Pokémon Emerald ut

Your emerald cut for controlled chaos

A customizable, randomized Emerald romhack that skips most of the story to deliver the fairest battles possible and keep the focus on good progression.

What is this?

A 2-in-1 experience:

  1. A romhack built on pokeemerald-expansion (Pokémon through Gen 9, plus Megas). It cuts the story down to the essentials and adds plenty of quality-of-life, keeping the focus on fair progression, economy and battles. Most of the overworld is reworked so every non-boss trainer is optional and guards a reward. Only boss trainers are required to advance the story.
  2. A balanced randomizer that ships with full documentation for every run, and those docs double as a built-in nuzlocke tracker. The randomization is tuned for a progression that feels good: Pokémon that haven't lost their soul, but enough change to keep every run worth replaying. A randomizer for controlled chaos.

Play it straight, nuzlocke it or soul-link it. Difficulty is fully customizable, so play it however you want.

What's in the future?
  • Hackdex support.
  • Highly customizable settings. This will be my main focus: getting as many things in the randomizer as possible to be customizable, so people can create their own themes.
  • Smarter rating, smarter teams. Polishing after more playthroughs.
  • Community requests.

Configure your run

Set up your randomization options, then generate a session bundle to send to the server.

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Features

Two things in one: a quality-of-life romhack and a balanced randomizer, each with self-contained, per-run docs.

  • Generated docs for every run, with a built-in nuzlocke tracker.
  • Three ready-made presets: Default, Nuzlocke and Soul-Link.
  • Automatic leveling to each cap, with no EXP management and no grinding.
  • All non-branching evolutions are level-based. Evolution candy and evolution stones are key items; branching evolutions require a specific level plus a stone.
  • Pokémon are fully healed after every fight, and consumable items are returned afterwards.
  • EVs removed entirely.
  • Most non-critical story events are removed and the storyline is simplified so you don't waste time. Most text is trimmed to quick lines.
  • Only boss battles are required to progress. Non-boss battles are optional and grant resources or access to wild Pokémon.
  • Predictable wild encounters: each wild zone holds a single Pokémon, guarded by a trainer who carries that same Pokémon.
  • A meaningful economy built around buying optimization items.
  • Shiny status untied from luck: any Pokémon with an IV total of at least 150 is shiny (~0.4%). Your starter is guaranteed 150+ IVs, and static encounters guarantee 3 perfect IVs.
  • Every battle is 6-vs-6.
  • Start the game with 9 Pokémon in your box, automatically balanced for progression.
  • Every boss battle grants a reward (sometimes more).
  • Multiple-choice item rewards: Choice Scarf, Choice Specs or Choice Band? Choose wisely. You only get one. (Don't worry: enemy trainers only get one too.)
  • Easy move relearning.
  • HMs aren't needed for most of the game.
  • Pokémon are randomized by a mutating algorithm: by default they stay as in the original (updated) games, but a share of them receive mutations to stats, typing, learnsets and/or abilities. Mutations carry across evolutions. Customizable: by default, each Pokémon has a 20% chance to mutate.
  • Mutations stay coherent within a family: changes propagate down the evolution line and decay gently, so a line still feels like one line.
  • Every Pokémon is assigned a tier, keeping balance and progression sane across all the interlocking systems. For example, if a Pokémon mutates to 20 Attack its expected quality is re-evaluated; or if Roost is available this run and a defensive mon like Skarmory can learn it, it counts as higher quality. The further you progress, the higher-quality the Pokémon you (and enemy trainers) can use.
  • A full 10-tier competitive ladder under the hood (MAGIKARP → ZU → PU → NU → RU → UU → OU → UBERS → LEGEND → AG), with every Pokémon re-rated at each level cap, so "quality" always tracks where you are in the run.
  • Each run rebuilds every Pokémon's TM compatibility around that run's actual TM pool (favouring same-type moves), so the randomized TMs are always useful to someone.
  • Item rewards, including TMs, are shuffled and balanced to aid progression, based on TM quality.
  • Enemy trainers build their teams only from Pokémon of qualities the player can already access, and use only the items and TMs the player can access. Only bosses sit a small step ahead.
  • Enemy trainers play by the same rules as the player: they never use an evolution that can't be obtained at their level.
  • Enemy trainers behave like real team-builders: no two Pokémon from the same family, gym-specific restrictions (mono-type, no repeated types, signature abilities), solid movesets, and hazard-setters leading up front.
  • Customizable difficulty for enemy Pokémon quality. By default (fair), bosses field the expected quality for that point in the game and non-bosses are slightly weaker. The slider controls how many trainers get an upgraded quality. For example, at +6 every trainer fields a +1-quality team (an all-RU team becomes all-UU).
  • The rival uses Pokémon from routes you've visited, carrying over and upgrading their team at each encounter. The same goes for Wally, and other recurring trainers carry some Pokémon into their next fight.
  • Evolution levels are adjusted automatically based on Pokémon quality. Non-branching item evolutions are removed.
  • Every obtainable Pokémon with a Mega has its Mega Stone placed somewhere in the world.
  • Static encounters are randomized at the three Regi caves and New Mauville. At Sky Pillar you choose from three legendary-quality Pokémon.
  • Two gyms have a random type, and two Elite Four members have a random type.
  • Gym leaders try to use their favourite Pokémon :)
  • Your three starters always form a type triangle (each beats the next), and your 9-Pokémon starting box is tier-curated for a smooth early game.
  • Nuzlocke runs are a set of ROMs that share the same universe of mutations and trainers but differ in encounters: when one ROM is lost, you open the next. Customizable.
  • In Soul-Link / shared runs, trainers and their rewards are deterministically identical across every player's ROM. Customizable.
  • Difficulty is a 13-step slider (not just easy/fair/hard), and it also scales how many items enemy trainers carry.
  • A single self-contained file per ROM: works 100% offline with zero network requests, every sprite and font embedded (~5.5 MB).
  • Seven tabs: Encounters, Trainers, PC, Mail, Pokédex, Moves and Abilities.
  • Encounters: a route-by-route wild list with BOSS REWARD / STATIC / LEGENDARY badges and built-in nuzlocke controls. Mark each encounter as captured, delayed or fainted, with live colour states.
  • Trainers: each trainer's full team, with sprite, held item, ability, nature, moveset, level, location and rewards. Bosses are badged; tick them off as you beat them (and optionally view teams in true in-game battle order).
  • PC: a scrollable grid of your caught Pokémon with an Available ↔ Fainted toggle (fainted mons shown in black and white).
  • Mail: a level-cap-driven inbox. As you beat bosses, it surfaces newly unlocked static encounters, available evolutions, and newly learnable level-up / TM moves for the Pokémon in your box.
  • Pokédex: every Pokémon with sprite, types, abilities (with tooltips) and a full stat block showing buffs/nerfs vs. the original game, plus a tier badge and role. Deep filtering by search, sort, scope, evolution stage, change type, type and tier.
  • Per-Pokémon detail: full learnset, this run's teachable TMs (new ones starred, plus a "no TM this run" note), evolution tree, and how that Pokémon relates to your box.
  • Moves: every move with its in-game description, type/category, power/accuracy/PP, a TM## badge and exactly where to get that TM in the world (route + trainer), plus a "TMs only" view sorted by TM number.
  • Abilities: every ability with its description and mechanic flags (breakable, can't be copied / suppressed / swapped, etc.).
  • Each run's doc keeps its own progress: nuzlocke state, filters and reading position are saved per run (by seed + player + ROM), so multiple runs never collide in the same browser.

Settings

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