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3 game modes:
Easy
>EXP All available from the start
>All trainer-owned Pokemon are 2 - 3 levels below their Normal Mode counterparts
>Amulet Coin always on
>Trainers, including bosses, all have 0 - 10 IVs in every stat
>Max 1 healing item for every Gym Leader and E4, 2 for the Champion
>Affection mechanics
Normal
>EXP Share available after the 2nd gym
>Trainers have random IVs, bosses have 20 across the board
>Every boss has at least 2 progress-relevant potions (Potion -> Super -> Hyper -> Max -> Full Restore)
>Boss fight Pokemon have a flat 84 EVs in every stat across the board and a beneficial nature
Hard
>EXP Share available after the 8th gym
>All trainer-owned Pokemon are 3 - 5 levels higher than their Normal Mode counterparts
>Trainer Pokemon all have 20 IVs acrossthe board, bosses have 31 across the board
>Every boss has infinite potions, and starting from the 4th gym onwards, at least 1 revive (2 for E4 and Champion)
>Bosses all have positive natures and EVs
>Every Gym Leader, Admin, E4, and Champion Pokemon after the 1st gym have items, with really good items like Life Orb, Choice Band, Weakness Policy, Red Card, Salac Berry, and so on coming in after gym 7
>X-items and Vitamins have their prices swapped
Optional DQXI-esque challenge options that you can choose at the start of the adventure and turn off when you please, but may never be turned back on if you turned them off. They stay on until you defeat the Champion, after which you are rewarded with exclusive items for completing said challenges. These include:
>No EXP for catching Pokemon
>Wild Pokemon don't give EXP to you if they're more than 5 levels under your Pokemon's level
>Fainted Pokemon on your team cannot be unfainted (Nuzlocke mode basically)
>No non-held items during battle
>No field-PC (just like every game pre-LGPE)
>No legendaries mode (legendaries, including mythicals and UBs since they're legendaries, cannot be used in battle until you beat the Champ)
>Set mode