Turtwig, Grotle and Torterra

Turtwig.  Artwork by Ken Sugimori; that is not dead which can eternal lie, and with strange aeons even Nintendo may die.Okay; Diamond and Pearl.  The last three starters (since I’ve already covered Tepig, Snivy and Oshawott).  I’ve always liked these three; the designs are quirky, they’re all pretty powerful (if I had to use a whole trio on a single team, this is probably the one I’d go for, although the Ruby/Sapphire ones give them a run for their money), and the way they interact with each other is pretty interesting in itself.  Let’s take a look at Turtwig and see how he measures up.

As you’ve probably read by now, I love all the Grass-type starters.  However, I think Torterra is the only one whose design potentially equals or betters Venusaur’s.  Turtwig, Grotle and Torterra are based on the old mythological motif of the ‘world turtle,’ who appears in several places around the world, but most famously in Hindu legend as one of the avatars of Vishnu, his shell serving as a pivot when the gods and demons together churn the ocean of milk using an upturned mountain to produce the water of life (it… was just that kind of Friday night, okay?).  The world turtle motif is directly referenced in the Pokémon world’s corresponding ancient myth that an enormous Torterra lived deep beneath the earth.  The design includes elements of every part of the natural world – earth, water, plants and animals.  Turtwig originally hosts a tiny sapling on his head, which grows into twin rows of bushes on Grotle’s shell of compacted soil, and finally into a huge tree on Torterra’s immense carapace, accompanied by great spikes of moss-covered stone.  Grotle often carry smaller Pokémon around on their backs over long distances, and Torterra becomes so large, and his foliage so luscious, that entire communities of Pokémon can be found on a wild Torterra’s back, creating a pocket ecosystem in which some Pokémon spend their whole lives.  Turtwig, Grotle and Torterra also have some minor powers related to water, completing their miniature world.  All Grass Pokémon, logically, are very reliant on water, but the designers seem to have wanted to drive it home with these three; they always live by lakes and rivers, drinking causes their shells to harden and grow strong, they have the special ability to sense sources of pure water, which they use to lead other Pokémon there, and wild Grotle are said to protect hidden springs.  These Pokémon aren’t just parts of ecosystems, they are ecosystems.  I love this design.  It’s detailed and fascinating, drawing on a well-known mythological motif combined with symbolically significant traits and powers to give Turtwig, Grotle and Torterra an interesting place in the world of Pokémon.  I don’t think it would be at all bold to say that Torterra is one of the best-designed Grass Pokémon in the entire history of the game.  My one minor gripe here is the scale; as Pokémon go, Torterra is pretty massive, more than two meters high and about five meters long, but I can’t help but feel that he (and perhaps Grotle as well) should be even bigger, to realistically fit their portrayal as supporters of whole communities.  At some point, though, it would become ridiculous to talk about using these things in a battle in a stadium.  Besides, we never see wild Torterra in the game; all of them are given out as starter Turtwig or hatched from eggs – who knows how old they get in the wild, or whether they ever stop growing?

The fact that they remind me of dinosaurs has nothing to do with why I like them.  Honest.

 Grotle.  Artwork by Ken Sugimori.

Turtwig is the only Grass-type starter who gains a second type upon evolving, becoming Grass/Ground, appropriately enough, upon reaching his final form (Bulbasaur is Grass/Poison to begin with, and the others stay pure-Grass all the way through).  This is interesting because it’s part of the way Game Freak decided to play with the traditional Grass/Fire/Water paradigm in Diamond and Pearl.  Normally, Grass drains Water, Fire burns Grass, and Water douses Fire, and this is the way Turtwig, Chimchar and Piplup work as well, but when they reach their adult forms, they mix up the usual strengths and weaknesses a little bit.  Torterra is a Ground-type, so even though he’s still vulnerable to Fire attacks, he can smack Infernape with a pretty nasty Earthquake.  Empoleon is a Steel-type, so he is no longer particularly weak against Grass attacks, but he’s almost as frightened of Earthquake as Infernape is.  On the flip side, Torterra’s second element makes him even more vulnerable to Empoleon’s Ice Beam than most Grass-types, and strips him of his resistance to Water attacks.  Finally, Empoleon can still hammer Infernape with Water attacks, but also has to be wary of Infernape’s Close Combat, since Steel Pokémon don’t like Fighting attacks one bit.  Essentially, the game starts with a traditional Grass-beats-Water-beats-Fire-beats-Grass setup, but by the end of the game all three have some pretty devastating guns to level against each other.  I suspect that quite a lot of thought went into this; it’s an interesting change to the usual dynamic and part of what I like about the fourth-generation starters.  It’s sort of a shame Black and White didn’t continue this – Emboar can smack Samurott around with Grass Knot or Wild Charge, if you have the appropriate TMs, and Samurott can give Serperior a Megahorn to the face, but they seem to have forgotten to give Serperior anything to hurt Emboar (as usual, Grass-types Don’t Get Nice Things).  Oh well…

 Torterra.  Artwork by Ken Sugimori.

The mechanics changes of Diamond and Pearl opened up the possibility of physical Grass attacks, so why not kick things off with a Grass-type physical tank?  Only two previous Grass Pokémon had ever shown a significant bias towards physical attacks over special attacks – Parasect and Breloom, whom, let’s face it, we use for Spore, not for their attacks (Breloom less and less as the generations passed, but Spore is still his biggest advantage) – so Torterra blazed new ground… and boy, did he blaze it.  Torterra is the slowest of all the starters, but possibly the toughest, and also one of the most powerful.  Curse is an obvious choice to emphasise those qualities since Torterra isn’t going to outrun anything that cares anyway, but if you want something a little less predictable you can try Rock Polish, to bring Torterra’s speed up to something resembling respectability, or even Swords Dance if you’re reckless enough.  Torterra’s primary attack, of course, is Earthquake; sadly, Grass attacks don’t combine particularly well with Ground attacks, since they share all of Ground’s offensive weaknesses.  If you do want one, you have two options; Wood Hammer is stronger than Seed Bomb, but Seed Bomb doesn’t cause recoil damage.  Rock attacks, on the other hand, do mesh very well with Earthquake, so Stone Edge is a good place to go.  Torterra’s other main offensive options are Crunch and Superpower; Superpower is much more useful for actually killing stuff, but the penalty it inflicts to the user’s physical attack and defence is particularly undesirable for a slow, bulky Pokémon like Torterra.  Leech Seed gets you a trickle of healing, though Torterra, with his large HP total and relative inability to stay in control of a Leech Seed/Substitute scenario, is not really an ideal candidate for using it; Synthesis is weather-dependent but probably your best option.  There are also a few support moves to mix things up if you feel so inclined; Reflect and Light Screen for team defence, the ever-present Stealth Rock is available from a TM on Diamond and Pearl if you don’t have a team member who can use it yet, Roar is always welcome on a slow, tough Pokémon for messing with your opponent’s strategies, and for a particularly defensive Torterra you might use Stockpile, a hereditary move from Carnivine or Victreebel, which boosts both defence and special defence together (it has other effects, but they are irrelevant and distracting).

It’s not all good news, of course.  Grass/Ground is a fairly poor defensive typing, with two resistances and an immunity to four weaknesses – including a crippling double-weakness to Ice.  Torterra is very easily dealt with using a good solid Ice Beam, and he’s too slow to do much about it.  He also has difficulty handling other Grass-types, who are largely unperturbed by most of his offensive powers.  In short, although he’s a perfectly respectable Pokémon, he has some crucial flaws, and is much less versatile than a Pokémon like Venusaur, which makes him a lot easier to stop.  However, if you play him to his strengths, Torterra can flatten some powerful enemies, and with some of the coolest flavour I’ve ever seen in Pokémon, he’s easily one of my favourite starters.

Mudkip, Marshtomp and Swampert

Mudkip.  Artwork by Ken Sugimori; auctoritas picturae huius Nintendoni est.So i herd u liek Mudkipz?

…eheh.  Sorry.  I couldn’t resist.

caelicolae immortales, I hate that meme…

Today’s cute little bundle of utter nonsense is Mudkip, the… swampy… fishy… thing.  Now, as for me personally, I’m sorry to say that, no, I don’t liek Mudkipz.  His evolutions, Marshtomp and Swampert, belong to an archetype that I’m simply not very fond of.  However, that doesn’t mean this is a bad design.  Maybe Game Freak realised on their own how boring Feraligatr was, or maybe someone pointed out to them, or maybe (far more likely) Mudkip just happened to get lucky, because he is anything but a simple cartoon of an ordinary animal.  He’s probably based on something like an axolotl – a curious species of salamander that, although it does have an ‘adult’ form, never actually metamorphoses under natural conditions, and retains the gills of a larval salamander for its whole life (you can force an axolotl to metamorphose and become a land animal, but the stress will either drastically shorten the poor thing’s lifespan or kill it outright – I’m sure there’s a metaphor in that somewhere…).  Axolotls are fully aquatic, but Mudkip is more an amphibious creature; he has fins to help him move through the water, but his legs can support him on land, and while he still has functioning gills, he seems to have air-breathing lungs as well.  He retains this mixture of traits as he evolves into a veritable ‘creature from the black lagoon.’  Well, eventually.  I’ve always thought Marshtomp looked a little bit gormless, and to be honest Swampert does too, in Sugimori’s art, but most of his sprites are much better, and it doesn’t take a great deal of imagination anyway to picture this froglike behemoth as a pretty terrifying opponent.  As I said, I don’t liek Mudkipz – in general, I’m simply not a fan of brutish, physically imposing Pokémon, which is what he eventually becomes (Mudkip himself, I admit, is pretty cute).  As brutish, physically imposing Pokémon go, however, Swampert is a keeper.  Pure boulder-crushing power isn’t all there is to him; the whole line also has impressive sensory abilities.  Mudkip, Marshtomp and Swampert can use their fins to detect pressure differences and ‘feel’ objects and Pokémon moving around them – most effectively in water, but in air as well – and have extremely good vision, allowing them to see through murky water with ease.  Swampert can even predict storms well in advance by sensing air currents, and will pile up boulders to protect his coastal territory.  I find it odd that they apparently live on beaches, since they seem to be based on a freshwater animal and are linked with swamps and marshes; in particular they like to dig burrows in mud and damp soil, not sand.  I think they must live in estuaries, mangroves and salt marshes, intersections of terrain types, which implies a fair degree of hardiness and adaptability – and, to look at these Pokémon, I can certainly believe that.

