Genlocke Field Manual
Genlocke · five games · one team · no deaths

Hardcore GenlockeWhat is a Genlocke?

A Nuzlocke that keeps going. On top of the usual rules:

  • One egg move each, chosen.
  • The team comes with you. Beat the Elite Four and the same six carry into the next game, restarting at level 5 as their base forms.

Plus the usual Nuzlocke rules:

  • A level cap at every gym.
  • Only the first Pokémon you meet on each route.
  • Faint = dead. Permanently.
  • Set mode — no free switch after a KO.
  • No items in battle.
Field Manual

A plan that survives going in blind.

One team of six, carried through five games. Caught the normal Nuzlocke way in LeafGreen. Beat the Elite Four and those same six carry into SoulSilver, then Emerald, Platinum and Black/White, restarting each time at level 5 as their base forms. If any of them ever faints, the run is over. No items in battle, Set mode, and a level cap at each gym.

This page is the plan — who leads, what each one does, and the rules that keep them alive. Everything on it works in all five games, and it names no gym leaders, routes or wild Pokémon, so it is safe to read before playing any of them.

6Pokémon, carried forward
5games, one run
0deaths allowed
01 · The six

Who does what

My attempt at the most optimised team possible for a hardcore Genlocke.

Snorlax

Normal

The wall. Curse, Rest, and whichever coverage move the game hands you. Immune to Ghost. Your only Fighting-move user — the team's coverage lives in his fourth slot.

Ability
Thick Fat — halves Fire and Ice
Egg move
Curse
Item
Leftovers when the game offers it; Chesto Berry until then
Strength
Special bulk, Rest, immune to Ghost
Weakness
Fighting. Slow. Can't hurt Ghosts.
Use
Sleep or Seed first, then Curse, then sweep. His fourth slot is the team's answer to Steel, Normal and Dark.

Magneton

ElectricSteel

Thunderbolt and paralysis behind twelve resistances. The bat-line switch-in. Never leads a cave — the first Ground move is 4× on him.

Ability
Magnet Pull; Sturdy in Gen 5
Evolves
Specific magnetic places, Gen 4+. Don't count on it.
Strength
Resists Dark and Ghost, which nobody else does. Steel halves the Normal bomb.
Weakness
Ground 4×, Fighting, Fire. Average special bulk.
Use
Reflect before physical bosses. Thunder Wave anything fast. Never into a Magnet Pull user — it traps him.

Lapras

WaterIce

Carries the early game on raw bulk. Finished set by 25. Your Dragon answer in every game — one Dragon per full bar if it carries Electric.

Ability
Shell Armor — never takes a critical hit
Egg move
Dragon Dance — the best legal option in her pool; overwritten at ~25
Strength
Huge HP, no critical hits, BoltBeam coverage
Weakness
Electric, Grass, Fighting, Rock. Slow.
Use
Early carry. Ice Beam anything Ground, Flying, Dragon or Grass. She is the Dragon plan: a late Dragon with Thunder takes about half of her, she cannot be crit, and Ice Beam one-shots it back — so she enters each one at full HP or not at all.

Venusaur

GrassPoison

Sleep Powder, Leech Seed, and half of any Fighting move. Carries Cut so nobody walks back for a slave.

Ability
Overgrow
Egg move
Gen 3: Magical Leaf. Gen 4+: Leaf Storm (140, 90%) or Magical Leaf (60, never misses) — see Egg moves
Resists
Electric, Fighting, Water, Grass
Strength
½ from Fighting (Poison resists it; Grass does not). Sleep + Seed makes any fight safe.
Weakness
Fire, Ice, Flying, Psychic
Use
Opens boss fights with Sleep Powder. Switch-in for Fighting and Electric. Carries Cut.

Gyarados

WaterFlying

Ground-immune, trap-immune lead with Intimidate. Second Ghost and Dragon answer. HM carrier. Takes 4× from Electric — never in against it.

Ability
Intimidate — note it does nothing against a crit; crits ignore stat drops
Gen 3 note
Water is special there — he's a physical Normal/Ground mule until Gen 4
Strength
Intimidate, Ground immunity, second Ghost and Dragon answer, HM mule
Weakness
Electric 4×. Rock.
Use
Lead on Electric-free routes. Never on the field against Electric.

