including Super Potions, Net Balls, and TM82 Electroweb, but none is required for progression.

  • Heal at the Hulbury Pokémon Center.
  • Walk to the lighthouse at the eastern end of town.
  • Speak to Nessa and receive her League Card.
  • Collect the Lure Ball if desired.
  • Restore HP and PP before starting the Gym mission.

Prepare Grass and Electric answers

Nessa uses Goldeen at level 22, Arrokuda at level 23, and Drednaw at level 24. Electric and Grass moves are super-effective against all three. Grass is especially valuable against Drednaw because its Water and Rock typing gives it a four-times weakness to Grass attacks.

Bring at least two Pokémon that can contribute. A second Grass or Electric attacker gives you a backup if your main counter is confused, weakened, or knocked out. A sturdy neutral Pokémon can also provide a safe switch while you heal. Do not make a Fire-, Ground-, or Rock-type your only answer, because Nessa’s Water attacks exploit those matchups.

Aim to keep your main battlers around the low-to-mid twenties, close to Nessa’s levels. If you lose, heal at the Pokémon Center and train on Route 5, Route 4, or in available Max Raid Battles. Rebuild your plan around a dependable Grass or Electric move instead of repeatedly sending a Water-weak Pokémon against Drednaw.

  • Bring a reliable Grass or Electric attacker.
  • Keep a second useful battler available.
  • Train close to Nessa’s level range.
  • Carry Potions and status-healing items.
  • Save a strong answer for Drednaw.

Solve the colored-switch Gym mission

Speak to the Gym staff member at the north end of the stadium to begin. The mission is a maze controlled by red, yellow, and blue switches. Each switch changes the water barriers of the matching color. The Trainers in the maze use Water Pokémon and provide useful experience.

From the entrance, go east and defeat Gym Trainer Julia. Press the red switch beside her, then go north and press the yellow switch. Return south and press the red switch again. Continue east and then north, but leave the next red switch alone. Go north and west to reach Gym Trainer Heather. Defeat her two Pokémon, then press the yellow switch north of her position. Return south and press the red switch you previously left untouched.

Go west and then north up the stairs to reach Gym Trainer Lynn. Defeat her team, then go south down the stairs and press the yellow switch. Return toward the upper section, press the red switch, and then press the blue switch to the east. The central route to the stadium door should now be open. If a barrier blocks you, retrace your path and check the most recent switch of the same color rather than pressing buttons randomly.

  • Defeat Julia and press red, yellow, then red.
  • Leave the upper red switch alone until after Heather.
  • After Heather, press yellow and then the previously skipped red switch.
  • After Lynn, press yellow, red, then blue.
  • Use the opened central passage to reach Nessa.

Defeat Nessa and Dynamax Drednaw

Use Grass or Electric attacks against Goldeen. Arrokuda is also vulnerable to both types, but it can use Aqua Jet for priority damage, so switch out a badly injured Pokémon instead of leaving it in for one slow final attack. Water Pulse can cause confusion, and Whirlpool can inflict continuing damage, so cure confusion or switch if the affected Pokémon is no longer reliable.

Nessa sends out Drednaw last and Dynamaxes it immediately. Unless an earlier emergency forces you to use Dynamax, save your Dynamax for this exchange. Dynamax your strongest Grass or Electric attacker and use its best available move. A Grass Max Move is particularly effective against Drednaw’s Water/Rock typing. If your counter is already weakened, switch to a sturdier Pokémon and heal rather than sacrificing your only super-effective attacker.

After the battle, you receive the Water Badge, TM36 Whirlpool, and a Water Uniform. Whirlpool is a battle move, not an early replacement for Surf. No overworld water traversal is required at this point. The Rotom Bike receives its water upgrade later in the campaign.

  • Defeat Goldeen with Grass or Electric attacks.
  • Do not leave a weakened Pokémon exposed to Arrokuda’s priority attack.
  • Save Dynamax for Drednaw when possible.
  • Confirm receipt of the Water Badge, TM36, and Water Uniform.
  • Do not search for a Surf HM at this stage.

Visit the Captain’s Table

Leave Hulbury Stadium and speak with Oleana outside. She gives you Rose’s League Card and tells you to meet Chairman Rose at the Captain’s Table, the seafood restaurant near the Pokémon Center. Enter the restaurant and approach Rose, Oleana, and Sonia to trigger the required story scene.

After the conversation, Sonia gives you TM79 Retaliate. This is the required Hulbury story reward; it is not obtained from Nessa directly. When the scene ends, leave the restaurant and follow the eastern road toward Galar Mine No. 2. Heal and restock before entering the mine if the Gym or route battles used many items.

  • Speak with Oleana outside Hulbury Stadium.
  • Receive Rose’s League Card.
  • Enter the Captain’s Table near the Pokémon Center.
  • Speak with Rose, Oleana, and Sonia.
  • Receive TM79 Retaliate from Sonia.
  • Follow the eastern road to Galar Mine No. 2.

Cross Galar Mine No. 2 and defeat Bede

Enter Galar Mine No. 2 and follow the main path through the cave. The mine contains optional wild Pokémon, items, and worker battles, so use it as a training opportunity if your team is below the low twenties. You can also catch useful encounters such as Scraggy, Croagunk, Noibat, Chewtle, or Shellos, depending on the encounter method and version availability.

Continue southeast until the story scene with Bede begins. Accept the battle when prompted. In Pokémon Sword, Bede uses Solosis at level 21, Gothita at level 22, Galarian Ponyta at level 22, and Hatenna at level 23. His team is primarily Psychic with Fairy coverage, so Dark-, Bug-, or Ghost-type attacks are useful where available. Avoid relying on a single Pokémon if it is vulnerable to Psyshock or Fairy Wind.

After winning, Bede gives you his League Card. Continue deeper into the mine rather than returning to Hulbury. Follow the main route through the worker battles until Team Yell blocks the passage. Hop appears and joins you for a double battle against the two Team Yell Grunts. Let Hop absorb pressure while you target one opposing Pokémon at a time, and heal afterward if needed.

  • Enter Galar Mine No. 2 from Hulbury’s eastern road.
  • Reach the southeast section and battle Bede.
  • Defeat Solosis, Gothita, Galarian Ponyta, and Hatenna.
  • Receive Bede’s League Card.
  • Continue to the Team Yell blockade.
  • Complete the double battle with Hop.

Meet Kabu, exit to Motostoke, and prepare for the next Gym

After the Team Yell double battle, continue through the mine. Follow the path south and then toward the exit, battling the remaining workers if you want additional experience. Hop is waiting near the end of the mine, where a story scene introduces Kabu, the Fire-type Gym Leader. Speak through the scene and let Hop explain Poké Jobs if the tutorial appears.

The route exits into Motostoke Outskirts. Continue through the outskirts and return to Motostoke. Enter the Budew Drop Inn to advance the story. Marnie challenges you inside with Croagunk, Scraggy, and Morpeko. Defeat her, then rest at the inn automatically. When you wake, speak with Marnie in the foyer to receive Kabu’s League Card and continue the preparations for the Fire Gym.

Leave the inn and move toward Motostoke Stadium. You are now in position for the next chapter, which covers Kabu’s Gym Challenge. Heal at a Pokémon Center, review your party, and prepare Water-, Ground-, or Rock-type attacks before registering for the challenge.

  • Reach the end of Galar Mine No. 2 and meet Kabu.
  • Exit into Motostoke Outskirts.
  • Return to Motostoke and enter the Budew Drop Inn.
  • Defeat Marnie’s Croagunk, Scraggy, and Morpeko.
  • Rest at the inn and receive Kabu’s League Card.
  • Heal and stand near Motostoke Stadium ready for Kabu.

Before you move on

  • The Water Badge is listed among your Badges.
  • TM36 Whirlpool and the Water Uniform have been awarded.
  • Nessa’s Goldeen, Arrokuda, and Dynamax Drednaw have been defeated.
  • Oleana has given you Rose’s League Card.
  • The Captain’s Table scene has occurred.
  • Sonia has given you TM79 Retaliate.
  • Bede has been defeated in Galar Mine No. 2 and his League Card is available.
  • The Team Yell double battle with Hop has been completed.
  • Kabu has appeared near the end of Galar Mine No. 2.
  • You have returned through Motostoke Outskirts and defeated Marnie at the Budew Drop Inn.
  • Marnie has given you Kabu’s League Card.
  • You are healed and positioned near Motostoke Stadium, ready to begin Kabu’s chapter.
References for this chapter

Motostoke — Kabu and the Fire Gym

Return to Motostoke after clearing Hulbury, prepare a party around levels 24 to 27 with Water, Ground, or Rock coverage, complete the five-point Gym mission, and defeat Kabu’s Ninetales, Arcanine, and Gigantamax Centiskorch. After the badge, heal and continue through the Wild Area toward Hammerlocke.

Return to Motostoke and prepare outside the stadium

After defeating Nessa and completing the immediate Hulbury story scenes, take the train back to Motostoke. Motostoke Stadium is on the city’s upper tier in the northeastern part of town. Follow the streets and stairways upward until you reach the large stadium building.

The city’s industrial pipes, steam effects, raised walkways, and factory machinery are landmarks for navigation. They do not damage your party and do not create a timed environmental hazard. Heal at a Pokémon Center before entering, restore move PP, and use the PC or Rotomi to arrange your team while you are still outside the stadium.

Bring Poké Balls for the Gym mission, several Potions, and at least one Burn Heal or another way to remove burn. Fire Spin and Will-O-Wisp can prolong the leader battle, especially if your main counter relies on physical attacks. Pokémon Box Link and Pokémon Camp cannot be used during the Gym mission or in the hallway before Kabu’s battle, so make your party changes beforehand.

  • Heal and restore PP before entering Motostoke Stadium.
  • Place a dependable Water, Ground, or Rock attacker in the party.
  • Carry Poké Balls for the required wild encounters.
  • Arrange the party before entering because Box Link is unavailable inside.

Prepare for Kabu’s Fire team

Kabu specializes in Fire-type Pokémon. Water, Ground, and Rock attacks are super effective against his team, so a Water starter or a Water-type caught on an earlier route is an easy solution. Ground and Rock Pokémon also work well, but do not depend on one physical attacker if you can avoid it.

Kabu’s Ninetales and Arcanine are level 25, and his Gigantamax Centiskorch is level 27. A party in the level 24 to 27 range is appropriate. You do not need every Pokémon to reach level 27, but having two healthy Pokémon with super-effective moves gives you a safe answer if your lead is burned or weakened.

Arcanine has Intimidate, which lowers the Attack of your physical Pokémon when it enters battle. Ninetales and Arcanine can also use Will-O-Wisp. Special Water or Ground attacks avoid the worst effects of Intimidate and burn, although a strong physical counter can still succeed if you cure the status or switch when necessary.

  • Have at least two usable Fire counters.
  • Prefer special attacks when possible if Intimidate or burn is a concern.
  • Keep a backup Pokémon healthy for Centiskorch.
  • Train on nearby routes or in the Wild Area if your team is below the mid-20s.

Start the five-point Gym mission

Speak with the stadium staff, change into the Gym uniform, and enter the mission field. You must earn five points by catching or defeating wild Pokémon in three patches of tall grass. Catching a target gives two points; defeating it gives one point.

The simplest route is to catch two targets and defeat one, which reaches five points. You can also catch all three, earning six points in total. The three visible targets are Vulpix in the left or southwestern patch, Sizzlipede in the right or southeastern patch, and Litwick in the northern patch. Vulpix is level 24, while Sizzlipede and Litwick are level 25.

Each target is encountered alongside a Gym Trainer who acts as your ally in a two-on-one wild battle. The ally may attack either your Pokémon or the wild target, but will not catch the target for you. If the allied Pokémon knocks out the target, including through a status effect it caused, you receive no point for that encounter.

  • Remember that catches are worth two points and defeats are worth one.
  • Catch two targets and defeat one for the quickest guaranteed five points.
  • Watch the ally’s attacks before weakening a Pokémon you intend to catch.
  • Do not expect the allied trainer to preserve the target for you.

Clear the grass sections without losing the target

In the Vulpix section, Gym Trainer Darren uses a level 24 Rolycoly. In the Sizzlipede section, Gym Trainer Elle uses a level 24 Salandit. In the Litwick section, Gym Trainer Chaka uses a level 24 Sizzlipede. These are cooperative wild encounters rather than ordinary separate trainer battles.

Use a weak or neutral attack to lower the target’s HP, then throw Poké Balls. If you have a reliable sleep or paralysis move, it can improve the catch chance, but do not spend too many setup turns while the allied Pokémon is attacking. Any Pokémon you catch is kept after the mission and can be added to your team later.

You may run from a wild encounter, but if your own Pokémon faints during one of these battles, the game does not provide the normal run option. If a target is in danger from the ally, throw a Poké Ball immediately or use a move that will not knock it out. Once the central scoreboard reaches five points, the mission ends automatically; you do not need to clear every patch or defeat every allied Pokémon.

  • Use Poké Balls rather than strong super-effective attacks on targets you want to keep.
  • Stop exploring when the scoreboard reaches five.
  • Do not waste turns battling after the required score is reached.
  • Remember that you keep any Pokémon caught during the mission.

Enter Kabu’s battle with a prepared party

After the mission, use the hallway to make final battle preparations. You cannot use Box Link or Pokémon Camp there, so the Pokémon entering the hallway must already be in your party. Put your most reliable Water, Ground, or Rock attacker at the front, but keep a second counter available.

Kabu’s team is level 25 Ninetales, level 25 Arcanine, and level 27 Gigantamax Centiskorch. Ninetales can use Will-O-Wisp and Fire Spin. Arcanine has Intimidate and can use Will-O-Wisp, Flame Wheel, Bite, and Agility. These moves make a single physical attacker less dependable than a team with both physical and special options.

Ground attacks remain effective against Arcanine even after Intimidate activates; Intimidate lowers physical Attack but does not remove the type weakness. If your attacker is burned, cure it or switch to a special attacker rather than repeatedly using weakened physical moves.

  • Restore HP and PP before the leader battle.
  • Lead with a Water, Ground, or Rock move.
  • Keep a second super-effective attacker ready.
  • Carry a status cure for burn.

Defeat Ninetales, Arcanine, and Gigantamax Centiskorch

Use the type advantage immediately against Ninetales. If it uses Will-O-Wisp on a physical attacker, cure the burn or switch. Against Arcanine, attack before it gains unnecessary turns from Agility, and remember that Bite can punish fragile Psychic- or Ghost-type Pokémon.

Kabu Gigantamaxes Centiskorch as soon as he sends it out. Centiskorch is Fire/Bug, so Water and Ground attacks are super effective and Rock attacks are especially effective. It has Flash Fire, so Fire attacks do not damage it and instead activate its ability. Do not waste your Dynamax turns on Fire moves against it.

Dynamax your own best counter when Centiskorch enters if the battle is close or if you need the extra HP. G-Max Centiferno can trap the active Pokémon, making a quick knockout preferable to repeated switching. If your first counter falls, send out the healthiest backup with Water, Ground, or Rock coverage and use an item only when it allows that Pokémon to survive the next attack.

  • Use Dynamax during the Centiskorch phase if the outcome is uncertain.
  • Do not use Fire attacks against Centiskorch because of Flash Fire.
  • Cure burn or change to a special attacker when appropriate.
  • Defeat all three Pokémon to complete the Gym battle.

Claim the Fire Badge and continue toward Hammerlocke

After winning, Kabu awards the Fire Badge, TM38 Will-O-Wisp, and the Fire Uniform. The badge raises the level limit for Pokémon you can catch to level 35. Heal at the Pokémon Center and reorganize your party if you caught Vulpix, Litwick, or Sizzlipede during the mission.

Leave Motostoke by following the story direction toward Motostoke Station and the Wild Area. You can use the Wild Area to catch replacements, collect experience, visit raid dens, and restock through available stations before continuing north toward Hammerlocke. If Kabu defeats you, there is no special penalty: heal, adjust your team so two members have Fire coverage, restock outside the stadium, and repeat the mission and battle.

  • The Fire Badge is displayed in the badge collection.
  • TM38 Will-O-Wisp and the Fire Uniform are received.
  • The catch limit is now level 35.
  • The route through the Wild Area toward Hammerlocke is available.
  • The party is healed before leaving Motostoke.

Before you move on

  • The Motostoke Gym mission scoreboard reaches five points.
  • Kabu’s level 25 Ninetales, level 25 Arcanine, and level 27 Gigantamax Centiskorch are defeated.
  • The Fire Badge, TM38 Will-O-Wisp, and Fire Uniform are received.
  • The player can catch Pokémon up to level 35.
  • After healing, the player can leave Motostoke and continue through the Wild Area toward Hammerlocke.
References for this chapter

Stow-on-Side — Bea in Pokémon Sword

Travel west from Hammerlocke through Route 6 to Stow-on-Side, complete the three-course spinning-cup Gym Mission, and defeat Bea for the Fighting Badge. Pokémon Sword uses Bea, while Pokémon Shield uses Allister in the same stadium instead. These are version-exclusive replacements, not consecutive Gym Leaders, and no Expansion Pass content is needed.