 Marshtomp.  Artwork by Ken Sugimori.

Swampert is a great big bulky physical attacker, and in that respect he does a pretty good job of stealing what little of importance Feraligatr ever had to his name.  Like Sceptile, he shows that Game Freak did, in fact, learn from their mistakes with Feraligatr, but unlike Sceptile he takes every possible opportunity to rub Feraligatr’s face in it by being better at everything ever.  Both of them were mainly reliant on Earthquake in Ruby and Sapphire, but Swampert was by choice and Feraligatr by necessity; since Swampert is a Water/Ground dual-type his Earthquakes are significantly stronger than Feraligatr’s and actually make a good primary attack.  Swampert got just about every important attack Feraligatr did except for Swords Dance, and was better at all of them.  In fact, his stat distribution makes him better than Feraligatr at pretty much everything.  He’s slower, but Feraligatr isn’t fast enough for speed to matter a whole lot anyway; all his attacks are more powerful, he’s significantly better at taking special attacks, and thanks to his higher HP they’re actually pretty similar in terms of physical bulk.  To cap it all off, Swampert’s type combination doesn’t just make his Earthquakes stronger; it also grants immunity to Electric attacks, leaving him with only one weakness (Grass – a type not exactly known for its powerful attacks or formidable sweepers).  He also steps on Wooper and Quagsire’s toes a great deal; they have very different design aims, since Quagsire is clearly supposed to be cute, but they’re both big amphibious swamp-dwelling Water/Ground Pokémon that act as physical tanks, which Swampert is much better at doing than poor Quagsire.  Don’t get me wrong, it’s good that Swampert is effective; it just hammers home how much of a lottery Pokémon’s ‘game balance,’ if you really want to call it that, can be.  The differences between Feraligatr and Swampert appear to suggest that Game Freak knew, by this point, that a Water-type couldn’t be a top-notch physical attacker under the rules of Ruby and Sapphire without some kind of extra sparkle, and the combination of Quagsire’s excellent typing with Feraligatr’s high stats provide Swampert with just that.  Kind of a shame about his predecessors, though.  In general, my stance is that making a new Pokémon that totally supersedes an old one, when you could just make the old one good, is Bad Design.  They did eventually start being nice to the older Pokémon; Feraligatr’s a sweeper now, and Quagsire is potentially useful if oddly specific, though at the time of Swampert’s introduction, Quagsire could practically have evolved into Swampert.  In the end, I want to forgive Game Freak this time – in Feraligatr’s case, anyway – because I think Feraligatr is an unimaginative gob of mindless sputum hocked up by a dying frog, and that Swampert is a far superior design anyway.

Yes.  That entire paragraph was only in there so I could bash Feraligatr some more.

Let us move on.

 Swampert.  Artwork by Ken Sugimori.

So, like I was saying, Swampert is tough.  Unlike Feraligatr, who by this point had Swords Dance and was pretending to be fast enough to be a sweeper, Swampert’s buff of choice was Curse, which acts to turn him into a slow but powerful behemoth of a Pokémon capable of taking, and dishing out, physical attacks ‘til the Miltank come home.  To back up his terrifying Earthquake attack, Swampert picked up Rock Slide with the release of Leaf Green and Fire Red – not a powerful attack, but good for punishing Flying-types.  Surf and Ice Beam worked off his weaker special attack stat, but he was still better at them than Feraligatr, and didn’t actually have to rely on them, thanks to Earthquake.  If you like paralysis, Body Slam was an option, and he could turn his bulk and lack of weaknesses into formidable weapons with Counter or Mirror Coat.  Roar, finally, is a handy toy for a tough Pokémon to have; Swampert can often afford to wait for his opponent to attack first if it means throwing a spanner in the works by forcing a switch.  In short, Swampert was a highly effective physical tank from the moment of his release, and Diamond and Pearl only made things better – the introduction of physical Water attacks, obviously, being the main benefit.  With them came Hammer Arm, a strong and reliable Fighting attack, and eventually Ice Punch.  His support options also expanded to include the time-delayed sleep attack, Yawn, but for all practical purposes Yawn is mostly for forcing switches, since switching out a drowsy Pokémon will keep it from falling asleep, and Swampert can already force switches very effectively with Roar.  Finally, of course, Diamond and Pearl gave Swampert the oh-so-delightful Stealth Rock, so now he can damage whichever Pokémon comes in to replace one he Roars away.  And that… well, that is pretty much the end of Swampert’s development.  Black and White didn’t really change him at all.  His Dream World ability, Damp, prevents Pokémon from using Explosion or Selfdestruct – amusing, but ultimately very situational, especially since Black and White drastically reduced the effectiveness of both attacks.  Like most Water Pokémon, he can now burn opponents with Scald to weaken their physical attacks, but Scald is a special attack, and Swampert isn’t exactly bad at taking physical attacks anyway, so sticking with Waterfall is fine too.Just a Mudkip sittin' by a pond, bein' adorable, by Frogmastr1 (http://frogmastr1.deviantart.com/).

Although Black and White seem to have largely forgotten about him, Swampert is still a perfectly solid Pokémon with a small but useful support movepool and wonderful all-around endurance.  Be careful of Black and White’s sleep mechanics if you want to use him – switching a Pokémon out now resets the number of turns it will take to wake up, which means that Rest is no longer a reliable form of healing, and Swampert doesn’t have anything else.  Don’t expect him to take too many hits… and, as always, avoid Grass attacks like the plague.  If you can find it in your heart to love a monstrous swamp-thing, though, you could do far worse than Swampert.

Torchic, Combusken and Blaziken

Torchic, Combusken and Blaziken. Artwork by Ken Sugimori; my momma always said, Nintendo is as Nintendo does.Our next starter is a chicken?  Really, Game Freak?  A chicken?

It’s… well, not as odd as it sounds.  A good friend of mine grew up on a farm and had a number of pet chickens over the course of her childhood.  Not only are they actually quite good pets, each with distinct personalities as interesting as any dog or cat’s, the brighter ones can be taught tricks (my friend won prizes at her primary school for doing just that).  Chickens may not have the same kind of awesomeness potential as more conventional pet animals, but they’re really quite underrated.  So, there you have it.  Setting off from home accompanied only by a firebreathing chicken is… admittedly still not a very good idea, but not a markedly worse idea than leaving with a magic frog or a perfectly ordinary baby crocodile.  Torchic basically has generic Fire Pokémon characteristics, other than a note that she doesn’t like darkness and, to my knowledge, this really is a noticeable trait of real chickens; they have poor night vision, so they don’t like to move around when it’s dark.  That seems a little odd for a Fire Pokémon (especially one whose name is derived from “torch”), since Torchic can presumably just produce flames to light up a dark area, but I guess I’ll go with it.  She becomes more interesting when she evolves into Combusken, and then Blaziken: battle-chickens that pummel their foes with flaming punches and kicks, and can clear huge obstacles with their powerful legs.  This fits well enough; after all, how do flightless birds defend themselves?  They kick you, and some of the bigger ones, like cassowaries, can and do kill people this way; Blaziken wouldn’t be much bigger than a cassowary.  Their take on Fire abilities – why just kick things when you can kick things with fire? – is not especially brilliant but it’s also not really something any Fire Pokémon had ever done before (except for Magmar, to a limited extent) so it’s a good variation on the traits of the element.  In short, six foot tall flaming chicken that explosion-kicks you to death: sort of offbeat but in a good way I guess?

What’s more worrying is the fact that when these Pokémon were designed someone almost certainly had the unsavoury sport of cockfighting in mind – the practice of training chickens, specially bred to have aggressive temperaments, to attack each other with vicious metal spurs tied to their legs.  Given that, when people are making moralistic complaints about the Pokémon franchise, the accusation that it glorifies blood sports (and, in particular, sports that pit animals against each other in a ring or arena) is something of a chart-topper, the decision to make a literal cockfighter Pokémon seems not so much ill-advised as potentially suicidal.  Considering the drama that once surrounded Jynx, leading to her disappearance from the anime and subsequent recolouring with purple skin, it’s sort of bizarre that no-one seems to have picked up on this.  I don’t know; maybe animal cruelty just isn’t as touchy a subject as racism in the US?  Anyway… like any fan, I’m sceptical of the idea that Pokémon as a whole promotes blood sports; the franchise’s internal ethical framework is a lot more complex than that, but even I have to wonder about the message that a fighting chicken Pokémon sends.  It’s not even that it’s inherently a bad idea, because you could totally write flavour text or even whole episode plots for Combusken and Blaziken that tackle this thing head-on, and it would be really interesting to see how that turned out.  Just casually tossing it out there, though?  That, I have to question.  People aren’t wrong to be concerned about a game that, on the face of it, is all about forcing wild animals to beat each other’s brains out.  Pokémon isn’t supposed to be about violence or animal abuse; it’s supposed to be about partnership and discovery, but that isn’t necessarily obvious until you get into it, especially if you’re initially exposed to the games rather than to some other medium – so why design a Pokémon that draws attention to real-world instances of the former unless you’re deliberately trying to create a contrast that promotes the latter?

This is starting to make my head hurt.  Let’s talk about something less complicated. 

Two Torchic sheltering from the rain, by Princess-Phoenix (http://princess-phoenix.deviantart.com/).

