Battle Tower
Battle Tower is a postgame challenge where you can test battle skills against optimized teams across 4 competitive tiers. Learn how streaks, rewards, threats, and team building work.

Introduction
The Battle Tower is basically the postgame grind in Polished Crystal. It's in Olivine City, and it's where you'll actually get to test whether your team holds up against optimized sets. You fight consecutive trainers with well-built Pokémon across four competitive tiers - win 7 in a row to earn Battle Points, build your streak, and push into harder difficulty.
I put together this guide with all 400+ Pokémon sets you'll face, organized by tier. You can search by species, moves, or items to scout what you might run into.
If you're just trying to find the place: head to the Battle Tower in Olivine City after it opens up, then talk to the receptionist to choose your 3 Pokémon and start a run.
How It Works
- Level 50 Format - All Pokémon get set to Level 50 temporarily, so everyone's on even ground
- Streaks of 7 - Beat 7 trainers in a row without losing to finish a run, earn BP, and keep your streak going
- 3v3 Battles - Each trainer brings 3 Pokémon pulled from the tier pool
- Progressive Difficulty - The longer your streak, the more A and B tier threats show up
- No Item Clause - Trainers can run duplicate held items, so expect multiple Leftovers or whatever
- Tower Tycoon Battles - Every third 7-battle run replaces the 7th trainer with the Tower Tycoon, Palmer
Rewards
Battle Tower rewards you with BP after each battle, and the payout rises as your streak gets deeper. The run totals look like this:
| Run | BP Total |
|---|---|
1 | 20 BP |
2 | 27 BP |
3 | 34 BP |
4 | 41 BP |
5 | 47 BP |
6 | 52 BP |
7 | 55 BP |
8+ | 56 BP |
You can spend BP at the Battle Tower shops on competitive items, including Choice Band, Choice Scarf, Choice Specs, Expert Belt, Muscle Band, Wise Glasses, Metronome, Rare Candy, PP Max, Ability Cap, Weakness Policy, Blunder Policy, Scope Lens, Wide Lens, Zoom Lens, BrightPowder, Macho Brace, and the Power items.
The big practical takeaway: early clears get your item economy started, but higher streaks are much more efficient. Once you can consistently clear the first few runs, the Tower becomes one of the best places to stock up for serious team building.
Tier System
The Battle Tower sorts Pokémon into 4 tiers based on competitive viability. What you face depends on your current difficulty - higher difficulty means more top-tier threats.
A Tier
The scary stuff. Legendaries, pseudo-legendaries, and highly optimized sets. Perfect coverage, max power, dangerous strategies. These will punish sloppy play.
Note: Some Pokémon are banned from Battle Tower entirely:
- Mewtwo
- Mew
- Lugia
- Ho-Oh
- Celebi
B Tier
Strong competitive picks with solid stats and good movesets. Not legendary-level, but they can still sweep if you come in unprepared.
C Tier
Mid-tier Pokémon with more specialized roles or niche strategies. They're dangerous in the right situations or with favorable matchups.
D Tier
Lower-tier options that show up early in streaks. Less threatening overall, but they still have optimized sets for what they can do.
Difficulty Progression
There's a tier selection table that picks which tiers appear based on your difficulty level (1-8). At difficulty 1, expect mostly C and D tier. By difficulty 8, you're facing primarily A and B tier with only occasional lower-tier stuff mixed in.
Tower Tycoon
Palmer appears as the Tower Tycoon on every third 7-battle run, replacing the 7th trainer of that run. That means your first Tycoon fight comes at the end of run 3, after 20 straight wins.
Treat the Tycoon slot like a checkpoint fight: heal up before entering the Tower, make sure all held items are intentional, and do not rely on a team that only beats one narrow matchup. If your team has one obvious weakness, the Tycoon run is where it tends to get exposed.
Pokémon Sets
Here's the full database of all 400+ sets in the Battle Tower. Use the search and tier filters to find specific Pokémon, scout moves and held items, or browse the tier pool before you start pushing a streak.
Strategy Tips
Your opponents pull randomized teams from the tier relevant to your streak, which means you can build around patterns instead of memorizing one fixed route.
AI Behavior Notes
Battle Tower trainers use stronger AI than normal story trainers. They score moves, account for damage and matchups, and can switch when another party member looks like a better answer. They also do not use trainer bag items mid-battle, so once a threat is low or statused, you do not have to play around a surprise potion.
That makes the Tower less about cheesing one scripted trainer and more about denying good AI options. If you give the opponent a free turn, expect setup, weather, status, or a switch into a better matchup. If you force the AI into bad locked moves, poor coverage, or a losing speed race, you can make even scary sets manageable.
Common Threats and Counters
- Fast sweepers: Bring priority, speed control, or a Choice Scarf user so one Dragon Dance or Agility user does not run through all 3 slots
- Bulky Leftovers users: Carry strong STAB pressure, Trick, Taunt, setup, or super effective coverage so defensive sets do not stall you out
- Weather abusers: Have a backup answer for rain, sun, and sand teams; do not make your only check depend on winning a speed tie
- Status and disruption: Lum Berry, Substitute, Natural Cure, cleric support, and faster pressure all help against paralysis, sleep, burn, and Trick
- Choice attackers: Keep at least one resist or immunity you can pivot into, then punish the locked move with setup or a clean revenge kill
Team Templates
- Balanced core: Bulky pivot + fast attacker + setup sweeper. This is the safest default because it gives you play against both offense and stall.
