Ranking All Pokemon Starters is Hard Work
A new generation of Pokémon starters has been revealed with the proper announcement of Pokémon Sword and Shield. Arguably the most important decision a player makes in a Pokémon playthrough, selecting a starter defines the journey a player is about to embark on, and it comes as no surprise that starters tend to be some of the most popular Pokémon generation to generation as fans become attached to their partner Pokémon. Starters, like cover Pokémon, are also divisive, dissecting the community as the fandom rallies behind their starter of choice only for those allegiances to be shaken up and the community re-divided with the reveal of the starters’ final evolutions. All of this begs the question, though: which starter Pokémon is actually the best?
To celebrate the announcement of Grookey, Scorbunny, and Sobble, I’m ranking the first seven generations of starters to decide once and for all which starter is the best of all time by systematically ranking them in consideration of stats, design, moveset, typing/ability/general usability, and historical competitive viability by comparison to one another. While this list doesn’t just reflect my personal preferences, they inform it as impressions of aspects like design are, by nature, opinion, and even the most rigorous interpretation of stats still boils down to player preference. These rankings also aren’t exclusively informed by each Pokémon’s competitive viability, though will take it into consideration, as that is an element of overall usability, and will be measured through usage. Further, this list won’t heavily take into consideration Mega Evolutions as not all starters have them and I want to keep the playing field as even as possible, though in instances they do impact competitive usage and, as a consequence, this list. Eevee and Pikachu will also be left off of the list as even their enhanced stats aren’t comparable as basic Pokémon. With all of that out of the way, here are all twenty-one Pokémon starters ranked from worst to best.
Anyone expecting Chikorita in this position is well aware of the second-generation grass starter’s bad reputation. While you’ll have to wait for that, Oshawott ranked as the worst starter for a number of reasons. It literally has the lowest total stats of any water starter, but even more so, the distribution of those stats is the real disappointment. It has a fairly high Attack and Special Attack stat, and a higher than average HP stat, but with no Speed or Defense to speak of, those stats won’t be given opportunity to shine if Samurott’s already been blown out of the water.
Everything else about Oshawott is bland. Its single, water typing is dull and the corresponding movepool is perhaps the worst of any starter, drowned in water and normal type attacks. Design wise, Oshawott looks washed out or maybe seasick. While Dewott is a marked improvement, honestly ranking up there as one of the best “teen stages” of any starter, Samurott’s design sinks the positive direction Dewott steered this sea otter in. Bearing little resemblance to either of its namesakes, a samurai or an otter, Samurott ends up awkward and just another seal or sea lion amongst many better-designed ones.
The wait wasn’t long. Chikorita is all too frequently viewed as the worst starter, but edges out Oshawott if only for Meganium’s charming design, being historically more viable, and the fact that it could handily best Samurott in a fight. Everything else about Chikorita is bland to the point of being bad. Its stats are balanced to a fault, with an uninteresting emphasis placed on its Defenses. Its singular grass typing leaves it with an equal number of weaknesses and resistances, but with one of the most lackluster movesets of any starter, Meganium can’t exploit much beyond those Pokémon it resists.
Meganium does have access to some interesting, supportive type attacks, but these moves probably won’t appeal to the more casual player and the competitive player has much better options available, including other starters. It’s not all bad, though. Bayleaf and Meganium’s designs are the perfect sequel to Venusaur resulting in a far more pleasant and flowery design than the toady, monstrous form Bulbasaur takes in the end. In the end, Meganium’s appearance matches its character all too well: intriguing, but lacking any edge to speak of.
When Chespin was first revealed, I had high hopes that it would bear resemblance to a grass type Typhlosion or Sandslash. Instead, we got the worst designed starter to date. While Chesnaught is almost passable, I guess, or at least on par with some of the other goofy starter final evolutions, Quilladin is the most awkward of the “awkward teen stage” Pokémon, beyond just the starters. If this were only about design, this would be a no contest, but Chespin does actually have a couple of things going for it. Chesnaught boasts the highest Defense of any starter and, quite suitably considering its distinct grass/fighting typing, also packs a considerable punch.
Chesnaught also has access to a strong lineup of physical attacks to take advantage of its formidable Attack stat and plenty of coverage (a wide variety of move elements). Unfortunately, there are too many holes in Chesnaught’s “spiny armor,” and any Pokémon with a decent Special Attack stat, including Pokémon Chesnaught should be effective against, like Greninja, can easily crack this nut. With a terrible Special Defense, slow Speed, and more weaknesses than any other starter at a whopping six, including a double weakness to flying, the case against Chespin is harder than the Pokémon’s spiky, nutshell.
The weakest fire starter by a wide margin, Tepig has a lot working against it. The most notable is that Emboar is the third fire/fighting starter in a row and horribly outclassed by its predecessors, Blaziken and Infernape, despite its strong Special Attack and two of the highest stats of any starter, Health and Attack. Tepig’s formidable movepool is as deep as Chesnaught’s, with shocking type variety ranging from poison, to electric, to even water! The only perceivable drawback is that while many of Emboar’s physical attacks are immensely powerful, they harm the user.
This seems like a major drawback at first, however, Emboar seems to have been designed with its secret ability, Reckless, in mind. Reckless, which boosts the power of moves that have recoil damage by twenty percent, paired with Emboar’s impressive HP stat, makes this boar a devastating tank that can easily absorb the aftershock of the punch it packs. This is all great in theory, however, with truly terrible Defenses and Speed, Emboar’s bacon will be fried before it can throw its first punch. That, paired with its ridiculous, if kinda funny, design and players are better off with literally any other fire starter.
Despite being the weakest of Sun and Moon‘s starters, Popplio is by no means a bad Pokémon. Primarina boasts both the highest Special Defense and Special Attack of any starter, the latter of which pairs perfectly with Primarina’s unique water/fairy typing, and turns this disarming mermaid into a tsunami of a special sweeper (a Pokémon who reliably gets Knock Outs). Despite a shallow moveset, Primarina learns some powerful moves that take full advantage of its stats and typings including Sparkling Aria, Moonblast, and Hydro Pump. For a casual playthrough, Primarina will perform perfectly.
