- 25
- Posts
- 12
- Years
- Somewhere in Sinnoh
- Seen Jan 13, 2025
Introduction :: What's a Naturelocke?
Hello, challenger! I see you've stumbled upon the Naturelocke Challenge. You're probably wondering what this is. Does this have to do with the natures of Pokémon? Or does it have to do with the trees and grass kind of nature? The answer is the former.
I came up with this challenge while I was supposed to be sleeping, in a cabin my family stays in every year. I was wide awake and wanted to create something. I took out my notebook and a flashlight and got to work. The fruit of my efforts was this challenge, in which Pokémon's natures dictate what they can do.
Okay, so what are the rules?
The ruleset of a Naturelocke is intended to make the game more challenging (duh.) First off, the normal Nuzlocke rules, as well as some optional, allowed clauses. Again, these clauses are OPTIONAL. You don't have to use them if you don't want to.
I know the rules so far seem a little too fair with the allowed clauses, but here comes the more challenging part. Like previously stated, a Pokémon's nature dictates what the 'mon can do, both in battle and in the field. First, here are some important points:
• Rules in GREEN are optional, and thus only have to be used if you want to.
• If you decide to use a rule that dictates the team slot the Pokémon must occupy, you are free to ignore that during grinding.
• If a Pokémon has a nature that limits what kinds of moves it can use, but cannot learn those kinds of moves (or requires a great deal of trouble to learn them), you are free to ignore that and use the rest of that nature's rules instead.
• Rules such as that of Relaxed, Lax, and Calm, in which a Pokémon must learn any moves of certain types, aren't as bad as you think. If a Pokémon can learn a more powerful move of a mandatory type, you can replace a weaker move of said type. So, for instance, a Relaxed Ludicolo could have Giga Drain, Surf, and two other moves instead of Giga Drain, Absorb, Mega Drain, and Surf. The gist is that, if a Pokémon can learn any of the mandatory types, it must end up with at least one of those moves on its set.
• "Heal" refers to both health and status curing.
Now, here are the specifics:
That's a lot of information. I bet you won't even do the challenge.
Actually, I'm very excited to do this challenge! I will be playing through White2 with this ruleset, and the run will be on the ZetaBoards Nuzlocke forums in StoryLocke form. I had a lot of fun making this challenge.
If you have any suggestions or comments, just ask. If you want to use this ruleset for a documented run, make sure to give me credit! Also, if you would please give me a link to the run as well. I would love to see how people play through this.
Want to do the challenge yourself?
Username:
Game:
Yep, it's pretty simple. ^.^ If you beat the Elite 4, come back and tell me your team so I can add you to the Hall of Fame, okay?
Challengers
Hall of Fame
Credit
• Thanks to Arrow-Jolteon of Pokémon Crossroads for:
- This rule for Bold and Brave: "If they are sent out against a Pokémon that has a type advantage, they will stay in and fight it."
- The idea of a list of quirks for Quirky 'mons
~Mewquazabsol
Hello, challenger! I see you've stumbled upon the Naturelocke Challenge. You're probably wondering what this is. Does this have to do with the natures of Pokémon? Or does it have to do with the trees and grass kind of nature? The answer is the former.
I came up with this challenge while I was supposed to be sleeping, in a cabin my family stays in every year. I was wide awake and wanted to create something. I took out my notebook and a flashlight and got to work. The fruit of my efforts was this challenge, in which Pokémon's natures dictate what they can do.
Okay, so what are the rules?
The ruleset of a Naturelocke is intended to make the game more challenging (duh.) First off, the normal Nuzlocke rules, as well as some optional, allowed clauses. Again, these clauses are OPTIONAL. You don't have to use them if you don't want to.
1.) If it faints, it's dead. Either release it or place it in a graveyard/Heaven box.
1a. BS Clause: If you think a death is truly unfair, you can "call BS" and revive it. I know it may be a bit to permissive, but it makes it a little more fair since the challenge is supposed to be hard. However, you can't call BS on every death. If you switched your Quagsire into a Tangrowth and it got 4x SE'd, tough frijoles. If your Vaporeon flinched 3 times in a row and died from the opposing Arcanine's critical Flamethrower, go ahead, that's hax. You get the gist.
1b. Unlike in other 'lockes, a whiteout (having your whole team wiped) does not mean game over unless there is nothing else in the PC. Instead, you are allowed to box the wiped team and build from boxed 'mons.
