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.
Hard Counter Lookup
You just met something — who leaves, and who goes in.
Companion to the Genlocke Field Manual, for a run where one team of six is carried through LeafGreen, SoulSilver, Emerald, Platinum and Black/White — and none of them may ever faint.
This is a lookup, not a read. Search the species you are staring at, or tap a threat tag to see every bomber, every one-hit-KO user, everything that traps you. Each card shows the same six slots in the same order: red means keep that one out, green means send it, dark green is the answer, and a dark red slot cannot leave once it is in.
This page names Pokémon, so it spoils what you will meet. The Field Manual is the spoiler-free half. No trainer names and no boss rosters either way.
v19, 2026-09-20 — Alakazam replaces Gengar. A companion to the Genlocke Field Manual, for a run where one team of six is carried through five games and none of them may ever faint.
This page is the lookup: you just met something — which of your six leaves, and who replaces them. Search the species, or tap a threat tag. It is not meant to be read front to back.
It does name Pokémon, so it spoils what you will meet. The Field Manual is the spoiler-free half. No trainer names and no boss rosters — the blind run stays blind.
Every instruction here is about which of YOUR six is on the field. None of it ever means avoid the fight, skip the trainer or leave the building. You always fight. The only question this page answers is who is standing there when you do.
Not found? Search the type instead: Electric · Fighting · Dark · Bomber · Psychic · Ice · Fire · Ground. If it has two types, find its species row — the archetype rows are for single types.
A game tag means you can meet it there (wild or on a trainer), not that you can catch it. Hidden abilities do not exist in normal Gen 4–5 play; a hidden-only threat is not a threat.
Codes SNOR Snorlax · MAGN Magneton · LAPR Lapras · VENU Venusaur · GYAR Gyarados · ALAK Alakazam Games LG · SS · EM · PT · BW · BW-post (Black/White after the League) · (B)/(W) version-locked
Every card shows the same six slots, in the same order — SNOR MAGN LAPR VENU GYAR ALAK. You are not reading a list, you are checking a position. Two things are encoded, and they are deliberately kept on separate channels:
Colour is the whole legend. Darker means "more so" — the same way conditional formatting works in a spreadsheet.
| What you see | What it means |
|---|---|
| Dark green | Send this one. Safe and it can hurt the thing. The primary answer. |
| Light green | Safe — it resists or is immune — but it is a fallback, not the answer. |
| Grey | Nothing much happens either way. Fine in, fine out, not useful. |
| Light red | Keep it out. It can die here. |
| Dark red | Keep it out, and it cannot leave once it is in. The species carries a trapping move, or it carries Pursuit and this one cannot afford the toll. |
A light green slot means "fine, but it cannot do damage" — a real category, not an omission. A mode badge appears next to the name only when the default (send the dark green, switch freely) does not apply:
| Mode | What changes |
|---|---|
| STUCK IF IN | If a red-slot Pokémon is already on the field, it stays — this species punishes the switch itself. Applies to the red slots only. |
| STATUS ONLY | Attacking is what kills you. Status or passive damage only. Applies to whoever is in, not to a particular slot. |
| NO SPECIALS | Physical moves only. Applies to whoever is in. |
| ONE TURN | Go in if you must, leave within a turn. Applies to the red slots. |
| IF UNDER 40 HP | The red slots are red only while they are at or below 40 current HP. Fixed damage — heal and they are all safe. |
Tags NO EXIT a trapping move/ability, or Pursuit by level-up — checked per row, never assumed from the Dark type · ROCK carries Rock Slide/Stone Edge — see Trap 1 · BOMB · OHKO · PRIORITY · MOLD your ability is off · SLEEP · FREEZE · STURDY · BULK FAILS fixed damage or crits 🔴 dies this turn · 🟡 dies if you stay · ⚪ costs turns, not lives
The rule every row obeys
A switch-in is chosen against the threat's COVERAGE, not its type. A Dark type with Thunder Fang kills Gyarados. A Fighting type with Dark Pulse kills Alakazam. A Ground type with Rock Slide kills both. "Resists its STAB" is not "safe". Every IN cell below was checked against that species' real movepool.
