Victory Road (Black 2)

Victory Road

At the entrance to Victory Road, you'll find N waiting there for you! He'll say a bunch of stuff and then give you HM05 (Waterfall), which is a decent Physical-based Water-type attack for some Pokemon, but more importantly it allows you to climb waterfalls outside of battle and reach some optional areas. One such optional area is the Abundant Shrine on Route 14.

He'll leave after giving you the HM, though, leaving you free to head on through the fancy new Badge Check Gate. As you walk through to the west, you'll be scanned for your badges in a pretty sweet new system. After scanning all of the badges, you'll witness a really cool scene of this big old gate lowering into the ground, granting you access to the true part of Victory Road, although also providing you a Pokemon Center where you can heal up your Pokemon and even Fly back to. You can also buy all kinds of special Poke Balls like Dusk Balls, Quick Balls, and Timer Balls here, too.

Before entering, though, head directly east of the Pokemon Center to find a secret pathway leading over to TM01 (Hone Claws), which raises the user's Attack and Accuracy. It's handy on a Pokemon like Metagross, whose main attacks (Meteor Mash and Zen Headbutt) have an 85% or 90% accuracy that you'd rather not deal with, but otherwise you're usually better just using an X Attack from your inventory and using that move slot for something else.

But wait, there's more! If you call within the first thir- wait, no, actually go back to the Pokemon Center, except wander into the ruins. It's a little tricky to navigate, but make your way over to the west side of it, then into the swirly pattern to reach that rock in the middle, which houses a hidden Dusk Stone. Head south of that and you'll find a PP Up sitting out in the open. North and then east of the PP Up leads you to more pathways, although just head over to the far right and then north, sneaking along the edge of the walls until you find a Star Piece just before a ledge. Jump down the ledge and then head south/southeast until you find a hidden Iron.

Alright, now you're ready to take on Victory Road!

Different Roads to Victory!

Depending on which version you're playing, the path you'll take to the Pokemon League will be different. All areas are accessible in both versions, but the directions to get there will vary. Additionally, some of the Trainers are different between the versions.

Make sure you're reading the appropriate section of the walkthrough, otherwise you may wind up slightly confused.

Pokemon Reviews for Both Versions

Because it doesn't make sense to write out the same Pokemon Review for both the White 2 Victory Road and the Black 2 Victory Road, I'll include them up top here, which is shown on both Victory Road pages (as well as the Pokemon League chapter, if that's how you're reading it).

4 starGolurkPokemon Review: Golurk
Golurk Sprite
Ground / Ghost

The mighty Golurk only comes available in its fully evolved form — in the past, you'd have to evolve it from its earlier evolution, Golett, at level 43, but it is no longer a problem by the time you get to Victory Road. Golurk has some very high Attack and balanced defensive stats, including HP. Its Special Attack and Speed leave a lot to be desired, though. It has either Iron Fist or Klutz for its ability. Iron Fist raises the power of all of its punching moves by 20%, which includes things like Shadow Punch, Hammer Arm, the elemental punches (nice!), and more, while Klutz prevents it from using any held items. Iron Fist is the definite choice, as Klutz is worse than useless, but it is generally a detriment to Golurk's power by shutting off its own held items.

For moves, it'll come equipped with some nice ones from the get-go. Heavy Slam is a Steel-type attack that does more damage based on how much heavier Golurk is than the foe, and since Golurk weighs a a solid 727 lbs., it'll often hit for 120 power (assuming the foe is 20% or less than Golurk's weight — which is 145 lbs.). While it has Curse, the fact that it's a Ghost-type means it doesn't provide the useful Attack and Defense boost (at the cost of lowering Speed), but instead costs half Golurk's health to inflict 1/4 of the foe's maximum HP in damage each turn. It can pull it off, but it's rather risky. One awesome move it gets at level 50 (which it may already know when you catch it, depending on the level you catch it at) is Earthquake, which is the cadillac of Ground-type attacks and a very welcome move for the Ground-type Golurk. It picks up Hammer Arm at level 60, which is powerful enough as is for a Fighting-type attack, but it also receives a boost from Iron Fist, giving it an effective 120 power. Lastly, it gets Focus Punch at level 70, which gets the Iron Fist boost as well, but can be rather tricky to pull off since it strikes last and fails if Golurk is damaged. There are a few moves it learns in its past by swapping Heart Scales to reteach moves, too. Shadow Punch is a reliable Ghost-type attack that has perfect accuracy (it never misses) and also receives both a STAB and Iron Fist boost, giving it an effective power of 108, which isn't too shabby at all (Earthquake still hits MUCH harder). Iron Defense bulks its Defense up by two stages, which can sometimes be helpful.