1c. Cat Claws: Catlike Pokémon (Eeveelutions, those explicitly stating that they are a cat, and Zangoose) have 9 lives. When they reach 0, they die.
2.) You can only catch the first thing you see in each area.
2a. Dupes Clause: If the first encounter is a Pokémon you already have or belongs to the same evolutionary line as a Pokémon you have, you are allowed to skip the encounter.
2b. Shiny Clause: You are permitted to catch shinies in any situation. It's your choice if you can use it or not.
2c. Legendary Clause: You can catch legendaries regardless whether or not they are your first encounter. I know it seems a little crazy, but the Naturelocke ruleset will make it more difficult for them to be game-breakers, and you aren't forced to use them.
2d. Gift/Static Clause: Gift and static (the ones that you have to talk to) Pokémon can be caught regardless of area.
3.) Nickname Clause: You have to nickname every Pokémon you catch, even legendaries. This establishes a stronger bond between you and your digital battle buddies, so it rips your heart out even more if they die. :)
1a. BS Clause: If you think a death is truly unfair, you can "call BS" and revive it. I know it may be a bit to permissive, but it makes it a little more fair since the challenge is supposed to be hard. However, you can't call BS on every death. If you switched your Quagsire into a Tangrowth and it got 4x SE'd, tough frijoles. If your Vaporeon flinched 3 times in a row and died from the opposing Arcanine's critical Flamethrower, go ahead, that's hax. You get the gist.
1b. Unlike in other 'lockes, a whiteout (having your whole team wiped) does not mean game over unless there is nothing else in the PC. Instead, you are allowed to box the wiped team and build from boxed 'mons.
1c. Cat Claws: Catlike Pokémon (Eeveelutions, those explicitly stating that they are a cat, and Zangoose) have 9 lives. When they reach 0, they die.
2.) You can only catch the first thing you see in each area.
2a. Dupes Clause: If the first encounter is a Pokémon you already have or belongs to the same evolutionary line as a Pokémon you have, you are allowed to skip the encounter.
2b. Shiny Clause: You are permitted to catch shinies in any situation. It's your choice if you can use it or not.
2c. Legendary Clause: You can catch legendaries regardless whether or not they are your first encounter. I know it seems a little crazy, but the Naturelocke ruleset will make it more difficult for them to be game-breakers, and you aren't forced to use them.
2d. Gift/Static Clause: Gift and static (the ones that you have to talk to) Pokémon can be caught regardless of area.
3.) Nickname Clause: You have to nickname every Pokémon you catch, even legendaries. This establishes a stronger bond between you and your digital battle buddies, so it rips your heart out even more if they die. :)
I know the rules so far seem a little too fair with the allowed clauses, but here comes the more challenging part. Like previously stated, a Pokémon's nature dictates what the 'mon can do, both in battle and in the field. First, here are some important points:
• Rules in GREEN are optional, and thus only have to be used if you want to.
• If you decide to use a rule that dictates the team slot the Pokémon must occupy, you are free to ignore that during grinding.
• If a Pokémon has a nature that limits what kinds of moves it can use, but cannot learn those kinds of moves (or requires a great deal of trouble to learn them), you are free to ignore that and use the rest of that nature's rules instead.
• Rules such as that of Relaxed, Lax, and Calm, in which a Pokémon must learn any moves of certain types, aren't as bad as you think. If a Pokémon can learn a more powerful move of a mandatory type, you can replace a weaker move of said type. So, for instance, a Relaxed Ludicolo could have Giga Drain, Surf, and two other moves instead of Giga Drain, Absorb, Mega Drain, and Surf. The gist is that, if a Pokémon can learn any of the mandatory types, it must end up with at least one of those moves on its set.
• "Heal" refers to both health and status curing.
