Knowledge article
Your First Nuzlocke
Your first Nuzlocke starts with a game and a short rules sheet. Choose the edition, decide what counts as an encounter, and record losses as they happen. A normal playthrough can become a Nuzlocke without a randomizer or special game mode; the restrictions are followed by the player.
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Choose an edition and a finish line
A familiar game is a reasonable starting point. Nuzlocke University’s beginner guide recommends considering a favorite edition because knowing the progression helps with preparation. There is no need to compare difficulty rankings before choosing a familiar game.
Write the full edition name, any difficulty setting and whether the game has been modified. A guide for a related version may use different opponent teams or encounters. For a randomized run, record what was changed. A guide to the original game may list different encounters and opponent teams.
Set the finish line before beginning. “Defeat the Champion” is a clear goal in a game with that ending. Postgame objectives can be added explicitly. A shorter practice attempt can instead end at a chosen milestone, provided the record describes it as a practice attempt rather than a completed full run.
Sources and rule conventions:[1]
Write the rules before the first encounter
The basic rules allow only the first encounter in each agreed area to be caught. A Pokémon that faints is considered dead and cannot be used again. Nicknames are a common addition. The Nuzlocke Forum glossary lists these two rules separately from additional clauses. One such clause ends the run after a full-party wipe, even if living Pokémon remain in the box.
For a first run, choose a small set of extra rules that can be applied consistently. A standard run does not automatically ban healing items, impose a level cap or require Hardcore battle restrictions. Adding those restrictions changes the preparation needed and should be a deliberate choice.
- Define when encounter and death rules begin, including battles before Poké Balls are available
- Define an area, using a consistent location rule or a written area list
- Decide whether gifts, eggs and static Pokémon share the area’s encounter
- Specify duplicate eligibility and any limit on rerolls
- Specify shiny exceptions and whether those catches may be used
- Record allowed battle items, any level cap and the result of a full-party wipe
Sources and rule conventions:[2]
Record each area’s encounter
Keep an encounter record from the start. For each area, record whether the encounter is still available, caught or missed. If the first eligible Pokémon escapes or is knocked out, the normal rule gives no replacement catch in that area. An adopted duplicate clause can change which encounter is eligible, so record skipped duplicates separately.
Before looking for a wild Pokémon, check the area name and whether an encounter has already been used there. Choose the leading Pokémon with the catch in mind, inspect the available moves and carry Poké Balls. A team built for trainer battles may lack a move that can weaken a wild Pokémon without knocking it out.
Example: an area stays used after a miss
The written rules count the named Meadow as one area. Its first eligible encounter is accidentally knocked out. The record says “Meadow: missed”, even though no Pokémon joined the team. Returning later with more Poké Balls does not reopen that area.
If the first encounter had instead been a duplicate that the chosen clause allows skipping, the record would show a skipped duplicate. The catch attempt would count only at the next eligible encounter. A missed catch and an allowed duplicate reroll are different outcomes.
Sources and rule conventions:[3]
Prepare for the next major battle
Unless the rules deliberately require a blind run, check the next major opponent in a source for the exact edition. Nuzlocke University’s general tips recommend researching the team, moves and levels and preparing a backup. The permission to research belongs on the rules sheet too.
Build a party from the living catches that are legal under the chosen rules. Check current levels, moves, HP, status, PP and any held items before leaving the last safe preparation point. If healing items are allowed, include them in the plan. If there is a level cap, plan training around it instead of following advice to overlevel.
A battle plan names the lead Pokémon, which Pokémon will face each known opponent and what to do if the plan fails. “This Pokémon has a super-effective move” is not yet a full plan: it still needs to survive long enough to use that move. If a calculation is used, match its Pokémon, level, moves and game mechanics to the actual battle.
Sources and rule conventions:[4]
Record the first loss
When a Pokémon faints, mark it as dead and remove it from future use. It can be released or kept permanently in a separate box. A normal heal does not make it eligible again. Living reserves can replace an individual loss unless the chosen rules add another restriction.
Keep the original area recorded after a death. Losing a Pokémon does not grant a fresh catch at its old location. A short note about the opponent or decision can help review the loss later. Record what happened before deciding how to rebuild the team.
After a full-party wipe, follow the policy chosen at the start. If it ends the run, close that attempt and give a restart a new record. If living reserves may continue, rebuild from those reserves. Neither outcome should be decided only after seeing which Pokémon remain in the box.
Sources and rule conventions:[3]
Start and record a run in MyPokePanion
The MyPokePanion Nuzlocke tracker requires sign-in to create a new run, including a solo run. “New Run” opens a three-step setup: choose a game and run name, set up the players, then select the rules. Select the edition that matches the playthrough and review the rule switches before starting.
“Log encounter” records the Pokémon, player, area, level and encounter status. Its selectable statuses include Caught, Dead, Missed and Duped. After an existing catch dies, the encounter menu can mark it as dead and add a loss note. Recording a failed encounter keeps its area from appearing unused.
The tracker records the run; the Pokémon game still follows its normal behavior. In-battle item bans and battle style remain the player’s responsibility. Level-cap warnings can be acknowledged, so the tracker can still contain Pokémon above the chosen cap. Keep any house rule that has no matching switch in the written rules sheet.
End each session with a short check
Before stopping, compare the record with the living party, reserves and unavailable Pokémon in the game. Resolve any missing encounter result while the details are still clear. Note the next destination and any boss preparation still needed, then save the game.
The record should show which Pokémon and encounters are available for the next session. More complicated clauses can wait until the current attempt shows which rules need changing. Even an unsuccessful run can help with the next attempt if its catches and losses are recorded.
Sources and rule conventions
- Nuzlocke University: The Ultimate Beginner’s Guide
Community introduction supporting a familiar game choice and self-imposed play; its game preferences are recommendations
- Nuzlocke Forum: Nuzlocke Terminology
Primary community glossary for encounter and death rules, nickname conventions, duplicate rerolls and the optional wipe clause
- r/Nuzlocke: Community FAQ
Community answers about failed catches, duplicate rerolls, permanent boxing and wipe policies; individual recommendations are not mandatory rules
- Nuzlocke University: Nuzlocke 101 – General Tips
Community advice on researching major fights and preparing backups; advice involving extra levels or items depends on the chosen rules