Nuzlocke Challenge: Difference between revisions

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[[File:Basic Nuzlocke rules.png|thumb|right|250px|"Okay, let's make this run of Ruby more interesting...
[[File:Basic Nuzlocke rules.png|thumb|250px|The two basic Nuzlocke rules.]]
-release a pokémon if it faints;
The '''Nuzlocke Challenge''' is a set of rules intended to create a higher level of difficulty while playing the [[Pokémon games]]. A playthrough using these rules is often called "'''a Nuzlocke'''". Many challengers feel that the rules encourage the use of Pokémon the player would not normally choose and promote closer bonds with the player's team. The rules are not an in-game function, but rather, self-imposed on the player's part, and thus subject to variation.
-have to catch the 1st pokémon in each area and nothing else"]]
The '''Nuzlocke Challenge''' is a set of rules intended to create a higher level of difficulty while playing the [[Pokémon games]]. Many challengers feel that the rules also serve the purpose of encouraging the use of Pokémon the player would not normally choose, and promoting closer bonds with the player's Pokémon. The rules are not an in-game function, but are self-imposed on the part of the player, and thus subject to variation.


The name of the challenge originates from the <span class="plainlinks">[http://www.nuzlocke.com/ comic series]</span> of the same name, which features a {{p|Nuzleaf}} resembling {{wp|John Locke (Lost)|John Locke}} as a recurring gag character.
The challenge originates from the <span class="plainlinks">[http://www.nuzlocke.com/ comic series]</span> of the same name, which features a {{p|Nuzleaf}} resembling ''{{wp|Lost (TV series)|Lost}}'' character {{wp|John Locke (Lost)|John Locke}} as a recurring gag character.
 
==History==
 
The basic rules were invented by Nick Franco in March 2010. Franco posted comics detailing his playthrough of [[Pokémon Ruby]] to 4chan's /v/ board, where they gained attention and inspired others to try the challenge.<ref>https://www.vox.com/culture/2019/11/22/20976759/pokemon-what-is-nuzlocke-challenge-sword-shield</ref> The following month, Franco launched a website for his comics and a forum for fans' challenge chronicles.<ref>https://nuzlockeforums.com/forum/threads/reflecting-on-12-years-of-the-nuzlocke-challenge-nostalgia-on-how-it-all-started.20929/</ref> Over time, the concept spread to various websites and formats such as written stories, animations and livestreams.
 
Franco uses "Nuzlocke" as a screen name, while his comic is titled "Pokémon: Hard-Mode". However, the word Nuzlocke eventually came to be associated with the ruleset itself.


==Rules==
==Rules==
The most basic Nuzlocke rules, as they were first introduced, are as follows:
===Basic rules===
*Any Pokémon that [[Fainting|faints]] is considered dead, and must be {{pkmn2|released}}.
<!-- Putting a Pokémon in the PC when it faints instead of releasing it is NOT a basic rule of the Nuzlocke Challenge and any edit stating so will be reverted. -->
*The {{player}} may only catch the first Pokémon encountered in each area, and none else. If the first Pokémon encountered faints or flees, there are no second chances. If the first encounter in the area is a double battle in [[dark grass]], the player may choose which of the two Pokémon they would like to catch.
 
*While not exactly a definite rule, the general consensus is that players must also nickname all of their Pokémon, for the sake of forming stronger emotional bonds.
The Nuzlocke Challenge has only two rules that must be followed:
*Also not a definite rule, but the general consensus is that a [[Black out|black out/white out]] is considered to be "game over", even if there are Pokémon left in the PC.
*'''Limited Encounters:''' The {{player}} may only catch the first [[wild Pokémon]] encountered in each area, and no others. If the first wild Pokémon encountered faints or flees, there are no second chances.
**If the first encounter in an area is a [[Double Battle]] or [[Horde Encounter]], the player may choose which of the encountered Pokémon to catch, but only one of them.
*'''Dying''': Any Pokémon that [[Fainting|faints]] is considered dead and must be {{pkmn2|released}}. If you run out of living Pokémon, you've failed the challenge and must restart the game.
 