Now, here are the specifics:
• Hardy :: These Pokémon are pretty mild-mannered. They don't tire easily, and they can use all sorts of moves. They also don't mind being HM slaves. •
• Lonely :: These Pokémon tend to be loners, so no Pokémon on their team can share their exact typing. However, if a Lonely Pokémon is dual-typed, it is welcome to share single types. (i.e. Trash Wormadam can be on the same team as a Beedrill and/or a Steelix, but not a Scizor because they both have the Bug and Steel typing.) Also, after every 5 trainer battles, they like to take some time off from battling and be alone. They are not allowed to battle again until another team member levels up, but they can stay on the team. •
• Brave and Bold :: These Pokémon are like blazing flames bursting with courage and energy. They can only use special attacks and recoil moves, and can only be healed by non-Pokémon Center means at red health. Pokémon Centers can be used at any level of health, though. They can only occupy the first or second team slot due to their leadership qualities. If they are sent out against a Pokémon that has a type advantage, they will stay in and fight it. •
• Adamant :: These Pokémon stick to their beliefs and decisions like glue. If they can learn any moves that trap and then confuse them, such as Petal Dance or Outrage, they must. Once in battle, they will refuse to switch out until they either faint the opposing Pokémon or die. •
• Naughty :: These Pokémon like to disobey the rules and go their own way. If they can learn any Dark- or Ghost-type moves, they must. Every turn, use a random number generator (RNG) set from 1-8 to determine their action. If a 1, 2 or 3 is rolled, they must use a move. If a 4 or 5 is rolled, they must heal, regardless of health or status. If a 6 or 7 is rolled, they must switch out. If an 8 is rolled, they will choose to follow whatever decision you make. They will refuse to learn weak HMs such as Cut, but will gladly learn more powerful ones like Surf. •
• Docile :: These Pokémon tend to avoid fighting due to their pacifist ways, so they can only use status moves and HMs, the latter applying to both battles and the field. Docile 'mons won't fight in major battles (gyms, E4, crime bosses.) •
• Relaxed, Lax, and Calm :: These laid-back Pokémon like to, well, relax. They don't like the quick, sudden movements of priority moves such as Quick Attack and Sucker Punch, and prefer status moves or those of the Water, Normal, Grass, and Psychic types. So, if they can learn any of those kinds of moves, they have to. In battle, said types of moves will be used over other types that could be in the Pokémon's moveset. •
• Impish :: These Pokémon like to play pranks on others when they least expect it. After each gym, if an Impish Pokémon is in your party, use a RNG set from 1-6. Whatever number is "rolled," the Pokémon occupying that slot will have their item stolen from them and given to the Impish one. If the RNG chooses the Impish Pokémon, no item is stolen. If the 'mon is already holding an item, they have to give back the item to its orginal owner. If the chosen 'mon has no item, the Impish one gives up and waits until the next gym. •
• Timid :: These Pokémon are too afraid to fight against Dark, Ghost, Poison, and Dragon 'mons. They can only hold single-use items because they usually drop them in fright anyway. They can only use stat boosters, sound-based moves, switch-out moves, and moves with 70 power or less. •
• Hasty :: These Pokémon love speed, so if any priority moves can be learnt, they must be. They must be faster than the opposing 'mon to heal or switch out. They are intimidated by Dark, Ghost, Bug, and Dragon Pokémon, and have to switch out regardless of speed or advantage. •
• Serious :: These Pokémon tend to keep a straight face and a stormy mood. They can only deal neutral damage to opponents, so no super effective moves are allowed. They can only learn one HM, and must have at least 2 STAB moves in order to use said HM outside of battle. •
• Jolly :: These Pokémon are upbeat and fun to be around. If they are on the team when an Impish Pokémon steals an item, use a RNG from 1-4 to determine if the Jolly Pokémon will give back the item. If 1 or 2 are rolled, it will fail, but if 3 or 4 are rolled, the deed will be successful and the Pokémon can keep their item. If a Jolly Pokémon does not participate in an important battle but chooses to cheer the team on instead, a Pokémon can cheat death, but only once before the Elite 4 and once during the E4. •
• Naïve :: These Pokémon are innocent and inexperienced. They don't know about TMs and HMs, so if they are taught one, they have to forget all about a STAB move in exchange. In important battles, they will switch out upon being struck by a critical hit because they have no idea what happened. •
