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The Monotype Challenge v8, Tera Edition
https://i.imgur.com/jk65dhy.png Original thread created by myrrhman Second thread created by Alakazam17 Third thread created by Necrum Fourth thread created by Necrum Fifth thread created by Volga Sixth thread created by KingSwing Previous thread created by The Undisputed Era and edited by Duck Currently under editing ownership by Explorer of Time Title graphic by Fairy Welcome to the eighth edition of the Monotype Challenge, one of the oldest and most popular Pokémon challenges, now with rules updated for Tera Types and Pokemon Scarlet and Violet! Since The Undisputed Era is no longer active on these forums, I will take care of updating the Challengers and Hall of Fame listings from now on. Core Rules
Eligible Games(If you're playing an official mainline game, you don't need to read this section) Spoiler:
Standard Mode Rules(If you're playing Free Mode, you don't need to read this section) Spoiler:
Free Mode Rules(If you're playing Standard Mode, you don't need to read this section) Spoiler:
Trading and Hacking(If you can't or don't want to hack or trade, you don't need to read this section) Spoiler:
Challenge TypesThere are four different challenge types, the default Single Challenge, and the multi-run Ultimate, Type Mastery, and Game Mastery Challenges, all described below. You may, at any time, abandon a multi-run challenge, and upon being notified, I'll move any completed runs into the Single Challenge section of the Hall of Fame. The Single ChallengeThe most common challenge done on this forum, the Single Challenge is accomplished by completing a single monotype run in a single game. This is the default challenge type and has no special rules. The Ultimate ChallengeAn Ultimate Challenge is accomplished by successfully completing a run of a given type in Kanto, Johto, Hoenn, Sinnoh, Unova, Kalos, and Alola. Due to the Switch's status as a console, and the subsequent price increase in the hardware and the games, we've chosen to have the Galar and Paldea games remain optional for Ultimate runs for now. The Orre region and any other spinoff-exclusive regions are also optional. These runs may be done in any order and in any main series games that feature these regions. Rom hacks which don't alter the maps or plot in significant ways (usually marketed as "difficulty hacks" and / or "all Pokémon available") may be used in place of their retail equivalent. Because Kanto only has one evolutionary family available for the Ghost, Steel, Dark (which can't even be evolved in-game), and Dragon types, these four ultimate runs may be done without Kanto. Dragon may also be done without Johto if the player does not have access to trade evolutions. As for the Fairy type, only Hoenn, Kalos and Alola are obligatory for Fairy monotypes (seeing as the Galar and Paldea games, and the Sinnoh and Let's Go Kanto remakes, are Switch games). If you have already completed monotype runs with a type before starting an Ultimate Challenge, completed regions count towards your completion of the challenge. The Type Mastery ChallengeA Type Mastery Challenge is accomplished by completing eighteen monotype runs, one of every type in the official Pokémon games. These runs may be done in any order and in any full-length official games, romhacks or fangames. These should be equivalent or longer in length to an official Pokémon game with eight badges and a Pokémon League, and as such, count as "full-length" if the final boss has a full team of six Pokemon, at least one of which must be 45 or more levels higher than the starting level of the game's starter Pokemon. If the final boss does not have a Pokémon of the required level, but a postgame boss does, you must progress into the postgame to at least that boss to have your run count for the Type Mastery Challenge. If playing a game that adds new types outside of the normal 18, these types are not required for the run. If you have already completed monotype runs before starting a Type Mastery Challenge, those count towards your completion of the challenge. The Game Mastery ChallengeA Game Mastery Challenge is accomplished by completing a run of every type in a single game. Paired versions (RB, GS, RS, DP, BW, B2W2, XY, ORAS, SM, USUM, SwSh, BDSP, and SV) count as the same game for the purpose of this challenge, as do QOL romhacks that do not significantly alter difficulty or allow catching Pokemon outside the regional dex before the postgame. Third versions (Yellow, Crystal, Emerald, Platinum, USUM) and more extensive romhacks count as separate games from their base versions. A randomized Game Mastery Challenge may use separate seeds for different runs, but must use the same settings throughout. Like the Ultimate Challenge, the Game Mastery Challenge exempts