Gyms and badges
The eight gyms in order, what each asks for, how attempts work, and what a badge opens.
In short
- Eight gyms, taken in order. Each leader asks for the badge before theirs and for the town's League quest.
- Each gym is a fixed format: three to six Pokemon, picked from a five-level window under the leader's level.
- An attempt is spent when the battle starts. One to three a day, resetting on a rolling clock. No rematches after a win.
- A badge opens the next gym, the side quests of its district, and a tier of the Fondaco shop. It unlocks nothing about catching or travel.
The ladder
| # | Town | Gym | Format | Level window | Attempts a day | Purse |
|---|---|---|---|---|---|---|
| 1 | Almadía | Grass | 3 v 3 | 15 to 20 | 3 | 6,000 |
| 2 | Grandchamp | Normal | 3 v 3 | 20 to 25 | 2 | 7,500 |
| 3 | Fondaco | Water | 4 v 4 | 30 to 35 | 1 | 11,000 |
| 4 | Monding | Flying | 4 v 4 | 40 to 45 | 1 | 14,000 |
| 5 | Irrlicht | Ghost | 5 v 5 | 50 to 55 | 1 | 17,000 |
| 6 | Warmbad | Fire | 5 v 5 | 55 to 60 | 1 | 18,500 |
| 7 | Herrería | Steel | 6 v 6 | 65 to 70 | 1 | 22,000 |
| 8 | Névé | Ice | 6 v 6 | 75 to 80 | 1 | 25,000 |
Irrlicht's leader fights only at night. Each leader's team leans on the gym's type but is not pure: Nell brings a Water type to her Grass gym, Albert a Dragon to his Ice one. Read the leader's team on the gym's page before you pick.

Getting in
Two gates, both checked by the leader before the fight:
- The badge before. Gym 1 needs none; gym 5 needs four. The order is Almadía, Grandchamp, Fondaco, Monding, Irrlicht, Warmbad, Herrería, Névé, which is the natural path through the region.
- The town's League chapter. Each gym town has a League quest, given by the leader, that has to be completed first. Talk to the leader to start it; the Quest Journal tracks it.
Picking a team
Tap Gym challenge and the picker shows every Pokemon you own, from the party and the PC, that fits the level window: five levels below the leader's level, up to and including it. You choose exactly the format's number and set the lead. Nothing is scaled; your Pokemon fight at their own level and with their own moves, items and training.

Attempts
An attempt is spent when the battle starts, whether you win, lose, forfeit or disconnect. Gym 1 allows three a day, gym 2 two, the rest one, counted over the last 24 hours from each attempt rather than by calendar day. Losing costs the attempt and nothing else: no money, no blackout.
Winning
A win pays the badge, the leader's purse, and the rewards the quest chapter promised. The badge is recorded from the defeat itself, so it cannot be lost. There are no rematches: a beaten leader stays beaten, says so, and the gym becomes a place you have been.
What a badge is for
Four things: the next gym accepts your challenge; the side quests in that gym's district open; the big shop in Fondaco opens another counter, from X items at three badges through vitamins and held items to the strongest TMs at eight; and the Badge Case in your Trainer Hub fills by one. No route, no Surf and no wild Pokemon is tied to a badge. Those come from quests. The shops guide has the counters.

The League has no Elite Four and no Champion. The League Stadium in Fondaco hosts the player tournament, and eight badges are what it asks for.