Appendix:Mystery Dungeon: Explorers of Sky walkthrough/Chapter 0: Difference between revisions

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*Phanpy
*Phanpy
**'''Pros''': The only starters that starts as a Ground-type, so it doesn't restrict your partner choices. Its standout exclusive item makes Hidden Stairs more likely to appear, which is quite a rare effect that can help getting some rare items in the postgame. Has Pickup for items (which upon evolution becomes Sturdy, protecting it from OHKOs which in this game are simply very unlikely to hit). Gets Rollout, {{m|Endure}} to survive longer than it should (since like Protect and Detect, it lasts multiple turns in this game) and {{m|Charm}} (which massively reduces target's Attack stat, letting it cripple bosses). {{m|AncientPower}} has a chance to boost all stats. When it does evolve, it finally gets more usable attacking moves, such as {{m|Fire Fang}}, ThunderFang, and Fury Attack. Its E IQ group  focuses on survivability, complementing the one part of Phanpy's stats that isn't bad.
**'''Pros''': The only starters that starts as a Ground-type, so it doesn't restrict your partner choices and takes the least damage from Amp Plains boss. Its standout exclusive item makes Hidden Stairs more likely to appear, which is quite a rare effect that can help getting some rare items in the postgame. Has Pickup for items (which upon evolution becomes Sturdy, protecting it from OHKOs which in this game are simply very unlikely to hit). Gets Rollout, {{m|Endure}} to survive longer than it should (since like Protect and Detect, it lasts multiple turns in this game) and {{m|Charm}} (which massively reduces target's Attack stat, letting it cripple bosses). {{m|AncientPower}} has a chance to boost all stats. When it does evolve, it finally gets more usable attacking moves, such as {{m|Fire Fang}}, ThunderFang, and Fury Attack. Its E IQ group  focuses on survivability, complementing the one part of Phanpy's stats that isn't bad.
**'''Cons''': Horrible movepool. It gets ''no'' STAB naturally until evolution and the only Ground move it gets at all before that is {{m|Earthquake}}, which hits your allies as well. Most of the attacking moves it does learn are really bad (({{m|Flail}} requires you to be at low HP, {{m|Take Down}} and {{m|Double-Edge}} hurt user as well, Natural Gift relies on an item, {{m|Slam}} has no extra effects despite its bad accuracy, {{m|Last Resort}} requires to use other moves and itself has very little PP). Even with TMs, it doesn't get that many good moves. And as a final nail in the coffin, its HP and attacking stats are simply behind even in main story and get even more behind in postgame, meaning it you will have to use many stat boosters (though at least it levels up pretty fast). To put it simply, Phanpy is quite bad - while Eevee suffers from stats and type variety as well, it at least hits hard enemies with its Normal-type moves and it has great evolution variety after it can finally evolve. Phanpy doesn't get that. If you want a challenge, pick this as your starter and Eevee as your partner. Also male-only for whatever reason.
**'''Cons''': Horrible movepool. It gets ''no'' STAB naturally until evolution and the only Ground move it gets at all before that is {{m|Earthquake}}, which hits your allies as well. Most of the attacking moves it does learn are really bad (({{m|Flail}} requires you to be at low HP, {{m|Take Down}} and {{m|Double-Edge}} hurt user as well, Natural Gift relies on an item, {{m|Slam}} has no extra effects despite its bad accuracy, {{m|Last Resort}} requires to use other moves and itself has very little PP). Even with TMs, it doesn't get that many good moves. And as a final nail in the coffin, its HP and attacking stats are simply behind even in main story and get even more behind in postgame, meaning it you will have to use many stat boosters (though at least it levels up pretty fast). Additionally, while not as bad as Fire-types, Ground-type will be at a disadvantage in some dungeons (especially given Phanpy's movepool). To put it simply, Phanpy is quite bad - while Eevee suffers from stats and type variety as well, it at least hits hard enemies with its Normal-type moves and it has great evolution variety after it can finally evolve. Phanpy doesn't get that. If you want a challenge, pick this as your starter and Eevee as your partner. Also male-only for whatever reason.


*Riolu
*Riolu
**'''Pros''': The only starter in the roster that starts as Fighting-type, picking this does not restrict your partner options at all. Inner Focus prevents cringing. Starts with Bite to cover Psychic-types. Gets {{m|Foresight}} to hit Ghost-types (which eventually gets replaced by its 3-star item, which does that but passively), Endure, {{m|Force Palm}} (STAB move that can paralyze), Feint and Screech. Fighting-type are supereffective against many types, so starting as one helps in certain important boss fights all over the game , on top of having C IQ group skill, which means it can benefit from offensive skills such as Erratic Player. Gets some type coverage via TMs. On evolution his moveset greatly expands, gaining natural access to Dark Pulse, {{m|Aura Sphere}} (projectile that ignores accuracy check), {{m|Bone Rush}} (multihit Ground-type move), as well as some extra TM moves like Water Pulse, on top of gaining the defensively great Steel-type.
**'''Pros''': The only starter in the roster that starts as Fighting-type, picking this does not restrict your partner options at all. Inner Focus prevents cringing. Starts with Bite to cover Psychic-types (which helps given an early boss is a Psychic-type). Gets {{m|Foresight}} to hit Ghost-types (which eventually gets replaced by its 3-star item, which does that but passively), Endure, {{m|Force Palm}} (STAB move that can paralyze), Feint and Screech. Fighting-type are supereffective against many types, so starting as one helps in certain important boss fights all over the game , on top of having C IQ group skill, which means it can benefit from offensive skills such as Erratic Player. Gets some type coverage via TMs. On evolution his moveset greatly expands, gaining natural access to Dark Pulse, {{m|Aura Sphere}} (projectile that ignores accuracy check), {{m|Bone Rush}} (multihit Ground-type move), as well as some extra TM moves like Water Pulse, on top of gaining the defensively great Steel-type.
**'''Cons''': Male only. Shallow natural movepool until evolution compared to pretty much everyone else - it learns its last move at 29, though at least it gets some useful moves before evolving. Steadfast is crippled by Inner Focus and as such will trigger only under specific conditions. For whatever reason, its natural attacking stats fall somewhat behind in main story and its physical Attack even moreso in postgame.
**'''Cons''': Male only. Shallow natural movepool until evolution compared to pretty much everyone else - it learns its last move at 29, though at least it gets some useful moves before evolving. Steadfast is crippled by Inner Focus and as such will trigger only under specific conditions. For whatever reason, its natural attacking stats fall somewhat behind in main story and its physical Attack even moreso in postgame.
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Revision as of 14:22, 6 May 2024

When starting a new game, a quiz will test you in order to confirm what Pokémon you will be. Each question gives nature points, and each Pokémon have their own nature, which will also determine what Pokémon you are.

