Join Date: Jul 2010
Ok so Im looking for:
-Pokemon Black 2
-No gender lock on starters(e.g. has to be female snivy)
-Only Pokemon available in Black 2.
Pokemon #1: Django the Psyduck(by The Serpent)
Django is a Psyduck in Flocessy Ranch. One day, while frolicking with his friends, Django is captured and enslaved by a trainer, his only precious possession being his Mystic Water. Django longs for freedom, but instead is forced to Surf his master around, use his Strength to move huge boulders, Dive his master underwater, and also carry him up Waterfalls. Oh, the perils of being a slave. Knowing all of these talents transformed Django, and he became stronger. One day, Django got his chance to gain some freedom. A fearsome Dragon trainer named Drayden and his friends challenged Django's master. Brave Django was able to solo the entire gym, and was granted one move that slaves are not normally allowed, and given the title McSlayer. In order to be released fully from his bonds of slavery, Django/McSlayer would have to solo the entire Elite Four, and the Champion! Can this goal be achieved?
-Catch male Psyduck
-Name him Django
-He must learn an HM move ASAP, and can only use those in battle.
-Once three HMs are learned, he can evolve.
-He can learn one non-HM move if he solos the Dragon gym. He must then be renamed McSlayer.
-If he solos two Pokemon from the E4 and one from the Champion, he must be released.
-As soon as Mystic Water is obtained, Django must hold the Mystic Water.
Pokemon #2: No. 2 the Venipede(by celever)
No. 2 is a pretty simple challenge, but he just wants to be number 2 in everything!
Number 2 in everything... including level! So instead of a simple challange which is he must be highest or lowest in your party, he must always be at number 2. Ties do not matter though, so say you have one pokemon at level 26 and the rest, including no. 2 at 25, then it stays within the restriction. Anyway, number 2 can only have the move with the second-highest BP of each type, this of course does not count until it CAN get these moves, but for reference I will put a list of viable moves it can use:
Rock: Rock tomb
Fight: Rock smash
Remember, as long as no. 2 can get any of these moves he must learn them unless he has 4 of them on his set already.
Pokemon #3: Marcus the Magby(by shinyskarmory)
Marcus made his living selling weapons to other pokemon, and he's certainly not going to stop now that he's with you.
Also, NO REFUNDS!
After you catch him (you must catch him before Elesa)
-You are not allowed to sell items at any time. If you sell anything, throw away everything in your bag except TMs and Key Items (since the game won't let you throw those away)
-You have to pay him to fight for you. The first time you turn on your DS in a real life day, go to the nearest pokemon center, buy 10 of the most expensive pokeballs they have for sale, and trash them.
-Even though you're paying him to fight, he's still going to keep selling items and stuff to wild pokemon. Each time you enter a new route, solo 10 wild pokemon with only Marcus-if he faints, then throw out the 5 most expensive items in your backpack.
-Finally, Marcus is always up to date, but rarely gets access to prototype equipment, and never falls behind. Marcus may never be the highest or lowest level in your party.
Pokemon #4:Aura the Riolu.(by Present)
Aura wants to fight based on its aura status. There are two aura statuses, one determent by the aura the opponent releases, and one on its internal aura-status. In double / triple battles, aplly the aura of the pokemon directly opposite of you.
The opponents aura-status is fixed. It is based on your opponents type (for dual typed pokemon, choose the one that appears first in the list). The aura the opponent releases effects or affects your way of battling. See below:
pokemon types -normal: Normal types do not effect Riolu. Do whatever you like.
-fire: Fire types heat up Riolu. He only wants to use his moves with the highest base power, not accounting for weaknesses/resistances and STAB. No other moves to use allowed.
-water: Water types quench Riolu's bloodthirst. He wants to start battling against them by using a not-damaging move.
-grass: Grass types come natural to them. You cannot use moves coming from your lowest attacking stat. (actual stat, not base stat.)
-electric: Electric types tend to zap Riolu. For the remainder of the battle, you are locked into the move you use against this Electric type. This overwrites other type based restrictions, like on ice.
-ice: Ice types freeze Riolu's mind. Riolu cannot use special attacks.
