Battle Subway rules, modes and BP rewards
Understand regular and Super lines, exact level and party rules, Ingo / Emmet milestones, Battle Point payouts and original Black / White prize costs.
Original Black and White; their sequels have different routes and encounter availability.
Enter through Gear Station in Nimbasa
The Battle Subway is the originals’ main repeatable battle facility. Enter Gear Station in Nimbasa and choose a battle train. You fight seven opponents per set, receive Battle Points after clearing the set and decide whether to continue the streak. Single, Double and Multi lines each have regular and Super versions. The Anville train is passenger transport rather than a battle challenge.
A Subway team is built for repeated wins under fixed rules. Ordinary story healing from the Bag is unavailable, and opponents may carry dangerous coverage or held items. Choose a mode first, then build the appropriate number of members and test their shared weaknesses. BP rewards can help later team building, but the Subway is not a place to earn ordinary experience.

Modes and how to unlock the Super lines
| Line | Battle format | Your eligible team | Progress rule |
|---|---|---|---|
| Single | One active Pokémon per side | 3 Pokémon | Regular run ends after battle 21 |
| Super Single | One active Pokémon per side | 3 Pokémon | National Pokédex AND 21 regular Single wins |
| Double | Two active Pokémon per side | 4 Pokémon | Regular run ends after battle 21 |
| Super Double | Two active Pokémon per side | 4 Pokémon | National Pokédex AND 21 regular Double wins |
| Multi | Two allied trainers versus two opponents | 2 Pokémon per player | Partner with an NPC or compatible local player |
| Super Multi | Harder Multi battles | 2 Pokémon per player | National Pokédex AND 21 regular Multi wins |
| Wi-Fi | Historical downloaded opponent challenge | 3 Pokémon | Official Nintendo Wi-Fi Connection service ended |
| Anville | Passenger train | No battle party requirement | Travel to Anville Town |
The National Pokédex and the corresponding 21-win clear are both required for a Super line. Clearing Singles does not replace the Double or Multi clear. Regular lines return you to Gear Station after their boss battle; Super lines continue beyond their battle-49 milestone. For present-day play, the offline and compatible local modes are the practical ordinary options.
Fixed rules that change team preparation
- Every entrant is temporarily set to level 50, including Pokémon whose normal level is below 50. The temporary level does not evolve a Pokémon or grant missing moves.
- Single mode takes three members; Double takes four; Multi takes two from each allied player.
- Use different species and different held items within the eligible team. Two identical Leftovers users are not a valid single-player lineup.
- Bag items cannot be used in battle. Held items and moves provide the available recovery or tactical effects.
- The party is fully restored between battles, including held items consumed during the fight.
- Subway battles grant no experience and do not register opposing Pokémon as seen in the Pokédex.
- Eggs and restricted special Pokémon are excluded, and Soul Dew is banned. Save when the facility requests it rather than interrupting a challenge.
The restrictions mean that levelling far above 50 does not overwhelm the facility by itself. Moves, nature, ability, trained stats and item assignment are the meaningful preparation variables. Review the actual level-50 stats and ensure the lead has a safe switch for its worst common matchup.
Restricted species reference
The excluded special Pokémon are Mewtwo, Mew, Lugia, Ho-Oh, Celebi, Kyogre, Groudon, Rayquaza, Jirachi, Deoxys, Dialga, Palkia, Giratina, Phione, Manaphy, Darkrai, Shaymin, Arceus, Victini, Reshiram, Zekrom, Kyurem, Keldeo, Meloetta and Genesect, including their applicable alternate forms. Eggs cannot enter.
This is not a blanket ban on every legendary Pokémon. Other eligible legends can participate, subject to species and item rules. In particular, the story dragon is restricted even though it helped defeat N or Ghetsis, so prepare another member before boarding. Use the facility’s eligibility check as the final confirmation for the party you selected.