Surprisingly, Golurk can learn a whole ton of TM and HM moves. Perhaps the most surprising of these moves is Fly (HM), which is more entertaining than it is useful, although it can come in handy if you're in need of a good Flying-type attack for it. Rock Slide is an obviously good choice for it for a reliable Rock-type attack, while Bulldoze may be considered if Golurk's Speed is proving to be a hindrance to you (while Earthquake is vastly superior and should be kept no matter what, Bulldoze can complement it fairly well). Unfortunately, that's about where it ends as far as helpful Physical-based attacks go. Thunderbolt, Ice Beam, Psychic, Charge Beam, Shadow Ball, and SolarBeam are amazingly available for it on the Special-based spectrum, but its Special Attack is simply too low to make any use of them. Rock Polish can work out nicely on Golurk to raise its Speed sharply, often giving it enough Speed to outmatch even fast Pokemon.

When it comes to Move Tutor moves, though, Golurk got really, really lucky with the amount of awesome moves available. Fire Punch, Ice Punch, and ThunderPunch are available for 10 Red Shards each, plus they all benefit from the Iron Fist boost, giving them an effective power of 90, which is solid. Zen Headbutt can be taught for 8 Blue Shards, giving Golurk some Psychic-type coverage. Drain Punch for 10 Yellow Shards, though, is an excellent option for Golurk and is worth considering over Hammer Arm, as it gets the Iron Fist boost (effectively giving it 90 power), it has 100% accuracy, plus, most importantly of all, it heals Golurk's HP by half of the damage dealt. That's pretty helpful for keeping it going!

There aren't too many Ground- or Ghost-types that it competes with. Excadrill is definitely a superior choice, plus you get it much earlier in the game (although it lacks type coverage with those powerful punches). Mamoswine is also generally a better Ground-type. However, for Ghost-types, it is only really bested by Chandelure, which is solely a Special-based attacker. Golurk's beefy attacking stats coupled with its powerful plethora of punches make it a pretty nice choice. I'd give it a good recommendation if you're in need of a Ghost- or Ground-type Pokemon. It'll come in handy in the final battles, too.

3.5 starDruddigonPokemon Review: Druddigon
Druddigon Sprite
Dragon

Druddigon is one of the slower Dragon-types out there, but it packs a punch and you don't even have to worry about evolving it like most dragons, since it comes only in its basic form. It has some impressive Attack while also maintaining respectable defensive stats, giving it the capacity to take a hit. Its Special Attack is low and shouldn't be used, while its Speed is even worse, rendering it very slow. It has two potential abilities: Rough Skin and Sheer Force. Rough Skin inflicts the foe with 1/8 its maximum HP in damage whenever it strikes Druddigon with an attack that makes physical contact, while Sheer Force raises the power of its attacks that have a beneficial secondary effect — such as burning the foe, lowering their stats, making them flinch, or raising one of Druddigon's own stats — by a hefty 30%, but then it prevents those effects from triggering. The secondary effects must have a percentage chance (10%, 30%, etc.) of triggering, so things that raise critical hit chances like Night Slash are not affected. Sheer Force is generally the preferred option, but Rough Skin can work fairly well, particularly in conjunction with the Rocky Helmet.

As far as moves go, it has some pretty useful ones. Revenge is a Fighting-type attack hitting for 60 power, but hits for 120 power instead of the foe damages Druddigon on that turn, plus it forces Druddigon to act last. That works well with the Rocky Helmet + Rough Skin combo, too. Night Slash hits for 70 power and is a Dark-type attack with a high critical hit chance, but Crunch (must be retaught by the Reminder Girl) is a superior option as it hits for 80 power instead plus it receives a Sheer Force boost, giving it an effective 104 power. Dragon Tail forces Druddigon to act last, but it then pushes away the foe after hitting for 60 power of Dragon-type damage, assuming you don't knock them out. Rock Climb (level 49) may not seem that impressive, being a Normal-type attack with 90 power (Return maxes out at 102), but since it has a chance of causing confusion, it gets a Sheer Force boost, giving it an effective power of 117. It gets Superpower at level 55, which, while being a strong Fighting-type attack (120 power), lowers its Attack and Defense afterwards. Revenge is usually a better option for it, since it is slow to begin with. Lastly, at level 62, it gains Outrage, which hits massively hard (120 power Dragon-type attack!), but locks it into using the attack for two to three turns and then confuses it afterwards. It's still an excellent option for it, although its lack of Speed leaves it vulnerable to being struck while locked into the attack, so use it carefully.