While its secret ability, Liquid Voice, is intriguing at first, turning any sound based attack into a water type move, with an arsenal of powerful water attacks already at the “soloist” Pokémon’s disposal, this ability doesn’t really add much value. Primarina is also slow, slower even than Chesnaught, and has a low Defense, making it easy prey for any Pokémon with a decent Attack, like counterpart Rowlet. While I don’t love the design, at least I can ship Primarina and Samurott now. In the end, there are plenty more fish in the sea, and better special sweepers than Primarina.
The last piece of what’s undoubtedly the worst generation of starters, Snivy might be the best fifth generation starter, but its inadequacies are still pretty on par with its counterparts. Snivy is a compilation of familiar grass starter traits and tropes, but distributed in the most incoherent way imaginable. The third fastest starter, its concept, and design are immediately reminiscent of Sceptile. Its stat distribution, however, is comparable to Meganium’s, emphasizing its Defenses, but leaving both its Attack and Special Attack woefully underpowered, especially with the weight given to Speed. Consequently, Sereperior’s lightning fast strike has virtually no bite and’s anything but superior. Snivy’s one saving grace preventing it from a position lower on this list amidst its peers is an exceptional hidden ability, Contrary, which reverses the effect of stat altering moves used on the Pokémon including effects of the user’s moves. Paired with Leaf Storm, with what’s usually the drawback of harshly lowering the user’s Special Attack, and Snivy has a devastating move that simultaneously substantially enhances its lethality.
Any ability that can so effectively turn a gentle gardener snake into a vicious viper deserves recognition, though this strategy isn’t without its faults. Leaf Storm only enhances Snivy’s special attacks, so any physical moves will still be rather timid. It also takes time to maximize special damage this way and won’t be very effective against Pokémon who resist grass, not to mention Serperior’s mediocre movepool limiting the moves that benefit from this effect. This goes without mentioning that any Pokémon faster than Snivy will have no trouble working around its substantial Speed. A Contrary Serperior can be an amazing asset in the correct matchup, but only situationally, and a standard Snivy simply has no legs to stand on compared to its competition.
Turtwig is undoubtedly one of the most underrated starters in existence, presumably a consequence of his Speed, the lowest of any starter. That, paired with its critical ice weakness courtesy of its unique grass/ground typing, and many are too quick to write this tortoise off. Trained and tech’d properly, however, and Torterra can be a seismic force to be reckoned with. His stats are weighted on the physical end of the spectrum (HP, Attack, Defense), and Torterra’s Attack and Defense rank up there with the best of them. Its physical moveset, intrinsically including brutal moves like Wood Hammer and Earthquake, compliment Torterra’s stats perfectly and offer some truly devastating STAB (same type attack bonus) attacks or cover its weaknesses.
More intriguingly, Torterra has access to support and sustain type moves including Protect, Substitute, Leech Seed, Rest and Sleep Talk, Synthesis, and more that, paired with its hearty Defense and HP, make Torterra an aggressive attritional attacker. Additionally, with easy access to ground and rock type attacks, Torterra can cover many of its own weakness. Plus, with a design inspired by the World Turtle myth, the “continent” Pokémon looks incredibly cool. Trained and raised with Speed in mind, and Turtwig can be tough to take down. Sometimes, slow and steady truly can win the Pokémon battle.
The antithesis of Chesnaught, the Fennekin line is statistically weighted to favor its special stats (Sp. At, Sp. Def, and Speed) resulting in a much more reliable Pokémon than its grass counterpart. Fennekin is notably the fifth fastest on this list and features the second highest Special Attack of any starter, allowing the fire fox to burn through its opposition. These stats blend perfectly with its somewhat unique fire/psychic typing and allow Delphox to make the most of its strong if somewhat focused specialist moveset. Delphox more than makes up for its limited move types with its fierce Special Defense and seven resistances, enabling Fennekin to take some of the heat this special attacker can dish out.
My primary complaint with the Pokémon is its design and generally how unoriginal it feels. Its classification, “Fox Pokémon,” is shared with Ninetales on top of its fiery fox concept while the mystic “kitsune” fox concept is shared with the Alakazam line. While Delphox’s witch theme is somewhat charming, with a weird fur robe and ridiculous fiery ear tufts, Fennekin’s features fail to bewitch especially when compared to other lupine designs including the aforementioned Ninetales, Alakazam, and Lucario (yes, I know Lucario is based on a jackal/Anubis). It’s hard not to feel that Game Freak burnt their better fox design on Zoroark the generation prior. Zorua even has a fiery sort of appearance! In the end, there are statistically and aesthetically better special sweepers, and while Fennekin is perfectly suitable for a casual playthrough, it’s hard not to be disappointed with the end design, especially if you were expecting something fierce and majestic like Okami and ended up getting Cat Hermione.
At first glance, Treecko is really good. It looks pretty cool if a little cobbled together (Sceptile’s seeds and tail always felt a little forced to me). It’s extremely fast, the second fastest of any starter, and has a strong Special Attack to take advantage of that Speed, all the makings of a great glass grass cannon. While its movepool is restricted by its single-typing, it’s chock-full of powerful attacks. Sceptile’s hidden ability, Unburden, if situational, doubles the Pokémon’s Speed when its held item is consumed ensuring that Sceptile always hits first. That all sounds sensational, but, unfortunately, there’s a complete disconnect between this moveset, which emphasizes physical type moves, and Sceptile’s stats, which prioritizes Special Attack. Consequently, with only a passable Attack stat, Sceptile can’t take full advantage of the moves it learns including Leaf Blade, which premiered with Sceptile, and Sceptile’s signature Dual Chop.
This disconnect is the result of a system shift that started with the fourth generation of Pokémon that defines each move as physical or special independently of the elemental damage it deals, whereas damage type, physical or special, used to be defined exclusively by the move’s element. In the end, all of this completely undermines Sceptile. If unable to secure the OHKO, Sceptile’s poor bulk will be more than exposed. It’s worth noting that Sceptile’s Mega Evolution does improve the Pokémon’s overall utility, particularly in a doubles format with its intriguing Lightning Rod ability, but, barring that, Treecko remains perfectly usable if unfortunately outclassed.
