Pokemon Legends: Z-A — Beat Jacinthe’s Rank C promotion match

Team order, weaknesses, safe counters, and the tournament path to Rank B.

By Pallav Pathak 4 min read
Pokemon Legends: Z-A — Beat Jacinthe’s Rank C promotion match

Jacinthe is the Rank C gatekeeper in Mission 30 and the final stop before your promotion to Rank B. Reaching her isn’t a straight duel: you first need a Challenger’s Ticket, then you fight through a short tournament of previous opponents to earn the Promotion Match. Here’s what to expect, which counters are safest, and how to close the fight reliably.


Unlock the Jacinthe Promotion Match (Rank C)

  • Earn 41,000 Ticket Points to obtain a Challenger’s Ticket.
  • Head to Hotel Richissime in the northeastern part of the city to enter Jacinthe’s tournament.
  • Work through the bracket: you’ll face Canari, Ivor, Corbeau, and a Zygarde (50% Forme) encounter before Jacinthe.
Tip: Raise your team to at least the low 60s. Jacinthe’s ace is level 59, and the extra bulk and damage make a visible difference across a five-Pokémon gauntlet.

Jacinthe’s team, types, and key weaknesses

Pokémon (order) Type Primary weaknesses Notable threats
Carbink (lead) Rock / Fairy 4x Steel; 2x Water, Grass, Ground Stealth Rock chip; Moonblast pressure; surprise Flash Cannon
Aurorus Rock / Ice Fighting, Steel, Water, Rock, Ground, Grass Blizzard and Freeze-Dry coverage; Protect to stall
Mawile Steel / Fairy Fire, Ground Hard physical hits; Fire-type coverage; setup options
Gardevoir Psychic / Fairy Poison, Steel, Ghost Calm Mind snowballing; Mystical Fire for anti-Steel
Mega Clefable (final) Fairy / Flying Rock, Steel, Ice, Poison, Electric Moonblast and Air Slash chip; Mystical Fire; Protect stalling
Note: Several of her Pokémon carry Fire-type coverage (e.g., Mystical Fire or Fire Fang variants), specifically to punish common Steel counters. Plan to scout or block these before committing a KO attempt.

Safest counters and core moves

  • Mega Excadrill: Steel/Ground STAB deletes Carbink (Iron Head) and punishes Mawile and Aurorus (Earthquake/Iron Head). Its bulk helps you absorb a misread. Teach Protect to scout Fire coverage, then retaliate.
  • Mega Lucario: Steel STAB for Carbink, Gardevoir, and Mega Clefable; Earthquake for Mawile and Aurorus. It’s more fragile than Excadrill, so lean on Bullet Punch for cleanup and use Protect liberally to bait Fire moves.

Other strong swaps if you don’t have those megas ready:

  • Fighting/Steel vs. Aurorus: Lucario (non-Mega) cleanly checks it.
  • Ground/Fire vs. Mawile: Camerupt erases it with STABs.
  • Ghost or Steel vs. Gardevoir: Chandelure punishes Calm Mind with Ghost STAB and ignores Moonblast.

Priority moves and shields matter here. Iron Head, Bullet Punch, and strong Earthquake coverage let you secure KOs before Jacinthe’s team can layer Stealth Rock chip or boost. Protect is valuable across the board to blank Mystical Fire turns.


Battle plan: phase-by-phase

Carbink lead — Open with Steel. If you expect Stealth Rock on turn one, go straight to Iron Head for the flinch chance and 4x knockout pressure. If Carbink survives, be ready for Moonblast chip or a surprise Flash Cannon; Protect can buy a read if needed.

Aurorus — Don’t overthink: Fighting or Steel mows it down. Watch for Protect; if it stalls, use that free turn to reposition or throw up your own Protect to scout Blizzard or Freeze-Dry targeting.

Mawile — Treat this as a trap for Steel-types. Lead with Ground or Fire to avoid eating a Fire coverage check. Excadrill’s Earthquake or Camerupt’s Ground/Fire STABs keep it contained.

Gardevoir — This is the swing turn. If it gets a Calm Mind off, your safe thresholds shift fast. Bring Steel or Ghost immediately; Mega Lucario’s Steel STAB or Chandelure’s Ghost STAB shuts it down. Expect Mystical Fire aimed at Steel—use Protect to force it out, then punish.

Mega Clefable — Plan to finish with Steel. It can Protect to stall and uses Mystical Fire to soften physical Steel counters. Keep your Protect to desync its tempo, then commit to Iron Head or other strong Steel hits. Rock and Electric work too, but Steel is the cleanest closer.

Tip: If you’re playing aggressively, conserve your revives and heals for the Gardevoir to Clefable handoff. Winning that pivot usually decides the match.
Sloppy10fps • youtube.com
Video thumbnail for 'Pokemon Legends Z-A | Jacinthe (Rank C) Promotion Match'

  • Aim for level 60–62 on your key counters to comfortably absorb neutral hits from level 58–59 threats.
  • Prioritize PP and accuracy on Iron Head and Earthquake. A single miss at the wrong time lets Calm Mind or Protect buy Jacinthe the turn she needs.
  • Carry at least one priority option (e.g., Bullet Punch) for low-HP cleanup without giving away a free move.

Rewards and what unlocks next

  • Promotion to Rank B.
  • TM Play Rough (TM020), a Fairy-type option that can also lower the target’s Attack.

The fight is designed to test your Steel and Ground coverage and your discipline around Fire-type counterplay. If you build around Mega Excadrill or Mega Lucario, keep Protect ready, and save resources for the last two slots, Jacinthe’s promotion match becomes a tidy, repeatable win.