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1* SugarWiki/AwesomeMusic: Even if the soundtrack is a little short. Some of it is recycled from ''VideoGame/HeyYouPikachu'', ''VideoGame/PokemonChannel'', and ''VideoGame/PokemonDash''.
2* BrokenAesop: The typical Pokémon moral is that you should love and take care of your Pokémon, not just abandoning Mons once they're weak and trading up for stronger Mons. Rumble pretty much requires you to abandon your weaker Mons and trade up for stronger Mons in order to pass, treating your Pokémon as tools. Granted, they ''are'' toys, but it's unclear what this means sentience wise, since pokemon that join your team are "befriended" rather than caught, acquired, bought, etc.
3* CriticalDissonance: Critics gave this game series middling to negative reviews, but fans enjoyed the real-time action gameplay. However, with the latest entry ''Rumble Rush'' getting similar negative reception from critics and even fans seeing it as limited and repetitive, and the game being discontinued altogether after only a year online with Creator/{{Ambrella}} being acquired and disbanded months afterward, this may indicate that the ''Rumble'' series is finally coming to a close.
4* DemonicSpiders:
5** Electric-type Pokémon in general, mainly due to the fact that they can reliably inflict paralysis. Unlike the main series games, paralysis ''completely'' immobilizes your Pokémon, giving everything in the vicinity a chance to wail on you. And since everything seems to [[CycleOfHurting come in packs...]]
6** '''Anything''' with Fake Out. Unlike in the main series, Fake Out is 100% spammable, and it will always flinch. It doesn't help that everything appears to [[CycleOfHurting come in packs.]]
7** Pokémon with moves that give them the Reprisal status[[note]]Mirror Coat, Counter, Bide, Metal Burst, and Spiky Shield[[/note]] can't damage you directly, but they will reflect any and all damage onto your mons. Dealing a huge amount of damage to them will most likely knock out or at least severely dent your Pokémon, so you have to tiptoe around them to be sure not to damage them on accident, lest you accidentally commit suicide. Special mention goes to Kricketot, who are so frail that anything that hits them super-effectively will likely deal thousands of damage to it (and you as well), and Chesnaught, who infest one of the late-game Battle Royales in ''World''.
8** Just like in the main games, Wobbuffet. While they're thankfully rare enemies, their default move is none other than the [[ThatOneAttack dreaded]] [[TakingYouWithMe Destiny Bond]], so if you happen to accidentally knock it out while it has the Destiny Bond status, then you lose a life. Making matters worse is that they're flanked by Wynaut, who spam the wide-reaching Charm to lower your attack.
9** Another annoyance from the main games is Whimsicott, though in a different way in the ''Rumble'' series. Rather than its usual Prankster antics, Whimsicott's default attack is Hurricane, a wide-ranging attack that briefly flinches the target upon hitting. It also has a small chance to inflict confusion, sending you wandering in random directions and making you even more vulnerable to Hurricane spam. They're a major reason as to why Shaymin is ThatOneBoss in ''World''.
10* DifficultySpike:
11** The Battle Royales, Team Battles, and Rumpus Rooms are much harder than standard dungeons, throwing much greater amounts of enemy Pokémon at the player and giving them less space to move around.
12** In the sequel: Both EX-5 battles. Especially the Team Battle. Better hope you can scrounge up enough money for World Rank 8 or 9, because that's what it will take to even hope to defeat Reshiram or Zekrom. It is such an intense difficulty spike after EX-4, you'd think it'd be the last level, since the credits will even roll after beating both, but no. Have fun in EX-6.
13** In Rumble U, when you get to the final segment of the story. The first Boss of this segment has a recommended power of 1700+. By this point, your strongest normally is around 1550-1650. Even after you beat the Final Boss, the Bonus areas are an even bigger difficulty spike, one of which demands a staggering 2100+ power. The Pokémon received during the final battle are only 1900-2000 at most. Have Fun.
