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[[File:Basic Nuzlocke rules.png|thumb|250px|The two basic Nuzlocke rules.]]
[[File:Basic Nuzlocke rules.png|thumb|300px|The two basic Nuzlocke rules.]]
The '''Nuzlocke Challenge''' (commonly shortened to just "'''Nuzlocke'''") 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'''".  


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.
Nuzlockes are a popular way to play the games among {{pkmn|fandom|fans}}. Many feel that the rules encourage greater Pokémon variety, create value for ones the player would not normally choose, and promote closer bonds with the player's team. The rules are not an in-game function, but self-imposed on the player's part, and thus subject to variation.
 
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 (2004 TV series)|Lost}}'' character {{wp|John Locke (Lost)|John Locke}} as a recurring gag character.
 
==History==
The basic rules were invented by Nick Franco, a Californian screenwriter and then-university-student, in March 2010. Franco posted comics depicting 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==
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The Nuzlocke Challenge has only two rules that must be followed:
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 none else. If the first wild Pokémon encountered faints or flees, there are no second chances.
*'''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 the area is a [[Double Battle]], the player is free to choose which of the two wild Pokémon they would like to catch but may only catch one of them.
**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}}.
*'''Dying''': Any Pokémon that [[Fainting|faints]] is considered dead and must be {{pkmn2|released}}. Revival methods such as [[Revive]], [[Revival Blessing (move)|Revival Blessing]], etc. are forbidden. If you run out of living Pokémon, you've failed the challenge and must restart the game.
** The move {{m|Revival Blessing}} cannot be used to bring back a dead Pokémon.


===Near-universally used rules===
===Near-universally-used rules===
*'''Mandatory Nicknames:''' The player must nickname all of their Pokémon, for the sake of forming stronger emotional bonds.
*'''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 if a location is a 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 its a new location or not.
*'''"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.
**'''Gift Pokémon:''' Some players consider [[Gift Pokémon]] (such as the {{p|Eevee}} found in the [[Celadon Condominiums]]) to be separate encounters from wild Pokémon encountered in the same area.
*'''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.
***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 Cheating:''' Cheating devices (such as [[GameShark]]) may not be used.
*'''No Resets:''' The player may not voluntarily soft-reset to undo progress. Being able to do so would render all other rules pointless.
*'''Full Wipe:''' A [[Black out|black out/white out]] is considered to be a "game over," even if there are usable Pokémon left in the [[Pokémon Storage System]], and the player must start over.
*'''No Cheating:''' Cheating devices (such as [[GameShark]]) may not be used except to make the game harder (such as cheating to disable [[Exp. Share]] in games that don't allow such an option.)
*'''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.
*'''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]].
**'''In-Game Trading:''' The player may trade Pokémon with in-game trades, such as Ponyta for Seel on [[Cinnabar Island]] in Pokémon Red/Blue.
*'''No Outside Trading:''' The player may only use Pokémon obtained through in-game methods, meaning that [[Trade|trading]] with other save files, [[Mystery Gift]]s, etc. are all prohibited.
**'''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.
**'''Trade Evolution Clause:''' There is no firm consensus on trading a [[trade Evolution]] Pokémon away and back to your file to evolve it.
**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.
*'''Boxing:''' The player may put Pokémon that have fainted in the [[Pokémon Storage System]] permanently rather than releasing them.
*'''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 have been created by players to further adjust difficulty. Many other rules exist other than those listed here; challengers adjust their personal rules according to their own preferences. Regardless of the optional rules being used, the run is considered a Nuzlocke Challenge as long as the two basic rules are still in place.
Though the above rules tend to stay consistent with all players, many optional variants 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====
====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 instead.
 
*'''Level Restrictions: '''The player may not use Pokémon above a certain [[level]] limit based on the level of the next [[Gym Leader]]/[[Elite Four]]/{{pkmn|Champion}}'s highest leveled Pokémon. What to do with Pokémon in a player's collection that surpass the level limit is up to the player.
===== ''Battle restrictions'' =====
*'''Random Starter:''' The player's [[Starter 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 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.
 
