Well, I just finished the game. I went all the way with my challenge run even after the difficulty proved to be a bit higher than expected, and I'm happy to have seen it through in spite of the many roadbumps along the way.
My challenge rules: set battle style, no items in trainer or totem battles, no pokemon with more than 400 BST, no pokemon with any single stat above base 100, no Z-move usage, no XP share, no pokemon refresh and no back-tracking to pokemon centers or healer NPC's until I've completely finished an area (keep going until you wipe).
Needless to say, I wiped a lot along the way and had a blast doing it. I loved every bit of the challenge of winning with so many odds stacked against me. I did relent on the XP share to alleviate some grind issues, but overall I'm pleased to have seen it through to the end. I've done similar challenge runs before, but this is by far the most extreme I've done blind and I'm glad I did it.
Breeze (Butterfree) @ Leftovers level 61
Compound Eyes
Mild Nature
- Quiver Dance
- Sleep Powder
- Air Slash
- Bug Buzz
The MVP of my run in every possible way. Breeze was responsible for catching every other team member with Sleep Powder. I can't even count the number of times Breeze pulled the rest of the party out of the fire, and it was responsible for winning many major story battles. Appropriately Breeze was the pokemon on the field when I won the final battle. Breeze is the only permanent party member with an imperfect nature, due to the fact that I was catching him at the very start of the game and I wanted to get started and took the first half-decent nature the game gave me. Breeze played a major role in most of the trials, being the star player in the normal and water trials, landing the finishing blow with Psybeam against the paralyzed fire totem pokemon, and leveraging his x4 grass resistance in the grass trial. Appropriately Breeze was my last standing pokemon in the final battle, with nothing but Sleep Powder to protect him from super-effective electric attacks as he made one last push for the crown.
Overall Butterfree is a top notch pokemon that has a lot of utility and a lot of favorable battles in Sun and Moon, and I'd recommend this pokemon even for non-challenge playthroughs.
Zapper (Pikachu) @ Light Ball level 60
Static
Timid Nature
- Nasty Plot
- Thunderbolt
- Grass Knot
- Charm
Zapper was fairly weak for most of the game, so I eventually cracked and put a Light Ball on him even though I was weary about it violating the spirit of my challenge run. I only got the Light Ball just before the final Gladion battle. In any case, once he had his Light Ball this guy went from being the team's weakest member to being second-strongest after Breeze and put in a huge amount of work from that point onwards. Charm was originally a temporary filler move, but I found it so useful for debuffing totem pokemon and even trainer pokemon (since trainers almost never switch) that I never removed it. Zapper played a key role in the Water and Fire trials, in particular landing paralysis to the fire totem pokemon to enable Breeze to deliver the winning Psybeam.
The nickname actually is a highly nostalgic one, the same one I gave to my Raichu in my very first playthrough of Blue version many long years ago.
Chip (Krokorok) @ Everstone level 60
Moxie
Jolly Nature
- Bulldoze
- Earthquake
- Crunch
- Stone Edge
Chip was added to the team specifically to counter-team Hau's Raichu, which otherwise picks apart my other team members with impunity. Didn't quite work out the way I expected, but still an invaluable teammate. Chip offers the team a much needed immunity to Psychic and Electric as well as a Dark and Rock resist. Moxie was also incredibly helpful and let him deal excessive damage in many battles before going down. Bulldoze was run for two reasons; first it was a debuffing option to allow Chip to reduce the speed of a fast threat he couldn't beat with EQ but could be revenged by another teammate, and second as extra PP because Earthquake always runs out at inopportune moments. Chip did not contribute to any totem battles, having joined the team much to late and the final totem fight being another mon's time to shine. However, he was one of the top performers in the end-game.
Shimmer (Clefairy) @ Eviolite level 60
Magic Guard
Modest Nature
- Calm Mind
- Moonlight
- Psychic
- Moonblast
I've wanted to use Clefable in story-mode ever since it got its new typing, but since it's not available legimately until post-game in XY and ORAS this opportunity never really came up, so it was on my short-list for Moon version. Due to my challenge rules I simply ran it as a Clefairy. With eviolite-boosted bulk this thing could tank hits that other party members couldn't dream of taking, and with Calm Mind and Moonlight it could set up and win against special attackers. It struggled for most of the game due to the lack of a STAB move, but once it got Moonblast everything came together easily. I chose to run Psychic because quite a few recurring trainers run Poison-types while steel-types are rather rare in SuMo. Shimmer dominated the 7th trial, OHKO'ing the totem pokemon with a +1 Moonblast.