Note that Munchlax and Meowth can't be the player character, and can only be chosen as partners.

List of Pokémon

Pokémon Nature Egg move
Male Female
MDP E 001.png Bulbasaur Lonely Docile
MDP E 004.png Charmander Docile Brave
MDP E 007.png Squirtle Quirky Bold
MDP E 025.png Pikachu Brave Hasty
MDP E 037.png Vulpix Relaxed Faint Attack
MDP E 052.png Meowth* Hypnosis
MDP E 133.png Eevee Jolly Flail
MDP E 152.png Chikorita Calm Quiet
MDP E 155.png Cyndaquil Timid Calm
MDP E 158.png Totodile Jolly Sassy
MDP E 231.png Phanpy Relaxed AncientPower
MDP E 252.png Treecko Quiet Hardy
MDP E 255.png Torchic Hardy Rash
MDP E 258.png Mudkip Rash Lonely
MDP E 300.png Skitty Naïve Zen Headbutt
MDP E 387.png Turtwig Bold Timid
MDP E 390.png Chimchar Naïve Impish
MDP E 393.png Piplup Impish Quirky
MDP E 403.png Shinx Hasty Quick Attack
MDP E 446.png Munchlax* Zen Headbutt
MDP E 447.png Riolu Sassy Bite
Notes:
  • *: These Pokémon may only be selected as a partner.

Questions

The game always starts off with:

  • "Did you play Explorers of Time or Explorers of Darkness?"

This does not give any personality points by itself. Additionally, the following Pokémon's base recruit rate will be doubled as long as the player has not recruited them already. Most of these can be found in dungeons found at various points of the main story; Pokémon marked with a dagger (†) can be recruited only after the credits roll.

The game will then pick 8 questions from the following list. This is random and as such, even if you memorize the quiz by heart, it's still possible to simply get unlucky, especially as the Natures are not represented evenly, ranging from as few as 12 questions that can yield points for Calm, to as many as 22 for Timid and Bold.

Random, Simple Questions

  • Have you ever blurted something out without thinking about the consequences first?
    • Yes.
      • Lonely. — 4 pts.
      • Rash. — 4 pts.
    • No.
      • Hardy. — 2 pts.
  • Do you want to be taller someday?
    • Totally!
      • Sassy. — 4 pts.
    • Of course not.
      • Calm. — 2 pts.
  • Once you've decided something, do you see it through to the end?
    • Yes.
      • Hardy. — 4 pts.
    • No.
      • Hasty. — 2 pts.
      • Quirky. — 4 pts.
  • Have you ever said "Nice to meet you" to someone you said previously?
    • Yes.
      • Quirky and Rash — 4 pts.
    • No.
      • Calm. — 2 pts.
  • You're at a movie theater. What are you there to see?
    • An action movie.
      • Impish. — 4 pts.
      • Sassy. — 2 pts.
    • A drama.
      • Hardy. — 4 pts.
    • A romantic movie.
      • Quirky. — 4 pts.
  • Have you ever looked at your reflection in their mirror & thought, "What a cool person!"?
    • Certainly!
      • Sassy. — 4 pts.
      • Jolly and Naive. — 2 pts.
    • Well, not really…
      • Hardy. — 2 pts.
  • Have you ever thought that if you dug into your backyard, you would find a buried treasure?
    • Yes.
      • Naive. — 4 pts.
    • No.
      • Quiet. — 2 pts.
  • Do you prefer to play outside rather than inside?
    • Yes.
      • Impish and Rash — 4 pts.
    • No.
      • Calm. — 2 pts.
  • You discover a beat-up looking treasure chest in some ruins. What do you do?
    • Open it!
      • Brave, Impish, and Hasty. — 4 pts.
      • Rash. — 2 pts.
    • Get help opening it.
      • Timid. — 2 pts.
  • Have you ever realized you were hogging the conversation?
    • Yes.
      • Hasty and Rash. — 4 pts.
    • No.
      • Docile and Quiet. — 2 pts.
  • When you see a switch, do you have an overwhelming urge to flip it?
    • Yes.
      • Hasty. — 4 pts.
    • No.
      • Calm. — 2 pts.
  • Have you ever forgotten you bought something and bought another one?
    • Yes.
      • Quirky. — 4 pts
      • Hasty and Rash. — 2 pts.
    • No.
      • Quiet. — 2 pts.
  • Do you think it's important to always aim to be the best?
    • Of course!
      • Sassy. — 4 pts.
      • Lonely. — 2 pts.
    • No.
      • Calm. — 4 pts.
      • Quirky. — 2 pts.
  • Do you want to be famous?
    • Yes.
      • Lonely and Sassy. — 4 pts.
    • No.
      • Relaxed. — 2 pts.
  • If you saw someone do something bad, could you scold them?
    • Of course!
      • Brave and Sassy. — 4 pts.
      • Bold. — 2 pts.
    • Not really…
      • Timid. — 2 pts.
  • Have you ever told a joke that just completely fell flat?
    • Yes.
      • Naive. — 4 pts.
      • Impish. — 2 pts.
    • No.
      • Calm. — 4 pts.
  • Do you like lively parties?
    • Yes.
      • Jolly. — 4 pts.
      • Lonely. — 2 pts.
    • No.
      • Quiet. — 2 pts.
  • Are you truly sincere when you apologize?
    • Of course!
      • Docile. — 4 pts.
      • Bold. — 2 pts.
    • That's not easy to admit!
      • Timid. — 4 pts.
      • Lonely. — 2 pts.
  • Do you like karaoke?
    • Yes.
      • Jolly and Bold. — 4 pts.
    • No.
      • Docile and Timid. — 2 pts.
  • You're hiking up a mountain when you reach diverging paths. Which path do you take?
    • Narrow.
      • Impish. — 4 pts.
      • Naive. — 2 pts.
    • Wide.
      • Quirky. — 4 pts.
      • Timid. — 2 pts.
  • Your friend takes a spectacular fall! What do you do?
    • Help my friend up!
      • Brave. — 4 pts.
      • Lonely. — 2 pts.
    • Laugh! It's too funny!
      • Impish and Naive. — 4 pts.
      • Rash. — 2 pts.

