Both players start a comparable run
You play the same version or a matching game pair in parallel. The key is not perfection, but that areas and progress remain meaningfully comparable.
What is a Pokemon Soul Link? This page explains the core rules, common house rules, frequent dispute points, and which decisions you actually need to settle before the first run.
A Soul Link is a Pokemon challenge for two players built on top of Nuzlocke rules. Both play in parallel, usually catch one Pokemon per area, and link those catches together. If one dies, the other player also loses the partner Pokemon. That shared dependency is what makes a Soul Link harder, messier, and much more demanding to organize than a normal Nuzlocke.
Not an official mode, but a community challenge.
It is usually played with two people and builds on Nuzlocke basics.
Pokemon from the same area are linked into a fixed pair.
If one dies, the partner Pokemon on the other side dies too.
You need to plan together, not just play well individually.
You play the same version or a matching game pair in parallel. The key is not perfection, but that areas and progress remain meaningfully comparable.
Like in a Nuzlocke, most groups count only one encounter per area. The two catches from the same location are then linked immediately.
Link pairs are not created once and then forgotten. They affect team choice, box state, backup options, and every later risk decision.
When one Pokemon falls, you do not just lose one slot. The partner side loses a Pokemon too, which instantly changes the full run plan.
Player A catches a Pidgey on Route 1. Player B catches a Sentret there. That pair now belongs together. If the Pidgey later dies in a gym battle, Sentret must also be removed immediately. The rule itself is simple. The difficulty comes from the fact that such losses do not only affect one battle, but the whole team structure.
In a normal Nuzlocke, you only carry the consequences of your own mistakes. In a Soul Link, one mistake often hits two teams immediately. That raises not only the difficulty, but especially the organizational load.
You need to apply the same rules, know the same route state, document pairs cleanly, and make strategic decisions together. That is why Soul Link is not just a co-op Nuzlocke, but a format that depends much more on structure.
Usually only the first Pokemon you meet in an area counts. If it flees or gets knocked out, that location is normally spent.
If a Pokemon drops to 0 HP, it is considered dead and may no longer be used. Many groups track this in a dead box or graveyard.
The catches of both players from the same area form a fixed pair. This pairing is not optional, it is one of the core mechanics of the format.
If one Pokemon dies, the other player also loses the linked counterpart, even if that Pokemon did nothing wrong in battle.
Many groups do not allow one partner to stay active while the other just sits somewhere in the PC. This should be decided clearly.
Gift Pokemon, eggs, fossils, static encounters, blackouts, and similar edge cases are not handled the same way everywhere.
Duplicate Pokemon or evolution lines may be skipped to keep the run more varied and avoid repetitive pairings.
Shinies may be caught in addition or replace normal encounters. This rule is optional and handled very differently between groups.
Certain types may not appear twice across both teams. This makes team planning much stricter and is usually better suited to experienced groups.
No healing items in battle, Set mode, and level caps before boss fights. This raises the difficulty sharply, but is not required for a clean Soul Link.
What happens on a full blackout or whiteout?
How do gift Pokemon, eggs, fossils, and static encounters count?
What applies if one player misses or defeats their encounter?
May linked Pokemon sit separately in party and box?
How tightly do you want to synchronize story progress and new areas?
Many groups say the other player also loses that area's encounter. The important part is not the exact choice, but having it settled before the run.
There is no universal answer here. They may count as normal encounters, bonuses, or be banned entirely. The real problem starts when the decision is only made once the gift is already in front of you.
Some groups end the entire run, others continue with legal boxed pairs. Both versions can work as long as they were defined in advance.
If one player loses a Pokemon while the other is still in battle, many groups finish the current battle and remove the pair immediately afterwards. This is another house-rule point.
Most groups treat grinding deaths like any other death. If you want training losses to be softer, write that into the rule sheet before the run.
With hardcore rules, the cleanest answer is usually: the Pokemon is locked until after the boss fight. Without a level cap, the case does not matter.
For your first Soul Link, you do not need the hardest ruleset, but the clearest one. Use the base rules, settle the most important edge cases, and leave complicated extra clauses for later. A clean, understandable run teaches more than an ultra-hard run that collapses after two sessions because of organization.
Not strictly, but it makes pairings and comparability easier. For a first run, the same or a very similar version is usually the best choice.
Almost always yes. Mistakes hit both players, and on top of that you constantly need to plan together instead of improvising alone.
In most groups, yes. Starters often become the first fixed pair of the whole run and immediately set the tone for the challenge.
Yes, but the organizational cost rises dramatically. For beginners, a classic two-player Soul Link is almost always the better choice.
Once you have multiple sessions, box swaps, and edge-case rules, a tracker becomes very useful. Not because it looks nice, but because it keeps states reliably visible.
Yes, unless your rules say otherwise. In most Soul Link runs, a grinding death is a real death and also removes the linked partner Pokemon.
Only with Shiny Clause. Many groups allow shinies as bonus catches, but they are not always legal for the active team. Decide whether they are collectable only or playable too.
If the core idea is clear now, continue with the step-by-step guide or jump straight into the tracker guide next. Rules alone are not enough; you also need a clean workflow.