Alakazam

Psychic

The killer. Fastest and hardest-hitting thing you own: he comes in, one-shots a Fighting or Poison type before it moves, and goes back out. Never leads a fight you have not identified, never a bomb body, never against Bug, Ghost or Dark. Against a type you already know is Fighting or Poison, leading him is the play.

Ability
Inner Focus — cannot be flinched
Egg move
Gen 3: Fire Punch (special there). Gen 4+: Encore — see Egg moves
Strength
135 Sp. Atk on 120 Speed. Reflect and Recover. Halves Fighting and Psychic.
Weakness
Bug, Ghost, Dark — and 55 HP on 45 Defence: a neutral physical crit kills him.
Use
The Fighting answer: Psychic one-shots nearly all of them first. Shadow Ball (Gen 4+) for Psychic types. Reflect before a physical boss ace.
02 · Finished sets

Movesets, by mechanic not by game

The one rule that changes between games: Gen 3 decides physical or special by type — Ghost, Dark and Water hit off Attack. Gen 4 onward decides per move. That's why Shadow Ball belongs on Snorlax in Gen 3 and on Alakazam after, why Alakazam's Fire Punch only works in Gen 3, and why Gyarados can't use Water moves properly until Gen 4.
PokémonGen 3 setGen 4 + setThe rule
Snorlax CurseRestStrengthBrick Break
or Shadow Ball (TM30) for Psychic and Ghost bosses — physical here, off 110 Attack. Pick by which bosses are ahead; world TMs are one-shot.
CurseRestStrengthEarthquake
or Brick Break — whichever the game gives you first.
Curse / Rest / Strength are fixed — Strength is his Normal STAB and the team's HM, and an HM can't be overwritten without the Move Deleter. The fourth slot is coverage: Brick Break → Earthquake → Shadow Ball (Gen 3 only) → Tackle/Headbutt until one arrives.
Magneton ThunderboltThunder WaveReflectLight Screen
Tri Attack comes too late under level caps in Gen 3. Dual screens instead.
ThunderboltThunder WaveReflectFlash Cannon
Light Screen or Discharge (late 30s Gen 4, mid 40s Gen 5) until Flash Cannon is found.
Thunderbolt → Thunder Wave → Reflect → Steel STAB (Gen 4+) or a second screen. Support is his job; two attacks is plenty.
Lapras Ice BeamSurfThunderboltBody Slam Ice BeamSurfThunderboltBody Slam BoltBeam + Surf + Body Slam. Same set every game, done by 25. Ice Beam comes by level in the low 30s if the TM is late.
Venusaur Leech SeedSleep PowderGiga DrainCut Leech SeedSleep PowderLeaf StormCut
Egg move. 140 power, 90%, five uses, −2 Sp. Atk each — fire it, switch, come back. Magical Leaf if you want the never-miss instead.
Seed + Sleep + best Grass + Cut. His job is Sleep and Seed; the Grass move is chip. Sludge Bomb only if an HM carrier ever frees Cut.
Gyarados WaterfallReturnBiteDragon Rage
Waterfall is special in Gen 3 — it's the HM, not a weapon. Earthquake replaces Dragon Rage when a second copy exists. Dragon Rage (40 fixed) one-shots to ~28.
WaterfallIce FangBiteReturn
Ice Fang ≈32 — accept it. Aqua Tail ≈35 is the STAB until the Waterfall HM overwrites it. Earthquake in Return's slot if a second copy exists.
Gen 3: a physical Normal mule with Intimidate who carries Waterfall — that's his job there. Gen 4+: Waterfall, Ice Fang, Bite, and Return or Earthquake.
Alakazam PsychicRecoverReflectFire Punch
Fire Punch is the egg move and is special here — a second attack type from level 5. Confusion (16) then Psybeam (21) hold the STAB slot until Psychic (36).
PsychicRecoverReflectShadow Ball
Shadow Ball is TM30, special from Gen 4 — Ghost and Psychic coverage. Psybeam (24–28) holds the slot until Psychic (40 in Gen 4, 46 in Gen 5, or TM29 sooner).
Psychic is the whole job; Recover and Reflect keep him alive to do it twice. The fourth slot hits what Psychic can't: Fire Punch in Gen 3, Shadow Ball after. Encore (egg, Gen 4+) locks a set-up or status move for a free switch — drop it for Reflect when that arrives.
Earthquake, the general rule. Expect one copy before the League. It goes to Snorlax if he doesn't already have Brick Break — he can switch into an Electric attack and Gyarados can't. If Snorlax already has Brick Break, it goes to Gyarados. A second copy always goes to the other one. Same rule for TM30 Shadow Ball: Snorlax in Gen 3, where it is physical; Alakazam from Gen 4, where it is special.
03 · Egg moves

