- Pokédex No.
- 2637
- Caught
- Oct 1, 2020
- Messages
- 29
- Location
- California
- Nature
- Docile
- Pronouns
- He / Him
- Pokémon Type
- Grass
Hey there folks, GBB here, long time Nuzlocker, first time poster here on the Nuzlocke forums.
As many of you likely have noticed and will generally agree, 2020 was a trash-tier year. I don't think anyone could have expected 2020 to turn out the way it has, but personally in between work and having existential crises every few days, I got to thinking about the different flaws of Nuzlockes (yeah real productive there GBB), and decided to make my own spin on the Nuzlocke using my somewhat-limited game hacking knowledge. Before I get into the rules, however, I would like to briefly talk about what led me here.
Alright, with that all said and done, let's dive into it. Pokémon Red...start.
Starter roll: 1, so I must pick Bulbasaur as my starter.
Evolution rolls: None needed, as no Pokémon on my team have split evolutions.
Alright, we've barely begun and there's quite a bit to digest in my first-ever public run of my Sixlocke. Three fully evolved Pokémon right off the bat, as well as a Grass-type to deal with Brock, is obviously great to see going into the early game. But there are a few things that I have to keep in mind as the team makes its way through Red. For starters, Scyther may seem like a really good Pokémon to start with, and yes, the stats are very solid, but Scarlet leaves a lot of concern due to only learning Normal-type attacking moves for the ENTIRE game, which actually makes Scarlet more of a liability than an asset, especially since it faces stiff competition with Auburn as the premier physical attacker out of the team. Still then, this team has rather good coverage. Burgundy and Flame together make up part of the Fire-Water-Grass core, and while I don't have a Water-type and Flame can't evolve until Level 40 for some ungodly reason, Claret can learn lots of Water moves and Flame starts with Ember already, so this should be fine. Finally, Crimson is a little underwhelming, but early evolution is nice and is generally better than Pidgeot, in my opinion.
As is tradition, we take the Potion to go. Who knows how badly this may turn out.
I'm not entirely sure how to think about having Charmander be the rival's starter. On the one hand, it does very well against a third of my team...on the other hand, this is Red and it shouldn't be too hard to blast our way through. If worse comes to worse I think Auburn and Flame could probably handle it. But that won't really be too big a factor until midgame, so I'll worry about that later.
Considering the circumstances, Blue, I'd highly suggest you don't take me on. That being said I'll be happy to take the free experience for the slow-levelling Auburn.
Naturally it was something of a wipeout. Narrowly missed the 2HKO but only took 6 HP in damage. As expected, Auburn is a total sponge so these early game battles should be relatively easy for Auburn. We'll have to see how it continues to perform later on, though...
Yeah sorry about that Blue, except you're kind of an asshole so I don't feel bad for you.
Anyways with rival #1 out of the way we can quickly get through all the pre-game roadblocks. Honestly with how long the pre-game is in a lot of the newer games, although I am sworn that the later games are better than the earlier games, I can really appreciate how quick the pre-game is.
Picked up some Antidotes for the road ahead...don't want to get poisoned by a Weedle and die to overworld poison damage. I've lost many a Pokémon from not being prepared for that...
And then we went ahead into Viridian Forest right away and beat up on some Bug Catchers. Typically I like to try to get everyone up to Level 10 first before going into the second rival battle, just for safety, and I'll be doing the same here, even if I have 6 Pokémon in tow...
Crimson gets the first new move of the game with...Leer. Well, this is Gen I, so spectacular movepool gains are few and far between. Still, in the very worst case scenario, this could be useful against Brock...but I don't see that being very relevant.
And with a little bit of time, everyone is up to Level 10. Nothing really of note besides that Crimson and Flame were easy to level up on account of their STAB, and that Burgundy had to train on Route 1 because it literally can't hit anything for neutral damage except for Rattata and Pikachu. Obviously finding Pikachu in Viridian Forest is inconsistent, so...but! Fun fact: Burgundy is in the Medium Slow EXP group, which actually takes LESS EXP to level up compared to Pokémon in the Medium Fast EXP group...all the way until Level 46! Pretty cool. As a result, Burgundy was actually not too much of a pain to level up.