types with no obtainable Pokemon or with only one evolutionary family, meaning that Ghost, Steel, Dark, and Dragon are optional for all official Kanto games, Ghost is optional for GSC, and Dragon is optional for players of official Johto games without access to trade evolutions. These runs may be done in any order and in any official game, romhack, or fangame. If playing a game that adds new types outside of the normal 18, those types are required for the purpose of completing a Game Mastery Challenge, so long as they have at least two different fully-evolved Pokemon available before beating the game. Types that don't exist in the game, or types that have only one evolutionary line, are exempt. If you have already completed monotype runs in a game before starting a Game Mastery Challenge, those count towards your completion of the challenge. EndpointsFor the main series games, we consider the game beat when the credits start rolling for the first time. For rom hacks and fan games, it's up to you, but beating the Champion, Elite Four or seeing a credit roll is probably a good enough rule of thumb. And if you want an extra challenge, you don't have to stop there! Here are some suggestions you might find interesting: Spoiler:
If you think you have a competitive-level monotype team, still want to use it after completing the challenge, and want to try something really difficult, try fighting your game's Battle Facilities, if any. Or, if you're playing Gen 1 through 4, import your team to Stadium, Stadium 2, Colosseum, or Battle Revolution. If you beat one of these, I'll mark it on your hall of fame! Sign-upPlease read the rules carefully and then include the following form in a post. Code:
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Rules for Specific Official GamesGen 1 - Additional Rules Spoiler:
Gen 2 - Additional Rules Spoiler:
Gen 3 - Additional Rules Spoiler:
Pokémon Colosseum & XD: Gale of Darkness - Additional Rules Spoiler:
Gen 4 - Additional Rules Spoiler:
Gen 5 - Additional Rules Spoiler:
Gen 7 - Additional Rule Spoiler:
Other Official Spinoff Games - Additional Rules Spoiler:
Rules for Specific Romhacks
Rules for Specific Fangames
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ChallengersSingles: Spoiler:
Ultimate: Spoiler:
Type Mastery: Spoiler:
Game Mastery: Spoiler:
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Hall of FameSingles: Spoiler:
Ultimate: Spoiler:
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Changelog:
8.0Spoiler:
8.1Spoiler:
8.2Spoiler:
8.38.3: Moved the rule about trading or hacking unobtainable Pokemon in the regional dex to the Standard Mode rules, since Free Mode has its own separate rules on the topic. Required that the player have reached the point where they could've caught a Pokemon in their counterpart game before trading or hacking version-exclusives. As this rule would affect in-progress challenges, runs started before 4/7/2023 are allowed to trade or hack version-exclusives at any point in time. Made mutually-exclusive Pokémon, like some fossils, tradeable or hackable under the same restriction. Allowed keeping Nincada unevolved until a second Ghost-type is obtained, if the player's first available Ghost-type is Shedinja. Added a clause allowing trading or hacking in a Pokémon if the player's party is completely unable to damage a Pokémon without Struggle, or delaying the start of the challenge if players can't trade or hack. Clarified that using multiple Pokémon of the same species is allowed. 8.3.1: Required that final bosses or postgame equivalents have a full team of six Pokémon to qualify for the Type Mastery Challenge, and mentioned a third postgame battle that qualifies a Pokémon XD run for it. 8.3.2: Allowed trading in Game Corner items or Pokemon if hacking in Coins isn't possible, and allowed trading or hacking a TM in DPPt that required the slot machines but couldn't be bought with Coins. 8.3.3: Reordered and reworded a few of the Core Rules, and mentioned when a player needs to catch their first Pokemon. |
(Reserved in case a second future post needs to be on the front page)
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User: Explorer of Time
Type: Psychic Game(s): Ruby Cross Single / Ultimate: Single Standard Mode / Free Mode: Standard Mode And finally, to start the thread! I'll be playing a QoL hack of Ruby called Ruby Cross, which adds several QOL features. The only ones relevant to gameplay, however, are that it adds reusable TMs, allows non-Legendary Sapphire version exclusives to be caught (though I do not plan to use Lunatone), allows trade evolutions to be evolved without trading, and allows HM moves to be deleted without the Move Deleter. |
Question! Do those who are already in the middle of a run have to sign up again specifying if they're running Standard or Free Mode?