One egg move each, checked per generation

Each of the six is recreated at level 5 in every game after LeafGreen, with one legal egg move and a legal ability. Legality is per generation, and the editor flags an illegal one red the moment you set it — that's the safety net.

PokémonGen 3Gen 4 +Why
Snorlax / MunchlaxCurseCurseLegal in both. The whole set is built on it. Nothing else in the pool comes close.
VenusaurMagical LeafLeaf Storm or Magical LeafMagical Leaf: 60, never misses — a real attack at level 5 and the safe pick. Leaf Storm (Gen 4 only): 140 at 90%, five uses, −2 Sp. Atk per use. It's a finisher, not a lead move: use it when a miss can't cost you a Pokémon, mainly against bulky Water, Ground and Rock bosses that Magical Leaf couldn't dent. It also gives him a real Grass hit for the whole middle game where Giga Drain comes late. Pick by temperament.
LaprasDragon DanceDragon DanceHer pool is thin: Curse, Dragon Dance, Foresight, Horn Drill, Refresh, Sleep Talk, Substitute, Tickle (Gen 4 adds AncientPower, Fissure, Whirlpool). Dragon Dance is the strongest legal one and pairs with Body Slam in the early game. It's overwritten by ~25 — that's fine. Refresh is the only other worth a thought (cures her own paralysis and poison).
Alakazam / AbraFire PunchEncoreGen 3 decides physical or special by type, so Fire Punch is special there: 75 power off Abra's 105 Sp. Atk from level 5, when he otherwise knows only Teleport — and Fire hits Grass, Bug, Ice and Steel, which Psychic doesn't. From Gen 4 the punches are physical and useless on him. Encore (Gen 4+) locks the target into the move it just used for 2–6 turns (3 in Gen 5) — a boss that opened with a set-up or status move is now a free switch to Snorlax for Curse. Barrier, Knock Off and the other punches are legal but worse.
GyaradosMagikarp has no egg moves. Nothing to choose.
MagnetonGenderless; can't breed. Nothing to choose.
04 · Objectives by phase

What each of them needs, and when

Phases are level bands. Free happens by leveling. Task means you go and find something. Levels are approximate and hold across Gen 3–5.

PokémonEarly 5–15Early-mid 15–22Mid 22–30Mid-late 30–40
Snorlax Curse + Tackle. Keep Tackle. Lick (Gen 4+ only — it's an egg move in Gen 3) for Ghosts and Psychics. Task: Strength HM — first real STAB, and it stays. Gen 4+ task: evolve Munchlax — Friendship 255 in the editor, or a Soothe Bell. (Gen 3 has no Munchlax; he starts as Snorlax.) Rest ≈25–28 free (TM44 if the game is slow). Task: the coverage hunt — TM31 Brick Break or TM26 Earthquake; in Gen 3, TM30 Shadow Ball is the third option. Strength stays — HM moves can't be overwritten without the Move Deleter, and 80 power against Body Slam's 85 isn't worth the trip. Task: Leftovers (not in Emerald before the League). Done.
Magneton Thundershock, Sonic Boom. Free. Task: Thunderbolt (TM24). Thunder Wave free. Evolves at 30. Task: Reflect (TM33). Done. Discharge by level (late 30s in Gen 4, mid 40s in Gen 5). Flash Cannon when found.
Lapras Free. She carries you. Body Slam ≈18 free. Task: Thunderbolt (second TM24). Task: Ice Beam (TM13) + Surf HM. Complete at ~25. Nothing.
Venusaur Leech Seed ≈7, Sleep Powder ≈13. Free. Razor Leaf ≈19, Cut. Complete. Nothing. Giga Drain / Energy Ball when found. Optional.
Gyarados Task: keep Magikarp alive to 20 — a switch-in on every safe fight. Bite 20, Dragon Rage ≈23. Free. Holds Strength for the team. Gen 4+: Ice Fang ≈32 — accept it. Aqua Tail ≈35 → Waterfall HM. Complete at 35. Gen 3: Return + Waterfall HM; he's a mule there.
Alakazam Switch-in only — Abra knows Teleport and the egg move. Confusion at 16. Task: evolve at 16 — a trade-replacement item in the hack, or the editor. Psybeam 21–28 free holds the STAB slot; Disable (18) is filler. He can start killing Poison types. Reflect 23–30 and Recover 25–36 free. Encore comes off for Reflect. Psychic 36 / 40 / 46 by generation free (TM29 if it turns up first). Gen 4+ task: Shadow Ball (TM30). Done.