• Modest :: These generous Pokémon think little of themselves and more of their teammates. If they can learn an important TM or use an evolution item, they will first offer it to their teammates. If another team member can learn the move or use the item, the Modest Pokémon will give it to them. If not, it's all theirs. In games where TMs are infinite, they are welcome to any TM. They politely refuse to be healed in battle if another teammate is in critical condition. Again, if not, they can heal all they want. •
• Mild :: These mild-mannered 'mons can only use Normal moves and status to deal damage. They will sit out during important battles and give their held item to the Pokémon who needs it the most for the battle. •
• Quiet :: These shy Pokémon cannot use sound-based moves or eat berries they don't like the flavor of, regardless of effect. •
• Bashful :: If a Pokémon of the opposite gender and same egg group as a Bashful 'mon is on the same team, they can only occupy slots that are next to each other. If there is a chance to breed them, they must. However, if it has already been paired with a Pokemon before and said Pokemon dies or leaves the team, it is not required to do this again. Bashful Pokémon only can eat sweet berries, regardless of effect. [color="pink]•[/COLOR]
[COLOR="Orange"]•[/color] Rash :: These Pokémon tend to act on impulse in stressful or angering situations. They can only learn damaging moves, and if they are critical'd, their next turn has to be used to strike back. If an Impish Pokémon steals an item from a Rash 'mon and it is not given back, the Rash Pokémon will throw a fit and not be able to participate in the next battle. •
• Gentle :: Arceus has smiled down on these kind Pokémon and freed them from any rules. They can be used in any way. •
• Sassy :: These Pokémon have both sharp moves and tongues. They can only use moves with over 50 base power and refuse to learn HMs or eat berries they don't like. •
• Careful :: These cautious Pokémon will switch out if they are at a type disadvantage. However, if they have a good counter to that advantage, they will choose to stay battle and try to win. If they are critical'd, they will switch out and must be healed next turn. •
• Quirky :: These Pokémon go for the odd approach. They cannot use STAB moves, and they don't like having two moves of the same type. They love collecting random things, so they must always hold an item when it is possible. WIP: Randomized quirks •
• Lonely :: These Pokémon tend to be loners, so no Pokémon on their team can share their exact typing. However, if a Lonely Pokémon is dual-typed, it is welcome to share single types. (i.e. Trash Wormadam can be on the same team as a Beedrill and/or a Steelix, but not a Scizor because they both have the Bug and Steel typing.) Also, after every 5 trainer battles, they like to take some time off from battling and be alone. They are not allowed to battle again until another team member levels up, but they can stay on the team. •
• Brave and Bold :: These Pokémon are like blazing flames bursting with courage and energy. They can only use special attacks and recoil moves, and can only be healed by non-Pokémon Center means at red health. Pokémon Centers can be used at any level of health, though. They can only occupy the first or second team slot due to their leadership qualities. If they are sent out against a Pokémon that has a type advantage, they will stay in and fight it. •
• Adamant :: These Pokémon stick to their beliefs and decisions like glue. If they can learn any moves that trap and then confuse them, such as Petal Dance or Outrage, they must. Once in battle, they will refuse to switch out until they either faint the opposing Pokémon or die. •
• Naughty :: These Pokémon like to disobey the rules and go their own way. If they can learn any Dark- or Ghost-type moves, they must. Every turn, use a random number generator (RNG) set from 1-8 to determine their action. If a 1, 2 or 3 is rolled, they must use a move. If a 4 or 5 is rolled, they must heal, regardless of health or status. If a 6 or 7 is rolled, they must switch out. If an 8 is rolled, they will choose to follow whatever decision you make. They will refuse to learn weak HMs such as Cut, but will gladly learn more powerful ones like Surf. •
• Docile :: These Pokémon tend to avoid fighting due to their pacifist ways, so they can only use status moves and HMs, the latter applying to both battles and the field. Docile 'mons won't fight in major battles (gyms, E4, crime bosses.) •
• Relaxed, Lax, and Calm :: These laid-back Pokémon like to, well, relax. They don't like the quick, sudden movements of priority moves such as Quick Attack and Sucker Punch, and prefer status moves or those of the Water, Normal, Grass, and Psychic types. So, if they can learn any of those kinds of moves, they have to. In battle, said types of moves will be used over other types that could be in the Pokémon's moveset. •
• Impish :: These Pokémon like to play pranks on others when they least expect it. After each gym, if an Impish Pokémon is in your party, use a RNG set from 1-6. Whatever number is "rolled," the Pokémon occupying that slot will have their item stolen from them and given to the Impish one. If the RNG chooses the Impish Pokémon, no item is stolen. If the 'mon is already holding an item, they have to give back the item to its orginal owner. If the chosen 'mon has no item, the Impish one gives up and waits until the next gym. •
