A Nuzlocke is a combination of clauses and extra rules that usually are applied together, often towards a theme, by many Nuzlockers. Below is an (incomplete) list of these variants.
All variants are assumed to have the two main Nuzlocke rules and the third unofficial rule unless otherwise stated.
Variants that are used by five or more Nuzlockers or that are used heavily in a popular run will get their own articles.
Note: Please be wary of the differences between a "variant", a "clause", and a "specification/exception". If you are unsure of how your ruleset stacks up, please add it to the "To Be Sorted" section.
Please, sort alphabetically!
In this variant, you and your team must survive a certain apocalypse scenario. At the same time, each Pokémon of your team will have a predefined role.
The Apocalypses are chosen by a 1-6 random number generator or a six sided dice.
- Roll a 1: Tsunami. Available Pokémon are Water, Grass, Flying and Dragon.
- Roll a 2: Heat Wave. Available Pokémon are Fire, Electric, Rock and Ground.
- Roll a 3: Blizzard. Available Pokémon are Ice, Steel, Fighting and Dark.
- Roll a 4: Nuclear Warfare. Available Pokémon are Bug, Psychic, Ghost and Poison.
- Roll a 5: Meteor Strike. Available Pokemon are Dark, Rock, Ground, and Ghost.
- Roll a 6: Pandemic. Available Pokemon are Water, Flying, and Poison.
Normal types survive in every apocalypse, while Fairy types do not. The starter Pokémon is exempt from the catching rule.
As for the roles, they have to be chosen by a 1-6 random number generator or a dice.
- Roll a 1: The Lone Wanderer. Can't be switched out of battle.
- Roll a 2: The Survivor Couple. Must be treated as a Wedlocke couple.
- Roll a 3: The Fearful Survivor. Items can't be used on this Pokémon.
- Roll a 4: The Lucky Survivor. No special conditions.
- Roll a 5: The True Survivor. Can be caught despite the type (unless it's a Fairy type).
- Roll a 6: The Sickly Survivor. Can only use three moves through the whole game.
- Main article: Bosslocke
This is a two-player variant of a normal Nuzlocke. Every time the two players beat a Gym Leader, they have to battle each other with a Pokémon of their choice (the "cage match"). The player who wins the cage match can choose to either get a revive on the winning Pokémon, get to use TMs, or get to use items.
This variant has the same core concept of a regular Nuzlocke Challenge, but it has more rules to make the game experience tougher, even some optional ones, and a score system called Carat Weight. The player's goal is to get the highest Carat Value possible. This can be influenced by the optional rules he/she can pick which add to the Carat Weight from the very start with the trade-off of facing more challenges.
Any items and facilities that would make it easier to gain EXP and Super Training are banned, as are the Master Ball, in-game trades, and interaction with other players. The battle style must be Set and the dupes clause is activated. The very final battles and the Pokémon League must be conquered with up to 6 of the longest standing Pokémon. Optional rules are listed in the main article.
Similar to a Monotype but using only cat-like Pokémon.
Can be combined with the main rules of a Nuzlocke, but not required. The only Pokémon allowed are Meowth, Persian, Skitty, Delcatty, Shinx, Luxio, Luxray, Glameow, Purugly, Purrloin, Liepard, Litleo, Pyroar, Espurr, and Meowstic. Pokémon such as Mew, Mewtwo, Espeon, Absol, Raikou and Gengar can be used if you wish.
Chain Monolocke Edit
A Youtuber named Roman Pijls (His channel no longer exists) came up with this Nuzlocke variant for another Youtuber called GameboyLuke to try out.
Only a Pokémon that shares at least one type on one of the Pokémon on the team can be caught. Therefore, the Pokémon in the PC do not give access to a Pokémon that has that type unless added to the party. This also means Pokémon deposited into a PC box if it had a type that no other team member had (Example: The only part Dragon type Pokémon on the team was Flygon and it got deposited into a PC box), the player can not catch that type Pokémon until that deposited Pokémon returns to the team..
- Main article: Chesslocke
Similar to the Chesslocke, but with RPG classes instead and simpler catch/role rules.
- Roles: you may have only one of each class on your team at a given time.
- Knight - the most powerful, which can either switch or be high in both attack/defense, but can only have one status move.