This is the point in the list where the competition gets particularly fierce and any Pokémon from this point on could have conceivably cracked the top ten. Decidueye is no exception and, as the only owl and ghost type on this list, could have been higher on this list where I’m concerned. Statistically, Rowlet looks similar to Oshawott, with Special Defense emphasized instead of Health but its most notable stats being its Attack and Special Attack. The big difference is that, thanks to its ghost, grass typing, Decidueye has access to a deep movepool with wide type variety. While it’s certainly capable of utilizing special attacks, Decidueye’s moveset is brimming with powerful physical attacks perfectly suited to the owl’s strongest stat. Beyond its quiver full of aggressive moves, Decidueye even has access to some substantial strategic or supportive type attacks including Swords Dance, Substitute, Synthesis, Haze, and Baton Pass.
Perhaps more intriguingly, Decidueye has a unique role amidst the other starters as a potential trapper Pokémon ideal for hunting or chaining. Its signature move, Spirit Shackle, tethers Pokémon to the spot so they can’t escape. Its ghost typing grants it immunity to normal and fighting type attacks while its grass typing make it immune to spore type attacks. It has access to False Swipe to whittle down an opponent’s health, while Synthesis and Substitute allow Decidueye to sustain itself. Foresight even allows it to False Swipe fellow ghost types for easier chaining! All of this goes without mentioning Decidueye’s brilliant design and concept. Rowlet is great at getting through the waters of Alola in a casual playthrough but even better for any clever collectors out there.
A fan favorite and the first original starter to make an appearance, I suspect some Squirtle enthusiasts may feel sort of slighted by the “Tiny Turtle’s” position on this list, to which I would respond: Just. You. Wait. Again, the competition was incredibly fierce and unbelievably close; any Pokémon at this point in the list has more than earned a position in almost any party. In reality, I love Squirtle, and one only has to look at the cover art of Pokémon Blue to see Blastoise’s appeal. Despite the prominent water jets protruding from its shell, Blastoise doesn’t have remarkable Attack or Special Attack stats, though both are relatively balanced, so the “Shellfish” Pokémon can make use of both physical and special attacks. Instead, Blastoise obviously emphasizes defense with the third highest Defense and second highest Special Defense of any starter. Blastoise’s utility, however, extends beyond its bulk and its true value is in its versatility.
Its natural defenses make Blastoise a solid tank type Pokémon, while its hidden ability, Rain Dish, gives it some sustain in rainy conditions it wouldn’t otherwise have. Rest and Sleep Talk can get around some of that or Rain Dance and Iron Defense can help Blastoise build up its bulk directly. Blastoise makes a natural fit into the role of a defensive spinner, named for the move Rapid Spin, which clears the field of hazards, an essential element in a lot of competitive play, while its Mega Evolution seamlessly allows it to transition into an offensive spinner or an all-out assault tank more effectively than ever before. And with a wide variety of attack types available to Blastoise courtesy of TMs, Blastoise can often drown unsuspecting opponents’ hopes. Not to mention its impeccable design from start to finish. While there are better bulk water types and more efficient all-out attackers, Squirtle is always effective for a Red and Blue playthrough and is, in a phrase, always a sturdy pick.
Cyndaquil fits into my favorite category of Pokémon, fast and furious. Statistically, Cyndaquil’s stats will look a little familiar to anyone who’s played with a Charizard as the two Pokémon’s stats are a perfect mirror of one another. While Charizard has the edge over Typhlosion with an extra typing, a wider movepool, and not one but two Mega Evolutions, Typhlosion is still a reliable special attacker elegant in the simplicity of its approach. With reliable Speed and a formidable Special Attack, Typhlosion easily erupts into life with lethal force. Those stats paired with ungodly attacks like Eruption, which hits with excessive force until the user’s HP drops, and Typhlosion makes for a sure-fire sweeper.
While other fire starters offer a wider utility for much the same strategy, including the faster, better specialist Delphox, Typhlosion benefits from better-balanced stats overall, ensuring the “Volcano Pokémon” can utilize physical attacks too. That tradeoff becomes all the more worth it since Cyndaquil has access to Thunder Punch amongst other strong physical moves. Not that Typhlosion necessarily needs a strong physical arsenal with special attacks Focus Blast, Hidden Power Grass, and even Extrasensory available to it. While situational, if Typhlosion with its hidden ability, Flash Fire, can lure an opponent into hitting it with a fire type attack, perhaps through a well-timed switch in, not only will Typhlosion not take damage, but its fire type moves will also deal fifty percent more damage, bringing likely half of Typhlosion’s moveset to blisteringly high power levels. Not to mention that the Cyndaquil line maintains one of the absolute best starter designs throughout all of its evolutions. While Typhlosion could unbelievably benefit from a Mega and an additional typing, it remains a reliable favorite and absolute top ten starter.
Unlike Sceptile that peaked during its premiere generation and quickly declined, Totodile was ahead of its time. Introduced in an era when all water-based moves were special attacks, Totodile couldn’t adequately utilize its best stat or make the most of its moveset. Where the physical/special system introduced in Diamond and Pearl thoroughly undermined Sceptile, for Feraligatr it was an absolute game changer. Paired with Feraligatr’s hidden ability, Sheer Force, which boosts the power of moves with a secondary effect by thirty percent at the cost of losing that effect, and Feraligatr’s potential damage output has gone from mediocre to truly monstrous. With a solid arsenal providing decent type coverage to take advantage of this ability, including STAB moves Waterfall and Liquidation that can suddenly hit harder than a Hydro Pump but with far more consistency, this gator makes a mean sweeper that can take down some almost any opponent through, well, sheer force.
With exception, ideal starter designs should, in my eyes, start off incredibly cute and end in a fairly fierce looking monster, a precedent set by the original starters. Feraligatr and Typhlosion typify this for the Johto region with designs that rival and blend with the Kanto starters perfectly. While Totodile certainly had a bad case of the awkward tween levels, it culminated in one of the best designed, most ferocious looking starters. It’s not all smooth sailing with Totodile, though. Feraligatr’s largest liability is its Speed. Luckily, the “Big Jaw Pokémon” can be bred with Dragon Dance, which boosts both its Speed and its Attack stat. Totodile also has access to Aqua Jet, which, while not boosted by Sheer Force, is a physical water attack with turn priority. While later water starters would inevitably make a bigger splash than Feraligatr, the Pokémon has near unrivaled bite and I can only hope the Johto starters eventually get the Mega treatment and a proper place in the spotlight.
