Warning: This page is still a Draft, it will be further edited to not break any rules and for ease of use, any suggestions please send me at my kik LonelyELost
Modular Nuzlocke are a set of rules made with three tiers of difficulty each that you can mix and match for your taste, it's mainly just a compendium of Nuzlockes ideas into a "Build yourself" fashion(for the best challenge pick up as many 'rules' as you can withstand)
Note: Use when you can in-game trades is encouraged depending on the kind of Nuzlocke you chose
MAIN RULES(Those are the Base Rules of a Nuzlocke)
- Capture Rule(Main Nuzlocke rule)
Insane:You have 1d6-1 tries to capture a Pokémon in each encounter list
Standard:You have 1d6 tries to capture a Pokémon in each encounter list
Milkdrinker:You have 1d20 tries to capture a Pokémon in each encounter list
Note:You may never capture a Pokémon of a evolutionary line you already had(even if it died) - Faint Rule(Second Main rule)
Insane:If a Pokémon faints you have 1d6 turns to revive it before it's dead
Standard:If a Pokémon faints you have 1d6+1 turns to revive it before it's dead
Milkdrinker:If a Pokémon faints you have 1d20 turns to revive it before it's dead
Note:Turns are cumulative from the battle it fainted forwards - Challenger Rule(For Gym Battles)
Insane:You must use one Pokémon less than the Gym Leader
Standard:You must use the same number of Pokémon as the Gym Leader
Milkdrinker:You can use one Pokémon more than the Gym Leader
Note:Save before the battle to be sure you aren't using more than you should - Mart Rule(Buying balls)
Insane:You can only buy one of each ball at each mart
Standard:At each mart you can buy 1 of the best ball, 2 of the second, 3 of the third, etc
Milkdrinker:At each mart roll 1d6-1 for each available ball(that is how many of it you can buy
Note:If there is a ballsmith limit yourself to 3 of each or 1d6 to every of them
SIMPLE RULES(If you just a want a soft taste)
- Storage Rule(Withdrawing Pokémon)
Insane:You can only withdraw Pokémon before facing a Gym
Standard:You can only withdraw Pokémon before and after facing a Gym
Milkdrinker:You can only withdraw Pokémon 1d6 times per Town - Limit Rule(Team Size)
Insane:You start with a party limit of 1 and add 1 for each 2badges and 1 after defeating the enhanced Elite 4
Standard:You start with a party limit of 1 and add 1 for each 2badges and 1 after defeating the Elite4
Milkdrinker:You start with a party limit of 1 and add 1 for each 2badges and 1 before facing the Elite4 - Switch Rule(In Battle)
Insane:To switch roll 1d6 until you get the number of a Pokémon in your team
Standard:To switch roll 1d6 until you get the number of a Pokémon in your team, if you get 1 you pick the Pokémon
Milkdrinker:To switch roll 1d6, if it falls in a number you don't have a Pokémon you can choose which
TYPE RULES(Pick one)
Table: 1=Roll Again 2=Ice 3=Psychic 4=Bug 5=Fighter 6=Electric 7=Rock 8=Grass 9=Dragon 10=Water 11=Poison 12=Fire 13=Normal 14=Ground 15=Dark 16=Flying 17=Fairy 18=Steel 19=Ghost 20=Your Pick
- Master Rule
Insane:Roll 1d20, You can only capture Pokémon of that type
StandardRoll 2d20, You can only capture Pokémon of those types
Milkdrinker:Roll 3d20, You can only capture Pokémon of those types - Focused Rule
Insane:Roll 3d20, You can't capture Pokémon with any type beyond those
Standard:Roll 4d20, You can't capture Pokémon with any type beyond those
Milkdrinker:Roll 5d20, You can't capture Pokémon with any type beyond those - Variety Rule
Insane:You can't have two Pokémon who share a type
Standard:You can only have two Pokémon of every type
Milkdrinker:You can only have three Pokémon of every type - Chain Rule
Insane:To capture a Pokémon it must be fighting one of your Pokémon of that share a type