It has a lot of TM moves at its disposal, too. Rock Slide is one I'll always mention, but it gains the benefit of getting a boost from Sheer Force, bringing it up to 97.5 power. Not too bad! Bulldoze hits for 78 power with the Sheer Force boost as opposed to Dig's 80 power, so if you need a Ground-type attack (before beating the game and getting Earthquake), you may just want to consider using Bulldoze to speed things along, or you can use it with the Rough Skin variety to do some damage and lower the foe's Speed by a bit, perhaps giving you a chance to outspeed average Speed Pokemon. Dragon Claw is a definite good choice for it regardless of what you use, simply because it hits for a solid 80 power and it gets STAB, meaning it is reliable in most instances. Payback is a better option than Crunch is for the Rough Skin variety, since it does double damage if the target acts before Druddigon does, which results in it hitting for 100 power on top of any Rough Skin + Rocky Helmet damage. It does get several attacks on the Special-based side — namely Flamethrower, Charge Beam, and Surf — but neither are worth it due to its low Special Attack.

Druddigon also gets a variety of Move Tutor moves to help it out, too, which is where it really shines. Iron Head is a Steel-type attack that has a base of 80 power and costs 4 Red Shards, while ThunderPunch and Fire Punch (no Ice Punch) hit for Electric- and Fire-type damage respectively, each hitting for 75 power and costing 10 Red Shards. The good news is that all three of those attacks gain a boost from Sheer Force. Iron Tail and Aqua Tail cost 6 and 8 Blue Shards respectively and can add some additional options (Iron Tail hits for a nice 130 power with the Sheer Force boost, although it is still just 75% accurate...). Gunk Shot can be taught for 8 Red Shards if you really want a Poison-type attack, but it's inaccurate (70%) and, though it hits for 120 power, isn't typically your best option, although it does get a Sheer Force boost to raise its effective power up to 156.

What you have to consider is why you're using Druddigon over the other Dragon-type candidates: there's Haxorus, who has monstrous Attack and very sufficient Speed to go with it, although lacks variety in its moves; there's Flygon, who has rounded stats and is actually the quickest of the Dragon-types (but only by a hair), plus it hits hard with Ground-type attacks (although lacks Earthquake before beating the game); there's Altaria, who, well, is more of a defensive dragon, though even its defenses aren't too much better than Druddigon; and lastly, there's Hydreigon, who takes FOREVER to evolve, but is utterly superior to Druddigon in terms of power and durability. Druddigon fits into the dragon crowd, but it lacks so much Speed compared to its other dragon kin that you have to realize it will be taking more hits than any of them since it will almost always strike last. Because of that, I have to recommend Haxorus and Hydreigon over Druddigon, but it is at least on par with Flygon (if not better) and is certainly better than Altaria.

4.5 starZweilousHydreigonPokemon Review: Zweilous & Hydreigon
Zweilous Sprite
Dark / Dragon
Hydreigon Sprite
Dark / Dragon

The mighty Hydreigon is a fearsome Dark/Dragon-type with stats putting it in the range of "pseudo-legendary", meaning its combined stats are equal to Mew, Celebi, etc. and are stronger than, say, the trio of legendaries in Black 2 and White 2. In order to unleash that power, though, you need to level up a Zweilous (pronounced ZV'AI-liss, and is a play on the German word zwei, meaning "two" — in fact, ein and drei are both German for "one" and "three" respectively) all the way up to level 64 before it will evolve. Not only that, but it needs over 327,000 EXP to reach that level, since it levels up so slow; by comparison, your starter Pokemon needs only 259,000 or so EXP to reach the same level. Since the final battles in the game use only high level 50's, you're probably going to be stuck with a Zweilous at that point unless you do a lot of extra training.