Despite being the least popular of the Kanto starters, Bulbasaur has maintained its status as consistently the most competitively viable original starter and the best early starter for a Kanto playthrough. Anyone who remembers the broken Toxic/Leech Seed combo immediately recognizes the utility of the “Seed Pokémon,” and while Venusaur still makes an excellent defensive, attritional attacker, its utility extends far beyond that. Bulbasaur is beautifully balanced maintaining respectable bulk and sustain with its high Special Defense, decent HP and Defense, and access to restorative moves including Leech Seed, Giga Drain, and Synthesis while still making for a strong attacker with its high Special Attack. In fact, with hidden ability Chlorophyll, which doubles Venusaur’s Speed in strong sunlight, Venusaur becomes a sensational special sweeper capable of an instant Solar Beam! Set up with a Sunny Day or paired with popular competitive picks with the Drought ability like Groudon and Mega Charizard Y and even the most passive Venusaur easily becomes the aggressor.
Alternatively, Venusaur can persist in the passive approach with the ever-venomous Leech Seed, Toxic build, which has only been enhanced by Venusaur’s bulky, easily sustainable Mega Evolution. While Venusaur offers a lot of versatility, it has a fairly limited range of attack coverage, not that it makes much difference with the level of efficiency Venusaur reaches with what it can do. Aesthetically, Venusaur also leaves something to be desired, especially with how attractive Bulbasaur and Ivysaur both look, but that’s easily overlooked for such a classic monster. The last grass Pokémon on this list, too often grass starters get the short end of the stick. Bulbasaur is the exception. Fans may have flocked to this flower’s counterparts early on, but with time Bulbasaur has blossomed into one tough toad that should never be overlooked.
Some see Empoleon’s slow Speed, ground weakness, or limited move coverage and incorrectly assume it’s not a good Pokémon, when, in reality, Empoleon is perhaps the single most versatile Pokémon on this list. Empoleon has an exclusive water/steel typing, eliminating its grass weakness and providing it with an insane ten resistances and one full on immunity. That’s the second most possible, period. While its base Speed is low, Piplup boasts the third highest Special Attack and Special Defense of any starter while its Hit Points, Attack, and Defense are all respectable in their own right. With its unique, defensive typing, substantial bulk, intimidating Special Attack, reliable physical Attack, and specific moveset Empoleon can conceivably fit into the roles of special wall, support, staller, pivot, special sweeper, physical sweeper, or an uncanny hybrid of any of these.
While type coverage is limited, Empoleon has access to everything it needs to fulfill these diverse roles beautifully. With Scald, Defog, Stealth Rock, Toxic, Yawn, Knock Off, and Roar, Piplup can play a special support with a nasty punch all its own. With Protect and Aqua Ring on top of those, Empoleon plays a mean stall game. With access to agility or built into a Trick Room team, it can also easily overcome its weak Speed and transition into a daunting special sweeper packed with Surf, Ice Beam, Grass Knot, and Flash Cannon. Or, with Swords Dance on top of the hidden ability Defiant, raising its Attack two stages when its stats are lowered, Empoleon can make an unexpected physical sweeper. Empoleon can also play the pivotal pivot position, utilizing its defensive disposition to absorb hits, retaliate, and transition into teammates while providing checks and counters across the board. Minding the Earthquakes, Empoleon can be an enormous asset or even core of a team. Plus, aesthetically, they don’t come much cuter and then cooler than the “Emperor Pokémon,” with its bladed wings and trident crown. Vive l’empereur.
The most divisive starter in recent memory, Incineroar is wildly popular with some audiences and laughed off by others. Initially, with its low-Speed stat matching Empoleon’s and only one base stat breaching 100 (never mind that it’s the third highest Attack stat of any starter), Litten was written off as bad. Context, it seems, is everything. Incineroar began gaining traction in the VGC (Video Game Championships or competitive Pokémon play) at the end of the 2017 season prior to the release of intimidate. According to Pikalytics, it was the most used Pokémon for the entirety of VGC 2018 and, for the past four series, Incineroar’s usage hasn’t dipped below sixty percent in VGC 19, decisively making it the most used Pokémon competitively this year. Some might point to the advent of Litten’s hidden ability, Intimidate, to explain the change. In reality, little actually changed beyond knowledgeable players seeing the insane utility of a written off Pokémon in a doubles format.
That utility can’t be understated. Incineroar’s fire/dark typing offers a lot of offensive and defensive benefits, including immunity to popular psychic picks, an incredibly deep movepool with immense coverage, and strong supportive moves. Though frequently supportive, Incineroar is far from passive, supplying brutal but beneficial blows with Fake Out and Knock Off or outright incinerating opposition with Flare Blitz. Intimidate, which lowers both opponent Pokémon’s Attacks upon entry, paired with generous bulk ensures Incineroar will last in a fight and can provide a perfect pivot. Not only does Incineroar have access to Fake Out, it supplied perhaps the best fake out in Pokémon history when it was first leaked and later revealed with its suggestive, fighter-like appearance only to end up dark in what seems like an almost calculated move from The Pokémon Company. Admittedly over the top, Incineroar’s appearance has really grown on me since then and this cat’s inclusion in Smash Bros. is a welcome one. Like Empoleon before it, popularity, or lack thereof, doesn’t define a Pokémon’s potential.
Here we are, the top five, and probably the most controversial position on this whole list. I’ve approached this list as objectively as possible, taking as wide a perspective as I’m able to supply, all in an effort of achieving the most accurate ranking list as possible…but I’d be lying if I said it didn’t feel great to put Blaziken in its proper place. Uber tier or not, Blaziken is not the best starter, despite frequent fan perspective and historical usage. Blaziken does supply a consistent sweeping strategy with its god-tier hidden ability, Speed Boost, which boosts Blaziken’s Speed one stage per turn. By using Protect turn one, Blaziken can safely receive a boost to its Speed at which point it’s likely to be faster than it’s opponent and can exploit its exceptional Attack and Special Attack stats with a strong set of typically fire and fighting moves.
