Hey all, welcome to my guide for choosing a starter in PMD. I will be going over which starter you should choose when you start the game. These are my personal opinions, and if you have a problem with them please bring it to my attention at once. TABLE OF CONTENTS Part One: Things You Should Know Part Two: Basics Part Three: Starter Guide Part Four: Legal There are a few basics that you should practice when you first start playing this game, and here is a brief overview of them as a whole. If you want a more thorough analysis, then go to a guide. This will be pretty thorough though, just this isn't what this guide was meant to do :P. I will be listing them in steps, so pay attention. Step 1: KNOW YOUR POKEMON I can't stress this enough, as if you don't know the basic type charts, then your truly in trouble. Let's say you have a fire type, and you are going up against a water type. Common sense dictates that water beats fire right? Then use that common sense as it will save your hinde more often then not. Step 2: KNOW CROWD CONTROL In this game you will often be swarmed by several pokemon at once and because of that it is imperative to practice something I call crowd control. There are two steps to crowd control, and they are as follows: Range and Physical. Range basically means your pokemon using an attack that hits from far away, and I know that may sound simple, but it isn't. Often the prime motive of a range move is to buy you enough time to wittle down an opposing pokemon enough so that when it approaches you don't get blindsided. If you can whittle an opponent enough, then you can take it out quickly when it approaches. This usally means life or death in a ton of situations, so be careful. Physical basically means getting close. Usually this will be a last ditch effort in my opinion, as range is key in a ton of situations. Physical does happen a ton of the time though, since it is unlikely that you can take a whole mob before they get to you unless you employ some sort of item. Step 3: KNOW YOUR ITEMS A wise man once said, you are only as good as the equipment that you take with you. That same saying holds true in this. I can tell you that it makes more sense to have items than not, as you may just be depending on them. Some items allow you to attack at a range, other give you the ability to speed up or heal. Use them well and you'll go very far. Step 4: BE AWARE OF YOUR SURROUNDINGS Don't make the same mistake most make, be aware of your surroundings. If you are, you can avoid ambushes by mobs of enemies. FORMAT Starter Name My Opinions My Rating(Based on a ten point scale.) That is how it will go, no different than any of the other guides that I have concocted over the months. Bulbasaur My Opinions: Being a grass starter gives Bulb. a nice variety of grass type moves to choose from when you are fighting. Possibly my only main concern with this guy is his weakness to fire, psychic to an extent, and most of all the walling that happens to all grass types. Steel, although rare, can be a killer with these guys, and if you are like me you definitely should have back-up when you go face to face with anything of that nature. Skarmory, one of the first bosses that you will meet, is definitely a great example. You can and will most likely be walled by him, so picking a good support is in your best interest if you truly want to attain a good, solid team. His later evos. can be great as back-up, but should be pushed aside in the long run of it all. Attacks that he gets aren’t the best, and since grass is a pretty weak type that can be expected. My Score: 7/10 He is sturdy, but problems prevent him from being truly great. Charmander My Opinions: Being fire gives Charmander an excellent repitoure of sweet moves that can make this game a breeze if you partner him with the correct type. That is definitely the key, as water can seriously hurt him if it comes down to a brawl. Fire takes out probably one of the fiercer tyeps in the form of steel, so that is always helpful. If you do pick him, find a good water partner as it will help you out, trust me ;). Ground can hurt, and in the case of any serious boss battle you’ll want to sit this guy out if at all possible, until he becomes a Charizard and EQ can’t kill him any more, just rockslide :P. My Score: 8/10 Harder later on, but great in the early stages. Chikorita My Opinions: Another grass starter, just great. Basically the same as the previously mentioned starter, just hounded by the same weaknesses. She does have the pleasure of being one of the only pokes in the game that actually evolve into something that isn’t used much though :P. I have honestly yet to truly use this starter that much, mainly due to the weaknesses that