Reach Stow-on-Side and prepare for Bea

Leave Hammerlocke through its western exit and follow Route 6 toward Stow-on-Side. Route 6 contains several trainers, wild Pokémon, ladders, and optional item paths. Battle through the route or avoid encounters according to your party’s condition, then heal at the Stow-on-Side Pokémon Center before entering the stadium.

A party around levels 34 to 36 is appropriate for this Gym. Bring at least one reliable Flying-, Psychic-, or Fairy-type attack, preferably on two different Pokémon so one critical hit or priority move does not end your plan. Rookidee is available as early as Route 1 and evolves into Corvisquire at level 18, making it a practical Flying-type option if you raised it. Woobat, a Psychic/Flying Pokémon, can be found in Galar Mine and can provide another useful matchup if you prefer special attacks.

Buy Super Potions or better, along with a few Revives and status-healing items. Save before entering the mission if you want a convenient retry point. The Ball Guy in the stadium gives you a Heavy Ball; this is optional and does not affect Gym progress.

  • Leave Hammerlocke through the western exit toward Route 6.
  • Heal at the Stow-on-Side Pokémon Center.
  • Prepare Flying, Psychic, or Fairy coverage, preferably on more than one Pokémon.
  • Aim for a balanced party near levels 34 to 36.
  • Bring healing items and Revives.

Complete the spinning-cup Gym Mission

Speak to the stadium official to begin the Gym Mission. Your character rides in a spinning cup that slides down three sloped courses. Rotate the left control stick to influence the cup’s direction. Use short adjustments rather than holding one direction continuously, because the cup keeps moving downhill while you steer.

The second and third courses contain spring-loaded boxing gloves. In Pokémon Sword, touching one launches the cup in the direction the glove faces. Use these gloves to redirect yourself around bends or toward the next platform. Hitting walls and obstacles can reduce your momentum, but the course does not directly damage your party.

A Gym Trainer waits after each course. In Sword, the trainers are Ian, Claire, and Simon. Ian uses Stufful at level 31 and Bewear at level 32. Claire uses a level 32 Galarian Farfetch’d. Simon uses level 33 Hitmonlee and level 33 Hitmonchan. Defeat each trainer, then continue through the next section.

Warp panels behind the Gym Trainers return you to the entrance. Leaving the mission or losing a battle resets the obstacle course, but trainers you already defeated do not need to be fought again. After all three courses are completed, the mission is cleared and you can proceed to Bea.

  • Steer with the left control stick using brief corrections.
  • Use the Sword-version boxing gloves as directional launchers.
  • Defeat Ian, Claire, and Simon.
  • Use the warp panels only if you need to leave, since the course will reset.
  • Remember that defeated Gym Trainers stay cleared after a reset.

Build a safe counter plan

Flying attacks are the broadest answer to Bea’s team. Corvisquire is useful if it has a dependable Flying move and is close to the party’s level. Psychic attacks also work well against most of the team, but do not use them against Pangoro: its Dark typing makes it immune to Psychic-type attacks.

Fairy attacks are particularly effective against Pangoro, but Pangoro knows Bullet Punch, a Steel-type priority move. Keep a second answer available rather than relying on a frail Fairy Pokémon to sweep. Ghost Pokémon can avoid Bea’s Fighting attacks, but Pangoro’s Night Slash makes a Ghost-only plan risky.

Hitmontop knows Counter, which can punish physical attacks by returning damage based on the damage it received. Use special damage, a status move, or a strong attack that can finish it without giving Counter an opportunity to turn the exchange against you. Sirfetch’d knows Swords Dance, so attack it promptly and do not give it a free setup turn.

Bea’s team does not use Rock-type attacks in this battle, so a Flying-type counter is not exposed to that usual weakness. Still, keep your counter healthy because Machamp can use Dark- and Normal-type coverage after it Gigantamaxes.

  • Prioritize Flying attacks for the overall matchup.
  • Use Fairy attacks against Pangoro while respecting Bullet Punch.
  • Do not use Psychic attacks against Pangoro.
  • Avoid weak physical attacks into Hitmontop’s Counter.
  • Prevent Sirfetch’d from safely using Swords Dance.

Defeat Bea and Gigantamax Machamp

Bea’s Sword team is Hitmontop at level 34, Pangoro at level 34, Sirfetch’d at level 35, and Machamp at level 36. She sends out Machamp last and Gigantamaxes it immediately. Preserve at least one healthy Flying, Fairy, or other dependable counter for this final Pokémon.

Lead with a Pokémon that can pressure Hitmontop without relying on a weak physical attack. Against Pangoro, use Fairy or Flying damage and watch for Bullet Punch, Night Slash, Circle Throw, and Work Up. Against Sirfetch’d, deal damage immediately so it cannot turn Swords Dance into a major Attack increase.

Dynamax your strongest surviving counter when Machamp appears, provided the matchup is favorable. Your Dynamax Pokémon gains extra durability and can use Max Moves for consistent damage. A Psychic Pokémon can defeat Machamp, but Knock Off makes it less secure than a sturdy Flying or Fairy counter. Use healing items between turns if necessary; preserving the final counter is more important than finishing quickly.

If Bea defeats you, return to the Pokémon Center, restore the party, and adjust your lead or moves. Train on Route 6, use Wild Area encounters, or complete Max Raid Battles for experience and items. You do not need to repeat the entire cup course after the Gym Mission has been cleared.

  • Defeat Hitmontop without giving Counter a favorable opening.
  • Answer Pangoro with Flying or Fairy damage and watch its priority move.
  • Stop Sirfetch’d from setting up with Swords Dance.
  • Save a healthy counter and Dynamax option for Machamp.
  • Heal and change your party plan if Bea wins.

Claim the Fighting Badge and continue

After Bea is defeated, receive the Fighting Badge, TM42 Revenge, and the Fighting Uniform. The badge allows you to catch and command Pokémon up to level 40. Heal before leaving the stadium.

Continue through the required Stow-on-Side story events at the mural. Sonia appears, and the sequence leads to the confrontation with Bede. Once those events are complete, the route through Glimwood Tangle opens toward Ballonlea and the fifth Gym.

Allister does not appear later as an extra Gym battle in Pokémon Sword. He is the Shield-exclusive replacement for Bea at Stow-on-Side Stadium, where Shield players receive the Ghost Badge instead. Trading Pokémon or owning both games does not add the alternate leader to this campaign.

  • Confirm that the Fighting Badge is in the Badges case.
  • Confirm receipt of TM42 Revenge and the Fighting Uniform.
  • Heal before the mural and Bede sequence.
  • Proceed toward Glimwood Tangle and Ballonlea.
  • Do not search for a second Allister battle in Pokémon Sword.

Before you move on

  • Bea has been defeated in Stow-on-Side Stadium.
  • The Fighting Badge is visible in the Badges case.
  • TM42 Revenge and the Fighting Uniform have been received.
  • The catch and obedience limit has increased to level 40.
  • The mural and Bede story sequence has been completed.
  • The route toward Glimwood Tangle and Ballonlea is open.
References for this chapter

Ballonlea — Opal and the Fairy Gym

Travel north from Stow-on-Side through Glimwood Tangle to Ballonlea, complete the quiz-based Gym Mission, and defeat Opal in Pokémon Sword. Her team includes Poison/Fairy, Steel/Fairy, Fairy/Flying, and Fairy Pokémon, so prepare more than one answer. Correct quiz responses grant temporary stat boosts, and Opal Gigantamaxes her level 38 Alcremie.

Reach Ballonlea and prepare outside the stadium

After finishing the Stow-on-Side Gym, leave through the northern exit and follow the main route through Glimwood Tangle. The forest is linear enough that the large glowing mushrooms, bridges, narrow clearings, and visible trainers serve as reliable landmarks. Continue north until the path opens into Ballonlea.

Heal at the Ballonlea Pokémon Center before entering the stadium. Restock Super Potions, Revives, and Full Heals if necessary. Full Heals are useful if Sweet Kiss or another status move causes trouble, but type coverage and reliable damage matter more than status recovery in this Gym.

Bring several Pokémon around levels 35 to 38. A Steel-type move is the most generally useful answer to Opal’s Fairy Pokémon. Also keep a separate Fire or Ground answer for Mawile, because Mawile’s Steel typing makes it immune to Poison and its Fairy typing resists Fighting. Save before beginning the Gym Mission if you want a convenient retry point.

  • Leave Stow-on-Side through the northern route.
  • Follow Glimwood Tangle to Ballonlea.
  • Heal and restock at the Pokémon Center.
  • Aim for roughly levels 35 to 38.
  • Prepare Steel coverage and a separate Fire or Ground move for Mawile.
  • Save before entering the Gym Mission.

Complete the quiz-based Gym Mission

Speak to the stadium attendant, change into the Gym uniform, and enter the Mission. There is no maze, moving platform sequence, or Trick Room puzzle. You will battle three Gym Trainers, and Opal asks one question during each battle. A correct response raises selected stats of the active Pokémon by one stage; an incorrect response lowers them by one stage.

The first question asks about Fairy-type weaknesses. Choose Poison or Steel; both answers are accepted. The second asks for the name of the previous Gym Trainer. Choose Annette. The third asks what Opal eats for breakfast. Choose omelets.

Gym Trainer Annette uses a level 34 Spritzee and level 34 Slurpuff. Teresa uses a level 34 Swirlix and level 34 Aromatisse. Theodora uses a level 35 Morgrem and level 35 Gardevoir. Steel attacks are effective against all of these Pokémon, although Theodora’s Gardevoir knows Mystical Fire, so do not assume one Steel Pokémon can safely handle every battle.

The game does not fully restore your party after each Mission battle. After defeating Theodora, use the healing opportunity before entering Opal’s arena. You can also change your lead Pokémon and reorder the party before speaking to the attendant.

  • First answer: Poison or Steel.
  • Second answer: Annette.
  • Third answer: omelets.
  • Annette uses Spritzee and Slurpuff at level 34.
  • Teresa uses Swirlix and Aromatisse at level 34.
  • Theodora uses Morgrem and Gardevoir at level 35.
  • Heal before starting Opal’s battle.

Answer Opal’s battle questions correctly

Opal asks three questions during her Leader battle. The first comes at the end of turn 1. When she asks for her nickname, choose The Wizard. The second comes at the end of turn 4. For her favorite color, choose purple. The third comes at the end of turn 8. For her age, choose 16 years old.

Correct answers during the Leader battle grant two-stage stat boosts to the active Pokémon. The nickname answer boosts Speed. The favorite-color answer boosts Defense and Special Defense. The age answer boosts Attack and Special Attack.

These boosts can make a surviving attacker much stronger, but do not stay in a losing matchup solely to preserve them. Switching to a healthy Pokémon is preferable to losing the boosted Pokémon. If possible, use an attacker that can remain effective against several members of Opal’s team.

  • Nickname: The Wizard.
  • Favorite color: purple.
  • Age: 16 years old.
  • Correct answers give two-stage boosts.
  • Switch out if the current Pokémon is in danger.

Defeat Galarian Weezing and Mawile

Opal opens with level 36 Galarian Weezing, which is Poison/Fairy and has Levitate. Steel and Psychic moves are super effective. Poison attacks are only neutral because Weezing’s Poison typing resists Poison while its Fairy typing is weak to it. Ordinary Ground moves fail against Levitate, so do not rely on Ground coverage unless the ability has been removed.

Opal’s level 36 Mawile is Steel/Fairy. Fire and Ground moves are super effective. Fighting is not super effective because Mawile’s Fairy typing resists Fighting, although a very strong Fighting move can still deal neutral damage. Poison moves do nothing because Steel grants Mawile immunity to Poison.

Mawile may use Intimidate when it enters battle, lowering the Attack of the Pokémon currently in play, and Iron Defense can further reduce the damage from physical attacks. A special Fire attack is especially convenient. If your physical attacker has been weakened, switch to special damage rather than repeatedly using weak physical moves.

  • Use Steel or Psychic against Galarian Weezing.
  • Do not use ordinary Ground moves while Levitate is active.
  • Poison is neutral against Galarian Weezing, not super effective.
  • Use Fire or Ground against Mawile.
  • Do not rely on Poison against Mawile.
  • Account for Intimidate and Iron Defense.

Defeat Togekiss and preserve a counter for Alcremie

Opal’s level 37 Togekiss is Fairy/Flying. Steel, Electric, Ice, Rock, and Poison moves are super effective. Its listed moves include Air Slash, Draining Kiss, and Ancient Power. Ancient Power makes Fire- and Ice-based plans less comfortable, so use a Steel attacker when possible or ensure your chosen counter can survive a Rock-type hit.

Avoid exhausting every Pokémon that can damage Fairy types before Alcremie appears. Heal during the battle only when necessary, and switch rather than allowing a badly matched Pokémon to be knocked out. Keep at least one healthy attacker with Steel or Poison coverage for the final battle.

  • Use Steel, Electric, Ice, Rock, or Poison against Togekiss.
  • Remember Togekiss’s Ancient Power.
  • Keep a healthy Steel or Poison attacker for Alcremie.

Defeat Gigantamax Alcremie

Opal’s level 38 Alcremie is her final Pokémon and Gigantamaxes when sent out. If you still have access to Dynamax, use it with a healthy Pokémon that can deal strong Steel or Poison damage. Both types are super effective against Alcremie’s Fairy typing.

Alcremie can use G-Max Finale, which damages your Pokémon and restores health to Pokémon on Opal’s side. Its other listed moves include Draining Kiss, Acid Armor, and Sweet Kiss. Attack decisively rather than spending several turns on setup. If Acid Armor raises its Defense, special Steel or Poison attacks are preferable to weak physical attacks.

If your Dynamax Pokémon is defeated, send out the healthiest remaining Pokémon and continue using super-effective or strong neutral attacks. A loss does not require you to repeat the entire Glimwood Tangle journey. Return to the Pokémon Center, adjust your party or moves, and challenge the stadium again.

  • Save Dynamax for Alcremie unless an emergency requires it earlier.
  • Use Steel or Poison damage.
  • Expect G-Max Finale to heal Opal’s side.
  • Use special damage if Acid Armor reduces physical damage.
  • Retry from the Pokémon Center if necessary.

Claim the Fairy Badge and continue toward Route 7

After defeating Opal, receive the Fairy Badge, TM87 Draining Kiss, and the Fairy Uniform. The badge permits you to catch Pokémon up to level 45 and completes the fifth Gym battle in Pokémon Sword.

Opal offers to take you to Hammerlocke. Accept the ride for the fastest transition. At Hammerlocke Stadium, watch the required scene involving Bede and Opal. This is the story event that follows the Ballonlea Gym and leads into the next portion of the Gym Challenge.

After the scene, heal and save. Continue through Hammerlocke toward the Route 7 exit when the game directs you onward. Optional Ballonlea item pickups, house conversations, and the local trade are not required for progression.

  • The Fairy Badge is displayed in the Badge case.
  • TM87 Draining Kiss and the Fairy Uniform are received.
  • The catchable level limit is now 45.
  • Take Opal’s ride to Hammerlocke.
  • Complete the required Bede and Opal scene at Hammerlocke Stadium.
  • Heal and save before continuing toward Route 7.

Before you move on

  • The Fairy Badge is displayed in the Gym Badge case.
  • TM87 Draining Kiss and the Fairy Uniform have been awarded.
  • The game permits catching Pokémon up to level 45.
  • Opal’s post-battle ride has taken you to Hammerlocke or made Hammerlocke available as the next destination.
  • The required Bede and Opal scene at Hammerlocke Stadium has occurred.
  • The party has been healed and the game has been saved before the Route 7 continuation.
References for this chapter

Circhester — Gordie in Pokémon Sword and Melony in Pokémon Shield

Circhester is the sixth Gym destination in the original Nintendo Switch versions of Pokémon Sword and Pokémon Shield. Pokémon Sword uses Gordie, a Rock-type Gym Leader, while Pokémon Shield uses his mother Melony, an Ice-type specialist. The route to Circhester begins after the Ballonlea Gym: return to Hammerlocke, complete the required story scenes, cross Route 7, and follow Route 8 north. Route 9 starts after Circhester and leads toward the later Spikemuth section; it is not the route used to reach this Gym.

Return from Ballonlea to Hammerlocke

After defeating Opal and receiving the Fairy Badge, leave Ballonlea Stadium. Opal offers to take you to Hammerlocke. Accept the ride if you want the fastest route; otherwise, leave Ballonlea through Glimwood Tangle and return through Stow-on-Side and Route 6. Hammerlocke is the required next destination.

