Nuzlocke Challenge
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 name of 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.
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 none else. 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.
- Dying: Any Pokémon that faints is considered dead and must be released.
- The move Revival Blessing cannot be used to bring back a dead Pokémon.
Near-universally used rules
- The player may not voluntarily reset and reload the game whenever things go wrong. Being able to do so would render all of the other rules pointless.
- Cheating devices (such as GameShark) may not be used.
- A 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.
- The player must nickname all of their Pokémon, for the sake of forming stronger emotional bonds.
- The player may only use Pokémon they have captured themselves, meaning Pokémon acquired through trading, Mystery Gifts, etc., are prohibited. As for trading and retrading the same Pokémon (for the purpose of evolving a Graveler, for example), there is no firm consensus.
- As of White: Hard-Mode Episode 3, it is implied that the player can accept Pokémon that are received freely from NPCs.
- 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 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.
Increased difficulty
- 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 modulo 3 for the same purposes.
- The player may only catch the first Pokémon after each Gym battle instead of in each area.
- The player must use the same number of Pokémon as the opponent uses during a Gym battle or rival battle.
- 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.
- The player's Starter Pokémon must be released after the first wild Pokémon is caught.
- Potions and status-healing items may not be used, so the player may only use Pokémon Centers for healing.
- Or, Pokémon Centers may not be used, meaning only Potions and items may be used for healing.
- The player is limited in their Pokémon Center visits to a certain number per town.
- Held items may not be used.
- The number of Poké Balls able to be purchased per Poké Mart is limited to a certain number.
- 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.
- Master Balls may not be used.
- The player may not evolve their captured Pokémon, but evolved Pokémon may still be caught.
- (Black 2 and White 2 only) The difficulty must be set to Challenge Mode, which increases the levels of opposing Trainers' Pokémon.
- Legendary Pokémon may not be used.
- The player may not flee from battle.
- Alternatively, the player must flee whenever possible, in order to limit the amount of experience gained.
- The player may not use Pokémon above a certain level limit based on the level of the next Gym Leader/Elite Four/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.
- Poké Balls may not be used. Any Pokémon obtained must be either given to the player by an NPC or hatched from an Egg.
- The Day Care may not be used.
- The Exp. Share may not be used. (This does not apply to Sword and Shield or Brilliant Diamond and Shining Pearl, where the Exp. Share can't be disabled.)
- Quality-of-life features, such as Pokémon-Amie, the DexNav, or Super Training, may not be used.
- Online resources (walkthroughs, guides, etc.) may not be used.
- Any type of candy that helps level up the player's Pokémon (such as Rare Candy or Exp. Candy) may not be used.
- 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.
Decreased difficulty
- 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 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.
- 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 is to allow 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 has to settle for the next Pokémon they encounter, regardless of its species.
- The player may have a small number of "second chances" or revives of fallen team members.
- 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.
- Shiny Replacement Clause: If a Shiny Pokémon is a duplicate of a Pokémon already in your party you may replace it with the Shiny.
- Each Gym Badge may act as a checkpoint. If the player gets a game over, they may start over from when they got their previous Gym Badge.
- If the player has no Pokémon that can use a 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.
- 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.
- Cheating devices (such as GameShark) may be used.
- Rare Candy Clause: Hack in infinite rare candies to avoid tedious grinding. Popularized by Pokémon Challenges.
- Masterball Clause: Hack in infinite Masterballs to avoid wild Pokémon fainting, running away, or using escape moves like Teleport and Roar.
"Wonderlocke" Variant
This is a more unpredictable variant of the Nuzlocke Challenge. In this variant, any Pokémon caught must immediately be traded using Wonder Trade and the received Pokémon 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.
Tips
- Repel Encounter Manipulation: Having a repel active and a Pokémon in the first position at a specific level can be used to filter out unwanted encounters and in some cases guarentee specific encounters.
- Sacking: For difficult encounters it is wise to have at least one Pokémon you are willing to sacrifice in order to switch to a better one. Recommended Pokémon to be sacked are: ones who were needed for a section you've already finished, Pokémon whose type is already covered by the main team, or an encountered Pokémon who is not good enough to make it into the main team.
- Play around the Crit: Being aware if your Pokémon is in danger of being taken out by a Critical Hit is key to avoiding unnecessary deaths. Generation I has the Critical Hit damage multipler between 1.5x and 1.95x depending on level, higher levels doing more damage. Generation II to V Critical Hit damage is x2. Generation VI onward Critical Hit damage is 1.5x. Warning, Critical Hits ignore stat changes, such as increased Defense with Defense Curl.
- Avoid Unnecessary Encountered: Trainers use better AI and have higher levels on average than Pokémon within the same route. Avoiding non-required trainer battles increases the chances your Pokémon will survive.
- Be Aware of Mandatory Battles: Don't trigger mandatory battles, such as rival fights, without first making sure your team is fully healed and properly leveled.
- Don't Underlevel: There is no reason to have underleveled Pokémon for encounters. Even with Gym Leader level restrictions make sure to have your team at the level restriction by the time you trigger the battle.
- Baiting: Trainer Pokémon will choose the move that is most effective against the enemy Pokémon. As such you can bait certain moves in order to get a free switch. A common example is having a Pokémon weak to Ground moves out and then switch to a Flying or Levitate Pokémon that is immune to Ground moves.
- Generational Awareness: Be aware of changes between Generations. Example: Sturdy in Generation III - IV only protects against One-Hit K/O moves, while in Generation V onward protects against being killed in One-Hit at full health.
- PP Stall: Using healing moves or items (if allowed) in order to force a dangerous encounter to waste all their good moves. Typically this is used for low PP moves that deal large amounts of damage. If successful this can lead to the enemy using Struggle to kill itself.
Trivia
- So far in the original Nuzlocke Series, one starter of each type has been used: Treecko in Hoenn, Charmander in Kanto, and Oshawott in the ongoing Unova challenge.
- The original Nuzlocke run, through Hoenn, was a failure, due to the wipeout of the entire team and the loss during the Champion battle.
External links
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