- Healer - can deal small damage, but heals and helps the team and inflicts negative effects on opponents. Also, healers can only have moves with power lower than 60.
- Ninja - low on defense and health, but high on attack and speed. Cannot hold berries.
- Tank - low on attack and speed, but high on defense and health. Cannot hold items which increase damage dealt.
- Mage - more special than physical. Can have up to 3 spells (aka special moves).
- Rogue - more physical than special. Can have up to 3 attacks (aka physical moves)
- Main article: Colorlocke
- Main article: Dicelocke
- Main article: Dreylocke
- Main article: Egglocke
This variant uses a modified version of Pokémon Ruby. It's currently only available in that version and in Spanish.
- Use of the storage system is forbidden.
- Buying or selling items is forbidden.
- Fleeing from a wild Pokémon is forbidden.
- Wild Pokémon's levels will be the same as your strongest Pokémon. The same applies with trainers.
- At the end of the run the player will receive a score. The less the score, the better it is.
- Modified version of Ruby (in Spanish): http://www.mediafire.com/download/mrbal21hplrmjw0/rubi_einglocke.zip
- Main article: Evolocke
- Main article: Famlocke
With limited healing, you want to avoid "freeing" more than ten Pokemon.
- Catch rule clause: Instead of only catching the first Pokémon you encounter in an area, you can only try catching the third encounter. Extra Pokémon may be caught to complete in-game trades.
- Faint rule clause: If a Pokémon faints in battle you have two turns to revive it with a Revive or win the battle. If you fail to do so, you must release all Pokémon that were failed to be revived. If a player loses all Pokémon in one battle, then they may choose from any Pokémon they have in the box to continue with. If they do not have any Pokémon, the challenge is considered failed. If a Pokémon is poisoned in battle and you win but it faints outside battle, you may revive it, since it was not fainted in battle.
- Heal limiting: You are only allowed to five visits to a Pokémon Center per town. You may however save your visits for later in the game if possible. For example, if you don't use the Pokémon Center in the first town at all, then are still able to visit that Center any 5 times during your travel.
- Failure: The second way to lose this challenge is to exceed 10 Pokémon being released. Your goal is to be very conservative with Centers, Marts and your money. Don't just blow your money because you will regret it.
- Leveling: All Pokémon must be either two or three levels apart before any Gym or Elite 4 battles happen. They must also all be the same level upon challenging the Elite 4.
Only allowed to catch Bug, Grass, Flying, and Poison-type Pokémon.
- Catch rule clause: Similar to a regular Nuzlocke, you are limited to the first encounter that is one of the four "forest" types.
- Catch rule clause: In game trades are not allowed.
- Catch rule clause: Breeding is allowed.
- PC rule: You are not allowed to use the PC unless a Pokémon has died and you are releasing it, then you must withdraw the next available Pokémon in your PC.
- Failure: If you black or white out it is an immediate game over.
- Heal Limiting: Items and Pokémon Centers are allowed for healing.
(Pokémon with dual types that are part "forest" type, such as Gastly (Ghost/Poison) are OK to catch.)
- You must nickname all your Pokémon.
- You can only use berries for healing.
- Rock, Ground and Water considered "forest" types.
- Main Article: Gainlocke
Make Gym battles/Elite 4 more challenging by apply level and party limits.
- Level limit: When leveling up your party before facing a Gym Leader/the Elite 4, your party's levels cannot exceed a predetermined level. If a Pokémon's level surpasses this, they may not be used until after the next Gym Leader is beaten. Some examples are given, but feel free to come up with your own restrictions/calculations.
- Example 1: Static value- The level of any Pokémon in your party cannot be "X" more (X being any whole number, positive or negative) than the next Gym Leader's highest level Pokémon (e.g. Gen. I Brock has a level 14 Onix, your party cannot be above [14+X]). The smaller "X" is, the harder the challenge will be, with negative numbers being especially challenging.
- Example 2: Next Gym's Pokémon count- however many Pokémon the next Gym Leader has determines how many levels above their highest level Pokémon yours can be. (e.g. Gen I Brock has 2 Pokémon, with a level 14 Onix as his highest level. Your party cannot be above 14+2=16).