14** In Rumble World, the King Challenges get harder every time you complete them. To elaborate, you must have Toy Pokémon at a certain Power Level in order to perform well in the challenges (For example, the "Royal Quarterfinals" challenge requires you to have Toy Pokémon at 1200~, anything below that Power Level will be a real pain in the neck.)
15* GameBreaker:
16** While a gimmicky move at best in the main games, Future Sight is an incredible attack in the ''Rumble'' series. Retaining its high power from the main games, the hitbox takes a moment to appear; however, it has a large range and briefly flinches enemies. What pushes Future Sight into Game Breaker territory is its high Hit Ratio; you can spam it and flinch your enemies to death. Combine these factors with its wide distribution, and you've got a weapon that allows you to cheese some of the toughest fights in the game.
17** Giratina, specifically when it has its SecretArt Shadow Force. Giratina retains its best qualities from the main series; an excellent typing that gives it a plethora of resistances, and either phenomenal defense in its Altered form or the attacking stat of a nuke in its Origin form. Its signature move Shadow Force, while a mediocre charging move in the main games, is substantially stronger in the rumble series. While it takes a moment to charge, Giratina is rendered invincible during the charging period, and it hits like a truck when it's finally executed. Of course, getting Giratina in the first place is quite the LuckBasedMission, and there's a chance that it might not even have Shadow Force when you get it.
18** Arguably the most powerful individual Special Trait is Snappy, which lets its wielder execute moves faster. This trait basically removes many moves' [[AwesomeButImpractical biggest drawback]] in the form of their low Hit Ratio, with some notable (non-signature) beneficiaries being Solar Beam, Thunderbolt, Surf, Heat Wave, and Giga Impact. Even moreso if the trait happens to have a few pluses and/or is combined into a multitrait.
19* GoddamnedBats: Several Pokémon have moves that hit from a distance and cause the target to flinch, sometimes inflicting a status condition on the side. Even weaker Pokémon with these moves can be quite threatening, especially in high numbers. These include, but are not limited to: Anything with Confusion or Gust, Hippopotas with Sand Tomb, Raichu with Thunderbolt and Wailmer with Whirlpool. The worst of these is easily Servine, who can lower your Hit Ratio (which determines how fast you use a move) while flinching you to death.
20* GoddamnedBoss: Sylveon in ''World'', due to its flunkies being [[MookMedic Audino]]. Audino's sole "attack" is that it heals the area around it, making Sylveon a pain in the ass if you're using something that only has close-range attacks and you neglect to take out the Audino first. However, this also makes Sylveon the easiest (albeit most tedious) toy to collect, since it has essentially unlimited health, allowing you an infinite amount of time to attempt to wobble it for a guaranteed capture.
21* SugarWiki/MostWonderfulSound: Imagine this situation in World. You're fighting a Legendary, or some rare Pokémon that you've spent days or weeks trying to reach on the spinner (or just spent a few diamonds to use a Timing Stop), you're wondering if you can get it this time, and... (shattering noise! Whir, whir, whir...) holy crap, it's wobbling!
22* NightmareFuel: ''Rumble Blast's'' final boss, which [[spoiler:is a rusted key that controls Pokémon with intentions to make every inhabitant of Toyland rust away]]. Despite [[spoiler:not being a Pokémon]], it gets its own cry that sounds like the screams of the damned.
23* OlderThanTheyThink:
24** This Nintendo toys-to-life series came out before [[Toys/{{Amiibo}} the second and more well-known one]], which was released a year later.
25** Crosses over with HilariousInHindsight. The first entry of this SpinOff series for mobile phones is called ''PokéLand'', but wouldn't you believe that there already exists an [[UnlicensedGame unlicensed]] ''Pokémon'' game for mobile devices called '''''[[https://www.facebook.com/pokemondsland/ Pokéland]]''''' ''Legends''[[labelnote:*]]Bonus points for using actual Pokémon (well, most of them) instead of [[CaptainErsatz plain]] [[{{Expy}} knockoffs]], despite the "official" artwork and preview screenshots trying to assure you otherwise.[[/labelnote]]? That game has gone through multiple name changes (currently ''Spirit Monster (Legends)'' as of this writing) presumably to avoid getting sued, though, but it's still hilarious to see that an actual, official ''Pokémon'' game shares the name with an unlicensed product.