===Near-universally-used rules===
*'''Mandatory Nicknames:''' The player must nickname all of their Pokémon, for the sake of forming stronger emotional bonds.
*'''"Met in" Confirmation:''' If the player is unsure whether a location is a valid new encounter or not, such as multiple levels of a cave, you can verify by looking at the Pokémon's Summary page to see where they were "Met" in order to confirm whether it's a new location or not.
**'''Gift Pokémon:''' Some players will consider [[Gift Pokémon]] (such as being given [[Eevee]] in [[Celadon Condominiums]]) to be separate encounters from wild Pokémon encountered in the same area.
***As of [http://www.nuzlocke.com/comics/pokemon-hard-mode/page/11/ White: Hard-Mode Episode 3], it is implied that the player can accept Pokémon that are received freely from NPCs.
*'''No Resets:''' The player may not voluntarily reset and reload the game to undo progress. Being able to do so would render all other rules pointless.
*'''No Cheating:''' Cheating devices (such as [[GameShark]]) may not be used.
*'''Full Wipe:''' A [[Black out|black out/white out]] is considered to be "game over" even if there are live Pokémon left in the [[Pokémon Storage System]].
*'''No Outside Trading:''' The player may only use Pokémon they have captured themselves, meaning Pokémon acquired through [[Trade|trading]], [[Mystery Gift]]s, etc., are prohibited.
**'''In-Game Trading:''' The player may trade Pokémon with in-game trades, such as Ponyta for Seel on [[Cinnabar Island]] in Pokémon Red/Blue.
**'''Trade Evolution Clause:''' As for trading a Pokémon and then trading back (for the purpose of evolving a {{p|Graveler}}, for example), there is no firm consensus.
*'''Boxing:''' The player may put Pokémon that have fainted in the [[Pokémon Storage System]] permanently rather than releasing them.


===Optional rules===
===Optional rules===
Though the above rules tend to stay consistent with all challengers, many optional variations and amendments to the rules also exist to further adjust difficulty. These include, but are not limited to:
Though the above rules tend to stay consistent with all players, many optional variations have been created to adjust difficulty based on personal preference. Many other rules exist besides those listed here. Regardless of the optional rules used, the run is considered a Nuzlocke Challenge so long as the two basic rules are in place.
*[[Starter Pokémon]] is based off your [[Trainer ID number]]. If the last number is 1-3 the player starts with a Grass type, 4-6 is Fire type, 7-9 is Water type, 0 is the player's choice.
 
*Adjusting the first encounter rule to ban duplicate captures.
====Increased difficulty====
*Not officially enforcing the rules until the player has Poké Balls and can catch Pokémon. For example, the {{p|Zigzagoon}}{{sup/3|RS}}/{{p|Poochyena}}{{sup/3|E}} that the player has to save Professor Birch from is not counted as the first encounter on the route, and not counting any other encounters as such until they can catch. Likewise, in the games where the rival battle is immediately after getting the starter Pokémon, the "any that faint must be released" rule is not enforced at that time.
*'''Set Mode Clause:''' The battle style must be changed to "set" in the options menu, meaning the player does not get the opportunity to switch out their Pokémon after an opponent's Pokémon faints. In [[Pokémon Scarlet and Violet]], where there is no set mode, the player must manually decide not to switch each time.
*Use the same amount of Pokémon as the opponent during a [[Gym]] battle or [[rival]] battle.
*'''Level Restrictions: '''The player may not use Pokémon above a certain [[level]] limit based on the next [[Gym Leader]]/[[Elite Four]]/{{pkmn|Champion}}'s highest-levelled Pokémon (their "ace"). Pokémon that exceed the level limit might be left in storage until they become eligible, or they might have to be released.
*Going to options and making the battle style "set", leaving the player unable to switch out.
*'''Random Starter:''' The player's [[first partner Pokémon]] must be randomly chosen. A common system is if the last digit of the player's [[Trainer ID number]] is 1-3, the player must choose the Grass-type first partner Pokémon; if it is 4-6, the Fire-type first partner Pokémon; if it is 7-9, the Water-type first partner Pokémon; if it is 0, free choice. Alternatively, use the Trainer ID {{wp|Modulo operation|modulo}} 3 for the same purposes.
*After the first wild Pokémon was caught, the [[starter Pokémon]] must be {{pkmn2|released}}.
*'''Monotype/Monocolor Challenge:''' Only Pokémon of a certain [[Type]] or [[List of Pokémon by color|color]] may be used. Rather than the first Pokémon encountered in an area, the player may catch the first one which fits the category or will evolve into fitting the category. If a Pokémon would lose the category upon evolution, it may not evolve.
*Banning the use of [[Potion]]s and [[Status ailment healing item|healing items]], relying only on [[Pokémon Center]]s for healing.
*'''One Per Gym:''' The player may only catch the first Pokémon after each Gym Leader instead of in each area.
*Banning the use of Pokémon Centers, relying only on Potions and healing items for healing.
*'''Equal Parties:''' During Gym Leader and [[rival]] battles, the player must use the same number of Pokémon as their opponent.
*Limiting Pokémon Center visits to a certain number per town.
*'''Caught Only:''' The [[first partner Pokémon]] must be released after the first wild Pokémon is caught.
*Banning the use of [[held item]]s.
*'''Notepad Clause:''' No Pokémon may be kept in the PSS; in other words, the player may only own six Pokémon at a time. This was named after its inventor, Notepad on the now-defunct original Nuzlocke Forum.
*Limiting the number of [[Poké Ball]]s to purchase per [[Poké Mart]].
**'''Notepad Extreme/First 6 Only:''' The player may only own six Pokémon throughout the entire run. If all six die or otherwise become ineligible, then it's an instant "game over".
*Banning the use of [[Master Ball]]s.
*'''No Items:''' No items may be used during battles except for [[held items]]. Limitation due to perceived power-level of X-items.
*Rather than releasing the Pokémon, it can be permanently boxed, migrated, or transferred with [[Poké Transfer]] should it happen to faint.
*'''No Held Items: '''Held items may not be used.
*The player may not evolve captured Pokémon, but evolved Pokémon may be caught.
*'''No Heal Items:''' [[Potion]]s and [[Status condition healing item|status-healing items]] may not be used.
*No catching/using [[legendary Pokémon]].
*'''No/Limited Pokémon Centers:''' Pokémon Centers may not be used, or only used a certain number of times per Center, or a certain number of times between each Gym.
*As a mercy rule, allowing 1-3 "second chances" or revives of fallen team members.
*'''No Candy:''' Any type of candy that helps level up the player's Pokémon (such as [[Rare Candy]] or Exp. Candy) may not be used.
*As another mercy rule, if the player runs into a [[Shiny Pokémon]] on the incredibly rare chance, the player may still catch it, regardless of whether or not it is the first encounter in the area. It also does not need to be released if it faints.
*'''No Poké Marts: '''[[Poké Mart]]s may not be used; the only items available are those found in the overworld or given to the player by NPCs.
*If the player has no Pokémon that can use a certain {{OBP|field move|main series}} that is required to continue through any given point of the game, they may catch another Pokémon that can learn said field move. However, it cannot be used in battle for any reason, and must be released, permanently boxed, or migrated as soon as the player gets another Pokémon that can use said field move.
*'''Limited Balls:''' The number of [[Poké Ball]]s able to be purchased per Poké Mart is limited to a certain number.
*Modifying the "first encounter only" rule for the [[Safari Zone]], sometimes allowing one encounter for each area, or until they catch one Pokémon in the entire area, and vice versa.
*'''No Masterball: '''[[Master Ball]]s may not be used.
*'''Giftlocke:''' Poké Balls may not be used. Any Pokémon obtained must be either given to the player by an NPC or hatched from an {{pkmn|Egg}}.
*'''No Evolving: '''The player must use the B-button to cancel any evolutions under their ownership.
*'''Challenge Mode:''' ({{2v2|Black|White|2}} only) The difficulty must be set to [[Key System|Challenge Mode]], which increases the levels of opposing Trainers' Pokémon.
*'''Ban List:''' Certain Pokémon such as Legendaries, Pseudo-Legendaries, and/or other powerful Pokémon are not allowed as they mitigate the difficulty of the challenge.
*'''No Escape:''' The player may not [[Escape|flee]] from battle.
**'''No Wild Encounters:''' Alternatively, the player must flee whenever possible, in order to limit the amount of [[experience]] gained.
*'''No Child Support:''' The {{pkmn|Day Care}} may not be used.
*'''No Exp Share: '''The [[Exp. Share]] may not be used. (This does not apply to games starting from [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], where the Exp. Share can't be disabled.)
*'''Limited Training: '''Quality-of-life features such as [[Pokémon-Amie]], the [[DexNav]] or [[Super Training]], may not be used.
*'''Memory Only:''' Online aids (walkthroughs, NPC team info, etc.) may not be used.
*'''Progression Sacrifice:''' After each Badge the player randomly selects one party member to sacrifice.
 