School Life

  • You have a really important test tomorrow! What do you do?
    • Study all night long.
      • Hardy. — 4 pts.
    • Wing it! I'm sure I'll be fine!
      • Relaxed. — 4 pts.
    • Test?! I think I have a fever…
      • Naive. — 4 pts.
  • Have you ever accidentally called a teacher "Mom" or "Dad"?
    • Yes.
      • Rash. — 4 pts.
      • Bold. — 2 pts.
    • No.
      • Quiet. — 2 pts.
  • There's a rumor there's a ghost haunting the school bathrooms! What do you do?
    • Scary… bathrooms!
      • Docile. — 4 pts.
      • Timid. — 2 pts.
    • Go in there anyway.
      • Jolly. — 4 pts.
      • Relaxed and Bold. — 2 pts.
  • You're in class when you realize you really have to go to the restroom! What do you do?
    • Ask for permission.
      • Brave. — 4 pts.
      • Bold. — 4 pts.
    • Sneak out.
      • Hasty. — 2 pts.
    • Hold on until class ends!
      • Timid. — 2 pts.
  • Do you think you have good study habits?
    • Yes.
      • Docile. — 4 pts.
    • No.
      • Naive. — 4 pts.
      • Rash. — 2 pts.
    • Well, I never lose at sports!
      • Impish. — 4 pts.
  • What's your studying style?
    • Working hard, every day.
      • Hardy. — 4 pts.
    • If I remember to…
      • Quirky. — 4 pts.
      • Hasty. — 2 pts.
    • I just cover what I need to do.
      • Quiet. — 2 pts.
    • I can't really do it alone…
      • Lonely. — 4 pts.

Food for Thought

  • You're packing your classroom's snacks when you get hungry! What do you do?
    • Eat just a tiny bit.
      • Hasty. — 4 pts.
    • Hold myself back & pack it all up.
      • Hardy. — 4 pts.
    • What snacks? They're in my belly!
      • Rash. — 4 pts.
  • You see a cake that's past its expiration date, but only by 1 day. What do you do?
    • Not a problem! Chow time!
      • Brave. — 4 pts.
      • Relaxed. — 2 pts.
    • Turn it down briefly, then decide.
      • Timid. — 2 pts.
    • Get someone to try it first.
      • Bold. — 4 pts.
  • You've stuffed yourself with a good meal when a great dessert arrives. What do you do?
    • Eat it. Who cares if I'm stuffed?
      • Hasty. — 4 pts.
      • Rash. — 2 pts.
    • Turn it down. It's too fattening!
      • Hardy. — 2 pts.
    • Yum! I love dessert the most!
      • Bold and Jolly. — 4 pts.
      • Relaxed. — 2 pts.
  • Your friend made a meal that tastes terrible. They ask, "How is it?". You say…?
    • "Terrible!"
      • Brave and Quiet. — 2 pts.
    • Just smile.
      • Calm. — 4 pts.
      • Lonely. — 2 pts.
    • "Um… it's good…"
      • Rash and Timid. — 2 pts.
  • You're eating at a very fancy restaurant known for its food. Which course do you select?
    • Seared steak.
      • Impish and Naive. — 4 pts.
    • Healthy fish.
      • Hardy. — 2 pts.
    • Anything! It's all good!
      • Bold. — 4 pts.
  • Everyone's sharing a dessert, and there's an extra piece. What do you do?
    • Don't tell anyone.
      • Bold. — 4 pts.
      • Timid. — 2 pts.
    • Let everyone know.
      • Rash and Docile. — 4 pts.
    • First come, first served!
      • Impish. — 4 pts.
  • Your friend offers to treat you to dinner. What do you do?
    • I'm there!
      • Bold. — 4 pts.
    • Allow me.
      • Jolly. — 4 pts.
    • Thanks…
      • Quirky. — 4 pts.