Early-mid

2 × TM24 Thunderbolt. Strength HM. Shed Shell if the game has one (Gen 4+).

Mid

TM13 Ice Beam. Surf HM. TM33 Reflect. Two evolutions (one in Gen 3). Begin the TM31 / TM26 hunt — plus TM30 Shadow Ball in Gen 3. Find the Move Deleter.

Mid-late

TM30 Shadow Ball (Gen 4+). Waterfall HM. TM26 Earthquake. Leftovers.

That's the whole list

Fifteen tasks per game (thirteen in Gen 3), and they're the same list every game. Everything else happens by leveling.

05 · Blind-run recon

How to find them without a guide

The seven TMs this team needs — 13, 24, 26, 30, 31, 33, 44 — keep their numbers from Gen 3 through Gen 5 (Gen 5 renumbered others). Hunt those by number, the rest by name. These are the places every game hides them.

Every new town

  1. Mart / department store, top floor. Reflect and Light Screen are usually sold here. Sometimes Brick Break.
  2. Shed Shell (Gen 4 onward) — the only item that frees a trapped Pokémon in a trainer battle. Find one early in each Gen 4–5 game; it goes on whoever is most exposed to being trapped. A Smoke Ball flees a wild battle only, Gen 3–4. It goes on Lapras, who leads the caves where the Mean Look bats live. Shed Shells go to Snorlax and Magneton, who are the ones trainers trap.
  3. Game Corner? If the town has one, the prize counter has TM13 Ice Beam and TM24 Thunderbolt in every game through Gen 4. Buy three Thunderbolts. Gen 5 has no Game Corner — expect BoltBeam late there.
  4. Talk to everyone in the Gym after the badge. Leaders hand out a TM. Note the number.
  5. Move Reminder. One per game, usually mid-game. Find it; it fixes any declined level-up move for a Heart Scale.
  6. Name Rater / friendship checker is usually next door to something useful. Not needed; just a landmark.

Every new HM

  • Cut → Venusaur. Surf → Lapras, and only Lapras. Strength → Snorlax, permanently. Waterfall → Gyarados. Fly → nobody; walk.
  • Never teach Surf to Gyarados. It is a special move and his Sp. Atk is 60 against 125 Attack — it hits for roughly half what Aqua Tail does — and it permanently occupies one of his four slots. If it is already on him: Move Deleter to remove it, then the Move Reminder and a Heart Scale to get Aqua Tail back. Waterfall replaces it properly later.
  • An HM move cannot be forgotten by leveling or by a TM. Only the Move Deleter removes it. Every game has one; find it before you need to rearrange anything. Until then, an HM slot is permanent — plan it that way.
  • Anything else (Flash, Rock Smash, Whirlpool, Dive, Rock Climb, Defog): check whether the main path actually requires it. Some games do force one. When forced, it goes on whoever's fourth slot matters least, and the Move Deleter takes it off afterward.

Every new TM found

  • TM31 — Snorlax, immediately. TM26 — see the Earthquake rule. TM24 — Magneton, Lapras. TM13 — Lapras. TM33 — Magneton. TM30 — Snorlax in Gen 3, Alakazam from Gen 4. TM44 Rest — Snorlax, if he hasn't leveled into it.
  • Gen 5: TMs are infinite. One TM24 covers both.

