Challenge Challenge Run Index and Discussion

This thread is the place to go if you want to find a new challenge run to undertake, or just a place to quickly hop to one you've heard about without having to mess with a search engine. Just for clarity, "challenge run" refers to rulesets for playing through the stories of Pokemon games that have to be enforced by the player to some degree, rather than through changing settings already in the game.

In addition to being an index, this is also a place where you can discuss and suggest challenge runs, without making individual threads that clutter up the board and will probably ultimately fall off the first page and into obscurity. If a challenge run has its own thread, you should discuss it there, but if it doesn't, this is the place to discuss it!

There'll be two sections to this index: one for challenges with open threads, and one for challenges without their own open threads. Ones in the first category should be discussed in their respective threads, and ones in the second should be discussed here. Contact me (Jimera0) if you want to add a new challenge run to the second section. If a run gets popular enough on this thread, you can ask an OI Moderator permission to get it its own topic!

Note: Challenge runs with multiple threads will only have their most recent version listed in the index. Only threads that saw people other than the OP take on the challenge run will be listed.

Challenge Runs with Open Threads:
The Scramble Challange
No, that is not a spelling error. It's tradition. Anyway, the Scramble Challange is a bit unique. Basically, you ask the people in the thread to decide your team for you, with 6 people each deciding one Pokemon for you. These Pokemon usually have their own challenges attached to them. This means that even if you end up using Pokemon you've used before, you're likely to end up having to use them in new ways. The end result is that every Scramble run is completely different from the last. This has led to the Scramble challange being the longest running and most popular challenge on the Smogon Forums.

The Nuzlocke Challenge
The original challenge run, you've probably heard of this one before. While it's spawned dozens of variants (some of which will be listed later on), two basic rules are always the same. 1: You can only catch the first Pokemon you encounter in an area. 2: If a Pokemon faints, it is "dead" and must be relased/boxed permanently. Often paired with other challenges such Scrambles for those who really want to torture themselves.

The Gauntlet Challenge
Similar in conception to the Scramble Challange. In the Gauntlet Challenge, you ask your peers to decide what the rules of your challenge are instead of what Pokemon you use. Each person contributes one or two different rules to your run until you have a bunch, so you end up with a completely unique challenge run each time you take on a Gauntlet. Like a Scramble, this means that no two Gauntlets are alike. Unlike a Scramble, you actually get to pick your own Pokemon. Though usually within restrictions...

Marriland's Wedlocke Challenge
A variant of the tradition Nuzlocke created by popular Youtuber Marriland, the Wedlocke challenge is a Nuzlocke with a twist; your Pokemon are each bound ("wed") to a partner, which is the only Pokemon they can switch with in battle. While the rules of the original challenge are quite strict, many people have created more relaxed versions that, for example, allow you to use genderless Pokemon. Really takes the difficulty up a notch, especially if you end up stuck with poorly synergizing pairs.

The Monotype Challenge
Another challenge that's been around forever, the idea of a Monotype run is simple; You're one of those moronic trainers (*cough gym leaders cough*) in the games that only uses one type of Pokemon. Pick a type and that's all you can use throughout the game. Exceptions made for progression when HM availability prevents progress.

Faulty Technology Challenge
In this challenge, Pokemon Center budgets must be getting cut, because all the tech is faulty. Every time you use a Pokemon Center to heal, one of your Pokemon gets deposited. On top of that, you can only access the first box of your PC, which has become like an assembly line and- you know what, I can't explain it properly here. You'll have to read the topic. It's not as complicated as it sounds, and will definitely get you using a lot of Pokemon you wouldn't normally.

The Wonderlocke Challenge
With the advent of Wonder Trade, it didn't take people long to start making challenge runs based around the feature, and a Nuzlocke variant was the obvious choice. Instead of keeping the first Pokemon you encounter on a route, you Wonder Trade it away. Then you gotta keep what you get out of it. Notable for it's popularity on other sites. Additional rules to weed out excessive numbers of Zigzagoons, Bunnelby, Wurmple and other trashmons are often applied.

Challenge Runs without Open Threads
The Wonder Trade Challenge
The inspiration for the Wonderlocke challenge, but somehow without it's own thread on these forums. Differs in that you only wonder trade for 6 Pokemon at the start of the game, instead of for lots throughout. And also in that your Pokemon don't die.
Main:
-Use your starter to catch 5 other Pokemon
-Wonder Trade all 6 of your Pokemon. The 6 Pokemon you receive are your team for the game.
-Wild Pokemon can be caught for the purpose of HM slaves, but may not participate in battle
Alternate/Additional:
-You have a number of "vetos" when Wonder Trading for your team. Using a veto allows you to trade off one Pokemon you receive for a different one. The number of vetos must be decided before you begin Wonder Trading.
-Same species clause: If you already have already received and accepted on member of an evolutionary line while wonder trading, all future members of that evolutionary line must be Wonder Traded for a replacement. If combined with vetos, does not count as using one.