Suddenly…

  • Everyone around you is laughing at something you think is pretty boring. What do you do?
    • Nothing, really.
      • Brave. — 4 pts.
      • Bold. — 2 pts.
    • Laugh along.
      • Lonely. — 4 pts.
      • Timid. — 2 pts.
    • It depends on the situation.
      • Quiet and Quirky. — 2 pts.
  • Do you prefer being busy or having a lot of free time?
    • Being busy.
      • Lonely. — 4 pts.
      • Sassy. — 2 pts.
    • Free time!
      • Calm. — 4 pts.
    • In between.
      • Quirky. — 4 pts.
  • You're about to buy a popular game when someone else gets the last copy! How do you feel?
    • Whatever.
      • Calm. — 4 pts.
    • Annoyed. I was here first!
      • Jolly and Relaxed. — 4 pts.
    • I shed a few tears.
      • Lonely. — 4 pts.
  • You run into a new person that you haven't talked to very much before. What do you do?
    • Make small talk.
      • Calm. — 2 pts.
    • Say nothing!
      • Quirky. — 2 pts.
    • Make an excuse to get away!
      • Timid. — 4 pts.
  • Good news and bad news… which one do you want to hear first?
    • The good news.
      • Relaxed. — 4 pts.
    • The bad news.
      • Naive. — 4 pts.
      • Bold. — 2 pts..
    • I don't want either.
      • Timid. — 4 pts.
  • Hey, what's that? There's someone behind you! So… did you look just now?
    • Don't do that! You scared me!
      • Timid. — 4 pts.
    • OK, I admit it. You tricked me.
      • Docile. — 4 pts.
    • No way. I didn't fall for it.
      • Lonely and Sassy. — 4 pts.
    • Huh?! What?
      • Relaxed. — 4 pts.
  • How are your mornings?
    • Always in a rush!
      • Brave and Impish. — 4 pts.
    • Always perfect.
      • Quiet. — 2 pts.
    • They are OK.
      • Timid. — 4 pts.
      • Docile. — 2 pts.
  • You've been invited to a wonderful party. It's time for the party to start, but there's nobody there! You think...?
    • Did something happen?
      • Lonely and Docile. — 4 pts.
    • Maybe I have the day wrong?
      • Jolly and Relaxed. — 4 pts.
    • Let's get this party started!
      • Bold. — 4 pts.
  • You take off your shows to realize your socks are different colors! What do you do?
    • Get embarrassed!
      • Docile. — 4 pts.
    • Again?!
      • Rash. — 4 pts.
    • I meant to do that!
      • Jolly. — 4 pts.
  • Did you make any New Year's Resolutions?
    • Of course!
      • Hardy. — 4 pts.
    • Nope.
      • Quirky. — 4 pts.
      • Rash. — 2 pts.
    • What are those?
      • Relaxed. — 4 pts.
  • You're in a completely silent assembly when you suddenly hear someone pass gas! How do you react?
    • Roll on the floor laughing!
      • Jolly and Naive. — 4 pts.
    • Just let it go by…
      • Impish and Docile. — 2 pts.
    • Who was that?!
      • Brave. — 4 pts.
  • You're running a marathon, and at the start you fall flat on your face! What will you do?
    • I'm not giving up yet!
      • Hardy. — 4 pts.
      • Brave. — 2 pts.
    • Just give up.
      • Quirky. — 4 pts.
    • Shout, "START OVER!"
      • Bold. — 4 pts.
      • Rash. — 2 pts.
  • You find something at a great bargain price! What do you do?
    • Buy it right away!
      • Hasty. — 4 pts.
    • Think about whether I need it.
      • Quiet. — 2 pts.
    • Demand an even bigger discount!
      • Bold. — 4 pts.
  • You've been asked to do a difficult task. What will you do?
    • Do it myself.
      • Hardy. — 4 pts.
      • Brave. — 2 pts.
    • Ask someone to help.
      • Docile. — 2 pts.
    • Make someone else do it!
      • Bold. — 4 pts.
      • Sassy. — 2 pts.
  • You notice a toy you bought for full price yesterday is marked as half the price today! How do you feel?
    • Heartbroken…
      • Hardy. — 4 pts.
    • Aaargh!!
      • Docile. — 4 pts.
    • Bad timing, I guess…
      • Bold and Calm. — 4 pts.
  • Your friend is running a little late to meet you. Is that OK?
    • Yes.
      • Bold. — 4 pts.
      • Relaxed. — 2 pts.
    • Not at all!
      • Lonely. — 4 pts.
      • Hasty. — 2 pts.
  • Do you think that, no matter what happens, life goes on?
    • All the time!
      • Relaxed. — 4 pts.
      • Jolly. — 2 pts.
    • Never.
      • Quiet. — 2 ps.
  • The phone's ringing! What do you do?
    • Answer right away!
      • Hasty and Lonely. — 4 pts
    • Wait a bit before answering.
      • Quiet. — 2 pts.
    • Ignore it and let it ring.
      • Timid. — 2 pts.
  • Your friend seems to be making plans to hang out, just out of earshot. You think…
    • I want to go too!
      • Naive. — 4 pts.
    • No big deal.
      • Lonely. — 4 pts.
    • Will they invite me?
      • Timid. — 2 pts.
  • Do you think it's important to be fashionably late?
    • Yes.
      • Bold and Quiet. — 4 pts.
    • No.
      • Brave. — 4 pts.
    • I don't know.
      • Docile. — 4 pts.
  • You've won a big raffle ticket! You say…
    • Woo-hoo!
      • Naive. — 4 pts.
      • Jolly. — 2 pts.
    • I can't believe it…
      • Timid. — 2 pts.
    • This is my little secret.
      • Quiet. — 4 pts.
  • Do you think blaming someone else on something you did is sometimes necessary?
    • Of course!
      • Quiet and Sassy. — 4 pts.
    • No way!
      • Brave. — 4 pts.
  • Your friend suddenly won't listen to you, when everything was fine yesterday. What do you think?
    • Maybe they're sick.
      • Hasty. — 4 pts.
    • They're lost in thought.
      • Quiet. — 4 pts.
    • What?! Why?!
      • Timid. — 2 pts.
  • You fail miserably! Everyone found out, and they're disappointed in you… what do you do?
    • Try and hide.
      • Timid. — 2 pts.
    • Think of an excuse.
      • Naive. — 4 pts.
      • Sassy. — 2 pts.
    • Drop down and play dead!
      • Rash. — 4 pts.
  • You want to reveal you like someone a whole bunch! What do you do?
    • Show it by playing together.
      • Jolly. — 4 pts.
      • Quiet. — 2 pts.
    • Make it obvious by… playing a prank!
      • Lonely. — 4 pts.
      • Naive. — 2 pts.
    • State it clearly for all to hear!
      • Brave and Impish. — 2 pts.
      • Bold. — 2 pts.
    • Keep it to myself! It's too risky!
      • Timid. — 2 pts.
  • The people at the next table are singing for someone's birthday. What do you do?
    • Stay on the sidelines.
      • Calm. — 2 pts.
    • Sing along!
      • Jolly and Naive. — 4 pts.
    • Walk away.
      • Sassy. — 4 pts.
      • Lonely. — 2 pts.
  • You're on a stroll when a TV crew pounces you for an interview! What do you do?
    • Run away! How embarrassing!
      • Timid. — 4 pts.
    • Answer questions properly.
      • Brave. — 4 pts.
      • Sassy. — 4 pts.
    • Yuck it up! Woo-hoo! I'm on TV!
      • Naive. — 4 pts.
      • Bold. — 2 pts.
  • You see a big and comfortable bed. Your first reaction is to…
    • Jump on it!
      • Hasty and Sassy. — 2 pts.
    • Belly flop!
      • Impish. — 4 pts.
    • Curl up.
      • Lonely. — 4 pts.
  • You're daydreaming… when your friend sprays you with water! What do you do?
    • Get mad.
      • Hasty. — 4 pts.
    • Get sad.
      • Lonely. — 4 pts.
    • Woo-hoo! Water fight!
      • Impish, Jolly, and Naive. — 4 pts.