Sorted by severity, then name. KEEP OUT and SEND are codes; everything else is in Watch for.
How the bomber data was checked (v14). The roster is built from structured PokéAPI learnset, move and encounter JSON by Scripts/fetch_exploders.py and Scripts/bomber_full.py — no prose summaries anywhere in the chain. That matters: an earlier version of this page claimed these categories were "checked complete" on the strength of Bulbapedia move pages read through a summariser, and the summariser was silently truncating long tables to about ten rows. It missed two thirds of the exploders, including Drifloon, Solrock, Ferrothorn and the whole Roggenrola line. Anything sourced that way has been re-derived. Categories still checked only the old way — Mean Look, Spore, the OHKO moves, Perish Song, Destiny Bond — should be treated as probably complete, not verified.
Legendaries are deliberately absent. They are scripted one-off fights you enter with a fresh save and full preparation — the opposite of the mid-route lookup this page is for — and listing them would spoil where they appear.
Harmless-looking Normal types that carry Dark moves. Nothing on the team is immune to Normal any more, and for ALAK a Bite is 2×. Before he stays in against anything Normal, assume Bite, Pursuit or Sucker Punch until the fight proves otherwise: Rattata/Raticate (five Dark moves, own row), Sentret/Furret (Sucker Punch 31/36), Meowth/Persian (Bite, Night Slash), Zigzagoon/Linoone, Sudowoodo (Sucker Punch), Ursaring, Stoutland, Watchog, Bouffalant. Only Raticate and Furret punish the switch itself; the rest just hit him.
Version-locked in Black/White: Heracross and Houndour are Black-side; Pinsir, Misdreavus, Paras, Machop, Rhyhorn, Aron, Gastly, Magnemite, Chansey, Seedot, Corphish and Trapinch are White-side, mostly via White Forest.
Not wild-catchable in Emerald despite being Kanto staples: Diglett, Dugtrio, Paras, Parasect, Mankey, Primeape, Onix, Steelix, Scyther, Chansey. A trainer may still field one.
Bombers — the complete picture
Every level-up exploder, in every game, at the level it gains the bomb: 89 species-game encounters, 25 species. Generated by Scripts/bomber_full.py from structured data, and modelling the Gen 3–4 Defence halving, crits at ×2, Lapras's Shell Armor (she cannot be critically hit), and the real four-move window a wild Pokémon actually knows.
| Phase | Encounters | It never gets a turn | A crit-safe body exists | Unsolved |
|---|---|---|---|---|
| Early/mid, lv1–29 | 51 | 28 | 19 | 4 |
| Mid/late, lv30–44 | 16 | 10 | 6 | 0 |
| Late, lv45+ | 22 | 8 | 5 | 9 |
| Total | 89 | 46 (52%) | 30 (34%) | 13 (15%) |
Across the 67 early and mid encounters the only gap is a trainer's Forretress (the four early "unsolved" are its Self-Destruct, known from level 1 — see its row). Twenty-two of the 89 never get a turn because ALAK outspeeds and one-shots them: the Koffing and Weezing lines in every game, Geodude, Seedot and Trubbish.
The protocol, in order
1. Can someone outspeed and guarantee the kill? Then nothing else matters — it never acts. This covers the entire Geodude line (LAPR and VENU are both 4× on Rock/Ground). 2. Otherwise put LAPR in. Crit-safe in 66 of 89, because Shell Armor means she cannot be critically hit at all — "survives a crit" collapses into "survives a normal hit," on 130 base HP. 3. ALAK for the Poison bombers only — Koffing, Weezing, Trubbish, Garbodor. He outspeeds them and Psychic one-shots them before they move. Against anything else that explodes he is never on the field. 4. MAGN for the Bug/Steel bombers — Steel halves the Normal blast. Never in a cave: Ground is 4× on him and Electric does nothing to Rock/Ground. 5. SNOR never eats a bomb. 135 HP on 40 Defence, halved in Gens 3–4. A lv19 Koffing's Self-Destruct is 114% of Munchlax. He is the worst bomb body you own, not the best.