Zweilous' stats leave much to be desired, but for a middle stage, they're not too bad. It has ok Attack, average defensive stats, and some lackluster Speed. As a Zweilous, it has the Hustle ability, which raises the power of its Physical-based attacks by 50%, but decreases their accuracy down to 80% of its base accuracy. Once it finally evolves into Hydreigon, it has amazing Special Attack (not quite Chandelure or Espeon level, but still very high), great Attack, solid defensive stats and HP, plus really great Speed as well. Its stats truly are comparable to legendary Pokemon's stats. Not only that, but it ditches its Hustle ability for the much more practical Levitate, granting it a free immunity to Ground-type attacks. This grants it two immunities (Ground and Psychic), on top of six additional resistances (Fire, Water, Grass, Electric, Bug, and Ghost), which means it is actually comparable to many Steel-types as far as how many resistances it has. Despite being a Dragon-type, it does not have the typically characteristic quad weakness to Ice-type attacks, so it may be able to handle an Ice-type attack and live to tell the tale.

When you catch your Zweilous, it'll have both Dragon Pulse and Dragon Rush to work with. Both are great Dragon-type attacks; Dragon Rush is powerful thanks to Hustle and Zweilous' superior Attack, but the accuracy of just 75% before factoring in Hustle means it will miss very often, so you may actually be better off with Dragon Pulse. Body Slam is another attack in its arsenal from the start, which hits decent for a Normal-type attack, plus it has a chance of paralyzing the foe. It gets Hyper Voice right before evolving at level 64, which is a strong 90 power Special-based Normal-type attack. Lastly, it gets Outrage at level 79 as a Hydreigon, which is strong, but Dragon Pulse is usually better, despite being a little weaker (its Special Attack is much higher than its Attack, so it's not too much weaker). Either form can be retaught Crunch by the Reminder Girl for a Heart Scale, although it's really only Zweilous who benefits from it (it's definitely recommended, as it has a base 100% accuracy). Hydreigon can relearn Tri Attack, which has 10 less power than Hyper Voice, but has a 20% chance of inflicting either Burn, Freeze, or Paralyze to the foe. It isn't really necessary, though, since Hydreigon has so many attacks to consider.

Now, regarding TMs/HMs, I'm going to go on the assumption that you won't have Hydreigon until post-game. I'll start with just Zweilous. Sadly, Zweilous doesn't have access to a lot. Dragon Tail is literally the most exciting TM move it can learn. Work Up can raise both of its stats, but it actually knows that when you first catch it. Zen Headbutt, Aqua Tail, Dark Pulse, and Earth Power are options to consider and cost either 8 or 10 Blue Shards, but none are really must-haves for it.

Ok, now the fun part: Hydreigon's TMs/HMs. Hydreigon has better Special Attack than Attack, but its Attack is high enough that it can use either Physical- or Special-based attacks just fine. Flamethrower, Fire Blast, and Surf are all very solid options on the Special-based attacking side. Flash Cannon and Focus Blast can also be used after beating the game, too (I'll mention ALL post-game TMs in this, too), though it isn't really that amazing. Earthquake, Acrobatics, Stone Edge and even possibly U-Turn make for decent Physical-based attacking options depending on your strategy and typing needs. Acrobatics in particular tends to be nice to combat Bug- or Fighting-type Pokemon looking to exploit its weakness. Fly can be used instead of Acrobatics if you'd rather use a held item, plus Rock Slide can be used instead of Stone Edge if you'd rather have more accuracy at the cost of power. Some support moves include Reflect to halve the Physical-based damage received by your team for a couple of turns, along with the previously mentioned Work Up to increase the potency for both of its attacking stats. It also gets a TON of Move Tutor moves! Signal Beam for 4 Red Shards is a cheap, underwhelming option, but it does provide some Special-based Bug-type coverage at least. Dark Pulse for 10 Blue Shards is really a must-have for Hydreigon, especially when combined with Dragon Pulse. Earth Power for 8 Blue Shards hits even harder than Earthquake and, for better or worse, hits only one Pokemon. Heat Wave is stronger than Flamethrower, weaker than Fire Blast, but hits all adjacent foes (foes only, woohoo!) in Double or Triple Battles, so it may be a better option for you, too, if you're willing to part with 10 Yellow Shards. While it isn't exactly the most inviting support Pokemon in the world, Tailwind can be taught for 10 Yellow Shards as well, which will raise your team's Speed by 50% for the next couple of turns. Additionally, it can learn Draco Meteor by returning to Drayden in Opelucid City after beating the game and having you teach it to your Hydreigon. It does a meteoric amount of damage, but sharply lowers Hydreigon's Special Attack afterwards, meaning you'll want to switch out afterwards or just rely on Physical-based attacks.