====Decreased difficulty====
*'''Slow Start:''' The two basic rules are not in effect until the player has gained their first [[Poké Ball]]s and thus the ability to catch Pokémon. For example, encounters starting from the {{p|Poochyena}}{{sup/3|RS}}{{sup/6|ORAS}}/{{p|Zigzagoon}}{{sup/3|E}} that the player has to save [[Professor Birch]] from, up to when the player can catch Pokémon, are not counted. Likewise, in the games where the first rival battle is immediately after obtaining the first partner Pokémon, the "release or permanently box a Pokémon if it faints" rule is often not enforced at that time.
*'''Species/Dupes Clause:''' The "first wild Pokémon in each area" rule does not apply in an area until a species or evolution line is encountered that has not been caught yet. For example, if the player's first encounter in an area is with a {{p|Caterpie}} and they already own a Caterpie, {{p|Metapod}}, or {{p|Butterfree}}, it wouldn't count as their first encounter in that area. This allows for increased variety in a player's Pokémon collection.
**A limit may be set on how many times the player can apply the Species/Dupes Clause in an area. If this many duplicate Pokémon are encountered in an area, the Species/Dupes Clause is no longer applied for that area and the player must settle for the next Pokémon they encounter.
*'''Second Chance:''' The player may have a small number of "second chances" or revives of fallen team members. Typically this type of ruling is done after Gym battles such as getting 1 revive per Gym.
*'''Shiny Clause:''' Shiny Pokémon can be caught even if they're not a first encounter, and do not need to be released if they faint. Whether or not the Shiny Pokémon may be used during the challenge is up to the player.
**'''Shiny Replacement Clause:''' If a Shiny Pokémon is a duplicate of a Pokémon already in your party, you may replace it with the Shiny.
*'''Checkpoints:''' Each Gym [[Badge]] can act as a checkpoint. If the player gets a game over, they may restart from when they got their last Badge.
*'''HM Helper:''' If the player has no Pokémon that can use a [[field move]] that is required to continue the game, they may catch another Pokémon that can learn the required field move. However, this Pokémon cannot be used in battle for any reason and must be released as soon as it is no longer needed or if the player catches another Pokémon that can use the same field move.
*'''On Safari: '''The "first encounter only" rule is modified for within the [[Safari Zone]]. One catch may be had for each section of the Zone, rather than the more restrictive interpretation that the entire Zone is one area.
*'''A Little Help From My Friends: '''Cheating devices (such as [[GameShark]]) may be used.
*'''Rare Candy Clause:''' Hack in infinite [[Rare Candy|Rare Candies]] to avoid tedious grinding. It was popularized by the streamer Pokémon Challenges.
*'''Master Ball Clause:''' Hack in infinite [[Master Ball]]s to avoid [[wild Pokémon]] [[fainting]], [[Escape|running away]], or using escape moves like {{m|Teleport}} and {{m|Roar}}.