Who is crit-safe, by phase
| early/mid | mid/late | late | |
|---|---|---|---|
| LAPR | 37 | 16 | 13 |
| MAGN | 8 | 12 | 7 |
| SNOR | 9 | 4 | 4 |
| GYAR | 3 | 2 | 3 |
| VENU | — | 4 | 2 |
ALAK is never in this table and never will be — 55 HP, no immunity, and every bomb is a crit-kill on him. His entry in the bomber story is the row above the table: the ones that never get a turn.
The four with no crit-safe body
| Species | Games | Level | What to actually do |
|---|---|---|---|
| Solrock | LG EM SS PT | 49–56 | No clean answer. GYAR leads: Intimidate cuts its blast by a third, and two Waterfalls kill it. ALAK's Psychic is ½ on it. Wild in three games — Repel past it. |
| Drifblim | SS PT | 51 | MAGN one-shots it but moves second. GYAR outspeeds and two-shots. Manageable, not clean. |
| Skuntank | SS PT | 52 | No answer. Only ALAK outspeeds it and Psychic does nothing to a Dark body; Flamethrower kills MAGN. Trainer-only — full HP on GYAR or LAPR and accept the blast. |
| Gigalith | BW | 55 | Trainer only, so you see it coming. MAGN at full HP, two turns. |
In Black/White the bomb no longer halves Defence, which is why the BW Solrock, Drifblim and Skuntank are not in this table.
Six of those nine instances are trainer-only; the three wild ones are Solrock in Emerald, SoulSilver and Platinum. And these are not 6% crit risks: a lv49 Solrock's Explosion is 121% of Lapras with no crit at all. The rule for all four is never let them detonate, not pick a sponge.
What does not explode
Verified from structured learnset data, not memory:
- Bronzor, Snorunt and Numel never learn Explosion or Self-Destruct in any of the five games, by any method. Their BOMB tags were fiction and are gone.
- Bronzong, Metagross, Metang, Cloyster, Glalie and Camerupt learn it only by TM or tutor, never by level-up — so a wild one can never bomb you. Only a trainer's might.
Two things typing does not cover
Aftermath (Drifloon line) fires on a contact KO — finish those with Thunderbolt, Surf or Psychic rather than a contact move. Destiny Bond takes your Pokémon with it regardless of typing.
Where the team is thin
Scripts/team_gaps.py runs all 649 Gen 1–5 species against the six by STAB typing, abilities included. 71 species have no body that resists both their STABs. Most of those still have four or five neutral bodies with real bulk behind them, which is why they are not on the index. The ones worth knowing by shape:
| Typing | Neutral bodies | What actually happens |
|---|---|---|
| Fire/Rock | SNOR, ALAK | The only true two-body gap. SNOR walls it (Thick Fat); LAPR and GYAR hit it 4× but take Rock 2× back. |
| Rock/Ground | SNOR, VENU, ALAK | Five of six hit it 2–4× and it is slow: LAPR or VENU deletes it before it moves. See the Geodude and Rhyhorn rows. |
| Dark/Fighting, Dark/Fire, Poison/Fighting, Ground/Electric | two or three | Each has its own row (Scrafty, Houndoom, Toxicroak, Stunfisk). One answer each; know it before the fight. |
| Fire/Flying | SNOR, LAPR, GYAR, ALAK | No resist to both halves, but GYAR halves the Fire and Waterfall is a one- or two-shot. He must be above 60% when it comes out — it outspeeds him and Air Slash flinches. Chipped, LAPR instead: nothing it owns is over 35% of her. |
| Rock/Water, Ice/Ground, Ground/Flying, Ground/Psychic, Ground/Dark, Ground/Ghost, Grass/Ground | four | Rows exist for the ones that carry a trap or a bomb. Otherwise VENU (Grass 4× on the Rock/Water and Ground/Rock ones) or LAPR. |
| Water/Flying, Water/Psychic, Water/Dark, Water/Poison, Poison/Ground, Ground/Dragon | five or six | Nothing on the team resists them and nothing on the team is threatened by them. These are grinds, not dangers — SNOR or LAPR and patience. Ground/Dragon: only LAPR and GYAR hit it 2×. |
| Water/Dragon | all six | Nobody resists it and nobody hits it super-effectively. The one typing that counters the whole team. LAPR walls it anyway (46% worst case, no crit); see the Kingdra row. |
The lesson is not a seventh Pokémon. It is that the six have exactly one job each in these fights, and the HP floor rule (below) is what turns a four-neutral matchup into a safe one.
