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!


(formerly the BabySitter Locke) Created by Twitch Streamer LumiNatiBashir.

Main Article: 6LivesLocke


  • Created by Youtuber PokéObsession, when a Pokemon faints and is gone in the nuzlocke, the Youtuber sends out a fanart of the fainted Pokemon to one subscriber/instagram follower. 
  • Main article: Artlocke


  • Theme
  • 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.
  • Definition
  • 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.


This Nuzlocke variant, created by the user "Professor Trick Room" on YouTube, is based on Yusei Matsui's anime/manga series "Assassination Classroom". The rules have changed since he uploaded his rule video.

  • -Standard Nuzlocke rules apply.

  • -The team is limited to five members. The sixth is a male, level 100, shiny Octillery (or its MissingNo. in Generation 1) nicknamed "KoroSensei", after the teacher who gave his students a mission in which they have to kill him. This Pokémon must be created using a Pokémon generating device such as Pokégen and PKHeX.
  • -Koro Sensei cannot be used in battle, nor may he use Fly to relocate the player.
  • -Koro Sensei must have maximum EVs and IVs, in addition to the ability Shed Skin. His nature must also be Timid or Serious (It's more logical to make him Timid).
  • -Koro Sensei must know the moves Double Team, Fly, Wrap, and Extreme Speed, which are to stay unchanged.
  • -One of the champion's Pokémon must kill Koro Sensei. The champion must be defeated and Koro Sensei must be dead before the player gets inducted to the Hall of Fame.
  • -The champions are:
  • Blue in Red, Blue, Yellow, Fire Red, and Leaf Green.
  • Lance in Gold, Silver, Crystal, HeartGold, and SoulSilver.
  • Red in Gold, Silver, Crystal, HeartGold, and SoulSilver (If Lance fails to kill KS)
  • Steven in Emerald (If Wallace fails to kill Koro Sensei), Ruby, Sapphire, Omega Ruby, and Alpha Sapphire.
  • Wallace in Emerald.
  • Cynthia in Diamond, Pearl, and Platinum, also Black, White, Black 2, and White 2 if N or Iris fail to Kill Koro Sensei in Black and White, or Black 2 and White 2 respectively (Alder must be defeated after in order to win).
  • N in Black and White.
  • Iris in Black 2 and White 2.
  • Alder in Black, White, Black 2, and White 2 (If N or Iris, in Black and White and Black 2 and White 2 respectively, do not succeed in killing Koro Sensei).
  • Diantha in X and Y.
  • Professor Kukui in Sun and Moon.
  • Tapu Koko in Sun and Moon, not as a champion, but as a Guardian Deity(If Kukui fails to kill KS).
  • -Assassinations can be performed to make Koro Sensei easier to die. An assassination must meet the following criteria:
  • The assassination must take place in a trainer battle and the target must not be above or below the level of the assassin by over five levels.
  • The assassin must strike first without taking any damage, getting affected by a status condition, having hazards set up below their feet, having their stats dropped, or having their item traded/stolen/knocked off.