-ground: Ground types are so grounded, Riolu dislikes them. He dislikes them so much that he does not want to fight against them for more than one turn.
-rock: Rock types have a rock hard mind. Riolu thinks they are ideal training tools, so he uses its weakest move against them, after applying STAB/resistances/weaknesses. For dual types:you do not have to use moves they are immune to.
-steel: Riolu likes steel types. They have a calm but hard aura. Riolu plays with them by using moves in the pattern of status-special-physical.
-flying: Flying types, they are a pest. There aura is quite frightening, so Riolu is grounded in battle. He cannot switch out against them.
-bug: Bug types, Riolu hates them. He hates them so much he switches into them immediatly and exterminates all of them, always.
-poison: Poison types poison the mind. Riolu does not want to make contact with them. Do not use any contact moves.
-fight: Fight types are so physical, Riolu only wants to use physical attacks.
-psychic: Oh Riolu fears psychic types. He does not want to battle these at all. Switch out upon sight.
-ghost: Ghost have no aura, so Riolu can't touch them outside of status moves. Once every three turns, they materialize and you can use one damaging move.
-dark: Dark types have such dark aura, Riolu smashes them with Fighting type attacks. Riolu can only use damaging moves.
-dragon: Dragon types have a challenging aura. Riolu wants to challenge them to a fight and alternate between physical and special attacks.
Riolu's internal aura status raises by two when he uses a special attack, and by one when he uses a status move. It lowers by two when he is hit and by one when he uses a physical attack. His aura status lies between 0 and 10.
internal aura 0-3: Riolu's aura is low. He is enraged. He refuses to hold items. You also cannot use items on him. In double and triple battles, he does not want to switch out (unless conflicting with the opponents aura) and kills of his team members before fighting the opponents.
4-7: Riolu's aura is middling. He cannot hold items, but you can use a maxmum of 1 item on him per battle. He switches in whenever a team member faints.
8-10: Riolu's aura is high. It can use items and you can use an infinite number of items on him. Whenever a team member gets into orange or red health, Riolu switches in, unless conflicting with challenges.
Riolu can evolve after fighting one pokemon of every type. (with the exception of psychic)
Riolu DOES have to solo one pokemon from every elite four and the champion. This is the only time Riolu overcomes his fear for psychic types.
Pokemon #5:Guts the Cottonee(by Soloner)
Guts believes effort is everything! It wants to prove that with the right amount of elbow grease, anything is possible! to prove this, it must use growth at the beginning of any battle it takes part in, to show its growing effort! It also believes that tricky underhanded tactics like status effects are the most horrible thing in the world, and as such refuses to use any such moves.(stat lowering moves are fine though.) Once it reaches the epitome of effort - Endeavor - it can evolve. Guts also sees Marlon as his polar opposite, and wants to prove to him that his laid-back, wishy-washy attitude needs adjustment, so Guts must solo him.
Ok, so in summary -
-Cottonee named Guts
-must have growth and endeavor
-no status moves or leech seed
-solo Marlon, for he is lazy
Pokemon #6: Take a Mareep and name it Fluffball. It is fluffy and cute and YOU LOVE IT (even if you don't). So you PAMPER THE SHIT OUT OF YOUR BELOVED FLUFFBALL! If Fluffball ever drops into red health, you must heal it immediately. If it ever gets statused, you must heal it immediately. If it ever faints, you must heal it back beyond half health immediately (in battle with items if you have them, if not, a Pokemon center ASAP) and you feel so bad for it you get it an expensive gift (simulated by buying 10 of the most expensive Pokeballs you can buy and tossing them). You still want Fluffball to feel important though, so have it solo two gyms, one as a Mareep and one as a Flaaffy (Fluffball cannot evolve until said solos are complete). But then, the horrible happens. It evolves again AND LOSES ALL ITS ADORABLE FLUFF. You are so MAD that you REFUSE TO GIVE IT ANY MORE ATTENTION WHATSOEVER, YOU DICK. You do not let it use any items (including hold items, TMs/HMs, and revives), and don't let it solo anyone ever again (meaning it cannot defeat a trainer's entire team by itself)
Last edited by penguingod2; Jan 27th, 2013 at 1:45:48 PM.