26* SoOkayItsAverage: The games are given average reviews by critics. They generally praise Pokémon collecting but criticize the gameplay and Pokémon models reused from and based on the art style of ''VideoGame/MyPokemonRanch''.
27* ScrappyMechanic:
28** In ''World'', your Pokémon will automatically attack if an enemy is close. This makes dodging difficult, especially for attacks with lots of lag. Fortunately, this can be turned off in the options.
29** A major flaw that's inherent with the Toy Pokémon of this series is that they cannot increase their power level due to not being able to grow or improve by collecting EXP. They're doomed to become obsolete and replaced by stronger Pokémon that are caught later on in the game. This is especially frustrating if it's a Pokémon with great moves and a useful Special Trait that ends up being replaced.
30* ScrappyWeapon:
31** In general, moves that have take a long time to charge which serve as ''Rumble'''s answer to the series' PowerfulButInaccurate moves. These include Fly, Focus Blast, Solar Beam, and Thunderbolt, among others. While these moves are powerful and/or have a huge range, their long charge times make you vulnerable to getting mobbed by enemy Pokémon and entering a CycleOfHurting. Amusingly enough, Thunderbolt's long charge time makes ''Thunder'' a better choice thanks to its fast charge time, whereas in the main series it's the complete opposite. However, this can be remedied with the [[GameBreaker Snappy]] trait, letting players abuse their high power/range with no consequence.
32** In contrast to their [[ThatOneAttack fearsome reputations]] in the main series, entry hazard moves such as Stealth Rock are pitifully weak here. In the case of Stealth Rock and Spikes, they've been relegated to fixed damage moves a la Sonic Boom and Dragon Rage. They barely deal any damage as a result, and seemingly exist only to get replaced with stronger moves. Toxic Spikes only has it slightly better, as it inflicts poison from afar. However, it's vastly outclassed by Toxic, which has a better overall range and inflicts the stronger badly poisoned status.
33** While Groudon's Precipice Blades manifests in ''Rumble World'' as Earth Power on steroids, poor Kyogre got shafted with Origin Pulse. While it looks like an explosive homing attack a la Searing Shot or Blue Flare at first, in reality it's a rather weak attack that simply has a large, but imprecise range. It's thoroughly outclassed by Surf as an AreaOfEffect attack and by Hydro Pump in the damage department. The only way the player could salvage the move is if they were lucky enough to get a Kyogre with Boomer+ at the ''minimum''.
34* ThatOneAttack:
35** In general, moves that hit from a distance and inflict a brief flinching effect, as they often serve as catalysts for a CycleOfHurting via leaving you open to more attacks. Notable examples include Confusion, Gust, Thunderbolt, Leaf Tornado, and trapping moves such as Whirlpool, Fire Spin, and Sand Tomb.
36** Homing attacks don't do a lot of damage on their own, but are hard to avoid and prevent any Pokémon that doesn't have Unstoppable from executing their attacks. The most common example is Magical Leaf, but Blue Flare and Judgement, the {{Secret Art}}s of Reshiram and Arceus respectively also qualify. However, Victini's Searing Shot is by far the worst example, due to the fact that it has a ''30% chance'' to inflict a burn.
37* ThatOneBoss:
38** In both ''Blast'' and ''World'':
39*** Mewtwo is somehow even worse in its BossBattle than it is as ''Rumble'''s FinalBoss. Generation V gave it Psystrike, which in the ''Rumble'' series manifests as a quick and painful multi-hit AreaOfEffect attack. Its secondary attack is Recover, letting it heal off what little damage you may have dealt to it. Its mooks in ''Blast'' are Alakazam, who hit like semi-trucks and ''will'' flinchlock you with Psychic. Mewtwo is ''slightly'' easier to deal with in ''World'', as its mooks are the slightly-weaker Beheyeem, but not by much since the Beheyeem still pack Psychic. However, Mewtwo knowing Recover becomes a blessing in disguise, since Legendary bosses are no longer guaranteed captures.