• Timid :: These Pokémon are too afraid to fight against Dark, Ghost, Poison, and Dragon 'mons. They can only hold single-use items because they usually drop them in fright anyway. They can only use stat boosters, sound-based moves, switch-out moves, and moves with 70 power or less. •
• Hasty :: These Pokémon love speed, so if any priority moves can be learnt, they must be. They must be faster than the opposing 'mon to heal or switch out. They are intimidated by Dark, Ghost, Bug, and Dragon Pokémon, and have to switch out regardless of speed or advantage. •
• Serious :: These Pokémon tend to keep a straight face and a stormy mood. They can only deal neutral damage to opponents, so no super effective moves are allowed. They can only learn one HM, and must have at least 2 STAB moves in order to use said HM outside of battle. •
• Jolly :: These Pokémon are upbeat and fun to be around. If they are on the team when an Impish Pokémon steals an item, use a RNG from 1-4 to determine if the Jolly Pokémon will give back the item. If 1 or 2 are rolled, it will fail, but if 3 or 4 are rolled, the deed will be successful and the Pokémon can keep their item. If a Jolly Pokémon does not participate in an important battle but chooses to cheer the team on instead, a Pokémon can cheat death, but only once before the Elite 4 and once during the E4. •
• Naïve :: These Pokémon are innocent and inexperienced. They don't know about TMs and HMs, so if they are taught one, they have to forget all about a STAB move in exchange. In important battles, they will switch out upon being struck by a critical hit because they have no idea what happened. •
• Modest :: These generous Pokémon think little of themselves and more of their teammates. If they can learn an important TM or use an evolution item, they will first offer it to their teammates. If another team member can learn the move or use the item, the Modest Pokémon will give it to them. If not, it's all theirs. In games where TMs are infinite, they are welcome to any TM. They politely refuse to be healed in battle if another teammate is in critical condition. Again, if not, they can heal all they want. •
• Mild :: These mild-mannered 'mons can only use Normal moves and status to deal damage. They will sit out during important battles and give their held item to the Pokémon who needs it the most for the battle. •
• Quiet :: These shy Pokémon cannot use sound-based moves or eat berries they don't like the flavor of, regardless of effect. •
• Bashful :: If a Pokémon of the opposite gender and same egg group as a Bashful 'mon is on the same team, they can only occupy slots that are next to each other. If there is a chance to breed them, they must. However, if it has already been paired with a Pokemon before and said Pokemon dies or leaves the team, it is not required to do this again. Bashful Pokémon only can eat sweet berries, regardless of effect. [color="pink]•[/COLOR]
[COLOR="Orange"]•[/color] Rash :: These Pokémon tend to act on impulse in stressful or angering situations. They can only learn damaging moves, and if they are critical'd, their next turn has to be used to strike back. If an Impish Pokémon steals an item from a Rash 'mon and it is not given back, the Rash Pokémon will throw a fit and not be able to participate in the next battle. •
• Gentle :: Arceus has smiled down on these kind Pokémon and freed them from any rules. They can be used in any way. •
• Sassy :: These Pokémon have both sharp moves and tongues. They can only use moves with over 50 base power and refuse to learn HMs or eat berries they don't like. •
• Careful :: These cautious Pokémon will switch out if they are at a type disadvantage. However, if they have a good counter to that advantage, they will choose to stay battle and try to win. If they are critical'd, they will switch out and must be healed next turn. •
• Quirky :: These Pokémon go for the odd approach. They cannot use STAB moves, and they don't like having two moves of the same type. They love collecting random things, so they must always hold an item when it is possible. WIP: Randomized quirks •
That's a lot of information. I bet you won't even do the challenge.
Actually, I'm very excited to do this challenge! I will be playing through White2 with this ruleset, and the run will be on the ZetaBoards Nuzlocke forums in StoryLocke form. I had a lot of fun making this challenge.
If you have any suggestions or comments, just ask. If you want to use this ruleset for a documented run, make sure to give me credit! Also, if you would please give me a link to the run as well. I would love to see how people play through this.
Want to do the challenge yourself?
Username:
Game:
Yep, it's pretty simple. ^.^ If you beat the Elite 4, come back and tell me your team so I can add you to the Hall of Fame, okay?