Egg Trading Challenge
Back before Wonder Trading was a thing, this was the way people used to get a similar result. Basically, you ask one person (or a number of people) to give you a total of 6 eggs, which you must then hatch and use as your team. You're pretty much at the mercy of the person/people giving you eggs in this one.
Main:
-The runner asks someone to breed them 6 eggs to hatch and use on their challenge
-The eggs are traded over as soon as the game allows them to be, and immediately hatched
-All Pokemon obtained prior to getting the eggs must be released/boxed. Only the pokemon that are hatched from the eggs can be used.
-HM slaves allowed when needed for progression.


Team Rocket Challenge
You are a Team Rocket Grunt. You use Pokemon Team Rocket uses. You fight other evil teams and innocent people alike. You avoid battles with other Rockets whenever possible. Everything for the glory of Team Rocket!
Main:
-Only allowed to use Poison, Dark, Bug, Ghost, Ground and certain normal types (Rattata and equivalents, Meowth, Lickitung, and Kangaskhan)
-If you have the means to hack the game to making catching trainer owned Pokemon possible, you can catch and use the last Pokemon used by Gym Leaders, your rival, E4 and other important characters regardless of type.
-Cannot leave an area until all accessible trainers are defeated.
-If playing a game with Team Rocket as the villains, you must avoid battling with them as much as possible
-If playing a game with a different enemy team, DESTROY THEM
-Trading only allowed with other people taking the Team Rocket Challenge
-Challenge ends upon capturing all the game's legendary Pokemon.
Alternate/Additional:
-You can further limit type options to Poison, Dark, Ground, and aforementioned normal types
-You can disable the use of your starter as soon as suitable Pokemon are captured.
-Can alter available Pokemon to resemble other teams and do a challenge for them instead (IE Team Aqua Challenge)


The Mono-color Challenge
Basically the monotype challenge, but using Pokedex Color instead of type to decide what Pokemon are available to you. Note: some colors are a lot more common than others, to the point where some colors may be represented by a single evolutionary line in your game, so pick carefully.
Main:
-Pick a color using this Bulbapedia page. You can only use Pokemon that are that color.
-HM slaves can be used if needed to progress in the game, but not to fight unless they are the right color.
Alternate/Additional:
-You can choose to allow Pokemon that evolve into the right color, Pokemon that evolve from the right color, both, or neither.


No Free Health-Care Challenge
Experience what the Pokemon world would be like if Pokemon Centers weren't free. Spoilers; you won't be healing "just in case" very much anymore. This is the version designed by me (Jimera0) specifically, so don't get at me if the rules differ from other similar challenges.
Main:
-Healing at a Pokemon Center or reusable NPC healer costs as much as 20 of the highest level normal Pokeball (meaning, Pokeballs, Great Balls and Ultra Balls) you can buy. This means after healing, ASAP, you buy 20 Pokeballs of the appropriate level, then toss them.
-Healing dictated by the story that is unavoidable is free.
-Using a PC can heal your Pokemon, so every Pokemon withdrawn from your PC costs you half as much as using a Pokemon center to heal.
-Healing via blackout/whiteout is NOT free. You must pay the 20 Pokeball price in addition to whatever you loses normally.
-If you cannot pay for healing you have had, you go into debt. You first must sell items in your pack to cover the cost. If that's not enough, you cannot use any sellable items until your debt is paid. You can only sell them to pay off your debt.
-If you are in debt you cannot challenge gym leaders or the Elite 4. If you are unable to procure enough money to pay off your debt for whatever reason, you lose the challenge.
Alternate/Additonal:
-Cost of healing can be increased or decreased to adjust difficulty
-Can disable re-battling trainers for increased difficulty


The "N" Challenge
You play the way N does; only using Pokemon obtainable nearby, releasing them regularly. Your team is constantly being rotated out, so either you'll end up grinding a lot or using a lot of under-leveled Pokemon. This challenge is much easier in later games than in earlier ones. I (Jimera0) came up with this challenge in isolation of others who had the same idea, and the version listed is mine, though I'll include rules from others in the "alternate/additonal" section.
Main:
-You must release/permanently box all your Pokemon after defeating a gym leader, except for one which is used to catch the first member of your new team ASAP. This one must be released as soon as you've got that first Pokemon
-When catching a new team, you can only catch Pokemon from areas you haven't been to yet (so plan ahead!)
-You may catch Pokemon from areas you have already been to in order to use HMs if it is needed to proceed. These Pokemon cannot battle and must be released/permently boxed as soon as they are no longer needed.
Alternate/Additional:
-Other versions of this challenge only require you to release your current team, not all the Pokemon you have
-Other versions also don't restrict where you can get your replacements from
-To be more like N, you can make it a rule that your final team must include the game's box legendary.
-Also to be more like N, you can also bar yourself from battling wild Pokemon, or limit the amount of grinding you can do on them to the point where your highest level matches the next gym leader's highest level.
-You can also use a "same species clause" barring you from using repeat Pokemon on multiple teams.
-If playing GSC or HGSS, you can count all of Kanto as a single area, and not release any Pokemon.