Enter Hammerlocke from the western side and approach the area near Hammerlocke Stadium. Bede appears, but this encounter is a story scene rather than another battle. Continue east through the city toward Hammerlocke Station. Sonia stops you near the station for another required scene, then Hop waits farther east. Speak to Hop and follow the path east to open Route 7.

Heal at the Hammerlocke Pokémon Center before leaving. The opponents and wild Pokémon on the next two routes are generally around the high 30s and low 40s, so a party with several Pokémon near Level 40 is appropriate for the journey and the Gym.

  • Defeat Opal and obtain the Fairy Badge.
  • Return to Hammerlocke after Ballonlea.
  • Complete the Bede, Sonia, and Hop story scenes.
  • Follow Hop east until Route 7 opens.
  • Heal and restock before leaving Hammerlocke.

Cross Route 7 and enter Route 8

Route 7 begins east of Hammerlocke with a bridge over a deep ravine. Follow the bridge and continue toward the fork. The northern path leads to Route 8 and is the route you need for Circhester. The western and eastern portions of Route 7 contain optional trainers, items, grass, and a Pokémon Camp, so explore them if you want experience or supplies, but do not mistake the Route 9 Tunnel for the Circhester route.

On Route 7, watch for trainer battles and moving wild Pokémon around the grass. A Pokémon with Water, Grass, Ground, Fighting, or Steel coverage will help with the Rock-focused Gym ahead. Route 7 also provides useful training opportunities without requiring a detour into the Wild Area.

Enter Route 8 at the northern side of Route 7. This area is a long ruins-and-ladders section known as Steamdrift Way. Follow the visible paths, use the ladders to change elevation, and continue north through the ruins. Check side paths for items and optional battles, but keep the northern exit as your main objective. Route 8 contains wild Pokémon around Levels 38 to 41, making it a good place to bring weaker party members close to the Gym’s level range.

The northern exit of Route 8 leads directly into Circhester. Route 9 is not part of this approach. After completing the Circhester Gym, leave town through the southern route toward Route 9 when the story directs you to continue toward Spikemuth.

  • Take the northern fork from Route 7 toward Route 8.
  • Do not use the Route 9 Tunnel as the approach to Circhester.
  • Navigate the Route 8 ruins with its paths and ladders.
  • Use Route 8 for optional training and captures.
  • Enter Circhester through Route 8’s northern exit.

Prepare for Circhester Stadium

Circhester Stadium is at the northern end of town, beyond the Hero’s Bath. Heal at the Pokémon Center and restock before entering. Gordie’s Sword team ranges from Level 40 to Level 42, so bring multiple Pokémon in that range rather than relying on one attacker.

In Pokémon Sword, Water and Grass attacks are the most useful general answers to Gordie’s Rock team. Ground, Fighting, and Steel moves also provide strong coverage. Bring at least two Pokémon that can damage Rock types reliably, because Gordie’s final Coalossal can punish a single-counter plan. A special attacker is particularly useful against Stonjourner, whose Special Defense is much lower than its physical Defense.

Save before entering the Stadium. The Gym mission is not difficult to restart, but saving before the challenge protects your current preparation and makes it easier to retry the leader battle with a changed lead or party order.

  • Heal at the Circhester Pokémon Center.
  • Bring Water or Grass attacks for Sword.
  • Prepare Ground, Fighting, or Steel coverage if available.
  • Have two reliable answers to Rock types.
  • Save before beginning the Gym mission.

Complete the Trap Detector mission

Speak to the Stadium staff to begin the Gym mission. You receive a Trap Detector and must cross three maze-like sections containing invisible pitfalls. The device vibrates more strongly as you approach a trap. Move in short steps, stop when the warning intensifies, and change direction rather than continuing forward blindly.

The first two sections are visible and easier to map. If you fall, you are sent back to the start of the current section or to its checkpoint. Once a section has been cleared, its pitfalls are revealed, so a failed attempt does not make the whole mission unknown again.

The third section is obscured by a sandstorm in Sword. The storm primarily blocks your view during the mission; it does not turn the Gym Leader battle into a permanent sandstorm battle. Rely on the detector and move carefully instead of sprinting through the haze.

Gym Trainers stand along the route. You may avoid some depending on your path, but battling them is useful for experience. Finish all three sections to reach Gordie’s battle area.

  • Use the Trap Detector continuously.
  • Stop or turn when the vibration becomes strong.
  • Expect poor visibility in Sword’s final section.
  • Clear all three sections before facing Gordie.

Defeat the Sword Gym Trainers

The Sword Gym Trainers use one Pokémon each: Abigail has Boldore at Level 38, Kiera has Crustle at Level 38, Oliver has Carkol at Level 39, and Wendy has Sudowoodo at Level 39. Water, Grass, Ground, Fighting, and Steel moves are effective against this group.

Do not spend Dynamax on an ordinary Gym Trainer unless your party is in danger. Crustle and Carkol can survive weaker attacks, and Rock Tomb can lower Speed. If your lead becomes weakened or slowed, switch to a second prepared counter instead of trying to clear every battle with one Pokémon.

After the mission, heal before speaking to Gordie if the Gym Trainers damaged your party. A fully healed team is more valuable than preserving a small amount of time.

  • Defeat or bypass the four Sword Gym Trainers.
  • Use super-effective coverage where possible.
  • Preserve Dynamax for Gordie’s final Pokémon.
  • Heal before starting the leader battle.

Defeat Gordie and Gigantamax Coalossal

Gordie uses Barbaracle at Level 40, Shuckle at Level 40, Stonjourner at Level 41, and Coalossal at Level 42. Barbaracle is both Rock and Water, making Grass attacks especially effective. It knows Shell Smash, so defeat it quickly rather than allowing it several turns to increase its offensive power.

Shuckle has unusually high defenses and can use Power Split, Stone Edge, Struggle Bug, and Rock Tomb. Use a strong super-effective move instead of weak neutral attacks or a prolonged setup strategy. Power Split can reduce the advantage of a powerful attacker.

Stonjourner can use Stealth Rock, Rock Tomb, Body Slam, and Wonder Room. A special Water- or Grass-type attack is a good answer because of its weaker Special Defense. If Stealth Rock is active, avoid unnecessary switching because entering Pokémon take damage.

Gordie sends out Coalossal last and Gigantamaxes it immediately. Coalossal is Rock and Fire type, so Water and Ground attacks are the clearest answers. Dynamax a healthy Water- or Ground-capable Pokémon when Coalossal appears, then attack consistently. G-Max Volcalith causes damage after the move is used, so do not assume that surviving the initial hit means the danger has ended. If your first counter falls, send out the second one and continue applying super-effective damage until Coalossal is defeated.

  • Prevent multiple Shell Smash boosts from Barbaracle.
  • Use a strong super-effective attack against Shuckle.
  • Prefer special damage against Stonjourner.
  • Save Dynamax for Coalossal when possible.
  • Use Water or Ground attacks against Gigantamax Coalossal.

Shield version comparison

Pokémon Shield replaces Gordie with Melony and changes Circhester Stadium to an Ice-type Gym. Melony uses Frosmoth at Level 40, Galarian Darmanitan at Level 40, Eiscue at Level 41, and Gigantamax Lapras at Level 42. Fire, Steel, Fighting, and Rock attacks are useful against much of this team, while Electric or Grass coverage helps against Lapras.

Eiscue’s Ice Face can absorb one physical attack before the ability changes. A special attack can bypass that protection, or use a physical attack to remove Ice Face and finish Eiscue afterward. Do not rely exclusively on Fire types, because Lapras uses Water attacks.

Melony Gigantamaxes Lapras last. Preserve a reliable Electric, Grass, Fighting, or other suitable answer for that point. Shield’s Gym mission uses a snowstorm in the final section instead of Sword’s sandstorm, but the hidden-pitfall structure is otherwise the same.

  • Use Fire, Steel, Fighting, or Rock coverage in Shield.
  • Bring Electric or Grass coverage for Lapras.
  • Account for Eiscue’s Ice Face ability.
  • Keep a reliable Lapras counter available.

Claim the badge and continue toward Route 9

Defeat Gordie in Pokémon Sword to receive the Rock Badge, TM48 Rock Tomb, and the Rock Uniform. The sixth badge raises the wild-Pokémon capture limit to Level 50. In Shield, defeating Melony awards the Ice Badge, TM27 Icy Wind, and the Ice Uniform, with the equivalent Level 50 capture limit.

Heal and save after the battle. The next required route is Route 9, which begins after Circhester and leads toward the Spikemuth portion of the Gym Challenge. If you lose to Gordie, heal, change your lead and backup counters, and train on Route 8, Route 7, or in the Wild Area before returning. You do not need to redo the Trap Detector mission after reaching the leader area.

The Circhester objective is complete when the appropriate badge is recorded and the capture limit has increased. In Sword, confirm that the Rock Badge and TM48 Rock Tomb are in your Trainer Card and inventory before leaving town.

  • Receive the Rock Badge in Sword or Ice Badge in Shield.
  • Collect the version-specific TM and uniform.
  • Confirm the Level 50 capture limit.
  • Heal and save after the victory.
  • Leave Circhester toward Route 9 for the next story section.

Before you move on

  • The Ballonlea-to-Hammerlocke story sequence is complete.
  • The required Hammerlocke scenes have played and Route 7 is accessible.
  • Route 7 and Route 8 have been crossed, with Circhester reached through Route 8.
  • All three Trap Detector sections have been cleared.
  • Gordie has been defeated in Pokémon Sword, or Melony has been defeated in Pokémon Shield.
  • The Rock Badge and TM48 Rock Tomb are recorded in Sword, or the Ice Badge and TM27 Icy Wind are recorded in Shield.
  • The Level 50 capture limit is active.
  • The party has been healed and saved, and Route 9 is available for the next chapter.
References for this chapter

Spikemuth — Piers and the Dark Gym (Gym 7)

Travel south through Route 9, defeat Marnie, enter the closed town of Spikemuth, clear its street-based Team Yell Gym mission, and defeat Piers. Spikemuth has no Power Spot, so Dynamax is unavailable during both the Gym mission and Piers’s single battle. Fighting, Fairy, Bug, and Ground coverage provide the most useful answers.

Reach Spikemuth through Route 9

After defeating Gordie in Circhester, leave town through Route 9 and follow the route south. Battle the route Trainers and wild Pokémon as needed, then continue toward Spikemuth. The opponents on this stretch are around the low-to-mid 40s, so bring your party into the mid-40s before taking on the Gym sequence. Heal and restock before entering town because Spikemuth begins with a rival battle followed by several consecutive Gym Trainers.

Marnie stops you near the entrance to Spikemuth. Defeat her, then continue to the town entrance. The main gate is closed, but Marnie lets you enter through the side route and gives you Piers’s League Card. Use the Pokémon Center immediately after arriving. Buy healing items and at least one way to remove poison, since the Gym Trainers and Piers can use poison-related moves.

  • Defeat Marnie on Route 9.
  • Enter Spikemuth through Marnie’s route around the closed gate.
  • Use the Spikemuth Pokémon Center before starting the mission.
  • Prepare Fighting, Fairy, Bug, or Ground coverage.

Clear the street-based Gym mission

Leave the Pokémon Center and follow the town’s main street. A Team Yell member changes you into the Gym uniform, starting the Gym mission. Spikemuth has no conventional stadium puzzle: the narrow street is the mission, and the Team Yell members function as the Gym Trainers.

Proceed along the street and defeat the first Team Yell Grunt’s Level 42 Galarian Linoone. A Kantonian Mr. Mime then blocks the road with an invisible barrier. Examine the obstruction, turn back toward the previous section, and defeat the Grunt who confronts you with a Level 42 Thievul. Return to the main street and continue until the next obstruction and battle. The following Grunt uses a Level 42 Scrafty, and another uses a Level 43 Weavile.

Collect the Max Revive lying along the route. When the later Mr. Mime barrier stops you, do not search for a switch or alternate stadium entrance. Walk back a short distance to trigger the next battle. The barrier withdraws after the Grunt is defeated, allowing you to continue.

  • Defeat the Linoone, Thievul, Scrafty, and Weavile Gym Trainers.
  • Turn back whenever a Kantonian Mr. Mime creates an invisible wall.
  • Collect the Max Revive in the street section.
  • Keep PP available for Fighting, Fairy, and Bug attacks.

Win the garage double battle

Near the end of the street, the route leads into a garage-like building. The required encounter here is a double battle against Team Yell Grunt and Gym Trainer Joshua. Their Pokémon are a Level 43 Liepard and a Level 43 Drapion.

Place two healthy Pokémon in the first two party positions before entering. Fighting attacks are effective against Liepard, but Drapion is Poison/Dark and is not weak to Fighting, Fairy, or Bug. Use a Ground-type attack against Drapion whenever possible; Ground is its relevant weakness in this encounter. If you are unsure how a spread move will affect a partner, use single-target attacks instead.

After the double battle, continue along the street to find Marnie and the Team Yell members. Their conversation opens the way to Piers’s battlefield. Heal at the Pokémon Center before the leader battle if the mission has left anyone weakened.

  • Begin the encounter with two healthy Pokémon.
  • Use a separate plan for Drapion.
  • Treat the encounter as a double battle, not two consecutive single battles.
  • Heal before entering Piers’s battlefield.

Prepare for Piers’s Dark team

Piers uses four Pokémon in Pokémon Sword: Level 44 Scrafty, Level 45 Malamar, Level 45 Skuntank, and Level 46 Obstagoon. Scrafty is Dark/Fighting, Malamar is Dark/Psychic, Skuntank is Poison/Dark, and Obstagoon is Dark/Normal.

Fighting attacks are broadly useful against Piers’s team, while Fairy attacks are especially effective against Scrafty and Obstagoon. Bug attacks are effective against Malamar. Keep Ground coverage for Skuntank, because Fairy attacks do not exploit its Poison/Dark typing and Skuntank is the most awkward matchup for a Fairy-only plan.

Do not use Psychic attacks against Piers’s Dark-type Pokémon: Dark types are immune to Psychic moves. A special attacker can help against Scrafty’s Intimidate, which lowers the Attack of Pokémon with physical moves. If Scrafty uses Fake Out, expect the first turn to be disrupted and avoid relying on a fragile physical attacker to act immediately.

  • Bring Fighting coverage for the overall team.
  • Reserve Fairy attacks for Scrafty or Obstagoon.
  • Use Bug coverage against Malamar when available.
  • Keep a Ground move or Ground-type Pokémon for Skuntank.
  • Avoid Psychic attacks.

Defeat Piers without Dynamax

Spikemuth is the only Gym location in the Gym Challenge without a Power Spot, so neither you nor Piers can Dynamax during this battle. Fight normally and use type advantages rather than saving a Dynamax turn.

Skuntank can use Sucker Punch, Screech, Toxic, and Snarl. If Toxic lands, switch or use a cure instead of leaving a weakened Pokémon in unnecessarily. Obstagoon can use Obstruct, Throat Chop, Counter, and Shadow Claw. Do not repeatedly attack with a physical move after Obstruct, and avoid using a fragile physical attacker into Counter. If you have a strong special move, Obstagoon is a safer target for that approach.

Defeat Scrafty, Malamar, Skuntank, and Obstagoon to win the battle. Piers gives you the Dark Badge and Dark Uniform. After the scene, a Team Yell Grunt gives you TM85 Snarl. The Dark Badge raises the level of Pokémon you can catch to Level 55 and enables the next stage of the Gym Challenge.

  • Do not attempt to Dynamax.
  • Defeat all four of Piers’s Pokémon.
  • Receive the Dark Badge and Dark Uniform from Piers.
  • Receive TM85 Snarl from the Team Yell Grunt afterward.
  • Confirm that Pokémon up to Level 55 can now be caught.

Leave Spikemuth and continue to Hammerlocke

After the victory scene, an explosion draws attention outside Spikemuth. Follow the event to Route 9, where Leon investigates the disturbance and tells you to focus on the final Gym. The game returns you to the Route 9 area after the scene.

Return through Spikemuth and take the western exit into Route 9 Tunnel. Continue through the tunnel, then follow the route toward Hammerlocke. Heal and restock before entering Hammerlocke Stadium, because Raihan’s Gym is the next required challenge and uses a weather-focused Double Battle format.

If you need extra experience before Raihan, Route 9 and the Wild Area remain useful training locations. Max Raid Battles can also provide Experience Candies and other rewards, but they are optional and should be chosen according to your team’s available matchups.

  • Complete Leon’s Route 9 scene after defeating Piers.
  • Travel west through Route 9 Tunnel toward Hammerlocke.
  • Heal before beginning Raihan’s Gym Challenge.
  • Confirm the Dark Badge is displayed in the Gym Badge screen.