Challengers
Spoiler:
AoTora (White2)
Mega Mawile (Ruby)
AxeBeard McBeardAxe (Emerald)
ShadeDraco (Black2)
Oshamaru (White2)
Sopheria (Black)
Shadic249 (Emerald)
Diablerie (Platinum)
Mr_Mega_Lucario (Black 2)
Ewery1 (HeartGold)
Pidgeotto- Wings
Gentle
Lvl 18
Tangled Feet
Tackle, Sand-Attack, Gust, Quick Attack
Sheldon
Bashful
Lvl 20
Compoundeyes
Sleep Powder, Confusion, PoisonPowder, Gust
Scales
Hardy
Lvl 18
Shed Skin
Leer, Thunder Wave, Twister, Dragon Rage
Steve
Naive
Lvl 19
Torrent
Scratch, Scary Face, Water Gun, Bite
Wilson
Quiet
Lvl 19
Rock Head
Tackle, Magnitude, Rock Throw, Rock Polish
Bob
Hardy
Lvl 4
Run Away
Tackle, Tail Whip, Quick Attack, Cut
Ageha (X)
Sylvie (SoulSilver)
Darth Razmus (Black)
The24thm (Emerald)
Hayden (White2)
DyingWillFlareon (White2)
Mega Mawile (Ruby)
AxeBeard McBeardAxe (Emerald)
ShadeDraco (Black2)
Oshamaru (White2)
Spoiler:
Sean the Samurott (Male) | Lv 37 | Adamant nature
-Heather the Liepard (Female) | Lv 30 | Careful nature
-Gawain the Electabuzz (Male) | Lv 37 | Timid nature
-Nelo the Swoobat (Male) | Lv 36 | Calm nature
-Howard the Cinccino (Male) | Lv 37 | Quirky nature
-Will the Litwick (Male) | Lv 38 | Jolly nature
-Heather the Liepard (Female) | Lv 30 | Careful nature
-Gawain the Electabuzz (Male) | Lv 37 | Timid nature
-Nelo the Swoobat (Male) | Lv 36 | Calm nature
-Howard the Cinccino (Male) | Lv 37 | Quirky nature
-Will the Litwick (Male) | Lv 38 | Jolly nature
Sopheria (Black)
Spoiler:
Roy | Abra | Rash Nature | Level 10
- Teleport
Dill P. | Rattata | Hardy Nature | Level 13
-Cut
-Bite
-Quick Attack
-Pursuit
Martha | Mareep | Relaxed Nature | Level 13
-Tackle
-Growl
-Thundershock
Joe | Bayleef | Lax Nature | Level 16
-Tackle
-Synthesis
-Razor Leaf
-PoisonPowder
Rocky | Onix | Hasty Nature | Level 19
-Mud Sport
-Tackle
-Rock Tomb
-Rage
- Teleport
Dill P. | Rattata | Hardy Nature | Level 13
-Cut
-Bite
-Quick Attack
-Pursuit
Martha | Mareep | Relaxed Nature | Level 13
-Tackle
-Growl
-Thundershock
Joe | Bayleef | Lax Nature | Level 16
-Tackle
-Synthesis
-Razor Leaf
-PoisonPowder
Rocky | Onix | Hasty Nature | Level 19
-Mud Sport
-Tackle
-Rock Tomb
-Rage
Shadic249 (Emerald)
Diablerie (Platinum)
Mr_Mega_Lucario (Black 2)
Ewery1 (HeartGold)
Spoiler:
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://archives.bulbagarden.net/media/upload/b/b3/Spr_4h_017.png)
Pidgeotto- Wings
Gentle
Lvl 18
Tangled Feet
Tackle, Sand-Attack, Gust, Quick Attack
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://archives.bulbagarden.net/media/upload/2/2d/Spr_4h_012_m.png)
Sheldon
Bashful
Lvl 20
Compoundeyes
Sleep Powder, Confusion, PoisonPowder, Gust
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://archives.bulbagarden.net/media/upload/4/46/Spr_4h_147.png)
Scales
Hardy
Lvl 18
Shed Skin
Leer, Thunder Wave, Twister, Dragon Rage
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://archives.bulbagarden.net/media/upload/b/b1/Spr_4h_159.png)
Steve
Naive
Lvl 19
Torrent
Scratch, Scary Face, Water Gun, Bite
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://archives.bulbagarden.net/media/upload/1/1f/Spr_4h_074.png)
Wilson
Quiet
Lvl 19
Rock Head
Tackle, Magnitude, Rock Throw, Rock Polish
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://archives.bulbagarden.net/media/upload/b/b3/Spr_4h_019_m.png)
Bob
Hardy