plauge it. Were it not for this, I would have skipped. If at all posible, follow some of the same recommendations as the previous grass starter. Shame, I liked this one… My Score: 5/10 Get’s slaughtered by some early and late game enemies. Cubone My Opinions: Uncontestedly the best starter PMD has to offer, this guy boasts some great stats when evolved, solid moves, and some wicked looks. I personally would recommend this guy to a begginger, as the ability to have some better stats does make it easier. Two words: Bone Club. Not only are multi-hitting attacks some of the most potent in the game, but they are also great for something that hurts a ton of players, crowd control. With it, you can beat this game very easily. Best part is that you get it fairly early as well, so as soon as you get it your practically set for a good amount of time before it becomes obsolete. The only visable downside that truly prevents this guy from being perfect is his weakness to water and ice. Both kill him, and without a good, sturdy supporter your taking a boat up a creek that you should really stay away from. If I were you, I’d pick either a good electric type, possibly a grass type, or something else to back you up. Something to consider though before I close this subject, you should definitely work on getting a solid start to the game with this guy, as if you do that you can control the rest of it fairly easily. My Score: 9/10 Weaknesses are his only real problem. Cyndaquil My Opinions: Unlike Charmander, Cyndaquil suffers from something that really kills it in the long run: the inability to get rid of its ground weakness. Charmader will eventually get rid of it, but he won’t. Because of that, I stongly recommend against this guy unfortunately, as I just can’t get past that. He has no dual type to take advantage of like Blaziken does, and he gets pretty bad attacks as well for a good, long period of time before he gets good. I think you can choose him though if you want some sort of difficulty out of this game, as if you can wing it with him you’ll be in a better position for future runs. Difficulty makes you a veteran I suppose. My Score: 5/10 Great for a simulated hard mode run. Eevee My Opinions: This thing has one huge asset going for it, and that is the fact that it gains the ability to evolve into some excellent pokemon. It starts out weak, and doesn’t get much better, so you may or may not find yourself ditching him if you don’t have the nerve to stay put for a good amount of time. There are basically no moves that I can think of that this guy can really excell with, so you eally are getting hurt there. If anything at all, he is horrible at crowd control, so be careful with that as well. Still, he is extremely rewarding if you can stick with him for the long run and get him to evolve. My Score: 8/10 Excellent for on purpose, evolution. Machop My Opinions: Fighting types are generally very good in this game, so if I were you I’d pick this guy if you want someone that can be good as a main guy to stick with. He is very close range though, so expect to get hit up or rely on some items to expand your range. Psychic is a problem, and since they rely on range that really hurts this guy as a whole. Try as I might, the only thing I could come up with was to just use your other partners for areas that you know will house these types of pokemon. Excellent dark counter though, not that you’ll be seeing much of them. Flying hurts, and since that is a problem as well, you could be in for it. Since he is close range though, you can still benefit from it if you play your cards right. My Score: 7/10 Weaknesses are plentiful and quiet common in some cases to come across. Meowth My Opinons: The epitome of mediocre, Meowth doesn’t have much going fo rit other than its basically nuetral stat base. Most of its moves are neutral in type, so if you want a good poke that can score neutral most of the time, this guy is for you. Ghost is a problem, and with no foresight you’re basically screwed. Still, his stat base is nice, as well as pay day. My Score: 5/10 Mediocre at best. Mudkip My Opinions: Some would consider him the best water starter out of the whole bunch, and I agree. That one weakness once he evolves is a nice bonus that I just can’t look past. He has good stats, fairly good moves for crowd control, and the ability to axcess both ground and water moves. That right there saves his tanning hide from a ton of problems that could surface. I forget if he gets rockslide, but if he does you really are in better shape. All in all, his only real problem is grass weaknesses that follow him around like the plauge. Best example would be in the earlier dungeons, when grass is at its height. My Score: 