While Blaziken’s movepool has some truly amazing moves including Flare Blitz, Blaze Kick, Sky Uppercut, High Jump Kick, and Brave Bird, it lacks coverage depth, and failing to supply the proper coverage or an answer to Trick Room can result in this build failing flat on its face. Its also predictable, and all too easily checked post X and Y, especially with Blaziken, and even Mega Blaziken’s, poor bulk. Failing to net the OHKO means this chicken is fried. Speed Boost is too good to overlook, but, without it, Blaziken might pack a mean hook, but not much else. All of that had minimal impact on Blaziken’s rank; it’s an admittedly top tier Pokémon. Why Blaziken is only rank five and not two or three is its aesthetic. Blaziken is a stupid looking man-chicken, and not in a cool way like Hawlucha (who’s actually a hawk guy). Flaming bellbottoms, blonde, winged hair running into chest hair, maybe Blaziken is a 70s martial arts movie citation I don’t get, but I can’t dig this Digimon looking mother clucker. Conceptually cool and on the verge of greatness, its ultimately just too humanoid. Its Mega is a bit better with the Tekken hair, but not much. Not the best in Ruby and Sapphire, and not a bad starter by any means, but to each his own.
The follow up to Blaziken and the second fire/fighting starter in a row, it is easy to understand why the Hoenn and Sinnoh fire starters are compared so often. With better Speed, more reliable move coverage, a stronger moveset, and less reliance on the one or two strategies Blaziken implements, Infernape makes for a stronger, more versatile pick nearly every time even without Speed Boost. Actually, with access to priority moves like Fake Out and Acrobatics, Infernape can reliably counter Mega Blaziken, even securing an OHKO after one Swords Dance, after Blaziken has received entry damage or inflicted self-damage having missed an attack, or by simply holding a Flying Gem. Barring Brave Bird, which Infernape can use Protect against, Mega Blaziken has nothing in its arsenal to do the same.
While it doesn’t have Speed Boost, Chimchar is in a reliable Speed tier and the fourth fastest starter. What it does have is hidden ability Iron Fist that boosts the power of punches by twenty percent. That includes Fire Punch, Thunder Punch, priority move Mach Punch, and stat boosting Power-Up Punch. Securing a hidden ability Infernape isn’t overly necessary though as even standard Blaze Infernape has access to some stellar moves including Focus Blast, Vacuum Wave, Grass Knot, U-Turn, and Gunk Shot. Plus, with a design based on Sun Wukong, the Monkey King from classic Chinese epic Journey to the West and inspiration for Dragon Ball’s Goku, you really can’t go wrong, especially with flaming hair that may be a very direct Super Saiyan citation. Now if we could only get a Mega Evolution for the “Flame Pokémon,” maybe one that turns his hair blue or white and with a new signature ability called “Super Blue” or “Ultra Instinct,” or something along those lines, that would be super.
Hoenn counterpart Blaziken may benefit from one of the best, hidden abilities in the game, but since its debut Swampert has boasted one of the best typing of any starter. Not only does Mudkip’s water/ground typing nullify its weakness to electric types, but it also leaves Swampert with only one weakness. Statistically, Swampert is very comparable to Incineroar, but with a bit more bulk and a slightly less powerful Attack stat, still leaving it with the fourth best Attack of any starter and just shy of even Blaziken’s. Paired with decent move type coverage and exceptional STAB moves including Waterfall and Earthquake, Mudkip makes for a powerful pivot and defensive core endlessly enduring hits with its stellar bulk and capable of hitting back even harder.
While its hidden ability, Damp, is only situationally helpful, negating suicide strategies involving self-destructive moves, Mudkip is one of the rare examples that can make exceptional use of its standard ability Torrent courtesy of its bountiful bulk. Consequently, bringing Swampert below one-third its HP can be a costly mistake as suddenly its water-based attacks are doing fifty percent more damage. More often than not now, Swampert is used as a sweeper thanks to its Mega Evolution, which greatly enhances its Attack and bulk while giving it access to the ability Swift Swim, which doubles its Speed in rain. Paired with Kyogre or rain dance, this “Mud Fish” is sure to rain on your parade. Plus, based on a necturus (mudpuppy) or axolotl, Mudkip remains one of the most unique and creative designs in all of Pokémon. This “Mud Fish” might know how to get down and dirty, but make no mistake, competitively and casually Swampert can consistently clean up.
One of the most recognized Pokémon in the world and potentially the most popular Pokémon in franchise history, Charizard ranks in at number two. To veteran players, that position might seem a little inflated for what Charizard offers, but despite the blasé reception the original fire starter instills in many long-term fans these days, carefully examining everything from design to utility, Charizard is genuinely an exceptionally well-designed, versatile Pokémon. Rank undoubtedly boosted by its design, Charizard boasts one of the best, if not the very best (like no one ever was!), designs of any starter. Don’t even get me started on its charcoal colored shiny variant! Not that its stats are anything to scoff at, with an impressive Speed and strong Special Attack, making Charizard an ideal special sweeper. With Dragon Dance to enhance Speed and Attack and its hidden ability, Solar Power, to boost its Special Attack in sunlight at the cost of some of its HP, the “Flame Pokémon” is an excellent play on a warm, sunny day!
Charizard also offers pretty insane coverage with access to flying, fire, fighting, grass, ground, rock, dark, and dragon moves, plus an electric move in Thunder Punch! While a secondary flying type has a lot of the same effectiveness as fire, it eliminates and ground weakness Charizard might otherwise have and gains it access to Roost for solid health regeneration. That does leave Charizard even weaker against rock type moves, but with a potential Solar Beam and Focus Blast under its wing, rock Pokémon should be weary facing off against this fiery fiend. Its difficult to distinguish base Charizard from its two Mega Evolutions, Mega Charizard X and Y, which give immense utility as a sweeper and wallbreaker with new abilities (Tough Claws and Drought), a new typing for X (fire/dragon), and stellar stat boosts for both, which have made Charizard a staple in the metagame since X and Y. Maybe not the strongest candidate on the list, Charizard is a fan favorite for a reason and more than deserving of a high position on this list.
