Too Funk to Druck:
You get Hippie the Hoppip! Hippie is a strong believer in non-violence, so against any Pokemon with a lower level than him, he may not use attacking moves for the first three turns after he is sent into battle. (for the purposes of the challenge, Leech Seed is not considered an attacking move)
After he evolves, he becomes Skipper the Skiploom. After landing a corporate job, Hippie sold out and became the Skipper. He fancies himself a leader, so he must always be at the front of your party. In addition, if he faints, you must revive him if at all possible.
When he evolves further, he becomes Gypsy the Jumpluff. Gypsy must follow both sets of requirements that his preevolutions had. Gypsy must solo at least one trainer in Chuck's gym, as well as soloing one of Chuck's Pokemon. (If he isn't at his final form yet for whatever reason, that requirement still applies to whatever form he's in.)
-------------------------------------------------------
Your friend gets Ninny the Nincada. In order to evolve, Ninny must solo 10 Flying-type Pokemon of at least Level 15. When it evolves, he may only use one of the two evolutions:
If he chooses Ninjask:
Ninjask may never stay in battle for more than two consecutive turns, not counting switch-in turns.
Ninjask may not learn Aerial Ace. (It's not a level-up move, but in Gen 3 it's his strongest STAB move)
If he chooses Shedinja:
Whenever Shedinja enters battle, he may not switch it out until three full turns have passed. Obviously, fainting will bypass this requirement.
No move restrictions.
You get Hippie the Hoppip! Hippie is a strong believer in non-violence, so against any Pokemon with a lower level than him, he may not use attacking moves for the first three turns after he is sent into battle. (for the purposes of the challenge, Leech Seed is not considered an attacking move)
After he evolves, he becomes Skipper the Skiploom. After landing a corporate job, Hippie sold out and became the Skipper. He fancies himself a leader, so he must always be at the front of your party. In addition, if he faints, you must revive him if at all possible.
When he evolves further, he becomes Gypsy the Jumpluff. Gypsy must follow both sets of requirements that his preevolutions had. Gypsy must solo at least one trainer in Chuck's gym, as well as soloing one of Chuck's Pokemon. (If he isn't at his final form yet for whatever reason, that requirement still applies to whatever form he's in.)
-------------------------------------------------------
Your friend gets Ninny the Nincada. In order to evolve, Ninny must solo 10 Flying-type Pokemon of at least Level 15. When it evolves, he may only use one of the two evolutions:
If he chooses Ninjask:
Ninjask may never stay in battle for more than two consecutive turns, not counting switch-in turns.
Ninjask may not learn Aerial Ace. (It's not a level-up move, but in Gen 3 it's his strongest STAB move)
If he chooses Shedinja:
Whenever Shedinja enters battle, he may not switch it out until three full turns have passed. Obviously, fainting will bypass this requirement.
No move restrictions.