Every new move tutor

Gen 4 and 5 have them, for a currency. Snorlax's tutor Fighting move is Superpower — the "I found the tutor before TM31" option. Lapras and Alakazam rarely need anything from a tutor.

Every new held item

Leftovers → Snorlax, the day you find one. Every game but Emerald has one before the League — in three of them a wild member of his own line is holding it, so catch it and take it. Emerald has none before the League: there the Chesto Berry is the whole plan. Chesto Berry → Snorlax until then. Soothe Bell → whoever needs friendship. A Focus Sash or Shell Bell is a luxury; don't hunt them.

Every new Pokémon Center

Heal. Save. Look at the summary of any new species you caught — see Unknowns. That's the whole recon loop.

06 · Every route, every phase

The route check

Ticks save on this device only.
PhaseWhat's actually trying to kill youThe rule that changes
Early
5–15
Crits on frail mons. Fixed-damage moves (Dragon Rage 40, Sonic Boom 20) on anything under 40 HP. Being outsped.Two-hit rule: if anything you see could 2HKO the mon in front, it comes out. Don't fight what you don't have to. Lapras leads the open, Lapras leads underground too; Abra and Magikarp are switch-ins only. Magikarp levels on Exp Share or trainer fights you've already read.
Early-mid
15–22
First Self-Destructs. First trap abilities. The first fat Normal-type boss.Lapras is the bomber answer from the start; Alakazam removes the Poison ones before they act. Money goes to the Game Corner first. Repels start. Fat Normal bosses: Snorlax Curse wins; Magneton halves their STAB.
Mid
22–30
Explosion on real Attack stats. Rock Slide flinches. Steel appears.Alakazam is online — Psybeam, Reflect, Recover. Lead him only where you already know the type; everywhere else he is a switch-in. Rest is online — Snorlax can take risks. Steel: Snorlax's Normal STAB still flattens the frail ones; Fighting or Ground for the rest. Water for anything Steel/Ground or Steel/Rock.
Mid-late
30–40
One-hit KO moves. Crits through Curse. Pursuit trappers.OHKO moves fail against a higher-level target and sit at 30% at equal level. Never leave anyone in against a known user at or below its level. Sets are complete; this phase is pure discipline.
Late
40 +
The League: five bosses in a row, no shopping between.Reflect up before physical bosses. Leftovers on Snorlax. Sleep Powder opens every fight it can. An unknown ace: Snorlax scouts. A known one: lead the answer and hit first.
07 · A species you've never seen

Reading an unknown

You will meet hundreds of Pokémon you can't name. You don't need to name them. You need four facts, and the game gives you all four.

1 · Guess the type from the body

Fire looks like fire. Rock and Steel look heavy and angular. Grass has leaves. Bug has antennae or a shell. Ghost floats. Fighting has fists. Get it roughly right and the Coverage table tells you who goes in. Confirm it the first time a move hits for "super effective."

2 · Watch for the ability announcement

Intimidate, Levitate, Arena Trap, Shadow Tag, Magnet Pull, Sturdy and Static all announce themselves or show up on contact. The moment you see a trap ability, that species goes on your list for the rest of the run.

3 · Assume the worst move for its shape

Round and mineral: Self-Destruct. Dark-typed: Pursuit. Big and slow with horns or drills: an OHKO move. Water/Ground: Earthquake. Psychic: Psychic. You'll be wrong sometimes, and being wrong in that direction costs a turn, not a Pokémon.

4 · Catch it, then read it

The summary screen shows the real ability and moves. Every new species you catch gets read once. That's how a blind run stops being blind — one species at a time, on your own terms.

08 · An unknown boss

The boss protocol

Gym leaders, rivals, admins, the League. You don't know their teams. You know yours.

Before the door

  1. The town told you the type. Gym design, the trainers on the way in, the badge case. Open the Coverage row for that type and pick the two answers.
  2. Level everyone to the cap the hack gives you. Below cap is a death you chose.
  3. Full HP, full PP, Reflect ready on Magneton if the type is physical. Chesto on Snorlax.
  4. Decide the lead now. Not in the fight.