Greninja is emphatically the greatest starter of all time. Well designed if unassuming at first, no one could’ve anticipated that Froakie the “Bubble Frog” would transform into the absolutely lethal ninja that Greninja is known as today. In an obscene Speed tier amidst Megas and legendaries, Greninja boasts the fastest Speed of any starter. That Speed, paired with a menacing Attack and Special Attack, makes the “Ninja Pokémon” the biggest offensive threat on this list. With a truly expansive movepool courtesy of a strong water/dark typing, Froakie can strike down almost any opposition before they have time to react.
Equipped with its ungodly hidden ability Protean, which alters its typing to purely match the move its about to use, Greninja can pick apart entire teams with exclusively STAB attacks while circumventing common checks and counters simultaneously. A fighting Pokémon, for instance, that should normally be super effectiveness against Greninja’s dark typing might suddenly find itself resisted or entirely ineffective if Greninja is about to use a psychic or ghost type move depending on the coverage Greninja runs, all that assuming the fighting Pokémon is faster in the first place. Alternatively, Battle Bond ability Greninja see frequent use thanks to its Ash Form, Mega Evolution alternative which enhances its Speed and both of its Attacks while boosting the power of Greninja’s signature move, Water Shuriken, making it a devastating priority move. Able to overcome its lack of bulk with insane Speed, Greninja’s greatest weakness is perhaps its “four-move syndrome” and limitations to the maximum coverage it can run at a given time. On top of all of that, the list of Pokémon with better designs than Greninja in the entire franchise is incredibly short, its tongue-scarf an impeccable touch. The list of cooler shiny variants compared to Greninja’s ninja black variant is even shorter. Greninja’s caliber not only makes it the number one best starter, but proves it’s a top tier Pokémon in general.
Not all starters are created equal, and that’s a shame. Some have inescapable weaknesses; others have been granted god tier abilities so phenomenal they’ve historically earned those Pokémon bans. Despite that, each starter has fans rallying behind it, using them and enjoying them in spite of their flaws and status. Who’s your favorite, and, if I got it wrong, who’s the best starter (just be ready to support your claim!)? One thing’s for certain, Grookey, Scorbunny, and Sobble have some mighty big shoes to fill, though, if you ask me, they seem more than up to the task. Where they’ll rank amongst the previous generations, well, that’ll be exciting to see in time to come.
Final Fun Facts:
Pokemon Generations Ranked by Starter Average
- Generation One- Kanto (Red, Blue, Yellow)
- Generation Three- Hoenn (Ruby, Sapphire, Emerald)
- Generation Four- Sinnoh (Diamond, Pearl, Platinum)
- Generation Seven- Alola (Sun, Moon, Ultra Sun, Ultra Moon)
- Generation Six- Kalos (X, Y)
- Generation Two- Johto (Gold, Silver, Crystal)
- Generation Five- Unova (Black, White, Black 2, White 2)
Pokemon Starter Types Ranked by Starter Average
‘Garden Story’ First Impressions: The Coziest of Adventures
Long-awaited Twitter darling Garden Story just released its first demo. Here’s what we learned after playing through it twice.
Following the unfortunate (but understandable) delay of Animal Crossing: New Horizons, there’s been a distinct lack of chill, aesthetic games to fill the void. Garden Story’s charming environmental art and animation have earned it a dedicated social media following, but it wasn’t until Picogram released a demo just a couple days ago that anyone with a Steam account could actually experience the game for themselves. So, just how fun is this wholesome little RPG?
Setting the Scene
Garden Story’s demo centers around the newly-appointed village guardian Concord (a grape) and their first steps in rebuilding Autumn Town, a community ravaged by a sinister force known as “the Rot.” Chatting with villagers reveals a bit of insight into the situation at hand; it’s soon clear just how much the other townsfolk need the player’s support.
There are several clear parallels to old-school Legend of Zelda titles here, but Garden Story also manages to set itself apart rather quickly. For one, this isn’t a solo adventure; the player sets out with Rana (a frog) and Fuji (a tomato) on a friendly quest to be as helpful to the surrounding community as possible. Seeing friends around and watching cute scripted cutscenes between the crew does a great job of instilling a sense of camaraderie and friendship.
In another pleasant twist, everything here is themed around building rather than destroying. Instead of traditional swords and bows, Concord repurposes his dowsing rod and scavenging pick into makeshift weapons. The combat itself calls to mind Stardew Valley; simple, minimal, and clearly not the main focus. There’s a pesky stamina bar that restricts the number of times Concord can attack and how far they can run, frequently forcing players to pause between barrages. In this way, encounters often come off as more of a necessary evil in Concord’s town rehabilitation journey than a main attraction.
Rebuilding a Community
So, how does one go about aiding the town? The method highlighted in the demo was by attending to a quest board with three different types of requests: Threat (combat), Repair (exploration), and Want (gathering). Each is accompanied by a task that plays an integral part in keeping Autumn Town safe and in good working order (e.g. clearing out Rot, finding sewer access so new resources can flow into town, and so on).
Aside from fulfilling requests, there are a few interesting hooks to incentivize hitting every shiny thing you come across regardless. The more different types of items are scavenged, and the more catalogues are filled by being updated with new materials, the more literature becomes available to give little bits of insight into Garden Story’s world and history. Then, in another parallel to Stardew Valley, any leftover resources can be sold in the pursuit of buying tool upgrades.
While the full game will feature four locations to explore and tend to, there was still plenty to do in Autumn Town itself by the end of the demo. Rana mentioned that villagers will post new requests daily, and the demo even featured a mini side quest (called “favors”) that led me to obtain a brand-new tool. Between daily requests, favor fulfillment, and dungeons spread across four different regions, it’s looking like there will be a good bit of content here for those who really want to hang around Garden Story’s world for as long as possible.
Though it remains to be seen just how enticing its complete gameplay loop and accompanying systems are, Picogram’s latest is already delivering on its core appeal: being a cozy, relaxing experience. The color palette is soft, the lighting is moody, and the soundtrack is right up there with the Animal Crossing series as having some of the most mellow, loopable tunes around.
In fact, it’s the sound design in particular that gives Garden Story such an intimate feel. From the sound of a page turning when opening and exiting buildings to the gentle gurgles of a bubbling brook in the forest, it’s clear that composer Grahm Nesbitt poured a ton of love into making this one feel just right. Here’s hoping the full game more than delivers on all the potential shown here.
