Pokémon Emerald Cut

Your emerald cut for controlled chaos.

A customizable, randomized Emerald romhack that skips most of the story to bring the most fair battles possible and focus on good progression within the run.

What is this?

A 2-in-1 experience:

It's a romhack that comes from pokeemerald-expansion (9 gen Pokémon + Megas). Lots of QoL to focus on fair progression, economy and battles. Most of the overworld is edited so every non-boss trainer is optional and guards a reward. Only boss trainers are required to advance the story.

It's also a balanced randomizer that comes with documentation for each run. And by balanced I mean a lot of things together, but the focus point of the randomization is a progression that feels good — Pokémon that haven't lost their soul, but enough changes to allow lots of replayability. We can call it VERY controlled chaos.

You can play it normally, you can nuzlocke it or you can soul-link it. Customizable difficulty. 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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Run summary
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Features

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

  • Generated docs per run, plus a built-in nuzlocke tracker for your runs.
  • Three ready-made presets — Default, Nuzlocke and Soul-Link.
  • Automatic leveling per cap — no EXP management and no grinding.
  • All non-branch evolutions are level evolutions. Evolve candy and the evolution stones are key items. Branch evolutions require specific levels and a stone.
  • Pokémon fully healed after each fight. Consumable items recovered after each fight.
  • Removed EVs entirely.
  • Removed most non-critical story events and simplified the story line so you don't waste time. Most texts reduced to quick sentences.
  • Only boss battles are needed to progress. Non-boss battles are optional and provide resources or access to wild Pokémon.
  • Wild encounters are predictable. Each wild zone has only 1 possible Pokémon, and is guarded by a trainer who has that Pokémon in their team.
  • A meaningful economy system to buy optimization items.
  • Shiny untied from randomness: any Pokémon with an IV sum of at least 150 is shiny (~0.4%). Your starter is guaranteed 150+ IV, and static encounters guarantee 3 perfect IVs.
  • Every fight is 6 vs 6.
  • Start the game with 9 Pokémon in your box, automatically balanced for progression.
  • Every boss battle gives a reward (or more!).
  • Multiple-choice item rewards — Choice Scarf, Choice Specs or Choice Band? Choose wisely, you can only have one. Don't worry, enemy trainers choose only one too.
  • Easy move relearning.
  • HMs are not needed throughout most of the game.
  • Pokémon are randomized by a mutating algorithm: they're preserved as in the original (updated) games in general, but a % of them get mutations on stats, typing, learnsets and/or abilities. Mutations carry over evolutions. Customizable — by default a Pokémon has a 20% chance to be mutated.
  • Mutations stay coherent across a family: changes propagate down the evolution line and gently decay, so a line still feels like one line.
  • The randomizer gives a tier to every Pokémon, keeping sanity across all the intertwining systems for max balance and progression. E.g. 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 more you progress, the more quality 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 — and each Pokémon is re-rated at every 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 (same-type moves favoured), so the randomized TMs are always useful to someone.
  • Item rewards are shuffled and balanced to help progression — including TMs, based on TM quality.
  • Enemy trainers build their teams only from Pokémon of qualities the player has access to, and use items and TMs the player has access to. Only bosses are a small step ahead.
  • Enemy trainers are bound by the same rules as the player — they never use an evolution that can't be obtained at their level.
  • Enemy trainers try to be real team-builders: no two Pokémon from the same family, gym-specific restrictions (mono-type, no repeated type, signature abilities), good movesets, hazard-setters led up front.
  • Customizable difficulty for enemy Pokémon quality. By default (fair), bosses field the expected quality for that point of the game and non-bosses are slightly worse. The slider changes how many trainers get an upgraded quality — e.g. at +6 every trainer fields a +1-quality team (an all-RU team becomes all-UU).
  • The rival uses Pokémon found in routes you've visited and carries over + upgrades their team each encounter. Same for Wally. Other recurring trainers carry some Pokémon over to the next fight.
  • Evolution levels are automatically adjusted based on Pokémon quality. Non-branching item evolutions removed.
  • Every obtainable Pokémon with a Mega has its Mega Stone somewhere in the world.
  • Static encounters randomized at the 3 Regi caves and New Mauville. At Sky Pillar you get a 3-choice of legendary-quality Pokémon.
  • 2 gyms have a random type; 2 Elite Four members have a random type.
  • Gym leaders try to use their favourite Pokémon :)
  • Your 3 starters always form a type triangle (each beats the next), and your 9-mon starting box is tier-curated for a smooth early game.
  • Nuzlocke runs are a group of ROMs within the same universe of mutations and trainers but with different encounters — when a ROM is lost, you open the next one. 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 captured, delayed or fainted, with live colour states.
  • Trainers: every trainer's full team with sprite, held item, ability, nature, moveset, level, location and rewards; bosses are badged; tick them off as you defeat 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 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), with 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 stored per-run (by seed + player + ROM), so multiple runs never collide in the same browser.