Many other rules exist; challengers adjust their personal rules according to their own preferences. In order to be considered a true Nuzlocke Challenge, however, the two core rules must be in place.
==Variants==
*'''Hardcore Nuzlocke:''' A general name for any Nuzlocke variant which restricts item use and over-levelling, in order to produce a more difficult run and more strategic play.
*'''Wonderlocke''': In this variant, any Pokémon caught must immediately be traded using [[Wonder Trade]] and the received Pokémon is used instead. Typically, this comes with a level restriction where if the received Pokémon is more than a certain number of levels higher than the original Pokémon, it must be traded again until an appropriate-level Pokémon is received.
*'''Soul-Link''': Two player variant where both players' Pokémon are "soul-linked" based on their origin. So the first partner Pokémon are linked, the Pokémon from Route 1 are linked, and so on. If a Pokémon dies, its soulmate does too. Linked Pokémon must be in both players' parties at once, i.e. one cannot leave a Pokémon in the PSS while its soulmate is on the active team.
**Common additional rules include restricting duplicate types between the two players. If either player is using a Pokémon of a certain type, the other player cannot use any Pokémon of that same type. If both players find the same type of Pokémon for one encounter, neither is able to use it.
*'''Egglocke''': Player catches Pokémon 1 per route as normal, but instead of using the Pokémon caught, they hatch a randomly generated egg. Usually this is done via trades or through cheat devices, where the egg Pokémon are chosen by a third party, such as friends or a streaming audience.
*'''Randomizer:''' Randomizer mods can be used to add more variety to Nuzlockes. However, this often causes unbalance as encountering a Legendary early can reduce difficulty greatly. Additionally, catch rates may have to be adjusted via the Randomizer in order to allow for Legendary Pokémon to be more easily caught early on.
*'''Alphabetlocke:''' The six Pokémon on your team must be the first six species names in alphabetical order (or reverse alphabetical). For example, if you have a Squirtle, Pidgey, Mankey, Beedrill, Pikachu, Geodude, Clefairy, and Abra, then your active team is: Abra, Beedrill, Clefairy, Geodude, Mankey, Pidgey. Then if Mankey evolves into Primeape, its new name is lower in alphabetical order, so Pikachu takes its spot on the team.
*'''Ballocke:''' Instead of limiting Pokémon by route, this variant limits by type of Ball. Only one Pokémon may be caught in a Poké Ball, one may be caught in a Great Ball, one in a Quick Ball, etc.