Blaziken is the first of three Fire/Fighting starter Pokémon; she did it before it was cool.  Infernape and Emboar would subsequently come in and steal her schtick, but until then, she was a totally unique and quite dangerous mixed attacker.  Blaziken’s not really fast, and she’s not really tough but, boy, can she hit hard.  With Sky Uppercut, Earthquake, Rock Slide, and a downright terrifying physical attack stat, Blaziken could throw punches no-one wanted to be on the receiving end of.  However, she also came with an excellent special attack stat to back up her Fire techniques, so just having massive physical defence wouldn’t necessarily keep you safe from her (in particular Skarmory, one of the most reliable ways of saying “no” to physical attackers at the time, is helpless against Blaziken’s Fire Blast).  Fire, Rock, Ground and Fighting are four of the strongest offensive types in the game, and Blaziken knew how to use all of them.  Things just kept getting better when Fire Red and Leaf Green gave her access to Swords Dance, and she got Thunderpunch on Emerald just to keep the Water-types guessing.  She was still a little sluggish, of course, but it took a pretty big, mean Pokémon to absorb one of her attacks.  Then came Diamond and Pearl.  Diamond and Pearl gave Blaziken some cool new stuff – physical Fire attacks like Flare Blitz, Focus Blast in case she wanted a special Fighting attack, Brave Bird since her offensive movepool clearly wasn’t big enough already, Stone Edge if Rock Slide just wasn’t powerful enough, Agility if she didn’t feel like being slow anymore, and even Baton Pass if for some reason she felt someone else would make better use of her boosts than she could.  Unfortunately Diamond and Pearl also made Blaziken largely obsolete, since they introduced Infernape.  Infernape will get an entry of his own soon enough, so for now we’ll just say that he’s much faster than Blaziken, and doesn’t care that he’s even more fragile and not quite as strong because Fire Blast, Flare Blitz, Focus Blast and Close Combat (the last of which Blaziken doesn’t get) are so powerful that, realistically, if Infernape isn’t one-shotting his targets before going down in a blaze of glory he’s doing it wrong.  Infernape could also learn Nasty Plot, the special equivalent to Swords Dance.  Basically, he did Blaziken’s job, only better.

…so Blaziken retreated to the Dream World to plot her revenge…

 Blaziken finds a new outlet for her badassery in this elegant reinterpretation by Silver5 (http://silver5.deviantart.com/).  Go read his flavour text for this picture too (http://silver5.deviantart.com/art/Realistic-Blaziken-sketchies-200676116); it's very different from the orthodox feel of the Pokémon world but pretty fun.

Dream World Blaziken is an unholy terror who can rip entire teams to shreds singlehandedly if you’re not prepared with a sure-fire way to kill her immediately.  She really only has two qualities of any importance that she didn’t in the previous generation.  One is Hi Jump Kick, which gives her a much stronger replacement for Sky Uppercut to stand opposite Infernape’s Close Combat.  The other is her Dream World ability, Speed Boost.  A Pokémon with Speed Boost gets faster every turn (note that you can use Protect to get what amounts to a free turn in most cases).  Speed, realistically, was the only thing that ever truly held Blaziken back – and, unlike Agility, she gets it for free; she doesn’t have to spend a turn using it.  If you’re particularly skilful and/or lucky, you might even be able to do without spending a moveslot on Protect.  You can stop her; Jellicent and Slowbro are probably decent bets, Gyarados, Salamence or Dragonite could take a fair crack at it if she doesn’t have a Rock attack, and anything with a strong Aqua Jet should do the trick if she isn’t on a sun team (which, let’s face it, she probably is), but under sunlight it’s very difficult to do anything about her.  Smogon University declared Blaziken ‘uber’ (unsuitable for standard rules of engagement) as a result of this lunacy, and it’s rather difficult to argue with them on this one.  If you’re lucky enough to have a Dream World Blaziken, it’s probably best to refrain from using it unless your opponent has agreed to an ‘anything goes’ match, simply as a matter of courtesy.

Things were going so well with Blaziken.  Not a bizarre design, but an odd one; powerful, but not obscene, with a unique combat style.  Then along came Infernape to steal her schtick, and the developers went and overcompensated… Speed Boost is one of those abilities that you absolutely do not hand out on a whim, Game Freak!  I mean, yes, now she has something Infernape can’t take from her; on the other hand she is now, effectively, a faster, stronger and tougher version of Infernape, who is a pretty damn top-notch Pokémon himself!  I… just… I…

…please excuse me; I have to go and shoot myself in the head.

Treecko, Grovyle and Sceptile

Treecko.  Artwork by Ken Sugimori; beauty is in the eye of Nintendo.Sometimes it’s good to have trends within a Pokémon type.  They add a sense of identity, a feeling that these Pokémon are defined by more than just an arbitrarily assigned set of elemental powers.  Of course, half of the joy in having trends and stereotypes is in finding fun ways to break them, and so it is that the third Grass-type starter was something quite unusual indeed; a highly mobile, aggressive Grass Pokémon.  Treecko, Grovyle and Sceptile belong to the inherently badass jungle fighter archetype, which is appealing because Grass Pokémon don’t normally go for ‘badass’ – their power is typically of a very understated sort.  Ruby and Sapphire were the beginning of a shift towards more diversity in that respect, introducing Grass-types like Shiftry, Cacturne, Breloom… and these guys.  They’re geckos, of course, and as geckos their padded feet can grip onto just about any surface; they can climb walls and walk on ceilings, no problem, which means they can come at you from any direction they damn well please.  They’re also difficult to spot in their natural habitat, so they can come at you from any direction they damn well please without you knowing about it.  Unlike geckos, they’re also ridiculously agile; so they can come at you from any direction they damn well please without you knowing about it and then be back in the canopy again before you even know what you’re fighting.  The sharp-edged leaves that sprout from Grovyle’s wrists are the icing on the cake.  You can’t beat these Pokémon in the jungle, short of burning the jungle down (the major tragic weakness of the jungle fighter archetype, as revealed time and again throughout history).  In short, they’re very unusual among Grass-types for exploiting speed as their greatest asset; the only older Pokémon with comparable speed was Jumpluff, who’s a supporter through and through.  Accordingly, while Venusaur and Meganium channelled ‘wise forest sage’ and ‘gentle natural healer’ in their designs, Treecko, Grovyle and Sceptile take on far more militant roles as the guardians of the forest.  Treecko is said to nest deep in the heart of old forests and protect them from intruders, while Sceptile uses his powers to grow and nurture trees.  These are good things to know; ultimately, “this Pokémon is fast and good at stabbing things” is something we should be able to figure out from the way Sceptile handles in a fight, so telling us about their role in a forest ecosystem is far more valuable to developing a complete and detailed picture of what they’re really like.

 Grovyle.  Artwork by Ken Sugimori.

I wouldn’t call these Pokémon perfectly designed.  In particular, I’ve never been totally happy with the progression from Grovyle to Sceptile.  I remember thinking, when I first played Sapphire, that Grovyle might evolve into a Flying-type; it seemed like it would be the logical extension of the progression from Treecko, and part of me still thinks so (and he wouldn’t be the only Hoenn starter without a dual-type).  Maybe it’s just me, but although Sceptile is clearly stronger physically, I have trouble accepting that he’s as quick and accurate as Grovyle.  That enormous leafy tail seems it would just get in the way leaping from branch to branch.  Moreover, it gives the wrong impression of how Sceptile stands and moves; a tail like that is surely a counterweight for standing upright on the ground, not a high priority for a creature who spends most of his time in the canopy, relying as much on his hands for support as on his feet.  You could link this with Sceptile’s emerging role as a caretaker of the plants more than a combative defender, as symbolised by the seed pods growing on his back, but he’s still supposed to be a lightning-quick fighter mainly reliant on agility.  I think Grovyle’s art is a better expression of the concept than Sceptile’s, which is an unfortunate blemish on an otherwise pleasing and unconventional design.  From an artistic perspective, Sceptile definitely could have used a bit more emphasis on speed, and less on strength.  He’s still as composed, confident and dangerous as Treecko and Grovyle, but perhaps not as practical, or as directly intimidating.

 Sceptile.  Artwork by Ken Sugimori.

Sceptile is the second-fastest Grass Pokémon in the game, after the legendary Shaymin in Sky form.  He also has one of the higher special attack stats among Grass-types.  Everything comes at a price, though, and Sceptile is just about the most fragile of all the starter Pokémon.  Sceptile’s major selling point in Ruby and Sapphire, when he was first released, was his signature move, Leaf Blade, which at the time was just about the best Grass attack in the game (it wasn’t even particularly good; it’s just that the other Grass attacks weren’t much competition).  Still, it cemented Sceptile’s position as one of the better Grass-type attackers, with Crunch, Dragon Claw and (on Emerald) Thunderpunch for backup.  Clearly Game Freak had learned from their mistake with Feraligatr, since they made Sceptile best at using special attacks when his flavour suggests he should be a physical attacker – Leaf Blade, weirdly, was a special attack at the time (like all Grass attacks), and the most important thing was making him good at using his own signature move.  Of course, what happened next was that Diamond and Pearl started classifying attacks individually instead of by type and suddenly all of Sceptile’s best moves were physical attacks.  You just can’t win with these people.  Diamond and Pearl did also give him Dragon Pulse and Focus Blast (something many Grass-types would kill for – a powerful, if unreliable, way of dealing with Steel-types), as well as, finally, better Grass attacks, like Grass Knot, Energy Ball and Leaf Storm, and that’s pretty much where Sceptile is today; he doesn’t have enough attacks to score many super-effective hits, but between Dragon Pulse and Focus Blast he can manage neutral damage against most anything, and those Leaf Storms hurt.  Sceptile does get Swords Dance, too, so you can make a physical attacker of him, between his decent attack stat, his excellent speed, and his wider physical movepool (which has always included Earthquake, and gained X-Scissor and Rock Slide in Diamond and Pearl and Acrobatics in Black and White).  Leaf Blade got a damage buff too in Diamond and Pearl, probably to compensate Sceptile for switching it to physical.