The attacks you'll definitely want to have on your Hydreigon are Dragon Pulse and Dark Pulse. Beyond that, just switch things around depending on your team or what types you need coverage for. Dragon Pulse + Dark Pulse + Flamethrower/Heat Wave + Earth Power gives you a super effective attack against a ton of Pokemon and ensures a powerful Dragon-type attack against anything you can't hit with a super effective hit. But you can use pretty much whatever you want with it. It's about as versatile as it gets.

Really, you can't say Hydreigon is anything short of amazing. It's the strongest non-legendary Dragon-type in the Unova Dex. It has great stats, is sturdy as heck, can learn a TON of moves and actually use them, plus it's got a ton of resistances. The real downside to it is that it takes forever to actually get to the point where you are free from the infinitely weaker Zweilous. There's still tons to do after beating the game, and since you have only about 14 or so levels to go before evolving unlike the 22+ in the original Black and White, it is a much more credible option now than it was back in the first pair of games. If you have the patience to invest into training one, I definitely recommend it. What I'd recommend even more, though, is waiting until after you beat the game before you actually start training it, because Zweilous will not be very helpful then whereas the extra levels not wasted on it will help out the rest of your team. Plus you have access to more training spots after beating the game to speed the process up substantially. Because of that, I have to knock its rating down to 4½, but it'd easily be a solid 5 if it just evolved at, say, level 55.

Victory Road (Black 2)

Victory Road (Cave, 1F)

Victory Road (Cave, 1F)
Wild Pokemon Types Level(s) Rarity
Banette Banette Ghost Lv. 47 ~ 50 70%
Golurk Golurk Ground / Ghost Lv. 48 ~ 50 30%

From the start, head north and fight the Ace Trainer there, who uses a Golurk L55 and a Sigilyph L55. Head north of him and then push the boulder into the hole using Strength, pushing it once to the right, and then three times north.

Walk over the filled hole and then head west, over to the Psychic. She uses a Lampent L54 and a Musharna L54. The path to the south is, unfortunately, blocked, so just head north instead to reach the outside river.

Victory Road (Outside River)

Victory Road (Outside River)
Wild Pokemon Types Level(s) Rarity
Tranquill Tranquill Normal / Flying Lv. 47 ~ 50 80%
Altaria Altaria Dragon / Flying Lv. 49 ~ 50 20%
Thick Grass Types Level(s) Rarity
Tranquill Tranquill Normal / Flying Lv. 52 ~ 55 80%
Altaria Altaria Dragon / Flying Lv. 54 ~ 55 20%
Shaking Grass / Swirling Dust Level(s) Rarity
Audino Audino Normal Lv. 47 ~ 50 85%
Dunsparce Dunsparce Normal Lv. 49 10%
Unfezant Unfezant Normal / Flying Lv. 50 5%
Surfing Types Level(s) Rarity
Basculin Basculin Water Lv. 35 ~ 50
Black 2: 70%
White 2: 0%
Basculin (Blue) (Blue) Basculin (Blue) Water Lv. 35 ~ 50
Black 2: 0%
White 2: 70%
Buizel Buizel Water Lv. 35 ~ 50 30%
Surfing (in surfacing fish) Level(s) Rarity
Buizel Buizel Water Lv. 35 ~ 50 60%
Basculin (Blue) (Blue) Basculin (Blue) Water Lv. 35 ~ 50
Black 2: 30%
White 2: 0%
Basculin Basculin Water Lv. 35 ~ 50
Black 2: 0%
White 2: 30%
Floatzel Floatzel Water Lv. 40 ~ 50 10%

Pick up the Full Restore over to the right and then wade through the thick grass to the north until you find some water you can Surf on. This takes you over to a landing with a nearby Ultra Ball and a Veteran who uses a Sigilyph L55 and a Crobat L55. To the north of the Veteran is a Max Repel sitting in the grass, as well as two more Trainers: an Ace Trainer with a Whimsicott L55 and an Unfezant L55 and a Doctor using a Clefable L54. He'll heal you after you beat him, along with every time you talk to him afterwards. Over to the east leads you to the bridge you saw from the start, along with an Ace Trainer using a Swoobat L55 and a Lilligant L55.