==Wedlocke Challenge==
==Tips==
First thought up by [[Marriland]] following the success of his Emerald Nuzlocke series, the Wedlocke Challenge is a variation on the Nuzlocke that focuses on Pokémon teaming up. The rules consist of the following:
*'''Repel Encounter Manipulation:''' Having a [[Repel]] active and a Pokémon in the first position at a specific level can be used to filter out unwanted encounters and in some cases guarantee specific encounters.
*'''Sacking:''' For difficult encounters, it is wise to have at least one Pokémon you are willing to sacrifice in order to switch to a better one. Recommended Pokémon to be sacked are: ones with weak base stats, ones whose type is shared by a more powerful teammate, or ones who could have a replacement caught in an upcoming place.
*'''Play Around The Crit:''' Being aware if your Pokémon is in danger of being taken out by a [[critical hit]] is key to avoiding unnecessary deaths. [[Generation I]] has a critical hit damage multiplier between 1.5× and 1.95× depending on the level, with higher levels doing more damage. From Generations {{gen|II}} to {{gen|V}}, the damage dealt by a critical hit is 2× as much as a normal hit. From [[Generation VI]] onward, critical hits deal 1.5× more damage than normal. '''Warning''', critical hits ignore stat changes, such as increased Defense with Defense Curl.
*'''Avoid Unnecessary Encounters:''' Trainers use better decision-making and have higher levels on average than wild Pokémon within the same route. Avoiding non-required trainer battles increases the chances your Pokémon will survive.
*'''Be Aware of Mandatory Battles:''' Don't trigger mandatory battles, such as rival fights, without first making sure your team is fully healed and properly leveled.
*'''Don't Underlevel:''' There is no reason to have an under-leveled Pokémon for encounters. Even with Gym Leader level restrictions, make sure to have your team at the level restriction by the time you trigger the battle.
*'''Baiting:''' {{pkmn|Trainer}}-owned Pokémon will choose the move that is most effective against the enemy Pokémon. As such, you can bait certain moves in order to get a free switch. A common example is having a Pokémon weak to {{type|Ground}} moves out on the field and then switch to a Pokémon that is immune to Ground moves, such as a {{type|Flying}} Pokémon or a Pokémon with {{a|Levitate}}.
*'''Generational Awareness:''' Be aware of changes between generations. Example: {{a|Sturdy}}, in Generations {{gen|III}} and {{gen|IV}} only, protects against [[one-hit knockout move]]s, while in Generation V onward, it protects the Pokémon from being knocked out with one hit when at full HP.
*'''PP Stall:''' Using healing moves or items (if allowed) in order to force a dangerous encounter to waste all their good moves. Typically, this is used for low PP moves that deal large amounts of damage. If successful, this can lead to the enemy using {{m|Struggle}} to knock itself out.


* Any Pokémon that faints is considered dead, and cannot be used for the remainder of the challenge.
==Trivia==
* Instead of only being able to catch the first Pokémon in each area, exceptions to what the player catches are based on the wild Pokémon's gender. If said Pokémon faints or flees, there are no second chances.
*So far in the original Nuzlocke comics, one first partner Pokémon of each type has been used: {{p|Treecko}} in [[Hoenn]], {{p|Charmander}} in [[Kanto]], and {{p|Oshawott}} in the ongoing [[Unova]] challenge.
** If the player has an odd number of Pokémon in their party, they ignore any encounters of genders they have an odd number of on their team. Genderless Pokémon cannot be caught at any time.
*The original Nuzlocke run through Ruby was a failure, due to the entire active team dying in the Champion battle.
** Species Clause is also highly encouraged to add to the uniqueness of each Pokémon used.
 
* The Pokémon are partnered with each other and must fight in pairs.
==References==
** Only one male and one female can form a pair, and after that, that pair lasts until one of the Pokémon dies or is released.
<references />
** Each Pokémon can only battle alongside its partner, if it has one. The Pokémon can only switch out for its partner. For example, suppose the player's team consists of the following pairs: a male Dewott and a female Sewaddle, a female Patrat and a male Riolu, and a male Growlithe and a female Zubat. If the player uses said Dewott, they can only switch it out for the Sewaddle, and they can only switch the Sewaddle out for the Dewott, and vice versa.
** If a Pokémon dies in battle, the player must immediately send out its partner to avenge the fallen Pokémon, or die along with it, and they cannot switch to any other during that battle unless said Pokémon dies too. In the above example, if the female Sewaddle dies, the player must immediately send out the Dewott and cannot switch it out for the remainder of the battle barring it dying too. Should this happen, the player must select a Pokémon from their PC that doesn't have a new partner to replace the fallen partner. If both Pokémon in a pair die, the player must use two Pokémon from their PC to create a new pair.
*** If a Pokémon dies in a Double Battle, the player must bring out a Pokémon of the opposite gender of the one that was deceased, to keep them from losing too many Pokémon of a specific gender. (This rule is discussed further in Episode 23 of Marriland's HeartGold Wedlocke.)
* The player cannot deposit any Pokémon into their PC at will. The player must release their Pokémon or have it die in battle if they wish to withdraw anything from their PC.
** They may release their Pokémon at will, but that is strongly discouraged.
** Likewise, if the player requires a certain field move at any point in the game that no Pokémon on their team can learn, they can temporarily break the rule and deposit a pair for another Pokémon that can use said field move, but only until the player gets another Pokémon that can.
* As with the original Nuzlocke rules, the general consensus is that the player must nickname all their Pokémon to form closer emotional bonds.


==External links==
==External links==
*[http://www.nuzlocke.com/ Nuzlocke Comics]
*[http://www.nuzlocke.com/ The original Nuzlocke Comics]
*[http://s7.zetaboards.com/Nuzlocke_Forum/topic/848408/1/ The Supreme Court of Nuzlocke]
*[https://nuzlockeforums.com/forum/index.php The Nuzlocke Forum]
 
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[[Category:Fanon terminology]]
[[Category:Fanon terminology]]


[[de:Pokémon-Challenges#Nuzlocke]]
[[fr:Nuzlocke Challenge]]
[[fr:Nuzlocke Challenge]]
[[it:Nuzlocke Challenge]]
[[it:Nuzlocke Challenge]]
 
[[ja:Nuzlocke Challenge]]
== Trivia ==
[[zh:附录:Nuzlocke挑战]]
 
*So far in the original Nuzlocke Series one starter of each type has been used: [[Treecko]] in Hoenn, [[Charmander]] in [[Kanto]], and [[Oshawott]] in the ongoing [[Unova]] challenge.
 