To illustrate this point, Burgundy gained 2 levels from fighting two Pokémon from the "light years" trainer in Pewter Gym.
Of course, now we have to take care of rival #2 before Brock. I know this is an optional fight, but honestly it's free real estate EXP and honestly why not take another opportunity to make Blue look bad?
Pidgey is easily dispatched by Auburn, who is looking to make it 2-for-2 against Blue. The 2HKO Tackle was nice; the last thing I need is to give Pidgey an opportunity to start using Sand-Attack.
And of course Auburn bowls over Charmander just as easily. Auburn easily takes a second W over Blue, and one has to wonder if Blue is suspicious of how I came to acquire this force of nature.
Sure.
Before taking on Brock, of course I needed to do a last little bit of training. Obviously Burgundy is my choice to lead, with 4x super effective Vine Whip. In the event that somehow that is not sufficient, Flame can back up with Ember, which may not be super effective but take advantage of Brock's Pokémon's weak Special.
Uh, Brock, I don't think you actually want to fight, trust me...
Yeah...this got out of hand for Brock really fast. Vine Whip OHKO's the Geodude...
...and after an ultimately meaningless Screech, Burgundy OHKO'd the Onix as well. That's about as easy of a Gym Battle as we can get to hope in this run...might as well savor it.
Burgundy even got a level-up and Wrap (complete with broken Gen I mechanics) as a little bonus.
Insert obligatory "I took you for granite" joke here. Also Bide is bad and I'm gonna sell this thing first thing next leg.
Crimson: So far, I haven't really done too much with Crimson just yet. Crimson was able to easily plow its way through thanks to a clear advantage over the Bug-types that infest Viridian Forest, but for the most part Crimson hasn't done anything I haven't been able to expect Crimson to do. It easily cleaned house in Viridian City, gained levels, but was left at Level 10 since it didn't really factor into my plans for Brock, as the best it could realistically do is provide Leer debuffs to help its team in the case that things really went south somehow. I was 99.9% sure that wasn't going to happen, and sure enough...in any case, I expect Crimson to shine a little more in the next leg of the run.
Burgundy: I'm really excited about this guy. Sure, its Defense could use some work, but it absolutely tore through the Pewter Gym like a hot knife through butter. Sure, training it wasn't easy - aside from Rattata, it wasn't able to hit anything even neutrally with Vine Whip. As a result, it was a bit much at times to do damage. However, Burgundy met expectations against Brock with two easy OHKO's against Brock's two Pokémon, pretty much as expected, and got Wrap as a nice little insurance move. Next time Burgundy is slated to be able to do even more, so I'm excited to see just how dominant Burgundy will be able to be once things get rolling towards the next Gym.
Claret: Obviously there's not a lot to get excited about with Claret yet, although considering the circumstances Claret still performed relatively well. Pound doesn't do much but at least Lovely Kiss keeps opposing Pokémon at bay, as 75% accuracy really isn't too bad compared to the alternative in the 60% accurate Hypnosis. Claret is far from being a superstar just yet, but much like with Burgundy, I see Claret starting to shine in the next leg once she nabs the Water Gun TM in Mt. Moon. Until then, however, Claret still has to keep up, and that's going to be tricky with the many trainers coming up in the next route, but as long as Lovely Kiss is accurate enough and her pitiful Defense isn't exploited too much, she should be fine.
Auburn: Definitely has the best stats, and even at the end of leg 01 this is very apparent. And in spite of only having Tackle in its starting moveset, it's a very powerful Tackle that has easily made a dent in the opponents it has had to face so far. That being said, the next leg is looking to be a little tricky; with no major TM's coming up for Auburn to use, it will have to continue using the fairly unreliable Tackle as its sole attacking move. As the opponents get tougher, I can see Auburn struggling a bit. I don't think this is a reason for any long-term concern, but it's going to see just how far this guy can go with only Tackle in its moveset.
