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Pokéathlon

 > Guides & Games  > HeartGold/SoulSilver

Unlike in the Kanto remakes (FireRed/LeafGreen), which did not include Contests or introduce a similar but new event type, the Johto remakes bring something new to the table.

The Pokéathlon is a series of minigames designed to test various abilities of your Pokémon; these abilities are: Jump, Power, Speed, Stamina and Technique. This is not unlike the five attributes given to Pokémon when competing in Super Contests in Sinnoh, which use the attributes: Beauty, Cool, Cute, Smart and Tough. The ultimate goal is to win medals, which emulate the ribbons awarded in Sinnoh's Super Contests.

The facility is located north of Goldenrod City right next to the National Park.

A Pokémon's Pokéathlon stats can be improved by using Aprishakes which are made from Apricorns. There is some suspicion that EVs may also effect these stats and that research is ongoing.

Use our PokéDex to see what Pokéathlon stats your Pokémon have. As well, with each event found below, there are links to pages listing the best Pokémon to use in them.


Pokéathlon Navigation
  1. History
  2. Lamp Jump (バウンドフィールド)
  3. Block Break (ブレイクブロック)
  4. Disc Catch (キャッチソーサー)
  5. Relay Run (チェンジリレー)
  6. Hurdle Dash (ダッシュハードル)
  7. Push Circle (プッシュサークル)
  8. Ring Drop (リングアウトファイト)
  9. Snow Throw (シューティングスノー)
  10. Goal Roll (スマッシュゴール)
  11. Pennant Capture (スティールフラッグ)

Historical Significance/Trivia

These games are conducted in the spirit of the Olympic games. Pokéathlon is a combination of the words Pokémon and Athlon. Athlon is a greek word for contest. Interestingly, when the Spartans began competing in the Olympics (which initially consisted of only a footrace), four more events were added. At this point the games were called a Pentathlon, a series of five contests. These contests included: running, jumping, spear throwing, discus throwing and wresting. The Pokéathlon is similar to the Pentathlon when comparing the various event types that are held.


Lamp Jump

Lamp Jump

Stats Used: Jump, Power, Stamina and Technique. (View a list of useful competitors for this event.)

Along with the connection to the ancient Pentathlon's jumping events, the Lamp Jump competition also finds its roots in a Japanese game introduced in the 1920's called pachinko (observation made initially in this Bulbapedia article).

In Lamp Jump all three of the Pokémon on your team compete and each acts as a ball which is bounced into the air, where the height and angle is determined by the direction and depth of your stylus as you pull down on the bounce apparatus. While airborne your Pokémon will come into contact with lamps which award points. The more points the better your chances of winning this event are.

  • Scores to beat
  • First: 350
  • Second: 600

Block Break

Block Break

Stats Used: Power, Stamina and Technique. (View a list of useful competitors for this event.)

Forcing ones hand through a stack of wood or bricks has historical connections to martial arts but is not recognized as a sport by the IOC (International Olympic Committee).

This event is primarily driven by the Power stat. The idea is to break through more blocks at a time than the opponents and in higher amounts. Cracks will appear in the blocks as you attempt to crush them. Hitting the cracks will yield a critical hit and, based on Pokémon's Power stat, it will crush through a certain number of bricks.

Good stamina will help a Pokémon last longer but it will eventually tire and a teammate will need to switch in to continue the job.

  • Scores to beat
  • First: 80
  • Second: 130

Disc Catch

Disc Catch

Stats Used: Jump, Power and Speed. (View a list of useful competitors for this event.)

This event, while based on saucers (similar to discs), is not at all related to the discus... Which is really all that can be said about any historical significance it may have.

Disc Catch's objective is to position your team Pokémon at advantegeous positions on the field. The field is sectioned horizontally in such a way that each segment has a value attached to it. Catching and breaking a saucer that is thrown over the field in a certain segment will yeild that number of points.

It is possible to fall off the map as opponents push eachother about for good field position. Jump will be an important stat in this event as it will determine how high your Pokémon can get and for how long they can stay in midair.

  • Scores to beat
  • First: 40
  • Second: 70

Relay Run

Relay Run

Stats Used: Power, Speed, Stamina and Technique. (View a list of useful competitors for this event.)

While the baton based relay event may strike you as being one of ancient times it is not. In-fact it was not until the 1880's, when New York City firefighters started the races as charity events, that these relay events even existed. In 1908 relays were officially adopted as an olympic activity for men and then in 1912 for women.

As for Relay Run, this event relies heavily on stamina. You will flick and guide your stylus to move your Pokémon around the track. Avoiding obstacles such as rocks and nearby competitors is important. Any contact will give your Pokémon momentary pause, as well as the opponent if it suffers from fatigue.