Lvl 4
Run Away
Tackle, Tail Whip, Quick Attack, Cut
Ageha (X)
Sylvie (SoulSilver)
Spoiler:
Team:
Neon lvl 48
M|Gentle|Torrent|@Shell Bell
Slash|Crunch|Surf|Ice Fang
Daisy lvl 41
F|Rash|Inner Focus|@Nothing
Zen Headbutt|Psychic|Stomp|Assurance
Rumble lvl 38
M|Hasty|Sturdy|@Nothing
Strength|Earthquake|Rock Throw|Rock polish
Nina lvl 38
F|Hardy|Flash Fire|@Nothing
Safeguard|Will-o-wisp|Payback|Flamethrower
Lucus lvl 33
M|Sassy|Anger Point|@Silk Scarf
Horn attack|Iron Tail|Payback|Zen Headbutt
Sally lvl 32
F|Bashful|Liquid Ooze|@Nothing
BubbleBeam|Waterfall|Whirlpool|Acid
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://img.pokemondb.net/sprites/heartgold-soulsilver/back-normal/feraligatr.png)
M|Gentle|Torrent|@Shell Bell
Slash|Crunch|Surf|Ice Fang
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://img.pokemondb.net/sprites/heartgold-soulsilver/back-normal/girafarig-f.png)
F|Rash|Inner Focus|@Nothing
Zen Headbutt|Psychic|Stomp|Assurance
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://img.pokemondb.net/sprites/heartgold-soulsilver/back-normal/golem.png)
M|Hasty|Sturdy|@Nothing
Strength|Earthquake|Rock Throw|Rock polish
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://img.pokemondb.net/sprites/heartgold-soulsilver/back-normal/vulpix.png)
F|Hardy|Flash Fire|@Nothing
Safeguard|Will-o-wisp|Payback|Flamethrower
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://img.pokemondb.net/sprites/heartgold-soulsilver/back-shiny/tauros.png)
M|Sassy|Anger Point|@Silk Scarf
Horn attack|Iron Tail|Payback|Zen Headbutt
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://img.pokemondb.net/sprites/heartgold-soulsilver/back-normal/tentacruel.png)
F|Bashful|Liquid Ooze|@Nothing
BubbleBeam|Waterfall|Whirlpool|Acid
Darth Razmus (Black)
The24thm (Emerald)
Hayden (White2)
DyingWillFlareon (White2)
Hall of Fame
Spoiler:
Hippowtom (White)
Nitrogen the Lampent, lvl. 50 @ Spell Tag Adamant Nature
Shadow Ball - Will-o-Wisp - Imprison - Flame Burst
Xenon the Stunfisk, lvl. 51 @ Expert Belt Adamant Nature
Muddy Water - Mud Bomb - Thunderbolt - Bounce
Copper the Scrafty, lvl. 54 @Balckglasses Bashful Nature
Brick Break - Crunch - Work Up - Strength
Deaths: 16
Boxed Pokemon: 7
Mewquazabsol (White2)
Spoiler:
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://archives.bulbagarden.net/media/upload/e/e6/Spr_5b_608.png)
Nitrogen the Lampent, lvl. 50 @ Spell Tag Adamant Nature
Shadow Ball - Will-o-Wisp - Imprison - Flame Burst
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://archives.bulbagarden.net/media/upload/c/c6/Spr_5b_618.png)
Xenon the Stunfisk, lvl. 51 @ Expert Belt Adamant Nature
Muddy Water - Mud Bomb - Thunderbolt - Bounce
![[PokeCommunity.com] The Naturelocke Challenge [PokeCommunity.com] The Naturelocke Challenge](https://archives.bulbagarden.net/media/upload/c/c8/Spr_5b_560.png)
Copper the Scrafty, lvl. 54 @Balckglasses Bashful Nature
Brick Break - Crunch - Work Up - Strength
Deaths: 16
Boxed Pokemon: 7
Mewquazabsol (White2)
Credit
• Thanks to Arrow-Jolteon of Pokémon Crossroads for:
- This rule for Bold and Brave: "If they are sent out against a Pokémon that has a type advantage, they will stay in and fight it."
- The idea of a list of quirks for Quirky 'mons
~Mewquazabsol
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