- Screens offense: Screens lead + setup sweeper + cleanup attacker. Reflect and Light Screen give your win condition room to use Dragon Dance, Swords Dance, Calm Mind, or Nasty Plot.
- Weather offense: Weather setter + weather abuser + defensive backup. The third slot matters because not every matchup can be brute-forced by rain, sun, or sand.
- Anti-stall: Trick or Taunt user + setup threat + reliable recovery. This keeps bulky teams from sitting on you until a bad crit or status roll happens.
Sample Team Starting Points
These are practical structures to emulate, not guaranteed best-in-slot teams. Tune the exact moves, abilities, items, EVs, and natures around the sets you have available and the threats showing up in your losses.
Balanced Tower Core
| Slot | Example Role | What It Needs To Do |
|---|---|---|
Bulky Water or Steel | Defensive pivot | Switch into common attacks, spread status, or force predictable moves |
Fast special attacker | Speed control | Revenge kill weakened threats and pressure physical walls |
Physical setup sweeper | Win condition | Use one safe turn to boost, then clean with strong STAB and coverage |
Game plan: keep the pivot healthy, use the fast attacker to stop immediate sweeps, and only commit the setup Pokémon once its main counter is weakened or revealed.
Offensive Pressure Core
| Slot | Example Role | What It Needs To Do |
|---|---|---|
Screens or utility lead | Setup support | Create safer turns with Reflect, Light Screen, Thunder Wave, Encore, or pivoting |
Setup sweeper | Main breaker | Turn support into a Dragon Dance, Swords Dance, Calm Mind, or Nasty Plot sweep |
Priority or Choice attacker | Backup cleaner | Finish faster threats if the setup plan gets interrupted |
Game plan: do not rely on one sweep every battle. Use support to force favorable trades, then preserve the cleaner for games where the setup sweeper gets checked.
Bulky Control Core
| Slot | Example Role | What It Needs To Do |
|---|---|---|
Physical wall | Contact and setup answer | Take physical hits, punish attackers, and avoid being free setup bait |
Special wall or tank | Special answer | Absorb special pressure and keep status or recovery available |
Breaker | Progress maker | Stop defensive opponents from stalling out the whole team |
Game plan: play for consistency. This style is slower, but it can turn random Tower teams into manageable matchups if your breaker prevents endless stall.
Player-Submitted Team Format
If you have a tried-and-tested Tower team, submit enough detail for another player to reproduce the idea instead of just copying three names.
Facility: Battle Tower
Format: Singles / Doubles / other
Streak or result:
Team members:
Moves:
Held items:
Abilities:
Natures / EVs, if known:
Lead choice:
General strategy:
Hard matchups:
Notes or proof:
The most helpful submissions explain why the team works, what it loses to, and how you usually play the first few turns.
Managing RNG
You cannot predict the exact 3 Pokémon a trainer will bring, so build for coverage overlap. If your whole plan depends on one answer staying healthy, the Tower will eventually find the game where that answer gets crit, statused, or trapped in a bad matchup.
Before a serious streak, search the database for the types, moves, and items your team fears most. If you see several sets that beat the same slot, patch that weakness before you go in. The key is having a plan with backup lines. Random teams struggle here because the AI has optimized sets - you should too!
Streak Management
If you're farming BP, the safest goal is consistent clears. A shaky team that sometimes reaches run 5 but often loses early may earn less BP over time than a stable team that repeatedly clears the first few runs.
If you're pushing for records, play more conservatively as the run gets deeper. Preserve your speed control, avoid unnecessary setup trades, and do not sacrifice your only answer to a broad threat category unless it wins the battle immediately.
FAQ
What if I keep getting stuck around difficulty 5?
Difficulty 5 is where A-tier threats start appearing more often, so the usual problem is not raw power - it's a missing defensive answer. Search the database for the sets beating you, then check whether they share a type, speed tier, item, or setup move. Fix that shared weakness first.
How do I stop losing to Palmer?
Do not build only for Palmer. Build a team that can survive the 20 battles before him without spending your best answer too early. For the Tycoon battle itself, make sure your third slot is not dead weight: it should either revenge kill, pivot, set screens, remove a wall, or cover your lead's worst matchup.
Should I use one perfect counter for each scary Pokémon?
Usually no. In 3v3, narrow counters are risky because the rest of the random team can punish them. It is better to bring Pokémon that check several threats well enough than one Pokémon that only answers a single matchup perfectly.
Are held items worth planning around?
Yes. The Tower is full of optimized sets, and held items are a huge part of that. Your own items should have a job: increase damage, patch speed, absorb status, improve setup odds, or keep an important pivot alive.
Final Advice
The Battle Tower is meant to expose lazy team building, but that is also what makes it fun. Start by clearing consistently, use the set database to investigate your losses, then tune one weakness at a time. A good Tower team rarely feels invincible; it just keeps giving you playable lines when the matchup gets weird.
- Nature GuideChoose the best natures to optimize your Pokémon's stats.
- IVs & EVs GuideUnderstand the stat systems that matter most for Battle Tower prep.
- EV Training GuideTrain spreads that match your Battle Tower roles.
- Battle Factory GuideLearn rental-team strategy, swaps, and sample Factory team shapes.
- Team Building BasicsBuild balanced cores before committing to a streak team.
- Moveset BuildingChoose coverage, setup, and support moves that fit your plan.
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