Standard:You can only capture a Pokémon if it shares a type with one of the Pokémon in your party
Milkdrinker:You can only capture a Pokémon if it shares a type with one of your living Pokémon
INTERMEDIATE RULES(If you like more flavour)
Table: 2=Black 3=Pink 4=White 5=Yellow 6=Purple 7=Gray 8=Red 9=Green 10=Brown 11=Blue 12=You Pick
- Color Rule
Insane:Roll 2d6 once, you can only capture Pokémon of that color
Standard:Roll 2d6 twice, you can only capture Pokémon of those colors
Milkdrinker:Roll 2d6 three times, you can only capture Pokémon of those colors - Dice Rule
Insane:When you get a Pokémon roll 1d6, that Pokémon can only be used at that spot on your party
Standard:When you get a Pokémon roll 1d6, that Pokémon can only be used at that spot on your party, if a Pokémon has multiple evolutions you may capture a second of it
Milkdrinker:When you get a Pokémon roll 1d6, that Pokémon can only be used at that spot on your party, you can capture one extra of a Pokémon for each multiple evolution it has
Note:Put the number on the Pokémon's nick to avoid confusion - Rest Rule
Insane:You can only use each healer 1d6 times
Standard:You can only use each healer 1d6+2 times
Milkdrinker:You can only use each healer 2d6 times
Note:A healer may be Nurse, Mom, Bed, Machine, etc
POWER RULES(If you want to have limits)
- Stage Rule(Evolutionary Grade)
Insane:Your team can be at the maximum 2 1st of 3, 2 1st of 2 and 2 2nd of 3
Standard:Your team can be at the maximum one of each: 1st of 3, 1st of 2, 2nd of 3, 1st of 1, 2nd of 2 and 3rd of 3
Milkdrinker:Your team can be at the maximum 2 1st of 1, 2 2nd of 2 and 2 3rd of 3 - Tier Rule(Tier Ranking)
Insane:Your team can be at the maximum one of each: LC\NFE\PU\BL4\NU\BL3
Standard:Your team can be at the maximum one of each: NFE\PU\BL4\NU\BL3\RU
Milkdrinker:Your team can be at the maxiumum one of each: PU\BL4\NU\BL3\RU\BL2 - Stat Rule(Base Stats)
Insane:Your team can be at the maximum one of each: 205\236\250\288\330\380
Standard:Your team can be at the maximum one of each: 236\250\288\330\380\395
Milkdrinker:Your team can be at maximum one of each: 250\288\330\380\395\415
ADVANCED RULES(If you like it spicy)
- Couple Rule
Insane:You can only have up to three Pokémon in your team, the other 3 must be paired with one of them sharing the same egg group and having the opposite sex, pairs must always be used together in double battles, if one faints the other must be switched too, if one faints in a single battle the other must fight to death for avenging the mate
Standard:You can only have up to three Pokémon in your team, the other 3 must be paired with one of them sharing the same egg group and having the opposite sex(genderless can be paired with either sex), pairs must always be used together in double battles, if one faints the other must be switched too, if one faints in a single battle the other must fight to death for avenging the mate
Milkdrinker:You can only have up to three Pokémon in your team, the other 3 must be paired with one of them sharing the same egg group and having the opposite sex(genderless pokemon can be matched with any gender), pairs must always be used together in double battles, if one faints the other must be switched too, if one faints in a single battle the other must fight to death for avenging the mate - Badge Rule
Insane:At first you can only have 1st of 3 Pokémon, with 2Badges you can have one 1st of 2, with 4 one 2nd of 3, with 6 you can have a second 1st of 2, with 8 a second 2nd of 3, after defeating the Enhanced Elite4 you can have on 1st of 1
Standard:At first you can only have a 1st of 3 Pokémon, with 2Badges you can have a 1st of 2, with 4 a 2nd of 3, with 6 a 1st of 1, with 8 a 2nd of 2, after defeating the Enhanced Elite4 you can have a 3rd of 3
