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Global Modifiers
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Natures-Are-Huge
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Fauty Technology
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Route Modifiers # indicates how many routes it spans.
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Use only 2 pokemon in each given battle
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Use only berries as hold items and healing. (revives are fine)
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2 Gyms
No X battle items
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Lead with a Pokemon that doesn't know any attacking moves
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On a route with trainers, avoid all trainers that you can
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Use a mono type team
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Pick up all items, any TM must be taught if possible.
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No repels, cant run from fights
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Use only special or physical moves
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Lead with a weather pokemon
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6Exp share off
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Lead with the lowest level pokemon
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You can only use premier balls
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Replicate actual confusion. Roll a dice to determine what move to use in a battle.
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Remove STAB moves
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Something smogon tier based
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10 x Horde Encounters each Route
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6No O-Powers
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Super Training after every trainer battle
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No Pokecentre heals
Plus 1 per faint
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4
Use team from route previous
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Goals
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Pickup, thief or fish 50 items
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By the time of the Elite 4, all pokemon used must be in Premier Balls and correct nature.
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Enquiries
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None, I decided against this for a test run of game I have already played. I look forward to filling out this category for a Sword and Shield playthrough.
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Natures-Are Huge guide
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Leaders
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Naive
Must lead. Switches out upon taking damage
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Brave
Must lead. Can't use repels or run from battle
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Adamant
Must lead. Can't switch for 2 turns
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Followers
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Bold
Can't lead. Can only switch into type disadvantages
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Careful
Can't lead. Can only switch into type advantages
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RelaxedCan't lead
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Quiet
Can't lead. Can't be used untill turn 3
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Niche battlers
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Gentle
Can have no attacking moves
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Serious
Must buff itself before any other move
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Modest
Must switch out if it ever lands a critical hit
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Mild
If a non-crit KO's an enemy pokemon, box this pokemon
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Jolly
Must be involved in every battle. Can't switch out
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Timid
Can't be used in consecutive battles. Must use switching attacks whenever possible
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Hasty
Must be switched into by turn 3
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Lax
Must use an items on this pokemon every second turn
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Bashful
Can't be used in consecutive battles
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Rash
Can only use 1 attack each encounter
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Odd balls
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Lonely
Must be the only of its type
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Naughty
Whenever you switch, roll dice to see if this pokemon comes out instead
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Docile
Can't learn any new moves
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Impish
Roll dice to see if this pokemon holds any new item you pick up
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Sassy
Roll dice for which move to use
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Quirky
Must learn any new move or picked up TM
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Calm
Can only level up (100 - x)/20 times
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Hardy
Can ignore any perma-death rules or swapping mechanics. If below half HP, must heal
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