The Honor Challenge
Hey, you know all those tactics that the Pokemon games let you use that make beating the games an absolute cinch? You don't get to do any of those. No saving before difficult fights, no backtracking to the Pokemon center to heal, no spamming items, no over-leveling. Basically, you've got to do things the hard way. The honorable way.
Main:
- You must save before entering any area (new route, cave, gym, forest, team hideout etc.) that has trainers or wild Pokemon for the first time. After entering that area, you cannot leave except via the exit to the next area. In the case of dead-end areas, you cannot leave until the main objective (such as beating the gym leader or capturing/beating the resident legendary) of that area has been accomplished. Passing through an area or accomplishing it's objective counts as having "beaten" it. Reaching an area's Pokemon Center counts as "beating" it as well, if the area has one.
- You cannot save inside of areas you have not yet "beaten" by completing the main objective or passing through completely.
- Any healing available within unbeaten areas can only be used once before beating it.
- The only items that are allowed to be used at any point are TMs/HMs, Pokeballs, Key Items, evolutionary items and held items. Consumable held items can only be given to Pokemon at Pokemon centers, and cannot be used directly on Pokemon.
- If you black/white out, you must reset the game and start from the last save point. Manually discard half your money buy buying and tossing items.
- None of your Pokemon's levels may exceed the level of next gym leader's highest level Pokemon at any point. When given multiple choices for next gym, they cannot exceed the level of the weaker gym leader's highest level Pokemon. Any Pokemon that pass this limit cannot be used until they are under the limit again (from you beating the gym leader they surpassed).
Alternate/Additional:
- Can turn into a "permadeath" challenge, where blacking out means the play file must be restarted.
- Can further restrict items for increased difficulty.
- Can require every accessible trainer in an area to be defeated before an area is considered beaten for increased difficulty.
- Can require every wild Pokemon encountered in an unbeaten area to be defeated or captured for extra difficulty.
- Can disallow non-required backtracking even after areas have been beaten.
 
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I'm planning on starting a challenge style :

Lowest Max Possible Level Game
The rules are the following :
-You must aim at having the lowest possible level during storyline battles.
The above mentioned "level" is the level of your highest leveled pokemon in the party. For instance, it's considered better to defeat N with six lv35 pokemon than with one lv60 and five lv1.
Storyline battles are gym leaders, villains, rivals, and the Elite 4/Champ, plus whatever "hard battles" there are in the game.​
-The use of items during battles is banned.
No X-items or revive abuse.​
-You can only use pokemon that you catch, breed, or are given within the game.
You can trade your pokemon to evolve them and bring them back, provided you have the necessary items.​
-The battle style is "Set"

In a sense, the challenge will be to optimise each big battle in the game. A team should be made to defeat the first badge with the lowest level, then another team will be made for the second badge, and so on.

I'm planning on starting the challenge tomorrow. I'm considering Black as the first game to try out, because there's quite a few Pokemon to use..but I can start with any game, really (though I won't be able to trade before gen IV). Should I start my own thread? Anybody has ideas or remarks?
 
No Level Up Challenge
WARNING: Requires either a hacked game, an Action Replay Code or a pirated copy of a Gen 5 game.
-None of your Pokémon may obtain any experience points in battle. For Gen 3 hacks, it's enough to set the base exp for everything to 1, which should lower exp enough that you'll never level up unintentionally, even at low levels.
-Rare Candies and Pokémon Day Care may not be used.
-Trading to evolve Pokémon is permitted. Any hold items required must be obtained within your own game, but you may choose the species of the other game, so you can evolve Karrablast and Shelmet.

Optional extras:
-Restrictions on item usage
-Disabling EV gain as well

Zowayix Challenge
Named after the person coining this challenge. Also requires outside manipulation, this time, emulator save states.
-May be combined with any other type of challenge, hopefully one that limits grinding
-Any random event in a battle (accuracy, crits, secondary effects) must be rerolled until it results in the worst possible outcome. (Such as you never critting, unless it's when you try to capture a wild Pokémon and KO it with a crit)
-Any RNG outside of battle (including wild encounters) is exempt from this rule.
-Also excluded is the accuracy glitch in RBY, otherwise you could only ever connect with Swift.
 