Garden Story is slated to release in Spring of 2020 and is available to wishlist on Steam.
How Asynchronous Online in ‘Death Stranding’ Brings Players Together
Hideo Kojima’s latest game creates a sense of community by aiding other players on the same perilous journey.
Video games have always been fascinated with the idea of player interactivity as a means of crafting a power fantasy. The player typically goes on a hero’s journey, eventually culminating in them being the one and only savior of the world inside the game. Typically associated with single-player games, MMOs also crafted that same narrative but with the conceit that everyone is going on this journey. Often the acknowledgments of other players are in multiplayer-specific features such as PvP and Raids. Destiny is a great example of a series that takes players on the same journey and makes no promise that the story is different between players by even allowing them to engage in playing story missions together. It all feeds into the larger narrative of Guardians fighting together to save the Light. A game that handles this very similar and perhaps more successfully is Hideo Kojima’s Death Stranding.
While lacking any direct player-to-player interaction, Kojima’s latest game is drenched in the conceit that community is crucial to triumph over adversity. You can read many articles about the game’s ideas of community from fellow writers on the site. What hasn’t quite gotten the attention it deserves is how revolutionary Death Stranding feels in terms of utilizing asynchronous online to greatly affect the game itself. Games like Dark Souls and other FromSoftware titles have included the ability to leave notes (which Death Stranding also offers) that help (or trick) players as they venture throughout the world on their own. How those notes’ effects are manifested are often on a much smaller scale – helpful at times but often to warn players of an impending way they might die. They don’t have a large impact on the player, only a temporary means of cheating death.
Where Death Stranding becomes something greater in scale is in what it lets other players do to other peoples’ single-player experiences. In the game, you play as Sam Porter Bridges who is tasked with reconnecting America from coast-to-coast. At first, the game thrusts Sam into its narrative, taking the reluctant, isolated character and forcing him to eventually realize the importance of hope and connections in dire times. As Sam starts bringing more and more people onto the Chiral network (which allows instantaneous communication and the transferring of 3D-printable goods), so too does the game open up and reveal its ultimate goal: to bring players together.
This doesn’t mean players will ever talk to other players, and the game very much avoids any real negative actions that can be performed on players. In fact, someone could play the game without ever actively engaging with online features. Instead, the game will passively hand out “likes” to other players whose ladders are used or roads are driven. If one wanted to fight the game’s narrative and instead keep Sam isolated and away from the community that the Chiral network provides, they could definitely do that – no matter how antithetical it would be to do so. Death Stranding even offers an offline mode that would nullify all of that and keep the experience solely on the player’s impact on the world and no one else’s.
Yet there’s a reason the online mode is the default mode. It was near the end of Episode 3 (which also happens to be when the game unloads almost all of its mechanics onto the player) when I finally realized the impact I was having on other people’s games. I had spent an entire day playing the game, but focusing largely on delivering premium deliveries – these are optional challenges that essentially boil down to carrying more cargo, damaging cargo less, or getting to your destination in a set amount of time. Death Stranding doesn’t ever tell you the best way to get somewhere. Instead, it places a wide array of tools in front of you and assuming the Chiral network is set up in an area, it can provide a rough guide on places to avoid or infrastructure already built. However, one of the key pieces of infrastructure missing for my playthrough was roads. My efforts immediately became focused on building a network of roads that made their way all throughout one of the larger areas in the game.
The game doesn’t ever make you build roads. It tells you the option is there but it doesn’t force your hand. Often tools will be introduced, like zip lines and floating carriers, but the game never demands that they’re used. Of course, engaging with those tools will make your life easier. There are easy ways to start building infrastructure in Death Stranding: ropes and ladders can help to scale mountains or plummet depths. Those will remain in the world for other players to use and will even appear on their maps as they hook up areas to the Chiral network. So, someone who plays the game earlier than someone else could lay down ropes and ladders, and depending on when the other person starts playing, they will find those once they have progressed to a point where they are traversing that area. Where the game becomes even grander in its sense of community is the realization that the more players commit to building roads or setting up zip lines, the more other players benefit.
The reality is that ladders and ropes are temporary – they cannot be rebuilt, they can only be replaced. The game’s Timefall – a weather phenomenon that acts as rain but ages anything it comes into contact with – can reset an entire map after a while if there is nothing more substantial placed on the map. So in my game, I decided that whenever I could build a road, I committed to doing so. This could mean going to multiple waystations and collecting materials that have amassed over time from deliveries, or going out in the world and finding these materials like Chiral crystals. At a certain point, I would load up a truck with multiple deliveries that were on or near the roads I had built, as well as with as many metal and ceramic materials I could load into the truck before it reached capacity. As I delivered packages, I’d replace them with more deliveries and more materials from each waystation. Eventually, I’d find myself at a point where a road was not built yet and would then build that road.
Community stands as the strongest component of Death Stranding .
In contrast to a game like Dark Souls, actions in the world such as providing notes on the ground or helping another player with a boss battle is helping them cheat death. The community that is being built is not one that has any lasting effect on the world in the game. No Man’s Sky may let players interact with each other and further their knowledge of the universe within the game, but often that help is relegated to an isolated planet. It’s a more contained impact. Hideo Kojima created a game where players don’t just build infrastructures for themselves, they can intentionally or inadvertently assist other players throughout their games. This leads to players like myself creating strand contracts with other players who have built things I liked in the game. A strand contract is a powerful feature because it means more of that players’ roads or other items built for the world will show up more frequently in my game.
Every Action in Death Stranding Creates Hope
One of the perks of building so many roads is you also get a lot of likes, whether passively given because someone used the road or actively provided by a player because they not only used the road but were appreciative that someone built it. It’s hard not to feel important in someone else’s life when you’ve made their experience less cumbersome because they no longer have to drive over rocky terrain or through enemy territory but instead can take a highway to their destination. What’s better is that more substantial developments like bridges and roads can be repaired by other players and even upgraded. So while I laid the initial roads down, I actually haven’t spent any materials repairing them. Instead, notifications come in and tell me players have repaired roads I’ve built. There’s no real reason to do that unless the infrastructure built was necessary to their journey through the game – making it easier but also providing the same feeling of helping out a larger community.