*'''One Per Gym:''' The player may only catch the first Pokémon after each [[Gym]] battle instead of in each area.
* '''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.
*'''Equal Parties:''' The player must use the same number of Pokémon as the opponent uses during a Gym battle or [[rival]] battle.
* '''Equal Parties/Fair Fight Clause:''' During Gym Leader and [[rival]] battles, the player must use the same number of Pokémon as their opponent.
*'''Caught Only:''' The player's [[Starter Pokémon]] must be released after the first wild Pokémon is caught.
* '''No Items:''' No items may be used during battles except for [[held items]]. Limitation due to perceived power-level of X-items.
*'''No Items:''' No items are allowed to be used during battles except for held items. Limitation due to perceived powerlevel of X-items.
* '''No Heal Items:''' [[Potion]]s and [[Status condition healing item|status-healing items]] may not be used.
*'''No Heal Items:''' [[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.
* '''No Held Items: '''Held items may not be used.
*'''No Pokémon Centers:''' Pokémon Centers may not be used, meaning only Potions and items may be used for healing. This greatly restricts access to PP restore.
 
*'''Limited Pokémon Centers:'''The player is limited in their Pokémon Center visits to a certain number per town.
===== ''Leveling restrictions'' =====
*'''No Holding: '''[[Held item]]s may not be used.
 
*'''Limited Balls:''' The number of [[Poké Ball]]s able to be purchased per [[Poké Mart]] is limited to a certain number.
* '''Level Cap: '''The player may not use Pokémon above the level of 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.
*'''No Poké Marts: '''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.
* '''No Evolving: '''The player must use the B-button to cancel any evolutions under their ownership.
*'''No Masterball: '''[[Master Ball]]s may not be used.
* '''No Child Support:''' The {{pkmn|Day Care}} may not be used.
*'''No Evolving: '''The player may not evolve their captured Pokémon, but evolved Pokémon may still be caught.
* '''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 in-game.)
*'''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.
 
===== ''Overworld restrictions'' =====
 
* '''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 Buying: '''No items may be purchased from NPCs; the player must rely on what they find in the overworld or receive for free.
* '''Limited Balls:''' Only a certain number of [[Poké Ball]]s may be purchased per store.
* '''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.
 
===== ''Pokémon restrictions'' =====
 
* '''Random Starter:''' The [[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, they 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: remainder 0 = Grass, remainder 1 = Fire, remainder 2 = Water.
* '''Caught Only:''' The first partner Pokémon must be released or boxed after the first wild Pokémon is caught.
* '''One Per Gym:''' The player may only catch the first Pokémon after each Gym Leader instead of in each area.
* '''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.
* '''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.
* '''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, user "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 faint or otherwise become ineligible, then it's an instant 'game over'.
* '''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}}.
 
===== ''Miscellaneous'' =====
*'''Limited Training: '''Quality-of-life features such as [[Pokémon-Amie]], the [[DexNav]] and [[Super Training]] may not be used.
*'''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.
*'''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.
*'''No Legendaries:''' [[Legendary Pokémon]] may not be used.
*'''Memory Only:''' Online aids (walkthroughs, NPC team info, etc.) may not be used.
**'''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.
*'''Progression Sacrifice:''' After each Badge the player randomly selects one party member to sacrifice.
*'''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.
*'''Gift-Locke:''' 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 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 resources (walkthroughs, guides, etc.) may not be used.
*'''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.
*'''First 6 Only:''' The player can only use the first six Pokémon they catch or otherwise obtain in total, and if all of them faint or one becomes overleveled, then it's an instant game over.
*'''Progression Sacrifice:''' After each Gym Battle the player randomly selects one of its party members to sacrifice.