I'm doing a Mono-Fairy run of Xenoverse as you know, and I've been pondering... Spoiler:
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I'll update the OP with rules for converting from Standard Mode to Free Mode. |
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Could it also be possible to dedicate a small section to rules for specific fan games? I can adapt the ones I wrote for Xenoverse in the previous thread to the current rulesets, and maybe other people who choose to do other fan games (as in, those which aren't enhancement hacks of official games - Xeno, Uranium, Unbound, Insurgence, Reborn, Rejuvenation, etc.) can add theirs later. |
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Pokémon Xenoverse - Additional Rules and Specifications for Monotype Runs
1. The Starter Pokémon - Part I During the main game, keeping the Starter Pokémon (Shyleon, Trishout or Shulong) in the party is mandatory for story progression. If you want to play the game as intended by its creators, it is highly recommended that you run on Free Mode (see Part II as to why) and center your run around any of the types they cover - that is, Grass, Fairy, Fire, Sound, Water or Dragon - so that you can include them in your party. Should you choose to run with any other type, or choose not to use them in your team (e.g. in a Standard Mode run), the Starter can remain in the party, gain experience if you are playing on Modern Mode/with the Exp. Share on, and be sent out whenever the story requires it (e.g. during the Tag Battle against A and B at the Newtron Library), but must be kept out of battling duties otherwise, especially after you have access to a Pokémon of your chosen type. 2. The X Pokémon Given that the X Pokémon function much like regional variants once caught, you may catch any of them as long as you are allowed to and as long as they match your chosen type. It is recommended that you farm them around the region, however; check guides as to where and how to encounter them. 3. Abraham's Scaleon If you have less than six Pokémon during the battle against your Blue Energy-possessed Starter, before the 4th Gym, Cardinal Abraham will lend you his Scaleon to help you out. You may only send it out to battle if - and only if - you're on a Mono-Dragon run. Otherwise, ignore it. 4. The Starter Pokémon - Part II (Spoilers) Spoiler:
5. Endpoint The goal, as stated in the Core Rules and as seen in most official games and fan games, is beating the Champion... Spoiler:
6. Extra Goal Since the post-game Furious Battles are kind of impractical to do on a challenge run, the extra goal for this game would be to fulfill the conditions to unlock them, as follows: Spoiler:
Any future rules and/or specifications will be added to this post. Per Aspera Ad Astra! |
I've added them to the rules, thank you!
