Three-member team
Your party may never hold more than three Pokémon.
Assemble randomized constraint combinations with conflict checks and customizable difficulty limits.
Your party may never hold more than three Pokémon.
No moves taught by TM, TR or HM, except HMs needed to progress.
You may catch only the first wild Pokémon you meet in each new area.
A Pokémon that faints is out of the run: release it or box it for good.
Complete roster of restriction clauses available to the generator. Active conditions for this session are highlighted.
| STATUS | DOMAIN | CLAUSE NAME | REQUIREMENT DETAILS | RATING |
|---|---|---|---|---|
| ACTIVE | CATCHING | First encounter only | You may catch only the first wild Pokémon you meet in each new area. | 3 / 5 |
| ACTIVE | SURVIVAL | Fainted means released | A Pokémon that faints is out of the run: release it or box it for good. | 3 / 5 |
| IDLE | FLAVOUR | Nickname everything | Give every Pokémon you catch a nickname. | 1 / 5 |
| IDLE | CATCHING | Dupes clause | If an area's first encounter is a species you already caught, you may look for a different one. | 1 / 5 |
| IDLE | CATCHING | Shiny clause | A shiny Pokémon may always be caught, even outside the area rule. | 1 / 5 |
| IDLE | LEVELS | Level caps | No Pokémon may be above the highest level on the next Gym Leader's team. | 3 / 5 |
| IDLE | BATTLE | Set battle style | Switch the battle style option to Set: no free switch after the opponent's Pokémon faints. | 2 / 5 |
| IDLE | ITEMS | No items in battle | No healing or battle items from the bag during battles. | 3 / 5 |
| IDLE | ITEMS | No held items | Your Pokémon may not hold items. | 2 / 5 |
| IDLE | ITEMS | No Pokémon Center healing | Do not heal at Pokémon Centers; use items, moves and resting at home only. | 4 / 5 |
| IDLE | ITEMS | Limited healing | Carry at most five healing items at a time. | 3 / 5 |
| IDLE | ITEMS | No shopping | Never buy items from a shop. | 3 / 5 |
| IDLE | TEAM | Monotype | Every Pokémon on your team must share one type, picked at the start. | 3 / 5 |
| IDLE | TEAM | No shared types | No two team members may share a type. | 2 / 5 |
| IDLE | TEAM | Solo run | Beat the game using only your first Pokémon. | 5 / 5 |
| ACTIVE | TEAM | Three-member team | Your party may never hold more than three Pokémon. | 3 / 5 |
| IDLE | TEAM | Full team | Keep six Pokémon in your party from the second Gym on. | 1 / 5 |
| IDLE | TEAM | Starter stays home | Box your starter as soon as you catch a second Pokémon. | 2 / 5 |
| IDLE | TEAM | No legendaries | Legendary and mythical Pokémon may not join the team. | 2 / 5 |
| IDLE | TEAM | Never evolve | Cancel every evolution. | 4 / 5 |
| IDLE | TEAM | Evolve right away | Never cancel an evolution. | 1 / 5 |
| IDLE | TEAM | No trading | No Pokémon obtained by trade. | 1 / 5 |
| IDLE | TEAM | Random team | Your team is the six Pokémon the random generator picks for this game's regional dex. | 3 / 5 |
| IDLE | CATCHING | No catching | Only gift Pokémon and your starter; no Poké Ball throws at all. | 5 / 5 |
| IDLE | CATCHING | Basic Poké Balls only | Catch only with plain Poké Balls. | 2 / 5 |
| IDLE | LEVELS | No grinding | Do not battle wild Pokémon just for experience. | 2 / 5 |
| IDLE | LEVELS | No Exp. Share | Turn the Exp. Share off where the game allows it, and never hold one. | 2 / 5 |
| ACTIVE | MOVES | No TMs | No moves taught by TM, TR or HM, except HMs needed to progress. | 3 / 5 |
| IDLE | MOVES | Level-up moves only | Your Pokémon may know only moves learned by level up. | 3 / 5 |
| IDLE | MOVES | Damaging moves only | No status moves on any team member. | 2 / 5 |
| IDLE | MOVES | Two moves each | Each Pokémon may know at most two moves. | 4 / 5 |
| IDLE | BATTLE | No running | You may not run from wild battles. | 1 / 5 |
| IDLE | BATTLE | No switching | Never switch Pokémon in battle except when one faints. | 3 / 5 |
| IDLE | ITEMS | No Repels | Repels may not be used. | 1 / 5 |
| IDLE | BATTLE | No gimmicks | No Mega Evolution, Z-Moves, Dynamax or Terastallization. | 1 / 5 |
Mutually exclusive rules cannot be chosen together. If a catch limitation like Solo Run is picked, duplicate-species clauses and party expansions are eliminated from the rolling pool.
Each clause carries a difficulty weighting from 1 (QoL / mild flavor) to 5 (extreme restrictions such as zero catches). The overall rating reflects average and peak constraints combined.
Every randomized combination generates an alphanumeric seed code. Share this code with peers to compare playthrough results under the identical set of conditions.