40*** Fittingly enough, [[{{God}} Arceus]]. Aside from having high stats, the main issue is that its primary attack is Judgement, which in this game is a powerful homing attack that's near-impossible to avoid unless you have a fast Pokémon. Arceus's type, and in turn Judgement's typing, also varies, meaning that you'll need a different mon to beat it every time you fight it. Like Mewtwo, it packs Recover to heal off any damage it has accrued. Arceus is much worse in ''Blast'' thanks to having Sigilyph for {{Mooks}}, which like Alakazam will bombard you with powerful, flinching Psychics, as well as wobbling being unnecessary due to Legendaries being guaranteed captures, making Recover all the more annoying. Thankfully it too was toned down in ''World'', as its minions are the more manageable Sylveon[[note]]which is even better since Sylveon itself is a GoddamnedBoss, giving players an alternative method of catching it[[/note]], Recover now makes it ''easier'' to tip over the Alpha Pokémon via giving you infinite chances to wobble it, and what typing Arceus will be now follows a predictable, [[https://bulbapedia.bulbagarden.net/wiki/Legend_Terrain#Arceus 18-day schedule]].
41** In ''Rumble Blast'':
42*** Staraptor and Liepard for sheer speed. Extra points for Liepard for being both fast '''and''' dextrous, dishing out attacks at the speed of sound in its Rage mode. There's no way to escape any of its attacks unless you've got a Super Fast+ Pokémon, so it's likely going to be able to knock out one of your Pokémon before you can effectively defeat it.
43*** Most Legendary Pokémon apply, thanks to their attacks being outrageously powerful and hard to dodge, though Cresselia might be the worst of them all. Not only it's accompanied with Reuniclus powerhouses that use a wide-ranged Psychic that will always stun you, but Cresselia also moves ''away'' from you to use its primary attack. If that wasn't enough, its secondary attack is a [[RegeneratingHealth healing move]], meaning that if your Pokémon isn't fast and strong enough, all the meager damage you'll have managed to deal on the retreating Cresselia will be rapidly rendered moot.
44*** Serperior is a textbook case of HitboxDissonance, as both Leaf Blade and Giga Drain have deceptively large hitboxes in addition to the latter providing healing for the Regal Pokémon. Making matters worse is that it's flanked by [[GoddamnedBats Servine]], who ''will'' lower your attack speed with Leaf Tornado and/or send you into a CycleOfHurting by flinching you to death. Serperior was mercifully {{Nerf}}ed in ''World'' with lower speed and much smaller hitboxes on both of its attacks, though it still keeps its Servine lackeys.
45** In ''Pokémon Rumble World'':
46*** Lugia. Combine the fact that it boosts its Attack and Defense and the accompanied Octillery use Octazooka to lower your hit ratio (in other words, making all attacks take longer to execute)... Good luck trying to catch it.
47*** In terms of catching Pokémon, Aegislash. Slow to get to because of a balloon that takes five hours to refill, a one-in-five chance of landing on it without gems, and a requirement of at least two stars, but that's comparable to many tougher Pokémon. The problem is that thanks to its stance shift, it never goes into a cooldown phase and therefore cannot be wobbled. At all. Expect to make many attempts before one of them deigns to sparkle or come along quietly. As a final kick in the pants, it doesn't even appear as a normal enemy in the Special version of the area it appears in, so if you thought you could just wait for it to show up there and then catch it that way, you're out of luck.
48*** Xatu. Its primary mode of attack is Future Sight, which appears as a giant ring of black smoke that dishes out an insanely high amount of damage and has a radius that covers almost the entire field, and it also likes to send out Confuse Ray, meaning that a confused Pokémon can easily waste valuable time (often, right when Xatu is in defenseless "white smoke" mode) or stumble straight into the Future Sight attack and get one-shotted, wasting diamonds or a balloon trip. The only way to stay alive is to hide in the circular field's outer ring, which makes predicting attack patterns harder, because the game's camera design means you can't see Xatu without getting up close, which often means getting killed.
