Generation V is by far the most experimental generation in the entirety of the Pokémon franchise. A not-for-kids shonen manga, a typing game with a kickass boss theme... and a crossover with a Koei Tecmo franchise (or two)...
Pokémon Conquest.
Quite uniquely, it combines the historical essence of Nobunaga's Ambition & Samurai Warriors with Pokémon, trying out setting Pokémon in the past before Legends: Arceus did. Before Generation VIII would cause Movexit, Conquest did not include many moves that were present from the Generation V core series games before they (and Let's Go Pikachu/Eevee) did, and to be frank the choices are much more restrictive (even though some moves that did not survive Gen VIII are usable there).
Now, there are various notable things about this selection of moves:
And yes, there will be multiple attempts. The challenge's only done once we beat Iris.
Rules:
Pokémon Conquest.
Quite uniquely, it combines the historical essence of Nobunaga's Ambition & Samurai Warriors with Pokémon, trying out setting Pokémon in the past before Legends: Arceus did. Before Generation VIII would cause Movexit, Conquest did not include many moves that were present from the Generation V core series games before they (and Let's Go Pikachu/Eevee) did, and to be frank the choices are much more restrictive (even though some moves that did not survive Gen VIII are usable there).
Absorb -
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Aqua Tail -
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Assurance -
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Astonish -
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Aura Sphere -
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Bite -
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Blizzard -
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Blue Flare -
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Body Slam -
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Bolt Strike -
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Brave Bird -
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Brine -
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Bubble -
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Bubble Beam -
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Bug Bite -
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Bulldoze -
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Bullet Punch -
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Confusion -
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Cross Chop -
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Cross Poison -
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Crunch -
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Dig -
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Discharge -
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Double Slap -
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Dragon Claw -
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Dragon Pulse -
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Dragon Rage -
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Dragon Rush -
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Dragon Tail -
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Dream Eater -
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Drill Run -
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Earth Power -
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Electro Ball -
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Ember -
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Feint Attack -
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Fiery Dance -
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Fire Blast -
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Fire Fang -
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Fire Spin -
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Flame Burst -
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Flame Wheel -
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Flamethrower -
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Flash Cannon -
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Force Palm -
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Foul Play -
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Fury Cutter -
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Fury Swipes -
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Future Sight -
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Gyro Ball -
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Headbutt -
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Heat Crash -
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Hex -
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High Jump Kick -
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Hydro Pump -
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Hyper Fang -
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Hyper Voice -
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Hypnosis -
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Ice Ball -
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Ice Beam -
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Icicle Crash -
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Icy Wind -
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Incinerate -
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Iron Head -
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Iron Tail -
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Judgment -
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Karate Chop -
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Leaf Blade -
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Leaf Storm -
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Lick -
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Low Kick -
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Mega Drain -
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Metal Claw -
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Meteor Mash -
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Mud Bomb -
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Mud-Slap -
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Night Daze -
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Night Slash -
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Outrage -
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Petal Dance -
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Poison Fang -
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Poison Jab -
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Poison Sting -
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Poison Tail -
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Pound -
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Powder Snow -
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Psybeam -
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Psychic -