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Pokémon Xenoverse (FREE MODE)
Mono-Fairy - Fallen Star Mintaka Update 4 (Gravity Tunnel - Westar City) Team: -Shyleon Xenoversal Form (Pascal), level 52 -Granbull (Diana), level 54 -Grudako (Ranmaru), level 53 -Fatail (Aniceto), level 53 -Mimikyu (El Mimi), level 36 As stated above, I have decided to set this run to Free Mode because I already failed to comply with the rules of Standard Mode (re: Camouflage) and because I want to have the ability to decide whether I'll bring Shyleon with me beyond the final boss battle. I'd rather not talk much about the plot in this segment. I absolutely hate this part of the game and most of the events that happen within it, so let's just sum it up to: -Pascal got his Xenoversal Form, got corrupted by Blue Energy and temporarily left, came back, and I almost kicked him out of the team of my own volition because I couldn't even look at him. I had this crisis with the other two starters in previous playthroughs, but this is by far the worst. -Eventually I reached some kind of conciliation with him, however. If he helped me defeat the ones responsible for his transformation, I would let him stay. Ergo, he promptly helped me earn my fourth badge, and returned to the fold. -We reached Westar City and kicked G.E.I.S.T. out of Wild Bull Saloon - because really, in a story where the protagonist is dead to begin with, they're the villains. Then, after much running, we welcomed a new member into the team - El Mimi the Mimikyu! I have to confess I almost abandoned my run because I couldn't find a single Mimikyu, but then he walked in and everything was alright. That was a bit exaggerated because I'd like to imagine he was always with me, just not battle-ready - just like a certain motorcycle dragon in a recent official Pokémon game. Either way, what a sweet good baby he is! Now we're off to challenge Sheriff Caspar for my fifth badge! I know I'm much more into the college sweetheart Ginger now, but I'd be lying if I said I don't have a thing for the handsome old Sheriff still. He was the very reason I gave Xenoverse a try. I don't know where I'd be without him, and like with Ginger, it's a shame he won't pop up again until post-game. Why do I have to see a lot more of the Ass-ter of my ex-husbando and less of my current husbandos? :C |
Pokémon Ruby Cross (Standard Mode)
Mono-Psychic - Stargazer Astrid Update 1 (Littleroot Town -> Rustboro Gym) My first update in the new thread! Since I'm doing a mono-Psychic run of Ruby, the only Psychic-type prior to the first gym is Ralts. Unfortunately, it cannot hurt the Team Magma Grunt's Poochyena with any move it learns via level-up, and can't learn a non-Psychic attack move until I get to Slateport. Given the standard mode rules, I could trade* in a Beldum, the only non-Legendary Pokemon in my regional dex which isn't available until the postgame. (My other option, the Sapphire-exclusive Lunatone, is technically available in this hack.) Beldum gets tired very easily, with it only knowing a single move that does recoil damage, but its Steel typing gives it a large defensive advantage early on. Ralts is pretty strong offensively, but can't take a lot of hits. He does know Double Team, though, which means that if I can set it up he won't get hit much. Ralts actually soloed the battle against Roxanne, by using Growl to take down Geodude's attack to the minimum, then using Double Team to max out evasion, then fainting it with several Confusions, then Growling at Nosepass six times and fainting that with confusion too. *This romhack isn't trade-compatible with PKHeX, but it is trade-compatible with the vanilla games, so I genned in a Beldum with a random nature and IVs, gave it an OT/TID/SID matching mine to stop it from getting an experience boost, and traded it for a random Wurmple. Team https://play.pokemonshowdown.com/sprites/gen3rs/beldum.png Beldum (⚥) | Psychic/Steel | Level 11 Moves: Take Down, (Empty Slot), (Empty Slot), (Empty Slot) 32 HP / 19 Atk / 24 Def / 14 SpA / 18 SpD / 13 Spe Ability: Clear Body | Nature: Rash | Item: Quick Claw https://play.pokemonshowdown.com/sprites/gen3rs/ralts.png Ralts (♂) | Psychic | Level 13 Moves: Confusion, Growl, Double Team, (Empty Slot) 33 HP / 12 Atk / 14 Def / 16 SpA / 15 SpD / 19 Spe Ability: Synchronize | Nature: Jolly | Item: Oran Berry |
Pokémon Ruby Cross (Standard Mode)
Mono-Psychic - Stargazer Astrid Update 2 (Rusturf Tunnel -> Granite Cave) It's my second update, but it's a short one. I went down to Rusturf Tunnel, beat the Team Magma Grunt with my Beldum, then explored a few areas with Cut. Then, I went down to Dewford Town. The locals, funnily enough, had "Lukewarm Event" as their randomly-generated trend. I decided to keep it as-is for now. I taught my Ralts Flash, since Ruby Cross allows Pokemon to forget HM moves without the Move Deleter, but otherwise I haven't had anyone level up enough to get a new move. I beat Brawly with my Ralts, this time using Confusion most of the time because of the type advantage. I used three Potions during the battle to heal up, and I used Growl once or twice to stop Bulk Up from getting too strong. When I went to Granite Cave, I caught an Abra. It's useless to me now, but I'll get TMs for it in Slateport very soon. I don't plan to keep it on my final team, since I don't want a second Pokemon without a secondary type, but it will stay on for quite a while. Team Spoiler:
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Question since I'm new to the forum: What counts as a "lost run" in this situation? Clearly, this isn't a nuzlocke where Pokémon "die" when they faint, but before I joined the forum today, I'd been doing a Ground-type only run on Pokémon Sapphire Version, and I lost to Gym Leader Wallace by a hair (his Molitic had a sliver of health), so I had to reload. If this was under these rules, would that have counted as losing the run, or would I be allowed to reload, or would I need to accept the loss of money and continue from the "white out"?