*The original Nuzlocke run through [[Hoenn]] is interesting as it can be considered a failure because of the wipeout of the entire team and the loss during the Champion battle.

Latest revision as of 02:05, 26 March 2024

The Nuzlocke Challenge is a set of rules intended to create a higher level of difficulty while playing the Pokémon games. A playthrough using these rules is often called "a Nuzlocke". Many challengers feel that the rules encourage the use of Pokémon the player would not normally choose and promote closer bonds with the player's team. The rules are not an in-game function, but rather, self-imposed on the player's part, and thus subject to variation.

The two basic Nuzlocke rules.

The challenge originates from the comic series of the same name, which features a Nuzleaf resembling Lost character John Locke as a recurring gag character.

History

The basic rules were invented by Nick Franco in March 2010. Franco posted comics detailing his playthrough of Pokémon Ruby to 4chan's /v/ board, where they gained attention and inspired others to try the challenge.[1] The following month, Franco launched a website for his comics and a forum for fans' challenge chronicles.[2] Over time, the concept spread to various websites and formats such as written stories, animations and livestreams.

Franco uses "Nuzlocke" as a screen name, while his comic is titled "Pokémon: Hard-Mode". However, the word Nuzlocke eventually came to be associated with the ruleset itself.

Rules

Basic rules

The Nuzlocke Challenge has only two rules that must be followed:

  • Limited Encounters: The player may only catch the first wild Pokémon encountered in each area, and no others. If the first wild Pokémon encountered faints or flees, there are no second chances.
    • If the first encounter in an area is a Double Battle or Horde Encounter, the player may choose which of the encountered Pokémon to catch, but only one of them.
  • Dying: Any Pokémon that faints is considered dead and must be released. If you run out of living Pokémon, you've failed the challenge and must restart the game.

Near-universally-used rules

  • Mandatory Nicknames: The player must nickname all of their Pokémon, for the sake of forming stronger emotional bonds.
  • "Met in" Confirmation: If the player is unsure whether a location is a valid new encounter or not, such as multiple levels of a cave, you can verify by looking at the Pokémon's Summary page to see where they were "Met" in order to confirm whether it's a new location or not.
  • No Resets: The player may not voluntarily reset and reload the game to undo progress. Being able to do so would render all other rules pointless.
  • No Cheating: Cheating devices (such as GameShark) may not be used.
  • Full Wipe: A black out/white out is considered to be "game over" even if there are live Pokémon left in the Pokémon Storage System.
  • No Outside Trading: The player may only use Pokémon they have captured themselves, meaning Pokémon acquired through trading, Mystery Gifts, etc., are prohibited.
    • In-Game Trading: The player may trade Pokémon with in-game trades, such as Ponyta for Seel on Cinnabar Island in Pokémon Red/Blue.
    • Trade Evolution Clause: As for trading a Pokémon and then trading back (for the purpose of evolving a Graveler, for example), there is no firm consensus.
  • Boxing: The player may put Pokémon that have fainted in the Pokémon Storage System permanently rather than releasing them.

Optional rules

Though the above rules tend to stay consistent with all players, many optional variations have been created to adjust difficulty based on personal preference. Many other rules exist besides those listed here. Regardless of the optional rules used, the run is considered a Nuzlocke Challenge so long as the two basic rules are in place.

