Choose Charmander for a simple Fire projectile, Squirtle for early piercing, Psyduck for homing boss pressure, Treecko for returning leaves, or Bulbasaur for defensive melee. Slowpoke trades speed for 110 HP. The best choice depends on the attack you can position safely; each recommendation below has a specific cost.

Six concrete starter choices

These are behavior-based recommendations, not a measured win-rate tier list. All 29 initial partners remain selectable after the personality test; reject its suggestion to choose another.

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PokémonHPMovement (world units/s)ATK multiplierStarting attack → evolution cardChoose it when… / cost
Charmander88105×1.03Ember → PowerSimple Fire projectile; burn adds pressure. Rain halves Fire damage.
Squirtle9096×0.97Water Gun → PowerPiercing Water projectile from level 1; good for lined-up enemies. Sun weakens it.
Psyduck92101×1.06Confusion → ReflexesHoming Confusion is its special starting move despite Water typing; useful while dodging bosses.
Slowpoke11084×1.06Confusion → ReflexesSame homing opening, 110 HP but only 84 movement speed: more HP, less escape speed.
Treecko88107×1.06Razor Leaf → ReflexesRazor Leaf can hit outbound and returning. Its return path rewards positioning; 88 HP gives little margin.
Bulbasaur9097×1.06Vine Whip → PowerWide Vine Whip melee and 25% received-damage reduction while melee is active; stay at pack edges.

Named evolution recipes

After meeting both conditions, select the gold evolution card. Purchased permanent Attack/Cooldown upgrades do not satisfy these run-card conditions.

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Base attackResult at level 5 + cardRequired run card
EmberFire BlastPower
Water GunScaldPower
Vine WhipPower WhipPower
Razor LeafLeaf StormReflexes
ConfusionPsyshockReflexes
BubbleSurfSprint
Petal BlizzardPetal DanceSynthesis

A first-run route you can follow

  • Choose Charmander and keep Ember active. Move in a wide loop and collect XP behind the pack, rather than reversing into it.
  • Select Ember upgrades toward level 5 and take Power when offered. Take Sitrus Berry instead if you need immediate healing; the route does not require risking the run for a card.
  • Once Ember is level 5 and Power has been taken this run, choose Ember → Fire Blast on the next evolution offer. Level 5 alone does not evolve it.
  • Before the 3:00 boss, leave an open route beside you. Step across charge lines and out of circles. Attack levels depend on your XP and card offers, so evolution before 3:00 is a goal, not a guarantee.
  • Learn Swords Dance only while keeping a damage move. After a rift win, spend one Bond to fuse it with Ember; until then, keep Ember’s slot active. Quick Claw is optional loot, not a guaranteed pickup.

Try the explained example

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