Guide updated
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.
Scroll sideways to read every column.
| Pokémon | HP | Movement (world units/s) | ATK multiplier | Starting attack → evolution card | Choose it when… / cost |
|---|---|---|---|---|---|
| Charmander | 88 | 105 | ×1.03 | Ember → Power | Simple Fire projectile; burn adds pressure. Rain halves Fire damage. |
| Squirtle | 90 | 96 | ×0.97 | Water Gun → Power | Piercing Water projectile from level 1; good for lined-up enemies. Sun weakens it. |
| Psyduck | 92 | 101 | ×1.06 | Confusion → Reflexes | Homing Confusion is its special starting move despite Water typing; useful while dodging bosses. |
| Slowpoke | 110 | 84 | ×1.06 | Confusion → Reflexes | Same homing opening, 110 HP but only 84 movement speed: more HP, less escape speed. |
| Treecko | 88 | 107 | ×1.06 | Razor Leaf → Reflexes | Razor Leaf can hit outbound and returning. Its return path rewards positioning; 88 HP gives little margin. |
| Bulbasaur | 90 | 97 | ×1.06 | Vine Whip → Power | Wide 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.
Scroll sideways to read every column.
| Base attack | Result at level 5 + card | Required run card |
|---|---|---|
| Ember | Fire Blast | Power |
| Water Gun | Scald | Power |
| Vine Whip | Power Whip | Power |
| Razor Leaf | Leaf Storm | Reflexes |
| Confusion | Psyshock | Reflexes |
| Bubble | Surf | Sprint |
| Petal Blizzard | Petal Dance | Synthesis |
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
Tools
Related pages
Game data & sources
The linked game files show where these stats, costs and rules come from. Updates to the game may change them.
Data version: a9b21f09
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/data/starters.js
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/data/pokedex.js
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/data/moves.js
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/systems/levelup.js