Scarlet: I don't really know how to feel about this Scyther just yet. Having a decent crit rate is good and while it gets literally no coverage, its Normal type moves still hit pretty hard. Even with just Quick Attack, Scarlet has made some impressive strides. Still, until it levels up and gets Slash, Double-Edge, and later on even Hyper Beam, it's going to be pretty slow going once we get moving along. Even now, Scarlet is more along for the ride than anything else, not taking up a specific niche. We'll just have to see if the high Attack stat will be enough to keep it relevant. If not...it's going to be a long run for Scarlet.
Flame: Flame was the designated backup just in case a Gen I miss or some other providential act of Arceus kept Burgundy from defeating Brock on their own. Being stuck with only Ember as an attacking move was inconsequential for the first leg, as Viridian Forest bugs were completely helpless against it, and even a not-very-effective Ember would be relatively decent against Brock's Geodude and Onix due to their horrendous Special stat. Of course, that ultimately wasn't needed and Flame was able to sit on the sidelines as Burgundy led the team to victory. Next leg is a bit of a wash for Flame, considering we have a Water gym next, but I don't think they will struggle too much heading into the next leg.
Hey, thanks for reading! I apologize if I tend to go on and on in certain places... On that note, I'd appreciate any feedback or comments on the run! I'll try to update as frequently as possible. Probably at least once a week. Maybe. Anyways, GBB out, see you next time for leg 02, leading up to the Cerulean Gym!
As many of you likely have noticed and will generally agree, 2020 was a trash-tier year. I don't think anyone could have expected 2020 to turn out the way it has, but personally in between work and having existential crises every few days, I got to thinking about the different flaws of Nuzlockes (yeah real productive there GBB), and decided to make my own spin on the Nuzlocke using my somewhat-limited game hacking knowledge. Before I get into the rules, however, I would like to briefly talk about what led me here.
== BACKGROUND ==
With all the free time I had in the summer of 2020 I took to doing lots of Nuzlocke runs, and one thing that I noticed as I began my run is that most runs would feature the same key Pokémon. When I noticed this, I also came to think of the whole point behind Nuzlockes - taking your encounters as they came, using Pokémon that you got, rather than what you liked. But then, what stops someone from just boxing a Pokémon if you didn't want to use it? Or replacing a Pokémon with another better replacement? One thing that I really wanted to emphasize was being forced with the team you have - whether or not, from a teambuilding sense, it even makes any sense. I also wanted to have Pokémon that are rarely ever used in nuzlockes to have a chance of appearing.== WHAT THE HECK IS A STRIKESLOCKE SIXLOCKE? ==
Now, I'm the type who likes to fuss over single details, and I like to make rules consistent between runs, even across generations. I also like to try making things really hard on myself on purpose. Haha. That being said, the main rules of a Sixlocke are rather extensive, but I promise that the rules are important, and I'll reference them when certain decisions that are guided by the ruleset need to be made.1. At the beginning of the game, I will randomly generate a team of six Pokémon to make up my team. The generated Pokémon must be unevolved, non-legendary, non-mythical, not an Ultra Beast, not a duplicate of another Pokémon already on the team, and present in the game's regional Dex. (For example, a Charmander is legal in R/B/Y and G/S/C but not in R/S/E.) Like I said, this rule is specifically to allow for less commonly-used Pokémon in the game's regional Dex to be used in a nuzlocke.
2. No Pokémon besides the ones generated at the beginning of the game may be used in battle. Whenever a Pokémon faints, it is considered dead and cannot be used for the rest of the run. This will force me to use whoever I have for the whole game, whether it be trash or treasure, and without any additional encounters, keeping the team safe is paramount. I only have six Pokémon to take with me through the whole game. Yup.
