Wonder Run: Wonder Trade Rescues Edition
Once upon a time I used to play Pokemon the normal way (once upon a time defined as "Blue through Black"), catching all that I could and using the Pokemon I liked best to form my teams. It was around Black that I learned about Nuzlockes and I did my first Nuzlocke on my first play through of X/Y. It was a really fun and nail biting experience and ended up sparking back up what love I had lost in the game after Sinnoh and then Unova. It was also with Kalos that I learned about the concept of a Wonderlocke, which I made my second completion of Y centered around.
So, while the blog is on hiatus pending my completion of Omega Ruby, I figured it'd be fun to do a run through using Wonder Trade again and post my misadventures here (basically what I get from WT and any specific comments I feel inclined to make) on the blog so things don't get insanely quiet again in the interim.
Without further ado, here are the rules for my Wonder Run:
1. Only one Pokemon may be caught from each route and no further Pokemon may be caught from said route after the capture. This does not have to be the first Pokemon encountered, but it must be the first pokemon most feasibly capturable. Shiny Pokemon are exempt from this rule.
2. Once a Pokemon is captured, it must be traded away on Wonder Trade as soon as is reasonable and possible. One mulligan is allowed per original instance of Wonder Trading. The re-trading of Pokemon already obtained does not consume a mulligan as long as it does not have an evolution not yet obtained (i.e. an entire team of evees is valid and does not count as the obtaining of duplicates). This rule and Rule 1 are lifted after the Elite Four are beaten for the first time.
3. One Water type Pokemon may be rendered exempt from Rule 2, to ensure that Surfing will be possible later in the game. Additionally, Legendary Pokemon, Shiny Pokemon, Event Pokemon, Pokemon obtained with their Mega Stone and Pokemon given as a gift are exempt from Rule 2.
4. When a Pokemon faints it must be boxed as soon as possible, being considered in a "coma" and unusable until after the Elite Four is beaten, at which point this rule is lifted. If an NPC who is scripted to heal your party is encountered non-voluntarily before a fainted Pokemon can be boxed, it is considered as having a "close call" and can be still used. This rule does not come into effect until after seven Pokemon have been obtained.
5. Healing and restoration items, other than those that can be held and used by a Pokemon naturally, are banned from use until after the Elite Four is beaten for the first time, at which point this rule is lifted.
6. Though they can be caught/obtained and are exempt from Rule 2, Legendary and Event Pokemon may not be used.
7. The Day Care Center may not be used until after the Elite Four has been beaten the first time.
8. The rules may be edited, subtracted from or added to at the discretion of Wonder Trade Rescues.
And with that out of the way....let the games begin!