Look. We all know the drill with Pokémon DLC by now. You buy the pass, you head to the station, and suddenly you're thrust into a tropical island that feels way bigger than it actually is. If you're looking for an Isle of Armor walkthrough, you probably aren't just looking for a list of gym leaders. You're trying to figure out how to actually make that grumpy little bear, Kubfu, like you enough to evolve, or maybe you're just lost in the Forest of Focus. It happens.
The Isle of Armor isn't like the Galar mainland. It's open. It’s wild. Honestly, it’s what the base game probably should have been from the start. But because it’s so open, it’s remarkably easy to get distracted by a stray Sharpedo chasing you across the ocean or trying to find all 151 of those Alolan Diglett. Let's just get into the meat of it.
Getting There and The Slowpoke Problem
First thing’s first: you need the Armor Pass. If it’s not in your inventory, check your email or the eShop. You head to Wedgehurst Station. Once you arrive at the island, you’re immediately smacked in the face by a trainer named Klara (if you're on Sword) or Avery (if you're on Shield). They’re... a lot. Klara is a poison-type specialist who is basically a walking "mean girl" trope, and Avery is a psychic-type user who thinks he’s much more elegant than he actually is.
You’ll fight them right off the bat. Their levels scale, which is a nice touch. If you’re coming in post-game, expect them to be around level 60. If you just started your journey, they’ll be in the low teens.
After you humble them, you’ll head to the Master Dojo. This is your home base. Honey and Mustard run the place. Mustard is a former Champion, and honestly, he’s probably the most interesting character in the whole expansion. He looks like a frail old man, but he’s obsessed with video games and can probably sweep your entire team if you aren't careful.
The Three Trials of the Master Dojo
To get the "secret armor" of the Dojo, Mustard makes you go through three trials. They aren't particularly hard, but they can be tedious if you don't know where you're going.
Trial One: The Fast Slowpoke.
Three Galarian Slowpoke have stolen Klara/Avery's Dojo Uniform. These things are fast. Like, unnervingly fast for a Slowpoke. They’re running around the Fields of Honor. You have to intercept them. Pro tip: don't try to chase them from behind. They’re faster than your bike. Instead, watch their pathing. They run in a fixed circle. Just stand in their way and wait. When you fight them, they’re pure Psychic type, so bring a Dark or Ghost type to end it quickly.
Trial Two: Mushroom Hunting.
Mustard wants Max Mushrooms. These are the things that let you Gigantamax your Pokémon. You’ll find them in the Warm-Up Tunnel. It’s north of the Dojo. Just follow the path. You’ll find them, but Klara/Avery will try to fight you for them. This is a standard battle. Beat them, grab the mushrooms, and go back.
Trial Three: The Final Rival Battle.
This happens in the Dojo’s backyard on a battlefield that has a Max Raid energy spot. This is the first time you’ll see the rival use a Dynamax Pokémon. Klara will use a Galarian Slowbro; Avery will use his own version. Watch out for the Toxic Spikes or Psychic Terrain they set up. They play dirty.
The Kubfu Grind: Friendship is Mandatory
Once you finish the trials, Mustard gives you Kubfu. This is the "Armor" he was talking about. It’s a tiny Fighting-type bear that looks like it wants to punch the world.
Here is the part of the Isle of Armor walkthrough where most people get stuck. You can't just level Kubfu up. You have to become "best friends" with it. The game tells you to go to specific "scenic spots" around the island.
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Go to the places marked with exclamation points on your map. Talk to the Dojo students standing there. They’ll show you a view, you’ll bond with Kubfu, and you move on. You don't actually need to max out its friendship stat via camp or Soothe Bells, though it helps. You just need to visit these spots.
Once the bond is "strong enough" (the student at the Dojo will tell you), you have to choose a Tower.
Tower of Darkness vs. Tower of Waters
This is a permanent choice. You can't change it later.
- Tower of Darkness: Evolves Kubfu into Single Strike Style Urshifu (Fighting/Dark). It has a signature move called Wicked Blow which always crits.
- Tower of Waters: Evolves Kubfu into Rapid Strike Style Urshifu (Fighting/Water). It has Surging Strikes, a three-hit move that always crits.
