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.

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…

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.

So i herd u liek Mudkipz?


Our next starter is a chicken? Really, Game Freak? A chicken?

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.





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.
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, 
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.
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…


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…


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?




