Nuzlocke Challenge: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
(→‎Basic rules: specifically mentioning revival blessing while any other forms of revival are not mentioned feels both weird and redundant given that fainting in the first place is death.)
 
(134 intermediate revisions by 54 users not shown)
Line 1: Line 1:
[[File:Basic Nuzlocke rules.png|thumb|right|250px|"Okay, let's make this run of [[Pokémon Ruby and Sapphire Versions|Ruby]] more interesting...<br>>release a Pokémon if it faints<br>>have to catch the 1st Pokémon in each area and nothing else."]]
[[File:Basic Nuzlocke rules.png|thumb|250px|The two basic Nuzlocke rules.]]
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 '''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 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|Lost (TV series)|Lost}}'' character {{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}} or put in the [[Pokémon Storage System]] permanently.
<!-- 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.
* 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/pokemonhardmode.php?p=59 White: Hard-Mode Episode 3], it is implied that the player can accept Pokémon that are received freely from NPCs.
**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.
* 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.  
*'''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.
* I said a hip hop hippy, hippy hip hip hop you dont stop rocking till the bing stop the boogie
 
===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 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.
 
* 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.
====Increased difficulty====
** 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 trainer has to settle for the last allowed duplicate to trigger the clause).
*'''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.
* Not officially enforcing the rules until the player has Poké Balls and can catch Pokémon. For example, the {{p|Poochyena}}{{sup/3|RS}}/{{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 not enforced at that time.
*'''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.
* Use the same amount of Pokémon as the opponent during a [[Gym]] battle or [[rival]] battle.
*'''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.
* Going to options and making the battle style "set", leaving the player unable to switch out.
*'''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.
* Releasing the [[starter Pokémon]] after the first wild Pokémon has been caught.
*'''One Per Gym:''' The player may only catch the first Pokémon after each Gym Leader instead of in each area.
* Banning the use of [[Potion]]s and [[Status condition healing item|healing items]], relying only on [[Pokémon Center]]s for healing.
*'''Equal Parties:''' During Gym Leader and [[rival]] battles, the player must use the same number of Pokémon as their opponent.
* Banning the use of Pokémon Centers, relying only on Potions and healing items for healing.
*'''Caught Only:''' The [[first partner Pokémon]] must be released after the first wild Pokémon is caught.
* Limiting Pokémon Center visits to a certain number per town.
*'''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.
* Banning the use of [[held item]]s.
**'''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".
* Limiting the number of [[Poké Ball]]s to purchase per [[Poké Mart]].
*'''No Items:''' No items may be used during battles except for [[held items]]. Limitation due to perceived power-level of X-items.
* Banning the use of [[Master Ball]]s.
*'''No Held Items: '''Held items 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.
*'''No Heal Items:''' [[Potion]]s and [[Status condition healing item|status-healing items]] may not be used.
* The player may not evolve captured Pokémon, but evolved Pokémon may be caught.
*'''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.
* Turning the difficulty on to [[Key System|Challenge Mode]] if playing {{2v2|Black|White|2}}, which increases the levels of opposing Trainers.
*'''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 catching/using [[Legendary Pokémon]].
*'''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.
* As a mercy rule, allowing 1-3 "second chances" or revives of fallen team members.
*'''Limited Balls:''' The number of [[Poké Ball]]s able to be purchased per Poké Mart is limited to a certain number.
* 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.
*'''No Masterball: '''[[Master Ball]]s may not be used.
* 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.
*'''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}}.
* 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.
*'''No Evolving: '''The player must use the B-button to cancel any evolutions under their ownership.
* 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.
*'''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.
* Banning the use of Poké Marts.
*'''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.
* Disallow [[Escape|fleeing]].
*'''No Escape:''' 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.
**'''No Wild Encounters:''' Alternatively, the player must flee whenever possible, in order to limit the amount of [[experience]] gained.
* Banning Poké Balls entirely, any Pokémon obtained must be either given to the player or hatched from an {{pkmn|Egg}}.
*'''No Child Support:''' The {{pkmn|Day Care}} may not be used.
* Banning use of the day care to breed or level up Pokémon.
*'''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.)
* Turning off the {{DL|Experience-affecting item|Exp. Share}}.
*'''Limited Training: '''Quality-of-life features such as [[Pokémon-Amie]], the [[DexNav]] or [[Super Training]], may not be used.
* Banning use of certain features that make the game easier, such as [[Pokémon-Amie]], the [[DexNav]], or [[Super Training]].
*'''Memory Only:''' Online aids (walkthroughs, NPC team info, etc.) may not be used.
* Banning the use of online resources
*'''Progression Sacrifice:''' After each Badge the player randomly selects one party member to sacrifice.
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.
 
====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}}.
 
==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 {{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.


==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 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.
* 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 Ruby was a failure, due to the entire active team dying in the Champion battle.
 
==References==
<references />


==External links==
==External links==
*[http://www.nuzlocke.com/ Nuzlocke Comics]
*[http://www.nuzlocke.com/ The original Nuzlocke Comics]
*[http://nuzlockechallenge.wikia.com/wiki/The_Nuzlocke_Challenge_Wiki The Nuzlocke Challenge Wiki]
*[https://nuzlockeforums.com/forum/index.php The Nuzlocke Forum]
{{-}}
{{-}}
{{Project Fandom notice}}
{{Project Fandom notice}}
Line 60: Line 116:
[[Category:Fanon terminology]]
[[Category:Fanon terminology]]


[[de:Nuzlocke]]
[[de:Pokémon-Challenges#Nuzlocke]]
[[fr:Nuzlocke Challenge]]
[[fr:Nuzlocke Challenge]]
[[it:Nuzlocke Challenge]]
[[it:Nuzlocke Challenge]]
[[ja:Nuzlocke Challenge]]
[[ja:Nuzlocke Challenge]]
[[zh:附录:Nuzlocke挑战]]

Latest revision as of 02:05, 26 March 2024

The two basic Nuzlocke rules.

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 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


Project Fandom logo.png This article is a part of Project Fandom, a Bulbapedia Project that aims to write comprehensive articles on every aspect of the Pokémon Fandom.