Pokémon Chromatic Yellow · Trainer's Field Guide

Boss Battles: What You're Walking Into Every Gym Leader, the Elite Four, and the Champion now field full six-Pokémon teams with a dual-type identity, smarter battle sense, and an ace that Terastallizes the moment it hits the field. This is a spoiler-friendly guide to what's waiting for you.

Bosses covered: 8 Gym Leaders · Elite Four · Champion Spoilers: full rosters & movesets

01 These aren't the fights you remember

Kanto's bosses have been rebuilt from the ground up. If your plan is "bring the one type that beats theirs," you're going to get surprised.

Full teams

Every Gym Leader now brings six Pokémon, not two or three. The early gyms still sit at low levels — but there are a lot more of them.

Two-type identity

Each boss carries a second theme woven through their roster and moves, so a single hard counter no longer sweeps the whole team.

Real movesets

Bosses run four competitive moves — STAB, coverage for your usual answers, and a setup or status move — instead of random level-up filler.

Terastallizing aces

The last Pokémon a boss sends out Terastallizes on entry, changing its type and powering up its attacks. Plan your endgame around it.

The short version: bosses are now designed teams that answer the obvious counter. Coverage moves punish your safe switch-ins, the whole squad shares a defensive theme, and the ace flips the board right at the end. Come with a balanced party and a way to deal chip damage, not a single silver bullet.

02 How the boss AI plays against you

Boss trainers make deliberate decisions. Knowing their habits is half the battle.

  1. They target the matchup, not at randomA boss reads how your active Pokémon lines up and picks the move that actually threatens it. Don't count on them wasting a turn on a resisted attack.
  2. They open with a signature stat boostOn a fresh Pokémon's first turn, most bosses reach for their trademark X-item — X Special, X Defend, X Speed, and so on (see the table below). If you let them set up for free, the next hit lands a lot harder.
  3. They cure status — but never heal HPA boss will use a Full Heal to shake off sleep or freeze, so those aren't a permanent lock. What they won't do is restore HP: there's no Full Restore stalling. Chip damage sticks, so racing them down is a real strategy.
  4. They'll switch out of a bad matchupIf your Pokémon threatens theirs super-effectively and they have a safer answer on the bench, they'll pivot to it — once per Pokémon. Leading with a hard counter may just chase them into their check, so bait the switch before you commit.
  5. The ace Terastallizes on send-outThe final Pokémon changes type the instant it appears. A weakness you were counting on may vanish; a new super-effective angle may open up. Save the right answer for it.

Each boss's opening gambit

BossOpens withWhat it means for you
Brock · BrunoX DefendThey dig in — physical attackers hit a wall. Go special or set up alongside them.
Lt. SurgeX SpeedThey outrun you fast. Don't rely on winning the speed tie; priority or bulk helps.
KogaX AccuracyTheir status and Sound moves stop missing — expect the Sleep/confusion to land.
GiovanniGuard Spec.Your status moves bounce early — para/sleep won't stick on the opener.
AgathaDire HitCrit pressure. Any hit can spike; don't rely on a thin HP cushion.
Misty · Erika · Blaine · Sabrina · Lorelei · Lance · ChampionX SpecialTheir special attacks ramp each turn. End the fight or force switches before they snowball.

03 Ace Terastallization — the twist at the end

Every boss's last Pokémon becomes a pure Tera-Type the moment it's sent out, for the rest of the battle.

Terastallizing does two things at once: it changes the ace's defensive typing (its old weaknesses may disappear) and it supercharges attacks of the Tera-Type — moves matching it hit for STAB when the type was already one of the Pokémon's own. Most aces Tera into a type they already had, turning their signature attack into a wrecking ball. A few use it to shed a crippling weakness — watch those closely.

BossAceTera TypeWhy it matters
BrockOnixRockDoubles down — Rock Slide becomes a 2× freight train.
MistyStarmieLightPhoton Beam (Light) hits 2×; its Light typing shrugs off your usual Water answers.
Lt. SurgeRaichuElectricThunderbolt at 2× — get your Ground-type in before it fires.
ErikaGloomGrassEnergy Ball spikes; pairs with Swords Dance for a real sweep threat.
KogaVenomothSoundSound attacks blast through the resistances you'd normally lean on.
SabrinaAlakazamPsychicPsychic at 2× off a huge Special stat — bring a Dark or Steel wall.
BlaineArcanineFireFlamethrower turns nuclear; keep something wet and healthy in reserve.
GiovanniRhydonGroundEarthquake at 2×; Rhydon still fears Water/Grass, so save that answer.
LoreleiLaprasIceIce Beam 2× — Electric and Grass switch-ins get frozen solid.
BrunoMachampFightingHi Jump Kick at 2× and Focus Energy crits — Psychic/Fairy is your out.
AgathaGengarFairyFlips to Fairy: your Dark and Ghost coverage suddenly stops working on it.
LanceDragoniteStellarSheds the 4× Ice weakness — your Ice Beam plan just fell apart. Hit it hard other ways.
ChampionEeveelutionEle/Fir/WtrWhichever eeveelution his Eevee became, it Teras into its own type.

