MISSION REPORT: POKEMON THIEF RUBY/SAPPHIRE
Explorer: DexHunter Ace (LVL. 100)
Region: Hoenn (Thief Variant)
Expedition Duration: 12 hours, 47 minutes
Pokedex Completion: 67.3%
INITIAL ASSESSMENT
I need to be upfront with you all. My hands are shaking as I type this. Not from excitement. From frustration. See, when I heard about a region where you could STEAL trainer Pokemon, my completionist brain went into overdrive. "Finally," I thought, "a world where every trainer encounter is a potential Pokedex entry." I was wrong. So, so wrong.
THE CORE ANOMALY
This region operates on a fundamentally broken ecosystem. Wild Pokemon? Uncatchable. Your team? Gains zero experience. The only way to build your roster is through theft—using specialized Thief Balls, Robber Balls, and Burglar Balls to yoink Pokemon directly from trainers mid-battle.
Sounds wild, right? Here's where my spreadsheet-loving soul started crying:
- Trainer rosters are FIXED. You cannot grind. You cannot overlevel.
- If you miss a trainer, you miss that Pokemon. Forever.
- Double Battles disable theft entirely. Several trainers ONLY use doubles.
MISSABLE EVENT WARNING! Every single trainer battle is technically missable. Save before EVERYTHING. I am not exaggerating. SAVE. CONSTANTLY.
POKEDEX VIABILITY ASSESSMENT
Living Dex? Let me laugh. Let me CRY. Living Dex is NOT possible without cheats—and honestly, it might not be possible even WITH them. The regional Pokedex is entirely dependent on what trainers happen to carry. I spent 3 hours mapping trainer locations and their rosters. My findings:
- Approximately 147 unique species available through theft
- Several evolutionary lines are incomplete (trainers don't carry base forms)
- Legendaries appear to be completely absent from the theft pool
- No wild encounters means no breeding, no egg moves, no nothing
My completion percentage stalled at 67.3%. I hit a WALL. Not a difficulty wall—a mathematical impossibility wall. There simply aren't enough stealable Pokemon to fill the dex.
QUALITY OF LIFE FEATURES
Searching desperately for silver linings here:
- Ball conversion system is clever (Poke Ball → Thief Ball, etc.)
- No Link Cable item available—not that it matters since trade evolutions require... trading
- No infinite Repel system, but you don't need it since wild Pokemon can't be caught anyway
- No DexNav. No chaining. Shiny hunting method: nonexistent. If a trainer happens to have a shiny, congratulations. Otherwise? Forget it.
NOTE: I encountered exactly ZERO shinies in 12+ hours. The odds of stealing a shiny are astronomically low since you only get one shot per trainer.
THE EXPERIENCE DROUGHT
Your Pokemon. Do not. Gain. Experience. I cannot stress how fundamentally this breaks everything. Your starter stays at Level 5 unless you steal something stronger. Team building becomes a frantic scramble to find trainers with high-level Pokemon before gym battles.
I soft-locked myself twice. TWICE. Because I couldn't find trainers with Pokemon strong enough to beat the next gym, and I'd already exhausted every available theft opportunity in the area.
POST-GAME ASSESSMENT
Post-game is... nonexistent? Once you beat the Elite Four (if you can—I barely scraped through at 67.3% completion), there's nothing. No Battle Frontier. No legendary hunts. No reason to continue. The entire gameplay loop collapses because there are no more trainers to steal from.
FINAL EXPEDITION NOTES
This is a novelty experience. A thought experiment. "What if catching was stealing?" The answer is: chaos. Beautiful, frustrating, ultimately hollow chaos.
For completionists? This region is a nightmare dimension. For shiny hunters? Abandon all hope. For casual explorers who want a weird afternoon? Maybe give it a spin.
100% completion is mathematically impossible as far as I can determine. I'm giving this 12 more hours of my life to verify, but my spreadsheet is already screaming at me.
VERDICT: Interesting concept, fundamentally incompatible with completionist gameplay. The Pokedex mocks me with its empty slots.





