SwampySwampert take Unplayed the Marill.
This Marill should have been on my TCG team, but my own bad play kept it off the team. It is in no way happy about this.
As a Marill, Unplayed can only use moves that it would have been able to use on my team:
Tackle and Rollout only.
Since I played some Fighting-types instead of Marill,
solo 5 Pokemon that would be Fighting-type in the TCG to evolve. This includes Rock, Ground, and Fighting types.
Once Unplayed evolves into Azumarill, the move restriction is gone. Instead,
once an Azumarill, Unplayed may no longer use Tackle or Rollout, and must learn and keep Aqua Ring ASAP. Any other move, however, is fair game.
Oh, and
solo Clay. Because he would be a Fighting-type Gym leader in the TCG.
Too easy? Too hard? Let me know!
CowboyJake take Unplayable the Seadra.
You wanted hard, so you're not going to be catching a Horsea and evolving it. No, instead, you have to wait until you get the Super Rod and
catch Unplayable as a Seadra. And don't think you'll be getting a Kingdra either, because
you may not evolve Unplayable. Ever. (Not that you could anyway, since you said no trades.)
Just like SwampySwampert's Scramble, this one is based off the TCG. Since Seadra is weak to Grass, I feel I should put something in. But you want hard! So,
starting when you catch Unplayable, solo all Grass and Bug types! Oh, and since there is a 1-energy retreat cost, to make things harder,
every time you switch Unplayable out, you must toss one of the strongest Poke Ball available at the Poke Mart!
Finally,
the only STAB move that Unplayable can ever learn is Water Gun, and it cannot ever learn any move above base power 40 because Water Gun is the strongest attack on my Seadra card.
If you're wondering why the Seadra was unplayable, it's because I don't have a Horsea card.
Too easy? Too hard? Let me know!