49*** Shaymin. Its secondary attack is none other than Seed Flare, a powerful shockwave that prevents you from getting close to it, lest you take a hefty chunk of damage and have your Defense lowered. Its mooks are the dreaded Whimsicott, who can and will force you into a CycleOfHurting with their flinching and confusing Hurricanes. And that's just its Land Forme; Sky Forme has higher Attack, STAB Air Slash in place of Energy Ball, and a much higher walk speed.
50*** When it comes to capturing boss-Pokémon, Mienshao makes one of the most difficult captures of the game. It's impossible to wobble because it uses Protect (which makes Pokémon invincible in the ''Rumble'' games) right before it goes into its cooldown phase, rendering it impossible for you to score any hits on it. Your only hope in capturing it is to hope it's sparkling when you meet it, cross your fingers when you defeat it, or bring a Pokémon with Feint. Chesnaught does almost the same thing, except it carries Spiky Shield, which damages your Pokémon when you try to hit it.
51*** Terrakion is decently powerful, as it packs both the wide-reaching Sacred Sword and the PowerfulButInaccurate Stone Edge. What pushes it into TOB territory are its Marowak {{Mooks}}. They're bulky, difficult to OHKO, and spam Bonemarang, a long-lasting ranged attack that deals a good chunk of damage and flinches you. It's stupidly easy to get stuck in a cycle of flinching after accidentally walking into a Bonemarang before getting finished off by Terrakion.
52*** Cobalion is basically Terrakion on steroids. Take everything annoying about Terrakion (powerful Sacred Sword, bulky mooks with long-reaching attacks), and combine that with a better defensive typing ''and'' having Metal Burst as a secondary attack, giving it the Reprisal status. Good luck trying to wobble it, you're ''really'' gonna need it.
53*** Reshiram uses Blue Flares that hit very hard and home in on your every movement. You'd best be standing far away from those things when they start to fire if you don't want to get barbecued; get hit by one and the rest will follow in quick succession. The only way to alleviate this is by either having a Fire-weak Pokémon with the Effective trait (which lets it avoid super effective moves) or a Kyogre with a Blue Orb, which has an innate immunity to Fire attacks. And even then you have to deal with its Rapidash lackeys, which hit hard with their Take Downs.
54*** Zekrom moves incredibly fast and hits like a truck when using one of his two moves, making it difficult to catch up with him in the cool-down phase as he can rocket to the other side of the arena, and will be out of the cool-down phase by the time you reach him. The arena is also crawling with Gothitelle that can immobilize you with Psychic, leaving you open to being [[CycleOfHurting mobbed by more Gothitelle]] or [[OneHitKill getting wrecked by Zekrom.]]
55*** Slurpuff, armed with a swarm of constantly-respawning Swirlix that use Play Nice (which homes in, stuns you every time one hits you and decreases your attack power) and Wish, a move that can regenerate its health. Then factor in the time limit when facing it in the "Restaurant Opening" challenge. And if you thought that was annoying, wait until you're trying to ''catch'' it. Thankfully, Slurpuff serves as the {{Mooks}} for Xerneas's boss battle, and without the constant barrage of Swirlix flinching them most players catch their Slurpuff there.
56* ThatOneLevel:
57** In general, the Battle Royales have you fighting waves after waves of enemies that always like to ZergRush you if you didn't act fast and the battles are TimedMission here. To make matters worse, the objectives typically require you to be a specific type only for you to find out that the Pokémon you are fighting against have type advantages against the type chosen by the objectives.
58*** Good luck trying to clear EX-6 in Rumble Blast. 'Every opponent' is a legendary Pokémon with extremely strong attacks, and the bosses of the Battle Royale are the three Deoxys formes... And ''Mewtwo''. And even if you manage to dodge all the attacks, there's a huge chance you run out of time since every Pokémon is [[DamageSpongeBoss absurdly bulky for some reason]] and will take a lot of time to kill. And if it wasn't bad enough, enemies can defeat other enemies which denies you opportunities for extra time...
