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[Other] Level Progression Difficulty Curve in Pokemon Fire Red

ImNotAeroHero

Not A Drug Dealer
  • 11
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    9
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    • Seen Sep 26, 2021
    I'm making a hack of Fire Red that includes non-trade evolutions, buffed Pokemon, and most importantly, an insane difficulty curve. The Elite 4 Rematch and Champion rematch all have level 100 Pokemon with good move-sets. However, I'm not sure how the level curve in Fire Red works, and how to properly adjust this to make it so that there is consistent progress.

    What I mean is that I don't want to make it unbalanced so that you are level 100 after the first Elite 4 fights, and will steamroll the game (since I want to make it so that the player is evenly matched with the trainers, meaning that the players Pokemon are ALSO level 100 when facing the final Rival/Champion battle.)

    Can someone help me out and give me some tips on how to adjust the levels of all trainers? Just as some extra info, all Gym Leaders, Elite 4, and other important matches (such as Rival Battles, Giovanni, etc) will all have a full team of 6 Pokemon. Also here is a reference for the average levels that I would want Pokemon to be:

    1st Optional Rival Battle west of Viridian City: 6 Pokemon, all level 10 (already added)

    1st Battle with Giovanni at Silph Co: Around level 40/50, whatever would be a smoother curve.

    8th Gym Leader Giovanni: Around level 50/65, depends

    1st Elite 4 Round: All Pokemon (including the Champion) are level 75. (already added) This may change depending on how the level curve from the earlier parts of the game add up to.


    Basically, can someone give me some level ideas for the main milestones? (Each Gym, etc)

    It would also help if you would include the average levels for trainers in the routes in between. I will credit you in my hack.
     
    If you know a bit of ASM you should just insert the Trainer EV ASM made by DoesntKnowHowToPlay to your hack and do custom EV, IV and Nature to your liking..
    Even level 50 pokemon can be stronger than a level 100 if setup nicely

    Sounds interesting, though I'd rather have it be level 100 because it looks a lot more intimidating. Plus since I want both the players Pokemon and the enemy Pokemon to be around the same level, most Pokemon wont learn their level up moves that early.
     
    Level Curve

    What Splash said. Levels don't matter much if you give Trainres good EV,s IVs, nature and moveset. And since you're using a Fire Red rom, I suggest that you download Mr.DollSteak's Rombase. It has Choice Items and Assault Vest, extremely useful items. There are also ASM routines for damage reducing Berries and Toxic/Flame Orbs which are helpful as well. I'd also visit Smogon and look up some nasty movesets.
    So, to answer your question, you can add one or two to Fire Red's normal levels and I guarantee that(assuming you'd include what I typed above)it will be fine.
     
    What Splash said. Levels don't matter much if you give Trainres good EV,s IVs, nature and moveset. And since you're using a Fire Red rom, I suggest that you download Mr.DollSteak's Rombase. It has Choice Items and Assault Vest, extremely useful items. There are also ASM routines for damage reducing Berries and Toxic/Flame Orbs which are helpful as well. I'd also visit Smogon and look up some nasty movesets.
    So, to answer your question, you can add one or two to Fire Red's normal levels and I guarantee that(assuming you'd include what I typed above)it will be fine.

    I did include Smogon movesets :]

    I looked up the Mr. Dollsteak Rombase, however, it isn't compatible with progressing hacks.
     
    Unless you're adding more Trainers or raising the level and variety of wild Pokemon in your first few routes, I think giving the first optional Rival battle a full team of level 10s is a bit much. Actually, it's a lot much. Otherwise, I don't really agree with "level 100 at the end" level curves, as experience gained at the higher levels always slows down, to the point that (no matter what the hacker does, other than mess with the actual growth curves) the early 60s are where the player will stall and have to grind.
     
    Unless you're adding more Trainers or raising the level and variety of wild Pokemon in your first few routes, I think giving the first optional Rival battle a full team of level 10s is a bit much. Actually, it's a lot much. Otherwise, I don't really agree with "level 100 at the end" level curves, as experience gained at the higher levels always slows down, to the point that (no matter what the hacker does, other than mess with the actual growth curves) the early 60s are where the player will stall and have to grind.

    I see exactly what you mean. The way I'm desigining this game is that you will ALWAYS stand a decent chance against every battle, so if the player loses it's their fault.

    To your first point, I WILL be raising the level and adding more Pokemon to the first few routes, as well as every route. I won't be basing the difficulty ONLY on higher levels. They will use strategic movesets, better pokemon, and ALL trainers have the maximum intelligence level of 7.
     
    Unless you're adding more Trainers or raising the level and variety of wild Pokemon in your first few routes, I think giving the first optional Rival battle a full team of level 10s is a bit much. Actually, it's a lot much. Otherwise, I don't really agree with "level 100 at the end" level curves, as experience gained at the higher levels always slows down, to the point that (no matter what the hacker does, other than mess with the actual growth curves) the early 60s are where the player will stall and have to grind.

    Well, he could make a map with mostly Chanseys and Blisseys at high levels to help grinding. FR has the Vs. Seeker, so grinding isn't as difficult. Making someone give you a Lucky Egg would help as well.

    It would be cool if he removed the level cap. Battle Tower/Frontier is unaffected since it's at set levels anyway.
     
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