Standing rules the rows assume
- HP floor. Nothing enters a new opponent below 60%. If it drops there mid-fight, switch it out on a resist turn even at a tempo cost. This is the most likely real death for this team: a Pokémon at 40% in the middle of a six-mon fight, unable to switch or heal, eating a high roll.
- OHKO moves fail when the user is below the target's level, and sit near 30% at equal level. Being at the cap — not under it — is the defence. Nothing on the team is immune to any of them; nothing resists Sheer Cold.
- Shed Shell on
MAGNandSNORfrom SoulSilver on. It lets the holder switch out through any trap, wild or trainer. It does not exist in Gen 3. - Set mode gives no free switch after a KO. Whatever is in stays in as the next Pokémon comes out. You can still switch on your own next turn — it just costs you that turn and hands the newcomer a free hit, which is exactly the tempo you cannot spare. The bomb-eater, the ace answer, the resist — all of it has to be on the field before the KO.
- Gen 5: Volt Switch and U-turn. The AI pivots for free every turn; you cannot. Never enter on a predicted matchup in BW — enter on what is actually in front of you.
- Crits are 2× in these games and ignore Curse and Intimidate.
LAPR's Shell Armor is the team's only structural defence. ALAKis a one-turn answer. He never enters a Bug, Ghost or Dark type, never a bomber he cannot one-shot, and leaves the moment one of those moves shows on anything else. If a row does not say he kills in one, he does not go in.- Fixed damage keys off CURRENT HP. Dragon Rage 40, SonicBoom 20. Heal before any route with known users.
Three traps the table cannot hold
1 · Rock Slide (ROCK). Most Ground types carry Rock Slide or Stone Edge specifically to hit the Flying and Water switch-ins you are about to send. GYAR and LAPR are both 2× Rock. Never send either into a Ground or Rock species until you have seen its moves. Default to SNOR or VENU. Ground immunity is worthless if the move is Rock Slide, and the 30% flinch means the second one lands before you can leave.
2 · Gen 3 has no escape from a trainer-battle trap. A Smoke Ball only ever lets you flee a wild battle — inert against trainers in every generation — and the Shed Shell does not exist before Gen 4. So in LeafGreen and Emerald, being trapped by Mean Look or Arena Trap in a trainer fight is unsurvivable unless you win it. The lead rules are the entire defence there.
3 · Double battles. Emerald has mandatory ones; BW has doubles, triples and rotations, and a few fights pair you with an AI partner you do not control. Party slots 1 and 2 are your pair — set the order before the door. "ALL − LAPR" is unplayable when you must field two.
Default pair: the zone's lead + SNOR. The strongest general pair is GYAR + SNOR — Intimidate drops both opponents' Attack at once, and SNOR's Earthquake passes harmlessly under a Flying partner. Against confirmed bombers, LAPR + GYAR — and she never Surfs beside him.
Your own spread moves hit your partner. LAPR never Surfs in a double. SNOR never quakes beside MAGN (4×). Never MAGN + LAPR (one enemy Electric move hits both). This is the most likely way a careful run kills its own Pokémon.
ALAK is the worst pick here. Two attackers focus the frailest thing you own and he cannot switch away in time. He sits a double out unless both things opposite are ones he one-shots. Set mode still applies — pick the pair for the whole team, not just the first two.
Time-wasters, not threats
The ⚪ rows at the bottom of the index. Nothing dies, but "walk away" is not an option against a trainer — no bag items means no Ethers, and a stall ends in Struggle recoil. Kill them slowly with the strongest neutral hitter.
Start here — by type
Single-typed threats. Two types? Search the species. The edge colour here is about you, not the threat — green means the six cover that type well, amber means your options are thin. The six slots read the same as everywhere else.
