Rules guide

Nuzlocke rules

The two core Nuzlocke rules, every popular clause (dupes, shiny, gifts, starters) and practical tips to survive your first run — explained clearly.

A Nuzlocke turns any Pokémon game into a story with real stakes. You play through the game as usual, but two simple rules change everything: Pokémon that faint are gone for good, and you may only catch the first Pokémon you meet in each area. Suddenly every wild encounter is a decision, every critical hit is a small tragedy and every gym leader is a boss fight.

This guide covers the core rules, the clauses almost everyone plays with and the habits that keep a first run alive past the second badge.

Where the name comes from

The challenge began in 2010 with Pokémon: Hard-Mode, a webcomic by Nick Franco. Its star was a Nuzleaf that reminded him of John Locke from the TV series Lost — and “Nuzleaf” plus “Locke” became Nuzlocke. The comic spread quickly, players started writing down their own runs, and the ruleset became one of the most popular ways to replay Pokémon.

The two core rules

Every Nuzlocke, no matter how strict or casual, is built on these two rules.

1. If a Pokémon faints, it is gone

A fainted Pokémon counts as dead. Release it, or move it into a box you never touch again — many players call that box the graveyard. Revives and Max Revives cannot bring it back.

2. Only the first encounter in each area counts

You may try to catch only the first wild Pokémon you encounter on each route, in each cave and in each town. If it runs away, faints or breaks free from your last ball, that area is used up. There is no second chance.

The rule almost everyone adds: nicknames

It is not strictly required, but nearly every player nicknames every catch. It sounds small; it is the reason people still remember the Mankey that carried their first Brock fight years ago.

When the run ends

If every Pokémon in your party faints, you black out — and the run is over. Some players continue if they still have living Pokémon in the PC; the classic ruleset treats a blackout as the end.

Common clauses

Most players soften or sharpen the core rules with a handful of widely used clauses. Decide on yours before you start and write them down — your future self will be tempted.

Clause What it does Why people use it
Dupes clause If the first encounter is a species (or evolution line) you already have, ignore it and keep looking in that area. Stops runs from being flooded with the same Pokémon.
Shiny clause Shiny Pokémon may always be caught, even if the area is used up. Nobody wants to walk past a shiny.
Gift clause Gift Pokémon — eggs, fossils, NPC gifts — do not use up the area’s encounter. Gifts are part of the game’s design, not a lucky find.
Static clause Scripted overworld encounters, such as legendaries or sleeping Snorlax, are extra encounters. Keeps story encounters from blocking a route.
Starter clause The starter is simply your first Pokémon; it does not use up an area. Avoids a confusing first route.
Species reservation Species you missed are also “used” and can be skipped later. Makes the dupes clause fair after a failed catch.

What counts as an area?

A route, a town, a cave or a building with wild Pokémon is one area. Many players treat each floor of a large cave or tower as its own area, and some allow a separate encounter for fishing or surfing once they have the required item or move. Whatever you choose, apply it consistently.

When does the Nuzlocke start?

The rules usually kick in as soon as you receive your first Poké Balls. Encounters before that point do not use up an area, because you could not have caught them anyway.

Optional rules for extra difficulty

  • Level caps: your Pokémon may not be higher level than the next boss’s strongest Pokémon.
  • No items in battle: healing items only between fights.
  • Set battle style: no free switch when an opponent’s Pokémon faints.

Together these three form the Hardcore Nuzlocke — see the Hardcore Nuzlocke rules and the level caps for every game.

Tips for your first run

  1. Scout before you fight. Look up the next gym leader’s team and levels. Our game guides list every boss team and level cap.
  2. Use your box. A Nuzlocke is won by the Pokémon waiting in the PC. Train answers for the next fight, not just your favourite.
  3. Level up evenly. One over-levelled star cannot carry the team through a type disadvantage. Several solid Pokémon can.
  4. Respect status and critical hits. Sleep, paralysis and a single critical hit end more runs than big boss Pokémon. Carry healing items and switch early.
  5. Control your encounters. A Repel with the right Pokémon in front can skip weak encounters — a classic trick to steer the first encounter.
  6. Never reset for a better result. Soft resets to avoid a death or a bad encounter break the spirit of the challenge. Losses are the point.
  7. Write it down. A tracker keeps your encounters, clauses, graveyard and caps honest when the run gets long.

Track your run

The PokéRuns Nuzlocke tracker is built around these rules. It reserves species you have caught or missed, follows each game’s milestones for automatic level caps, keeps a graveyard with revival for mistakes and works without an account. Playing with friends instead? A Soul Link links your encounters and shares every loss.

Frequently asked questions

Can I use items in a Nuzlocke?

Yes, in a standard Nuzlocke you can use healing items and held items freely. Only Hardcore variants ban items during battle.

What if my first encounter is a Pokémon I already have?

That is what the dupes clause is for: skip it and take the next new species in that area. Without the clause, the duplicate is your encounter.

Does the starter count as an encounter?

Usually not. The starter is your first Pokémon, and the first route still gives you a normal encounter.

Can I revive a fainted Pokémon?

Not under the core rules. Trackers such as PokéRuns offer a revive button only to undo mistakes — a Pokémon marked fainted by accident, for example.