Gender

  • Are you a male or a female?
    • Male.
    • Female.

If you have picked Yes to the question about Time and Darkness, this question will give 4 points towards the Natures of the new starters: Phanpy, Shinx and Riolu as a male, and Vulpix and Eevee as a female. However, due to the nature of this quiz, it does not necessarily guarantee them.

Final Directions

Choose 1 of these. After this, it will tell you to put a finger on a white bow. Don't take off your finger (or stylus) until it tells you to do so. It will then pick a color (which will likely be the same color as the device's DS GUI color, but can be chosen at random as well), as well displaying the Pokémon you will play the game as based on your quiz results.

Then, you are allowed to choose a partner. Note that you can't choose a partner who is the same type as you.

Review of the starters

While it is possible to clear the game with any of the starters and as such first time around it is a good idea to either pick Pokémon you like or go with the quiz's results, certain starters fare better in this game than others.

  • Bulbasaur:
    • Pros: Learns 3 pretty useful moves naturally: Sleep Powder, Razor Leaf and Leech Seed. Sleep Powder puts every enemy adjacent to Bulbasaur to sleep, which in a grid-based game can be difference between life and death; Razor Leaf is a projectile, letting it attack from safe distance, while Leech Seed damages at a much faster pace than poison or burn, while also healing (though since it counts as indirect damage, Pokémon defeated with it won't give any EXP). Additionally being a Grass-type, it also has access to STAB Bullet Seed via TMs (and Energy Ball), letting it tear apart things from distance. While Grass/Poison isn't exactly the best typing, a surprising amount of dungeons in main story are full of Water-, Rock-, or Ground-types, and it has relatively decent matchup against many boss fights. Its F IQ group while not the best has access to skills scarecely available among starters: Multitalent (+5 to max PP), Sharpshooter (increased critical hit ratio), All-Terrain Hiker (mobility through anything except walls, although lava still burns), Trap Buster (chance to permanently remove a trap, stopping it from being a nuiasnce), on top of the more common but always useful skills like PP Saver (8% chance to use move for free), Pierce Hurler (thrown items keep going, including stat boosters), Stair Sensor (gives a vague idea of where the stairs are relative to your starting position), Self-curer (status ailments last half as long) and Gap Prober (projectiles do not harm allies, letting you use Bullet Seed more freely).
    • Cons: Its movepool doesn't offer much in diversity, type or otherwise - most of the TMs it learns are things many other Pokémon learn and the few that don't aren't too useful in this game. The The only moves that aren't Normal or STAB it can learn are Rock Smash (not an attacking move here) and Natural Gift (a universal TM; while it does not use-up items like in main series, you still have to give up a held item). Thankfully this is somewhat mitigated by weakness being only 1.4x instead of 2x (meaning STAB bonus is worth more than a single weakness) and the things it can learn are rather serviceable. An early boss fight is against a Psychic-type, at which point you have very few options to strengthen yourself. The 3-star exclusive item that doesn't have a typical effect (Plant Torc; HP draining attacks heal with 100% efficiency rather than 50%) is somewhat niche, as Bulbasaur learns only one draining move affected by it: Giga Drain. Additionally, at Lv. 100 its attack stats are a bit behind compared to the average.
  • Chikorita:
    • Pros: Similarly to Bulbasaur, it's a Grass-type, so it has access to Bullet Seed and Energy Ball projectiles via TMs, as well as Razor Leaf naturally. It also learns Aromatherapy, for healing status in pinch.Its strongest point is its unique IQ group amongst starting choices: H. Offensively it gets little: Deep Breather (restores 1PP every floor) and Wary Fighter (if a move misses the user automatically steps away). Support-wise however, it is quite useful: Self-Curer, Brick Tough (+10HP), Coin Watcher (1.2x to picked money), Wise Healer (healing items and moves heal 15% more), Quick Healer (increased natural HP regeneration), All-Terrain Hiker, Trap Buster (might permanently remove a trap, Critical Dodger (prevents critical hits), Quick Dodger (enenemy attacks suffer flat accuracy penalty during the calculations), Fast Friend (+5% recruitment rate, required for Kecleon), as well as Nature Gifter (Seeds and Berries consumed by leader affect the entire team). While the stats it reaches during main game are nothing spectacular, for whatever its attacking stats explode at the levels you reach in postgame, having one of the best natural Sp. Atk and being basically 15 points ahead of second lpace in Attack at Lv. 100, as well as having one of the highest natural HP pools, at the cost of being the slowest starter to level-up.
    • Cons: Moveset-wise is basically a worse Bulbasaur, not learning Leech Seed or Sleep Powder, and it doesn't have the secondary typing that alleviates the many Grass-type weakness. The screen moves are useless in this game as they only affect the user and Safeguard doesn't last long enough to be worth it. The standout exclusive item is also the same. This is not a Pokémon that will help you much during story, it shines mostly if you aim for 100% completion.
  • Treecko
    • Pros: Aside from the typical perks of being a Grass-type, it also has access to useful moves naturally: Agility, Detect and Screech. Agility raises Movement Speed of allies in the same room by one stage (up to three stacks), which not only lets you take extra movement actions, but also use two moves in one turn, while Detect makes it immune to attacks for multiple turns (unlike just one turn in main series). Screech massively cuts down target's physical Defense, making it useful for bosses. On top of that, it has pretty wide TM compatibility, being able to learn Dig, Aerial Ace, Rock Slide and Rock Tomb, as well as Focus Punch (which in this game simply is a charging move), Brick Break and Drain Punch, which allow it to have type advantage against many boss fights (with moveset expanding even further once it finally is able to evolve). Additionally, it is the only Grass-type starter whose standout exclusive item is not related to HP absorption, instead effectively granting it permanent Mini Counter (always countering adjacent physical attacks for 25% damage). Its IQ group D has useful offense and survivability skills, such as PP Save, Self-Curer, Gap Prober, Concentrator (raise accuracy at the cost of evasion, which helps with Bullet Seed's shaky accuracy), Sharpshooter, Clutch Performer (increases evasion by 2 levels at low health), Critical Dodger, Extra Striker and Quick Striker (33% and 100% chance to use regular attack twice in a row), as well as Quick Dodger, on top of the always useful Stair Sensor and Trap Seer (only visible traps trigger their effects).