8/10 Virtually no weaknesses, but where he does get them it hurts. Pikachu My Opinions: The electric rodent that just won’t seem to die, Pickachu is a hideous little rodent that I wish I could send on a rocket to some distant planet. Anyway…….:P. I typically find this guy hard to use later on in the game, partially because ground is prevelent and it basically shuts him out very easily. If you can use him ealier though against the plentiful flying type, you’re in better shape. Remember, support is your best friend in a case such as this. Grass is excellent in a case such as this, as is water or ice. Ice is rare though, so grass is you best friend. My Score: 0/10 I hate rodents, and this is no different. My Real Score: 5/10 To many things that resist him later on to use him on a consistent basis. Psyduck My Opinions: Any one who uses this guy in favor of kip is plain out stupid, unless you are going for a hard run. He gets a dual type, but it does nil for him in the long run. Range is okay, but it could be better on both sides of the spectrum. Darkness weaknesses hurt him though if you aren’t careful. Good support can be found in ground, fire, and in some cases fighting for dark. My Score: 3/10 Way to many problems that stem early on in this poke’s carrer. Skitty My Opinions: Another junky normal type that doesn’t even have average stats to back itself up. Attacks are BASICALLY useless. He can be a tad bit usefull in some situations, but still has problems. Weakness’ to fighting and other normal problems give him a hard time later on. My Score: 4/10 Stats aren’t that good, basically no good attacks, just has problems. Squirtle My Opinions: A defensive water type that definitely is good in a pinch. I would definitely recommend this guy for one reason alone, he can defend himself. Unlike other pokemon that have problems with this and are dragged down because of it, he isn’t. Solid moves, great stats, nice range, and an overall quality expereince made this guy a joy to play with. Excellent for begginners that are still getting used to the basics. Taking hits and keep on ticking is something. New players that have a hard time with this definitely will benefit from him. My Score: 9/10 Excellent for begginers, I defintiely like this guy in a ton of areas. Torchic My Opinions: Being a dual type when it evolves, Torchic gets the best of both the fighting and fire types. Not only is this a great asset to it, but it also affords him one of the widest forms of offense that the game can prvide. Close range fighting moves, long range fire moves, you name it, he has it. This definitely helps him in the long run, as it guarantees that he won’t get shut out by a water that will be hurting him. He does gain that weakness to psychic though, so watch for that along with possibly one of the worst weaknesses ever, ground. Support is definitely in order for something such as this, as without it you will get shut down very quickly. If you want to get yourself going quickly, start off with a nice Torchic as well as a very fast water type. Excellent coverage on both premises. My Score: 8/10 Weaknesses prevent him from being one of the best pokemon in the game. Totodile My Opinions: In the main games, being an offensive water type kills this guy. In this game, it’s a blessing that just keeps on giving. If it weren’t for the elec. types out there that really kill him, he’d be the best poke in the game. Getting up close, and then getting shocked is definitely not fun. If I were you, I’d get a good ground type to lead the charge if you encounter one of those situations. Being water gives him some moves that afford range, while also allowing him to inherit some nice normal moves as well. That’s other pokes one main problem, the lack of other moves. It kills them, and if you are strapped for Tms you are definitely in troubel. My Score: 7/10 What can I say, he gets a ton of stuff that makes him good. He can get hurt though, and pretty badly if you know what I mean. Treecko My Opinions: Unfortunately for Treecko, his nice speed from the other games doesn’t translate into this. That leaves him with his best grass move, leaf blade. Excellent killing move that can truly hurt other pokes if they leave themselves open for attacks. If I were you, I’d whatch for shut-outs by steel types, as well as fire since he doesn’t get that dual type that the other do. Without it, he misses out in the long run on some good moves. My Score: 5/10 Hate to say it, but he is better in the main games. I hope you enjoyed this, and I really hope you learned :P. LEGAL This faq is owned by me, EJR, and may not be copied or reproduced in any matter without my personal permission. 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