You’ve done it, I’ve done it, we all know what it means. Grinding: crawling through the tall grass, searching for those random battles until you’re compelled by your depleted power points to return to the pokemon center. It’s almost a requirement of all JRPG’s, and the ferocity of Lance’s dragons that anchor the elite four makes some extra seasoning for even the most hearty of pokemon a must.
But that grinding seemed to pay off as I breezed through the gym leaders in Kanto and ascended Mt. Silver only to be met by Red’s level 88 Pikachu and five others with a minimum level of 80. Which meant, back to the tall grass. (Note: it is absolutely not necessary to match Red’s levels to best him. I managed to defeat him with a few level 65 pokemon.)
I don’t mind the grind, but after defeating the elite four a second time around, I find myself sitting on a group of level 70 pokemon with nothing more to show for it than several hours added to my play clock and their stats augmented by some almost insignificant (at this point) numbers. I feel like my Oakland (Ampharos), Garrity (Umbreon), Sawx (Typhlosion), Prof (Alakazam), Dixie (Farfetch’d) and Dusty (Dragonite) deserve more for all their hard work.
For starters, I hate that my pokemon can still be afflicted with status ailments. After hours of training, you’d think that these ultra-powerful pokemon would develop some sort of immunity to poison or paralysis. I don’t think it’s unreasonable for a pokemon at level 70 to be afforded the courtesy of insomnia.
Every pokemon has a single ability when caught or hatched. Allowing pokemon to learn additional abilities in (for argument’s sake) increments of 10 levels would not only give additional incentive to level grind, but also to catch pokemon at low levels. Perhaps even pokemon bread could start with an ability of both parents. Each pokemon could have a set list of abilities (maybe a set of ten) it has the ability to learn when trained (much like a set of moves). So a pokemon caught at level 4 could learn every ability in its set.
Let’s take Charmander as an example. An ability set for a Charmander and his evolutions could include: Blaze, Flame Body, Flash Fire, Anger Point and Intimidate; as well as Immunity, Limber, Insomnia, Own Tempo and Oblivious (the latter 5 are abilities that every pokemon should have, the other 5 should be abilities appropriate for the pokemon’s type). Note: for a description for each ability, visit
Serebii. Every level that is a multiple of 10, you could teach Charmander a new ability from the set. The developer could even get the creative juices going for some new extremely powerful abilities that can only be learned in the later levels as an added incentive for level grinding. For example, it could pick up an ability around 60 or 70 that makes its own fire moves super effective on other fire-type pokemon.
As an extra incentive for level grinding, Game Freak should allow the player to break one of the cardinal rules of Pokemon: the rule of 4 moves per monster. For grinding up to high levels (like 60, 70 or 80), the pokemon should be awarded more slots for additional moves. Then all it would take is a heart scale to pick up a move you needed to ditch but would like to have back or remember a strategic move that was abandoned for a more powerful attack. HM’s wouldn’t be quite so burdensome with an extra slot for a move. I don’t know about you, but I hate having to cart around a pokemon that knows a useless HM like cut or whirlpool. Or, for the more daring of trainers, you could grind a single pokemon high enough to open enough slots to teach it most or all HM’s.
Furthermore, in Pokemon Heart Gold/Soul Silver in particular, it seems like there are only one or two suitable places to grind. If there were more places that players could fight different pokemon, it would encourage more exploration and break the tedium of crawling through the same patch of grass beneath Mt. Silver.
Grinding is an aspect of RPG’s that is not going to go away. At high levels, 2 or 3 bonus points to stats are insignificant; and the dozens of battles to earn then are tedious. Instead of ignoring the issue, developers should reward it.