Burst (Growlithe) @ Charcoal level 58
Intimidate
Adamant Nature
- Flare Blitz
- Wild Charge
- Crunch
- Reversal
Early-game Burst put in a huge amount of work, with Intimidate-boosted bulk allowing it to beat enemies that the rest of the team couldn't handle prior to obtaining Eviolite. Its bulk was practically perfect for activating Reversal, letting it turn around difficult fights. Towards the end of the game it fell behind XP wise not due to lack of use, but due to frequently KO'ing himself with Flare Blitz and not getting XP for his own victories. However, the power of Flare Blitz was absolutely necessary; I named Burst for a reason, I knew I would need something capable of just delivering a ludicrously hard-hitting attack. Why not have that ace in the hole be my favorite pokemon's pre-evolution? To the very end Burst was the team's powerhouse to break through the toughest enemies, even if he went down doing it. Burst contributed heavily to the normal and grass trials, and was the primary in the electric and ghost trials. Burst has a perfect Defense IV.
Sunshine (Staryu) @ Mystic Water level 56
Natural Cure
Timid Nature
- Scald
- Power Gem
- Psychic
- Thunder Wave
Sunshine was always an iffy choice. I didn't purposefully seek out a Staryu, but just happened to luck into a Timid one by sheer chance. I had a free team slot and the Scald TM, so he tagged along... and tagged along... and wait, are we at the Hall of Fame? You still here Sunshine? Well, welcome to the Hall of Fame, I guess. Sunshine was the weakest team member due to his pathetic bulk and power and middling speed that often left him unable to contribute any more than a bit of status of chip damage. Towards the end of the game he mostly just got sacked so another teammate could switch in for free, and I was seriously considering suspending my end-game run to replace him due to how useless he was. I won before it got to that point, so Sunshine ends up on the Hall of Fame team.
Past Team Members
Breaker (Pancham) level 37
Mold Breaker
Adamant Nature
- Brick Break
- Swords Dance
- Bulldoze
- Stone Edge
Specifically brought to the party to handle Nanu, whose team was utterly demolishing mine, Breaker's sole purpose in life was to deliver two +2 Mold Breaker Brick Break and live to do it. Once the Eviolite got pulled off, though he just didn't have the bulk or speed to contribute. In the following story arc he quickly fell behind the rest of the party since the XP share was off, and he was ultimately swapped out for Chip.
Zip (Crobat) level 27
Inner Focus
Quirky Nature
- Acrobatics
- Leech Life
- Cross Poison
- Roost
Zip the Zubat was always intended as a stop-gap team member that I kept around just because I like the Zubat line and I didn't want to put a TM as awesome as Acrobatics to waste. I knew his retirement was approaching after the Grass trial, with a Rock-type Kahuna coming up and my team being way too weak to Rock, so I allowed him to fully evolve before perma-boxing. I took him out for a quick spin before returning to my regularly schedule challenge run, and he just blew everything else at this point in the game out of the water. Crobat's always been an awesome pokemon held back by a poor movepool, but SuMo gives him everything he needs with early access to Roost and Acrobatics and a massive buff to Leech Life to make it a great move. I will definitely be taking one the full way through the game in my second playthrough!
Sniggle (Rowlet) level 11
Overgrow
Adamant
- Tackle
- Leafage
- Astonish
- Peck
I knew my starter was getting retired early due to my challenge rules. By the time I had an Everstone to make it non-annoying to keep in my team it was just too underleveled. Really lucked out on that nature, so it was a shame that he ended up getting boxed.
I'm actually a bit hesitant to evolve them after coming this far without doing so. I may do some of the post-game before using my evolutionary stones and powering up my team to their full potential. With all that said, I'd say this is probably my favorite pokemon game to date and I'm already itching for a second playthrough even before I've touched the post-game.
My challenge rules: set battle style, no items in trainer or totem battles, no pokemon with more than 400 BST, no pokemon with any single stat above base 100, no Z-move usage, no XP share, no pokemon refresh and no back-tracking to pokemon centers or healer NPC's until I've completely finished an area (keep going until you wipe).
Needless to say, I wiped a lot along the way and had a blast doing it. I loved every bit of the challenge of winning with so many odds stacked against me. I did relent on the XP share to alleviate some grind issues, but overall I'm pleased to have seen it through to the end. I've done similar challenge runs before, but this is by far the most extreme I've done blind and I'm glad I did it.