Alltype Nuzlocke
Named after its concept
RULES
- Standard Nuzlocke rules(permadeath,nicknames) First mon per route does not apply here as the goal is to...
- Catch at least one Pokemon of each type. Dual-types only count as one type(you choose.) Example: Deino can count as either Dark or Dragon type
- Arceus counts as Normal.
- If a Pokemon that is single-type evolves into a dual-typed pokemon (Mudkip->Marshtomp) it counts as the type it was before. (Marshtomp=Water)
- Didn't catch all types of Pokemon? Reset the game
- No wonder trade
- Use gen 6. That way its harder!
- No ignore event Pokemon. Starters(+Kanto starters) are exempt.
- The challenge ends after the credits start rolling.

Optional:
- Allcolor Alltype
Now you have to get a Pokemon of each color too!

- Allgroup Alltype
Now you have to get a Pokemon of each Egg Group(except Undiscovered and Ditto) too!

- Allpattern Alltype
Now you have to get a Pokemon of each body type too!

-AllXP Alltype
Now you have to get a Pokemon of each Experience Group(Erratic,Fast,Medium Fast,Medium Slow,Slow,Fluctuating) too!

-Fast Alltype
Catch all the types and beat the game as fast as you can!

-Insanity Alltype
Basically Allcolor,Allgroup,Alltype,Allpattern and AllXP rolled into one.
 
-Any random event in a battle (accuracy, crits, secondary effects) must be rerolled until it results in the worst possible outcome. (Such as you never critting, unless it's when you try to capture a wild Pokémon and KO it with a crit).
Unfortunately from, I think, FRLG onwards, the RNG works in such a way that outcomes are effectively decided before the battle starts. So you can't really do this for the more recent games.

(I know this because of playing games on emulator and trying not to get critted etc. If you get critted then reloading the savestate will just get you critted again).
 
No Level Up Challenge
WARNING: Requires either a hacked game, an Action Replay Code or a pirated copy of a Gen 5 game.
-None of your Pokémon may obtain any experience points in battle. For Gen 3 hacks, it's enough to set the base exp for everything to 1, which should lower exp enough that you'll never level up unintentionally, even at low levels.
-Rare Candies and Pokémon Day Care may not be used.
-Trading to evolve Pokémon is permitted. Any hold items required must be obtained within your own game, but you may choose the species of the other game, so you can evolve Karrablast and Shelmet.

Optional extras:
-Restrictions on item usage
-Disabling EV gain as well

Zowayix Challenge
Named after the person coining this challenge. Also requires outside manipulation, this time, emulator save states.
-May be combined with any other type of challenge, hopefully one that limits grinding
-Any random event in a battle (accuracy, crits, secondary effects) must be rerolled until it results in the worst possible outcome. (Such as you never critting, unless it's when you try to capture a wild Pokémon and KO it with a crit)
-Any RNG outside of battle (including wild encounters) is exempt from this rule.
-Also excluded is the accuracy glitch in RBY, otherwise you could only ever connect with Swift.
I don't understand the no level up challenge. What levels do your Pokemon start at? Like, level 1? For it to be possible, wouldn't you need to start with Pokemon at a level where you can beat the league? I know it is not possible to do it with wild Pokemons levels, since in say Heartgold, you just won't beat the league with a level 30-35 team. I am really confused.
 
I don't understand the no level up challenge. What levels do your Pokemon start at? Like, level 1? For it to be possible, wouldn't you need to start with Pokemon at a level where you can beat the league? I know it is not possible to do it with wild Pokemons levels, since in say Heartgold, you just won't beat the league with a level 30-35 team. I am really confused.
Your levels stay where they were when you caught the Pokémon. And if beating the Elite 4 with a Level ~30 team is something you can't accomplish, you can just use Ho-oh in Heartgold.
 
I have an idea:

The trade challenge.

You must trade-in Pokemon that are equal to the limit of the level of Pokemon you can handle with your badges. Trade the moment you earn a badge to increase that level cap.

After the 6th gym, you cannot use those pokemon anymore and play proceeds as normal with minimum level.
 

Codraroll

Cod Mod
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Moderator
Oh, I had totally forgot this thread existed!

Anyway, I've got a very low-key challenge I think should get listed. I might have told about it earlier, somewhere off-topic, but this is the proper place to post it. But first, a long ramble about why the challenge was made:

The other month I was looking for a more fun and challenging way to play the Pokémon games. I'm a very casual player, and I enjoy exploring everything the game offers. Overall, I'm satisfied with the standard way of playing, and I don't like being restricted in terms of choice (such as only catching crapmons, use low BP moves, no grinding against wild Pokémon or challenges like that). Also, I like to see my team grow and progress as the game goes on. Catch something in the early routes, battle with it, watch it learn new moves, evolve and be stronger. Discarding fallen team members and picking up new ones constantly à la Nuzlocke is not as fun. Plus, if you catch something with great growth potential, it's a waste to see it fall, just because of a misprediction or a Crit too early. No, I believe the most fun way to play is the one intended by the creators: Be free to pick your team, choose for yourself what to keep, and explore every nook and cranny to find the goodies lying around. Do what felt natural when you first picked up the games.