3. Because team members are randomly generated and I cannot swap them out, wild Pokémon can be caught ONLY to use as HM users. These HM users do not occupy any slots, and may not participate in battle unless forced into battle, in which case it must switch or stall until it faints (only if switching is not possible). Basically a failsafe to prevent being unable to continue due to HM compatibility.
4. Battle rules: Set mode, no items in battle (held items are okay), level cannot exceed the highest level Pokémon of the next "boss", and no quality-of-life features that would otherwise be granted outside of link battles (i.e. Affection, Super Training, etc). Level cap increases by 2 for each of my Pokémon that has died. This is so I don't get too overlevelled, and things also stay fair, but so that I can still survive even if I have 1 or 2 Pokémon left.
5. Move rules: The following moves may not be used by any Pokémon during the duration of the run:
7. No glitches or exploits.
8. The run is completed if all trainers whose defeat causes a credits roll is defeated, including all rematches. For Pokémon Red, this is the Champion battle.
2. No Pokémon besides the ones generated at the beginning of the game may be used in battle. Whenever a Pokémon faints, it is considered dead and cannot be used for the rest of the run. This will force me to use whoever I have for the whole game, whether it be trash or treasure, and without any additional encounters, keeping the team safe is paramount. I only have six Pokémon to take with me through the whole game. Yup.
3. Because team members are randomly generated and I cannot swap them out, wild Pokémon can be caught ONLY to use as HM users. These HM users do not occupy any slots, and may not participate in battle unless forced into battle, in which case it must switch or stall until it faints (only if switching is not possible). Basically a failsafe to prevent being unable to continue due to HM compatibility.
4. Battle rules: Set mode, no items in battle (held items are okay), level cannot exceed the highest level Pokémon of the next "boss", and no quality-of-life features that would otherwise be granted outside of link battles (i.e. Affection, Super Training, etc). Level cap increases by 2 for each of my Pokémon that has died. This is so I don't get too overlevelled, and things also stay fair, but so that I can still survive even if I have 1 or 2 Pokémon left.
5. Move rules: The following moves may not be used by any Pokémon during the duration of the run:
- Any move that boosts evasion or is capable of boosting evasion. (Double Team, Acupressure, etc.)
- Any move that deals a one-hit KO. (Guillotine, Horn Drill, etc.)
- Sonicboom and Dragon Rage.
7. No glitches or exploits.
8. The run is completed if all trainers whose defeat causes a credits roll is defeated, including all rematches. For Pokémon Red, this is the Champion battle.
Alright, with that all said and done, let's dive into it. Pokémon Red...start.

Starter roll: 1, so I must pick Bulbasaur as my starter.
Evolution rolls: None needed, as no Pokémon on my team have split evolutions.
Alright, we've barely begun and there's quite a bit to digest in my first-ever public run of my Sixlocke. Three fully evolved Pokémon right off the bat, as well as a Grass-type to deal with Brock, is obviously great to see going into the early game. But there are a few things that I have to keep in mind as the team makes its way through Red. For starters, Scyther may seem like a really good Pokémon to start with, and yes, the stats are very solid, but Scarlet leaves a lot of concern due to only learning Normal-type attacking moves for the ENTIRE game, which actually makes Scarlet more of a liability than an asset, especially since it faces stiff competition with Auburn as the premier physical attacker out of the team. Still then, this team has rather good coverage. Burgundy and Flame together make up part of the Fire-Water-Grass core, and while I don't have a Water-type and Flame can't evolve until Level 40 for some ungodly reason, Claret can learn lots of Water moves and Flame starts with Ember already, so this should be fine. Finally, Crimson is a little underwhelming, but early evolution is nice and is generally better than Pidgeot, in my opinion.




















Picked up some Antidotes for the road ahead...don't want to get poisoned by a Weedle and die to overworld poison damage. I've lost many a Pokémon from not being prepared for that...

