- Party limit: When facing a Gym Leader/the Elite 4, your party cannot contain more Pokémon than the amount your opponent's party contains. When facing the Elite 4, your party limit is equal to whichever opponent has the smallest party count; for example, Gen I Elite 4 members have 5 Pokemon but the Champion has 6, so you can at most use 5. Any other time you are permitted to have a full party of 6, or as many as you have available.
Lifelocke allows you to sacrifice pokemon to save the lives of others.
Main Article: LifeLocke
The Limitlocke limits the amount of alive pokemon that can be stored by restricting the use of the PC.
- The only pokemon that can be used for battle are the 6 that are carried around, plus the ones that are in daycare.
- You can not store alive mons in PC.
- You can not use mons of the same species. (Once a gasly dies and is put in the PC, Hunter cannot be used on the team)
- encounters can only be made when the party is not full, but once you take a step on a route with a full party you will not be able to catch a pokemon on that route.
- Basic Nuzlocke rules apply as well.
Many YouTubers released videos of a Nuzlocke variant that entails the use of metonome; the rules were not really known or created specifically. YouTuber YourFriedBread released a let's play of Pokémon Fire Red and decided he would incorporate his favourite Pokémon move, Metronome, in it, but with no patchwork with all Pokémon knowing Metronome.
- Standard Nuzlocke Rules apply.
- All Pokémon to be used in battles must learn the move Metronome. The move must be manually edited or an Action Replay/GameShark/CodeBreaker Code must be used to teach Metronome.
- In a trainer battle, Metronome must be used at least once. Failing to use Metronome causes the player to permenantly remove the last Pokémon sent out to battle from the team.
- In an important battle (Gym Leaders, Totem Pokémon, Rivals, ect), a Pokémon must use Metronome at least once in order to switch out. Switching it out without the use of Metronome and not switching it in net turn means it must be permenantly removed from the team.
The Newlocke uses the same rules as the Nuzlocke Challenge, with a few more restrictive rules.
- Catch rule clause: If there's a cave/forest in a route and you already caught a Pokémon in that route, you can't catch the one that appehars in the cave or forest.
- Dupes Clause applies. You can't have two Pokémon of the same type either.
- Catching the second encounter is allowed only if the first one was a Pokémon that you already caught.
- Legendary Pokémon can't be caught, only defeated.
- Pokémon Center limit: Healing is restricted to only four times per city.
- Your party Pokémon can only carry three objects.
- Use of Master Balls is not allowed.
- You can only buy three Pokéballs per city.
- Your Pokémon can't be a higher level of the Leader's strongest Pokémon (includes Elite Four and Champion).
- You can't use healing items. Allowed only with the Champion.
- You can't have more than three Pokémon until you earn the First Badge.
- You can't evolve any Pokémon until you earn the Second Badge.
- You can't teach a TM to any Pokémon until you earn the Third Badge.
- You can't equip items to Pokémon until you earn the Fourth Badge.
- You can't use the Fishing Rods until you earn the Fifth Badge.
- You can't have a fully-evolved Pokémon until you earn the Sixth Badge.
- You can revive a Pokémon after the Eighth Badge.
- You must free a Pokémon after each badge.
- You have ten lives (only ten Pokémon can die).
- Having your starter dead means you lose three lives.
- Exp. Share use is not allowed.
- You can't have more than two Pokémon with type advantage (example: if the first Gym Leader uses Rock-types, you can't have three Water-type Pokémon).
- Main article: Leglocke
- Main article: Masterlocke
- Main article: Monotype
- Normal Nuzlocke rules apply.
- When you begin the game, roll a D20 (20 Sided Die). The number you roll will determine the number of Pokémon you may have at a time (in the party and Box), and 1, 2, and 3 are rerolls.
- Whenever you finish a battle, you must get a random number generator (min. 1 and max. 99999). If the number found matches the ID of any Pokémon used in the battle, it cannot be used for the next two gyms.
- Whenever you defeat a gym leader, you must assign a number to each of their Pokémon. Then, you must use a random number generator to find a Pokémon out of those (min. 1 and max. = X, where X is the total number of Pokémon the leader has). Whichever Pokemon is found, you cannot catch any more of it. (You can catch its evolutions.) Ex.: If you just beat Brock in FireRed or LeafGreen, you make the max. 2. If you assign 1 to Geodude and 2 to Onix, and you roll a 1, you can no longer catch any more Geodudes (You can still catch Graveler or Golem).