Before you move on

  • Marnie has been defeated on Route 9 and Spikemuth has been opened.
  • Piers’s League Card has been received from Marnie.
  • The Team Yell street mission has been cleared, including both Mr. Mime barriers.
  • The required double battle with Team Yell Grunt and Joshua has been won.
  • Piers’s Level 44 Scrafty, Level 45 Malamar, Level 45 Skuntank, and Level 46 Obstagoon have been defeated.
  • The Dark Badge and Dark Uniform have been received from Piers.
  • TM85 Snarl has been received from the Team Yell Grunt after the battle.
  • The party is healed and ready to travel through Route 9 Tunnel to Hammerlocke and Raihan’s Gym.
References for this chapter

Hammerlocke — Raihan and the Dragon Gym (Gym 8)

Return to Hammerlocke after earning seven badges, complete the final Gym’s three Double Battles, and defeat Raihan’s weather-focused Sword team. Raihan uses Gigalith, Flygon, Sandaconda, and Gigantamax Duraludon. After winning, collect the Dragon Badge, TM99 Breaking Swipe, and the Dragon uniform, then take the train from Hammerlocke to Route 10 and continue toward Wyndon and the Champion Cup.

Return to Hammerlocke and prepare for the final Gym

After the events at Spikemuth and Route 9, return to Hammerlocke. If the game has not advanced the story, enter Hammerlocke Stadium and follow the conversation involving Leon, Hop, Sonia, and Professor Magnolia. Once you are told to continue the Gym Challenge, heal at one of Hammerlocke’s Pokémon Centers and enter the stadium again.

Raihan is the eighth Gym Leader in Pokémon Sword. His specialty is Dragon types, but his team is built around weather and includes Rock-, Ground-, and Steel-type Pokémon. Bring a full party with dependable Ice, Fairy, Water, Grass, Ground, Fighting, or strong neutral attacks. A practical preparation target is to have most of your active party around levels 45–50 before starting. Raihan’s team ranges from level 46 to level 48, and the next major fights in Wyndon become easier if your main team is already near level 50.

Carry several healing items, a few Revives, and status-healing items. Check the PP of your best Ice, Fairy, Water, Ground, and Fighting moves. You can use the Pokémon Center before the Gym and heal between the Gym Trainer battles, so do not enter with damaged leads or depleted attacks.

  • Heal at a Hammerlocke Pokémon Center.
  • Prepare at least two Pokémon with useful Dragon or Ground answers.
  • Check PP and carry healing items and Revives.
  • Aim for a balanced party around levels 45–50.

Start the Hammerlocke Gym Challenge

Enter Hammerlocke Stadium and speak to the attendant at the end of the entrance corridor. Unlike most earlier Gyms, Hammerlocke does not have a separate obstacle course or movement minigame. The challenge is three consecutive Double Battles against Gym Trainers, and the battles take place in Hammerlocke Vault rather than on the main stadium floor.

Each opposing pair combines a weather setter with a Dragon-related Pokémon. You send out two Pokémon at once, so plan both leads before each fight. Focus attacks on one target when possible to secure a quick knockout, but use safe spread moves if they can hit both opponents without damaging your partner. Protect a key counter if it is needed for Raihan rather than allowing it to be worn down by unnecessary exchanges.

  • Speak to the stadium attendant to begin.
  • Expect three Double Battles, not a standard single battle.
  • Heal between fights when either active Pokémon is badly weakened.
  • Choose leads that do not share a major weakness.

Defeat Sebastian’s rain team

The first Gym Trainer is Sebastian. He sends out Pelipper and Sliggoo, both at level 45. Pelipper establishes rain with Drizzle, while Sliggoo supplies the Dragon pressure. Electric attacks are useful against Pelipper, but do not rely on them to handle Sliggoo. Ice- and Fairy-type attacks are effective options against Sliggoo, while Rock- and Electric-type attacks can pressure Pelipper.

If you have a strong Electric attacker, target Pelipper first to remove the rain setter and reduce the value of the opposing weather plan. If Sliggoo is threatening a knockout or status problem, eliminate it first instead. Avoid wasting several turns changing the weather unless your replacement weather directly improves the matchup.

  • Expect Pelipper and Sliggoo at level 45.
  • Use Electric or Rock coverage against Pelipper.
  • Use Ice, Fairy, or Dragon coverage against Sliggoo.
  • Remove the more dangerous target rather than automatically following one fixed order.

Defeat Camilla’s sun team

The second Gym Trainer is Camilla. Her level 45 pair is Ninetales and Turtonator. Ninetales establishes harsh sunlight, which strengthens Fire attacks and weakens Water attacks. Turtonator is a Fire- and Dragon-type Pokémon with Shell Trap, so avoid using a contact move into Shell Trap when you can choose a safer attack. Special attacks or non-contact physical moves are safer if Shell Trap is active.

Ground- and Rock-type attacks are useful against the Fire component of this pair, while Dragon- and Fairy-type attacks can help against Turtonator. Water attacks still work against Fire types, but harsh sunlight reduces their power, so do not assume a Water attack will produce the same result as it would under neutral weather. If Ninetales is supporting Turtonator with sunlight or status, removing Ninetales early can make the rest of the battle more manageable.

  • Expect Ninetales and Turtonator at level 45.
  • Remember that harsh sunlight weakens Water attacks.
  • Avoid contact attacks into Turtonator’s Shell Trap.
  • Use Ground or Rock coverage against the Fire types when available.

Defeat Aria’s hail team

The third Gym Trainer is Aria. She uses level 45 Abomasnow and Hakamo-o. Abomasnow creates hail, while Hakamo-o provides the Dragon matchup. Fire, Flying, Fighting, and Rock attacks can pressure Abomasnow, and Ice, Fairy, or Dragon attacks are useful against Hakamo-o. Be cautious with Fairy Pokémon if Abomasnow has a move that threatens them, and avoid allowing both opponents several free turns under hail.

This is the last Double Battle before Raihan, so use healing items afterward if necessary. The challenge is complete when the path to Raihan opens and you are returned to the stadium area. Heal before approaching Raihan rather than carrying damage from the final trainer fight into the Leader battle.

  • Expect Abomasnow and Hakamo-o at level 45.
  • Use Fire, Flying, Fighting, or Rock attacks against Abomasnow.
  • Use Ice, Fairy, or Dragon coverage against Hakamo-o.
  • Heal before speaking to Raihan.

Plan around Raihan’s opening sandstorm

Raihan’s first two Pokémon are level 46 Gigalith and level 47 Flygon. Gigalith’s Sand Stream starts a sandstorm immediately. Flygon is Ground/Dragon and has Levitate, so Ground-type attacks do not affect it. This makes Flygon an important target for Ice, Fairy, or Dragon attacks. Gigalith can be hit effectively by Water, Grass, Fighting, Ground, Steel, or other strong super-effective attacks.

Target Flygon first if your team is vulnerable to its Dragon or coverage moves. Otherwise, remove Gigalith to reduce the pressure from its Rock attacks and stop relying on the assumption that Ground moves will hit both opponents. A Ground-type attacker can handle Gigalith but will fail against Flygon because of Levitate. Keep your two active Pokémon from sharing a weakness to Dragon, Ground, or Rock attacks.

  • Expect Gigalith at level 46 and Flygon at level 47.
  • Remember that Gigalith starts sandstorm with Sand Stream.
  • Do not use Ground attacks against Flygon.
  • Use Ice, Fairy, or Dragon attacks against Flygon and Water, Grass, Fighting, Ground, or Steel attacks against Gigalith.

Finish against Sandaconda and Gigantamax Duraludon

Raihan’s second pair is level 46 Sandaconda and level 48 Duraludon. Sandaconda is a Ground type with Sand Spit, so damaging it can create another sandstorm. It can also use Glare, making an already difficult Double Battle worse if your key attacker becomes paralyzed. Water, Grass, and Ice attacks are useful against Sandaconda, but avoid leaving it active while spending turns on unnecessary setup.

Duraludon is Steel/Dragon and is Raihan’s Dynamax or Gigantamax Pokémon. Fairy attacks are not super effective against it because its Steel typing removes the Dragon weakness. Use Ground or Fighting attacks, or a powerful neutral special attack, to finish it. Breaking Swipe lowers Attack, Body Press uses Defense to calculate damage, Stone Edge is powerful, and Iron Head threatens Fairy Pokémon, so do not assume a single Fairy counter can safely remain in front of Duraludon.

Save your own Dynamax for Duraludon whenever possible. Dynamax a Pokémon with a strong Ground or Fighting attack, or use your strongest reliable neutral attacker if those types are unavailable. You can also defeat Duraludon without Dynamax by concentrating attacks on it and preserving a healthy counter from the first half of the battle.

  • Expect Sandaconda at level 46 and Duraludon at level 48.
  • Do not rely only on Fairy attacks against Duraludon.
  • Use Ground or Fighting attacks against Duraludon when possible.
  • Keep your Dynamax option available for Duraludon.
  • Watch for Sand Spit and Glare from Sandaconda.

Collect the badge and travel to Route 10

After Raihan is defeated, he awards the Dragon Badge, TM99 Breaking Swipe, and the Dragon uniform. The Dragon Badge removes the final wild-capture level restriction, allowing you to catch wild Pokémon of any level. Save after the reward screen and heal before leaving the stadium.

Exit Hammerlocke Stadium and speak with Sonia and Professor Magnolia outside. Then go to Hammerlocke Station. Hop and Raihan will meet you there, and the story will send you by train to Route 10. If the train destination is not available, make sure you have completed the conversations outside the stadium and entered the station to trigger the departure scene.

Route 10 is a snowy route with Ice-type wild Pokémon and several trainers. There is no Pokémon Center along the route, so heal before boarding the train. Use the route to gather experience and catch an Ice-type partner if your team lacks one. Continue uphill through the route, pass the trainers and grass patches, then follow the downhill section into Wyndon. Before entering the Champion Cup, heal in Wyndon and raise your main party into roughly the low-to-mid 50s if several members are still below level 50.

  • Receive the Dragon Badge, TM99 Breaking Swipe, and Dragon uniform.
  • Confirm that wild Pokémon of any level can now be caught.
  • Speak to the required characters outside the stadium and at Hammerlocke Station.
  • Travel by train to Route 10 and continue through the snow route to Wyndon.
  • Heal in Wyndon and prepare for the Champion Cup.

Before you move on

  • Raihan is defeated in Hammerlocke Stadium.
  • The Dragon Badge, TM99 Breaking Swipe, and Dragon uniform have been received.
  • The party has been healed after the Raihan battle.
  • The required conversations outside Hammerlocke Stadium and inside Hammerlocke Station have occurred.
  • The train has taken the player to Route 10.
  • The player can cross Route 10 and enter Wyndon for the Champion Cup.
  • The party has at least one strong response to Dragon threats and one Ground- or Fighting-type answer for Duraludon.
References for this chapter

The Champion Cup and Wyndon League — progressing to Leon

After earning all eight Gym Badges, take the train from Hammerlocke to Route 10 and continue north to Wyndon. Register for the Champion Cup semifinals, defeat Marnie and Hop, then complete the hotel and plaza investigation that leads to Rose Tower. Recover the access key, ride the monorail, clear Rose Tower with Hop, and defeat Oleana. This chapter ends when you enter the Wyndon Stadium finals locker room. The finals, Chairman Rose sequence, Eternatus battles, and Leon battle belong to later chapters.

Travel through Route 10 and prepare in Wyndon

After defeating Raihan, heal in Hammerlocke and use Hammerlocke Station to take the train to Route 10. You cannot simply walk north from Hammerlocke into this route. Route 10 is snowy and contains wild Pokémon and Trainers that can provide useful experience before the Champion Cup.

There is no Pokémon Center on Route 10. If your party needs a full recovery, return to Hammerlocke Station and heal there before taking the train again. Continue north along the marked route until you reach Wyndon.

Once inside Wyndon, heal at a Pokémon Center, restore move PP, and buy Potions, Revives, and status-healing items. The stadium is the large rose-shaped building on the eastern side of the city. Speak with the receptionist to register for the semifinals. The order is Marnie first and Hop second.

Your party is healed after the Marnie battle, giving you an opportunity to adjust your lead Pokémon, moves, held items, and party order before facing Hop. Prepare at least one answer for Dark types, one Ground move for Electric types, and a reliable counter for the starter evolution Hop will use.

  • All eight Gym Badges are complete.
  • You reached Route 10 by train from Hammerlocke Station.
  • You reached Wyndon and healed at a Pokémon Center.
  • Your key moves have sufficient PP.
  • You bought or carried suitable healing items.
  • You registered for the Champion Cup semifinals.

Defeat Marnie in the first semifinal

Marnie uses Liepard at level 47, Toxicroak at level 47, Scrafty at level 47, Morpeko at level 48, and Grimmsnarl at level 49. Grimmsnarl is her final Pokémon and is Dynamaxed. Fighting and Fairy attacks are useful against much of the team, while Steel and Poison attacks can handle Grimmsnarl.

Use Ground, Psychic, or Flying attacks against Toxicroak. Psychic moves are not suitable against Marnie’s Dark-type Pokémon, including Liepard, Scrafty, Morpeko, and Grimmsnarl. Fairy attacks are particularly effective against Scrafty because its Dark/Fighting typing gives it a severe Fairy weakness.

Morpeko remains Electric/Dark in both Full Belly Mode and Hangry Mode. Its form change affects its appearance and Aura Wheel, not its basic type combination. Ground, Fighting, or Fairy coverage is dependable against it.

Keep a healthy Steel-, Poison-, or Fairy-capable Pokémon for Grimmsnarl. You may Dynamax your own Pokémon during this battle if Grimmsnarl threatens to overwhelm the party, but do not spend your Dynamax automatically if your team can win safely without it. Marnie may use a Full Restore, so try to finish a weakened Pokémon rather than giving her a free recovery turn.

  • Use Fighting or Fairy coverage against Marnie’s Dark Pokémon.
  • Use Ground, Psychic, or Flying coverage against Toxicroak.
  • Do not use Psychic attacks against Marnie’s Dark-type Pokémon.
  • Keep a Grimmsnarl counter healthy.
  • Use your own Dynamax if the final exchange becomes dangerous.

Defeat Hop in the second semifinal

Hop uses Dubwool at level 48, Corviknight at level 48, Pincurchin at level 47, Snorlax at level 47, and a level 49 fully evolved starter. His final Pokémon is Dynamaxed. The starter depends on your choice: if you chose Grookey, Hop uses Inteleon; if you chose Scorbunny, Hop uses Rillaboom; if you chose Sobble, Hop uses Cinderace.

Fighting attacks help against Dubwool and Snorlax, although Dubwool can use Cotton Guard and become harder to defeat with physical moves. Keep a special attacker or a strong super-effective move available. Fire or Electric attacks are useful against Corviknight. Ground attacks are the safest answer to Pincurchin, and Electric attacks do not affect it because of its Electric typing and the usual type-immunity rules.

Prepare for Hop’s starter before registering for the semifinals. Inteleon is weak to Electric and Grass attacks. Rillaboom is weak to Fire, Flying, Ice, Bug, and Poison attacks. Cinderace is weak to Water, Ground, and Rock attacks. Preserve the appropriate counter through the first four Pokémon so it remains available for the Dynamaxed starter.

After Hop’s defeat, complete the required hotel scenes. Do not leave Wyndon to search elsewhere. Piers helps investigate Leon’s absence, while Oleana explains that Rose Tower’s monorail requires a special access key.

  • Bring Fighting coverage for Dubwool or Snorlax.
  • Prepare Fire or Electric coverage for Corviknight.
  • Bring Ground coverage for Pincurchin.
  • Identify Hop’s starter from your own starter choice.
  • Keep the correct counter healthy for Hop’s Dynamaxed Pokémon.
  • Complete the hotel story scenes after the semifinal.

Find Eric and recover the Rose Tower key

Leave the Rose of the Rondelands hotel after the semifinal scenes. Piers is outside and begins the search for Leon. Oleana interrupts and gives the Rose Tower access key to a disguised Macro Cosmos League Staff member named Eric, who runs into the Wyndon plaza.

Go to the area immediately to the right of Wyndon Station. Eric is facing a wall while a Team Yell Grunt tries to get his attention. Talk to him to begin the first battle. He uses Galarian Meowth and Durant, both at level 47. Fire, Fighting, and Ground attacks are useful against this Steel-focused team.

Eric runs to the west side of the statue after the first battle. Approach him while he pretends to be part of a conversation to start the second battle. He uses Mawile and Excadrill, both at level 47. Fire and Ground attacks are effective. Do not use Electric attacks against Excadrill because its Ground typing makes it immune.

After the second battle, continue west to the red phone booth. Eric is hiding inside and starts the third battle when approached. He uses Ferroseed and Steelix, both at level 47. Fire, Fighting, and Ground attacks are effective. After his defeat, follow the station sequence. Piers creates a distraction, allowing you, Hop, and Marnie to obtain the key and ride the monorail to Rose Tower.

