Charmander
Keep a clear firing lane; this opening has no healing.
Start free with Charmander or Squirtle for straightforward ranged attacks. Try Psyduck for homing shots while dodging. If you own Mewtwo, its strong opening is available before its later beam build.
Keep a clear firing lane; this opening has no healing.
Healing requires learning Aqua Ring and joining it with 1 Bond.
Homing helps against moving targets; keep the shot path clear.
Starts with Confusion; the later beam group needs 2 Bonds and learned moves.
Opening shortcuts use level 1, 0 Bonds, neutral nature and no items, cards or permanent upgrades. Recommendations consider playstyle and cost; calculated tiers below compare scores under your selected conditions.
Choose a goal and a stage to compare nine explained Pokémon routes in S/A/B/C tiers. Charmander and Squirtle offer straightforward ranged openings; Psyduck tracks moving bosses; Piplup covers ticket objectives; Turtwig develops a defensive four-move group. Owned Mewtwo is a strong starting option, but its beam build must be learned during the run.
The detailed S–C recommendations below grade nine specific routes for their playstyle and cost. The numerical comparison below groups all candidates by numerical score; these are different questions, so their letters can differ.
Opening · Start: real move, 0 Bonds · 9 explained routes
Nine recommended Pokémon across four goals and two stages. Opening uses level-1 attacks and 0 Bonds; upgraded builds list the moves, cards and Bonds needed. Compare other partners in the full 966-Pokémon table.
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
Base values: HP 88 · ATK ×1.03 · Movement speed 105
Why this tier: Ember gives immediate ranged damage without waiting for a Bond; its Power evolution follows the same attack route instead of replacing it with a new weapon. Start uses level-1 Ember, 88 HP and 105 movement speed with 0 Bonds. Nasty Plot, Ember + and Quick Claw are future choices, not active starting effects.
Weaknesses: Full-intensity Rain halves Fire damage. This attack-focused group has no recovery move, so a strong opening does not guarantee a safe late run.
Real starting attack: Ember · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Charmander / Mewtwo / Squirtle / Treecko. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 90 · ATK ×0.97 · Movement speed 96
Why this tier: Water Gun is a ranged starting projectile with piercing, so you can hit through a pack while moving; the Water Gun + route needs Power rather than another learned damage move. Start uses level-1 Water Gun, 90 HP and 96 movement speed with 0 Bonds. Aqua Ring and Leftovers are absent, so early survival comes from range and dodging rather than passive regeneration.
Weaknesses: Full-intensity Sun weakens Water damage. Aqua Ring and Leftovers recover HP over time; neither makes ground warnings, traps or Arceus safe to ignore.
Real starting attack: Water Gun · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Squirtle / Charmander / Mewtwo / Treecko. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 118 · ATK ×1.55 · Movement speed 133
Why this tier: If you own Mewtwo, its real Confusion start combines homing with 118 HP, 133 speed and a ×1.55 attack multiplier; unlocking it remains a separate condition, not a tier penalty. Start uses level-1 Confusion, 118 HP and 133 movement speed with 0 Bonds. Psybeam is learned later; Psybeam +, Nasty Plot, Harden and Leftovers are absent from this starting state.
Weaknesses: Walls block the beam and Psychic-resistant targets change the recommendation. Defeating an ordinary rift Mewtwo does not automatically make it playable; the listed two-Bond beam setup is not its starting inventory.
Real starting attack: Confusion · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Mewtwo / Charmander / Squirtle / Treecko. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Base values: HP 90 · ATK ×1.06 · Movement speed 97
Why this tier: Vine Whip sweeps nearby enemies and active melee reduces received damage by 25%; the price is fighting at close range instead of opening a distant lane. Start uses level-1 Vine Whip, 90 HP and 97 movement speed with 0 Bonds. Its active melee reduction already applies; Harden and Assault Vest do not.
Weaknesses: Do not stand in telegraphed ground attacks to force melee contacts. This route has no healing move, and ordinary armor cannot cancel invincible Arceus’s Judgment attacks.