However, my gripe with playing the Pokémon games the standard way is this: the games are too easy. You're presented with a marvellous set of tools to make your Pokémon stronger: TMs, Pokémon-Amie, Mega Evolutions, hold items, Exp. Share... not to mention the inherent advantage you have with EVs. Each and every one of them give you an advantage over in-game trainers, and if you use two or more, the games become a walk in the park.

I wanted a challenge where I could use these tools to my heart's content, with no restrictions on what Pokémon I used, and still lose battles in-game every now and then. You know, just like how playing the Pokémon games felt when I was a kid. Purposefully restraining myself breaks immersion, after all. I want to use hold items and TMs. I want to defeat every trainer. I want to keep my Pokémon after they faint, and I want them to faint once in a while. I wanted the least restrictive challenge possible, where I could use the tools the game offer, which would still be challenging enough to keep the game from being "use the super-effective move to win any battle with any of your Pokémon".

And I think I've found the solution:

Introducing the Alter Ego Challenge.

The concept with the challenge is as simple as it is genial: Use two teams of Pokémon. Play the game normally until you reach the first Gym. Just before you beat the Gym you catch one or more Pokémon you immediately deposit in box 2. Then, after the Gym is beaten, deposit your entire current team in box 1 and withdraw the 'mons from Box 2. Use those Pokémon - and feel free to catch new ones - until you've beaten the second Gym. Walking out of the Gym with badge in hand, immediately go to the Pokémon center, deposit your team in box 2 and withdraw those from Box 1. Keep alternating teams until you've reached the Elite Four or whatever. For extra immersion/role playing, change your trainer's appearance back and forth as you swap teams (only available in XY).
You may also swap teams on other occasions than beating a Gym Leader (in XY, I recommend a swap between the first and second Gym, and you may also beat Clemont and Valerie with the same team since there's practically nothing between them), the point is that one team should take over once the other has caught up with the levels of trainers and wild Pokémon.

Why it is difficult:
You will be constantly underlevelled, sometimes dramatically so. That level discrepancy is enough to make the game surprisingly challenging. Even if you fight every trainer, you'll barely gather enough experience to bring your team up to par before it's time to swap. Gym Leaders in particular are quite hard, since they represent a bit of a leap in the level curve.

Why it is fun:
You're free to explore every option the game gives you, without having to worry about being overpowered. In casual playthroughs, certain TMs give your Pokémon enough coverage and power to muscle through every battle with impunity. In the Alter Ego challenge, they're a necessity to get anywhere at all. You have to use held items, you might have to grind a little, boosting moves are not unnecessary, and even the Exp. Share is fair game.

You also get to explore a wider selection of Pokémon than you usually do. Picking six Pokémon for a playthrough feels somewhat restrictive at times. Picking twelve lets you mix and match a bit.

Also, that whole thing about progress? That tickly feeling when your team member evolves, or learns a new move, and you notice a significant rise in its power? You get twice as much of that, compared to an ordinary playthrough, since you use twice as many Pokémon. The rise in power level actually means something too, as your Pokémon goes from "borderline useless" to "pulling its weight" instead of "powers through nearly everything" to "powers through absolutely everything". What's more fun, each Pokémon will go through that phase several times as the game goes on.


I'm having loads of fun with it, and it brings back some memories from when Pokémon games felt difficult. I've lost more times than I could count, even to random trainers (those damn Furfrou...). Some battles have required me to completely change my strategy in order to overcome them (beat Valerie on the fourth try, after finding out Fletchinder could somewhat reliably burn her Mawile). In my X run, I've just arrived in Anistar City, using my teams of Chesnaught/Talonflame/(Mega) Aerodactyl/Toxicroak/Gardevoir/Lapras//Charizard/Nidoking/Azumarill//Krookodile/Farfetch'd/Lucario.

All in all, I strongly recommend the Alter Ego challenge to everybody. Give it a shot, it's even suitable for a first playthrough. Have fun!
 

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
Speedrun Challenge
Super simple, and I'm surprised nobody's brought it up yet. Basically try to beat the game as fast as possible with or without glitches. Depending on the game, version, and glitch usage this can take anywhere from 5 minutes (Gen I glitches, man) to 6 hours. You can find run notes and other resources here.

Rules:
  • Game ends when the Champion's last Pokemon goes down (if playing GSC/HGSS, you win when Red's last goes down).
  • Use an external timer. I'll link one later that can keep track of splits so you can see your best times in specific segments.
  • Do it in one sitting.
  • Don't cheat (obviously).