Breeze (Butterfree) @ Leftovers level 61
Compound Eyes
Mild Nature
- Quiver Dance
- Sleep Powder
- Air Slash
- Bug Buzz
The MVP of my run in every possible way. Breeze was responsible for catching every other team member with Sleep Powder. I can't even count the number of times Breeze pulled the rest of the party out of the fire, and it was responsible for winning many major story battles. Appropriately Breeze was the pokemon on the field when I won the final battle. Breeze is the only permanent party member with an imperfect nature, due to the fact that I was catching him at the very start of the game and I wanted to get started and took the first half-decent nature the game gave me. Breeze played a major role in most of the trials, being the star player in the normal and water trials, landing the finishing blow with Psybeam against the paralyzed fire totem pokemon, and leveraging his x4 grass resistance in the grass trial. Appropriately Breeze was my last standing pokemon in the final battle, with nothing but Sleep Powder to protect him from super-effective electric attacks as he made one last push for the crown.
Overall Butterfree is a top notch pokemon that has a lot of utility and a lot of favorable battles in Sun and Moon, and I'd recommend this pokemon even for non-challenge playthroughs.

Zapper (Pikachu) @ Light Ball level 60
Static
Timid Nature
- Nasty Plot
- Thunderbolt
- Grass Knot
- Charm
Zapper was fairly weak for most of the game, so I eventually cracked and put a Light Ball on him even though I was weary about it violating the spirit of my challenge run. I only got the Light Ball just before the final Gladion battle. In any case, once he had his Light Ball this guy went from being the team's weakest member to being second-strongest after Breeze and put in a huge amount of work from that point onwards. Charm was originally a temporary filler move, but I found it so useful for debuffing totem pokemon and even trainer pokemon (since trainers almost never switch) that I never removed it. Zapper played a key role in the Water and Fire trials, in particular landing paralysis to the fire totem pokemon to enable Breeze to deliver the winning Psybeam.
The nickname actually is a highly nostalgic one, the same one I gave to my Raichu in my very first playthrough of Blue version many long years ago.

Chip (Krokorok) @ Everstone level 60
Moxie
Jolly Nature
- Bulldoze
- Earthquake
- Crunch
- Stone Edge
Chip was added to the team specifically to counter-team Hau's Raichu, which otherwise picks apart my other team members with impunity. Didn't quite work out the way I expected, but still an invaluable teammate. Chip offers the team a much needed immunity to Psychic and Electric as well as a Dark and Rock resist. Moxie was also incredibly helpful and let him deal excessive damage in many battles before going down. Bulldoze was run for two reasons; first it was a debuffing option to allow Chip to reduce the speed of a fast threat he couldn't beat with EQ but could be revenged by another teammate, and second as extra PP because Earthquake always runs out at inopportune moments. Chip did not contribute to any totem battles, having joined the team much to late and the final totem fight being another mon's time to shine. However, he was one of the top performers in the end-game.

Shimmer (Clefairy) @ Eviolite level 60
Magic Guard
Modest Nature
- Calm Mind
- Moonlight
- Psychic
- Moonblast
I've wanted to use Clefable in story-mode ever since it got its new typing, but since it's not available legimately until post-game in XY and ORAS this opportunity never really came up, so it was on my short-list for Moon version. Due to my challenge rules I simply ran it as a Clefairy. With eviolite-boosted bulk this thing could tank hits that other party members couldn't dream of taking, and with Calm Mind and Moonlight it could set up and win against special attackers. It struggled for most of the game due to the lack of a STAB move, but once it got Moonblast everything came together easily. I chose to run Psychic because quite a few recurring trainers run Poison-types while steel-types are rather rare in SuMo. Shimmer dominated the 7th trial, OHKO'ing the totem pokemon with a +1 Moonblast.