Increased difficulty

  • Set Mode Clause: The battle style must be changed to "set" in the options menu, meaning the player does not get the opportunity to switch out their Pokémon after an opponent's Pokémon faints. In Pokémon Scarlet and Violet, where there is no set mode, the player must manually decide not to switch each time.
  • Level Restrictions: The player may not use Pokémon above a certain level limit based on the next Gym Leader/Elite Four/Champion's highest-levelled Pokémon (their "ace"). Pokémon that exceed the level limit might be left in storage until they become eligible, or they might have to be released.
  • Random Starter: The player's first partner Pokémon must be randomly chosen. A common system is if the last digit of the player's Trainer ID number is 1-3, the player must choose the Grass-type first partner Pokémon; if it is 4-6, the Fire-type first partner Pokémon; if it is 7-9, the Water-type first partner Pokémon; if it is 0, free choice. Alternatively, use the Trainer ID modulo 3 for the same purposes.
  • Monotype/Monocolor Challenge: Only Pokémon of a certain Type or color may be used. Rather than the first Pokémon encountered in an area, the player may catch the first one which fits the category or will evolve into fitting the category. If a Pokémon would lose the category upon evolution, it may not evolve.
  • One Per Gym: The player may only catch the first Pokémon after each Gym Leader instead of in each area.
  • Equal Parties: During Gym Leader and rival battles, the player must use the same number of Pokémon as their opponent.
  • Caught Only: The first partner Pokémon must be released after the first wild Pokémon is caught.
  • Notepad Clause: No Pokémon may be kept in the PSS; in other words, the player may only own six Pokémon at a time. This was named after its inventor, Notepad on the now-defunct original Nuzlocke Forum.
    • Notepad Extreme/First 6 Only: The player may only own six Pokémon throughout the entire run. If all six die or otherwise become ineligible, then it's an instant "game over".
  • No Items: No items may be used during battles except for held items. Limitation due to perceived power-level of X-items.
  • No Held Items: Held items may not be used.
  • No Heal Items: Potions and status-healing items may not be used.
  • No/Limited Pokémon Centers: Pokémon Centers may not be used, or only used a certain number of times per Center, or a certain number of times between each Gym.
  • No Candy: Any type of candy that helps level up the player's Pokémon (such as Rare Candy or Exp. Candy) may not be used.
  • No Poké Marts: Poké Marts may not be used; the only items available are those found in the overworld or given to the player by NPCs.
  • Limited Balls: The number of Poké Balls able to be purchased per Poké Mart is limited to a certain number.
  • No Masterball: Master Balls may not be used.
  • Giftlocke: Poké Balls may not be used. Any Pokémon obtained must be either given to the player by an NPC or hatched from an Egg.
  • No Evolving: The player must use the B-button to cancel any evolutions under their ownership.
  • Challenge Mode: (Black 2 and White 2 only) The difficulty must be set to Challenge Mode, which increases the levels of opposing Trainers' Pokémon.
  • Ban List: Certain Pokémon such as Legendaries, Pseudo-Legendaries, and/or other powerful Pokémon are not allowed as they mitigate the difficulty of the challenge.
  • No Escape: The player may not flee from battle.
    • No Wild Encounters: Alternatively, the player must flee whenever possible, in order to limit the amount of experience gained.
  • No Child Support: The Day Care may not be used.
  • No Exp Share: The Exp. Share may not be used. (This does not apply to games starting from Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, where the Exp. Share can't be disabled.)
  • Limited Training: Quality-of-life features such as Pokémon-Amie, the DexNav or Super Training, may not be used.
  • Memory Only: Online aids (walkthroughs, NPC team info, etc.) may not be used.
  • Progression Sacrifice: After each Badge the player randomly selects one party member to sacrifice.

Decreased difficulty

  • Slow Start: The two basic rules are not in effect until the player has gained their first Poké Balls and thus the ability to catch Pokémon. For example, encounters starting from the PoochyenaRSORAS/ZigzagoonE that the player has to save Professor Birch from, up to when the player can catch Pokémon, are not counted. Likewise, in the games where the first rival battle is immediately after obtaining the first partner Pokémon, the "release or permanently box a Pokémon if it faints" rule is often not enforced at that time.
  • Species/Dupes Clause: The "first wild Pokémon in each area" rule does not apply in an area until a species or evolution line is encountered that has not been caught yet. For example, if the player's first encounter in an area is with a Caterpie and they already own a Caterpie, Metapod, or Butterfree, it wouldn't count as their first encounter in that area. This allows for increased variety in a player's Pokémon collection.
    • A limit may be set on how many times the player can apply the Species/Dupes Clause in an area. If this many duplicate Pokémon are encountered in an area, the Species/Dupes Clause is no longer applied for that area and the player must settle for the next Pokémon they encounter.
  • Second Chance: The player may have a small number of "second chances" or revives of fallen team members. Typically this type of ruling is done after Gym battles such as getting 1 revive per Gym.
  • Shiny Clause: Shiny Pokémon can be caught even if they're not a first encounter, and do not need to be released if they faint. Whether or not the Shiny Pokémon may be used during the challenge is up to the player.
    • Shiny Replacement Clause: If a Shiny Pokémon is a duplicate of a Pokémon already in your party, you may replace it with the Shiny.
  • Checkpoints: Each Gym Badge can act as a checkpoint. If the player gets a game over, they may restart from when they got their last Badge.
  • HM Helper: If the player has no Pokémon that can use a field move that is required to continue the game, they may catch another Pokémon that can learn the required field move. However, this Pokémon cannot be used in battle for any reason and must be released as soon as it is no longer needed or if the player catches another Pokémon that can use the same field move.
  • On Safari: The "first encounter only" rule is modified for within the Safari Zone. One catch may be had for each section of the Zone, rather than the more restrictive interpretation that the entire Zone is one area.
  • A Little Help From My Friends: Cheating devices (such as GameShark) may be used.
  • Rare Candy Clause: Hack in infinite Rare Candies to avoid tedious grinding. It was popularized by the streamer Pokémon Challenges.
  • Master Ball Clause: Hack in infinite Master Balls to avoid wild Pokémon fainting, running away, or using escape moves like Teleport and Roar.

