
Hello everyone, it's been a while since my last Challenge Run, but since playing through Rescue Team RTDX, I've had the urge to go play Super Mystery Dungeon again, and this time I wanted to make things a little interesting, so I decided to do a self imposed challenge run. Here are the restrictions:
Restrictions:
-No Permanent Stat Boosts (Codification: No Vitamins, Drinks, Life Seeds, or using Sitrus Berries at full HP)
-No using Emeras on Pokémon mid-dungeon (Temporary Stat Boosts) or using Oran Berries/Energy Seeds at Full HP (Essentially softcapping Max HP at over 100 HP)
-No Revives (No Reviver Seeds, Tine Reviver Seeds, Revive All Orbs, or equipping Ally Reviver)
-No Wondermail Codes
-No Getting Rescued
As for what I am going for, I am going to attempt to 100% this game with these restrictions, which consists of the following:
-Complete the Connection Orb (779 Connections)
-Complete the Treasure Sidequest (Golden Items, Never Hungries, Ancient Treasures, and the Eight Treasures)
-Visit every dungeon
-Unlock Black / White Kyurem Formes
Sounds like a lot of pain ahead. Shall we begin? Also despite being a story-heavy game, I am going to leave spoilers unmarked, so do be warned (I won't spoil in the title though). The commentary is going to focus on the gameplay anyway, but like before, I am going to do text updates as my 3DS is not capture card modded, nor do I have the means to take high quality image footage (RIP Miiverse).
UPDATE #1 - START - POLIWRATH RIVER
Starter + Partner Selection
I am going to start by explaining my choice of MC and Partner before lookign at some of the alternative choices I could have made. So the MC for this run is going to be Chikorita, and my partner of choice is going to be Tepig. Chikorita MC is because it's a little more fun. I also had Chikorita MC when I played casually four years ago so I have familiarity with it.
Chikorita is chosen as since we don't have stat boosts and we don't have revivers, we cannot just rely on brute force to get through what we need to get through. Chikorita gets solid defensive options in Reflect and Light Screen, and also gets access to Synthesis early, which can be very useful in a pinch. Later on we can also get Aromatherapy, which albeit situational, has its uses. Offensively, we pretty much only have Razor Leaf until the postgame, which isn't too bad due to its range. Postgame however, Meganium gets access to Petal Blizzard and Petal Dance for free, which will really help out in having a decent STAB AoE option as well as a multi-hit move whose downsides can be mitigated with the right Looplets/Emera. YThe main concern here is the postgame, but with the right gear and wands, it shouldn't be too bad.
As for Tepig, Tepig is actually a really good Pokémon for the main story whilst also getting some useful tech in the postgame. For early on, Tepig gets Flamethrower, which is a rather excellent move to start with, and later on, we can do Defence Curl + Rollout shenanigans, which gives Chikorita a really good offensive partner to complement its defensive nature. Postgame Emboar is not the best Fire-type starter, but still gets Heat Wave by tutoring and some other neat stuff.
There were some alternative options I could have picked. The first one that really stands out is Pikachu partner, which would be useful for the second half of the main story with paralysis cheese from Thunder Wave, and also has Discharge for the postgame, but doesn't have access to a four-tile range attack (Fake Out being the best it gets) which can matter a lot in the main story as it gives a little less safety in that regard. We can make up for that anyway, especially if we get the right emera.
Another alternative is Charmander, who really shines in the postgame as Charizard with access to Heat Wave and the really broken Tailwind, and Flame Burst is an acceptable alternative to Flamethrower, but the main problem with Charmander is that it ends up being quite bad until Charizard, and if we really need a Charizard, we can get the Team ACT one early on, which is an acceptable substitute.
Another one that springs to mind is Totodile, as Totodile can be an excellent melee option that translates well into the postgame with Agility and Blizzard, but relies too much on melee in the main story without the ability to use multi-hit moves, and we don't have Wondermail either, which would really help Totodile. Definitely a plausible alternative.
The last plausible alternative is Chespin, as it is really broken in the main story with Pin Missile and Rollout, making it a really capable offensive option, but on the other hand, it means doubling up on Grass-types (and Chikorita's defensive options are rather desirable), and Chespin does not get too many good options in the postgame, with its only AoE move having friendly fire, and Pin Missile being as shaky as it is accuracy wise (and not being able to jack up our speed to high levels does not help).
So with that out of the way, we are going with Chikorita and Tepig. Maybe not the most optimal lineup, but serviceable enough.