Goals I'm going to set for you guys in an Any% run:
  • RBY: 3 hours
  • GSC: 4 hours, 30 minutes
  • RSE: 3 hours, 30 minutes
  • FRLG: 3 hours
  • DPPt: 5 hours
  • HGSS: 5 hours
  • BW: 4 hours, 30 minutes
  • B2W2: 4 hours, 30 minutes
  • XY: 5 hours
  • ORAS: 4 hours
 
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I'm playing a random-mon challenge.

In the beginning, I randomly pick 10 Pokemon. I cannot catch Pokemon. I cannot use gift Pokemon other than my regional starter.

After obtaining the pokedex, I trade in/pokemon bank one of the pokemon from the 10.

After beating a gym, I trade in/pokemon bank a random pokemon from the list.

As always, permadeath applies.
 
I had an idea for a more unique run of the games A way to spice things up. Have it be a randomizer, as normal, but enable the cheatcode which lets you catch trainer's pokemon, and have the nuzlocke rule of 'only catch the first pokemon in a route'. except here it would count for buildings as well, and you can only catch the last pokemon a trainer has to make it harder (you'll still have to battle the first trainer that way). The pokemon league doesn't count as it would be very easy if you did it that way, as you'd be able to completely skip a league battle. If a trainer only has 1 pokemon, like a lot of early game trainers, you can choose whether to catch it, or wait until there's a trainer on the route with 2.



If you want it can be a full nuzlocke.

I'm going to do one of these on Platinum, should be fun. Am I allowed to post the ar codes that let you catch trainer pokemon or is that against the rules?
 
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Martin

A monoid in the category of endofunctors
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Ordered Moveset Challenge
Rules: Pokémon who are used in battle's movepools may only consist of the previous four moves that the Pokémon learns via level up. HMs must be taught to HM slaves who may not be used in battle unless forced onto the player due to the entire team fainting. To ensure that this counts as a loss, you must ensure that the slave does not KO the opposing trainer/wild Pokémon or alternative enforce a permadeath rule so that if you reach the HM slave it forces a game over.
Notes: At the first opportunity after learning a new move, you must order the moveslots from newest-->oldest or vice-versa, depending on which you are more comfortable with. This allows you to ensure that you never delete the wrong move and allows you to keep track of when each move was learned.
Optional Rules/Clauses:
  • Permanent death clause
  • Species/dupes clause
  • Nuzloke Challenge
  • Wedloke Challenge
  • Subs Clause (HM slaves can be optionally exempt from this to reduce difficulty)
We all revel in the ability to customise our Pokémon as we see fit by picking and choosing what moves we learn when we level up and by supplying our team with TMs and HMs. However, when we lose this power we are dependent on both the strength of the ordered movepool of the Pokémon we use as well as testing the player's ability to adapt when using Pokémon with poor level-up orders.
 
Just tried an Alter Ego challenge in Black 2, and boy, was it hard! There's such a large gap in between some of the gyms that both of your teams have massive level differences. It was really fun, though.
At Marlon's gym, I pretty much called it quits, though, and just picked 6 of the best things from both teams. I ended up with a final team of
Samurott/Excadrill/Roserade/Lucario/Zoroark/Ampharos
It was a really cool challenge, but it's best enjoyed in games with evenly spaced gyms.
 
Since the last post on the nuzlocke challenge thread was all the way back in. March (and I double posted), should I post the details of my nuzlockes here?
 
I saw a Pokemon Blue speedrunner (Shenanagans) doing a challenge where he randomized Pokemon Blue (Random wild Pokemon, random Trainer Pokemon, random starters, random items on the ground) and made it so the only move anything had was Metronome (The PP was increased to 40). He tried to speedrun it up to Misty, randomizing the game every playthrough. I'm a huge fan of randomized Pokemon, so I decided I'd give it a try. It's really fun running with some unexpected Pokemon, and no playthrough is remotely the same. After a couple tries of that, I decided to do the same to Gold version (which I have to say, is much easier than randomized Blue, probably because of more mandatory trainers) up to Bugsy.

My starter was a Raticate, I found an Amulet Coin on the ground, and I also found a Berserk Gene. The Amulet Coin gave me all the money I could ever want, so I had plenty of healing items.

I pretty much swept through the entire game, but with a couple bad spots (Blacked out to a Rapidash that crit me and I got screwed over by an Umbreon that used Pain Split at 3 HP...). I eventually ditched the Amulet Coin in favor of the Mystic Water, and that came in handy a couple times. When the time came to face Bugsy, I decided to go YOLO and equip the Berserk Gene. In case you don't know, the Berserk Gene maxes your Attack but makes you confused. I went into battle, used my Full Restore ASAP, and bam, instant sweep.

So yeah, I'm definitely going to try this challenge with other Pokemon games, and it was really fun.
 
if this is necroposting feel free to delete but i had an idea for a challenge i wanted to share with the world lol

I initially called this the Survivorlocke when I first came up with it like 5 years ago or something. Its basic concept was inspired by the Nuzlocke but with a unique twist, and I haven't figured out a better name than what I called it back then lol.