  • Defeat Eric beside the station plaza wall.
  • Defeat Eric near the western side of the statue.
  • Defeat Eric in the red phone booth.
  • Recover the Rose Tower access key.
  • Ride the monorail to Rose Tower.

Clear Rose Tower with Hop

At Rose Tower, Marnie and Piers remain outside while you and Hop enter. Macro Cosmos staff member Elijah blocks the lobby and uses one level 48 Durant. Defeat Durant, then use the large elevator to begin the tower sequence.

You and Hop fight three required Double Battles on the elevator. The first opposing pair is Cufant and Bronzong, both level 48. The second pair is Klang and Mawile, both level 48. The third pair is Steelix and Galarian Stunfisk, both level 49.

Fire, Fighting, and Ground attacks are valuable against these Steel-focused teams. Select targets carefully because Hop may damage or defeat the Pokémon you intended to attack. Ground attacks can also strike your partner’s Pokémon, so check the active field before using a spread move.

Hop fully heals both sides between the three elevator battles. Use those free recoveries instead of spending Revives unnecessarily, but preserve PP on your strongest coverage moves for Oleana. Hop uses Dubwool, Corviknight, and his fully evolved starter during the Double Battles.

Oleana waits at the top of the tower. In Pokémon Sword, she uses Froslass at level 50, Tsareena at level 50, Salazzle at level 50, Milotic at level 51, and Gigantamax Garbodor at level 52. Fire attacks are effective against Froslass and Tsareena. Ground attacks work against Salazzle and Garbodor, while Electric or Grass attacks are strong against Milotic.

Milotic can use Competitive, so avoid unnecessary stat-lowering effects because they raise its Special Attack. It also has Aqua Ring and Recover, so use Electric or Grass coverage to finish it promptly. Garbodor is Oleana’s final Pokémon and Gigantamaxes. Ground and Psychic attacks are super effective. Its G-Max Malodor can poison Pokémon, and Toxic Spikes can punish careless switching. Defeat Garbodor and watch the scene involving Oleana, Chairman Rose, and Leon.

  • Defeat Elijah and his level 48 Durant.
  • Complete the Cufant and Bronzong Double Battle.
  • Complete the Klang and Mawile Double Battle.
  • Complete the Steelix and Galarian Stunfisk Double Battle.
  • Use Fire, Fighting, and Ground coverage against the Macro Cosmos teams.
  • Take advantage of Hop’s healing between elevator battles.
  • Defeat Froslass, Tsareena, Salazzle, Milotic, and Gigantamax Garbodor.
  • Avoid unnecessary stat-lowering moves against Milotic.
  • Watch the story scene after Oleana’s defeat.

Return to Wyndon and enter the finals locker room

After Oleana’s defeat and the Rose Tower scene, the story returns you to the hotel. On the following day, restore your party and PP, make any desired party changes, and follow the League staff member and Hop to Wyndon Stadium.

Enter the stadium and speak with the receptionist to register for the Champion Cup finals. The story then takes you to the finals locker room. Reaching this room confirms that the semifinals and Rose Tower investigation are complete, but it does not mean that you have won the Champion Cup.

Use the locker room to make final preparations for the next chapter. Fairy coverage helps against Bede, Electric or Grass coverage helps against Nessa, and Flying, Psychic, or Fairy coverage helps against Bea in Pokémon Sword. Ice, Fairy, or Dragon coverage helps against Raihan. Keep healing items available and avoid relying on one attacker for the entire finals sequence.

Save after entering the locker room if you want a clear stopping point. The next required action is to leave through the north door toward the pitch, where Bede’s interruption begins. The Champion Cup finals, Slumbering Weald relic sequence, Chairman Rose, Eternatus, and Leon are excluded from this chapter.

  • Oleana was defeated.
  • The story advanced to the day of the Champion Cup finals.
  • You followed the League staff member and Hop to Wyndon Stadium.
  • You registered for the finals.
  • You entered the Wyndon Stadium finals locker room.
  • Your party is healed and its PP is restored.
  • Your team has answers for Fairy, Water, Fighting, Dragon, and weather-based strategies.
  • You have not counted the finals, Eternatus, or Leon as completed.
  • The next action is to leave through the north door for Bede’s interruption.

Before you move on

  • All eight Gym Badges were collected.
  • The player reached Route 10 by train from Hammerlocke Station.
  • The player reached Wyndon and registered for the Champion Cup semifinals.
  • Marnie was defeated in the first semifinal.
  • Hop was defeated in the second semifinal.
  • Hop used the correct starter evolution for the player’s chosen starter.
  • Eric was defeated in all three Wyndon pursuit battles.
  • The Rose Tower key was recovered.
  • The Rose Tower lobby battle was completed.
  • The three elevator Double Battles were completed in order: Cufant and Bronzong, Klang and Mawile, then Steelix and Galarian Stunfisk.
  • Oleana was defeated with Gigantamax Garbodor as her final Pokémon.
  • The story advanced to the day of the Champion Cup finals.
  • The player registered for the finals and entered the Wyndon Stadium finals locker room.
  • The player has not counted the finals, Darkest Day sequence, Eternatus, or Leon as completed.
  • The next chapter begins by leaving through the north door for Bede’s interruption.
References for this chapter

Story beats: Team Yell, Chairman Rose and the Darkest Day sequence

Begin in the Wyndon Stadium locker room after the semifinals, Rose Tower investigation, and Oleana battle. In Pokémon Sword, Bede interrupts before the official finals, followed by Nessa, Bea, and Raihan. After the ceremony is stopped, investigate the Slumbering Weald, recover the Rusted Sword, defeat Chairman Rose in the Energy Plant, defeat both Eternatus phases, capture Eternatus, and return to Wyndon. The chapter ends with Leon’s Championship Match ready.

Prepare for Bede and the Sword finals

Start in the Wyndon Stadium locker room after the Rose Tower sequence. Heal, restore move PP, rearrange your party, and carry healing items. The next battles use Pokémon from level 51 through level 55, so a balanced party in the low-to-mid 50s is appropriate. Bring answers for Fairy, Water, Fighting, Dragon, and Steel types rather than relying on one attacker.

Leave the locker room and follow the stadium scenes. Bede interrupts before the official finals and challenges you. In Pokémon Sword, his team is Mawile at level 51, Gardevoir at level 51, Galarian Rapidash at level 52, and Hatterene at level 53. Hatterene is the Pokémon he Dynamaxes.

Fire or Ground attacks are useful against Mawile. Steel attacks are broadly effective against Bede’s Fairy-focused team, while Ghost and Psychic attacks can also help against selected targets. Be careful with Poison Pokémon because Hatterene’s Psychic typing gives it a strong answer to Poison. Defeat Bede, then use the return to the locker room to change your lead and confirm that your party is ready for Nessa.

  • Bede is defeated.
  • Dynamaxed Hatterene is defeated.
  • Your party is healed before Nessa.
  • Your team has reliable Electric or Grass coverage.

Defeat Nessa

Nessa is the first official finals opponent in Pokémon Sword. Her team consists of Golisopod at level 51, Pelipper at level 51, Barraskewda at level 52, Seaking at level 52, and Drednaw at level 53. She Dynamaxes Drednaw.

Electric and Grass attacks are effective against most of Nessa’s team. Golisopod can open with First Impression, so pressure it immediately. Its Emergency Exit ability may force it out after it loses enough health. Pelipper’s Drizzle creates rain, and Tailwind can make the rest of Nessa’s team faster, so an Electric attack is especially useful against it.

Barraskewda is fast and may carry coverage such as Ice Fang or Drill Run, so do not leave a fragile Grass or Electric Pokémon exposed without a plan. Seaking can threaten Grass Pokémon with Bug-type coverage. Drednaw is Water and Rock type and is especially vulnerable to Grass attacks. Save a strong Grass move or your Dynamax for Drednaw if the earlier Pokémon have already been handled.

After Nessa is defeated, return to the locker room. The game restores your party between finals matches. Restore PP and select a lead that can use Psychic, Flying, or Fairy attacks.

  • Nessa is defeated.
  • Dynamaxed Drednaw is defeated.
  • Pelipper’s rain and Tailwind have been accounted for.
  • Your party is ready for Bea.

Defeat Bea in Pokémon Sword

Pokémon Sword uses Bea as the second official finals opponent. Her team is Hawlucha at level 52, Grapploct at level 52, Sirfetch’d at level 53, Falinks at level 53, and Machamp at level 54. Bea Dynamaxes Machamp. Allister occupies this position in Pokémon Shield, but that replacement battle is not part of the Sword campaign.

Psychic, Flying, and Fairy attacks are the most useful general counters. Hawlucha is also weak to Electric and Ice attacks. Grapploct can use Octolock to prevent switching and reduce the trapped Pokémon’s defensive stats, so avoid leaving a poor matchup in front of it. A Ghost Pokémon can avoid ordinary Fighting-type attacks, but check the opposing Pokémon’s other moves before treating it as a complete answer.

Falinks can use No Retreat to raise its stats while preventing itself from switching. Attack it promptly instead of giving it several turns to build momentum. Keep a sturdy Psychic, Flying, or Fairy Pokémon available for Machamp’s Dynamax phase. After Bea falls, use the next locker-room healing break to prepare for Raihan.

  • Bea is defeated in Pokémon Sword.
  • Dynamaxed Machamp is defeated.
  • A reliable Psychic, Flying, or Fairy attacker remains available.
  • Your party is healed before Raihan.

Defeat Raihan and investigate the Darkest Day

Raihan is the final official finals opponent. His team is Torkoal at level 53, Goodra at level 54, Turtonator at level 54, Flygon at level 54, and Duraludon at level 55. He Dynamaxes Duraludon. This is a single battle, unlike Raihan’s earlier Gym Challenge Double Battle, but weather remains important.

Torkoal’s Drought creates sunlight. Goodra can use Rain Dance, Turtonator can use Sunny Day, and Flygon can use Sandstorm. Water, Ground, and Rock attacks work well against Torkoal. Goodra and Flygon are vulnerable to Ice and Fairy attacks, and Flygon is especially weak to Ice. Turtonator is vulnerable to Ground, Rock, and Dragon attacks. Duraludon is weak to Ground and Fighting attacks. Flygon’s Levitate ability makes Ground attacks fail against it, so use Ice, Fairy, Dragon, or another suitable move instead.

After Raihan is defeated, the Championship Match is interrupted before you can face Leon. Follow the conversations and investigate the Slumbering Weald. Return to Postwick and speak with Sonia, then enter the forest with Hop. Sonia provides Max Revives before the forest sequence. This chapter does not repeat the semifinals, Rose Tower, or Oleana’s earlier battle.

  • Raihan is defeated.
  • The Sword finals order is complete: Bede, Nessa, Bea, then Raihan.
  • The Championship Match is postponed.
  • The story directs you from Postwick into the Slumbering Weald.

Recover the Rusted Sword in Slumbering Weald

Enter the Slumbering Weald and continue through the first wooded section into the deeper part of the forest. The deeper section contains branching paths and optional items, so use the long central paths and visible openings as landmarks rather than relying on a fixed turn sequence. Continue until you meet Hop near the ruins.

At the deeper meeting point, the legendary Pokémon appear through the fog and then disappear. After the scene with Sonia, continue with Hop toward the secluded altar. The Rusted Sword and Rusted Shield are near the stone ruins. In Pokémon Sword, take the Rusted Sword; Hop takes the Rusted Shield.

Hop challenges you after the relic scene. His team is Dubwool at level 59, Corviknight at level 59, Pincurchin at level 58, Snorlax at level 58, Cramorant at level 58, and a starter-dependent final evolution at level 60. The correct mapping is: if you chose Grookey, Hop uses Inteleon; if you chose Scorbunny, Hop uses Rillaboom; if you chose Sobble, Hop uses Cinderace.

Use Fighting attacks against Dubwool and Snorlax when safe. Ground attacks are effective against Pincurchin, while Electric or Fire attacks can help against Corviknight and Electric attacks are especially useful against Cramorant. For Hop’s final Pokémon, use Grass or Electric attacks against Inteleon if you chose Grookey, Fire, Ice, Flying, Bug, or Poison attacks against Rillaboom if you chose Scorbunny, and Water, Ground, or Rock attacks against Cinderace if you chose Sobble. Adjust for the rest of Hop’s moves before committing to one counter.

After winning, follow the dialogue and return to Hammerlocke by Flying Taxi. Heal before entering the Energy Plant sequence.

  • You meet Hop and Sonia in the deeper Slumbering Weald.
  • You obtain the Rusted Sword.
  • Hop takes the Rusted Shield.
  • Hop’s required battle is won.
  • Your starter-dependent matchup has been checked.
  • You return to Hammerlocke ready for the Energy Plant.

Enter the Energy Plant and defeat Chairman Rose

In Hammerlocke, follow the story to Hammerlocke Stadium and take the lift toward the Energy Plant. Continue through the accessible route until you reach Chairman Rose and Hop. Heal and restore PP before entering, because Rose’s battle leads directly into the Eternatus sequence without a normal Pokémon Center visit.

Rose uses Escavalier at level 55, Ferrothorn at level 55, Perrserker at level 55, Klinklang at level 56, and Copperajah at level 57. Copperajah is his Dynamax ace in this encounter. Fire attacks are excellent against the Steel-heavy team, while Ground and Fighting attacks also cover several members. Special Fire attacks avoid contact damage from Ferrothorn’s Iron Barbs. Keep a second answer for Copperajah because it can use coverage moves.

Defeat Rose, then take the lift upward. Leon is on the roof attempting to deal with Eternatus. His failed attempt leads directly into your first Eternatus battle.

  • Chairman Rose is defeated.
  • Rose’s Dynamaxed Copperajah is defeated.
  • You take the Energy Plant lift upward.
  • You healed before starting the Energy Plant battles.

Defeat the first Eternatus encounter

The first Eternatus battle is a normal single battle against level 60 Eternatus, which is Poison and Dragon type. Ground, Psychic, Ice, and Dragon attacks are useful. Fairy attacks should not be your main plan because Poison resists Fairy. Expect moves such as Cross Poison, Dragon Pulse, Flamethrower, and Dynamax Cannon.

You cannot catch Eternatus during this battle. Defeat it normally and use healing items when necessary. Do not spend turns trying to throw Poké Balls. When this battle ends, the scripted Eternamax encounter begins.

  • The level 60 normal-form Eternatus battle is won.
  • You do not attempt to catch Eternatus during the first battle.
  • You are ready for the scripted Eternamax sequence.

Defeat Eternamax Eternatus and capture Eternatus

Eternatus changes into level 60 Eternamax Eternatus. The encounter uses a scripted Max Raid-style battle with Hop assisting. At the beginning, your attacks cannot damage the target while the barrier is active. Continue through the scripted sequence until the Rusted Sword and Rusted Shield are used.

Select the key items when prompted. Zacian and Zamazenta then awaken and appear in their Crowned forms. The battle can proceed once they join. Your Pokémon cannot Dynamax during this encounter, and Eternamax Eternatus cannot be captured while it is active. Concentrate on attacking and healing when necessary while the allied legendary Pokémon contribute.

After Eternamax Eternatus is defeated, the game presents the capture of ordinary Eternatus. The capture is guaranteed. Throw any available Poké Ball; the Master Ball is unnecessary. Zacian and Zamazenta are not captured during this sequence.

After Eternatus is captured, the crisis ends and the story returns you to Wyndon. Leon’s Championship Match is now the next required event. Stop here and continue with the Leon chapter.

  • The initial Eternamax barrier sequence is completed.
  • The Rusted Sword and Rusted Shield awaken Zacian and Zamazenta.
  • Zacian and Zamazenta appear in their Crowned forms.
  • Eternamax Eternatus is defeated.
  • Eternatus is captured in the separate guaranteed capture sequence.
  • You return to Wyndon with Leon’s Championship Match ready.

Before you move on

  • Bede, Nessa, Bea, and Raihan have been defeated in Pokémon Sword.
  • The Championship Match ceremony has been interrupted and the Slumbering Weald investigation has begun.
  • You recovered the Rusted Sword from the altar in the deepest Slumbering Weald.
  • You defeated Hop after taking the Rusted Sword.
  • Chairman Rose was defeated in the Energy Plant.
  • The first level 60 Eternatus battle was won.
  • Eternamax Eternatus was defeated after Zacian and Zamazenta joined.
  • Eternatus was captured in the separate guaranteed capture sequence.
  • The game returned you to Wyndon and placed Leon’s Championship Match next in the story.
References for this chapter

Facing Leon — the final battle and winning the title

Begin this chapter only after Chapter 12 has completed the Wyndon finals, Chairman Rose’s Energy Plant sequence, both Eternatus battles, and Eternatus’s capture. Three days later, the postponed Championship Match resumes in Wyndon Stadium. Defeat Leon’s original Pokémon Sword team, allow the championship sequence and credits to finish, then continue from Postwick. The Sordward and Shielbert episode, Zacian encounter, Battle Tower, and repeat Champion Cup tournaments are later objectives.