Exact BP payouts by cleared set
| Current consecutive wins | Regular payout | Super payout |
|---|---|---|
| 7 | 3 BP | 5 BP |
| 14 | 3 BP | 6 BP |
| 21 | 10 BP; regular boss and end | 7 BP |
| 28 | Regular line has ended | 8 BP |
| 35 | Regular line has ended | 9 BP |
| 42 | Regular line has ended | 10 BP |
| 49 | Regular line has ended | 30 BP; Super boss |
| 56 and each later multiple of 7 | Regular line has ended | 10 BP |
A completed regular 21-battle circuit yields 16 BP in total. Budget for the intended purchase before spending on smaller prizes, and remember that a failed set does not produce the clear reward for that unfinished set. Super payout grows over the early sets, with the larger battle-49 reward as a milestone rather than an every-set income rate.
Ingo, Emmet and the boss milestones
| Challenge | Boss battle | Team species |
|---|---|---|
| Regular Single, battle 21 | Ingo | Crustle; Klinklang; Garbodor |
| Super Single, battle 49 | Ingo | Excadrill; Haxorus; Chandelure |
| Regular Double, battle 21 | Emmet | Crustle; Garbodor; Durant; Klinklang |
| Super Double, battle 49 | Emmet | Excadrill; Haxorus; Chandelure; Eelektross |
| Regular Multi, battle 21 | Ingo and Emmet | Boss pair in Multi format |
| Super Multi, battle 49 | Ingo and Emmet | Harder boss pair in Multi format |
All members follow the facility’s level-50 rule. Prepare for the boss before starting the seventh set rather than treating it like another random opponent. In Singles, have a Ground-resistant or immune switch for Excadrill and a plan that prevents Haxorus from accumulating free setup turns. Chandelure changes the required defensive matchup again.
In Doubles, inspect the interaction between the two active enemies. A spread attack can threaten both partners, and a protection move may buy the turn needed to remove the more dangerous target. Avoid assuming that one teammate can solve every member of a four-Pokémon boss team.

Original Black / White prize costs
| Reward | Cost | Planning purpose |
|---|---|---|
| TM23 Smack Down / TM48 Round / TM87 Swagger / TM88 Pluck | 36 BP each | Reusable move teaching |
| TM34 Sludge Wave / TM51 Ally Switch / TM59 Incinerate / TM60 Quash / TM64 Explosion / TM77 Psych Up | 48 BP each | Specialized move-set options |
| Each Power training item | 16 BP | Targeted EV training |
| Flame Orb / Toxic Orb | 16 BP each | Ability-dependent battle builds |
| White Herb / Power Herb | 32 BP each | One-use battle effects |
| Choice Band / Choice Specs / Choice Scarf | 48 BP each | Power or Speed with move locking |
| Life Orb / Focus Sash | 48 BP each | Offensive boost or survival plan |
| HP Up / Protein / Iron / Calcium / Zinc / Carbos | 1 BP each | Vitamin training items |
These are original Black / White prices. Black 2 / White 2 reduce or rearrange several item costs, so a sequel prize list can misstate the required budget. The TMs are reusable once bought. Original Subway TM stock consists of these ten machines; Protect, Hidden Power and Swords Dance have other acquisition sources in these games.
Build a repeatable Singles or Doubles plan
For Singles, give the lead dependable accuracy, enough Speed or bulk to act, and an alternative when its best attack is resisted. The reserve pair should cover each other’s weaknesses rather than simply repeat the same offensive type. A Choice item is useful only when the move lock fits the plan; a bad lock can give the opponent a free setup opportunity.
For Doubles, plan the opening pair together. Protect, speed control and focused attacks can be more valuable than four unrelated strong Pokémon. Avoid harming your own partner with spread moves unless the pairing has the required immunity or protection. Record what ended a run, adjust the role that failed and test another set. These are strategic recommendations; random teams and accuracy prevent a universal guaranteed streak.
Use the Battle Institute for a separate test
Nimbasa’s Battle Institute offers five consecutive test battles in Single or Double format. It uses fixed battle rules and produces a score or rank after the test. In Generation V it does not award BP or an item for the test result, so choose the Subway when the goal is buying prizes.
The Institute can help inspect level-50 performance and identify an opening weakness without committing to a long Subway streak. After testing, revise one concrete issue at a time: a missing coverage move, duplicate item, unsafe switch or lead that repeatedly loses to the same threat. Return to Gear Station when the party and reward target are clear.
Check eligibility and distinct held items, then clear one seven-battle set before planning a longer streak.