Two aces are traps for the obvious plan. Agatha's Gengar Teras to Fairy, so the Dark/Ghost hits you brought for it whiff — bring Poison or Steel too. And Lance's Dragonite Teras to Stellar, erasing the double Ice weakness the whole team otherwise shares; you'll need Rock, Fairy, or raw power to close instead.

04 The eight Gym Leaders

Each card lists the full team in send-out order, the ace that Terastallizes, and what to watch for.

BrockGym 1 · Pewter ·RockGround caves & mountains · Lv 10–14
10GrdDiglett
10RocGrdGeodude
11GrdSandshrew
11GrdCubone
12GrdRocRhyhorn
14RocGrdOnixace Tera Rock

WatchWater and Grass still win the day — but the whole team hits back with Ground, and Onix packs Earthquake + Iron Tail, so a frail lead can get chunked. Bring bulk, not just a type advantage.

OnixRock Slide · Earthquake · Iron Tail · Screech ↓Def
MistyGym 2 · Cerulean ·WaterIce cool, elegant water · Lv 18–21
18WtrPsyduck
18WtrSeel
18WtrShellder
19WtrLgtStaryu
19WtrHorsea
21WtrLgtStarmieace Tera Light

WatchThe classic Grass switch-in is risky — nearly everyone carries Ice Beam. The Star line runs Thunderbolt to zap your own Water answers. An Electric-type with bulk, or a Grass-type that can take one Ice Beam, is ideal.

StarmieBubblebeam · Photon Beam · Thunderbolt · Reflect ↑Def
Lt. SurgeGym 3 · Vermilion ·ElectricSteel military machines · Lv 24–28
24EleVoltorb
24EleStlMagnemite
25EleElectrode
25EleElectabuzz
26EleStlMagneton
28EleRaichuace Tera Electric

WatchGround still shuts down the pure Electrics — but Magnemite and Magneton are part Steel, resisting a lot of what you'd throw and answering back with Flash Cannon. Voltorb and Electrode will Explode on you. A sturdy Ground-type that isn't weak to Steel is the safest lead.

RaichuThunderbolt · Iron Tail · Thunder Wave par · Growl ↓Atk
ErikaGym 4 · Celadon ·GrassFairy flower-fairy garden · Lv 29–34
29GrsPoiBellsprout
30GrsTangela
31FaiClefairy
32GrsPoiWeepinbell
32GrsPoiVictreebel
34GrsPoiGloomace Tera Grass

WatchFire or Psychic beats most of the roster, but nearly everyone has Sleep Powder — lead with something you don't mind losing a turn on, or carry an Awakening. Clefairy is the curveball: a Fairy that fires Thunderbolt and Ice Beam to punish your Poison/Fighting answers.

GloomEnergy Ball · Sludge Bomb · Sleep Powder slp · Swords Dance ↑Atk
KogaGym 5 · Fuchsia ·PoisonSound sonic ninja · Lv 44–50
44BugPoiVenonat
45PoiFlyGolbat
46PoiWeezing
47PoiMuk
48PoiArbok
50BugPoiVenomothace Tera Sound

WatchGround and Psychic carve through the Poisons, but the team is built to disorient: Supersonic, Confuse Ray, and Sleep Powder are everywhere, and his X Accuracy opener means they land. Bring status protection and clean, high-power hits so a confused turn doesn't cost you the match.

VenomothBug Buzz · Sludge Bomb · Psychic · Sleep Powder slp
SabrinaGym 6 · Saffron ·PsychicFairy mystic / mind · Lv 48–52
48WtrPsySlowbro
49PsyHypno
50PsyKadabra
50IcePsyJynx
50PsyFaiMr. Mime
52PsyAlakazamace Tera Psychic

WatchDark and Steel are your friends, but the psychics run Shadow Ball to punish Ghost/Dark switch-ins and Dazzle Gleam (Fairy) to hit Dark back. Hypno and Jynx bring sleep. A bulky Steel-type that resists both coverage moves is the dream answer to Alakazam.

AlakazamPsychic · Dazzle Gleam · Shadow Ball · Reflect ↑Def
BlaineGym 7 · Cinnabar ·FireRock Cinnabar volcano · Lv 46–54
46FirPonyta
48FirNinetales
49FirMagmar
50FirRapidash
51GrdRocRhydon
54FirArcanineace Tera Fire

WatchWater is the instinct — and it's a trap. Rhydon sits in the lineup specifically to eat your Water lead and answer with Rock/Ground. Have a second win condition (Grass, Fighting, a fast special hitter) so his Rock body doesn't stonewall you, and keep your Water-type healthy for the Tera-Fire Arcanine.