At various points around the track your Pokémon become so fatigued that they must leave and this is when a teammate will take its place.

  • Scores to beat
  • First: 12
  • Second: 16

Hurdle Dash

Hurdle Dash

Stats Used: Jump, Speed and Technique. (View a list of useful competitors for this event.)

All three of you Pokémon compete in the race at the same time against the times of your three opponents (each of whom also have three Pokémon on their team).

Using your stylus you will attempt to tap your Pokémon at just the right time which will cause them to jump and avoid the hurdle. In passing the hurdle without collision your Pokémon will get a speed boost that will improve your lap time. If one of your Pokémon collides with hurdle, either by tapping them too early or too late, this will hurt their lap time. When the race is finished your Pokémon's times are compared to the other nine competitors and given a place (1-12). The better your positioning in the overall rankings, the higher the points you will earn for this event.

  • Scores to beat
  • First: 100
  • Second: 80

Push Circle

push circle

Stats Used: Power, Speed and Stamina. (View a list of useful competitors for this event.)

Similar both to the ancient art of Sumo and the Ring Drop event, Push Circle focuses on a ring and keeping your Pokémon within bounds.

The primary difference between this and Ring Drop is how many Pokémon compete at a time, in this case all Pokémon are on the field at once. You are not only attempting to keep your team on the field but also trying to get them inside one of two rings. When inside a ring at the end of a round your Pokémon will earn points, the smaller the circle the higher point benefits. There are six rounds for this event.

  • Scores to beat
  • First: 40
  • Second: 60

Ring Drop

Ring Drop

Stats Used: Jump, Power, Speed and Stamina. (View a list of useful competitors for this event.)

Unlike in Lamp Jump and Hurdle Dash, where all three of your chosen Pokémon participate at once, Ring Drop puts one of your Pokémon against three opponents. Ring Drop is conducted in the spirit of the ancient Japanese wrestling style, sumo. The objective of ancient sumo was to push your opponent out of the ring. This event differs from sumo only in that there are an additional two competitors being faced at a time.

To force your opponents out of the ring you will place your stylus on your Pokémon and flick it. This will send your Pokémon across the ring with the hope that it collides with an opponent and forces them out. If your Pokémon does not collide with a target it may be forced out of the ring. The speed and force which your Pokémon moves will determine the power of the impact and how far the opponent is pushed.

Pointless trivia: the colours and positioning of the four corners of the ring are very similar to the Microsoft Windows logo, with green and blue flipped. These colours are also used as the titles for the first generation games: Red/Green/Blue/Yellow.

  • Scores to beat
  • First: 70
  • Second: 100

Snow Throw

Snow Throw

Stats Used: Power, Stamina and Technique. (View a list of useful competitors for this event.)

There is no secondary connection to ancient games that can be made with this event, rather it borrows from the modern contest dodgeball and the winter pasttime of snowball fighting.

Snow Throw (we assume an official translation to Snow Shoot) pits all four teams of three Pokémon against eachother, each team taking up post on one side of field. Your Pokémon will produce snowballs on their own. It is your goal to use the stylus, in flicking fashion, to throw the snowball. The speed and direction of your movement will determine how far the ball goes and where it will end up. To avoid contact with an incoming snowball you would move your Pokémon left or right. Scoring is determined by the amount of hits your Pokémon can make in sixty seconds.

  • Scores to beat
  • First: 30
  • Second: 55

Goal Roll

Goal Roll

Stats Used: Power, Speed, Stamina and Technique. (View a list of useful competitors for this event.)

Goal Roll is an adaptation of modern soccer, which took true form in the 1960's. As far as ancient kicking games relate to Japan go, there is Kemari/Kenatt. This game used a ball 10 inches in circumference and was focused on keeping the ball off the ground. This objective is similar to the modern activity of hack sack.

This event will pit four teams of three against eachother. The objective is to defend your goal and score on opposing teams by flicking the stylus over a Pokémon when it is in possesion of a ball. To move a Pokémon drag it using the stylus.

A goal in favor of your team adds 1 point to your score and subtracts one from the opposing team scored on.

As time progresses more balls will be added to the field. Near the end of the match a gold ball will enter the field. This ball, when scored, will add 2 points to the scoring team and subtract two from the team scored on.

  • Scores to beat
  • First: 3
  • Second: 9

Pennant Capture

Pennant Capture

Stats Used: Power, Speed, Stamina and Technique. (View a list of useful competitors for this event.)

Similar to capture the flag games, this event focuses on gathering flags and returning them to the start to score points. Navigate the course by flicking your stylus and coming into contact with flags, avoiding obstacles. Colliding with opponents can cause them to drop their flags.

Once a Pokémon has nine flags return to the start to earn points and send out the next Pokémon.

  • Scores to beat
  • First: 35
  • Second: 50