Once you've taken all of the Trainers out, go on and head into the cave!

Victory Road (Cave, 2F)

Victory Road (Cave, 2F)
Wild Pokemon Types Level(s) Rarity
Boldore Boldore Rock Lv. 41 ~ 44 80%
Onix Onix Rock / Ground Lv. 43 ~ 44 20%
Shaking Grass / Swirling Dust Level(s) Rarity
Excadrill Excadrill Ground / Steel Lv. 41 ~ 44 80%
Onix Onix Rock / Ground Lv. 41 20%

Right near the entrance to the cave, you can find a hidden Max Revive just to the north, which you should definitely pick up. There are two Cool Trainers over to the west. The girl has a Heatmor L55 and a Galvantula L55, while the boy has a Durant L55 and a Ferrothorn L55.

Just past them, you'll find some steps that lead you up to a massive fork in the road. From here, you can go either north, south, or west. If you're looking to get through Victory Road as quickly as possible, you'll want to go north, but there are some other neat areas to explore, too.

To make my instructions a little easier, I'm going to refer to this point as Checkpoint 1, so if I tell you to go back here, this is where I'm referring to. That should make it easier for you to know what I'm talking about, plus it'll give you the freedom to explore whatever sections you want.

South Path (from Checkpoint 1)

Head south of Checkpoint 1 and you'll reach an exit leading you back outside to the river area.

Victory Road (Outside River)

Immediately outside is a Backpacker using a Sawsbuck L54. Surf across the water to find an Escape Rope, but then go ahead and use Waterfall to swim down the nearby waterfall.

Swim over to the east and you'll find an entrance to another cave. Where does that take you? It actually takes you back to the beginning room, except in a different part of it.

Victory Road (Cave, 1F)

Use Surf right near the entrance and then swim far south, wrapping around to the west until you find some land. Land there, then fight the two Veterans in a Double Battle. The man uses a Braviary L55 and a Carracosta L55, while the woman uses a Mandibuzz L55 and an Archeops L55.

Before jumping down the ledge to the east, make sure you pick up TM93 (Wild Charge) just south of the Veterans, which is a powerful Physical-based Electric-type attack that a lot of Pokemon can learn, but it inflicts recoil damage.

Now go ahead and jump down the first ledge to the east and fight the Psychic. He uses a Metang L54 and a Cofagrigus L54. Do NOT jump down the ledge further east or you'll wind up at the beginning! Instead, head north and fight the Ace Trainer up there, who uses a Drifblim L55 and a Claydol L55.

To the west of the Ace Trainer leads you to a an area with a boulder, but you can only push it from the other side, so you'll have to go back to Checkpoint 1 and then head west instead.

West Path (from Checkpoint 1)

Keep going west of Checkpoint 1 and you'll find a hidden Full Restore inside a rock. Keep going west and you'll also run across a Veteran, using a Gigalith L55 and a Skarmory L55.

Head outside and you'll be back in the outside river section again, except on the far west side.

Victory Road (Outside River)

Just to the right is a Max Repel, and since the bridge to the south is broken in Black 2, you'll have to head further to the east instead. The Ace Trainer over there uses a Swanna L55 and an Ampharos L55.

Now use Surf and then surf across the river to the other side, where you can head west and then visit the foresty area of Victory Road, which is where you'd usually come in from in White 2.

Victory Road (Forest)
Victory Road (Forest)
Wild Pokemon Types Level(s) Rarity
Cottonee Cottonee Grass Lv. 47 ~ 50
Black 2: 70%
White 2: 0%
Petilil Petilil Grass Lv. 47 ~ 50
Black 2: 0%
White 2: 70%
Roselia Roselia Grass / Poison Lv. 48 ~ 50 30%
Thick Grass Types Level(s) Rarity
Cottonee Cottonee Grass Lv. 52 ~ 55
Black 2: 70%
White 2: 0%
Petilil Petilil Grass Lv. 52 ~ 55
Black 2: 0%
White 2: 70%
Roselia Roselia Grass / Poison Lv. 53 ~ 55 30%
Shaking Grass / Swirling Dust Level(s) Rarity
Audino Audino Normal Lv. 47 ~ 50 80%
Dunsparce Dunsparce Normal Lv. 49 10%
Whimsicott Whimsicott Grass Lv. 50
Black 2: 5%
White 2: 0%
Lilligant Lilligant Grass Lv. 50
Black 2: 0%
White 2: 5%
Roserade Roserade Grass / Poison Lv. 50 5%