59** 4-2 Everspring Valley's Meadow in ''Blast'' is infested with Glameow, which carry the [[ThatOneAttack dreaded]] Fake Out, as well as oodles of enemies that can inflict either Paralysis (Lickitung and Miltank) or Confusion (Girafarig). It's also home to resident ThatOneBoss Staraptor.
60** World Axle - [=B1F=]'s Forest also houses one of ''Blast'''s most painful bosses, in this case Serperior, but the road to the grass snake is exceptionally brutal. Among the Forest's inhabitants are Raichu, Servine, and Whimsicott, all of which have distant moves both flinch ''and'' have a chance to inflict a painful status effect (Paralysis, lowered Hit Ratio, and Confusion respectively). Oh yeah, did we mention that it houses one of the rare Toy Shop mythicals (in this case Shaymin-Sky)?
61** Any King Challenges in ''World'' can give you the headache if you don't have the required Power Level for your Toy Pokémon.
62** In ''World'', the aforementioned "Restaurant Opening" challenge from above is no joke. It's a surprisingly hard EscortMission where you have to protect your Mii while be under the unforgiving time limit. The enemies beat up your Mii, while it was just standing around like a sitting duck, forcing you to fight groups of enemies while pushing the Mii away from their attacks. Not only that but you will be outnumbered if you don't kill them right away and you have to fight like 2 sub-bosses, Sceptile and Tauros, traps, small castles that make more enemies appear, cannons that can lower your speed if you got hit, bombs falling from the sky, and freeze cannons that can and will make you Frozen, before reaching to the end of the level. [[ThatOneBoss Slurpuff]] and the Swirlix horde are annoying to fight as the former heals itself after attacking while the latter spams Attract at you, preventing you from attacking as well, making you wasting all the time you need. Good luck, you gonna need it!
63** A level following that has the player protecting Diancie, and all the Pokémon that appear target it, and ''only'' it, until you directly intervene. While one of the challenges has the player using supereffective Fairy attacks, those are viable against half the Pokémon in the level (Sneasel, Weavile, Purrloin, Liepard, Absol), with the rest as Normal and requiring a bit more effort. Did we mention that the Meowths all use Fake Out, which can flinchlock you and Diancie if sufficiently swarmed? ''[[SarcasmMode Joy.]]''
64*** It gets worse - in the postgame, you've got a level where you have to protect Mega Diancie, and the enemy Pokémon you have to deal with are a mix of types (Inkay, Malamar, Shroomish, Breloom, Sharpedo, Carvanha to name a few in the first area). The first area has three bosses in the form of Ursaring, Beartic and Pangoro, and much like the first 'Protect Diancie' level, all enemies will naturally target it instead of you. When you get past that and go to the next area (thankfully in this mission, Mega Diancie's health is restored to max when you change areas), you've gotta deal with more enemy mons and a boss fight with an INSANELY strong Mega Lucario and towers that spawn Lucario. To make matters worse, its defense is off the charts, so even having a Pokémon whose attack strength is in the 2100 range will only chip off small portions of health. You probably might need to get your rank into the high 70s and get some Pokémon with certain Special Traits to secure a pass on this one. Also one of the level's challenges is to get a 100 or more combo - considering enemies can take a few moments to spawn or the fact that you'll need to constantly swap Pokémon to have the right type matchup, good luck.
65** One level, which if recalled correctly is the last in the main story, has a starting area where to pass on to the next part, you've got to deal with a Wobbuffet. The moves it has on hand are Destiny Bond, which KO's your Pokémon should you KO Wobbuffet whilst it's in effect, and Counter, which will deal your Pokémon damage when you hit Wobbuffet. Keep in mind this is a timed level, so if you don't have a Pokémon that can potentially murder it in a few hits, you've gotta wait for Destiny Bond's effect to wear off once cast less you really want to pay 2 Poké Diamonds to continue on, and when that wears off it'll probably still have Counter active, so you'll have to be doubly careful you don't KO yourself from shared damage.