Return to Wyndon Stadium

After Eternatus is captured, the story advances three days. Control returns inside the Wyndon hotel while people discuss Chairman Rose and the Darkest Day. Hop arrives in the hotel and tells you to go to Wyndon Stadium, where Leon is waiting for the Championship Match interrupted by Rose.

Leave the hotel and follow the main route through Wyndon to the stadium. Before checking in, use the Pokémon Center to heal the party, restore move PP, cure status conditions, and restock healing items. Save before speaking with the stadium staff. Checking in changes your uniform and sends you into the stadium sequence, so finish your preparation first.

Leon’s Pokémon range from level 62 to level 65. A team near those levels is suitable, but coverage and several healthy Pokémon matter more than relying on one overleveled attacker. Prepare answers for Steel, Ghost, Dragon, Water, Ground, Psychic, Ice, Grass, Fire, and Flying matchups where possible.

  • Complete the Sword finals, Rose sequence, and Eternatus capture.
  • Return to Wyndon three days later.
  • Speak with Hop in the hotel.
  • Heal, restore PP, and restock at the Wyndon Pokémon Center.
  • Save before checking in at Wyndon Stadium.

Identify Leon’s Sword team

Leon always uses level 62 Aegislash, level 62 Dragapult, level 63 Haxorus, and level 65 Gigantamax Charizard. His fourth and fifth Pokémon depend on the starter selected at the beginning of the game.

If you chose Grookey, Leon uses level 64 Seismitoad and level 64 Cinderace. Seismitoad is Water/Ground and is weak to Grass; Electric attacks do not affect it. Cinderace is Fire-type and is weak to Water, Ground, and Rock.

If you chose Scorbunny, Leon uses level 64 Mr. Rime and level 64 Inteleon. Mr. Rime is Ice/Psychic and is weak to Fire, Rock, Steel, Ghost, and Dark. Inteleon is Water-type and is weak to Electric and Grass.

If you chose Sobble, Leon uses level 64 Rhyperior and level 64 Rillaboom. Rhyperior is Ground/Rock, has a four-times weakness to Water and Grass, and is immune to Electric attacks. Rillaboom is Grass-type and is weak to Fire, Ice, Poison, Flying, and Bug.

This is the original Championship Match, not a post-game Champion Cup rematch. Do not use the stronger rematch levels or teams as the target for this chapter.

  • Every Sword file faces Aegislash, Dragapult, Haxorus, and Charizard.
  • Grookey choice: Seismitoad and Cinderace.
  • Scorbunny choice: Mr. Rime and Inteleon.
  • Sobble choice: Rhyperior and Rillaboom.
  • Do not use Electric attacks against Seismitoad or Rhyperior.

Defeat Aegislash

Aegislash leads at level 62 and knows King’s Shield, Shadow Ball, Sacred Sword, and Flash Cannon. King’s Shield protects Aegislash from damage for that turn and lowers the Attack of a Pokémon that hits it with a contact move. Avoid committing a strong contact attack when you expect King’s Shield.

Fire, Ground, Ghost, and Dark attacks are super effective. Special attacks avoid the contact penalty, while a physical attacker can win by attacking when Aegislash is not protecting itself. Its Stance Change ability makes it more dangerous after it shifts into Blade Forme, so do not assume that a defensive-looking turn will be followed by a weak attack.

If your lead has a poor matchup, switch rather than repeatedly sacrificing Pokémon. Preserve Dynamax for Charizard when practical, but do not lose the battle merely to save it.

  • Expect King’s Shield from the opening Pokémon.
  • Avoid contact attacks into King’s Shield.
  • Use Fire, Ground, Ghost, or Dark coverage.
  • Keep enough resources for Charizard.

Handle Dragapult and Haxorus

Dragapult is level 62 and knows Shadow Ball, Flamethrower, Thunderbolt, and Dragon Breath. Fairy attacks are super effective, and Fairy Pokémon are immune to Dragon-type attacks. Ice and Dragon attacks also work, but Dragapult is fast and its Fire- and Electric-type coverage punishes careless switches.

Haxorus is level 63 and knows Poison Jab, Iron Tail, Outrage, and Earthquake. Fairy Pokémon are immune to Outrage and can hit Haxorus super effectively, but Poison Jab and Iron Tail make an unsupported Fairy switch risky. A faster Ice or Dragon attacker, Intimidate, Reflect, or a sturdy Fairy Pokémon can all help.

Do not spend your only Dragon or Fairy answer before Charizard appears. If a key counter is badly damaged, heal it instead of leaving it in against a move it cannot survive.

  • Use Fairy, Ice, or Dragon attacks against Dragapult and Haxorus.
  • Account for Haxorus’s Poison Jab, Iron Tail, Outrage, and Earthquake.
  • Use speed, physical bulk, Intimidate, Reflect, or priority when needed.
  • Keep at least one healthy reserve for Charizard.

Counter Leon’s starter-dependent Pokémon

Against Seismitoad, use reliable Grass damage and do not waste turns on Electric attacks. Against Cinderace, use Water, Ground, or Rock attacks. A weakened Grass Pokémon should not remain in against Cinderace’s Fire attacks.

Against Mr. Rime, use Fire, Rock, Steel, Ghost, or Dark attacks. Against Inteleon, use Electric or Grass attacks, preferably with a Pokémon able to survive a strong special Water move.

Against Rhyperior, use Water or Grass attacks and avoid Electric moves. Its Earthquake, Stone Edge, Megahorn, and Heat Crash can quickly defeat fragile counters. Against Rillaboom, use Fire, Ice, Poison, Flying, or Bug coverage.

Preserve one healthy answer for the final Charizard instead of spending every Water, Rock, Electric, or Grass attacker on the level 64 Pokémon.

  • Grookey: Grass for Seismitoad; Water, Ground, or Rock for Cinderace.
  • Scorbunny: Fire, Rock, Steel, Ghost, or Dark for Mr. Rime; Electric or Grass for Inteleon.
  • Sobble: Water or Grass for Rhyperior; Fire, Ice, Poison, Flying, or Bug for Rillaboom.
  • Keep a healthy Charizard counter in reserve.

Finish with Gigantamax Charizard

Leon sends out level 65 Charizard last and Gigantamaxes it. Its moves are Fire Blast, Air Slash, Solar Beam, and Ancient Power. Water, Rock, and Electric attacks are super effective. Rock is especially effective because Charizard’s Fire/Flying typing gives it a double weakness to Rock.

If possible, heal the Pokémon you intend to use before Charizard appears. Dynamax that Pokémon and use its strongest reliable Water, Rock, or Electric move. These become Max Geyser, Max Rockfall, or Max Lightning.

Solar Beam can punish an unprepared Water-type, so do not assume every Water Pokémon is safe. Keep a second healthy answer available in case the first counter falls or Charizard survives the opening Max Move. Continue using reliable super-effective attacks until the battle ends.

  • Dynamax against Charizard whenever practical.
  • Use Water, Rock, or Electric damage.
  • Account for Solar Beam when relying on a Water-type.
  • Keep a second Charizard answer available.
  • Defeat Gigantamax Charizard.

Recover after a defeat

If Leon wins, return to the Pokémon Center and identify the matchup that caused the loss. Competitive breeding, perfect Individual Values, and formal Effort Value training are not required for this story battle. Instead, raise the Pokémon involved, teach a stronger move, add a sturdier switch-in, or replace an ineffective team slot.

Add Grass coverage if Seismitoad caused trouble, and remember that Electric attacks cannot hit it. Use Water, Ground, or Rock against Cinderace; Fire, Steel, Rock, Ghost, or Dark against Mr. Rime; Electric or Grass against Inteleon; Water or Grass against Rhyperior; and Fire, Ice, Poison, Flying, or Bug against Rillaboom.

Max Raid Battles and Experience Candies can correct a level deficit. Before retrying, restore HP and PP, cure status conditions, restock recovery items, and save.

  • Determine which matchup caused the defeat.
  • Fix the specific weakness rather than rebuilding the entire team.
  • Use Max Raid Battles and Experience Candies if levels are the problem.
  • Heal, restore PP, restock, and save before retrying.

Confirm the championship and Postwick handoff

After Charizard is defeated, Leon’s complete six-Pokémon team has been beaten and you become the new Champion of Galar. Allow the victory sequence and credits to play. When the ending finishes, continue the save; the game returns you to the post-story portion beginning in Postwick.

Leon’s defeat does not capture Zacian or complete the post-game legendary episode. In Pokémon Sword, the next story route begins by returning to the Slumbering Weald. The Sordward and Shielbert episode eventually leads to the level 70 Zacian encounter.

The Battle Tower in the former Rose Tower and repeat Champion Cup tournaments are also separate post-story objectives. This chapter is complete when Leon’s full team has been defeated, the level 65 Gigantamax Charizard has fallen, the championship sequence and credits have played, and the completed save has resumed in the post-story section.

  • Defeat Leon’s complete original Pokémon Sword team.
  • Defeat the level 65 Gigantamax Charizard.
  • Watch the championship sequence and credits.
  • Continue the completed save after the ending.
  • Begin the Slumbering Weald post-game route when ready.
  • Defer Zacian, Battle Tower, and repeat Champion Cup goals to later chapters.

Before you move on

  • Leon’s complete original Pokémon Sword team has been defeated.
  • The level 65 Gigantamax Charizard has been defeated.
  • The championship victory sequence and credits have played.
  • The completed save has resumed in the post-story section beginning at Postwick.
  • The Slumbering Weald post-game route is available.
  • Zacian, the Battle Tower, and repeat Champion Cup tournaments are treated as later objectives.
References for this chapter

Wild Area, Dens and Max Raid Battles — how to use them to speed progression

The Wild Area is the best repeatable source of experience items, Watts, TRs, evolution items and useful Pokémon during the original Pokémon Sword campaign. Raid Dens are marked by beams of light, while their star rating and beam type indicate the general difficulty and reward potential. Use ordinary raids for training, clear active dens to refresh the Wild Area’s selection, and spend Wishing Pieces only after checking which Pokémon can appear at the chosen den.

Reach the Wild Area and recognize raid dens

You first enter the Wild Area by train during the early story, before the first Gym. Later visits are available from Wild Area train stations and Flying Taxi points. The area is divided into named sections, including Rolling Fields, Dappled Grove, East Lake Axewell, Bridge Field and Giant’s Seat. Weather and location affect the wild Pokémon and raid encounters available in each section.

Raid Dens are short stone structures scattered throughout the terrain. A den with a red beam contains a standard active raid. A den with a purple beam contains a rarer encounter table and can offer better reward potential or species that do not appear in the ordinary table. Interact with a lit den to view the opposing Pokémon, its star rating and the available battle options.

  • Heal your party before beginning a raid.
  • Inspect the raid Pokémon’s type before selecting your battler.
  • Use the map and Flying Taxi points to make travel between Wild Area sections quicker.

Start a raid alone or with other Trainers

At the den menu, select a Pokémon from your party or Boxes, then choose whether to invite other players or begin the battle. Local and online participation are supported through the game’s Y-Comm features. If other players do not join, the game fills the remaining positions with support Trainers controlled by the game.

A normal Max Raid Battle has one Dynamax or Gigantamax opponent against a team of up to four allied Pokémon. Only one allied Trainer can Dynamax during the battle, so decide which Pokémon should use the transformation before committing it to a weak matchup. You do not have to catch the raid Pokémon to clear the den, although a successful battle gives you the opportunity to throw a Poké Ball afterward.

  • For difficult raids, prefer human allies or bring a high-level Pokémon with a type advantage.
  • Remember that support Trainers may choose poor matchups and can faint quickly.
  • Reserve Dynamax for a reliable attacker or a defensive answer to the raid boss.

Clear dens, collect Watts and refresh the selection

Interact with every glowing den you pass. Cleared or empty dens provide Watts, and active raid dens provide more when the battle is completed. Watt totals vary with the den state and story progress, so treat the exact amount as a bonus rather than planning around one fixed value.

Watt Traders stationed around the Wild Area exchange Watts for rotating stock. Their offerings can include TRs, Poké Balls and Wishing Pieces, and different traders may not show identical stock at the same time. Clearing the currently active raids is the dependable way to work through the present set of dens and cause the Wild Area’s raid selection to refresh. This also gives you a steady loop of experience, items and Watts.

  • Clear active dens instead of leaving them untouched when you want new raids to appear.
  • Check several Watt Traders if one does not stock the item you need.
  • Spend Watts first on useful TRs, Wishing Pieces or other supplies that support your current team.

Use Wishing Pieces at selected dens

A Wishing Piece activates an inactive den and immediately generates a Max Raid Battle. Watt Traders sell them for 3,000 Watts when available. Stand at an unlit den, interact with it and confirm the Wishing Piece prompt only after your party is healed and you have checked the possible encounter pool.

A Wishing Piece does not let you select any species. The den’s location, beam type and the Sword-specific encounter table determine what can appear. Use a specialist den reference to confirm that the species you want is available at that particular den before spending the item. Rare-beam tables can contain different Pokémon from standard red-beam tables, and Sword has some raid encounters that differ from Shield.

  • Confirm the den location and Sword encounter table before using a Wishing Piece.
  • Do not assume a purple beam guarantees the species or Gigantamax form you want.
  • Keep a few Wishing Pieces in reserve for a confirmed useful encounter rather than spending them randomly.

Match raid difficulty to your story progress

The star rating is a practical warning about the raid’s difficulty and reward quality. During the story, stronger raid tiers become available as you earn Badges and advance through Galar. The exact encounter and rating distribution can vary, so use the rating shown at the den rather than assuming every section has the same strength.

Use low-star raids early for safe catches, basic experience and a supply of Experience Candy. As higher tiers unlock, prioritize them before difficult Gyms or the Champion Cup because they are more likely to provide larger experience rewards, better TR and item drops, and Pokémon with stronger battle potential. Some species can appear with a Hidden Ability, and some species can appear in a Gigantamax-capable form, but neither result is guaranteed for every raid.

After becoming Champion, revisit the Wild Area. Ordinary wild Pokémon are much higher level, and the normal raid selection reaches its strongest standard range. This is a useful point to gather Experience Candy, improve a post-game team and prepare for Battle Tower work.

  • Use the star rating to decide whether the raid fits your current team.
  • Revisit the Wild Area after major Gym milestones instead of relying only on route battles.
  • Do not confuse a high-level raid catch with automatic obedience; Badge progression still controls the level of Pokémon you can reliably command.

Break the shields and recover from a failed raid

Raid bosses can raise protective barriers during the fight. Damage still helps progress toward breaking those barriers, but many status or stat-manipulation tactics are ineffective while the shield is active. Use dependable attacks, preferably with a type advantage, and avoid wasting turns on moves that will not influence the boss.

A standard raid ends in defeat if the allied side accumulates four total knockouts or if the ten-turn limit is reached. Fainting does not permanently remove the Pokémon; after the raid ends, heal at a Pokémon Center or with items, change your lead Pokémon and try again with a better matchup. If support Trainers repeatedly faint, join an online or local group, lower the difficulty, or use a more durable Pokémon with reliable super-effective attacks.

After defeating the boss, choose a Poké Ball and complete the reward screen. Experience Candy can quickly train a newly caught Pokémon or replace a weak team member. TRs provide move options that may not be available through ordinary level-up, while Dynamax Candies improve a Pokémon’s Dynamax HP.

  • Track allied knockouts because four total defeats end the raid.
  • Use type resistance and durability, not level alone, when choosing a raid Pokémon.
  • If the raid fails, change the matchup before trying the same strategy again.
  • Collect the reward items and use Experience Candy only after deciding which team members support your next objective.

Before you move on

  • You can identify standard red-beam and rare purple-beam active dens.
  • You can start a solo, local or online Max Raid Battle from a den.
  • You understand the four-knockout and ten-turn failure limits.
  • You have cleared raids for Experience Candy, TRs, Dynamax Candies and Watts.
  • You have used a Wishing Piece at an inactive den after checking the den’s Sword encounter pool.
  • You have revisited the Wild Area after later Badge milestones and after becoming Champion.
  • You have a dependable raid Pokémon with a strong type matchup and a backup option for difficult encounters.
References for this chapter

Capturing Zacian (Sword) and base-game legendary encounters

After defeating Leon, Pokémon Sword opens a base-game post-story episode involving Sordward, Shielbert, stolen relics, Dynamax disturbances at Galar’s stadiums, and the two legendary Pokémon. Start at the Slumbering Weald, clear seven stadium objectives, defeat Sordward in Hammerlocke’s Energy Plant, defeat the uncapturable level 70 Zamazenta, capture level 70 Zacian, and finish with Hop’s final battle in the Slumbering Weald. The Expansion Pass is not required.