There's a tree you can cut near the beginning, but it's not necessary. Instead, first head over to the right and fight the Ace Trainer with her Darmanitan L55 and Tangrowth L55. To the northeast of her is an Ultra Ball. If you have Cut, you can actually head over to the west and cut down a shrub to gain access to a Full Restore. Otherwise, just head south until you're back in the starting room again.

Victory Road (Cave, 1F)

Over here, you'll be able to push a boulder into a pit to allow for slightly easier traveling, but you have to get crafty with it. Push it to the left twice, then down twice, then all the way to the right until it gets stuck. Push it up once, then right three times, then down once to fit it into the hole, giving you access to the end part of the Southern Path from Checkpoint 1, meaning you may have some Trainers to fight if you haven't gone there yet already.

Otherwise, that's it, so head on back to Checkpoint 1!

Checkpoint 1

Alright, back at Checkpoint 1, head north and you'll find two boulders that can be moved with Strength, although the one on the left is inaccessible from your current location. Push the right one north into the hole so you can walk across it. The path in the middle of the boulders leads you to a cave that requires Flash to explore, whereas the path to the right is a slightly longer route, but still good. Both eventually take you to the outside cliffside part of Victory Road, though since you can come back to the Flash cave by following my directions, I'm going to advise you just head east and come back for the Flash cave later (unless you're in a hurry).

To the east is a PKMN Ranger using an Electabuzz L54 and a Probopass L54. He'll give you a Cheri Berry after beating him. Afterwards, exit out into the outside cliffside.

Outside (Cliffside)

Victory Road (Outside Cliffside)
Wild Pokemon Types Level(s) Rarity
Gurdurr Gurdurr Fighting Lv. 47 ~ 50 70%
Throh Throh Fighting Lv. 48 ~ 50 30%
Thick Grass Types Level(s) Rarity
Gurdurr Gurdurr Fighting Lv. 52 ~ 55 70%
Throh Throh Fighting Lv. 53 ~ 55 30%
Shaking Grass / Swirling Dust Level(s) Rarity
Audino Audino Normal Lv. 47 ~ 50 95%
Sawk Sawk Fighting Lv. 50 5%

Climb on up the steps, pick up the Max Elixir to the west and then fight the Black Belt with his Pinsir L54 and a Heracross L54. Climb the steps near him, but take a quick detour to the west and pick up the hidden Normal Gem in the rocks. Alright, now climb even more steps to the north, fighting the Ace Trainer using a Fraxure L55 and a Vanilluxe L55 as you go.

Keep going north, up all of the stairs, until you hit the top. From there, you just need to head west until you find the stairs leading up (as well as some small stairs leading down). For reference, the small stairs leading down take you to where the Flash cave would lead you to. For now, though, defeat the Veteran blocking the stairs, who uses a Zebstrika L54, a Starmie L54, and a Sawk L54.

Right where these stairs are and all of the branches going off in different directions... let's call this Checkpoint 2, because it's where several other paths meet up and is an important point to tell you to return to.

If you really want to get through Victory Road right away, you're going to want to go north here and fight the second Veteran. He uses a Beartic L54, a Golurk L54, and a Throh L54. Take him down and then feel free to head inside the cave, though make sure your Pokemon are healed enough for a fight, though, because you're going to have to face Hugh inside! This is covered later on, in the subsection "Victory Road (Cave, 4F)", though it is the direction you'll want to go to finish this up.

Southern Path (from Checkpoint 2)

Climb down the steps and you'll find it branches off twice, which makes this even more confusing. Pick up the Dragon Fang nearby, which boosts the power of Dragon-type attacks.

Start by taking the path to the right, which leads you over to a cave. (The path to the left takes you to the cave that required Flash, although the directions I'll give you will take you that route anyway.)