Fighting type
Dark type
STUCK IF IN. Verified 2026-09-18: only a minority of Dark types learn Pursuit by level and can punish the switch — Umbreon, Murkrow/Honchkrow, Absol, Spiritomb, Purrloin/Liepard, Zorua/Zoroark. The rest — Poochyena/Mightyena, Sneasel/Weavile, Sableye, Houndour/Houndoom, Pawniard/Bisharp, Scraggy/Scrafty, Stunky/Skuntank, Corphish/Crawdaunt, Deino, Vullaby/Mandibuzz — do not. Fire or Electric coverage is common: Houndoom and Krookodile have rows.Bomber type
Psychic type
Ice type
FREEZE — Thick Fat does not prevent it; only LAPR is immune. Ice/Ground (Swinub line) kills MAGN. Beartic has Aqua Jet priority.Fire type
Ground type
ROCK — most carry Rock Slide or Stone Edge for the Flying/Water switch-in. LAPR and GYAR never enter unscouted. Ground/Flying (Gligar): VENU out too. GYAR is the only Ground-immune body on the team.The index
Amoonguss / Foongus
Archen / Archeops
Bisharp / Pawniard
Breloom / Shroomish
Camerupt / Numel
Claydol / Baltoy
Cofagrigus / Yamask
Cryogonal
Darmanitan / Darumaka
Diglett / Dugtrio
Donphan / Phanpy
Dratini / Dragonair / Dragonite
Drifloon / Drifblim
Ekans / Arbok
Electabuzz / Elekid / Electivire
Electrode / Voltorb
Emolga
Excadrill / Drilbur
Ferroseed / Ferrothorn
Forretress / Pineco
Garbodor / Trubbish
Garchomp / Gible / Gabite
Gastly / Haunter / Gengar (enemy)
Geodude / Graveler / Golem
Glalie / Snorunt
Gligar / Gliscor
Haxorus / Axew / Fraxure
Heracross
Hippowdon / Hippopotas
Hitmonchan
Hitmonlee / Hitmontop
Honchkrow / Murkrow
Houndour / Houndoom
Koffing / Weezing
Krookodile / Sandile / Krokorok
Lilligant / Petilil
Litwick / Lampent / Chandelure
Lucario / Riolu
Lunatone
Machop / Machoke / Machamp
Magnemite / Magneton / Magnezone
Marowak / Cubone
Medicham / Meditite
Misdreavus / Mismagius
Nosepass
Onix
Paras / Parasect
Pinsir
Probopass
Purrloin / Liepard
Rampardos / Cranidos
Rattata / Raticate
Reuniclus / Solosis / Duosion
Rhyhorn / Rhydon / Rhyperior
Roggenrola / Boldore / Gigalith
Scizor / Scyther
Scrafty / Scraggy
Sealeo / Spheal / Walrein
Seel / Dewgong
Sigilyph
Skuntank / Stunky
Smoochum / Jynx
Sneasel / Weavile
Solrock
Steelix
Stunfisk
Togekiss / Togepi / Togetic
Toxicroak / Croagunk
Trapinch / Vibrava / Flygon
Whiscash / Barboach
Wobbuffet / Wynaut
Zebstrika / Blitzle
Zoroark / Zorua
Absol
Aerodactyl
Aron / Lairon / Aggron
Bronzor / Bronzong
Cloyster / Shellder
Crawdaunt / Corphish
Crobat / Zubat / Golbat
Dusclops / Duskull / Dusknoir
Galvantula / Joltik
Girafarig
Goldeen / Seaking
Gyarados (enemy)
Jellicent / Frillish
Kangaskhan
Kingdra / Horsea / Seadra
Kingler / Krabby
Metagross / Beldum / Metang
Miltank
Sableye
Slaking / Slakoth / Vigoroth
Spiritomb
Umbreon
Bastiodon / Shieldon
Chansey / Blissey
Seedot
Shuckle
Tangela / Tangrowth
. Built from Hard Counters.md — the page cannot disagree with the file. No trainer names, no boss rosters. Icons and text original; no Nintendo assets.