Prepare after defeating Leon

Defeat Champion Leon in the Wyndon Stadium Championship Match and complete the ending sequence. When control returns in Postwick, enter your house. Professor Magnolia is in the kitchen and gives you a Master Ball. Zacian is not automatically captured, so the Master Ball remains optional.

Heal before entering the Slumbering Weald. The post-game opponents range from the high 50s to level 70, so a party in the mid-to-high 60s is a practical target. Bring healing items, Revives, status cures, and plenty of Ultra Balls. False Swipe is useful for reducing Zacian to 1 HP, while Thunder Wave or Sleep can improve the capture chance.

Save before starting the episode. Save again immediately before interacting with Zacian if you want to retry the capture, preserve the Master Ball, or use a particular Poké Ball. Zacian is a one-time story encounter, so do not rely on being able to return later after knocking it out.

  • Leon was defeated and the ending sequence is complete.
  • Professor Magnolia gave you the Master Ball.
  • Your party is healed and prepared for opponents around levels 60 to 70.
  • Capture balls, recovery items, and a pre-quest save are ready.

Start the episode at the Slumbering Weald

Travel from Postwick into the Slumbering Weald and continue to the altar at the forest’s far end. Hop is waiting there and challenges you. Defeat him to advance the story. This is the opening post-Champion battle, not the final Hop battle that occurs after Zacian is captured.

Sordward and Shielbert then appear and take the Rusted Sword and Rusted Shield from the altar. In Pokémon Sword, Sordward is your opponent. His team consists of level 60 Sirfetch’d, Golisopod, Doublade, and Bisharp. Flying or Fairy attacks help against Sirfetch’d, while Fire attacks are effective against Doublade and Bisharp. Golisopod’s First Impression and Liquidation can punish a fragile lead.

After the brothers escape and Hop pursues them, return to Wedgehurst and enter Sonia’s research laboratory. Speak with Sonia to begin the investigation. She directs you toward stadiums where Dynamax Pokémon are causing trouble.

  • Hop was defeated at the Slumbering Weald altar.
  • Sordward was defeated in the opening confrontation.
  • The Rusted Sword and Rusted Shield were stolen.
  • Sonia’s investigation was started in the Wedgehurst laboratory.

Clear Turffield, Hulbury, and Motostoke

Go to Turffield Stadium and speak with Milo. The target is Dynamax Tsareena. Milo, Piers, and Hop assist you, so use a reliable attacker and take advantage of the additional allied damage. Fire, Flying, Ice, Poison, and Bug attacks are useful against Tsareena.

Next, travel to Hulbury Stadium and speak with Nessa. The target is Dynamax Gyarados. Hop, Nessa, and Piers assist in this battle. Electric attacks are the safest choice, although Grass attacks also work. Keep Fire- and Ground-type Pokémon away from Gyarados unless they can withstand its Water attacks.

Continue to Motostoke Stadium and speak with Kabu. Help Kabu, Piers, and Hop defeat Dynamax Torkoal. Water, Ground, and Rock attacks are appropriate. Heal at a Pokémon Center between these separate encounters if your party has taken damage.

After Motostoke, return to Sonia’s laboratory in Wedgehurst. The brothers confront you there, leading to a required double battle with Hop. Defeat both opponents to unlock the remaining stadium incidents.

  • Dynamax Tsareena was defeated at Turffield.
  • Dynamax Gyarados was defeated at Hulbury.
  • Dynamax Torkoal was defeated at Motostoke.
  • The Wedgehurst laboratory double battle was won.

Clear the four remaining Sword stadium objectives

Travel to Stow-on-Side Stadium and speak with Bea. In Pokémon Sword, you fight Dynamax Conkeldurr alone. Bring Flying- or Psychic-type damage if possible, and heal before entering because no allied Gym Leaders join this encounter.

Continue to Ballonlea Stadium. The Dynamax disturbance has already been handled by Bede, so there is no Dynamax battle for you there. Instead, speak with Bede and defeat him in a regular battle. His team is Mawile at level 61, Gardevoir at level 61, Galarian Rapidash at level 62, and Hatterene at level 63. Steel attacks are useful against much of the team, but do not use Poison attacks against Mawile because its Steel typing grants Poison immunity.

Go to Circhester Stadium and speak with Gordie. Pokémon Sword requires a solo battle against Dynamax Gigalith. Water, Grass, Fighting, Ground, Steel, and Ice attacks can exploit its weaknesses. The Shield encounter differs, so do not substitute Melony’s version-specific battle when following a Sword route.

Finish this group at Hammerlocke Stadium. Speak with Raihan and battle Dynamax Haxorus alone. Haxorus is weak to Ice, Fairy, and Dragon attacks, but its physical attacks can overwhelm a frail Dragon-type. Once this battle is complete, all seven stadium objectives have been resolved.

  • The solo Dynamax Conkeldurr battle at Stow-on-Side was won.
  • Bede was defeated in the regular Ballonlea Stadium battle.
  • The solo Dynamax Gigalith battle at Circhester was won.
  • The solo Dynamax Haxorus battle at Hammerlocke was won.
  • All seven stadium objectives were cleared.

Enter the Energy Plant and defeat Sordward

Return to Hammerlocke Stadium and heal your party. Speak with Sonia beside the elevator doors. Her Yamper provides the electricity needed to open the elevator. Ride down into the Energy Plant, follow the accessible corridor and slope, and continue until you reach Sordward.

Sordward’s Pokémon Sword team consists of level 64 Sirfetch’d, Golisopod, Doublade, and Bisharp. Fire attacks are effective against Doublade and Bisharp, but do not leave a Fire-type exposed to Golisopod’s Liquidation. Flying or Fairy attacks help against Sirfetch’d, and Electric or Flying attacks can pressure Golisopod. Doublade and Bisharp may use Swords Dance, so defeat them before allowing unnecessary setup turns.

After defeating Sordward, use the elevator to reach the Tower Summit. Heal before approaching the legendary Pokémon. The first legendary encounter cannot be captured.

  • Sonia opened the Energy Plant elevator.
  • Sordward’s level 64 team was defeated.
  • You reached the Tower Summit.
  • Your party was healed before the legendary battles.

Defeat the enraged Zamazenta

At the Tower Summit in Pokémon Sword, Zamazenta attacks first. It is level 70 and appears in its Hero of Many Battles form, which is Fighting type rather than Fighting/Steel. This battle is not a capture encounter. Poké Balls will not work, so defeat Zamazenta with ordinary attacks.

Flying, Psychic, and Fairy attacks are super effective against Zamazenta’s Fighting typing in this form. A strong attacker should finish the battle quickly, especially if Zamazenta uses Iron Defense. Do not waste capture balls during this fight.

After Zamazenta is defeated, the story continues automatically. Zacian appears at the summit in its place. Do not leave for the Slumbering Weald yet; the next objective is the capture encounter immediately in the same area.

  • The level 70 Hero of Many Battles Zamazenta was defeated.
  • No capture balls were wasted on the uncapturable battle.
  • The story positioned Zacian at the Tower Summit.

Capture Zacian

Interact with Zacian at the Tower Summit after the scene ends. In Pokémon Sword, Zacian is level 70, holds the Rusted Sword, and appears in Crowned Sword form. Its typing is Fairy/Steel and its ability is Intrepid Sword. Its encounter moves are Sacred Sword, Swords Dance, Crunch, and Behemoth Blade.

Use a durable lead that is not weak to Fairy or Steel. Dragon-types are poor defensive choices because Zacian’s Fairy typing makes Dragon attacks ineffective and leaves Dragon Pokémon vulnerable. Fire-, Water-, and Electric-types resist Behemoth Blade, but check their other matchups before committing to one switch-in.

Lower Zacian’s HP carefully. False Swipe is the safest way to reach 1 HP. Thunder Wave or Sleep improves the capture odds, although avoid status effects that cause continuing damage. Sacred Sword ignores the target’s defensive and evasion stat changes, so defensive boosts are not a reliable way to neutralize it. Swords Dance can sharply increase Zacian’s Attack, making the encounter much more dangerous if you give it a free turn.

The Master Ball guarantees the capture but is optional. To preserve it, reduce Zacian’s HP, apply status, and use Ultra Balls. Dusk Balls may help when their encounter conditions apply, but Ultra Balls are the straightforward general option. If Zacian knocks out your lead or the capture attempt goes badly, reset to the save made before the interaction.

After the capture, check your party and Boxes to confirm that Zacian was registered. Zacian remains in Crowned Sword form while holding the Rusted Sword. Removing the Rusted Sword changes it back to its ordinary form.

  • Level 70 Zacian was captured at the Tower Summit.
  • Zacian was registered in the Pokédex.
  • Zacian is in the party or a Box.
  • The capture was saved before leaving the summit.

Return to the Slumbering Weald and defeat Hop

After capturing Zacian, follow the new objective to return to the Slumbering Weald. Sonia is near the entrance and takes you to the altar. Hop has calmed the Zamazenta that fled from the Tower Summit and catches it before challenging you for the final battle of the episode.

Hop’s Pokémon Sword team includes Dubwool at level 69, Snorlax at level 68, Pincurchin at level 68, Corviknight at level 69, a starter-dependent Pokémon at level 70, and Zamazenta at level 70. The starter mapping is: if you chose Grookey, Hop uses Inteleon; if you chose Scorbunny, Hop uses Rillaboom; if you chose Sobble, Hop uses Cinderace.

Use Fighting attacks against Dubwool and Snorlax, but account for Dubwool’s Cotton Guard and Snorlax’s high bulk. Pincurchin is weak to Ground attacks, although Liquidation and Recover can punish an unsafe setup. Corviknight is vulnerable to Electric, Fire, and Rock attacks.

If Hop uses Inteleon because you chose Grookey, bring an Electric- or Grass-type answer while respecting Snipe Shot, Ice Beam, Dark Pulse, and Sucker Punch. If Hop uses Rillaboom because you chose Scorbunny, use Fire, Ice, Poison, Flying, or Bug attacks. If Hop uses Cinderace because you chose Sobble, use Water, Ground, or Rock attacks while respecting Pyro Ball, Gunk Shot, Iron Head, and Zen Headbutt.

Save Zacian for Hop’s Zamazenta if possible. Hop’s Zamazenta is level 70 and has Fighting/Steel typing, so it is weak to Fire, Ground, and Fighting attacks. Fairy, Flying, and Psychic attacks are not super effective against the combined typing because Zamazenta’s Steel type offsets their advantage against Fighting. Zacian’s Fighting-type Sacred Sword is a strong option because Fighting is super effective against Zamazenta’s Steel type.

If you lose, return to a Pokémon Center, restore your items, change your lead order, and try again. Zacian remains captured after a failed Hop battle. Winning at the altar completes the Sordward and Shielbert episode, after which free exploration resumes. The Battle Tower, repeat Champion Cup tournaments, and Wild Area Max Raid activities are separate endgame objectives.

  • You returned to the Slumbering Weald after capturing Zacian.
  • Hop caught Zamazenta.
  • Hop’s level 68 to 70 team was defeated.
  • The Sordward and Shielbert episode concluded.
  • Free exploration resumed with Zacian in your possession.

Before you move on

  • Leon was defeated and the player became Galar Champion.
  • The post-game episode began at the Slumbering Weald altar.
  • The opening Hop battle and first Sordward battle were completed.
  • Turffield’s Dynamax Tsareena was defeated.
  • Hulbury’s Dynamax Gyarados was defeated.
  • Motostoke’s Dynamax Torkoal was defeated.
  • The Wedgehurst laboratory double battle was completed.
  • Stow-on-Side’s solo Dynamax Conkeldurr was defeated.
  • Bede was defeated in the regular Ballonlea battle.
  • Circhester’s solo Dynamax Gigalith was defeated.
  • Hammerlocke’s solo Dynamax Haxorus was defeated.
  • Sordward was defeated in Hammerlocke’s Energy Plant.
  • Level 70 Zamazenta was defeated at the Tower Summit.
  • Level 70 Zacian was captured at the Tower Summit and registered in the Pokédex.
  • Hop’s final Slumbering Weald battle was won.
  • The immediate Sordward and Shielbert storyline concluded and free exploration resumed.
  • The Battle Tower is available in Wyndon as a separate base-game activity.
  • No Expansion Pass area or DLC-exclusive activity was required.
References for this chapter

Post-game: Battle Tower, rematches and endgame activities

Begin this chapter after completing the Sordward and Shielbert episode, capturing Zacian, and winning Hop’s final battle in the Slumbering Weald. Those story objectives belong to chapter 14 and are not repeated here. The original Pokémon Sword post-game route now centers on the Battle Tower in Wyndon, repeat Champion Cup tournaments, Marnie’s Spikemuth exhibition battle, and Wild Area Max Raid Battles. The Isle of Armor, Crown Tundra, Dynamax Adventures, and Galarian Star Tournament require the Expansion Pass and are outside this base-game chapter.

1. Confirm the post-game handoff

You should have Zacian in your party or Pokémon Box, have defeated Hop in the Slumbering Weald, and have finished the Sordward and Shielbert episode. The post-game story is complete when the final scenes involving Hop and Zamazenta have ended.

Fly to Wyndon and heal at the Pokémon Center. There is no single mandatory order for the remaining activities, so you can alternate between the Battle Tower, repeat Champion Cup tournaments, Marnie’s battle, and Max Raid Battles.

  • Zacian has been captured.
  • Hop’s final Slumbering Weald battle has been won.
  • The Sordward and Shielbert episode is complete.
  • Wyndon is accessible after the story.

2. Enter the Battle Tower in the former Rose Tower

In Wyndon, enter the building that served as Rose Tower during the main story. It is now the Battle Tower. Speak with the receptionist to choose Single Battles or Double Battles. These formats have separate rankings, so progress in one does not advance the other.

Battle Tower matches use Flat Rules: Pokémon above level 50 are lowered to level 50. You may register a Battle Team with different Pokémon species, and no two registered Pokémon may hold the same item. Legendary Pokémon such as Zacian are eligible for the facility.

Dynamax is available in every Battle Tower match because the building is located over a Power Spot. In Singles, use a reliable lead, a safe switch-in, and a finisher. In Doubles, plan around Protect, spread attacks, speed control, targeting order, and the way your two active Pokémon support one another.

The receptionist on the right offers five preset rental teams. These replace your normal Battle Tower party and are useful if your story team lacks suitable moves, held items, or training. Downloaded rental teams are another option when available.

  • Enter the Battle Tower in Wyndon.
  • Choose Singles or Doubles.
  • Register different Pokémon species.
  • Give registered Pokémon different held items.
  • Remember that all Pokémon are treated as level 50.
  • Use a rental team if your own team is not ready.

3. Reach Rank 4 and unlock Judge

Continue winning Battle Tower matches until the end of the third level. The final battle at this advancement point is against Leon. Defeat him to reach Rank 4, also called the Poké Ball Tier. If you lose, you can challenge the progression again rather than losing access to the facility.

Defeating Leon for the first time at Rank 4 unlocks the Judge function in the Pokémon Boxes and through Box Link. Open a Box and switch to the Judge view to inspect a Pokémon’s Individual Values before spending BP, Bottle Caps, Mints, vitamins, or other training resources.

Judge is only one part of team preparation. Also check Nature, Ability, move options, held item, and intended role. A Pokémon with excellent IVs can still be unsuitable if its moves or ability do not support the team.

For serious Battle Tower attempts, build a dedicated roster instead of relying on an unplanned story party. Vitamins, Poké Jobs, feathers, and other training methods can shape Effort Values. Hyper Training can improve a level 100 Pokémon’s effective stats when you have Bottle Caps, but it does not fix a weak moveset or poor team structure.

  • Reach Rank 4 in the Battle Tower.
  • Defeat Leon in the advancement battle.
  • Confirm that Judge is available in the Pokémon Boxes.
  • Review IVs together with Nature, Ability, moves, and held item.
  • Prepare separate teams if you intend to play both Singles and Doubles.

4. Complete repeat Champion Cup tournaments

Go to Wyndon Stadium and speak with the receptionist to enter another Champion Cup tournament. This is a post-game repeat tournament, not the original story Champion Cup. Each tournament contains three consecutive single-elimination battles.

The next opponent is displayed before each match. Use that information to change your lead, reorder your party, adjust held items, and select useful type coverage. Your party is restored between tournament battles, but you should still begin each round with healthy Pokémon, adequate PP, and a plan for the opponent’s strongest threat.

The repeat field can include Gym Leaders, rivals, and other League participants. Bede may appear as the Fairy Gym Leader because he has taken over Opal’s former position. Prepare for Fairy, Dragon, Fighting, Steel, Psychic, Dark, and mixed teams rather than one fixed bracket.

After receiving a trainer’s rare League Card, you may invite that trainer to a tournament. The invited trainer is guaranteed to appear somewhere in the bracket, but may be eliminated before you face them. Treat invitations as a way to influence the field, not as a guaranteed battle.