    • Cons: Similarly to Bulbasaur, at Lv. 100 it lags somewhat behind when it comes to natural attacking stats, though mostly in physical attack.
  • Turtwig
    • Pros: Like Bulbasaur, it naturally learns Razor Leaf and Leech Seed. Unlike Bulbasaur, its level-up moveset is a bit better, as it actually naturally learns HP-draining moves to complement its standout exclusive item, as well as Bite and Crunch for type coverage. Its IQ group E consits of relatively uncommon skills among starters, putting focus on survivability rather than offense: Brick Tough, Survivalist (1.1x Belly gain, 50% to ignore Grimy Food's penalty), Wise Healer, Wary Fighter, Deep Breather, Defender (+1 stage to both defending stats at cost of -1 to both attacking stats), Energy Saver (Belly empties at 75% the rate), Quick Healer (increased natural HP regen), with its offense options being Cheerleader, Power Pitcher (thrown items do 50% more damage), Counter Hitter (12% to counter for 25% damage), Sure-Hit Attacker (regular attack ignores accuracy checks) and the very useful Intimidator (33% chance to cancel adjacent foe's attack). At Lv. 100 it has above average defensive stats.
    • Cons: Lags a bit offensively at Lv. 100 like Treecko. Like Bulbasaur, its TM compatibility isn't really anything great (though unlike Bulbasaur it gets a bit better after it evolves).
  • Charmander
    • Pros: Being a Fire-type grants it natural access to Flamethrower, a projectile move, as well Blast Burn, which hits everything around the user for heavy damage (which makes being paused for one turn usually not a problem). as well as ability to walk on lava (though in this game lava only starts appearing in postgame dungeons). It also has access to Smokescreen, a move that makes enemies helpless, by making their moves always miss. While the standout exclusive items of all Fire-type starters (other than Vulpix) have the same effect, increased movement speed in Sunny weather is way less niche. Additionally, it has one of the best lategame stat growths, with only HP and Attack not being notably above average. Its IQ group C is shared with other Fire-type staters (other than again, Vulpix), granting it access to useful offensive and survivability skills: Brick Tough, Power Pitcher, Survivalist, Nonsleeper, Erratic Player (type advantage multipliers become more extreme), Clutch Performer, Extra Striker, Intimidator and Pierce Hurler. It has access to some type variety via TMs that is mostly similar to Treecko, exchanging Drain Punch for Dragon Claw and Shadow Claw. Once it finally evolves into Charizard, it gets access to Heat Wave, a room-wide Fire move.
    • Cons: As mentioned in Bulbasaur's section, a lot of main story dungeons have many Rock-, Ground- or Water-type Pokémon, all of which Fire-types are weak to (but thankfully can all be covered by Grass-type).
  • Cyndaquil
    • Pros: The typical Fire-type perks of projectile move in Flamethrower, ability to walk on lava, Sunny weather exclusive item, and the useful C IQ group skills. Like Charmander, it has access to Smokescreen, but unlike it, it also has Lava Plume (which deals damage to everyone adjacent). It has best natural HP growth, though unlike Charmander its Defenses at Lv. 100 are average.
    • Cons: On top of the unfavorable Charmander type matchups, Cyndaquil's type variety is low, only having Dig and Aerial Ace (on top of Natural Gift). While with Grass-type starters not having access to other types was somewhat inconvenient but not outright bad, certain Fire-types that have Flash Fire will be completely immune to your STAB attacks, as well as making it hard to effectively use Erratic Player. It also takes much more EXP to level-up than most starters, only really behind Chikorita.
  • Torchic
    • Pros: Typical Fire-type perks. While it doesn't have Smokescreen like Charmander or Cyndaquil, it has an equally useful in Mirror Move, which lets it bounce back any adjacent moves back at the user. Upon evolving gets STAB Double Kick.
    • Cons: Typical bad Fire type main story matchups.
  • Chimchar
    • Pros: Typical Fire-type perks. Has great natural offensive and defensive stats at Lv. 100 like Charmander and good TM type variety, though not as good (lacking Rock and Dragon moves). Notably has access to U-turn, which in this game behaves like a stronger Quick Attack. Also naturally learns Fury Swipes, a multi-hitting move. The evolved forms get access to Feint, which goes through Protect, though at that point it's a bit late, as well as Mach Punch for STAB attack with some range.
    • Cons: Typical bad Fire type main story matchups. Unlike the other Fire starters, it doesn't learn any strong support moves (outside of the universal Protect).
  • Vulpix
    • Pros: It's not a main series Fire starter, so while it gets the typical Flamethrower and lava walking, its standout exclusive item works differently (halves the power of special attacks, which is always helpful) and its IQ skill group is G, focusing on very useful support skills: Acute Sniffer (reveals amount of items on floor), PP Saver, Self-curer, Quick Healer, Critical Dodger, Quick Dodger, Stair Sensor and Map Surveyor (reveals floor's layout; synergizes well with Stair Sensor) as well as having Erratic Player and Quick Striker. Its Ability is Flash Fire instead of Blaze, which grants it one of the few true immunities in this game (since type immunities are instead just 0.5x), and while its type variety isn't as great as Charmander or Chimchar, it naturally learns Confuse Ray (confuses enemy, making them wander around), Imprison (in this game immobilizes enemy), and Roar (pushes enemy away), granting it quite the tools to cripple strong foes, as well as Dark Pulse via TM (which hits every adjacent enemy). It also has the Egg Move Faint Attack, which is near guaranteed to hit and in Sky specifically has reasonable amount of PP.
    • Cons: Its HP and attacking stats are bit behind most starters during main story and only get ridiculously more behind at Lv. 100 (though at least it levels up the fastest). Also available only as a female.
  • Squirtle
