@TalkingLion: I, too, am going to recycle a solo challenge for you, so you get Outlaw the Bulbasaur! Bulbasaur is a fugitive escapee from Kanto, and fears being caught by the local police.
- Outlaw has been impersonating a Turtwig, so your rival must choose Chimchar. He cannot use any Poison-type moves for fear of his second type being discovered.
- After picking up the bicycle in Eterna City, you must be riding it at all times, so as to avoid being caught by anyone who may be chasing you. (Of course, you can get off the bike to go through the marsh, or super-tall grass or what have you, but you must immediately get back on whenever possible.)
- On Route 212 there are five Policemen available to be battled (only at night, as usual). You must battle all five of them at the first possible opportunity. If you take longer than five turns to defeat any one of them they catch on to Outlaw's familiar appearance and Imprison him (eh? eh?), after which he is sentenced to only use three moveslots for the remainder of the run.
- You may evolve into Ivysaur only immediately after your battle with Crasher Wake. If Outlaw doesn't evolve at that time, he gets another chance to evolve, but it must be immediately after any later Gym Leader battle.
- As an Ivysaur, Outlaw realizes that he may be less recognizable with his new appearance, and so the 'bike everywhere' restriction is lifted.
- When you reach the Icy Rock outside Snowpoint City, Outlaw realizes he's found the perfect place to hide from everyone who's been chasing him. He can evolve to Venusaur in this spot after defeating Candice.
- As a Venusaur, Outlaw has been completely reformed, so much so that he decides to change his name to Inlaw. At this point, he realizes no one will realize who he is (or was), and so decides to give up his ruse and can now learn Poison-type attacks. He still retains remnants of his disguise though, and cannot learn any TMs or HMs that the Torterra family cannot learn.
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@Jynxan: Your Psychic-type (or Fighting if you already have Psychic, but I don't see it) challenge will be a Meditite! This Meditite will have a series of different requirements based on its level-up moves, beginning with this list of 'achievements', as it were.
- Solo any trainer with 3 or more Pokemon using only Bide.
- Use Meditate to reach +6 attack against a Gym Trainer, and then win without using any physical attacks (not allowed to happen in Dewford Gym).
- Successfully avoid hitting yourself in confusion for the duration of the effect two consecutive times (that is, you must be confused, but then snap out of confusion before hitting yourself).
- Have Detect work on four consecutive turns.
- Solo 15 Trained Pokemon that resist your Hidden Power with only Hidden Power.
- Keep Mind Reader on your Meditite for a span of five levels, using Mind Reader before using any damaging move during that span.
- Calm Mind up to +6/+6 against a Gym Leader of a physically-based type (Roxanne, Brawly, Norman, Winona) and win without using a special attack. (I recommend Norman, but hey, that's just me)
- Faint solely because of Hi Jump Kick damage (from full health to none, if you take any damage other than crash damage, heal up and try again).
Your Meditite can evolve after completing six out of eight of the above achievements.
In addition, your Meditite/cham must:
Learn and keep Hi Jump Kick and Psych Up forever.
As a Medicham, whenever it is against anything that is not Ghost-type, it must use Hi Jump Kick until it either receives crash damage once in that battle or you run out of PP for it. You may heal during this period, but you can't use any other moves.
You must Psych Up whenever the opponent's stats are altered in any way. Opponent Swords Dances? You have to get that boost too. Amnesia? Same thing, etc. This doesn't apply to Swagger, on either side of the battle. This restriction overrules the HJK restriction above - that is, if you still have HJK PP and something stats up, you must Psych Up instead of HJK.
The other two moves are up to you, but you must always have at least one special move whenever possible.
Final restriction: You must defeat a Gym Leader of your choice using only Hidden Power. You do not have to keep Hidden Power forever.
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@Fire Blast: I'll edit one in in a sec, my brain is fried from that Meditite challenge.
EDIT: Never mind, didn't really expect three people to give you challenges while I was typing that up... >_>
- Outlaw has been impersonating a Turtwig, so your rival must choose Chimchar. He cannot use any Poison-type moves for fear of his second type being discovered.
- After picking up the bicycle in Eterna City, you must be riding it at all times, so as to avoid being caught by anyone who may be chasing you. (Of course, you can get off the bike to go through the marsh, or super-tall grass or what have you, but you must immediately get back on whenever possible.)
- On Route 212 there are five Policemen available to be battled (only at night, as usual). You must battle all five of them at the first possible opportunity. If you take longer than five turns to defeat any one of them they catch on to Outlaw's familiar appearance and Imprison him (eh? eh?), after which he is sentenced to only use three moveslots for the remainder of the run.
- You may evolve into Ivysaur only immediately after your battle with Crasher Wake. If Outlaw doesn't evolve at that time, he gets another chance to evolve, but it must be immediately after any later Gym Leader battle.
- As an Ivysaur, Outlaw realizes that he may be less recognizable with his new appearance, and so the 'bike everywhere' restriction is lifted.
- When you reach the Icy Rock outside Snowpoint City, Outlaw realizes he's found the perfect place to hide from everyone who's been chasing him. He can evolve to Venusaur in this spot after defeating Candice.
- As a Venusaur, Outlaw has been completely reformed, so much so that he decides to change his name to Inlaw. At this point, he realizes no one will realize who he is (or was), and so decides to give up his ruse and can now learn Poison-type attacks. He still retains remnants of his disguise though, and cannot learn any TMs or HMs that the Torterra family cannot learn.
-----------------------------------------------------
@Jynxan: Your Psychic-type (or Fighting if you already have Psychic, but I don't see it) challenge will be a Meditite! This Meditite will have a series of different requirements based on its level-up moves, beginning with this list of 'achievements', as it were.
- Solo any trainer with 3 or more Pokemon using only Bide.
- Use Meditate to reach +6 attack against a Gym Trainer, and then win without using any physical attacks (not allowed to happen in Dewford Gym).
- Successfully avoid hitting yourself in confusion for the duration of the effect two consecutive times (that is, you must be confused, but then snap out of confusion before hitting yourself).
- Have Detect work on four consecutive turns.
- Solo 15 Trained Pokemon that resist your Hidden Power with only Hidden Power.
- Keep Mind Reader on your Meditite for a span of five levels, using Mind Reader before using any damaging move during that span.
- Calm Mind up to +6/+6 against a Gym Leader of a physically-based type (Roxanne, Brawly, Norman, Winona) and win without using a special attack. (I recommend Norman, but hey, that's just me)
- Faint solely because of Hi Jump Kick damage (from full health to none, if you take any damage other than crash damage, heal up and try again).
Your Meditite can evolve after completing six out of eight of the above achievements.
In addition, your Meditite/cham must:
Learn and keep Hi Jump Kick and Psych Up forever.
As a Medicham, whenever it is against anything that is not Ghost-type, it must use Hi Jump Kick until it either receives crash damage once in that battle or you run out of PP for it. You may heal during this period, but you can't use any other moves.
You must Psych Up whenever the opponent's stats are altered in any way. Opponent Swords Dances? You have to get that boost too. Amnesia? Same thing, etc. This doesn't apply to Swagger, on either side of the battle. This restriction overrules the HJK restriction above - that is, if you still have HJK PP and something stats up, you must Psych Up instead of HJK.
The other two moves are up to you, but you must always have at least one special move whenever possible.
Final restriction: You must defeat a Gym Leader of your choice using only Hidden Power. You do not have to keep Hidden Power forever.
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@Fire Blast: I'll edit one in in a sec, my brain is fried from that Meditite challenge.
EDIT: Never mind, didn't really expect three people to give you challenges while I was typing that up... >_>