Aka. the Nemesis Challenge, I created this challenge because I disliked the overabundant randomness of the Nuzlocke yet craved a more difficult game. The challenge revolves around picking up a team of two types only, which share a common weakness to your nemesis type. In this challenge, you can choose and create your team as you see fit (as long as they're of the correct types), but you'll always have a hard time against your natural enemy type. No reviving 'mons either, fainting means death.
For the best experience, I recommend picking your pokemon teams types by random. It's the only random part of this challenge. Look up the type chart and select one using RNG. Then, use RNG again to select a type that is strong against your first type. This will become your arch-nemesis. Lastly, use RNG once more to pick another type for your team, but it must also be weak to your nemesis type.
So for example, for my test-run I first rolled between 1-18 and got 5, which corresponds to Ground type. Ground is weak to Ice, Grass and Water, so I rolled from 1-3 and got 2, so my nemesis is Grass type. The other types that are weak to Grass are Rock and Water, so I rolled from 1-2 and got 2, so my second type is Water. Now my team is set, I can only have Ground and Water types, and my entire team is terrified of Grass.
Optionally, if you'd prefer even less RNG, you could just choose your own type or nemesis type yourself, I'm not all that strict about that since you could reroll the dice as many times as you want until you get the types you wanted anyways ;).
Type-weakness list (For Gen VI, for any other Gen you'll need to check wiki for what type matches are different)
Nemesis-strength list (For Gen VI)
Using these rules, you might notice that Normal or Dragon can never be your arch-nemesis, but they can be one of your types.
Rules:
1. Use only pokemon of your types. You can use your starter until you find the first pokemon of correct type. HM slaves are also OK, as long as they don't participate in fights.
2. Dual-type pokemon are allowed, as long as at least one type is the type you picked.
3. If your pokemon faints, it's gone for good. Either release it or stuff it into a graveyard box.
4. You can catch as many pokemon on a route as you want, but you can only catch one pokemon in each evolutionary line. So if you capture a Geodude, you cannot capture any other Geodudes or Gravelers.
5. Hacking, trading or any other out-of-game tool use is frowned upon. The game should be beatable without these, and if it's not just roll a new type combination.
6. The challenge is lost once you run out of pokemon, you can continue from a black out if you still have alive pokemon in your PC box.
7. The challenge is completed when you beat the final encounter (most often the elite 4).
This challenge should work with any game and generation, with only a few exceptions to the rules:
~ In Gen II-V, if you pick Grass and your nemesis is Poison, then it'd be impossible to pick another Type weak to Poison. In this case, pick a type that is resisted by Poison (Bug or Fighting)
~ If you pick Ghost, your nemesis can't be Ghost, or vice versa. This's a bit complicated so I broke it into two points
- In gen II-VI, if you picked Ghost, your nemesis is Dark, and in Gen I it's Psychic.
- In gen II-VI, If you picked Psychic and your nemesis is Ghost, your other type is Bug or Poison as they're resisted by Ghost.
~ If you pick Dragon, your nemesis is Ice (or alternatively Fairy in Gen VI)
That's about it, I hope you find this challenge interesting! If you do decide to pick this challenge up, leave a message with the types you picked, the game your playing and post about your experiences (any particularly memorable moments, triumph story against your nemesis gym, moments of frustration etc.) and I might even add a hall of fame for people who are able to finish this!
Challengers:
For the best experience, I recommend picking your pokemon teams types by random. It's the only random part of this challenge. Look up the type chart and select one using RNG. Then, use RNG again to select a type that is strong against your first type. This will become your arch-nemesis. Lastly, use RNG once more to pick another type for your team, but it must also be weak to your nemesis type.
So for example, for my test-run I first rolled between 1-18 and got 5, which corresponds to Ground type. Ground is weak to Ice, Grass and Water, so I rolled from 1-3 and got 2, so my nemesis is Grass type. The other types that are weak to Grass are Rock and Water, so I rolled from 1-2 and got 2, so my second type is Water. Now my team is set, I can only have Ground and Water types, and my entire team is terrified of Grass.
Optionally, if you'd prefer even less RNG, you could just choose your own type or nemesis type yourself, I'm not all that strict about that since you could reroll the dice as many times as you want until you get the types you wanted anyways ;).