ArcanineFlamethrower · Crunch · Dragon Pulse · Reflect ↑Def
GiovanniGym 8 · Viridian ·GroundDark Rocket boss · Lv 50–55
50GrdDugtrio
52GrdMarowak
53NorPersian
53PoiGrdNidoqueen
55PoiGrdNidoking
55GrdRocRhydonace Tera Ground

WatchWater and Grass answer the Ground core, but the Nido pair carry Ice Beam and Thunderbolt to blow those exact switch-ins away, and his Guard Spec. opener stops you from paralyzing or sleeping the lead. Earthquake is on almost everything — keep a Flying-type or Levitate answer, and save your best Water/Grass hit for the Tera-Ground Rhydon.

RhydonEarthquake · Rock Slide · Fire Blast · Leer ↓Def

05 The Elite Four & the Champion

No Pokémon Center between rooms. Every team is six deep, and the difficulty ramps hard — bring a full party and plenty of healing.

LoreleiElite Four · I ·IceWater refined dual identity · Lv 53–56
53WtrIceCloyster
54WtrIceDewgong
54WtrPsySlowbro
55WtrLgtStarmie
56IcePsyJynx
56WtrIceLaprasace Tera Ice

WatchElectric and Grass punish the Water bodies — but Starmie and Lapras run Thunderbolt to fry your Electric answer, and everyone has Ice coverage to freeze the Grass one. Sing and Lovely Kiss threaten sleep. A Water-resist that isn't weak to Ice (a bulky Water/Steel or a Water-type of your own) rides out the whole room.

LaprasIce Beam · Surf · Thunderbolt · Sing slp
BrunoElite Four · II ·FightingRock mountain martial artist · Lv 53–58
53RocGrdOnix
54RocGrdGolem
55FigHitmonlee
55FigHitmonchan
56WtrFigPoliwrath
58FigMachampace Tera Fighting

WatchPsychic and Fairy wall Fighting — but the Rock backbone (Onix, Golem) fires Stone Edge to snipe them, Poliwrath adds Water/Ice coverage, and Machamp's X Defend + Focus Energy make it a critting brick. A Flying or Grass answer handles the Rock/Fighting bodies; save a Psychic/Fairy hit that survives Stone Edge for the ace.

MachampHi Jump Kick · Earthquake · Rock Slide · Focus Energy ↑crit
AgathaElite Four · III ·GhostDark menacing sorceress · Lv 55–60
55GhoPoiHaunter
56PoiFlyGolbat
56PoiWeezing
57PoiMuk
58PoiArbok
60GhoPoiGengarace Tera Fairy

WatchHer Dire Hit opener means early crits, and Hypnosis + Dark Pulse pressure your switches. The big trick: Gengar Teras to Fairy, so the Dark and Ghost hits you saved for it stop working — bring a Poison or Steel-type to close, and a Ground-type for the gas-Poisons before it.

GengarShadow Ball · Sludge Bomb · Dark Pulse · Hypnosis slp
LanceElite Four · IV ·DragonFlying dragon master · Lv 56–62
56DrgDragonair
57NorFlyPidgeot
58WtrFlyGyarados
58FirFlyCharizard
60RocFlyAerodactyl
62DrgFlyDragoniteace Tera Stellar

WatchThe team is stacked with Flying-types, so Electric and Ice tear through the first five — but they hit back with Air Slash, Crunch, and Thunder Wave. The catch: Dragonite Teras to Stellar and loses its 4× Ice weakness, so the Ice Beam that swept the room does little to the ace. Keep a Rock or Fairy-type — or just a very strong neutral hitter — in reserve to finish it.

DragoniteOutrage · Air Slash · Ice Beam · Thunder Wave par
Your RivalChampion ·Mixed a balanced ace team · Lv 59–65

The final fight. Three of his six are fixed; the last three — and his ace — depend on what his Eevee became, which was decided by how your earlier battles against him played out. Whichever of the three teams you face, the shared core is the same:

59PsyAlakazam
61GrdSandslash
61GrsPsyExeggutor
His branchFills out withAce (Lv 65)
Jolteon lineCloyster 61 · Ninetales 63Ele Jolteon · Tera Electric
Flareon lineMagneton 61 · Cloyster 63Fir Flareon · Tera Fire
Vaporeon lineNinetales 61 · Magneton 63Wtr Vaporeon · Tera Water

WatchNo type theme to exploit — this is a well-rounded team that covers its own weaknesses, opens with X Special, and Teras its Eeveelution ace into its own type for a 2× STAB threat. Alakazam and Exeggutor punish sloppy switches with Psychic; Sandslash sets up with Swords Dance. Bring answers to Psychic and to whichever Eeveelution he's carrying, and enough healing to grind through all six.

Jolteon (sample)Thunderbolt · Low Kick · Thunder Wave par · Agility ↑Spe

06 How to prepare

A few habits that carry you through every boss on this list.

Balance > counter

One hard counter gets switched around or Tera'd out of. Build a party that covers several angles.

Race, don't stall

Bosses never heal HP. Consistent chip damage always adds up — a stall war is one you can win.

Answer the ace last

Keep the Pokémon that beats the Tera'd ace in reserve; don't spend it clearing the early team.

Pack status insurance

Sleep, confusion, and crits show up on nearly every team. Full Heals and a bit of bulk smooth the variance.