  • The assassination must be performed with one of these moves, also known as "Assassination Moves" (Absorb, Accelerock, Acrobatics, Aerial Ace, Air Slash, Aqua Jet, Brave Bird, Bullet Punch, Bullet Seed, Close Combat, Covet, Cross Chop, Cross Poison, Cut, Dig, Dive, Draining Kiss, Drain Punch, Dream Eater, Drill Peck, Dual Chop, Extreme Speed, Fake Out, Feint, Feint Attack, First Impression, Fly, Force Palm, Fury Cutter, Fury Swipes, Gear Grind, Giga Drain, Guillotine, Horn Attack, Horn Drill, Horn Leech, Ice Shard, Icicle Crash, Icicle Spear, Leafage, Leaf Blade, Leech Life, Mach Punch, Mega Drain, Megahorn, Metal Claw, Night Slash, Oblivion Wing, Peck, Phantom Force, Pin Missile, Poison Jab, Present, Psycho Cut, Pursuit, Quick Attack, Razor Leaf, Razor Shell, Sacred Sword, Secret Sword, Shadow Claw, Shadow Force, Shadow Sneak, Slash, Smart Strike, Solar Blade, Spike Cannon, Spirit Shackle, Sucker Punch, Thief, Throat Chop, Vacuum Wave, Water Shruiken, and X-Scissor) and must take the target out in one hit. Hits from 2-5 hit moves should be sufficient to assassinate. Double-kills (i.e. Self-Destruct, Explosion, Final Gambit, Destiny Bond) are not assassinations. No Z-move can assassinate. At least five assassinations need to be performed before the Hall of Fame induction.
  • -Successful assassinations can drop Koro Sensei's level depending on what type of trainer that Pokémon belonged to.
  • A regular Trainer - 1 level
  • An evil team grunt - 1 level
  • The rival (Including Wally and Gladion) - 2 levels (4 after final battle before the Pokémon Leauge. In Blue's case, that would be Route 22 after eight badges).
  • A Gym Leader - 3 levels
  • A Trial Captain (Totem Pokémon) - 3 levels
  • A Trial captain (Own Pokémon) - 2 levels
  • An island Kahuna - 3 levels
  • An Elite Four Memeber - 4 levels
  • An evil team admin (All Johto Rocket Executives but Archer who reduces 3 levels, Matt and Shelly of Team Aqua, Tabitha and Courtney of Team Magma, Team Galactic Commanders, Team Plasma Sages, Colress, Team Flare Scientists and admins, Team Skull admin Plumeria, and Faba from the Aether Foundation) - 2 levels
  • The evil team boss (All battles except the last one(Including Lusamine)) - 3 levels
  • The evil team boss (FINAL BATTLE(Including Lusamine)) - 4 levels
  • The Champion - 5 Levels (Gold, Silver, Crystal, Emerald, Black, White, Black 2, White 2, Sun, and Moon, only if the first champion fails to kill Koro Sensei)
  • -These Level drops will be applied after your battle ends (use a Pokémon generating tool like PKHeX or Pokégen).
  • At least Ten Trainer Pokémon must faint via assassination.
  • -If one of the player's Pokémon gets assassinated, Koro Sensei's level will rise by the same numbers as above, depending on what assassinated it. Wild Pokémon can also boost Koro Sensei's level if it assassinates one of the player's Pokémon.
  • -If a Let's Play is to be done with this Nuzlocke variant, every single episode must have the word "time" in it, but just once.
  • An Assassinlocke Versus functions with the same rules except the games and Koro Sensei's fate depends on how the playthrough goes. One player or whoever hosts the Let's Play flips a coin. If he/she calls it right, he/she can decide if the playthrough should end with Koro Sensei alive or dead, leaving the second player the other decision. There must be a reason why the player chose that position. If both players get the eight badges/seven trial Z-Crystals, they must have a Wi-Fi battle to determine Koro Sense's fate. The winner's opinion prevails and all Pokémon who faint during the Wi-Fi battle will be considered dead. The person who kills Koro Sensei will lose If the "save" person wins and vice versa.
  • Games for the "kill" person: Red, Silver, Ruby, FireRed, Diamond, SoulSilver, Black, White 2, Y, Omega Ruby, Moon.
  • Games for the "save" person: Blue, Gold, Sapphire, LeafGreen, Pearl, HeartGold, White, Black 2, X, Alpha Sapphire (WARNING: thicker plotline in Sharknado), Sun.
  • For the third version games (Yellow, Crystal, Emerald, Platinum), both players must play on a different save file of the same game.


