A medium cavern map with waterfalls, separate pools and stone ledges. Its long turning path rewards coverage across more than one segment. Classic starts with ₽650 and 100 lives.
Use compatible water placement or the central high ground, keeping cliff faces and rock blockers clear. Story chapter 3 introduces Shuppet for hidden Ghosts; the Starfall Tower uses this map on floor 3 under its own rules.
Meteor Falls
Data version290 · Snapshot date2026-11-02
Plan a placement and compare path coverage
Choose a Pokémon, then click the diagram or enter pixel coordinates. Range follows the selected move, item, weather and eligible water bonus.
Click to set a position. When the diagram is focused, arrow keys move 10px; hold Shift for 1px. Numeric X/Y fields provide the same control.
Charizard · X 480, Y 300 · Calculated attack range 168px
Known geometry checks passed; original-game placement is still unverified.
Held items are disabled in this mode; the calculated range ignores the selected item.
| Route | Visible length | Length in range | Coverage |
|---|---|---|---|
| Route 1 | 2,200px | 238.2px | 10.8% |
Position rules checked
Ordinary line: at least 36px from the path centerline. Keep the center at least 18px from the board edge.
Ordinary water gives +20% range/+15% damage; Wailmer’s line gets +60%/+45%. Frozen water gives neither. Eligible Flying forms over sky and Fire units on active lava get the ordinary bonus. Flood/dry selections are manual what-if states: they change water/lava and legal points, not your original-game save.
Coverage measures centerlines inside the 960×600 board. Shared portions count once per route. This estimates range coverage, not damage, movement or a winning clear.
This landscape planner projects the source grid, paths, water, sky, lava and raised ground. It checks one selected point and range coverage, without other placed units, procedural decoration blockers on older free-form maps, or an ally freezer’s exact area. The freezing switch is a point condition, not a claim that the whole map is ice. This is a geometric planning check, not the original game’s complete placement simulation.
Reviewed v290 source grid and paths · landscape 960 × 600A planning diagram derived from the source map; obstacle artwork and live enemy movement are not reproduced.
Enemies
Story chapters
Team builder & comparison · Guides
Waves · Classic
Wave lineups and HP use the current source rules. Random visitors and Johto special replacements are additional. Classic weather is rolled per run; listed weather choices are not a fixed forecast.
Weather: Clear skies
Wave 1 · 10 Enemies · Wave HP factor 1×
| Enemies | Attack types | Quantity | Spawn interval | Enemy health |
|---|---|---|---|---|
| Zigzagoon | Normal | 10 | 0.9s | 24 |
Wave 2 · 15 Enemies · Wave HP factor 1.1×
| Enemies | Attack types | Quantity | Spawn interval | Enemy health |
|---|---|---|---|---|
| Zigzagoon | Normal | 15 | 0.7s | 26 |
Wave 3 · 16 Enemies · Wave HP factor 1.2×
Wave 4 · 12 Enemies · Wave HP factor 1.3×
| Enemies | Attack types | Quantity | Spawn interval | Enemy health |
|---|---|---|---|---|
| Taillow | Normal / Flying | 12 | 0.6s | 52 |