Real starting attack: Vine Whip · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Bulbasaur / Charmander / Mewtwo / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 92 · ATK ×1.06 · Movement speed 101
Why this tier: Confusion is Psyduck’s actual starting exception and tracks enemies while you move; it is a focused projectile route rather than a full surrounding sweep. Start uses level-1 Confusion, 92 HP and 101 movement speed with 0 Bonds. Confusion is legal here because it is the actual starting move, even though Psyduck’s ordinary learn pool is Water/Normal.
Weaknesses: An unfavorable Psychic matchup can outweigh the convenience of homing; Psychic into Dark uses a softened ×0.3 multiplier, not zero-damage immunity. Tracking does not guarantee every projectile contact, so healing pickups and warning dodges still matter.
Real starting attack: Confusion · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Psyduck / Charmander / Mewtwo / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 88 · ATK ×1.06 · Movement speed 107
Why this tier: Razor Leaf’s outward and returning path can cross packs twice, but good coverage depends on where you move relative to enemies rather than on projectile count alone. Start uses level-1 Razor Leaf, 88 HP and 107 movement speed with 0 Bonds. Its returning path exists immediately; Agility, Razor Leaf + and Quick Claw are not yet active.
Weaknesses: Grass resistance reduces the damage route, and walls or poor movement can spoil return contacts. More speed is not a reason to run through traps or abandon an escort.
Real starting attack: Razor Leaf · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Treecko / Charmander / Mewtwo / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 94 · ATK ×1.04 · Movement speed 95
Why this tier: Bubble sends damage around the player and helps clear surrounding packs; its radial projectiles are spread across directions rather than focused on one distant enemy. Start uses level-1 Bubble, 94 HP and 95 movement speed with 0 Bonds. The radial attack is real, but Aqua Ring, Bubble + and Focus Sash are not present in the starting state.
Weaknesses: A nova does not aim every projectile at the same boss. Focus Sash can be unavailable or on cooldown; neither it nor regeneration lets you ignore traps or Judgment.
Real starting attack: Bubble · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Piplup / Charmander / Mewtwo / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Base values: HP 95 · ATK ×1.07 · Movement speed 91
Why this tier: Vine Whip provides immediate melee reduction, but 91 base speed and a close-range arc make reaching safe lanes less forgiving than a simple ranged opener. Start uses level-1 Vine Whip, 95 HP and 91 movement speed with 0 Bonds. The 25% melee reduction applies, but Petal Blizzard, Swords Dance, Harden and Leftovers are not active starting support.
Weaknesses: This is the most Bond-intensive route here; new rifts stop opening at 28:00. Its ordinary defense does not cancel Arceus’s invincible Judgment light at 30:00, and the S grade assumes the stated completed group.
Real starting attack: Vine Whip · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Turtwig / Charmander / Mewtwo / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 110 · ATK ×1.06 · Movement speed 84
Why this tier: 110 HP gives a useful buffer and Confusion tracks, but 84 movement speed makes reaching XP and leaving pressure slower than the ranged starter shortlist. Start uses level-1 Confusion, 110 HP and 84 movement speed with 0 Bonds and no item. Aqua Ring is learnable later, but it is not acting beside Confusion in this state.
Weaknesses: The 84-speed base leaves less escape margin, and HP buffer is not regeneration. Choose a different supported recovery route if repeated chip damage is the problem; Psychic matchups still matter.
Real starting attack: Confusion · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Slowpoke / Charmander / Mewtwo / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Poor fit for this task at this stage; change the route or use it for another goal. This does not mean the Pokémon is unusable.
No reviewed route has this grade in this scenario. The other Pokémon have not been assigned this grade.
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
Base values: HP 88 · ATK ×1.03 · Movement speed 105
Why this tier: Ember gives immediate ranged damage without waiting for a Bond; its Power evolution follows the same attack route instead of replacing it with a new weapon. The formed group uses level-5 Ember evolved to Ember + with Power, plus Nasty Plot after 1 Bond. Quick Claw is optional loot; the listed Reflexes card improves cadence but does not supply healing. Nasty Plot increases special attack, matching this route’s damage move.
Weaknesses: Full-intensity Rain halves Fire damage. This attack-focused group has no recovery move, so a strong opening does not guarantee a safe late run.