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In general, the only way to "lose" is to violate the rules somehow, such as by having a non-Ground HM Pokemon deal the final blow to that Milotic. |
Thank you for answering.
I was thinking of doing a psychic-type run of Pokémon Ruby Version (except without hacking in/trading for a different starter), but since you're doing that, I might do a water-type run of FRLG. I don't want to be a copycat. |
Pokémon Xenoverse (FREE MODE)
Mono-Fairy - Fallen Star Mintaka Update 5 (Westar City - Route 8) Team: -Shyleon Xenoversal Form (Pascal), level 56 -Granbull (Diana), level 59 -Grudako (Ranmaru), level 57 -Fatail (Aniceto), level 57 -Mimikyu (El Mimi), level 50 This week I started preparing a final exam that I'll sit in March, so I didn't have much time to keep playing. However, today I finally got out of what I call this game's IDGAF Zone! I beat Caspar for my fifth badge, then boarded the Quasar Express and so much stupidity happened I don't even remember most of it. Perhaps that's a good thing. This was me the whole time during that segment: Spoiler:
Except when the Basterd (who talked about taking my comrade Gengar X back to Hadwarf City as a test subject, how dare he), and Maldi-Tamara (whose Vespiquen nearly locked up my game during my battle with her), at which point I was like this: Spoiler:
That was it for today, but know that I'm extremely eager to get to Hypelion and forget about this mess before the next one. That was way too much. |
I actually need to post about the Ground mono type run I'm doing because I need advice. The forum rules do say not to make separate threads for the same challenge, so I can't post it elsewhere. I'll try to provide a TL;DR down below.
This is my team so far. (The levels might be slightly different depending on how I use Rare Candies.) Swampert Level 52 (Surf/Blizzard/Earthquake/Waterfall) Camerupt Level 46 (Strength/Eruption/Flamethrower/Earthquake) Flygon Level 48 (Crunch/Dragon Claw/Fire Blast/Fly) Claydol Level 46 (Psychic/Shadow Ball/Ice Beam/Flash) Rhydon Level 46 (Facade/Brick Break/Thunderbolt/Blizzard) Donphan Level 48 (Return/Earthquake/Iron Tail/Rock Smash) So, I need to preface this by saying that this is the original Sapphire, so TMs aren't infinitely useable. For example, I used the Earthquake TM on Donphan, so I couldn't teach it to Flygon or Rhydon also. This is also why I'm using Blizzard instead of Ice Beam on two Pokémon (since this isn't FRLG). My concerns are about Glacia (the Elite Four Member I couldn't beat on my original childhood adventure) ... and Drake... Steven's not going to be a pushover either. I'm getting side tracked. Should I spend my money for Full Restores and Revives or invest in the Flamethrower TM at the Game Corner? I don't think one (or even two) X Accuracy items are going to magically allow Flygon to sweep Glacia's team with Fire Blast since dragon-type Pokémon are weak to ice. It doesn't help that one of her Pokémon knows an actual OHKO move (Sheer Cold). Also... should I even bother giving Rhydon Rare Candies? Brick Break is nice for Sydney, but... the last time I played this game, Sydney's Pokémon went down like they were cardboard compared to Glacia, Drake, and to a lesser extent Steven. Some of you might be confused to see a Rhydon with special moves in this challenge, but remember: the devs (probably) thought it was awesome for Pokémon like Gyarados, Nidoking, and Rhydon to have a bad*** moveset of Thunderbolt/Thunder, Ice Beam/Blizzard, Flamethrower/Fire Blast, and Surf. Where was I? Oh, yeah, should I bench Rhydon for the Elite Four and Champion? He can still be in the Hall of Fame just for being in the party. (Also, no, I did not bother with Geodude because I didn't feel like trade evolving on this playthrough for something that isn't an Alakazam... and I can confirm Nincada is dead weight in a Ground mono type run of Ruby & Sapphire. You really are better off soloing Hoenn with Marshtomp until Wattson says you're allowed to catch Numel). TL;DR Version Do I have to buy the Flamethrower TM for Glacia, and is Rhydon worth it? |