Victory Road (Cave, 3F)
Victory Road (Cave, 3F)
Wild Pokemon Types Level(s) Rarity
Druddigon Druddigon Dragon Lv. 47 ~ 50 80%
Zweilous Zweilous Dark / Dragon Lv. 49 ~ 50 20%
Shaking Grass / Swirling Dust Level(s) Rarity
Excadrill Excadrill Ground / Steel Lv. 47 ~ 50 80%
Onix Onix Rock / Ground Lv. 47 20%

Head on south instead of climbing the stairs up to the north and you'll find a Veteran. He uses a Fraxure L54, a Flygon L54, and a Zweilous L54. Now head down the stairs to the west of the Veteran and pick up the Dragon Scale, which allows Seadra to evolve if you have it hold that and trade it.

Jump down the ledge and then head south to reach the cliffside part again.

Out there, you'll run into a Zoroark guarding a cave entrance. You're not going to be able to move it until after you've beaten the game, though, but make sure you check back here afterwards.

That's all there is over here, though, so head on all the way back to Checkpoint 2. Don't worry about the Flash cave for now, though, because I'll lead you there from the next branch.

Western Path (from Checkpoint 2)

Head on over to the west and then south a bit. You'll find a Battle Girl using a Throh L54 and a Sawk L54. Down the steps nearby her, and then over to the east, you can find a hidden Rare Candy, while heading south leads you to a less-than-hidden Max Revive. South of that is another Ace Trainer, and this one uses a Zweilous L55 and an Eelektross L55.

Finally, you'll find an entrance back into the cave from earlier, except from the opposite side.

Victory Road (Cave, 2F)

Inside here, there's a PKMN Ranger right near the start using a Magmar L54 and a Camerupt L54. She'll give you a Rawst Berry after you've beaten her. Keep going east and you'll be able to push a boulder into the hole, which will grant you access to the Flash cavern from earlier. Now's a good time for you to go and check it out, too, so head on inside!

Victory Road (Cave, 2F) (Inner)

Start by using Flash to light up this part of the cave, then head a little west and then north. There's a valuable PP Max sitting nearby, so definitely pick that up.

Climb up the steps and pick up the Red Shard hiding in one of the rocks. Follow the path east until you see a pool of water. Use Surf to cross the water and pick up the Rare Candy to the south, then head north. There's actually a hidden Max Elixir nearby, so use your Dowsing MCHN to help find it.

Now head all the way to the north and you'll wind up in a cave leading you out to the cliffside part, which is actually directly south of Checkpoint 2. Climb up the stairs and you'll be right back at Checkpoint 2.

Victory Road (Cave, 4F) (North from Checkpoint 2)

Only one Trainer stands in the way of the Pokemon League: it's Hugh! As soon as you walk halfway through the small tunnel, you'll run into your old friend, and he'll challenge you to a battle right away!

Boss Fight
Hugh
Hugh (if you picked Snivy) $5700
Unfezant Unfezant Male Normal / Flying Lv. 55
Bouffalant Bouffalant Male Normal Lv. 55
Simipour Simipour Male Water Lv. 55
Emboar Emboar Male Fire / Fighting Lv. 57
   (if you picked Tepig)
Unfezant Unfezant Male Normal / Flying Lv. 55
Bouffalant Bouffalant Male Normal Lv. 55
Simisage Simisage Male Grass Lv. 55
Samurott Samurott Male Water Lv. 57
(if you picked Oshawott)
Unfezant Unfezant Male Normal / Flying Lv. 55
Bouffalant Bouffalant Male Normal Lv. 55
Simisear Simisear Male Fire Lv. 55
Serperior Serperior Male Grass Lv. 57

Most of his Pokemon should be pretty familiar to you by now, but the new addition to his team — Bouffalant — packs powerful and surprising moves such as Earthquake and Wild Charge, so be careful!

After beating him, he'll reward you with TM24 (Thunderbolt), which is an excellent Special-based Electric-type attack that a variety of Pokemon can learn. He'll then head off after you beat him, leaving you free to exit the cave and reach the gate to the Pokemon League right outside!

Overabundant Curiosity!

Now that you have access to Waterfall, there are a few locations you can return to climb up some waterfalls at. The most vital of these places is Route 14, where you can scale some waterfalls to reach the Abundant Shrine. There are a few helpful items and Pokemon over there, so you very well may want to go and check it out after healing your Pokemon up at the Pokemon League!