Variants

  • Hardcore Nuzlocke: A general name for any Nuzlocke variant which restricts item use and over-levelling, in order to produce a more difficult run and more strategic play.
  • Wonderlocke: In this variant, any Pokémon caught must immediately be traded using Wonder Trade and the received Pokémon is used instead. Typically, this comes with a level restriction where if the received Pokémon is more than a certain number of levels higher than the original Pokémon, it must be traded again until an appropriate-level Pokémon is received.
  • Soul-Link: Two player variant where both players' Pokémon are "soul-linked" based on their origin. So the first partner Pokémon are linked, the Pokémon from Route 1 are linked, and so on. If a Pokémon dies, its soulmate does too. Linked Pokémon must be in both players' parties at once, i.e. one cannot leave a Pokémon in the PSS while its soulmate is on the active team.
    • Common additional rules include restricting duplicate types between the two players. If either player is using a Pokémon of a certain type, the other player cannot use any Pokémon of that same type. If both players find the same type of Pokémon for one encounter, neither is able to use it.
  • Egglocke: Player catches Pokémon 1 per route as normal, but instead of using the Pokémon caught, they hatch a randomly generated egg. Usually this is done via trades or through cheat devices, where the egg Pokémon are chosen by a third party, such as friends or a streaming audience.
  • Randomizer: Randomizer mods can be used to add more variety to Nuzlockes. However, this often causes unbalance as encountering a Legendary early can reduce difficulty greatly. Additionally, catch rates may have to be adjusted via the Randomizer in order to allow for Legendary Pokémon to be more easily caught early on.
  • Alphabetlocke: The six Pokémon on your team must be the first six species names in alphabetical order (or reverse alphabetical). For example, if you have a Squirtle, Pidgey, Mankey, Beedrill, Pikachu, Geodude, Clefairy, and Abra, then your active team is: Abra, Beedrill, Clefairy, Geodude, Mankey, Pidgey. Then if Mankey evolves into Primeape, its new name is lower in alphabetical order, so Pikachu takes its spot on the team.
  • Ballocke: Instead of limiting Pokémon by route, this variant limits by type of Ball. Only one Pokémon may be caught in a Poké Ball, one may be caught in a Great Ball, one in a Quick Ball, etc.

Tips

  • Repel Encounter Manipulation: Having a Repel active and a Pokémon in the first position at a specific level can be used to filter out unwanted encounters and in some cases guarantee specific encounters.
  • Sacking: For difficult encounters, it is wise to have at least one Pokémon you are willing to sacrifice in order to switch to a better one. Recommended Pokémon to be sacked are: ones with weak base stats, ones whose type is shared by a more powerful teammate, or ones who could have a replacement caught in an upcoming place.
  • Play Around The Crit: Being aware if your Pokémon is in danger of being taken out by a critical hit is key to avoiding unnecessary deaths. Generation I has a critical hit damage multiplier between 1.5× and 1.95× depending on the level, with higher levels doing more damage. From Generations II to V, the damage dealt by a critical hit is 2× as much as a normal hit. From Generation VI onward, critical hits deal 1.5× more damage than normal. Warning, critical hits ignore stat changes, such as increased Defense with Defense Curl.
  • Avoid Unnecessary Encounters: Trainers use better decision-making and have higher levels on average than wild Pokémon within the same route. Avoiding non-required trainer battles increases the chances your Pokémon will survive.
  • Be Aware of Mandatory Battles: Don't trigger mandatory battles, such as rival fights, without first making sure your team is fully healed and properly leveled.
  • Don't Underlevel: There is no reason to have an under-leveled Pokémon for encounters. Even with Gym Leader level restrictions, make sure to have your team at the level restriction by the time you trigger the battle.
  • Baiting: Trainer-owned Pokémon will choose the move that is most effective against the enemy Pokémon. As such, you can bait certain moves in order to get a free switch. A common example is having a Pokémon weak to Ground-type moves out on the field and then switch to a Pokémon that is immune to Ground moves, such as a Flying-type Pokémon or a Pokémon with Levitate.
  • Generational Awareness: Be aware of changes between generations. Example: Sturdy, in Generations III and IV only, protects against one-hit knockout moves, while in Generation V onward, it protects the Pokémon from being knocked out with one hit when at full HP.
  • PP Stall: Using healing moves or items (if allowed) in order to force a dangerous encounter to waste all their good moves. Typically, this is used for low PP moves that deal large amounts of damage. If successful, this can lead to the enemy using Struggle to knock itself out.

Trivia

  • So far in the original Nuzlocke comics, one first partner Pokémon of each type has been used: Treecko in Hoenn, Charmander in Kanto, and Oshawott in the ongoing Unova challenge.
  • The original Nuzlocke run through Ruby was a failure, due to the entire active team dying in the Champion battle.

References

External links


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