Turn one

  1. If you know the type, lead the answer and hit first. Open the Coverage table for that type, take the "who takes it safely" column, and swing. Scouting a type you already know just hands the boss a free turn.
  2. Only if the type is unknown or mixed: scout, don't swing. Snorlax goes first — he is the one that survives being wrong — and you read one move before committing. Alakazam never scouts — he dies to being wrong.
  3. Sleep Powder if it lands legally. A sleeping boss Pokémon is a free setup.
  4. Read the first move. That's the AI showing its hand: the boss's ace usually has its best move in slot one.

The setup decision

Curse on Snorlax only when the opponent can't: crit through it reliably, force a switch, hit special hard, or Explode. If any of those is true, don't set up — trade hits with the type-advantaged mon and pivot. Leech Seed first from Venusaur makes any setup safer.

The retreat rule

If the mon in front can be KO'd from its current HP by a move you've already seen, it switches this turn. Not next turn. Two exceptions: Alakazam stays against the specific Dark types that carry Pursuit (the STUCK IF IN rows on the Hard Counters page — not the type as a whole); and against a priority move the retreat is already too late — you never got the turn you were counting on.

The ace

Every boss saves the strongest for last. When five are down and one remains: full-HP answer in, Thunder Wave or Sleep if you can, then the super-effective hit. Never let the ace get a free turn on a damaged Pokémon.

After

Talk to the leader for the TM. Check its number against the recon list. Heal. Save. Write down what the ace was — you'll see its line again in the next region.

09 · Type audit

Two answers to everything

Pure type math with the finished sets. This table doesn't change between regions. Where it's thin, the fix is a rule, not a seventh Pokémon.

The Steel problem, solved. Steel is weak to Fighting, Fire and Ground — that's the whole list. Brick Break on Snorlax plus Earthquake on whoever holds the game's copy gives two answers, and Brick Break also covers Normal, Ice, Rock and Dark — types nothing else on the team touches. That's why Snorlax takes Fighting.
Defending typeSuper-effective hittersWho takes it safelyVerdict
NormalSnorlax Brick BreakMagneton resists · Snorlax wallsFine
FireLapras Surf · Gyarados Water / EQGyarados · Snorlax (Thick Fat). Lapras is only neutral — Ice cancels the Water resist.Good
WaterMagneton, Lapras Thunderbolt · VenusaurLapras · VenusaurGreat
ElectricEarthquake (late)Magneton, Venusaur resist · Snorlax wallsRule: Gyarados sits out
GrassLapras Ice Beam · Gyarados Ice FangVenusaurGood (Gen 3: Lapras only)
IceSnorlax Brick Break · Magneton Flash CannonLapras · Magneton · Snorlax (Thick Fat)Fine
FightingAlakazam PsychicAlakazam ½ (and outspeeds all of it) · Venusaur ½ (Poison resists it; Grass doesn't) · Gyarados ½Alakazam leads this one and one-shots most of them before they move. Venusaur and Gyarados are the resists with bulk when he can't kill in one. Rock coverage is 2× on Gyarados only.
PoisonEarthquake · Alakazam PsychicMagneton immune · Venusaur ½Good
GroundLapras · Venusaur · Gyarados Ice FangGyarados immune · Venusaur ½Good — one immunity, and it's the Electric-weak one
FlyingMagneton, Lapras Thunderbolt · Gyarados Ice FangMagnetonGreat
PsychicAlakazam Shadow Ball (Gen 4+) · Gyarados Bite (Gen 4+) · Snorlax Shadow Ball (Gen 3)Snorlax walls specials · Magneton. Alakazam resists the STAB but their Shadow Ball is 2× on himGood
BugnobodyVenusaur, Gyarados, Magneton resistFine — three resists. Alakazam 2×
RockLapras · Venusaur · Gyarados · Snorlax Brick Break · MagnetonMagnetonGreat
GhostGyarados Bite (Gen 4+) · Snorlax Shadow Ball (Gen 3) · Alakazam Shadow Ball only at one that dies in a single hitSnorlax immune · Magneton resistsGood. Alakazam 2×
DragonLapras Ice Beam · Gyarados Ice Fang (Gen 4+)MagnetonLapras's fight, one Dragon per full bar: the late ones carry Thunder (about half of her, no crit possible). A second Dragon in the same fight is Snorlax behind a Curse — nobody else survives its whole set.
DarkSnorlax Brick BreakMagneton resists (Steel resists Dark through Gen 5) · Snorlax out-bulks itOne hitter, one real switch-in. Fine. Alakazam 2×
SteelSnorlax Brick Break / Earthquake · Gyarados Earthquake · Water vs Steel/Ground and Steel/RockLapras and Gyarados resist · Snorlax walls · never Magneton — Magnet Pull traps himFixed.
ZoneLeadNever
Early game, open routes
before 20
Lapras — the only early mon that can't be one-shot and is fast enough to flee most early wilds. Magnemite once a route is scouted and has no burrowing Ground types.Magikarp · Abra (too frail to lead)
Shadow Tag user
any phase
Venusaur: Sleep Powder + Leech Seed, then never attack. Shed Shell if you have one. Full rule under Rules.Anyone using an attacking move
Open routes
from 20
Gyarados — Intimidate, Arena Trap immuneAny route with Electric
Caves, any phaseLapras. Shell Armor — she cannot be crit, which is what decides a bomb — and she one-shots the Rock/Ground bombers. In a Poison cave, Magneton for the bombers — immune to their STAB, Steel halves the blast.Snorlax · Magneton (Ground 4×) · Alakazam as lead
Unknown / trap-heavy
any phase
Gyarados — the only body that walks out of Arena Trap. Lapras where bombs are likelier than traps.Alakazam · Snorlax
Trainer buildings, hideouts
any phase
Lapras — safe against the bombers and the Dark types both. Magneton where Poison dominates; Snorlax comes in for Fire only.Snorlax as the lead · Alakazam, unless the type is known
Towers, Ghost-heavy floorsMagneton — resists Ghost, immune to the Poison that always comes with it. Snorlax is immune to Ghost STAB but cannot hit back without a Ghost or Fighting move.Alakazam (Ghost is 2× on him)
Dark seenAlakazam leaves unless the species carries Pursuit — the STUCK IF IN rows on the Hard Counters page. Unsure? Leave.
10 · The rules