Burst (Growlithe) @ Charcoal level 58
Intimidate
Adamant Nature
- Flare Blitz
- Wild Charge
- Crunch
- Reversal
Early-game Burst put in a huge amount of work, with Intimidate-boosted bulk allowing it to beat enemies that the rest of the team couldn't handle prior to obtaining Eviolite. Its bulk was practically perfect for activating Reversal, letting it turn around difficult fights. Towards the end of the game it fell behind XP wise not due to lack of use, but due to frequently KO'ing himself with Flare Blitz and not getting XP for his own victories. However, the power of Flare Blitz was absolutely necessary; I named Burst for a reason, I knew I would need something capable of just delivering a ludicrously hard-hitting attack. Why not have that ace in the hole be my favorite pokemon's pre-evolution? To the very end Burst was the team's powerhouse to break through the toughest enemies, even if he went down doing it. Burst contributed heavily to the normal and grass trials, and was the primary in the electric and ghost trials. Burst has a perfect Defense IV.

Sunshine (Staryu) @ Mystic Water level 56
Natural Cure
Timid Nature
- Scald
- Power Gem
- Psychic
- Thunder Wave
Sunshine was always an iffy choice. I didn't purposefully seek out a Staryu, but just happened to luck into a Timid one by sheer chance. I had a free team slot and the Scald TM, so he tagged along... and tagged along... and wait, are we at the Hall of Fame? You still here Sunshine? Well, welcome to the Hall of Fame, I guess. Sunshine was the weakest team member due to his pathetic bulk and power and middling speed that often left him unable to contribute any more than a bit of status of chip damage. Towards the end of the game he mostly just got sacked so another teammate could switch in for free, and I was seriously considering suspending my end-game run to replace him due to how useless he was. I won before it got to that point, so Sunshine ends up on the Hall of Fame team.
Past Team Members

Breaker (Pancham) level 37
Mold Breaker
Adamant Nature
- Brick Break
- Swords Dance
- Bulldoze
- Stone Edge
Specifically brought to the party to handle Nanu, whose team was utterly demolishing mine, Breaker's sole purpose in life was to deliver two +2 Mold Breaker Brick Break and live to do it. Once the Eviolite got pulled off, though he just didn't have the bulk or speed to contribute. In the following story arc he quickly fell behind the rest of the party since the XP share was off, and he was ultimately swapped out for Chip.

Zip (Crobat) level 27
Inner Focus
Quirky Nature
- Acrobatics
- Leech Life
- Cross Poison
- Roost
Zip the Zubat was always intended as a stop-gap team member that I kept around just because I like the Zubat line and I didn't want to put a TM as awesome as Acrobatics to waste. I knew his retirement was approaching after the Grass trial, with a Rock-type Kahuna coming up and my team being way too weak to Rock, so I allowed him to fully evolve before perma-boxing. I took him out for a quick spin before returning to my regularly schedule challenge run, and he just blew everything else at this point in the game out of the water. Crobat's always been an awesome pokemon held back by a poor movepool, but SuMo gives him everything he needs with early access to Roost and Acrobatics and a massive buff to Leech Life to make it a great move. I will definitely be taking one the full way through the game in my second playthrough!
Sniggle (Rowlet) level 11
Overgrow
Adamant
- Tackle
- Leafage
- Astonish
- Peck
I knew my starter was getting retired early due to my challenge rules. By the time I had an Everstone to make it non-annoying to keep in my team it was just too underleveled. Really lucked out on that nature, so it was a shame that he ended up getting boxed.
I'm actually a bit hesitant to evolve them after coming this far without doing so. I may do some of the post-game before using my evolutionary stones and powering up my team to their full potential. With all that said, I'd say this is probably my favorite pokemon game to date and I'm already itching for a second playthrough even before I've touched the post-game.
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