Basic concept: Nuzlocke-ish in nature. Except, when a Pokémon dies in battle, rather than replacing it with another catch from elsewhere in the game, you replace it with the Pokémon that killed it.

I did this once in Emerald and while I don't remember all the details of my final team, I do remember it contained Slaking and Relicanth, two Pokémon I otherwise would never have used. It was super interesting and while I haven't done it again since then (mostly because I did it for a screenshot run on Nuzlocke Forum and haven't really done any screenshot runs since) I've still been attached to the idea... especially since I've never seen this certain challenge condition posited elsewhere.

1. You must acquire a full team of 6 Pokémon early in the game.
-I accomplished this Nuzlocke-style, where I caught the first Pokémon I saw on each route until I had a team of 6. Duplicates were not considered the first encounter, as the whole point was to have a diverse team. This worked in Emerald because in Emerald you pass through six areas before even reaching the first Gym, but in, say, first gen, you might have a little more trouble getting a full team. That's why I also have an alternative.
-You can also accomplish this by catching the first six diverse Pokémon you come across in general. I prefer if you take this to mean you capture the literal first six Pokémon you are able to (ex. starter/Pidgey/Rattata/Spearow/Nidoran/Caterpie or something like that in gen 1) but you're the one playing, not me.
-Though I say 6 Pokémon, if you want to expand this and combine it with the Alter Ego challenge or simply use more than 6, then that's totally acceptable too. In that case, I recommend that all your Pokémon be either early-game catches or the first [x] Nuzlocke encounters, to avoid favoritism.
2. If a Pokémon on your team dies, it must be replaced with the Pokémon that killed it.
-If it died to a wild Pokémon, this rule is still intact. Best if you catch the literal wild Pokémon you are facing, but if that doesn't work out, finding another one is acceptable.
-If the Pokémon is not available in your game and you cannot trade, you may instead replace your lost one with the killer's version exclusive instead. If the Pokémon cannot be evolved into the one that killed you (ex. Machamp without trade), use its pre-evolution.
-If the Pokémon is available in your game but not accessible yet, continue with a 5-man team until you can acquire the sixth.
-If the Pokémon that killed yours is the same species/evolutionarily related to one you used before, you may pull the old one back from the dead OR capture a new one to replace it. Be consistent, however.
-If a singular Pokémon kills multiple of yours, you may choose to add that many of the Pokémon to your team, or (to maintain diversity) you may simply add one of the killer, capture the next wild Pokémon you come across, and continue as normal. Be consistent, however, and don't specifically go out of your way to abuse Repels or move to an out-of-the-way location in the hopes of coming across a specific wild encounter. Simply proceed and make every effort possible to catch the next Pokémon that appears.
-If two separate Pokémon of the same species each kill one of yours, then you must replace both fallen ones with two of that species.
-If a Pokémon dies of burn, poison, or other residual effect, replace it with the Pokémon that inflicted the residual effect, even though that may not be the Pokémon it is fighting at the time of its death.
-Optional rule: You may not evolve replacement Pokémon above the evolutionary stage they were at when they killed you.
-Optional rule: Look up the moveset of the Pokémon that killed you and try to recreate it with yours as closely as possible.
3. Shinies may or may not be captured and used. If you wish to use a shiny, replace your team's oldest member with it.
4. Set style only. (Optional) Healing items may not be used in battle. (Healing moves are okay.)
-This is to prevent you from showing favoritism to certain Pokémon and leaving others out to dry because you don't like them and want to replace them.
-Of course I can't control the way you play the game. If you want to specifically lose three Pokémon to a Dragonite just so you have an excuse to use three Dragonite, I literally can't do anything to stop you. But showing favoritism kind of defeats the point of the challenge. You should be aiming to keep as many Pokémon alive as possible (Nuzlocke-style), regardless of how much you like them, and should not be seeking to lose to certain opponents just for an excuse to take their Hydreigon over your Liepard or what have you.
 
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Spent a couple of years thinking on this, have done some playtesting of it over the last 6 months and have refined the core idea a whole bunch.

A simple Jekelocke with play something like this: Have a set of temporary rules (Route Modifiers) that you activate at certain in game routes. A good visual represntation of this can be seen in my planning for the Ultra Moon playthrough. But it's just as fun, if not more so, to try activate the modifiers as you organically playthrough, this is what happened in my Pokemon X playthrough. In this way you're just making the list of rules then diving into the game.

A huge part of the challenge to the Jekelocke is actually thinking about WHEN you should activate certain modifiers. You could take it easy early game, but then find yourself forced to activate a handful of extremely difficult restricitions all at the same time.