    • Pros: Being a Water-type grants it the ability to walk on water, which unlike lava is plenty common before postgame, as well as learning Water Pulse, Hydro Pump and Ice Beam for projectiles (the last only via TM), but most importantly: Blizzard, the room-wide move, which helps immensely in situations like Monster House or group boss fights (as well as some type variety via TMs). It also naturally learns Protect, which protects from moves like Treecko's Detect and Rain Dance, which in this game is instead on a Wonder Orb, to cancel annoying weather. Water-types also are only weak to Grass and Electric moves, while being good against the Ground and Rock-types somewhat common in main story. It has the defensively focused E IQ group like Turtwig.
    • Cons: Its standout exclusive item is niche, as it halves damage from explosions. Being a Water-type also means being weak to the Amp Plains boss fight, though at that point you are less helpess than in case of Bulbasaur's early bad matchup.
  • Totodile
    • Pros: Typical Water-type perks. Has the survivability IQ group skill E. Naturally has some type variety: Bite, Crunch, Ice Fang and Superpower, as well as some more via TMs. Also learns Screech like Treecko and has the counter effect exclusive item.
    • Cons: The variety in its natural movepool is counteracted by the fact that Water Gun is its only natural STAB until level 41, or around the end of main story. Like Squirtle, it is weak to the Amp Plains boss fight.
  • Mudkip
    • Pros: Typical Water-type perks. Although in this generation only Mudkip learns Hydro Pump, given how long it takes before you can even evolve your starter, it doesn't matter. It gets Protect naturally like Squirtle and Mud Sport to alleviate its Electric-type weakness. Unlike most starters, it has two standout exclusive items as Mudkip's 3-star item makes the user immune to thrown items (while Marshtomp sometimes causes Shadow Hold on attackers, the status caused by trapping effects like Mean Look). It also has access to the useful skills of F IQ group skills like Multitalent or All-Terrain Hiker. Upon evolution it becomes part Ground, making it only weak to Grass-types (which it can cover with Blizzard).
    • Cons: It doesn't really get much variety in moves, but thanfully, it doesn't need to, given the moves it has access to. As usual being a Water-type means being weak to Amp Plains boss, though thankfully Mud Sport gives you more breathing room.
  • Piplup
    • Pros: Typical Water-type perks. Learns Peck and Drill Peck to cover Grass-types. Its standout exclusive item is the same as Treecko and Totodile's. Has F IQ group, like Mudkip. Upon evolving twice into Empoleon gains Steel-type, the best defensive type in this game.
    • Cons: Typical Water-type struggle with Amp Plains.
  • Meowth
    • Pros: Learns some useful offensive moves: Faint Attack, STAB Fury Swipes, as well as Pay Day to force enemies to drop money in case you ever run low (though that's not super likely), as well as Screech for bosses. Being a Normal-type grants it better TM coverage than the starters above, as it has access to Water Pulse, Thunderbolt, Shock Wave, Shadow Ball, Dark Pulse and U-turn. Pickup lets it grab extra items at random (as long as you remember to take away its held item regularly). Eventually it gets access to Feint, which lets it deal with the pesky Protect/Detect abusing AI, though kinda late compared to other starters. It also gets Hypnosis as an Egg Move, which has much better accuracy in this game than in main series.
    • Cons: Partner-only, so for a long time you can't use it yourself. Technician in this game affects very few moves, making it useless outside of niche scenarios. As a Normal-type, its STAB will be a bit less useful during a certain lategame main story arc.
  • Eevee
    • Pros: Has Adaptability, which means every Normal move will hit twice as hard, and given the type matchups in this game, that means Eevee's Normal-type moves will hit nearly everything for at least 100% the damage. It has access to the useful F group IQ skills like Multitalent and PP-Saver for extra usage on her moves, or All-Terrain Hiker so that it gets to move everywhere. Once it can finally evolve, it has an amazing variety that lets it fulfill other purposes; for example the Fire/Water/Electric ones receive abilities that absorb their type of attack (at the cost of losing the useful Adaptability)
    • Cons: Female only. Movepool is lacking for a Normal-type due to its gimmick. Run Away makes Eevee as partner very unreliable, since it will uncontrollably run away after getting damaged enough. Bad stats compared to other starters even during main story, only Attack gets decent at Lv. 100. Additionally, unlike every other starter, its evolutionary family does not benefit from rest of the family's items, which given the family's type variety could make for an interesting niche if they did (Eevee's grant it immunity to weather and 10% more EXP gain, while Eeveelution's cause various status ailments on attackers). Also technically, Eevee's stat growth is different from its evolutions unlike all other starters, in that while they have higher starting stats, they gain less via level-ups until around Lv. 60 (which thankfully you should be close to by the time you can evolve).
  • Skitty
    • Pros: Similarly to Meowth it learns Faint Attack and multihit move in Double Slap, as well as Water Pulse, Ice Beam, Thunderbolt, Shadow Ball, Shock Wave and most importantly, Blizzard. Its Normalize means it will get STAB on every move, which given this game's type matchups means at worst 74% the usual damage to Ghost-types and the occassional Steel/Rock dual type - but unlike Eevee, it gets access to the Blizzard, meaning it gets to have effectively STAB room-wide move that very few things take reduced damage from. It also gets Heal Bell in case you are worried about status ailments. Its standout exclusive item increases the speed at which it recovers HP.
    • Cons: Female only. Normalize also affects regular attack and throwing items, which otherwise are typeless. ...That's about it, really. While not quite as hilariously strong as in Rescue Team due to overhaul of infatuation mechanic, Skitty is still a solid choice that makes it feel completely different compared to how it fares in main series.
  • Munchlax