Crimson: So far, I haven't really done too much with Crimson just yet. Crimson was able to easily plow its way through thanks to a clear advantage over the Bug-types that infest Viridian Forest, but for the most part Crimson hasn't done anything I haven't been able to expect Crimson to do. It easily cleaned house in Viridian City, gained levels, but was left at Level 10 since it didn't really factor into my plans for Brock, as the best it could realistically do is provide Leer debuffs to help its team in the case that things really went south somehow. I was 99.9% sure that wasn't going to happen, and sure enough...in any case, I expect Crimson to shine a little more in the next leg of the run.
Burgundy: I'm really excited about this guy. Sure, its Defense could use some work, but it absolutely tore through the Pewter Gym like a hot knife through butter. Sure, training it wasn't easy - aside from Rattata, it wasn't able to hit anything even neutrally with Vine Whip. As a result, it was a bit much at times to do damage. However, Burgundy met expectations against Brock with two easy OHKO's against Brock's two Pokémon, pretty much as expected, and got Wrap as a nice little insurance move. Next time Burgundy is slated to be able to do even more, so I'm excited to see just how dominant Burgundy will be able to be once things get rolling towards the next Gym.
Claret: Obviously there's not a lot to get excited about with Claret yet, although considering the circumstances Claret still performed relatively well. Pound doesn't do much but at least Lovely Kiss keeps opposing Pokémon at bay, as 75% accuracy really isn't too bad compared to the alternative in the 60% accurate Hypnosis. Claret is far from being a superstar just yet, but much like with Burgundy, I see Claret starting to shine in the next leg once she nabs the Water Gun TM in Mt. Moon. Until then, however, Claret still has to keep up, and that's going to be tricky with the many trainers coming up in the next route, but as long as Lovely Kiss is accurate enough and her pitiful Defense isn't exploited too much, she should be fine.
Auburn: Definitely has the best stats, and even at the end of leg 01 this is very apparent. And in spite of only having Tackle in its starting moveset, it's a very powerful Tackle that has easily made a dent in the opponents it has had to face so far. That being said, the next leg is looking to be a little tricky; with no major TM's coming up for Auburn to use, it will have to continue using the fairly unreliable Tackle as its sole attacking move. As the opponents get tougher, I can see Auburn struggling a bit. I don't think this is a reason for any long-term concern, but it's going to see just how far this guy can go with only Tackle in its moveset.
Scarlet: I don't really know how to feel about this Scyther just yet. Having a decent crit rate is good and while it gets literally no coverage, its Normal type moves still hit pretty hard. Even with just Quick Attack, Scarlet has made some impressive strides. Still, until it levels up and gets Slash, Double-Edge, and later on even Hyper Beam, it's going to be pretty slow going once we get moving along. Even now, Scarlet is more along for the ride than anything else, not taking up a specific niche. We'll just have to see if the high Attack stat will be enough to keep it relevant. If not...it's going to be a long run for Scarlet.
Flame: Flame was the designated backup just in case a Gen I miss or some other providential act of Arceus kept Burgundy from defeating Brock on their own. Being stuck with only Ember as an attacking move was inconsequential for the first leg, as Viridian Forest bugs were completely helpless against it, and even a not-very-effective Ember would be relatively decent against Brock's Geodude and Onix due to their horrendous Special stat. Of course, that ultimately wasn't needed and Flame was able to sit on the sidelines as Burgundy led the team to victory. Next leg is a bit of a wash for Flame, considering we have a Water gym next, but I don't think they will struggle too much heading into the next leg.
Hey, thanks for reading! I apologize if I tend to go on and on in certain places... On that note, I'd appreciate any feedback or comments on the run! I'll try to update as frequently as possible. Probably at least once a week. Maybe. Anyways, GBB out, see you next time for leg 02, leading up to the Cerulean Gym!
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