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How Difficulty Scaling Works

Guide to badge-based level scaling, dynamic scaling, and AI improvements in Polished Crystal

Badge-Based Level Scaling

One of the most significant features in Pokémon Polished Crystal is the badge-based dynamic level scaling system. This ensures that wild Pokémon and trainers in optional areas remain challenging throughout your journey, regardless of when you encounter them.

As you earn more badges, certain wild Pokémon and trainers in optional areas automatically scale to higher levels. This prevents the common problem in vanilla Pokémon games where late-game areas can be too easy if you've been thorough, or early-game areas become trivial when revisited.

For context on how this system fits into Polished Crystal's overall design philosophy, see What Makes Polished Crystal the Definitive Way to Play Johto.

How Scaling Works

The level scaling system uses a formula: BadgeBaseLevels[wBadges] + offset

Each badge tier has a base level (shown in the table below). Different locations and trainers then add an offset to this base level. For example:

  • Hidden Grottoes: Base level + 0 (scales exactly to your badge level)
  • Safari Zone: Base level + 2
  • Route Leaders: Base level + 5 (boss trainers)
  • Cerulean Cave: Base level + 10 (endgame content)

This notation appears in the game's assembly code as LEVEL_FROM_BADGES + N, where N is the offset.

Badge Level Reference

Here's the complete progression of base levels as you earn badges:

Badge CountBase LevelGym Leader
0Level 4No Badges
1Level 8Falkner
2Level 12Bugsy
3Level 16Whitney
4Level 20Morty
5Level 24Chuck
6Level 28Jasmine
7Level 32Pryce
8Level 36Clair
9Level 40Lt. Surge
10Level 43Sabrina
11Level 46Misty
12Level 49Erika
13Level 52Janine
14Level 55Brock
15Level 58Blaine
16Level 61Blue

Note: The level progression provides a smooth difficulty curve, increasing by 3-4 levels per badge early on, then by 2-3 levels per badge in Kanto. This ensures consistent challenge without overwhelming difficulty spikes.

Dynamic Scaling Locations

Several areas and trainer types use dynamic level scaling. Here are the most notable examples:

Hidden Grottoes (Base + 0)

Wild Pokémon in Hidden Grottoes scale exactly to your current badge base level. This means a Grotto with 0 badges has level 4 Pokémon, while the same Grotto with 8 badges has level 36 Pokémon. Perfect for finding appropriately-leveled Pokémon with Hidden Abilities at any point in the game.

Learn more about Hidden Grottoes →

Safari Zone (Base + 2)

Safari Zone Pokémon are slightly higher than your badge base level. With 4 badges (base level 20), Safari Zone Pokémon are level 22. This makes the Safari Zone consistently challenging without being overwhelming.

Route Leaders (Base + 5)

Special boss trainers on routes (like Route Leaders) have teams 5 levels above your badge base. These serve as skill checks and mini-boss encounters throughout your journey.

Cerulean Cave (Base + 10)

The ultimate post-game dungeon. Wild Pokémon here are 10 levels above your badge base. With all 16 badges (base level 61), Cerulean Cave has level 71 wild Pokémon, providing an endgame challenge.

View Cerulean Cave details →

Battle Tower

The Battle Tower uses a separate, independent scaling system designed for competitive challenge. Trainers here use optimized teams with strategic movesets.

Learn more about Battle Tower →

Important: Not all areas use dynamic scaling. Story-required gyms, trainers, and routes have fixed levels to maintain intended progression. Only optional content scales dynamically.

AI Improvements

Updated Only Polished Crystal significantly enhances trainer AI, making battles more strategic and challenging:

No Arbitrary Failures

In vanilla Crystal, the AI had built-in failure rates: 25% chance to fail when using sleep/poison moves, and 40% chance to fail when using stat-lowering moves. These arbitrary failures are removed in Polished Crystal, making AI trainers more consistent and threatening.

Type Awareness

The AI now understands type-based immunities and won't attempt futile moves:

  • Won't try to paralyze Electric-types
  • Won't try to burn Fire-types
  • Won't try to poison Poison-types or Steel-types
  • Better understands type effectiveness for move selection

Strategic Item Usage

Trainer Pokémon are equipped with more strategic held items. You'll encounter opponents using:

  • Type-enhancing items (Charcoal, Mystic Water, etc.)
  • Leftovers for sustain
  • Focus Sash for fragile sweepers
  • Choice items for specialized roles

Smarter Switching

AI trainers make better switching decisions based on type matchups, especially in Set battle mode. They'll switch out when at a severe type disadvantage and bring in more appropriate counters.

Additional Difficulty Features

Vanilla CrystalPolished Crystal
Battle Style: Shift (default)Battle Style: Set (default)
Badge Stat Boosts: Active (+12.5% per stat)Badge Stat Boosts: Disabled for fair fights
Trainer Teams: Basic rostersTrainer Teams: Optimized rosters with coverage
Level Curve: Peaks around 50-55Level Curve: Smooth progression to 100
Trainer DVs: Often low/randomTrainer DVs: Improved/max for important battles

Set Battle Style (Default)

Updated Only The default battle style is Set (you can change this in options). In Set mode, you don't get a free switch when the opponent's Pokémon faints. This makes battles more strategic since you can't scout the opponent's next Pokémon for free.

No Badge Stat Boosts

Updated Only In vanilla Crystal, each badge gave a passive 12.5% boost to Attack, Defense, Speed, or Special stats. These are completely removed in Polished Crystal, ensuring that difficulty is balanced around your actual team strength, not hidden percentage boosts.

Improved Trainer Rosters

Updated Only Trainer teams have been redesigned with:

  • Better type coverage (moves to hit their weaknesses)
  • More diverse movesets instead of spam moves
  • Strategic held items
  • Higher DVs (Individual Values) for important battles
  • Abilities that synergize with their strategy (when Abilities are enabled)

Smooth Level Curve to 100

The game's level progression has been rebalanced to provide a smooth difficulty curve all the way to level 100. The final trainer (Red/Blue) has a team in the high 80s to low 90s, making the postgame a true challenge.

Last updated: January 2, 2026