Nuzlocke Challenge: Difference between revisions

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==Rules==
==Rules==
The most basic Nuzlocke rules, as they were first introduced, are as follows:
The Nuzlocke Challenge has only two rules that the player must follow. These are referred to as the "core" rules, and are as follows:
* Any Pokémon that [[Fainting|faints]] is considered dead, and must be {{pkmn2|released}} or put in the [[Pokémon Storage System]] permanently.
* Any Pokémon that [[Fainting|faints]] is considered dead, and must be {{pkmn2|released}} or put in the [[Pokémon Storage System]] permanently (or may be [[migrate]]d or transferred with [[Poké Transfer]], as long as the Pokémon is never able to be used again during this run).
* 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. If there's a static encounter in the area, the player is allowed to capture them despite already capturing a Pokémon in that area. [[Shiny]] Pokémon also do not apply to this rule.
* 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, the player is free to choose which of the two Pokémon they would like to catch but may only catch one of them. This restriction does not apply to Pokémon able to be captured during static encounters, nor to [[Shiny]] Pokémon.


Other near-universally used rules include:
Other near-universally used rules include:
* The general consensus is that players must also nickname all of their Pokémon, for the sake of forming stronger emotional bonds.
* The player must nickname all of their Pokémon, for the sake of forming stronger emotional bonds.
* Strongly implied, though not explicitly mentioned in the comic, is the stipulation that the player can use only Pokémon they have captured themselves, meaning traded Pokémon, mystery gifts, etc., are prohibited. Trading and retrading the same Pokémon (for the purpose of evolving a {{p|Graveler}}, for example) is something of a gray area, and may fall under optional rules. 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.
* The player may only use Pokémon they have captured themselves, meaning Pokémon acquired through [[Trade|trading]], [[Mystery Gift]]s, etc., are prohibited. As for trading and retrading the same Pokémon (for the purpose of evolving a {{p|Graveler}}, for example), there is no firm consensus. 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.
* Also strongly implied is a prohibition against voluntarily resetting and reloading the game when things go wrong. Being able to do so would render all of the other rules pointless.  
* The player may not voluntarily reset and reload the game whenever things go wrong. Being able to do so would render all of the other rules pointless.  