 Grovyle being awesome, by AbusoRugia (http://abusorugia.deviantart.com/), whose fanart is extensive and beautiful.

Of course, just because you can use Sceptile as an attacker doesn’t mean you have to.  Sceptile lacks the huge support movepool of a typical Grass-type, but he does get Leech Seed, which means the old standby of Leech Seed/Substitute is open to him.  The way this works is that you slap a Leech Seed on something with a lot of hit points and sacrifice your health to create Substitutes that block attacks while the seed keeps you healthy and steadily weakens your opponent, leading to slow and painful death.  This is tricky to pull off, but – somewhat counterintuitively – speed actually helps much more than toughness, because being able to move before your opponent is crucial to staying in control of the situation if something unexpected happens, so Sceptile is extremely good at it (not as good as Whimsicott, thanks to her lovely ability, but still good).  Pretty sure the only other thing left to talk about it abilities… Sceptile is one of the few starters who’s probably better off with the generic starter ability, Overgrow, than with his Dream World ability, Unburden.  Unburden gives Sceptile a free speed boost when he loses or consumes an item he’s holding and, well, honestly speed is the least of Sceptile’s worries.  I’m sure you can turn Unburden to your advantage with a bit of thought because in general it’s quite a useful ability in combination with berries and the like, but most of the time you’ll likely be better off with Overgrow; the devastating power of Sceptile’s Leaf Storm is possibly his biggest selling point, so anything that can potentially add to that is probably a good idea.

I can’t help but feel that what should have happened with Sceptile is for Game Freak to swap around his attack and special attack stats with the advent of Diamond and Pearl.  Tinkering with a Pokémon’s stats like that is admittedly very unorthodox; apart from the splitting of special into special attack and special defence in Gold and Silver, Game Freak have never done anything even remotely similar.  Still, the reason for Sceptile’s current stat distribution is Leaf Blade’s former status as a special attack – surely it makes sense that when practically his entire offensive movepool, including his signature move, flipped to physical, he should have flipped with it?  Personally I place a great deal of value on Pokémon being good at the things that they’re good at.  Still, Sceptile’s a solid Pokémon, and even if I think Treecko and Grovyle did a much better job of conveying the point of the design, Sceptile’s regal bearing makes him a decent “lord of the forest.”

Totodile, Croconaw and Feraligatr

These Pokémon bore me.

 Totodile, Croconaw and Feraligatr.  Artwork by Ken Sugimori; blah blah copyright, blah blah fair u-CRIKEY, ME ARM!

I’m sorry, but it’s true.  Totodile, Croconaw and Feraligatr bore me.  I honestly think they’re the most boring starter Pokémon in the history of ever.  Why would I think that?  They’re crocodiles; crocodiles are awesome, aren’t they?  What with the biting, and the ripping, and the tearing, and the biting, and the shredding, and the biting, and the…

…and the…

…what… what else do these Pokémon do, exactly?  Game Freak, help me out here.

I’m dead serious; they bite stuff and that’s pretty much it.  I’ve looked through all the Pokédex entries for all the games, and every single one of Totodile’s entries, every single one of Croconaw’s, and about half of Feraligatr’s are about how awesome they are at biting things.  It’s like that was all they could think of.  The other traits of Feraligatr’s that the Pokédex describes are his ability to move around easily even out of water thanks to his strong legs, and the fact that he normally moves slowly but can strike with incredible speed.  So… he’s exactly like a crocodile.  I don’t know why they even bothered to design a Pokémon; you totally could have just put an ordinary real-world crocodile in Gold and Silver as the Water starter and it would have worked just as well.  I mean, yes, it would be a bit strange, but it could also be interesting; like, you could explore the position of being the only ‘trainer’ in the world who doesn’t use Pokémon at all but just sics wild animals on people, and the ethical issues of what happens when your random pet crocodile eats some poor kid’s adorable fluffy Pokémon, and I’m pretty sure I’m taking the piss now but sometimes even I can’t tell.  Remember how, when I did Blastoise, I complained about Game Freak designing Pokémon that are basically just a water animal that’s been given a Water Gun attack?  Well, this is it.  I mean, they’ve been done up in anime style and painted in bright contrasting colours, and I have to admit the art isn’t bad, but other than making them really spiky and standing them up on two legs, there’s not a whole lot of evidence for actual creative thought here.  If you check out the Bulbapedia article, they point out that Croconaw looks a little bit like a stereotypical caveman, and yeah, now that they put it like that, the pattern of spots on his body does remind me of Fred Flintstone’s spotted animal skin, but that just invites the question… why?  There’s a comment on the discussion page from this one dude who thought it might be because of the similarities between the words “caveman” and “caiman” but… what?  I’m not sure whether I’d rather believe that the caveman thing is just an accident, or that the only original creative insight put into this design is a relatively obscure pun that has a small but bizarre effect on the visual aesthetic of the Pokémon’s intermediate form and is then never referenced again.

You know how I said that I thought Johto had the worst starters?  Yeah.  This guy.  Blame him.

 A less stylised, more realistic interpretation of Croconaw, by Camus Altamirano (http://camusaltamirano.deviantart.com/).

I wouldn’t even mind if they had done a caveman thing with Totodile, Croconaw and Feraligatr.  It’d be a very odd choice, and it would probably wind up perpetuating some unfortunate stereotypes about prehistoric humans, but heck, it would still be better than “this Pokémon is a crocodile and does crocodile things.”  Alternatively, if they’d decided on reflection that the caveman thing was dumb, maybe a mystic, ancient Egyptian-style aesthetic, lots of gold, drawing on the cult of Sobek, the crocodile-headed god of the Nile?  If that doesn’t appeal, what about just pushing the boat out and turning him into a full-fledged death-dealing aquatic horror with webbed feet, spines and blades, a long body tapering to a whiplike tail, and heck, making him a Poison-type with vicious, dripping fangs… or going in completely the opposite direction and making him into the Barney the friggin’ Dinosaur of crocodiles?  Seriously, any of that would be fine by me, as long as the result isn’t just a crocodile.

 …okay, I think I’ve made my point now.

Breathe, Chris.  Breathe.

Okay.  Sadly the problems don’t stop there because Feraligatr, as he was originally implemented, had some serious flaws in his skill set.  Feraligatr is primarily a physical attacker, but he’s also a Water Pokémon, and the problem with Water attacks is that, until Diamond and Pearl anyway, all of them were energy-based.  As of Gold and Silver, Feraligatr was pretty bad at using Water attacks.  In fact, since Dark attacks (like Bite and Crunch) were all considered energy attacks as well for some bizarre reason, he was actually really bad at biting things too, which makes all those Pokédex entries terribly ironic, when you think about it (the same thing happened to Granbull).  Anyway, Feraligatr can dish out a pretty nasty Earthquake, he can get Rock Slide, and… you might as well throw in a Normal attack like Return?  Or I guess Surf, since it’ll still be useful against Pokémon with awful special defence?  Screech might be fun to soften up targets for his physical attacks, and I suppose there’s Curse, since Feraligatr’s not a particularly fast Pokémon anyway and he’s got worse options than trying to play tank.  Really, though, original Gold and Silver Feraligatr is a pretty mediocre Pokémon.  Emerald made him much less mediocre by giving him Swords Dance for pretending to be a sweeper; he’s not fast enough to be really good at that, but he is generally tough enough to set up Swords Dance without being killed right away, so there’s that.

 Just because Feraligatr isn't that *good* at using Surf doesn't mean he can't look badass while he does it... art by Matsuyama Takeshi (http://matsuyama-takeshi.deviantart.com/).

Diamond and Pearl were what fixed Feraligatr’s real problem, by reclassifying all attacks into physical and special based on individual characteristics rather than element.  All of a sudden, Waterfall, Crunch and Ice Punch are physical attacks, Feraligatr learns Superpower as a devastating (if somewhat inconsistent) Fighting attack, someone decided he should get Dragon Dance and Agility so now he can be fast if he wants to, and the icing on the cake is that, if you really want to stick with Swords Dance for the power, Heart Gold and Soul Silver added Aqua Jet to his list of egg moves, so he can even beat faster opponents if he’s had time to dance first.  A lot of Pokémon benefited from the transition to Diamond and Pearl and the way so many attacks suddenly started making sense, but Feraligatr got a better deal than most.  Like Typhlosion, Feraligatr hasn’t got much out of Black and White yet, but he’s awaiting the release of his Dream World ability the most eagerly of all three Johto starters because his is Sheer Force.  Sheer Force trades away the side effects of attacks that have them (like the rather insignificant 10% freeze chance on Ice Punch) for a 33% power boost, and incidentally also allows you to use a Life Orb for even more power without paying the item’s normal cost of 10% of your health for each attack (only attacks that work with Sheer Force get this last benefit; you still lose health when using attacks without side effects, like Earthquake).  Quite a few of Feraligatr’s core attacks are compatible with Sheer Force – Waterfall, Ice Punch, Crunch, and Rock Slide – so this may well be what he needs to finally get out from under the shadow of the other monstrous Water-type physical sweeper, Gyarados.

I suppose in some ways Feraligatr is a success story, in that he shows just how much more powerful you can make a Pokémon even after it’s been released and all the details of type and stats are set in stone.  True, he’s largely a beneficiary of a major change that needed to happen anyway, but Agility, Dragon Dance, Aqua Jet and Sheer Force are all sensible and thematically appropriate additions that give Feraligatr the kind of power a starter really deserves, so I have to admit that his development through the games has been fairly well handled.  I mean, it would’ve been better if they’d gotten that right from the beginning (I would have thought that making him good at biting things was a no-brainer since that’s his whole schtick), but we can’t have everything.  This design really is bottom-of-the-barrel stuff, though.  Why go to the effort of designing a Pokémon if you aren’t going to… y’know… design a Pokémon?  Several Water-types are like this, which is one reason I’m so annoyed that it’s the most common element – so many of those hundred-odd Pokémon are distressingly half-assed – but from a starter I really do expect more of an effort.