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Rhydon has some decent moves to deal with Glacia, namely Brick Break and Thunderbolt (I guess). Maybe even Rock Blast if you can still get access to it... but those stats and that typing sure doesn't help there. If you want to go on the offensive and set up with X items, for example, you could probably do it with Rhydon instead of Flygon as long as you can keep it healthy at the start of the battle. Still pretty unreliable I admit... A move that might help there could be Light Screen on Claydol, since it already has a nice Sp. Def. stat to compensate for the Ice weakness. If you can get it to use Light Screen and faint on the next turn, you could have a chance to set up with a Pokémon. That, however, may also help for a different strategy, which is just... Trying to resist Glacia's hits (even by using a lot of healing items) and retaliating! Swampert, being part Water, could help with that, and iirc in Victory Road you can find a second Water-Ground in Whiscash (also gets Earthquake by level up and is pretty bulky). I'm not sure if you still have access to the Toxic TM but if you do, that strategy could also be worth a shot (as scummy as it is). Doesn't make for the best match-up against Sydney, true - it has two Grass-types - but his Pokémon are pretty frail like you said, and you could just brute-force your way through some of them. You have Camerupt, Flygon, and Swampert for Sharpedo since it's not weak to Water. [bit of a tangent but wow, the fact that Rock Slide isn't even a TM is so inconvenient in this case... it would be super effective on the Walrein line after all!] Drake is likely to get swept with Claydol and Swampert's Ice moves, if you avoid Crunch on Claydol. Steven has a pretty high level advantage on you with the levels you have, but I feel like you do have a good chance of beating him with your team! Hope this helped and good luck with your run! ♥ |
Wow, thanks for all the helpful advice.
I have a lot to consider. I feel like a jerk removing the very first Pokémon ever created from my team, but ... that championship crown! If I go the route of catching a Whiscash, what should I teach it besides Earthquake and Toxic? Would Amnesia be worth the investment of a turn against Glacia? I will probably go the Move Deleter to remove Flash from Claydol's moveset, and teach it Light Screen by TM. I feel like it would be inherently more useful than HM move Flash at this point (because I don't want to win by cheesing it with Flash spam, assuming that's even reliable). Good ol' Water/Ground-type Pokémon, nothing beats that. [Opponent sends out Sableye with Wonder Guard] Wait. That's illegal. |
Amnesia would be a great option for it. For a fourth move, I'd go with another Ice Beam if you happen to have a second TM13 for whatever reason, or just Surf if you don't. Ice Beam would be very good against Drake and Surf is good against half of Steven's team.
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Thanks so much. I don't normally use status moves in playthroughs with some exceptions like Thunder Wave or Hypnosis/Sleep Powder, but I felt like Amnesia was a good move. (I know in Gen I, it's bonkers.)
Now to spend a half-hour trying to catch a level 40-something Whiscash on Victory Road. Wait. Is this that game where you have to do a mini game to encounter a Pokémon with the Rod? Oh, dear. It looks like I got my work cut out for me. |
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