Type-weakness list (For Gen VI, for any other Gen you'll need to check wiki for what type matches are different)
Spoiler:
(1) Normal --> (1) Fighting
(2) Fighting --> (1) Fairy, (2) Flying, (3) Psychic
(3) Flying --> (1) Electric, (2) Ice, (3) Rock
(4) Poison --> (1) Ground, (2) Psychic
(5) Ground --> (1) Ice, (2) Grass, (3) Water
(6) Rock --> (1) Fighting, (2) Grass, (3) Ground, (4) Steel, (5) Water
(7) Bug --> (1) Fire, (2) Flying, (3) Rock
(8) Ghost --> (1) Dark
(9) Steel --> (1) Fighting, (2) Fire, (3) Ground
(10) Fire --> (1) Ground, (2) Rock, (3) Water
(11) Water --> (1) Electric, (2) Grass
(12) Grass --> (1) Bug, (2) Fire, (3) Flying, (4) Ice, (5) Poison
(13) Electric --> (1) Ground
(14) Psychic --> (1) Bug, (2) Dark, (3) Ghost
(15) Ice --> (1) Fight, (2) Fire, (3) Rock, (4) Steel
(16) Dragon --> (1) Ice, (2) Fairy
(17) Dark --> (1) Bug, (2) Fairy, (3) Fighting
(18) Fairy --> (1) Poison, (2) Steel
(2) Fighting --> (1) Fairy, (2) Flying, (3) Psychic
(3) Flying --> (1) Electric, (2) Ice, (3) Rock
(4) Poison --> (1) Ground, (2) Psychic
(5) Ground --> (1) Ice, (2) Grass, (3) Water
(6) Rock --> (1) Fighting, (2) Grass, (3) Ground, (4) Steel, (5) Water
(7) Bug --> (1) Fire, (2) Flying, (3) Rock
(8) Ghost --> (1) Dark
(9) Steel --> (1) Fighting, (2) Fire, (3) Ground
(10) Fire --> (1) Ground, (2) Rock, (3) Water
(11) Water --> (1) Electric, (2) Grass
(12) Grass --> (1) Bug, (2) Fire, (3) Flying, (4) Ice, (5) Poison
(13) Electric --> (1) Ground
(14) Psychic --> (1) Bug, (2) Dark, (3) Ghost
(15) Ice --> (1) Fight, (2) Fire, (3) Rock, (4) Steel
(16) Dragon --> (1) Ice, (2) Fairy
(17) Dark --> (1) Bug, (2) Fairy, (3) Fighting
(18) Fairy --> (1) Poison, (2) Steel
Nemesis-strength list (For Gen VI)
Spoiler:
Fighting --> Dark, Ice, Normal, Rock, Steel
Flying --> Bug, Fighting, Grass
Poison --> Fairy, Grass
Ground --> Electric, Fire, Poison, Rock, Steel
Rock --> Bug, Fire, Flying, Ice
Bug --> Dark, Grass, Psychic
Ghost --> Psychic, Bug, Poison (check exceptions down below for an explanation)
Steel --> Fairy, Ice, Rock
Fire --> Bug, Grass, Ice, Steel
Water --> Fire, Ground, Rock
Grass --> Ground, Rock, Water
Electric --> Flying, Water
Psychic --> Fighting, Poison
Ice --> Dragon, Flying, Grass, Ground
Dark --> Ghost, Psychic
Fairy --> Dark, Dragon, Fighting
Flying --> Bug, Fighting, Grass
Poison --> Fairy, Grass
Ground --> Electric, Fire, Poison, Rock, Steel
Rock --> Bug, Fire, Flying, Ice
Bug --> Dark, Grass, Psychic
Ghost --> Psychic, Bug, Poison (check exceptions down below for an explanation)
Steel --> Fairy, Ice, Rock
Fire --> Bug, Grass, Ice, Steel
Water --> Fire, Ground, Rock
Grass --> Ground, Rock, Water
Electric --> Flying, Water
Psychic --> Fighting, Poison
Ice --> Dragon, Flying, Grass, Ground
Dark --> Ghost, Psychic
Fairy --> Dark, Dragon, Fighting
Using these rules, you might notice that Normal or Dragon can never be your arch-nemesis, but they can be one of your types.
Rules:
1. Use only pokemon of your types. You can use your starter until you find the first pokemon of correct type. HM slaves are also OK, as long as they don't participate in fights.
2. Dual-type pokemon are allowed, as long as at least one type is the type you picked.
3. If your pokemon faints, it's gone for good. Either release it or stuff it into a graveyard box.
4. You can catch as many pokemon on a route as you want, but you can only catch one pokemon in each evolutionary line. So if you capture a Geodude, you cannot capture any other Geodudes or Gravelers.
5. Hacking, trading or any other out-of-game tool use is frowned upon. The game should be beatable without these, and if it's not just roll a new type combination.
6. The challenge is lost once you run out of pokemon, you can continue from a black out if you still have alive pokemon in your PC box.
7. The challenge is completed when you beat the final encounter (most often the elite 4).
This challenge should work with any game and generation, with only a few exceptions to the rules:
~ In Gen II-V, if you pick Grass and your nemesis is Poison, then it'd be impossible to pick another Type weak to Poison. In this case, pick a type that is resisted by Poison (Bug or Fighting)
~ If you pick Ghost, your nemesis can't be Ghost, or vice versa. This's a bit complicated so I broke it into two points
- In gen II-VI, if you picked Ghost, your nemesis is Dark, and in Gen I it's Psychic.
- In gen II-VI, If you picked Psychic and your nemesis is Ghost, your other type is Bug or Poison as they're resisted by Ghost.
~ If you pick Dragon, your nemesis is Ice (or alternatively Fairy in Gen VI)
That's about it, I hope you find this challenge interesting! If you do decide to pick this challenge up, leave a message with the types you picked, the game your playing and post about your experiences (any particularly memorable moments, triumph story against your nemesis gym, moments of frustration etc.) and I might even add a hall of fame for people who are able to finish this!
Challengers:
Spoiler:
Crescend: Pokemon White 2, Ground + Water VS. Grass
Shoot|The|Puck: Pokemon Crystal, Bug + Flying VS. Rock
Slnxdx: Pokemon X, Grass + Dragon VS. Ice
Shoot|The|Puck: Pokemon Crystal, Bug + Flying VS. Rock
Slnxdx: Pokemon X, Grass + Dragon VS. Ice
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