Milkdrinker:At first you can only have a 1st of 3 Pokémon, with a Badge you can have a 1st of 2, with 2 a 2nd of 3, with 3 a 1st of 1, with 4 a 2nd of 2, with 5 a 3rd of 3, with 6 a second 1st of 2, with 7 a second 2nd of 3, with 8 a second 1st of 1, after defeating the Elite4 a second 2nd of 2, after defeating the EnhancedE4 a second 3rd of 3 - Victory Rule
Insane:After defeating a Gym you can revive your lowest level Pokémon on the party, your highest level is dead, the second can't be used until you get 2 more Badges, the third until you have 1 more, and the forth until you get to the next Gym and the fifth must be used on your team(You always count from Highest down
Standard:After defeating a Gym roll 6d6, the first one can be revived if it fainted, the second must be used on your team, the third can't be used until you get to the next Gym, the fourth until you get 1 more badge, the fifth until you get 2 more and the 6th is dead(Later rolls overwrite the previous)
Milkdrinker:After defeating a Gym roll 6d6, the first one is dead, the second one can't be used until you get 2 more badges, the third 1 more, the fourth until you get to the next Gym, the fifth must be used on your team, the sixth can be revived if it fainted
Role Rules(Each Pokémon has limitations)
Note:Difficulty will be separated by a \ in the description of each role
- Class Rule(Your team must have one of each)
Fighter:Can only use Physical Moves\Can't use Special Moves\Can't use Offensive Special Moves
Caster:Can only use Special Moves\Can't use Physical Moves\Can't use Offensive Physical Moves
Bard:Can only use Moves with random damage\Can only use moves with random effects or damage\Can only use Offensive Moves if they have random damage
Healer:Can't use moves that do damage directly\Can't use Offensive moves that hit multiple times or with more that 25 Damage\Can only use Offensive moves that heal the user or have less than 30 base damage and don't hit multiple times
Assassin:(SP*3+AT*2+SA) divided by (HP*3+SD*2+DF) must be equal or higher than 2,5\2\1,5
Protector:(HP+SD*2+DF*3) divided by (SP+SA*2+AT*3) must be equal or higher than 2,5\2\1,5 - Chess Rule(You can only have 1King, 1Queen, 2Bishops, 2Knights, 2Rooks, and 8Pawns through your Pokémons)
Pawn:One 40 or less STAB, one 60 or less attack, other moves can't be Offensive\One 40 or less STAB, one 60 or less attack, one Offensive move with no damage, and one no-Offensive move\One 40 or less STAB, one 60 or less attack, other moves can't have damage
Rook: Can only have Raw damage(no effect) moves\Must have 3 Raw damage(no effect) moves and one non-Offensive move\Must have 2 Raw damage(no effect) moves and 2 Moves with non-damaging moves
Knight:Can only use moves with random damage\Can only use moves with random damage or effect\Can only use moves with random damage or effect and non-Offensive moves
Bishop:Can only use Stat reducing Attacks\Can only use Stat reducing moves\Can only use Stat altering moves
King:Can only have Status causing attacks\Must have 3 Status causing attacks and one non-Offensive move\Must have 2 Status causing attacks and two non-damaging moves
Queen(must be the same egg group and different gender of the King):One Raw damage move, one random damage attack, one Stat reducing attack, and one Status causing attack\One Raw damage move, one random damage or effect move, one Stat altering attack, one Status causing move\One Raw damage move, one random damage or effect move, one Stat altering move, one Status causing move
Recommended Games for your Steigleder's Nuzlock
- Pokémon Strike Yellow(Complete Yellow Overhaul)
- Pokémon FireRed Omega(Completionist Harder FireRed)
- Pokémon StormSilver(Completionist Harder SoulSilver)
- Pokémon Black 2 Randomized(Random Wild Pokémon)