Cyndaquil, Quilava and Typhlosion

Cyndaquil.  Artwork by Ken Sugimori; Nintendo is the way and the truth and the life, and no-one comes to Nintendo except through Game Freak.Cyndaquil has never caught my interest.  I’m not sure why; maybe I’m just prejudiced against mammals (Cyndaquil is, believe it or not, the only mammalian starter Pokémon of the first three generations; the vast majority were reptiles).  In principle, though, she’s based on a fairly neat idea; take a spiny mammal like a hedgehog or echidna and set its spines on fire, because fire is awesome.  A lot of Fire Pokémon earn their place in the ranks of their element purely by virtue of being able to breathe fire, so she’s clearly off to a good start in the creativity stakes by integrating her element with her design base in a pleasing way.  Personality-wise, although Cyndaquil herself is very shy and timid, her evolved forms, Quilava and Typhlosion, are stereotypical hot-headed Fire-types.  That’s not especially bad; there’s no point to Pokémon that defy the stereotypes without Pokémon who conform to them, and if you need to do something like that, the starters are the place to do it.  If there’s one place in the game where you want Pokémon to be exactly what players expect, this (arguably) is it.  On the other hand, Charizard did it so well that it becomes difficult to expect Typhlosion to live up to that standard.  I’m uncertain exactly what kind of animals Quilava and Typhlosion are based on; their colour scheme reminds me of badgers, but their general attitude makes me want to call them wolverines.  Either way, we’re looking at a feisty, tenacious animal that can be a terror when it’s cornered, but as far as “burn ‘em all, and let Arceus sort them out” goes, there’s just no contest when you pit them against a fire dragon.  Accordingly, those traits – stubbornness, defiance and the like – might have been better ideas to emphasise, especially since they would also make a more natural progression from Cyndaquil’s timid nature.  One of Typhlosion’s more unique tactics is her fondness for obscuring herself and distorting her opponents’ vision with heat haze.  This is one of Game Freak’s less clichéd ways of ramming down our throats just how hot a Fire Pokémon can get, but it feels like an intimidation tactic more than anything else, a way of avoiding fights, and not entirely consistent with the explosive rage that seems to be thought of as Typhlosion’s defining characteristic.  Again, I think Typhlosion would actually have made more sense and presented a more interesting take on Fire as an element if she’d been a far less aggressive, more reactive Pokémon.

Quilava.  Artwork by Ken Sugimori.Since we’re here, let’s talk about Fire.  Fire traditionally has a wide range of symbolic associations that are consistent across many cultures; fire is destructive, but also creative because it provides the warmth that nurtures life; it symbolises passion – even today we talk about strong emotions ‘burning’ inside us – as well as invention, because of its importance to the development of civilisation, and purity, because it burns away the impure.  With a few notable exceptions, Fire Pokémon are a lot less varied.  Fire (in stark contrast to Grass and Water) is one of the more underrepresented elements in Pokémon, with fewer than fifty species (still a lot more than Ghost or Dragon, though), and most of them tend to place a lot of weight on the destructive aspect of fire, both in their powers and their personalities, some of the most notable examples being Charizard, Typhlosion, Magmortar, Entei, Houndoom and Camerupt.  Fire Pokémon also tend to be very fast, though not all of them are, by any means (Magcargo, for instance, is one of the slowest Pokémon in the game).  Pokémon that deviate from the idea of fire as a swift-spreading force of destruction are much fewer.  A few, like Ninetales, Arcanine and Rapidash, actually have little to do with fire in terms of their flavour; they just happen to breathe fire on top of everything else they do.  Magcargo and Torkoal are weird and clever and creative and really deserved to be much more powerful than they are, but in any case they have very specific associations with particular manifestations of the idea of fire, so they aren’t really a part of this.  The only Pokémon I know of that really embrace different symbolic meanings of fire are Ho-oh, Volcarona, Victini, and Reshiram (Moltres arguably counts too, for a story told by one of Blaine’s gym trainers about how Blaine was rescued by a fiery bird, presumably Moltres, when he was lost on an icy mountain).  Ho-oh and Volcarona, as a phoenix and an avatar of the sun, respectively, wholeheartedly embody the concept of life-giving fire, while Reshiram and, to an extent, Victini seem to draw on fire as a symbol of inspiration.  Notably, these are all legendary Pokémon (well, okay, Volcarona… arguably though Volcarona is thematically speaking a ‘legendary’ Pokémon in that she is a Pokémon of legend, and worshipped as solar deity).  The point I am by slow degrees trying to construct here is that Fire as an element does not automatically straightjacket you into creating a Pokémon dedicated to blowing things up.  A Fire Pokémon could easily be something that uses fire to keep others warm on cold winter nights, sear away mould to nurture plants, or captivate people by creating visions of beauty.  If I were constructing a history of the Pokémon world, I’d even be tempted to make a Fire-type the first Pokémon ever to take a human partner… but now I’m getting too tangential.  Let’s get back to Typhlosion.Typhlosion throwing out an Overheat, by SuellenB (http://suellenb.deviantart.com/).

Typhlosion.  Artwork by Ken Sugimori.Typhlosion’s base stats are actually identical to Charizard’s, so she’s basically fast and likes blowing things up.  Her big draw over other Fire-types in Gold and Silver was her ability to learn Thunderpunch (which, remember, was a special attack before Diamond and Pearl) to smite Water Pokémon.  She also learned Earthquake but was held back somewhat by her lower physical attack stat.  She was a relatively simple point-and-shoot Pokémon, but by the standards of the time she was pretty good at it.  Ruby and Sapphire took Thunderpunch from her, but she got it back in Emerald, and like most Fire-types she was delighted by the introduction of Lavaridge Gym Leader Flannery’s signature move, Overheat, a move more powerful and accurate than Fire Blast which came at the tiny, tiny cost of half of the user’s special attack stat.  The third generation didn’t change her much, though.  Diamond and Pearl, on the other hand, shook things up considerably.  Thunderpunch was now a physical attack, which, combined with its relatively low power, took it off Typhlosion’s list of favourite moves.  In its place, along with most of the other Fire Pokémon in the game, she got Solarbeam, a very fun move for smacking around Water-types but one to be used with caution because of its reliance on fine weather.  Like many of the older starters, she also gained Focus Blast; it may be inaccurate but a strong Fighting attack is nothing to sniff at, even if you already have a way to break Steel-types as Typhlosion does.  Those aren’t the big changes, though; the big change to Typhlosion in Diamond and Pearl was the addition of Eruption to her list.  This highly exclusive move deals damage based on the user’s current health; an uninjured Pokémon with Eruption is capable of tremendous destruction.  The other Pokémon that get it are all either too slow to fire off an Eruption without getting hit first or physical attackers anyway, which gives Typhlosion a unique niche as the only truly competent user of this devastating attack.  This remains Typhlosion’s main draw in Black and White, which have so far brought her little of interest.  Flash Fire, Typhlosion’s Dream World ability, will make an awesome bonus once it’s available; immunity to Fire attacks is merely amusing when you already resist them anyway, but actually boosting your own Fire attacks when you absorb them is, as Rapidash and Houndoom will gladly attest, something else, especially for a Pokémon whose biggest draw is her ability to make one single massive Fire attack.

For reasons I’ve already discussed, Typhlosion doesn’t do much to dissuade me from my belief that Gold and Silver had the ‘worst’ starters, but, like the rest of them, she’s not actually a bad Pokémon.  Like Meganium, she’s one of those that prompt me to make exaggerated sighing noises and ramble at length about wasted potential.  I won’t deny, though, that there is something quite satisfying about Cyndaquil’s growth from a timid, trembling child into the intimidating walking explosion that is Typhlosion.  As a battler, I think Typhlosion really came into her own when Diamond and Pearl gave her Eruption, because that’s what made her unique and special; it’s a shame, though, that this coincided with the advent of Stealth Rock, which makes it very hard to keep her uninjured.  If Typhlosion’s your kind of driven pyromaniac, more power to you – she can be tricky to use, but those Eruptions are worth it.

Chikorita, Bayleef and Meganium

Chikorita.  Artwork by Ken Sugimori; blood for Nintendo; skulls for their skull throne!Yay; more Grass-types!  Like Bulbasaur, Chikorita was part of my childhood (less so, since I started to splash out a little on Silver and actually picked one of the other two starters from time to time) so, of course, I love her to bits.  However, I must be strong.  I have to talk about what these Pokémon mean for me personally, but I’ll do my best to discuss them objectively too…