- You may only trade Pokémon to evolve them (i.e. Machamp, Gengar, Graveler) if you sacrifice 1 Pokémon.
- Created By PKMN Trainer Kevin (on youtube) Edit
- Main article: Nuzlocke Tri-Life Challenge
- A much more difficult version of a normal Locke.
- Main article: Praylocke
This Nuzlocke Variant has been created by YouTuber Ace Trainer Liam after he realized his Dual Typelocke was too restrictive.
- Standard Nuzlocke rules apply.
- Only Pokémon of four types must be captured; These types are determined by the first four Pokémon caught.
- If the Starter Pokémon does not end up being one of those four types, it must be released.
The Pokémon League has realized that nature is losing too many Pokémon to trainers. They devised a system using Ratchet Tokens to limit the amount of Pokémon a player can own. Battling Gym Leaders and rivals are one way to earn Tokens in this Nuzlocke variant which limits the amount of possible Pokémon to be owned to around 20.
- Main article: Ratchetlocke
Make things more difficult by forcing the player's team to change frequently.
Every time you beat a gym leader, you must release all but one, two or three of your Pokémon. The choice is up to you, but the following rules apply depending on how many you keep:
- No future restrictions.
- You must keep one/three Pokémon next time.
- You may not keep any of
Pokemon do not die after being defeated, but they do need to rest after fainting.
- Rule 1. If a Pokémon faints it must rest in the PC until you beat the next gym.
- Rule 2. If all useable pokemon faint before you defeat the next gym the Locke is lost.
- Rule 3. Pokémon centers may only be used to heal non-fainted pokemon before the gym and all Pokémon immediately after the gym.
- Rule 4. Pokémon may only be swapped out if they faint.
- Rule 5. Pokémon that faint after defeating a gym leader must be swapped out, but they will be considered well-rested and not fainted.
- Rule 6.No restrictions on Pokemon you may catch or use. You may implement your own rules for which Pokémon to catch.
- Rule 7. Healing items may only be used in battle.
- Optional rule - If a Pokémon faints during grinding before a gym, you may heal it at a Pokémon center and it will be considered well-rested.
This variant uses "rupees" and "fairies" from the Legend of Zelda series as a scoring system and bonus system, respectively.
- Item limiting: You may only use 4 items, excluding Pokéballs of any kind, per battl
Rules & ClausesEdit
Rules and clauses apply to most or all of a run; clauses modify existing rules.
Single extra rulesEdit
Catch rule clausesEdit
- (Omega Ruby/Alpha Sapphire) Your catch for each route must be sensed (not searched) by the DexNav.
- Split area clause (v.1): Single areas that have distinct regions with noticeably separate catch tables (i.e. Pinwheel Forest, Safari Zones, some caves) count as multiple areas for potential catches.
- Shiny clause: If you encounter a shiny Pokémon, you are allowed to catch it regardless of whether it's your first encounter or not.
- Dupes clause: You cannot catch a Pokémon you already have, and it doesn't go towards the first-encounter rule. Some people add a restriction on catching Pokémon within the same evolutionary family; you can't catch a wild Clefairy if you have a Cleffa, for example.
===Faint rule clauses==hi thanks hhhhhhh
Specifications & ExceptionsEdit
Specification and exceptions define details within a run, often similar to clauses but usually applicable only once or twice.
- Split area clause (v.2): Single areas that are simply divided (most caves, Hoenn route 104, etc.) count as multiple areas for potential catches despite being functionally the same.
To Be SortedEdit
Please add variant ideas below the solid line; format is viewable in source editing mode
The Nuzlocke restrictions only count for the current episode, i.e. until next time you defeat the Champion. When you defeat the Champion (or Red in double-region games), you can catch another Pokemon at every area, and you can move all Pokemon from the "buried" box (which is then called Curing Box) to normal boxes.
The explanation is that the Pokemon are not dead but rather too heavily injured to keep traveling with you. By when you defeated the Champion, they cured out their injuries. (Perhaps the explanation is poor because some Pokemon appear to heal way faster than others...)