Why Your Pokemon Ruby and Sapphire Walkthrough Needs a Better Strategy for Hoenn

Why Your Pokemon Ruby and Sapphire Walkthrough Needs a Better Strategy for Hoenn

Let’s be real for a second. Most people play through Hoenn the exact same way. They pick Mudkip because it’s objectively the best starter for a speedrun, they catch a Taillow on Route 104, and they spend the rest of the game spamming Surf. But if you’re looking for a Pokemon Ruby and Sapphire walkthrough that actually respects the complexity of the Gen 3 engine, you have to look past the surface-level stuff. Hoenn is a weird region. It’s the first time Game Freak really experimented with weather, double battles, and a heavy reliance on Hidden Machines (HMs) that can absolutely wreck your move sets if you aren't careful.

I remember booting up my GBA back in 2003 and getting absolutely walled by Wattson’s Manectric. It wasn't because I was under-leveled. It was because I didn't understand how the physical/special split—or rather, the lack of it—worked back then.

In Ruby and Sapphire, whether a move is physical or special depends entirely on its type. Fire is always special. Ghost is always physical. This makes a huge difference when you’re planning your team. If you’re trying to use a Sharpedo as your primary Water-type, you’re going to have a bad time because its massive Attack stat doesn’t help its Water-type moves. Understanding these quirks is the difference between a frustrating grind and a smooth run.

Choosing Your Starter and the Early Game Grind

The choice between Treecko, Torchic, and Mudkip is the most important decision you'll make, obviously. Most veterans will tell you Mudkip is the "easy mode" button. Why? Because Marshtomp’s Water/Ground typing makes it immune to Electric moves, which trivializes the third Gym.

Torchic is the "hard at first, god-tier later" pick. It struggles against Roxanne’s rocks unless you evolve it into Combusken and learn Double Kick at level 16. Once it becomes Blaziken, though, it can tear through the Elite Four. Treecko is... well, it’s for people who like a challenge. Sceptile is fast, but Grass-type coverage in Hoenn is surprisingly mediocre given how many Wingulls and Tentacools you'll run into.

📖 Related: How to Play Once Human With Friends Without Losing Your Mind

After you grab your Pokedex in Littleroot Town, the game opens up. Don't just rush to Petalburg. You need to catch a Zigzagoon. Not for your main team, necessarily, but for the "Pickup" ability. This is the ultimate pro-tip for any Pokemon Ruby and Sapphire walkthrough. Having a Zigzagoon in your party gives you a chance to find Rare Candies, Full Restores, and Ultra Balls after every single battle. It’s basically free money.

Roxanne in Rustboro City is a joke if you have Mudkip or Treecko. If you have Torchic, go catch a Shroomish in Petalburg Woods. Bullet Seed will save your life.

Brawly is a bit trickier. His Meditite uses Bulk Up, which can make things go south fast. A lot of players waste time trying to catch a Ralts on Route 102. Honestly? Ralts is a pain to train early on. Grab a Taillow instead. Wing Attack is more than enough to sweep the Dewford Gym.

Then comes the Mauville City jump. Wattson is the first real gatekeeper. If you didn't pick Mudkip, your best bet is catching a Geodude in Granite Cave. Just be wary of his Voltorb’s Sonic Boom—it deals a flat 20 damage, which is massive when your Pokemon only have 50 HP.

The Mid-Game Hump and Team Magma/Aqua

Once you get past Flannery’s Overheat (which will literally one-shot almost anything it hits) and Norman’s Slaking, the game shifts. You’re no longer just fighting Gym Leaders; you’re dealing with world-ending ecological terrorists.

Whether you’re playing Ruby (Team Magma) or Sapphire (Team Aqua), the strategy remains similar. Their Poochyenas and Numels aren't scary. Their Zubats are just annoying. The real threat is the sheer amount of HMs you need to progress.

  • Surf is actually a great move, so put that on your lead Water-type.
  • Strength is okay for a physical attacker.
  • Flash, Cut, and Rock Smash are garbage.

Do not ruin your starter’s move set with these. Catch a "mule" like Tropius or Marill to carry the heavy lifting. You’ll thank me when you reach the late game and your Sceptile still has four actual combat moves instead of being a glorified Swiss Army knife.

The Weather Wars and the Legendaries

The Weather Institute is where the plot kicks into high gear. You get a Castform here, which is a cool gimmick but usually too weak for a serious team. Shortly after, you’ll be heading toward Sootopolis City.

The encounter with Groudon or Kyogre is the highlight of any Pokemon Ruby and Sapphire walkthrough.
Pro-tip: Don't use your Master Ball on them. I know it's tempting. But catching the box legendary with Ultra Balls is doable if you bring a Pokemon that can inflict Sleep or Paralysis. Save that Master Ball for Rayquaza or the roaming Latios/Latias.

Kyogre is significantly more dangerous in battle than Groudon because of its Drizzle ability, which boosts its Water moves instantly. If you’re playing Sapphire, bring something with "Volt Absorb" or a very fast Grass-type.

The Elite Four Prep

Victory Road is a slog. You’ll need almost every HM to get through it, which is why that "HM Mule" I mentioned earlier is mandatory. Once you hit the Pokemon League, your team should be around level 50-55.

  1. Sidney (Dark): He’s a pushover if you have a Fighting-type or a strong Bug move. Watch out for Shiftry’s Swagger; it’ll make you hit yourself in confusion, and it hurts.
  2. Phoebe (Ghost): This is where it gets tough. Her Dusclops are tanky. Use Dark-type moves like Crunch, but remember that in Gen 3, Dark is a special category.
  3. Glacia (Ice): She has two Sealeos and two Glalies. Use Electric or Fighting moves. Avoid Fire-types because her thick-fat Walrein will soak up the damage and hit back with Surf.
  4. Drake (Dragon): Use Ice Beam. Seriously. If you don’t have Ice Beam, Drake’s Salamence will Dragon Dance and sweep your entire team. You can find the Ice Beam TM in the Abandoned Ship.

Finally, Steven. He uses Steel-types. Fire is good, but his Cradily and Armaldo are part Rock, so they’ll survive Fire hits. Ground-type moves like Earthquake are your best friend here. His Metagross is a beast—it has a high Attack stat and uses Meteor Mash, which can raise its Attack even further. Hit it hard and hit it fast.

Actionable Steps for Your Hoenn Journey

To truly master your next playthrough, stop following the "standard" path. Try these specific tactics to optimize your efficiency:

  • Secure the Ice Beam TM early: Head to the Abandoned Ship on Route 108 as soon as you have Surf. It is the single most important move for defeating the late-game Dragon trainers.
  • Abuse the "Secret Power" TM: You get this from a guy on Route 111. It’s a solid 70-power physical move that changes its secondary effect based on the terrain. It’s perfect for mid-game coverage.
  • Check the TV for Swarms: After you beat the Elite Four, check the TVs in any house. They’ll tell you if rare Pokemon are appearing in specific routes.
  • Farm Heart Scales: Use the Old Rod to catch Luvdisc at Route 128. They often hold Heart Scales, which you can give to the Move Tutor in Fallarbor Town to relearn powerful moves your Pokemon missed while leveling up.

The beauty of Ruby and Sapphire isn't just in winning; it's in navigating the water-heavy landscape of Hoenn without letting the environment dictate your team's utility. Keep your HM users separate from your fighters, watch your physical/special splits, and always keep a Zigzagoon in the back of the party for those sweet, sweet item pickups.