Here’s something you might not know about me: I was a dinosaur kid.  Now, I don’t mean that like how all boys go through the dinosaur phase and learn to rattle off the names of the dozen or so coolest ones that were in Jurassic Park and play with models.  I mean some of my first words were dinosaur names, I had the evolutionary lineage of the whole damn Order Archosauria memorised by the time I was ten, I used to get really ticked off with people who called Pteranodon a ‘flying dinosaur,’ I was genuinely remorseful that humanity only existed because dinosaurs had gone extinct, while all the other kids were playing with T-Rex and Triceratops I was into the really hipster dinosaurs like Scutellosaurus and Homalocephale, and I’m even worse now because I’ve studied Latin and Greek and know what all the names actually mean.  Chikorita, Bayleef and Meganium were basically my ideal partners, because as well as being Grass-types they were also clearly based on sauropods (‘lizard-feet,’ from the Greek σαυρος, lizard, and πους/ποδ-, foot – booyeah!).  Their plant characteristics are a little light, but add to their existing cuteness, and I like the way the buds of Chikorita’s ‘necklace’ grow larger and then burst into bloom, much like the pattern we saw with Bulbasaur’s bulb – it’s odd, though, that the leaf on her head grows when she evolves into Bayleef but then disappears entirely when she finishes up as Meganium, replaced by those weird antennae.  I mean, I guess they’re supposed to resemble the stamen and anther of a flower, which does fit, but attached to an animal they have a strange insectoid feel; still, they’re a small enough detail that they don’t mess with the design, and Meganium’s head would look too plain without them, so I’m okay with it (would’ve preferred something more obviously herbaceous, that’s all).  Anyway; Chikorita’s thing is scent.  Her leaves and buds release a sweet, relaxing aroma with mild soporific properties; breathing in Chikorita’s scent makes people and Pokémon calmer and friendlier, though not enough to have any effect in battle (bizarrely, until Diamond and Pearl Chikorita couldn’t even learn Sweet Scent).  Meganium’s flower has a similar effect, while Bayleef’s spicy aroma does just the opposite, stimulating and energising Pokémon to get them in the mood for fighting.  That reversal is strange, but I suppose you could handwave it as, like, Bayleef’s rebellious teenager phase or something; I don’t know.  Meganium’s other power is her restorative breath, which can miraculously bring dead plants back to life – again, not something tremendously useful in a fight, but awesome nonetheless, bringing out the same ‘forest guardian’ aspect as Venusaur has.  Like the sauropods they’re based on, Chikorita and her evolutions are very gentle creatures; they don’t like to fight and so have powers related to peace and healing.  It’s straightforward, and it makes sense.  This isn’t a design that makes me want to jump up and down singing about how clever it is, and it makes no particularly brilliant conceptual leaps.  Actually, I think Tropius, from Ruby and Sapphire, is a more interesting take on the same idea.  Nonetheless, for what she is, Chikorita is far from a failed design; she’s cute, she has well-defined character traits, and Meganium’s healing powers make her an ideal Grass Pokémon leader.

 Bayleef.  Artwork by Ken Sugimori.

Meganium’s stat spread is almost exactly the same as Venusaur’s, but with two of the scores switched around – as you might expect, her special attacks are much weaker than his, in exchange for greater physical defence.  She’s pretty tough, though her attacks lack pepper (they’re not unusable, though – I mean, people stick physical attacks on Venusaur, and his stat is the same as hers).  As a defensive Pokémon, Meganium is attractive because of her support moves: she has Reflect, Safeguard and Light Screen to protect your team, Synthesis for recovery, good old Leech Seed if you want to be a pain, and Aromatherapy to cure your own side’s status problems.  Basically, we’re looking at a traditional Grass-type support Pokémon, with a particularly pronounced defensive bias – as of Gold and Silver, the only fully-evolved Grass Pokémon with a primary attack stat lower than Meganium’s was Jumpluff.  Meganium’s main problem isn’t her offensive capabilities, though – like I said, her attacks aren’t unusable by any means.  Her problem is that she’s, well, a dinosaur, in more ways than one.  Meganium has hardly changed at all over the years since she was created.  Picking up Counter as a hereditary move (via Breloom) in Ruby and Sapphire gave her a nice surprise to spring on powerful physical attackers, especially since there aren’t many who can one-shot her, Aromatherapy is nice, as mentioned, and Black and White’s addition of Dragon Tail gives her a new potential role shuffling opponents in and out of play, but that’s pretty much it.  Grass-types in general have benefited from the eventual creation of Grass attacks that, y’know, don’t suck, like Energy Ball and Leaf Storm, but offense has never been Meganium’s thing anyway.  Picking up a physical Grass-type move, Seed Bomb, in Platinum was cool, I guess, since Meganium’s only other Swords Dance material was (and remains) Earthquake and Body Slam.  Her (as-yet unavailable) Dream World ability, Leaf Guard, protects Meganium from status ailments while Sunny Day is in effect, which… is ‘nice’ but, because of Aromatherapy, Meganium doesn’t really give a fig about status effects anyway.  For the most part, Meganium handles exactly the same way as she did when she was introduced, while everyone else has been learning awesome new tricks around her, and since Meganium wasn’t exactly a top-shelf Pokémon when she was introduced anyway, that’s kind of a problem.

 Aquabat (http://aquabat9.deviantart.com/) shows Meganium catching some rays.

Objectively, I have to admit Meganium’s got her problems.  I’ve always had a vague notion that Gold and Silver had the least interesting starters, overall, and Meganium has to take some of the blame for that; other than being a dinosaur (which, let us not forget, is awesome) she just has a bunch of plant-themed traits and abilities that really aren’t all that unique or clever.  To be fair to her, no other Grass-type has the same degree of focus on the healing properties of plants; she does represent an important archetype and it’s another of the reasons I love her, but even that feels a little tacked on.  She’s not particularly strong, either; as a starter she’s automatically decent because of her good stats, but she lacks offensive presence, and that’s not just a question of her actual attack and special attack stats because they aren’t that bad.  Her problem is more that she doesn’t learn many moves with which to threaten her enemies; she has few direct attack options, and equally few indirect options.  With no Stun Spore or Sleep Powder, or for that matter anything bar Toxic (which everyone gets) and Leech Seed (which is annoying but difficult to use effectively, especially for slower Pokémon), there’s just not a whole lot she can do to threaten anything.  Part of the problem is that there are relatively few attacks that it’s ‘okay,’ thematically speaking, to give to Grass Pokémon, and “just give them all Sleep Powder and Stun Spore” isn’t really a solution (you could probably get away with giving Meganium, say, Calm Mind and Dragon Pulse though…).

 Meganium.  Artwork by Ken Sugimori.

Y’know what, though?  I still love Meganium, and that’s not likely to change.  In a sense, the kind of comments I make on Pokémon are ultimately futile, because however rational and objective I try to be, and however I argue my points, there’s always going to be someone who loves the Pokémon I judge poorly – and the proof is that, today, that someone is me!  That’s why – in my opinion – it’s probably best to view what I do as more an exercise in prioritising.  There’s nothing wrong with making new Pokémon.  I could probably find positive things to say for just about everyone in the whole damn Pokédex (with… certain noteworthy exceptions); I just question whether forging ahead with 100+ new Pokémon in every generation is really the best use of the developers’ limited time and money when there’s actually a whole lot more that could be done with the Pokémon that exist already.  Very few of these designs are legitimately bad; it’s all a question of how much time and effort goes into developing them.

Eheh… had a bit of an introspective moment there.  What can I say?  Talking about Grass-types just makes me mushy, I guess.

Squirtle, Wartortle and Blastoise

Squirtle.  Artwork by Ken Sugimori; do unto Nintendo as you would have Nintendo do unto you.It’s funny, but I’ve never been a big fan of the Water-type starters.  Funny, because some of my favourite Pokémon are Water-types.  Maybe it’s because they’re always juxtaposed with the Grass-type starters, which for me is no contest.  If that’s the case, then perhaps examining them in isolation will make the truth come out.  Let’s give it a try…

Squirtle is adorable.  As far as cuteness goes, amongst the first-generation starters Squirtle’s nailed it.  Of course, I think turtles are just adorable animals by nature, but it’s hard not to go all warm and gooey inside when you see him staring up at you in Sugimori’s art over there.  However, this does bring up my problem with Squirtle, since, sadly, I do have one; he’s… well, just a turtle.  Apart from the squirrel-like tail (which does, I must concede, further multiply his cuteness factor) the designers haven’t really done much with him, which I think is typical of the flaws in many of the less creative Water-types and symptomatic of a problem in the way Water Pokémon are designed: Water, compared to Fire and Grass, is an element with requirements that are relatively mundane and easy to meet.  All you need is for your Pokémon to live in the water.  This is part of the reason there are so damn many of them; more than 1/6 of all Pokémon are Water-types, which makes it the most common element by a comfortable margin, and a lot of them are just ‘this Pokémon is an animal that lives in the water!’  Not all Water Pokémon fall into this trap, of course (like I said, some of my favourites are Water-types), nor is Squirtle without merits, but I can’t help but feel that he is, overall, a less creative concept than Charmander or Bulbasaur.  Evolution to Wartortle makes him a bit more elaborate; the rudder-like ears and luxuriantly furry wave-crest tail are nice touches, and although his cultural association with longevity is a bit predictable for a turtle Pokémon, it’s still good background detail.  If Squirtle is too little changed from a standard turtle, I think Wartortle is just right; the development of the tail into an actual eye-catching feature that’s evocative of his element was exactly what that design needed.  Finally we have Blastoise, who feels a little odd to me.  Venusaur and Charizard both feel as though they continue the same changes that we see in Ivysaur and Charmeleon; the flower bursting into bloom on Ivysaur’s back as he slowly takes on a primeval appearance, the horns growing on Charmeleon’s head as he begins to leave behind his lizard form and become something more.  Blastoise, with his stubby tail and understated ears, reverses the changes we see as Squirtle evolves into Wartortle, in particular losing the physical aspects that are responsible for Wartortle’s connotations of age and experience, almost as though he’s just decided to go in a different direction entirely.  He suddenly begins to look a lot more like a real-world turtle again… except of course that Blastoise has high-powered water cannons, for no other reason than because they’re awesome.  What’s the deal with these, anyway?  Are they made of bone?  Metal?  Either raises odd questions, so again, it’s best to go with the awesome and not try to explain it.  The fun thing about Blastoise is that his cannons aren’t just for direct attacks; he can also use them as boosters to increase the speed and power of his tackles (so presumably he can rotate them backwards?), which makes him sound even more badass.

 Wartortle.  Artwork by Ken Sugimori.