Repeat tournaments provide money and other rewards and are useful for practicing against varied teams. Equip an Amulet Coin when earning money matters more than using a battle-focused held item.

  • Enter a repeat Champion Cup at Wyndon Stadium.
  • Complete all three matches.
  • Read the next opponent before each round.
  • Restore HP and PP between matches.
  • Use invitations with the understanding that the invited trainer may lose early.
  • Repeat tournaments for money, rewards, and practice.

5. Trigger and battle Marnie

After becoming Champion, return to Motostoke and enter the Budew Drop Inn. Go upstairs and enter the room where Marnie is speaking with Morpeko. Watch this scene first; merely traveling to Spikemuth does not trigger her initial post-game exhibition battle.

After the Budew Drop Inn scene, travel to Spikemuth and go to the Gym battlefield. Marnie has accepted Piers’s offer to replace him as the town’s Gym Leader. Speak with her there to begin the exhibition match.

In Pokémon Sword, Marnie uses Liepard at level 59, Toxicroak at level 59, Scrafty at level 59, Morpeko at level 60, and Grimmsnarl at level 60. Her team is Dark-focused but has important coverage: Toxicroak carries Fighting- and Poison-type attacks plus Earthquake, Scrafty has Ice Punch and Thunder Punch, Morpeko uses Aura Wheel and Seed Bomb, and Grimmsnarl has Spirit Break, Darkest Lariat, Bulk Up, and Play Rough.

Fighting- and Fairy-type attacks are useful against much of the team, but bring a backup plan. Toxicroak is Poison/Fighting and can punish Fairy Pokémon, while Scrafty’s coverage can catch Flying- or Water-type answers. A Psychic- or Ground-type attack is effective against Toxicroak, and a Ghost-type lead ignores Liepard’s opening Fake Out. Avoid relying on one fragile Fighting attacker.

Defeating Marnie for the first time awards her rare League Card, along with the normal battle money and experience. After the first victory, return to Spikemuth on later days to battle her once per day. Once her rare League Card has been obtained, she can also appear in repeat Champion Cup tournaments.

  • After becoming Champion, visit the upper-floor room of the Budew Drop Inn in Motostoke.
  • Watch Marnie’s post-game scene.
  • Travel to Spikemuth after the scene.
  • Defeat Marnie’s Sword team.
  • Receive her rare League Card.
  • Return on later days for the repeat Spikemuth battle.

6. Use Wild Area Max Raid Battles

Return to the Wild Area and look for Pokémon Dens with red or purple beams. Interact with a den, choose a Pokémon from your party or Boxes, and begin the Max Raid Battle. Den species and available encounters vary with the location and weather, so inspect multiple dens when searching for a particular Pokémon.

Use Y-Comm stamps to join other players’ raids or host your own. Online participation requires Nintendo Switch Online; local communication does not. If other players do not join, computer-controlled Trainers fill the remaining positions.

Only one participant can Dynamax during a Max Raid Battle, and that participant can do so once during the battle. In multiplayer, let the Pokémon with the best matchup or greatest survival chance take the Dynamax turn. In solo raids, prioritize reliable damage and survival over simply selecting the highest-level Pokémon.

Successful raids may let you catch the defeated Dynamax Pokémon and can award Exp. Candies, TRs, battle items, and valuable materials. Use Exp. Candies for controlled leveling, collect TRs for useful moves, and catch promising Pokémon for Battle Tower teams. After Judge is unlocked, inspect raid catches for IVs, Nature, Ability, moves, and a practical role before investing in training.

  • Visit several Wild Area Dens.
  • Clear raids for Exp. Candies, TRs, and other items.
  • Join or host raids through Y-Comm if desired.
  • Remember that only one participant Dynamaxes once per raid.
  • Catch useful raid Pokémon.
  • Evaluate and train candidates before using them in the Battle Tower.

7. Separate base-game activities from Expansion Pass content

For the original Pokémon Sword release, the relevant immediate post-game activities are the Battle Tower, repeat Champion Cup tournaments, Marnie’s Spikemuth exhibition battle, and ordinary Wild Area Max Raid Battles. Pokédex completion, the Shiny Charm, shiny hunting, curry completion, rare League Cards, and advanced Battle Tower optimization are optional goals.

Do not count the Isle of Armor, Crown Tundra, Dynamax Adventures, or Galarian Star Tournament as base-game objectives. Those activities belong to the paid Expansion Pass. The Battle Tower and standard Wild Area Max Raid Battles remain available in the original release without the expansions.

  • Battle Tower access is confirmed.
  • Rank 4 and Judge have been reached if required for your endgame goal.
  • At least one repeat Champion Cup has been completed.
  • Marnie’s first post-game Spikemuth battle has been won.
  • Wild Area Max Raid Battles are available for leveling and item collection.
  • Expansion Pass activities have not been counted toward base-game completion.

Before you move on

  • The Sordward and Shielbert episode was completed in chapter 14.
  • Zacian was captured in chapter 14.
  • Hop’s final Slumbering Weald battle was won in chapter 14.
  • The former Rose Tower in Wyndon is accessible as the Battle Tower.
  • At least one Battle Tower challenge has been completed.
  • Rank 4 has been reached and Judge is available if that objective is required.
  • A repeat Wyndon Champion Cup tournament has been entered and completed.
  • The Budew Drop Inn post-game Marnie scene was triggered.
  • Marnie’s first Spikemuth exhibition battle was won and her rare League Card was received.
  • Wild Area Max Raid Battles are available for experience, TRs, items, or team development.
  • Expansion Pass activities have not been counted toward original-release completion.
References for this chapter

Completion checklist, practical next steps and optional 100% goals

Use this chapter to verify completion of the original Nintendo Switch Pokémon Sword campaign and its base-game post-story content. The required route ends with defeating Leon, resolving the Darkest Day, capturing Eternatus, completing the Sordward and Shielbert episode, capturing Zacian, finishing Hop’s final battle, opening the Battle Tower, confirming repeat Wyndon tournaments, and accessing Wild Area Max Raid Battles. Pokédex completion, the Shiny Charm, shiny hunting, Battle Tower rank progression, and competitive team building are optional. Paid Expansion Pass content is excluded.

Confirm the main story is complete

The main story is complete when you have defeated Leon in the Wyndon Stadium Championship Match, finished the Darkest Day sequence, captured Eternatus, and watched the ending. After the credits, reload the cleared save; control returns to the player’s house in Postwick.

The Darkest Day portion includes the Hammerlocke Energy Plant crisis, Chairman Rose’s battle, the Eternatus encounters, and the intervention by Zacian and Zamazenta. Becoming Champion without completing the Eternatus sequence is not the full story endpoint.

When control returns in Postwick, leave the bedroom and enter the main room of your house. Professor Magnolia visits there and gives you the Master Ball. This is the correct collection point. The Master Ball is optional for Zacian, so you may reserve it for another capture if you prefer.

  • Leon has been defeated in the Wyndon Stadium final.
  • Chairman Rose and the Energy Plant crisis are complete.
  • Eternatus has been captured.
  • The ending and credits have been viewed.
  • The cleared save loads back into Postwick.
  • Professor Magnolia has delivered the Master Ball inside the player’s house.

Verify the completed Sordward and Shielbert episode

This episode was already completed in chapter 14. Treat the following as a record of finished events, not as a route to replay.

The completed sequence begins with the confrontation in the Slumbering Weald, where Hop is present. It continues through the three initial Dynamax incidents at Turffield, Hulbury, and Motostoke, followed by the Wedgehurst laboratory battle.

The remaining incidents are the battles or encounters at Stow-on-Side, Ballonlea, Circhester, and Hammerlocke. In Sword, these include the version-specific Dynamax events and Bede’s Ballonlea battle. After those four incidents, the story moves to Hammerlocke’s Energy Plant.

At the Tower Summit, the level 70 Zamazenta encounter is a battle that must be won; it is not the capture encounter in Pokémon Sword. After Zamazenta is defeated, approach the level 70 Zacian that appears and capture it. The capture is not guaranteed, so saving before the encounter is useful if you want a particular Poké Ball.

The episode concludes in the Slumbering Weald. Hop calms and catches the other legendary Pokémon, then challenges you to his final battle. If Zacian is already in your party or a Pokémon Box and Hop’s final battle is complete, do not return to these locations to repeat the sequence.

  • The opening post-story Slumbering Weald confrontation is complete.
  • The Turffield, Hulbury, and Motostoke stadium incidents are complete.
  • The Wedgehurst laboratory battle is complete.
  • The Stow-on-Side, Ballonlea, Circhester, and Hammerlocke incidents are complete.
  • The Hammerlocke Energy Plant sequence is complete.
  • The level 70 Zamazenta battle is complete.
  • Level 70 Zacian has been captured in Pokémon Sword.
  • Hop’s final Slumbering Weald battle is complete.
  • The Sordward and Shielbert episode has concluded.

Confirm Battle Tower access

Travel to Wyndon and enter the former Rose Tower. After the main story, Leon has converted the building into the Battle Tower. Speak with the reception staff to begin Singles or Doubles challenges.

Battle Tower challenges use level 50 rules: participating Pokémon are set to level 50 for the battles. Victories provide Battle Points and rank progression. Rental teams are available if you want to learn the facility before breeding or training a dedicated roster.

Reaching Rank 4, known as the Poké Ball tier, unlocks the Judge function. After that, open the Pokémon Boxes and use the Judge display to inspect individual values. Rank 4 is optional for basic access; it is not required to enter the Battle Tower or receive Battle Points. Singles and Doubles maintain separate battle formats, so choose the format you intend to practice.

  • The former Rose Tower is operating as the Battle Tower.
  • Singles challenges are available.
  • Doubles challenges are available.
  • Rental teams and Battle Point rewards can be accessed.
  • Rank 4 or Poké Ball tier has been identified as the optional Judge-function milestone.

Confirm repeat Wyndon tournaments and Marnie’s rematch

Return to Wyndon Stadium and speak with the tournament attendant. After the main story and post-story episode, repeat Champion tournaments are available. They are separate from the original story Champion Cup and consist of three successive matches.

Repeat tournaments can provide money, experience, practice against stronger teams, and a way to test a roster before Battle Tower attempts. You can invite eligible Trainers after obtaining their rare League Cards, although the invited Trainer’s exact position in the bracket is not guaranteed.

After the post-story legendary event, Marnie can be challenged in Spikemuth once per day. Her first post-story victory provides her rare League Card. Once that card is obtained, she can also appear among the possible Trainers in repeat Wyndon tournaments. These battles are optional and are not needed for the base-game completion goal.

  • The repeat Champion tournament can be entered at Wyndon Stadium.
  • The repeat tournament is distinguished from the original story Champion Cup.
  • No fixed number of repeat tournaments is being treated as mandatory.
  • Marnie’s daily Spikemuth exhibition battle is available.
  • Marnie’s repeat tournament appearance is treated as optional.

Confirm Wild Area and Max Raid access

Enter the Wild Area and inspect active Pokémon Dens. A den with a pillar of light can be investigated to begin a Max Raid Battle. Choose a Pokémon from your party or Boxes, then fight with support Trainers or join another player through Y-Comm.

Defeat the wild Dynamax Pokémon to receive a catch opportunity and potential rewards such as Experience Candies, TRs, Dynamax Candies, Watts, and other items. Only one Trainer in the group can Dynamax during a raid, and that Trainer can Dynamax only once during the battle, so use the option deliberately.

You do not need to clear every den. Attempting or completing one post-story raid confirms access. Repeated raids are useful for leveling replacement Pokémon, collecting TRs, earning Watts, and preparing a Battle Tower roster. Raid availability varies with the Wild Area location and weather, and the weather changes over time.

  • The Wild Area can be entered after the story.
  • At least one post-story Max Raid Battle has been attempted or completed.
  • Raid rewards, Watts, or Experience Candies have been collected.
  • Wild Area raids are being treated as repeatable endgame activities rather than a one-time quest.

Optional: complete the 400-species Galar Pokédex

The original base game’s mainland Galar Pokédex contains 400 species. Registering all 400 as caught is optional and is not required for Champion status, Zacian, Battle Tower access, repeat Wyndon tournaments, or Max Raid access.

Use evolution, breeding, weather-dependent encounters, raids, legitimate trades, and version-exclusive exchanges to fill missing entries. Because Pokémon Sword and Shield have version exclusives, completing the full Pokédex normally requires trading with another game or player. Zacian is one of the entries included in the mainland Galar Pokédex objective.

Do not combine this target with the separate Pokédexes associated with the Expansion Pass.

  • All 400 original mainland Galar Pokédex species are registered as caught.
  • Sword and Shield exclusives have been obtained through legitimate methods.
  • The mainland Galar Pokédex is not being confused with Expansion Pass Pokédexes.

Optional: obtain the Shiny Charm

After registering all 400 original mainland Galar Pokédex species, travel to Circhester and enter Hotel Ionia. Take the elevator to the upper floor of the western hotel building and enter the leftmost room. Speak with the Game Freak director to receive the Shiny Charm.

The Shiny Charm improves shiny-encounter odds, but it is not required for the Champion title, Zacian, Battle Tower access, repeat tournaments, or Wild Area raids. Isle of Armor and Crown Tundra content is not needed for this base-game milestone.

  • The original 400-species mainland Galar Pokédex is complete.
  • The Game Freak director in Hotel Ionia has awarded the Shiny Charm.
  • The Shiny Charm is treated as an optional collection milestone.

Optional: shiny hunting and Battle Tower optimization

For shiny hunting, choose targeted wild encounters or breeding. The Masuda Method uses compatible Pokémon originating from different language games, while the Shiny Charm can improve odds after Pokédex completion. Repeatedly defeating one species does not guarantee a shiny encounter.

For Battle Tower preparation, build a roster with defined roles, reliable moves, suitable held items, compatible natures, and a clear speed plan. Singles and Doubles reward different team structures, so prepare for the format you intend to play. Rental teams are useful for learning the facility before investing in breeding, training, and move selection.

Rank progression, Battle Point farming, Hyper Training, EV and IV planning, and a fully optimized competitive team are long-term goals rather than requirements for completing the original campaign.

  • A preferred shiny-hunting method has been selected, if desired.
  • A Battle Tower Singles or Doubles roster has defined roles.
  • Held items, moves, and speed plans support the chosen format.
  • Rank progression and competitive optimization are treated as optional goals.

Before you move on

  • Leon has been defeated in the Wyndon Stadium final.
  • The Darkest Day sequence is complete and Eternatus has been captured.
  • The cleared save loads after the credits.
  • The opening post-story Slumbering Weald confrontation is complete.
  • The Turffield, Hulbury, and Motostoke stadium incidents are complete.
  • The Wedgehurst laboratory battle is complete.
  • The Stow-on-Side, Ballonlea, Circhester, and Hammerlocke incidents are complete.
  • The Hammerlocke Energy Plant sequence is complete.
  • The level 70 Zamazenta battle is complete.
  • Level 70 Zacian has been captured in Pokémon Sword.
  • Hop’s final battle in the Slumbering Weald is complete.
  • The Battle Tower is open in the former Rose Tower.
  • Repeat Wyndon Champion tournaments are available.
  • Wild Area Max Raid Battles are available for repeatable rewards and team preparation.
  • Marnie’s daily Spikemuth exhibition battle is available, if you want the optional rematch.
  • Optional: all 400 original mainland Galar Pokédex species are registered.
  • Optional: the Shiny Charm has been obtained from the Game Freak director in Hotel Ionia.
  • Optional: a shiny-hunting method or Battle Tower team has been prepared.
  • Isle of Armor, Crown Tundra, Dynamax Adventures, and Galarian Star Tournament content have not been counted toward base-game completion.
  • No chapter 14 event needs to be replayed.
References for this chapter
THE NEXT SAVE POINT

Finishing up

You have defeated Leon and won the Champion Cup in the Wyndon League; the championship sequence and credits have rolled.

You have completed the full base-game post-story episode: the opening Slumbering Weald confrontation, the three initial stadium incidents, the Wedgehurst laboratory battle, the four remaining stadium incidents, the Hammerlocke Energy Plant sequence, the uncapturable level 70 Zamazenta battle, the level 70 Zacian capture, and Hop’s final Slumbering Weald battle.

The Battle Tower in Wyndon, formerly Rose Tower, is available and accessible from the post-game.

You can enter repeat Champion Cup tournaments and re-enter the Wild Area for higher-level wild Pokémon, Max Raid Battles, and endgame resources.

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 walkthrough of Pokémon Sword (original Nintendo Switch release). Covers the entire base-game Gym Challenge and Champion Cup run, key story beats, Wild Area and Max Raid basics, version-specific gym notes, capture of the Sword legend (Zacian), and post-credit Battle Tower unlock — excluding all paid expansion content.

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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