What survives every region

If you remember nothing else, remember these.

Bombs

  • Explosion and Self-Destruct are Normal — Magneton takes half; nobody is immune.
  • Lapras is the answer. Shell Armor: she cannot be critically hit.
  • Gens 3–4 halve your Defence too, so a critical bomb kills everyone else from full.
  • The survival line is 50%, not 100%.
  • Alakazam kills the Poison bombers first; he is never the body. Snorlax never.
  • Disable cannot pre-empt a bomb — it only blocks a move already used.

Pursuit

  • Double damage on the switch, 2× on Alakazam, and it cannot miss.
  • He stays in only against species that actually learn it.
  • Against every other Dark type he leaves.

Shed Shell, not Smoke Ball

  • Bag items are banned, so escaping a trap is a held-item problem.
  • Shed Shell (Gen 4+): switch out through any trap, wild or trainer.
  • Smoke Ball: flees a wild battle only. Inert against trainers.
  • Gen 3 has neither — there the lead rules are the whole defence.

Shadow Tag

  • It can only hurt you if you hit it. Counter and Mirror Coat return your damage.
  • Venusaur: Sleep Powder + Leech Seed, then never attack — passive damage triggers nothing.
  • Safeguard blocks sleep and burn, not Seed or Curse.

Mold Breaker

  • Gen 4+. Turboblaze and Teravolt are the same thing in Gen 5.
  • The game announces it on entry. From that moment, play the type chart only.
  • Thick Fat stops halving. Shell Armor stops blocking crits.
  • Three of your six lean on an ability.

Destiny Bond and Sturdy

  • Enemy used Destiny Bond this turn? Do not KO it this turn — status or switch.
  • Gen 5 Sturdy: an enemy at full HP survives one hit. Chip first.
  • Gen 5: a sleeping enemy's counter resets when it switches out.