66** The "World Championship" challenge. Be on the lookout for: Venusaur's Solar Beam/Empoleon's Whirlpool, both of which stun you and leave you [[CycleOfHurting open to being ganged up on,]] Chesnaught's Spiky Shield that cuts down roughly a third of your health when hit, Swampert's Muddy Water that makes you attack slower, Charizard's Fire Blast that just plain hurts and has a pretty good chance of burning you, and Delphox's Mystical Fire which renders your attacks ineffective. Now factor in trying to dodge all of these attacks at the same time, multiply by all the other Pokémon trying to murder you while you run circles around the battlefield, and add the final boss as the icing on the pain-cake: ''Mewtwo.'' Have fun.
67** 'World Championship X', which appears in the post game, is a living hell. Enemy Pokémon with insane attack and defense, status-inflicting moves, so fast you have next to no time to swap out. To further make it harder, it has the usual 'don't swap out' rule, as well as trying to clear it in 220 seconds and clearing it with only '''Pikachu.''' Good luck - you're REALLY going to need it!
68** The "Dragon Marshal Advance" challenge in ''World''. Have fun fighting a multiple hordes of enemies, and then fighting several Mega-Evolved Pokémon that are all backed up by their own small armies of endlessly-respawning enemies! Granted, you can destroy the towers to make the respawning stop, but it unfortunately eats up time and leaves you open to attack.
69** The "Dark Four" challenge, also in ''World''. Even if you have a high enough Power Level so that most of the Mooks are easy to KO, there's still one problem: Your Mii. Like before, getting your Mii [=KO'd=] is an instant loss, but at least before you could try pushing them out of harm's way. Here your Mii is even more of a sitting duck than they are in the "Restaurant Opening" challenge as they stand frozen in place (with you unable to move them at all) in the center of the two arenas unable to do anything but toss buffs, and of course all the enemy Pokémon go after them instead of you. Speaking of which, all of the enemy Pokémon are capable of inflicting pretty much every movement-impairing status ailment in the game. (Such as sleeping, Confusion, or just straight up not moving.) Even you you somehow manage to move your Mii, they will instantly be teleported back to the center of the arena into harm's way. Think that's bad enough? The final boss of this challenge is Yveltal, who will happily ignore you in favor of your Mii, who in their frozen spot is just within range to be hit by Oblivion Wing. At that point it's pretty much a race to KO Yveltal before he completely drains your Mii's health bar, which will likely already be a good ways down from everything you faced before[[note]]Although if you have Heal Pulse or a similar attack, Yveltal's 1 damage per shot will mean nothing to your Mii.[[/note]] . (And Oblivion Wing restores Yveltal's health, too.) To top it all off, unless you're really fast, fulfilling all of the challenge's bonus conditions in one go is next to impossible. (Clear the battle in 180 seconds ''while also'' not destroying any forts, which means waiting for all the forts to empty out their Pokémon. It doesn't help that there's a several-second long delay between defeating one wave and the fort spitting out the next one, and the Joltik/Galvantula ones have about 5 or 6 waves apiece.)
70** Supersonic Ninja Tricks from ''World'' ticks almost all the boxes for a ridiculously difficult mission. First it's timed and it's long at 5 sections (most missions up to this point had 4 sections), secondly the ninja doesn't stick to any one type of Pokémon so you'll be dealing with a motley crew of Pokémon with different types and status abnormalities. The Pokémon kick in the nuts though is the ninja themself. They set up cage boobytraps to hold you in place, freeze rays that freeze your Pokémon to hold them in place, and bombs that slow you down. The bosses? Thundurus and Tornadus, two Legendary Pokémon that hit hard. Thundurus causes paralysis with all of its attacks and Tornadus uses tailwind to buff everyone's speed! As you're fighting them you again have to deal with the ninja hindering your every move with three freeze rays and respawning cage traps making this a real headache to get through. Not to mention that one of the challenges forces you to use ''Greninja'' only, who is weak to the Bug-types that infest the area as well as Thundurus's STAB Electric moves.

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