Challenge Run Generator

Assemble randomized constraint combinations with conflict checks and customizable difficulty limits.

CUMULATIVE DIFFICULTY
12(Challenging)
ACTIVE CLAUSES4
DOMAINS COVERED4
PEAK CONSTRAINT3/5
SEED REFERENCE#JIVI6J

ACTIVE CLAUSES

4 Modifiers Selected
#1TEAMDiff 3/5

Three-member team

Your party may never hold more than three Pokémon.

Incompatible with:solo, six-members
#2MOVESDiff 3/5

No TMs

No moves taught by TM, TR or HM, except HMs needed to progress.

#3CATCHINGDiff 3/5

First encounter only

You may catch only the first wild Pokémon you meet in each new area.

Incompatible with:no-catching
#4SURVIVALDiff 3/5

Fainted means released

A Pokémon that faints is out of the run: release it or box it for good.

DOMAIN ALLOCATION

CATCHING1 / 5
SURVIVAL1 / 1
FLAVOUR0 / 1
LEVELS0 / 3
BATTLE0 / 4
ITEMS0 / 6
TEAM1 / 11
MOVES1 / 4

COMPREHENSIVE RULE REPOSITORY

35 Rules in Catalog

Complete roster of restriction clauses available to the generator. Active conditions for this session are highlighted.

STATUSDOMAINCLAUSE NAMEREQUIREMENT DETAILSRATING
ACTIVECATCHINGFirst encounter onlyYou may catch only the first wild Pokémon you meet in each new area.3 / 5
ACTIVESURVIVALFainted means releasedA Pokémon that faints is out of the run: release it or box it for good.3 / 5
IDLEFLAVOURNickname everythingGive every Pokémon you catch a nickname.1 / 5
IDLECATCHINGDupes clauseIf an area's first encounter is a species you already caught, you may look for a different one.1 / 5
IDLECATCHINGShiny clauseA shiny Pokémon may always be caught, even outside the area rule.1 / 5
IDLELEVELSLevel capsNo Pokémon may be above the highest level on the next Gym Leader's team.3 / 5
IDLEBATTLESet battle styleSwitch the battle style option to Set: no free switch after the opponent's Pokémon faints.2 / 5
IDLEITEMSNo items in battleNo healing or battle items from the bag during battles.3 / 5
IDLEITEMSNo held itemsYour Pokémon may not hold items.2 / 5
IDLEITEMSNo Pokémon Center healingDo not heal at Pokémon Centers; use items, moves and resting at home only.4 / 5
IDLEITEMSLimited healingCarry at most five healing items at a time.3 / 5
IDLEITEMSNo shoppingNever buy items from a shop.3 / 5
IDLETEAMMonotypeEvery Pokémon on your team must share one type, picked at the start.3 / 5
IDLETEAMNo shared typesNo two team members may share a type.2 / 5
IDLETEAMSolo runBeat the game using only your first Pokémon.5 / 5
ACTIVETEAMThree-member teamYour party may never hold more than three Pokémon.3 / 5
IDLETEAMFull teamKeep six Pokémon in your party from the second Gym on.1 / 5
IDLETEAMStarter stays homeBox your starter as soon as you catch a second Pokémon.2 / 5
IDLETEAMNo legendariesLegendary and mythical Pokémon may not join the team.2 / 5
IDLETEAMNever evolveCancel every evolution.4 / 5
IDLETEAMEvolve right awayNever cancel an evolution.1 / 5
IDLETEAMNo tradingNo Pokémon obtained by trade.1 / 5
IDLETEAMRandom teamYour team is the six Pokémon the random generator picks for this game's regional dex.3 / 5
IDLECATCHINGNo catchingOnly gift Pokémon and your starter; no Poké Ball throws at all.5 / 5
IDLECATCHINGBasic Poké Balls onlyCatch only with plain Poké Balls.2 / 5
IDLELEVELSNo grindingDo not battle wild Pokémon just for experience.2 / 5
IDLELEVELSNo Exp. ShareTurn the Exp. Share off where the game allows it, and never hold one.2 / 5
ACTIVEMOVESNo TMsNo moves taught by TM, TR or HM, except HMs needed to progress.3 / 5
IDLEMOVESLevel-up moves onlyYour Pokémon may know only moves learned by level up.3 / 5
IDLEMOVESDamaging moves onlyNo status moves on any team member.2 / 5
IDLEMOVESTwo moves eachEach Pokémon may know at most two moves.4 / 5
IDLEBATTLENo runningYou may not run from wild battles.1 / 5
IDLEBATTLENo switchingNever switch Pokémon in battle except when one faints.3 / 5
IDLEITEMSNo RepelsRepels may not be used.1 / 5
IDLEBATTLENo gimmicksNo Mega Evolution, Z-Moves, Dynamax or Terastallization.1 / 5

RULES OF ENGAGEMENT

Conflict Resolution Engine

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.

Difficulty Rating Scales

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.

Reproducible Seeds

Every randomized combination generates an alphanumeric seed code. Share this code with peers to compare playthrough results under the identical set of conditions.