Double battles

  • Party slots 1 and 2 are your pair. Set the order before the door.
  • Default: the zone’s lead plus Snorlax.
  • Best general pair: Gyarados + Snorlax — Intimidate drops both foes at once, and Earthquake passes under a Flying partner.
  • Your own spread moves hit your partner. Lapras never Surfs; Snorlax never quakes beside Magneton.
  • Alakazam is the worst pick here — two attackers focus the frail one.

Fighting

  • Alakazam ½, and he outspeeds every Fighting type. Venusaur ½ (Poison resists it; Grass does not). Gyarados ½.
  • Three resists and one killer — still not a wall. Snorlax, Magneton and Lapras all take it 2×.
  • Rock coverage is 2× on Gyarados; Dark, Bug or Ghost coverage takes Alakazam out.

Fighting vs Ground coverage

  • Fighting hits Steel, Ice, Normal, Rock, Dark. Ground hits Steel, Electric, Fire, Poison, Rock.
  • Ground answers things this team already resists.
  • Fighting answers Normal and Dark, which nothing else touches. Snorlax takes Fighting.

Steel before TM31

  • Most Steel bodies are Steel/Ground or Steel/Rock — 4× from Surf or Waterfall.
  • Until Brick Break arrives, Snorlax runs Strength or Shadow Ball.
  • Frail pure Steel dies to Snorlax's Normal STAB.
  • Never Magneton.

The seven TM numbers

  • TM13 Ice Beam · TM24 Thunderbolt · TM26 Earthquake · TM31 Brick Break
  • TM30 Shadow Ball · TM33 Reflect · TM44 Rest
  • Same numbers Gen 3 through Gen 5. Hunt these by number, everything else by name — Giga Drain stops being a TM in Gen 5.

Early leads must win, not flee

  • Early wilds outspeed you, so running is a coin flip until the Smoke Ball is on.
  • The lead is whoever survives being trapped and wins: Lapras, open or underground.
  • Abra and Magikarp are switch-ins, never leads, before 20.

Game Corner

  • TM24 Thunderbolt and TM13 Ice Beam are prizes in every game through Gen 4.
  • Gen 5 has no Game Corner and BoltBeam comes late — but every TM there is infinite.

Rest and evolution

  • Rest is TM44 in every generation. Snorlax has no evolution deadline.
  • Munchlax needs Friendship 220 on a level-up — set 255 in the editor and he evolves next level.
11 · Level caps

How high you may go, and when

The cap is the level of the strongest Pokémon the next checkpoint will field. You may sit exactly on it. You may never pass it until that checkpoint is beaten.

Why the cap is a defence, not a handicap. One-hit-KO moves fail outright against a target above the user's level, and land about 30% of the time at equal level. Being at the cap is what makes Fissure and Sheer Cold miss. Being under it is a death you chose.

The eight badges

Game12345678
LeafGreen1421242943434750
SoulSilver1317192531353441
Emerald1519242931334246
Platinum1422263237414450
Black/White1420232731353943

The League

Game1st2nd3rd4thLast
LeafGreen5456586063
SoulSilver4244464750
Emerald4951535558
Platinum5355575962
Black/White505254two fights follow the League back to back

Three things this table will do to you

  • Caps are not always rising. In one game the seventh checkpoint is a level lower than the sixth. If you level to the sixth cap you are over the seventh before you start. Read the next number, never the last one.
  • Two jumps are brutal. In the first game the cap goes 29 → 43 in one step, and in the third it goes 33 → 42. Those are grinds, and the team that walks in under-levelled is the team that loses somebody.
  • The League has no shops between fights. Every number in the second table is reached in one sitting, so the cap you arrive at is the cap you finish on.

After the credits

  • The second game has a whole second region afterwards: eight more gyms sitting between 50 and 60, and they are not in ascending order — check each one before you walk in. Its final optional fight caps at 88.
  • The third game hides an optional fight at 78.
  • The fifth game's post-game rematches jump to 73–77.
  • None of that is required. The run ends when the credits roll unless you say otherwise.

Where these came from

Nuzlocke University's hardcore level-cap tables, read September 2026. Checkpoint names, towns and characters are deliberately stripped — this half of the guide stays blind. The numbers are the highest-level Pokémon each boss fields.