Community stands as the strongest component of Death Stranding – a game that doesn’t even try to be subtle in its intentions. Traversing Kojima’s version of post-apocalyptic America is harrowing on your own. With just your two feet and a package to deliver when the entire world itself is trying to stop you from doing so, America isn’t just divided – it’s hostile. Where Death Stranding shines brightest is when it offers a helping hand. Players aid one another to achieve the same unified goal: save the country. All of this is under the assumption that the country can be saved, but there is no denying that seeing someone else’s rope hanging off a steep cliff, or a Timefall shelter where it rains Timefall on a constant basis, is one of the most satisfying feelings. In Death Stranding, it isn’t enough to know that you’re making progress, but that everyone is willing to assist others to reach the same end goal. It’s a game where every action creates hope and is built upon the idea that we are at our best when we work together.
‘Woven’ Review: Comfortably Soft and Lumpy
Despite those blurry visuals and stilted gameplay, there’s something endearing about this innocent elephant’s adventure.
With a sincere warmth and fuzziness that conjures up dreamy recollections of 3D games gone by, Alterego Games‘Woven mostly overcomes its blurry visuals and technical jankery to somehow create a pleasant, old-fashioned experience. Those excited by modern gaming probably won’t give this lovable hand-me-down a second look, and perhaps they shouldn’t; extremely simple actions and soothing narration support a fairy tale quality that’s probably best suited to younger players. However, anyone willing to look past the well-worn exterior in search of a relaxing break from stressful button pushing may squeeze more fun out of this familiar stuffed toy than they might originally expect.
Woven tasks players with taking control of a meandering patchwork elephant named Stuffy, and guiding him through a sparsely populated knitted world that seems to have met an untimely demise. Because Stuffy has cotton for brains, he is assisted on this journey by a much smarter metal firefly named Glitch (a reference to his role in this story?), who floats alongside the curious-but-clumsy plush toy and provides hints as to how he can use his various abilities. Together, this odd couple will traverse open plains blanketed with colorful yarn grass, maneuver around impassable felt trees and plants, and hopefully discover the secret of where Stuffy’s clueless kin have all gone.
Along the way, the duo will walk great distances (often without much event), solve the occasional environmental puzzle, and generally just keep on keepin’ on.Woven is mostly straightforward in its campaign, merely about getting from point A to B by whatever means the path requires. Most often this involves finding new blueprints that allow players to change Stuffy’s design from an elephant into a wide variety of other animal shapes, each with a set of abilities that come with a new set of arms, legs, and a head. For instance, while the stocky (and adorable) bear can push plush boulders and perform a mighty stomp, the goat and frog can both use their legs to hop, while the kitty cat is able to push buttons on rusted consoles that activate dormant machinery.
However, these abilities are usually only able to activate when context-sensitive prompts from Glitch appear, so don’t expect some sort of platforming freedom. Woven handles a bit clumsily in that regard and others; strolling is definitely the order of the day, as long as Stuffy doesn’t get hung up on the geometry.
But these actions do help provide variety; a tropical bird of some sort (toucan, maybe?) can sing certain notes, while a pelican-thing can fly (sort of) over land and shallow water with great speed. And so, it often becomes necessary in Woven to alter Stuffy’s look with a total reweave. These designs can be applied at various sewing machine-like stations scattered about, which go a step further than just swapping Stuffy the deer for Stuffy the ape. Each blueprint is comprised of five parts, allowing for players to create a Frankenstein Stuffy made up of all the best abilities the player has on hand (or cushioned paw). By mixing certain sets, Stuffy will soon be able to scale mountainside crags, cross piranha-filled rivers, and pick up industrial cogs without the need to make a pit stop and bust out new needle and thread.
Some truly hilarious (or horrifying, depending on your sensibilities) aberrations can be created; seeing Stuffy hobble on hooves as he flaps a wing on one side and swings a muscular gorilla arm on the other, all with the head of a squirrel, is freakishly entertaining. In addition, for those who like to wander off the beaten path, there are a plethora of knitting patterns to discover, tucked away in both obvious and devious locations (and denizens). These cosmetic enhancements can also be applied at the sewing stations, essentially giving players seemingly endless amounts of customization. And these aesthetic changes even get in on the puzzle act every once in a while, especially when a pesky cobra shows up.
But outside the odd ‘connect the power line’ or ‘raise and lower platforms’ objectives, Woven doesn’t throw much at players that even young children shouldn’t be able to handle — and that seems to be the aim. Stuffy’s adventure lives or dies on its wholesome and serene vibe, which players either buy into or they don’t. There’s no combat here, very little to actually do outside hunting down those patterns, illuminating some painted caves, and activating some of Glitch’s ‘memories’ contained by machines hidden in the soft folds. Ongoing narration is pleasant to the ears, often conveying old-fashioned morals and cutesy jokes, but there’s no more story than in a classic fable.
And make no mistake — though the world is certainly bright and cheerful, it’s also quite fuzzy around the edges. The tactile nature of the cloth textures is lessened greatly by the low definition (at least on the Switch version), eliciting memories of the Wii-era. An increased crispness would have really made the world of Woven pop off the screen, perhaps luring in a larger audience who have become accustomed to such. There is still plenty of charm, but it feels like a missed chance at that true magical feeling the game seems to be shooting for.
Other stumbles come when certain worlds try to open up a bit more, which might lead a younger audience to get frustrated by the lack of direction (especially when they keep getting hung up on that geometry!); Woven definitely works better when it’s casually guiding players along, letting gamers of all ages envelop themselves in the easygoing atmosphere instead of requiring tedious backtracking. There’s just something nice about sitting back and relaxing to hummable music, watching the roly-poly amble of a stuffed kangaroo.
Woven will not be for everyone; those who play for challenge or eye candy won’t find either here. And yet, despite those blurry visuals and stilted gameplay, there’s something endearing about this innocent elephant’s adventure. Woven certainly has its share of lumpiness, but somehow remains cozy regardless.
‘Woven’ is available on PC, Xbox One, PS4, and Switch (Reviewed on Switch).
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