Banette's Cemetery

Pokémon Level Curves

Level progression across 14 main-series Pokémon games (Gen 1 through Gen 6, including remakes). Each game contributes an Ace line plus grouped bars showing how far gym leaders, Elite Four, and Champions out-level the trainers and wild encounters the player can reach at that point.

Red / Blue

Diagram

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How the numbers come together

A few decisions sit behind every dot on the chart. Here's the short version, illustrated.

  • Linear
  • Medium Fast
  • Medium Slow
  • Erratic
  • Fluctuating

Why the y-axis bends

Pokémon levels aren't equal in cost. The Medium Fast experience group needs XP for level n — Lv 40 costs eight times what Lv 20 does. The display softens those curves with a square-root pass so the low end (Lv 1-20) stays readable without flattening the investment shape. Pick a different curve from the Y-axis dropdown to compare; the tooltip always shows the raw level.

Onix
Ace
Gym leader (line)
Pidgey
Trainer
Route trainer (bar)
Caterpie
Wild
Grass encounter (bar)

One line and two bars per game

Ace (line) is the leader / E4 / champion's strongest Pokémon. Two grouped bars per station show how far below (or above) Ace the Trainer and Wild averages sit — each bar spans vertically between its average and Ace, so the bar's top meets the line and its height is the level gap. When a wild spot is over-level, the bar sticks up above the line.

Last gymRoute / caveBadge

Picking the wild area

The wild average uses a best-available rule: the highest rate-weighted wild encounter level among every area the player can reach by the time they arrive at this gym (strict HM / badge / story-flag accessibility). Over-level grind spots that exist in-game count; gated wilds like RBY Pokémon Tower ghosts (un-fightable without the Silph Scope) don't. Picks are documented per gym in the data file.

0%encounter rate100%

Wild encounters, weighted

For each area the Wild number is the rate-weighted mean of every encounter slot. Level ranges collapse to their midpoint. Surf slots only count once Surf is usable for that gym; fishing is excluded. Gen 2 morning / day / night tables are averaged across the three time windows. Multi-floor dungeons are pooled when accessibility doesn't split them.

Gym 1 → 8

Battle density

Toggle Density on a game row to overlay a shaded area on the right-hand axis: the total trainer Pokémon between two badges, across every area in the segment (not just the picked one). Combined with the Trainer gap bar, it shows how much XP the game is willing to hand you.

Sources

Numbers come from Bulbapedia — generation-specific tables on route, gym, and dungeon pages. Ace levels are verified manually. Trainer, wild, and battle-density numbers are computed from the published encounter lists by a small Deno fetcher in scripts/fetch-bulbapedia.ts (Gen 1 through Gen 6).