===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 challengers, many optional variations and amendments to the rules have been created by players to further adjust difficulty. These include, but are not limited to:
* [[Starter Pokémon]] is based on the player's [[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. Alternatively, use the Trainer ID {{wp|Modulo operation|modulo}} 3 for the same purposes.
* The player's [[Starter Pokémon]] must be randomly chosen using a system based on their [[Trainer ID number]]. A common system is if the last digit of the player's ID number is 1-3, the player must choose the Grass-type starter; if it is 4-6, the Fire-type starter; if it is 7-9, the Water type starter; if it is 0, free choice. Alternatively, use the Trainer ID {{wp|Modulo operation|modulo}} 3 for the same purposes.
* Not officially enforcing the rules until the player has Poké Balls and can catch Pokémon. For example, the {{p|Poochyena}}{{sup/3|RS}}{{sup/6|ORAS}}/{{p|Zigzagoon}}{{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 often not enforced at that time.
* The core rules are not officially enforced until the player has gained their [[Poké Balls]] and can catch Pokémon. For example, the {{p|Poochyena}}{{sup/3|RS}}{{sup/6|ORAS}}/{{p|Zigzagoon}}{{sup/3|E}} that the player has to save [[Professor Birch]] from is not counted as the first encounter on the route, and other encounters are not counted until the player has the ability to catch Pokémon. Likewise, in the games where the rival battle is immediately after obtaining the starter Pokémon, the "any Pokémon that faint must be released" rule is often not enforced at that time.
* Species/Dupes Clause: Adjusting the first encounter rule to prevent the player from having to catch multiple of the same Pokémon, for the sake of variety. Generally this means that the trainer can keep fighting Pokémon in the area until one is encountered that has not been caught yet, which then immediately counts as the first encounter.
* Species/Dupes Clause: The player may continue fighting Pokémon in a new area until a species is encountered that has not been caught yet, which then immediately counts as the first encounter. This is to increase variety in a player's Pokémon collection.
** As an extension, setting a limit on how much Dupes Clause can trigger in an area. If that limit is reached, no Pokémon can be caught in that area (alternatively, the player has to settle for the last allowed duplicate to trigger the clause).
** A limit may be set on how many times they 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 has to settle for the next Pokémon they encounter, regardless of its species.
* Most players consider a [[Black out|black out/white out]] as a "game over", even if there are Pokémon left in the PC. However, it may be adjusted that other Pokémon in the PC can be used to continue, should this happen.
* A [[Black out|black out/white out]] is considered to be a "game over," even if there are Pokémon left in the PC.
* Adjusting the first encounter rule to allow or disallow certain types of encounters.
* The player is restricted to only catching the first Pokémon after each gym battle, instead of first Pokémon in each area.
* The player is restricted to only catching the first Pokémon after each gym battle, instead of first Pokémon in each area.
* Use the same amount of Pokémon as the opponent during a [[Gym]] battle or [[rival]] battle.
* The player must use the same number of Pokémon as the opponent uses during a [[Gym]] battle or [[rival]] battle.
* Going to options and making the battle style "set", leaving the player unable to switch out after an opponent's Pokémon faints.
* The battle style must be changed to "set" in the options menu, meaning they do not get the opportunity to switch out their Pokémon after an opponent's Pokémon faints.
* Releasing the [[starter Pokémon]] after the first wild Pokémon has been caught.
* The player's [[Starter Pokémon]] must be released or permanently boxed after the first wild Pokémon is caught.
* Banning the use of [[Potion]]s and [[Status condition healing item|healing items]], relying only on [[Pokémon Center]]s for healing.
* [[Potion]]s and [[Status condition healing item|status-healing items]] may not be used, so the player may only use [[Pokémon Center]]s for healing.
** Conversely, banning the use of Pokémon Centers, relying only on Potions and healing items for healing.
** Conversely, banning the use of Pokémon Centers and relying only on Potions and items for healing.
* Limiting Pokémon Center visits to a certain number per town.
* The player is limited in their Pokémon Center visits to a certain number per town.
* Banning the use of [[held item]]s.
* [[Held item]]s may not be used.
* Limiting the number of [[Poké Ball]]s to purchase per [[Poké Mart]].
* The number of [[Poké Ball]]s able to be purchased per [[Poké Mart]] is limited to a certain number.
* Banning the use of [[Master Ball]]s.
* [[Master Ball]]s may not be used.
* Rather than releasing the Pokémon, it can be permanently boxed, migrated, or transferred with [[Poké Transfer]] should it happen to faint.
* The player may not evolve captured Pokémon, but evolved Pokémon may be caught.
* The player may not evolve captured Pokémon, but evolved Pokémon may be caught.
* Turning the difficulty on to [[Key System|Challenge Mode]] if playing {{2v2|Black|White|2}}, which increases the levels of opposing Trainers.
* ({{2v2|Black|White|2}} only) The difficulty must be set to [[Key System|Challenge Mode]], which increases the levels of opposing Trainers.
* Banning the use of [[Legendary Pokémon]].
* [[Legendary Pokémon]] may not be used.
* As a mercy rule, allowing 1-3 "second chances" or revives of fallen team members.
* As a mercy rule, the player may have 1-3 "second chances" or revives of fallen team members.
* As another mercy rule, if the player runs into a [[Shiny Pokémon]], 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. This is often called the Shiny Clause.
* Shiny Clause: Shiny Pokémon do not need to be released if they faint.
* As another mercy rule, each Gym [[Badge]] acts as a checkpoint. If the player gets a game over, they can start from when they got their previous Gym Badge.
* As another mercy rule, each Gym [[Badge]] may act as a checkpoint. If the player gets a game over, they may start over from when they got their previous Gym Badge.
* If the player has no Pokémon that can use a certain [[field move]] 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.
* 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 said field move. However, it cannot be used in battle for any reason, and must be released, permanently boxed, or migrated as soon as it is no longer needed or if the player catches another Pokémon that can use said field move.
* 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.
* The "first encounter only" rule is modified for within the [[Safari Zone]]. One encounter may be had for each area, or one encounter may be allowed for the entire Zone.
* Banning the use of Poké Marts to only allow use of items found in the overworld or given to the player.
* Poké Marts may not be used; the only items that may be used are those found in the overworld or given to the player by NPCs.
* Disallowing [[Escape|fleeing]].
* The player may not [[Escape|flee]] from battle.
* Setting a [[level]] limit based on the next [[Gym Leader]]'s/{{pkmn|Champion}}'s highest leveled Pokémon. What must happen to any team members that surpass that limit before taking on the Gym Leader or [[Elite Four]] is up to the player.
* The Pokémon in the player's collection are limited to a certain [[level]] based on the next [[Gym Leader]]/[[Elite Four]]/{{pkmn|Champion}}'s highest leveled Pokémon. What to do with Pokémon that surpass this limit is up to the player.
* Banning Poké Balls entirely, any Pokémon obtained must be either given to the player or hatched from an {{pkmn|Egg}}.
* Poké Balls may not be used. Any Pokémon obtained must be either given to the player or hatched from an {{pkmn|Egg}}.
* Banning use of the {{pkmn|Day Care}} to breed or level up Pokémon.
* The {{pkmn|Day Care}} may not be used.
* Turning off the [[Exp. Share]] in Generation VI onward, or giving it to a "dead" Pokémon in previous generations.
* The [[Exp. Share]] may not be used. In Generation VI onward, it must be turned off; in Generation III and earlier, it may only be given to "dead" Pokémon.
* Banning use of certain features that make the game easier, such as [[Pokémon-Amie]], the [[DexNav]], or [[Super Training]].
* Quality-of-life features, such as [[Pokémon-Amie]], the [[DexNav]], or [[Super Training]], may not be used.
* Banning the use of online resources.
* Online resources (walkthroughts, guides, etc.) may not be used.
* "Wonderlocke" variant: Any Pokémon caught must immediately be traded using [[Wonder Trade]] and the received Pokémon should be 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.
 
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 core rules must be in place.
Many other rules exist; challengers adjust their personal rules according to their own preferences. Any of these challenges can be considered a true Nuzlocke Challenge as long as the core are still in place.
 
=="Wonderlocke" Variant==
This is a more unpredictable variant of the Nuzlocke Challenge. In this variant, any Pokémon caught must immediately be traded using [[Wonder Trade]] and the received Pokémon should be 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.


==Trivia==
==Trivia==
* So far in the original Nuzlocke Series, one starter of each type has been used: {{p|Treecko}} in Hoenn, {{p|Charmander}} in [[Kanto]], and {{p|Oshawott}} in the ongoing [[Unova]] challenge.
* So far in the original Nuzlocke Series, one starter of each type has been used: {{p|Treecko}} in Hoenn, {{p|Charmander}} in [[Kanto]], and {{p|Oshawott}} in the ongoing [[Unova]] challenge.
* The original Nuzlocke run through [[Hoenn]] can be considered a failure because of the wipeout of the entire team and the loss during the Champion battle.
* The original Nuzlocke run, through [[Hoenn]], was a failure, due to the wipeout of the entire team and the loss during the Champion battle.


==External links==
==External links==
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