  • 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, and the Pokemon that loses is considered 'dead'.



  • 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 final 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, Meowstic, Litten, Torracat, and Incineroar. Pokémon such as Mew, Mewtwo, Espeon, Absol, Raikou and Gengar can be used if you wish.

Chain Monolocke

  • 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..



  • Visit Choicelocke to find out more. This is the main article.



  • 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)


Corruption Locke






  • 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.






  • With limited healing, you want to avoid "pooping" on 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.)

Optional Rules

  • You must nickname all your Pokémon.
  • You can only use berries for healing.
  • Rock, Ground and Water considered "forest" types.





  • 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.

Harry Potter and the Locke (Harry Potter Locke)

Main article:Harry Potter and the Locke (Harry Potter Locke)



  • 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 gastly dies and is put in the PC, Haunter 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.

Lonewolf Nuzlocke

  • The Lonewolf Nuzlocke forbids you to capture any Pokemon that has to be traded in order to evolve.
  • ​Main Article: Lonewolf Nuzlocke



Metronome Nuzlocke

  • 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.


• Catch clause: You get 100 Pokeballs to get the 3 mythical pokemon (Mew, Celebi, Jirachi, Deoxys, Manaphy, Shaymin, Darkrai, Victini, Keldeo, Genesect, Diancie, Hoopa Confined) of your choice. YOU CAN ONLY USE 3 POKEMON AT A TIME!

• Catch clause: A new Pokemon can caught when a team member faints. The Pokemon must be at the same level as your weakest Pokemon. The Pokemon has to be a pre-evolution with it's final evolution with a base stat total lower than six hundred.

• Legendary clause: Legendaries obtained at lv 50 or lower can be used.

• Shiny clause: All shinies can be used.

• Revive clause: Pokemon can only be revived using a Max Revive. (One revive per Pokemon)

• Master Ball clause: The Master Ball cannot be used



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 appears 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).




  • 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 An Honest Try (on Youtube)

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.
  • optional* The starter Pokémon cannot give access to any types unless it shares a type with a caught Pokémon. Therefore, If the Starter Pokémon does not end up being one of the four types, determined by the wild/gift Pokémon, 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.


This Nuzlocke variant has been created by Youtuber SamyulDavis.


Make things more difficult by forcing the player's team to change after every gym battle. Forming a more refined team for the Elite 4.


Every time you beat a gym leader, you must release all but one of your Pokémon. The choice is up to you, but that chosen Pokemon must be boxed in a 'Victors' box the next time you attain a badge.


  • All standard Nuzlocke rules apply.
  • If a Pokemon faints, you must use a 6-sided die or a number generator from 1 to 6. 1 or 2: The Pokemon cannot be revived and must be released. 3 or 4: The Pokemon can be revived, but you must release one of your party Pokemon to have this happen. 5 or 6: The Pokemon can be revived for free.
  • If you receive a "static" Pokemon, you must either Wonder Trade it away or release it.
  • Dupes Clause is allowed, unless the Pokemon is a shiny, in which case you must release it's non-shiny counterpart.Example: If you caught a normal Zubat and then later caught a shiny Zubat, the normal Zubat must be released and replaced with the shiny Zubat, even if the normal Zubat has evolved.


  • All other standard Nuzlocke rules apply
  • After every gym defeated you must "sacrifice" a non-fallen Pokémon that was in your party at the time of battling the gym leader.
  • You cannot use the following types of items:

- Revives; Max, Herb, etc. (obviously)

- Rare Candies

- Master Balls

- Full Restores

  • You cannot use any: Shiny, Legendary, or Mythical Pokemon unless absolutely story line wise. You can wondertrade them if possible but ONLY ONCE PER UNUSABLE POKEMON.
  • Pseudo-Legendary Pokemon are only allowed to be used if they have some sort of neutral or dis-hindering nature. If you catch one and it has a beneficial nature you must box it or release it forever.



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.


A Starlocke Challenge is an exciting way to play your favorite Pokemon Game. Based on the popular Nuzlocke challenge, a Starlocke pits you and your Star(aka favorite) Pokemon against all odds!

If you find traditional Nuzlockes too easy, or are looking for something new, then be sure to try Awesome Soul's Starlocke Challenge!




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 battle

Rules & Clauses

Rules and clauses apply to most or all of a run; clauses modify existing rules.

Single extra rules

Catch rule clauses

  • (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: It is optional to skip an encounter if it's 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 skip a wild Clefairy encounter if you have a Cleffa, for example.

Specifications & Exceptions

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 Sorted


This nuzlocke variant was created by Youtuber Ranger Rex, who created this nuzlocke to have the weaker pokemon in the Pokemon world shine. In this variant, you research the two lowest base stat total pokemon on each route and you can only catch one of those two. Any other pokemon on the route cannot be caught, and must be ignored. Dupes Clause is highly recommended. More details are available at the Youtuber's page. Please add variant ideas below the solid line; format is viewable in source editing mode

Episode Clause

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...)