====Decreased difficulty====
====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 {{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 has the ability to catch Pokémon, are not counted. Likewise, in the games where the rival battle is immediately after obtaining the starter Pokémon, the "release or permanently box a Pokémon if it faints" rule is often not enforced at that time.
*'''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 is to allow for increased variety in a player's Pokémon collection.
*'''Species/Dupes Clause:''' The "first wild Pokémon in each area" rule does not apply in an area until a species or evolutionary 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.
**'''Dupes Exception: '''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 has to settle for the next Pokémon they encounter, regardless of its species.
**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.
*'''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 by Gym, such as getting 1 revive per Badge.
*'''Shiny Clause:''' Shiny Pokémon do not need to be released if they faint, and can be caught regardless of whether or not an encounter has already been done in the area. Whether the Shiny Pokémon may be used during the challenge or not is up to the player.
*'''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. It's up to the player whether shinies may be used during the challenge, or merely traded away to another game/[[Pokémon HOME]] for safekeeping.
**'''Shiny Replacement Clause:''' If a Shiny Pokémon is a duplicate of a Pokémon already in your party you may replace it with the Shiny.
**'''Shiny Replacement Clause:''' A compromise where you can use Shiny Pokémon in a Nuzlocke, but another Pokémon must be released in exchange.
*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.
*'''Checkpoints:''' Each Gym [[Badge]] can act as a checkpoint. If the player gets a game over, they may restart from when they won 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.
*'''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 to use the required field move. However, this Pokémon cannot be used in battle 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 encounter may be had for each area, or one encounter may be allowed for the entire Zone.
*'''On Safari: '''The "first encounter only" rule is modified for 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.
*'''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. Popularized by Pokémon Challenges.
**'''Rare Candy Clause:''' Hack in infinite [[Rare Candy|Rare Candies]] to avoid tedious grinding. It was popularized by the streamer Pokémon Challenges.
*'''Masterball Clause:''' Hack in infinite Master Balls to avoid wild Pokémon fainting, running away, or using escape moves like Teleport and Roar.
**'''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==
==Variant rulesets==
*'''Hardcore Nuzlocke:''' A variant in which item use and over-levelling are restricted, in order to produce a more difficult run and more strategic play.
*'''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"''': 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 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.
*'''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 linked per encounter. So the first Pokémon encountered are linked together and if either dies then both die. Linked Pokémon must be in both players' parties, i.e. one player cannot have their linked Pokémon protected in a Box for instance or at the daycare.
*'''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.
**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.
*'''Egglocke''': The 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:''' Randomizers 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.
*'''Wedlocke''': Each pair of Pokémon is married/bonded based on the order they're caught in. A Pokémon can only switch out for its bondmate. If a Pokémon dies, its bondmate must be the next one sent in. If one "widow" survives a battle, they might either remarry the next catch, or get perma-boxed ("retire out of grief").
*'''Balllocke:''' Instead of limiting Pokémon by route, this variant limits by type of Poké Ball. For example, only one Pokémon may be caught in a Poké Ball, only one Pokémon may be caught in a Great Ball, etc.
*'''Randomizer:''' Randomizer mods can be used to add more variety to Nuzlockes. However, encountering a Legendary or other powerful Pokémon early can greatly reduce difficulty. Additionally, catch rates may have to be adjusted via the Randomizer in order for Legendary Pokémon to be feasibly caught using low-tier Balls.
*'''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.
*'''Lorelocke:''' A large ruleset which has individual rules for each species, inspired by mythological creatures and stories.
*'''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==
==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.
*'''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 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 1.5x 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.
*'''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.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 as much as a normal hit. From [[Generation VI]] onward, critical hits deal 1.more damage than normal. ''Warning'': critical hits ignore stat changes, such as increased Defense with Defense Curl.
*'''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.
*'''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.
*'''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.
*'''Don't Underlevel:''' There is no reason to have an under-leveled Pokémon for encounters. Even if adhering to Gym Leader level restrictions, make sure to have your team at the level restriction by the time you trigger the battle.
*'''Protect the Important Ones:''' Be aware of which Pokémon are best suited to upcoming Gyms, and do not expose them to unnecessary risks such as fighting a strong Route trainer.
*'''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}}.
*'''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.
*'''Generational Awareness:''' Be aware of changes between generations. For 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.
*'''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 [[Pokémon Ruby and Sapphire Versions|Ruby]], {{p|Charmander}} in [[Pokémon FireRed and LeafGreen Versions|Fire Red]], and {{p|Oshawott}} in the ongoing [[Pokémon Black and White Versions|White]] challenge.
*The original Nuzlocke run, through [[Hoenn]], was a failure, due to the whiteout 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.
*In the Nuzlocke Forums' [https://nuzlockeforums.com/forum/threads/final-team-frequency-4-0.20759/ log of successful runs], the most victorious Pokémon of all time is [[Gyarados (Pokémon)|Gyarados]], which has survived 240 recorded Champion battles at time of writing.
 
==References==
<references />


==External links==
==External links==
*[http://www.nuzlocke.com/ Nuzlocke Comics]
*[http://www.nuzlocke.com/ The original Nuzlocke Comics]
*[https://nuzlockeforums.com/forum/index.php The Nuzlocke Forum]
*[https://nuzlockeforums.com/forum/index.php The Nuzlocke Forums]
{{-}}
*[https://old.reddit.com/r/nuzlocke/ Nuzlocke discussions on Reddit]
 
{{Project Fandom notice}}
{{Project Fandom notice}}



Latest revision as of 22:27, 1 September 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".