    • Pros: Learns Screech and Rollout (which here is a multihit move), and is one of the few Pokémon altogether that learns Recycle naturally, allowing you to reuse TMs (though AI will never use it on its own; the move has to be linked). As a Normal-type, it has good TM variety. Starts with Zen Headbutt to cover its only weakness. Gets Pickup for items and Thick Fat for resistance to Fire and Ice moves (though the former becomes Immunity after evolution). Although it has only one exclusive item that does something other than raise stats and it's the kind that most get, this line having only one weakness makes that item much more useful. Has a bit of HP advantage over most starters even in main story, on top of the E IQ group that focuses ons survivability.
    • Cons: Partner only. Early on, a lot of its natural moveset is status moves, many of which aren't too useful.
  • Pikachu
    • Pros: Naturally gets access to some powerful moves: Thunder Wave (if it hits, guaranteed paralysis, which in this game completely prevents actions on top of reducing Movement Speed by one,so it's useful for crippling bosses), Thunderbolt, Agility and Discharge (room-wide Electric move), which means it gets both Movement Speed and room wide move naturally, usually just in time for the final dungeon of main story, especially with the D IQ group that grants access to offensive and survivability skills. It also gets Double Team in case you feel like playing with RNG or Feint if you have problems with Protect status abusers. It levels up faster than most starters and it gets pretty good Lv. 100 attacking stats. Static can cause attackers to get paralyzed. One of its standout exclusive items gives it a bit extra PP. Since it has only one weakness, the final form 3-star item effectively grants it no weakness. Also on a technical note, since Shinx is the only Electric-type choice, picking this as your starter barely limits your partner choices.
    • Cons: Its movepool is a bit lacking outside of Normal and Electric moves. Ground-types are a bit common in main story (though since this is its only weakness it can be easily covered), and Lightning Rod users cripple its strongest attacks. While it gets two standout exclusive items, the second one is pretty much useless, as ignoring Reflect and Light Screen is very niche due to the way work in this game.
  • Shinx
    • Pros: Starts with Quick Attack for range. Gets Thunder Fang, which rolls for both paralysis and cringing (equivalent of flinching), the latter being more useful in this game due to changes in battle system, as well as Discharge around the same time as Pikachu, and Roar. Good postgame Defense growths. Has two standout exclusive items, granting it extra PP on moves and effect similar to Static (on top of the third special one negating its only weakness like Pikachu). Also on a technical note, since Shinx is the only Electric-type choice, picking this as your starter barely limits your partner choices. Has the C IQ group skill with offensive and survivability skills, letting it attack more freely. It levels up somewhat faster than others, too.
    • Cons: Its Attack stats kinda fall off in postgame compared to others. Unlike Pikachu, it does not start with STAB move and does not get Thunder Wave or Thunderbolt naturally and has less type variety in TMs.
  • Phanpy
    • Pros: The only starters that starts as a Ground-type, so it doesn't restrict your partner choices and takes the least damage from Amp Plains boss. Its standout exclusive item makes Hidden Stairs more likely to appear, which is quite a rare effect that can help getting some rare items in the postgame. Has Pickup for items (which upon evolution becomes Sturdy, protecting it from OHKOs which in this game are simply very unlikely to hit). Gets Rollout, Endure to survive longer than it should (since like Protect and Detect, it lasts multiple turns in this game) and Charm (which massively reduces target's Attack stat, letting it cripple bosses). AncientPower has a chance to boost all stats. When it does evolve, it finally gets more usable attacking moves, such as Fire Fang, ThunderFang, and Fury Attack. Its E IQ group focuses on survivability, complementing the one part of Phanpy's stats that isn't bad.
    • Cons: Horrible movepool. It gets no STAB naturally until evolution and the only Ground move it gets at all before that is Earthquake, which hits your allies as well. Most of the attacking moves it does learn are really bad ((Flail requires you to be at low HP, Take Down and Double-Edge hurt user as well, Natural Gift relies on an item, Slam has no extra effects despite its bad accuracy, Last Resort requires to use other moves and itself has very little PP). Even with TMs, it doesn't get that many good moves. And as a final nail in the coffin, its HP and attacking stats are simply behind even in main story and get even more behind in postgame, meaning it you will have to use many stat boosters (though at least it levels up pretty fast). Additionally, while not as bad as Fire-types, Ground-type will be at a disadvantage in some dungeons (especially given Phanpy's movepool). To put it simply, Phanpy is quite bad - while Eevee suffers from stats and type variety as well, it at least hits hard enemies with its Normal-type moves and it has great evolution variety after it can finally evolve. Phanpy doesn't get that. If you want a challenge, pick this as your starter and Eevee as your partner. Also male-only for whatever reason.
  • Riolu
    • Pros: The only starter in the roster that starts as Fighting-type, picking this does not restrict your partner options at all. Inner Focus prevents cringing. Starts with Bite to cover Psychic-types (which helps given an early boss is a Psychic-type). Gets Foresight to hit Ghost-types (which eventually gets replaced by its 3-star item, which does that but passively), Endure, Force Palm (STAB move that can paralyze), Feint and Screech. Fighting-type are supereffective against many types, so starting as one helps in certain important boss fights all over the game , on top of having C IQ group skill, which means it can benefit from offensive skills such as Erratic Player. Gets some type coverage via TMs. On evolution his moveset greatly expands, gaining natural access to Dark Pulse, Aura Sphere (projectile that ignores accuracy check), Bone Rush (multihit Ground-type move), as well as some extra TM moves like Water Pulse, on top of gaining the defensively great Steel-type.
    • Cons: Male only. Shallow natural movepool until evolution compared to pretty much everyone else - it learns its last move at 29, though at least it gets some useful moves before evolving. Steadfast is crippled by Inner Focus and as such will trigger only under specific conditions. For whatever reason, its natural attacking stats fall somewhat behind in main story and its physical Attack even moreso in postgame.
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