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    Starter FAQ by EJRICH

    Updated: 01/01/07 | Search Guide | Bookmark Guide

    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 
    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.
    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.
    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.
    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.
    Don't make the same mistake most make, be aware of your
    surroundings.  If you are, you can avoid ambushes by mobs of 
    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.
    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.
    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.
    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.
    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.
    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. 
    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 
    My Score: 8/10
    Excellent for on purpose, evolution.
    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.
    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.
    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.
    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.
    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 
    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 
    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 
    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.
    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 
    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.
    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.
    This faq is owned by me, EJR, and may not be copied or reproduced
    in any matter without my personal permission.
    Sites That Can Use This Guide
    Nsider Forums
    Works Cited: Pokemon List from Wiki.
    Copyright 2007 @EJR 

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