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Psycho Cut -
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Psyshock -
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Psystrike -
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Quick Attack -
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Razor Leaf -
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Roar of Time -
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Rock Blast -
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Rock Slide -
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Rock Tomb -
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Rock Wrecker -
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Sacred Sword -
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Shadow Ball -
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Shadow Sneak -
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Sky Drop -
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Slash -
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Sludge Bomb -
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Spark -
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Splash -
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Stone Edge -
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Superpower -
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Tackle -
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Tail Slap -
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Teleport -
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Thunder -
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Thunder Shock -
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Thunderbolt -
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Twineedle -
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Venoshock -
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Vine Whip -
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Volt Switch -
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Volt Tackle -
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Wake-Up Slap -
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Water Gun -
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Water Pulse -
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Wing Attack -
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X-Scissor -
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Aqua Tail -
Assurance -
Astonish -
Aura Sphere -
Bite -
Blizzard -
Blue Flare -
Body Slam -
Bolt Strike -
Brave Bird -
Brine -
Bubble -
Bubble Beam -
Bug Bite -
Bulldoze -
Bullet Punch -
Confusion -
Cross Chop -
Cross Poison -
Crunch -
Dig -
Discharge -
Double Slap -
Dragon Claw -
Dragon Pulse -
Dragon Rage -
Dragon Rush -
Dragon Tail -
Dream Eater -
Drill Run -
Earth Power -
Electro Ball -
Ember -
Feint Attack -
Fiery Dance -
Fire Blast -
Fire Fang -
Fire Spin -
Flame Burst -
Flame Wheel -
Flamethrower -
Flash Cannon -
Force Palm -
Foul Play -
Fury Cutter -
Fury Swipes -
Future Sight -
Gyro Ball -
Headbutt -
Heat Crash -
Hex -
High Jump Kick -
Hydro Pump -
Hyper Fang -
Hyper Voice -
Hypnosis -
Ice Ball -
Ice Beam -
Icicle Crash -
Icy Wind -
Incinerate -
Iron Head -
Iron Tail -
Judgment -
Karate Chop -
Leaf Blade -
Leaf Storm -
Lick -
Low Kick -
Mega Drain -
Metal Claw -
Meteor Mash -
Mud Bomb -
Mud-Slap -
Night Daze -
Night Slash -
Outrage -
Petal Dance -
Poison Fang -
Poison Jab -
Poison Sting -
Poison Tail -
Pound -
Powder Snow -
Psybeam -
Psychic -
Psycho Cut -
Psyshock -
Psystrike -
Quick Attack -
Razor Leaf -
Roar of Time -
Rock Blast -
Rock Slide -
Rock Tomb -
Rock Wrecker -
Sacred Sword -
Shadow Ball -
Shadow Sneak -
Sky Drop -
Slash -
Sludge Bomb -
Spark -
Splash -
Stone Edge -
Superpower -
Tackle -
Tail Slap -
Teleport -
Thunder -
Thunder Shock -
Thunderbolt -
Twineedle -
Venoshock -
Vine Whip -
Volt Switch -
Volt Tackle -
Wake-Up Slap -
Water Gun -
Water Pulse -
Wing Attack -
X-Scissor -
Now, there are various notable things about this selection of moves:
- Only three Status moves — one of which (Hypnosis) has any actual use. With mostly Physical and Special moves able to be used, this makes Choice items very lucrative. This challenge has an additional rule regarding that, you'll see later.
- The Flying, Bug, and Rock types have no access to any Special moves. Have a special attacker of one of those three types? You're going to have a rough time.
- Dark types would have access to Special moves if the only one allowed for this challenge wasn't a signature move.
- Electric types have to rely on Spark for Physical damage. Volt Tackle is only allowed on the Pikachu family. This is miles more frustrating of a limitation than Supercell Slam, Wild Charge, or Thunder Punch. Ghost types are similarly starving for good physical Ghost damage, though this isn't as bad as you'd think because Shadow Sneak is a priority move.
- Several types, even if they still have viable moves for one/both categories, are missing essential/common moves. Dragon is missing Draco Meteor. Fighting is missing Close Combat and Focus Miss. Poison is missing Gunk Shot. Grass is missing Giga Drain. Ground is missing Earthquake.
- Only priority moves include Bullet Punch, Shadow Sneak, and Quick Attack.
- No HM moves (yes, it means no Waterfall, Fly, and Surf). This means they can only be used outside of battle.
And yes, there will be multiple attempts. The challenge's only done once we beat Iris.
Rules:
- The two essentials for a Nuzlocke:
- You can only catch the first wild Pokémon encountered in each area/location of the game (or as a gift) — and nothing else.
- Fainted Pokémon are considered dead and must be boxed or released.
- Dupes Clause and Shiny Clause are active. This changes the "first wild Pokémon in each area" rule in certain occasions to reduce the frustration factor.
- During battle, I can only use moves that are also available in Pokémon Conquest. Oshawott can use Water Gun, but cannot use Razor Shell in battle for example.
- Battle Style must be on Set, not Shift/Switch.
- Normal mode. Challenge mode is overkill, even for a challenge of this caliber.
- My Starter Pokémon must always be a male Oshawott. Can't be a Conquest-themed challenge run without the samurai otter.
- I will be giving myself 24 BP upon reaching Nimbasa City to give me access to purchasing one of the Choice items (Choice Band/Choice Specs/Choice Scarf) and only from those three items in any battle facility (we can't participate in them in fear of deaths, except for the mandatory Driftveil Tournament visit in the PWT — where causalities are possible). I'm already limiting myself with my move choices, don't want to make this too hard.
- All my own Pokémon must be nicknamed after characters from historical fiction works, actual history, or mythology. Stuff from the country of Japan is top priority, but stuff from other countries are OK. (i.e.: Samurai Warriors/Dynasty Warriors/Nobunaga's Ambition series characters and Fate series servants)
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