The Tower of Waters is generally considered better for competitive play because it breaks through "Sturdy" and "Focus Sashes," but the Tower of Darkness is cooler if you just like big, single-hit numbers. You have to fight through five floors using only Kubfu. If your Kubfu is level 70, you'll breeze through it. If it’s level 10, well, good luck.
The Diglett Nightmare
Let’s talk about the guy near the bridge who lost his 151 Alolan Diglett. This is the "collectathon" part of the DLC. Honestly? Don't stress about doing this all at once. You find them by looking for the little three-pronged hairs sticking out of the ground.
The rewards are actually decent, though. You get Alolan forms of Pokémon like Vulpix, Meowth, and Raichu. If you find all 151, you get an Alolan Diglett with 6 perfect IVs. Is it worth the six hours of staring at the ground? Maybe not for everyone, but if you're a completionist, it’s the main thing you’ll be doing.
Max Soup and the Gigantamax Problem
The Isle of Armor introduced the Max Soup mechanic. This is a literal game-changer. Before this, if you caught a Shiny Charizard but it couldn't Gigantamax, you were just out of luck. Now, you gather three Max Mushrooms, bring them to the kitchen in the Dojo, and feed the soup to your Pokémon.
Wait. There's a catch for Urshifu.
Urshifu hates the taste of regular Max Soup. It won't eat it. To get your bear to Gigantamax, you eventually have to find "Max Honey." This involves a whole side quest to Honeycalm Island (the hexagonal island in the north). You’ll fight a Vespiquen in a Max Raid battle to get it.
The Cram-o-matic: Gambling for Gamers
In the Dojo, there’s a robot that looks like a Cramorant. This is the Cram-o-matic. You feed it four items, it spits one out.
It seems random. It isn't. There are specific "recipes" for things like Gold Bottle Caps or Rare Candies. One of the most popular uses is making Poké Balls. If you put in four Apricorns, you have a very small (about 1%) chance of getting a rare ball like a Love Ball or a Heavy Ball.
Most people just use it to dump their extra Berries or TRs for something useful. Just don't go throwing in your Master Ball to see what happens. You won't like the result.
Nuance and the Level Scaling Issue
One thing critics and players often argue about is the level scaling. If you enter the Isle of Armor after beating the Champion, everything is level 60+. However, the AI doesn't always have the best competitive movesets.
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If you want a challenge, try to go through the island with a team of "new" Pokémon you catch there. If you bring in your level 100 Zacian, you’re going to be bored out of your mind. The Isle of Armor is designed to be an adventure, not a gauntlet.
The Final Showdown with Mustard
After you evolve Kubfu and get the Max Honey, Mustard reveals his true colors. He’s not just a gamer; he’s a beast. His final battle is one of the most difficult in the game if you aren't over-leveled.
He uses a diverse team:
- Mienshao (Fast, U-turn spammer)
- Luxray (Intimidate is annoying)
- Corviknight (The wall)
- Lycanroc (Focus Sash user usually)
- Kommo-o (Clangorous Soul can sweep)
- Urshifu (The opposite style of whichever one you picked)
He will Gigantamax his Urshifu. It hits like a freight train. If you chose the Water style, he has the Dark style, and vice-versa.
Actionable Steps for Your Journey
If you're just starting out or stuck halfway through, follow this order to maximize your efficiency:
- Prioritize the Diglett early. Just click on any hairs you see while doing the main story. It saves backtracking later.
- Level Kubfu to at least 65. The Towers are a solo-battle format. If you're under-leveled, you’ll get walled by the fourth floor.
- Save your Max Mushrooms. Don't just use them on any random Pokémon. Save them for your Urshifu or a Shiny you really love. They only respawn after you complete three Max Raid battles.
- Talk to the lady in the ocean. There's an NPC who wanders the islands and offers to trade Galarian forms for original forms. This is the easiest way to get an original Kanto Ponyta or Weezing.
- Invest in the Dojo. Give Honey Watts. It seems like a lot, but unlocking the Hair Stylist and the Vending Machines inside the Dojo makes it a much better hub for the endgame.
The Isle of Armor isn't just a linear path; it's a playground for trainers who want to customize their team. Take your time, explore the caves, and don't let the Sharpedo catch you.