You might have guessed I’m a bit conflicted about Blastoise.  It’s impossible to deny that he’s a brutally awesome Pokémon.  However, I’m bothered by a lot of the details, particularly the way the whole evolutionary line fits together.  I do like Squirtle, Wartortle and Blastoise, particularly Wartortle, but I don’t think this design is as carefully thought-out or coordinated as those of the other two starters – and I think I know why.  This is the list of hexadecimal index numbers used by the game engine of Red and Blue to identify all of the first-generation Pokémon.  This list has prompted a lot of fascinating discussions I don’t really have time to get into, but what matters today is that many people believe it represents the order in which the first-generation Pokémon were designed and programmed into the game (mainly because Rhydon, who is independently known to have been the first Pokémon ever created, is at the top, and there’s no other ordering principle to the list).  What’s interesting is the position of the starters.  Ivysaur is one of the oldest designs, while Bulbasaur and Venusaur come in together at a much later point, suggesting that they were designed around Ivysaur, giving the whole line cohesion.  Charmander, Charmeleon and Charizard seem to have been thrown in almost at the last minute, all together (so they’re essentially a single design), at the same time as Squirtle and Wartortle – I’m guessing this represents the moment the Grass/Fire/Water starter paradigm was created – but Blastoise is much older.  You can construct a number of other interesting patterns from this list.  Dragonite predates Dratini and Dragonair just as Blastoise predates Squirtle and Wartortle.  Psyduck and Golduck were not created together.  Gastly, Haunter and Gengar were all designed at different times, and Haunter came last.  Assuming that the index numbers do indeed represent what they are often taken to represent, this might explain my frustrating little details; Blastoise was originally a stand-alone design, and Squirtle and Wartortle were much newer pre-evolutions that fit with each other, but don’t quite match the original idea.

 Wartortle being awesome but somehow also adorable, by Salanchu (http://salanchu.deviantart.com/).

That’s quite enough of my baseless speculation, though; if you’re reading this you probably want to know what I think of Blastoise’s capabilities.  Blastoise kind of fell flat in Red and Blue because he didn’t really do anything that other Water-types didn’t; all of them could learn Water and Ice attacks, most of them were tanks, and (unlike Charizard) Blastoise wasn’t unique in his ability to learn Earthquake.  Gold and Silver gave Blastoise the tools that have been his mainstay ever since: superior special defence, from the splitting of the special stat, and Rapid Spin.  Rapid Spin is one of the vital necessities of competitive Pokémon, since it’s the only way to get rid of ‘entry hazards,’ traps that damage your Pokémon every time you switch; relatively few Pokémon can actually learn it, so those that do are almost guaranteed a niche (except for Delibird, because he is silly), as Blastoise has been for all these years.  He also picked up a couple of amusing tricks like Curse, Roar and Mirror Coat, followed by Yawn and Iron Defence in Ruby and Sapphire, adding to his talents as a defensive utility Pokémon.  Most of the fourth generation’s presents for Blastoise were diversifications of his offensive movepool – Focus Blast, Flash Cannon, Zen Headbutt, Aqua Jet, Signal Beam and, in Heart Gold and Soul Silver, the coveted Water Spout – but he’s not fast enough or powerful enough for aggressive strategies to make sense for him, and he didn’t really gain anything that added to his specialist role.  Blastoise still is, and probably always will be, a support Pokémon first and foremost; in addition to all the utility powers he had before, he’s picked up Dragon Tail, so he can smack Pokémon around while forcing them out of play, and like most of the Water-type crowd, he now has access to Scald, a less powerful trade-in for Surf that can cause burns, crippling physical attackers.  What Blastoise lacks in Black and White is a conspicuously game-changing Dream World ability (also Shell Smash, which would let him do something with that aforementioned offensive movepool, but I guess Carracosta would still be better at that anyway).  Chlorophyll and Solar Power fundamentally alter Venusaur and Charizard’s capabilities, while Blastoise’s Rain Dish… well, if you were planning on building a rain team anyway, the extra trickle of healing will certainly help Blastoise to do his job better, but it’s no substitute for an actual healing technique, the absence of which is one of the main things holding Blastoise back.  It’s not a bad ability, especially not for a defensive Pokémon, but Venusaur and Charizard’s new toys kinda leave Blastoise in the dust on this one.

 Blastoise.  Artwork by Ken Sugimori.

I really wish I could think of something as nice to say about Squirtle and his evolutions as I did about Bulbasaur and Charmander, because I don’t think they’re bad Pokémon by any measure.  I’m just… sort of ambivalent.  They’re… y’know.  They’re okay.  They don’t make me want to rave about how wonderfully designed they are, or how versatile and powerful they are; nor have they committed any real sins, and if I had been looking over Red and Blue prior to their original release, I probably would have passed over them without comment.  Whoo.

That is all.

You may go.

Charmander, Charmeleon and Charizard

Charmander.  Artwork by Ken Sugimori; Nintendo is Luke's father.There’s something about Charizard.  Maybe it’s the inherent awesomeness of Fire as an element.  Maybe it’s the allure of his base set trading card, whose Fire Spin was pretty much the most powerful attack in the game.  Maybe it’s the fact that he’s a goddamn freakin’ dragon.  Charizard is easily the most popular of the first-generation starters and, despite my perpetual love affair with the Grass type, I have to admit that it’s easy to see why.  Charmander may be cute as a button but one look at his burning tail shows that he means business nonetheless.  Charmeleon has the look of a proud fighter who loves to punch above his weight.  Charizard simply demands respect, and incinerates anyone who denies him.  What more could we possibly want?

Charmander and his family are just what you’d expect from Fire-types: figuratively and literally hot-headed Pokémon who believe quite firmly that if there is a problem that can’t be solved with fire, it’s only because you aren’t using enough fire.  Although this seems like it would be the default stance for most Fire Pokémon, none of the other first-generation Fire-types (with the possible exception of Flareon) embrace “Flamethrower first, ask questions later” with the same gusto that Charmeleon and Charizard do.  Similarly, Charmander’s connection with fire is so strong that his tail flame is actually an indicator of his life force – the stronger and brighter the flame, the healthier the Pokémon.  It’s a very straightforward idea, but again, it helps to establish Charmander as the archetypal Fire Pokémon, to a much greater degree than Bulbasaur or Squirtle can be considered exemplars of their elements, which probably goes some way towards explaining his popularity.  The dragon factor is significant as well, especially since Charizard was – and arguably still is, even with Salamence around – the closest thing in Pokémon to a traditional Western dragon and, for much of Pokémon’s English-speaking audience, that’s a pretty big deal.  The actual Dragon-with-a-capital-D Pokémon of Red and Blue, for a Western audience anyway, don’t quite deliver; Dratini and Dragonair clearly have Eastern dragons in mind and, while Dragonite’s physical form owes something to the European conception of what a dragon is, he’s a softer-toned, almost ‘cartoonish’ (if I can even say that) representation of that idea; like a gentle parody of what Charizard is playing straight.  Dragonite’s personality, too, comes from a profoundly different tradition; he’s a benevolent ocean-dweller, very much at odds with the European dragons of, say, the Icelandic sagas.  Charmeleon and Charizard, on the other hand, have a definite malevolent streak, which brings me to something else I like about them, or rather about the way they’ve been handled – there’s definite evidence that the writers of the Pokédex have been trying to build up different aspects of their personality over the years to create a more detailed picture of these Pokémon.  The obsession with combat, for instance, seems to be something Charmeleon developed after the release of Red and Blue.  Also, remember the way Ash’s normally disobedient Charizard would voluntarily step up to the plate if he felt there was a worthy opponent on offer?  As of Ruby and Sapphire, that’s actually a recognised trait of Charizard as a species; in nature, they search constantly for powerful opponents to fight, and never use their fire against weaker enemies.  If you’ve been hanging around here long enough to be familiar with my philosophy of ‘doing more with less,’ well, this kind of thing – the gradual accretion of details that expand our view of a Pokémon’s nature and powers – is a big part of what I mean.  It’s really not that hard.

 Charmeleon.  Artwork by Ken Sugimori.

As Pokémon types go, Fire is pretty high up in terms of awe-inspiring elemental fury.  However, in Red and Blue, Fire actually got shafted pretty badly.  In a world where a lot of Pokémon relied on Normal attacks like Body Slam and Hyper Beam for type coverage, having primary attacks that were resisted by Rock Pokémon was not an enviable position, especially since most of the Fire-types had nothing else worth using – Magmar got Psychic and our dear friend Charizard managed to score Earthquake, but that was it.  Charizard had a further specific problem, which was that in Red and Blue his attacks were – despite what that awesome trading card might suggest – actually fairly lacklustre.  Not exactly bad but Venusaur, believe it or not, could do better; Charizard’s strength was not power but speed – very useful if you wanted to abuse the way Fire Spin worked in Red and Blue, but honestly, if Fire Spin abuse is your thing you’d probably be better off with Rapidash or Ninetales anyway.  Charizard’s attacks were lacklustre because neither his attack stat nor his special stat was particularly high – pretty good, but nothing to write home about.  Then, of course, Gold and Silver split special into special attack and special defence, and suddenly Charizard’s Fire attacks started looking a lot more attractive.  Until Diamond and Pearl came along he still had few workable special attacks other than Fire-type ones, but Gold and Silver also brought Charizard the gift of Belly Drum, which can turn him into a devastating physical attacker at the cost of half of his health.  Again, speed is his strength – Charizard was, and remains, the fastest Belly Drummer in the game (well, tied with Linoone now, but who’s counting?), an important attribute to keep other Pokémon from preying on his weakened health bar.

 Charizard.  Artwork by Ken Sugimori.

Diamond and Pearl eventually gave Charizard physical Fire attacks to use with Belly Drum and special Flying attacks (as well as Focus Blast and Solarbeam) to bulk out his other sets.  Unfortunately, they also gave the world Stealth Rock, a pox of a move that almost every serious player uses.  It’s similar in concept to Spikes, introduced in Gold and Silver, in that it creates a trap to damage Pokémon as they switch in, but with a number of differences.  Stealth Rock can be set up in a single turn, while Spikes takes two uses to match Stealth Rock’s average damage output, and three to exceed it.  Spikes is a relatively exclusive move, while Stealth Rock was available as a TM and therefore accessible to all and sundry.  Finally, Stealth Rock accounts for weaknesses and resistances.  Pokémon doubly weak to Rock attacks, like poor Charizard, lose 50% of their health just for switching in against a team with the foresight to set up Stealth Rock.  The notion of game balance has never really existed in Pokémon anyway, but if it had, Stealth Rock would have killed it by making a weakness to Rock attacks far more important than any other single aspect of a Pokémon’s resistance profile.  The point for us here today is that, from Diamond and Pearl onwards, you can’t use Charizard without a Pokémon with Rapid Spin to clear away Stealth Rock when it turns up.  Well, I mean… you can.  You’ll just lose.  Repeatedly.