Open Pass, Lush Forest, Foreboding Forest
The first two dungeons are basically tutorial dungeons where we have Nuzleaf to help us out so there is no real danger of dying here. After those two, we hit our first real dungeon in Foreboding Forest. Chikorita does not too badly here and I manage to save the Blast Seed here. There's also a lot of hoarding wands for later as well as hoarding some other useful items (non-revivers of course). I also pick up a Petrify Orb here, which will come in useful for a later boss fight. We get through without too many issues.
Drilbur Coal Mine [Gabite]
First dungeon with access to Tepig here, who will immediately come into use as a second source of damage. The dungeon mostly consists of getting levels into both Chiorita and Tepig, and getting some items for later. I also make sure to have a Blast Seed for the first boss. We also get Ember for Tepig as a backup for Flamethrower.
So the first boss of the game is Gabite with around 150 HP, Gabite also has ready access to Dragon Rage which is enough to two shot our characters at this point. I do begin with a Petrify Wand, but Tepig was a little eager to get on with their adventure and ends the petrify right away and allowed Gabite to Dragon Range Chikorita... So I had to Stayaway Gabite and use an Oran Berry for safety. Gabite auto-recovered at that point and Gabite eventually fell to two Razor Leaves and a Blast Seed.
School Forest + Glittering Mountain
Two tutorial dungeons here, which gives a chance to get more items as well as gain levels. We also finally get access to tactics here so we set everyone to Let's Go Together as it is useful at this point in the game. It also has the benefit of getting Goomy into the action as Bubble proves to be useful for School Forest. For Glittering Mountain, nothing out of the ordinary happens. Just the Looplet/Emera introductions and Espurr being useful with Psybeam.
Nectar Meadow [2x Beedrill + 3x Combee]
Prior to this dungeon, I got a Wakeful Looplet from the shop which will definitely be useful for the earlygame sleep spam. Anyway, we get Tepig back here for this dungeon, and we finally gain access to alliances, which will generally be the go-to for dealing with enemies for a good portion of the game. We also get a few useful Emera along the way, including Dizzying Stare for Chikorita, Type Bulldozer for both (though less necessary for Tepig), and a Super Critical for Tepig.
For the boss fight, everything is within KO range of a single alliance, but five vs. two can be pretty disastrous for Chikorita, so we begin with a Petrify Orb. The two Beedrill eventually break out, but we get enough time to take out a Combee before they come. We get good luck with the Beedrill as they mostly wasted time on Focus Energy and Double Team with one missed Fury Attack. Had to use a Blast Seed on one Beedrill however as the numerous Double Teams made it not worth trying to gamble on an alliance. But we got through with no major issues otherwise.
Poliwrath River [3x Poliwrath + 1x Poliwag]
First things first, we give the Weather Looplet we get from Roselia to Tepig. This is pretty important for the boss fight at the end of this dungeon as it allows Tepig to not care about the rain the boss can summon. The dungeon itself went fairly smoothly, we only got one Razor Wind from Heliolisk, which itself was avoidable since I was basically in a corridor. We also got a Lullaby for Chikorita and Dizzying Stare for Tepig. No Type Bulldozer unfortunately, but we did also get Toughness for Chikorita, which is a very important emera for this run as getting KOed is basically a reset (yay being able to save scum in this game unlike RTDX). We did have to use an Oran Berry early on for Tepig though.
As for the boss, I took it extra safe (though there was not much water spam in this fight). Each enemy has less than 100 HP, but the fight in general is anti-Blast Seed due to Damp and Rain Dance. I make use of Totter Orbs to screw with the bosses (albeit temporarily). I also make use of a Pounce Wand for the first time in this fight. These wands are going to be really useful throughout from getting out of danger to getting out of situations where the bosses can surround me. Other than that, it was a matter of picking off each enemy from a distance, using a Stayaway to keep the enemies separated (or when one uses Protect) and making use of Razor Leaf + Flamethrower alliances to finish off a boss when necessary. In the end Tepig only took damage from one Round. Took it safer than necessary, but in this sort of run, it's not a bad thing at all.
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Anyway that's it for now, up next is the beginning of Connection Orb stuff (Yay Salamence...). I'll go until the end of the first act at the very least (leaving Serene Village)
TEAM

Chikorita
Lv: 13
-Ancient Power
-Tackle
-Razor Leaf
-Synthesis

Tepig
Lv: 11
-Heavy Slam
-Flamethrower
-Tackle
-Ember