Then you can overlay "Global Modifiers", "Goals", "Enquiries" and allow for "Impromptu Mini-Modifiers" if you so wish. I've done up a preliminary list for how I plan my first playthrough of Sword and Shield. This might provide a useful example of a comprehensive Jekelocke.
Goals
(Built into these goals are just generic completionist goals as well, take that however you will)
  • Do 15+ Impromptu Mini-Modifiers (Should average 2 per Gym)

  • Have 1 of every new Pokemon in a Premier Ball

  • Have my final team of 6 in Premier Balls

  • Fill the Dex (Pokedex and "Currydex")

  • Get 100 items from unique methods (Theif, Pickup, Fishing, Minigames, Dowsing Machine)

  • Get at least 1 shiny, though if a new method is good, maybe make my whole final team shiny.

  • Breed up a "Perfect Pokemon" for whatever that looks like in this gen. (with minimal use of things like Candy, Bottlecaps, Ability Capsules, etc)

  • Win a PvP match with the exact team that I win each Gym with (I never PvP, so should be new and funny for me)
Global Modifiers
  • Faulty Technology

  • Natures-Are-Huge (All natures have relatively drastic effects on the gameplay. Can be seen at the bottom of the previously linked Googledoc)

  • Judgmental Personality (Essentially trying to RP the game, see what things we can observe)

Route Modifiers
(Will define the "Route Length" as I go I think)
  • Use only berries as hold items and healing.

  • No X battle items

  • On a route with trainers, avoid all trainers that you can

  • Use a mono-type team

  • Use only 2 pokemon in each given battle

  • Pick up all items, any TM must be taught if possible.

  • No repels, cant run from fights

  • Use only special or physical moves

  • Lead with a weather pokemon

  • Lead with the lowest level pokemon

  • Lead with a Pokemon that doesn't know any attacking moves

  • Replicate actual confusion. Roll a dice to determine what move to use in a battle.

  • Remove STAB moves

  • Only attack with moves that aren't very effective

  • Something Smogon tier based

  • No Pokecentre heals

  • Use team from the route previous

  • Box any Pokemon that levels up

  • Permadeath

  • Do Gyms without Dynamaxing

Enquiries
(I've never tried doing challenging or detailed gameplay elements without using a wiki, so that's going to try be a focus of this playthrough. Almost like an Iron Man from other games)
  • Find some cool egg moves without using any wiki

  • Try find the max level-gap that a low-level Pokemon I have can 1 hit a wild Pokemon, without using any items. (If/when there are some gimmicks like Destiny Bond or whatever, do it both with and without)

  • Is it possible to win some Gym Battles without ever attacking? (Recoil moves, Abilities, PP stalling, etc?)

The idea is that the playthrough will have significant variation as you play through. This aims to both keep the player engaged in a way that other challenge runs sometimes fail to do, but also to add some extra challenge to what are otherwise pretty simple video games.

In short, Jekelocke is a way of thinking about the game. Of being flexible and trying to get as much out of the game as possible, not just a blanket restricition that you have to follow the entire playthrough. It CAN be that if you want it to, but it can also be more. You'll notice that built into my Pokemon X Jekelocke is the Faulty Technology challenge ruleset that I found on Smogon some time ago, so it's more of an intentional attitude to mix and match in a way that you think will be fun and engaging, but also to beef up the challenge.

1) Consider basic rules and consider spliting all restrictions or ideas into their "base rules".
  • Even if you like Nuzlockes, split it into the base rules (Permadeath, catch 1 pokemon in each route, nicknames, etc)

  • Ensure to add lots of personal flavour

2) OPTIONAL: Generally only if you're replaying a game. Create a "Route List" by tracking each route.
  • Tracking Gyms, Trials or Island progression might additionally offer ways to vary the playthrough.

3) Create "Route Modifiers"
  • Assign each "base rule" a corresponding length (Using the details decided in Part 1 and Part 2) that it will apply for.

  • Even if you love Nuzlockes, maybe you don’t like the idea of having permadeath on all the time (especially since death is much more likely in this playthrough), perhaps you dread having to grind up 4 new teams throughout the playthrough: Just make it last for one island, between two gyms or for 8 routes, whatever works

4) IF YOU DID PART 2. Slot in each "Route Modifier" into the empty “Route List”.

5) Add in any Global Modifiers, Goals or Enquiries.
  • Like filling the national dex, catching a shiny, breeding a 6IV of your favourite pokemon, getting the “correct” nature on all your primary pokemon, etc, etc

6) Take a real look at if you think this will be enjoyable.
  • From a zoomed-out perspective: WIll you feel rewarded by achieving this? Is there enough variance to keep you engaged all playthrough?

  • From a detailed perspective: Are there any moments where the individual rules clash?

  • Don’t be scared of some challenging interactions, they are what create the truly great creative moments!

7) Play the game with your now modified and personalised run!

I would personally consider a Jekelocke playthrough a fail if I haven't managed to activate and complete all the modifiers before I finish the game/run out of routes to activate them on.
 

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