 This little slice of awesome is from the Destroyed Steak Pokémonathon (http://destroyedsteak.deviantart.com/), a sadly short-lived attempt by two artists to draw every Pokémon in order.  Seems to have been pretty epic while it lasted, though.

The transition to Black and White didn’t significantly alter Charizard’s movepool; he’s never been much of a tank, so losing the potential for healing with Roost doesn’t bother him much, and Thunderpunch was nice but it’s not like he doesn’t have plenty of other physical attacks to toss around.  The big change for him, as for Venusaur, was his Dream World ability.  There’s nothing wrong with the standard Fire starter ability, Blaze, which adds a little spice to Fire attacks when your health is low, but Charizard’s new Solar Power ability – like Chlorophyll for Venusaur – is something else.  Only two other Pokémon, Sunflora and Tropius, possess this lovely ability, and both of them are far too slow to take advantage of it.  Charizard is another story.  Solar Power burns a little of Charizard’s health every turn while Sunny Day is in effect, but in return boosts his special attack by 50%.  Meanwhile, the normal effects of Sunny Day will be jacking up his Fire attacks anyway.  Keeping a solar Charizard alive for any length of time is profoundly difficult, since Charizard isn’t exactly renowned for toughness anyway, but even the toughest of Water Pokémon will wither in the face of his Fire Blast.

In some ways I think that Charmander, Charmeleon and Charizard provide the best example from the first generation of what a starter should be, a Pokémon that embodies the essential characteristics of its element – in this case, Fire’s destructive nature and passion for combat.  Unfortunately Red and Blue let them down a little, as they let down all Fire-types, but ever since Gold and Silver, Fire has held a prestigious position as one of the few elements able to reliably damage Steel Pokémon, and Charizard has been generally well-supported throughout the games’ development, in spite of his present difficulties in dealing with Stealth Rock.  In summary, then, while they aren’t my favourites, I believe these Pokémon are the result of strong designs that have been quite well-handled from start to finish – good pieces of work.

Bulbasaur, Ivysaur and Venusaur

Oh, Bulbasaur; I know you aren’t as popular as Squirtle or Charmander, but my heart will always belong to you…

 Bulbasaur.  Artwork by Ken Sugimori; we are all part of the Great Circle of Nintendo.

Today is basically going to be one huge nostalgia trip for me, since we’ll be looking at my first Pokémon ever: Bulbasaur, the first-generation Grass-type starter Pokémon.  It’s hard for me to express how much I loved this little guy; I honestly don’t think I ever chose a different starter on any of my myriad playthroughs of Blue version as a kid (I branched out a little on Leaf Green, but Bulbasaur remained my favourite).  It’s probably fair to say I’m slightly biased, but I will do the best I can to back myself up with sensible argument.  Here’s why I think Bulbasaur is awesome.

 

What made Bulbasaur stand out amongst the Grass Pokémon of Red and Blue was his heavy emphasis on the idea of symbiosis.  Most of the first-generation Grass-types (in fact, most Grass-types full stop) are plants – Oddish, Bellsprout, Tangela and Exeggcute may move, talk and fight, but they’re very clearly plants with a couple of animal traits rather than the other way around.  The subsequent Grass-type starters, and a few other weirdoes like Leafeon, all reject the trend and are animals with a couple of plant traits.  Bulbasaur is unique in being neither; his appearance gives the impression of two distinct but joined organisms, one animal and one plant, and this is explicitly what he is, with a seed “planted on its back at birth.”  Even today, there’s only one other Pokémon that balances its plant and animal aspects in the same way, and it’s actually one that’s been around from the beginning.  It’s Paras.  Truthfully, though, Paras and Parasect with their story of parasitism are even stranger.  They may be terrible Pokémon but they have one of the most fascinating designs of the entire first generation; they’re not the point of this entry, though.  The point is, although Bulbasaur is the first Grass Pokémon many trainers will ever meet, he’s not at all archetypal; in fact he’s the best example of an idea that the subsequent Grass starters never quite caught onto.  In Bulbasaur’s Mysterious Garden, Brock describes Bulbasaur, Ivysaur and Venusaur as a symbol of nature’s interconnectedness and the fundamental dependence plants and animals have on each other.  He’s perhaps poeticising a bit excessively, but I actually quite like this way of looking at them; if you wanted to come up with such a symbol, you could do much worse than Bulbasaur.  It might have been nice if the later starters had explored symbiosis in different ways to create contrasts with Bulbasaur – Torterra, actually, does this quite well – but he’s still fun on his own.  As compared to the other starters of his own set, Bulbasaur is a little odd.  Squirtle and Charmander follow broadly similar progressions from cute through tough to full-on badass; Blastoise with his heavy cannons and Charizard with his, y’know, being a freakin’ dragon.  Bulbasaur is different.  I think he is meant to be cute (well, I think he’s cute) but clearly not so overtly as Charmander or Squirtle; he almost seems to aim for the ‘tough’ aesthetic from the beginning (the fact that he’s the only quadruped in the group is probably a factor since it adds to his physical stability) and then just builds on it as he grows through Ivysaur to Venusaur.  ‘Badass’ is a hard adjective to define, but I don’t think it describes Venusaur, or at least not as well as it describes Blastoise and Charizard.  Instead Venusaur projects a sense of age, experience and self-control – this is a Pokémon that can fight, but chooses not to.  Venusaur is not for everyone, but for me it was his differences that made him my favourite.

 Ivysaur.  Artwork by Ken Sugimori.

I’m sentimental, of course, but there are plenty of reasons to like Bulbasaur’s line other than their design characteristics.  Venusaur is a starter Pokémon, and as such high stats are his birthright – solid all around, with a bias towards his special stats.  Back in the olden days, Venusaur was the fastest Grass Pokémon in the game, which made him a good choice for using Grass’s two big trump cards: Sleep Powder and Leech Seed.  He was also one of only two fully evolved Grass Pokémon (the other being Victreebel) with Razor Leaf, easily the best Grass-type attack at the time because of Red and Blue’s idiosyncratic critical hit mechanics and the absence of any way to speed up a Solarbeam.  On the ‘con’ side, Venusaur was a Poison-type Pokémon in a world ruled by Psychic-types, an uncomfortable place to be, and Poison had no powerful attacks in Red and Blue.  Over the years, Venusaur developed into a versatile tank who can focus on physical or special, offense or defence.  With the advent of Sunny Day, Razor Leaf was replaced by Solarbeam as the Grass type’s strongest offensive option, then Solarbeam eventually by Giga Drain and Seed Bomb, but Leech Seed and Sleep Powder remained potent weapons in Venusaur’s arsenal.  He gained the ability to rebalance himself towards slow, bulky physical offense with Curse in Gold and Silver; with the addition of Earthquake to his movepool in Ruby and Sapphire, he can act as a competent physical tank.  Power Whip and Leaf Storm present devastating options for Grass-type damage.  As a Grass-type, Venusaur is also one of the few Pokémon who actually appreciates having Poison as a secondary offensive element in the form of Sludge Bomb, since it can swiftly deal with other Grass Pokémon, who are immune to Leech Seed and resistant to Earthquake.  Finally, Synthesis lets Venusaur heal – it may be unreliable, dependent as it is on fine weather, but it backs up his reasonable defensive stats nicely.

 Venusaur.  Artwork by Ken Sugimori.

Black and White brought Venusaur two major gifts, the first of which is Growth.  Growth has been a part of Venusaur’s movepool from the beginning, but its usefulness decayed after the special stat was split into special attack and special defence in Gold and Silver, since it then increased only special attack, not both.  Black and White have given Growth – and with it, many Grass Pokémon – a new lease on life; it now increases both physical and special attack, giving Venusaur more diverse options for putting together an offensive moveset.  Even better, Growth’s effect is now doubled in bright sunlight, allowing Venusaur to slot quite neatly into almost any sun team as a dangerous bulky sweeper.  The other great blessing Venusaur received was his Dream World ability, Chlorophyll.  When Ruby and Sapphire introduced abilities Venusaur, like all the other starters, received an ability that boosts the damage of his elemental attacks when his health is low (for the Grass-types, this ability is called Overgrow).  While this is nice to have, it’s difficult to plan to make use of it.  Chlorophyll, on the other hand, an ability available to many Grass Pokémon which doubles their speed in bright sunlight, compliments the newly-improved Growth perfectly to make the Grass-types that possess both extremely dangerous.  Several other Grass Pokémon have this combination, but few of them can compete with Venusaur. Victreebel is stronger, but he’s also much frailer and doesn’t learn Earthquake, which limits the usefulness of his excellent physical attack score.  Tangrowth is so slow that he still risks being outrun even with the Chlorophyll boost, and his special defence is shockingly bad (though it’s worth noting that Tangrowth can sit and get pummelled by physical attacks all day without blinking).  Shiftry is fast and has a nice movepool, whether you want to go physical, special, or both, but curls up and dies after even the weakest attacks.  This is not to say that all three don’t have advantages of their own, of course, but Venusaur is definitely up there with the strongest solar Pokémon.  Getting your hands on a Dream World Bulbasaur may not necessarily be easy, but they are out there, so see if you can find something valuable to trade for one.

As my very first Pokémon, Bulbasaur has inevitably become something of a gold standard for me.  A simple but well-executed design with pleasing symbolic connotations, coupled with measures of power and versatility that, for most of his history anyway (the additions from Black and White change this somewhat), have proven generous without creating an unachievable benchmark for the poor rank-and-file Pokémon.  Even today, even if I must admit to having soft spots for many of them, given the choice of any of the fifteen starter Pokémon of the past and present, I would find it very difficult not to stop looking at #001.