Nuzlocke Challenge: Difference between revisions

m
(→‎Optional rules: Exp Share clarification)
Line 84: Line 84:


==Tips==
==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 guarentee specific encounters.
*'''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 who were needed for a section you've already finished, Pokémon whose type is already covered by the main team, or an encountered Pokémon who is not good enough to make it into the main team.
*'''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 who were needed for a section you've already finished, Pokémon whose type is already covered by the main team, or an encountered Pokémon who is not good enough to make it into the main team.
*'''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 the Critical Hit damage multipler between 1.5x and 1.95x depending on level, higher levels doing more damage. Generation II to V Critical Hit damage is x2. Generation VI onward Critical Hit damage is 1.5x. '''Warning''', Critical Hits ignore stat changes, such as increased Defense with Defense Curl.
*'''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 1.5x and 1.95x 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 2x as much as a normal hit. From [[Generation VI]] onward, critical hits deal 1.5x more damage than normal. '''Warning''', critical hits ignore stat changes, such as increased Defense with Defense Curl.
*'''Avoid Unnecessary Encountered:''' Trainers use better AI and have higher levels on average than Pokémon within the same route. Avoiding non-required trainer battles increases the chances your Pokémon will survive.
*'''Avoid Unnecessary Encounters:''' Trainers use better AI and have higher levels on average than 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.
*'''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 underleveled 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.
*'''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 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 moves out and then switch to a Flying or Levitate Pokémon that is immune to Ground moves.
*'''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: Sturdy in Generation III - IV only protects against One-Hit K/O moves, while in Generation V onward protects against being killed in One-Hit at full health.
*'''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 Struggle to kill itself.
*'''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.


==Trivia==
==Trivia==
8,038

edits