Nuzlockes are a popular way to play the games among fans. Many feel that the rules encourage greater Pokémon variety, create value for ones the player would not normally choose, and promote closer bonds with the player's team. The rules are not an in-game function, but 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, a Californian screenwriter and then-university-student, in March 2010. Franco posted comics depicting 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. Revival methods such as Revive, Revival Blessing, etc. are forbidden. 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 soft-reset 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 except to make the game harder (such as cheating to disable Exp. Share in games that don't allow such an option.)
  • 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 obtained through in-game methods, meaning that trading with other save files, Mystery Gifts, etc. are all prohibited.
    • Trade Evolution Clause: There is no firm consensus on trading a trade Evolution Pokémon away and back to your file to evolve it.
  • 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 variants 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

Battle restrictions
  • 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.
  • Equal Parties/Fair Fight Clause: During Gym Leader and rival battles, the player must use the same number of Pokémon as their opponent.
  • No Items: No items may be used during battles except for held items. Limitation due to perceived power-level of X-items.
  • No Heal Items: Potions and status-healing items may not be used.
  • No Held Items: Held items may not be used.
Leveling restrictions
  • Level Cap: The player may not use Pokémon above the level of 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.
  • No Evolving: The player must use the B-button to cancel any evolutions under their ownership.
  • 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 in-game.)
  • 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.
Overworld restrictions
  • 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 Buying: No items may be purchased from NPCs; the player must rely on what they find in the overworld or receive for free.
  • Limited Balls: Only a certain number of Poké Balls may be purchased per store.
  • 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.
Pokémon restrictions
  • Random Starter: The 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, they 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: remainder 0 = Grass, remainder 1 = Fire, remainder 2 = Water.
  • Caught Only: The first partner Pokémon must be released or boxed after the first wild Pokémon is caught.
  • One Per Gym: The player may only catch the first Pokémon after each Gym Leader instead of in each area.
  • 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.
  • 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.
  • 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, user "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 faint or otherwise become ineligible, then it's an instant 'game over'.
  • 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.
Miscellaneous
  • Limited Training: Quality-of-life features such as Pokémon-Amie, the DexNav and Super Training may not be used.
  • Challenge Mode: (Black 2 and White 2 only) The difficulty must be set to Challenge Mode, which increases the levels of opposing Trainers' Pokémon.
  • 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 evolutionary 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 by Gym, such as getting 1 revive per Badge.
  • 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. It's up to the player whether shinies may be used during the challenge, or merely traded away to another game/Pokémon HOME for safekeeping.
    • Shiny Replacement Clause: A compromise where you can use Shiny Pokémon in a Nuzlocke, but another Pokémon must be released in exchange.
  • Checkpoints: Each Gym Badge can act as a checkpoint. If the player gets a game over, they may restart from when they won 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 to use the required field move. However, this Pokémon cannot be used in battle 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 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.

Variant rulesets

  • 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: The 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.
  • Wedlocke: Each pair of Pokémon is married/bonded based on the order they're caught in. A Pokémon can only switch out for its bondmate. If a Pokémon dies, its bondmate must be the next one sent in. If one "widow" survives a battle, they might either remarry the next catch, or get perma-boxed ("retire out of grief").
  • Randomizer: Randomizer mods can be used to add more variety to Nuzlockes. However, encountering a Legendary or other powerful Pokémon early can greatly reduce difficulty. Additionally, catch rates may have to be adjusted via the Randomizer in order for Legendary Pokémon to be feasibly caught using low-tier Balls.
  • 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.
  • Lorelocke: A large ruleset which has individual rules for each species, inspired by mythological creatures and stories.
  • 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 if adhering to Gym Leader level restrictions, make sure to have your team at the level restriction by the time you trigger the battle.
  • Protect the Important Ones: Be aware of which Pokémon are best suited to upcoming Gyms, and do not expose them to unnecessary risks such as fighting a strong Route trainer.
  • 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. For 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 Ruby, Charmander in Fire Red, and Oshawott in the ongoing White challenge.
  • The original Nuzlocke run through Ruby was a failure, due to the entire active team dying in the Champion battle.
  • In the Nuzlocke Forums' log of successful runs, the most victorious Pokémon of all time is Gyarados, which has survived 240 recorded Champion battles at time of writing.

References

External links

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