Real starting attack: Ember · level 1
Moves in this build: Ember → Ember + (level 5) + Nasty Plot (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Charmander / Mewtwo / Squirtle / Treecko. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 90 · ATK ×0.97 · Movement speed 96
Why this tier: Water Gun is a ranged starting projectile with piercing, so you can hit through a pack while moving; the Water Gun + route needs Power rather than another learned damage move. Power and a gold choice turn level-5 Water Gun into Water Gun +. Add Aqua Ring with 1 Bond; Synthesis and optional Leftovers improve recovery, while Aqua Ring itself is not a damage move.
Weaknesses: Full-intensity Sun weakens Water damage. Aqua Ring and Leftovers recover HP over time; neither makes ground warnings, traps or Arceus safe to ignore.
Real starting attack: Water Gun · level 1
Moves in this build: Water Gun → Water Gun + (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Squirtle / Charmander / Mewtwo / Treecko. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 118 · ATK ×1.55 · Movement speed 133
Why this tier: If you own Mewtwo, its real Confusion start combines homing with 118 HP, 133 speed and a ×1.55 attack multiplier; unlocking it remains a separate condition, not a tier penalty. Learn Psybeam, raise it to level 5 and choose Psybeam + with Power. The active group adds Nasty Plot and Harden using 2 Bonds; Armor, Reflexes and optional Leftovers support it, while the beam replaces the starting homing attack. Nasty Plot increases special attack, matching this route’s damage move.
Weaknesses: Walls block the beam and Psychic-resistant targets change the recommendation. Defeating an ordinary rift Mewtwo does not automatically make it playable; the listed two-Bond beam setup is not its starting inventory.
Real starting attack: Confusion · level 1
Moves in this build: Psybeam → Psybeam + (level 5) + Nasty Plot (level 5) + Harden (level 5)
Bonds required for this active group: 2
Required run cards: Power ×1 · Reflexes ×1 · Armor ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Mewtwo / Charmander / Squirtle / Treecko. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Base values: HP 90 · ATK ×1.06 · Movement speed 97
Why this tier: Vine Whip sweeps nearby enemies and active melee reduces received damage by 25%; the price is fighting at close range instead of opening a distant lane. Power evolves level-5 Vine Whip into Vine Whip +; 1 Bond joins Harden in the same active group. Take Armor and optional Assault Vest for defense; these do not restore HP.
Weaknesses: Do not stand in telegraphed ground attacks to force melee contacts. This route has no healing move, and ordinary armor cannot cancel invincible Arceus’s Judgment attacks.
Real starting attack: Vine Whip · level 1
Moves in this build: Vine Whip → Vine Whip + (level 5) + Harden (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Armor ×1
One optional held item: Assault Vest. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Bulbasaur / Charmander / Mewtwo / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 92 · ATK ×1.06 · Movement speed 101
Why this tier: Confusion is Psyduck’s actual starting exception and tracks enemies while you move; it is a focused projectile route rather than a full surrounding sweep. Level-5 Confusion plus Reflexes and its gold choice yields Confusion +. Nasty Plot joins after 1 Bond; Power and optional Quick Claw add offense, without adding a healing move. Nasty Plot increases special attack, matching this route’s damage move.
Weaknesses: An unfavorable Psychic matchup can outweigh the convenience of homing; Psychic into Dark uses a softened ×0.3 multiplier, not zero-damage immunity. Tracking does not guarantee every projectile contact, so healing pickups and warning dodges still matter.
Real starting attack: Confusion · level 1
Moves in this build: Confusion → Confusion + (level 5) + Nasty Plot (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Psyduck / Charmander / Mewtwo / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 88 · ATK ×1.06 · Movement speed 107
Why this tier: Razor Leaf’s outward and returning path can cross packs twice, but good coverage depends on where you move relative to enemies rather than on projectile count alone. Reflexes and the gold choice evolve level-5 Razor Leaf into Razor Leaf +; 1 Bond adds Agility to the group. Take Sprint and optional Quick Claw for movement and attack speed; these do not provide healing.
Weaknesses: Grass resistance reduces the damage route, and walls or poor movement can spoil return contacts. More speed is not a reason to run through traps or abandon an escort.
Real starting attack: Razor Leaf · level 1
Moves in this build: Razor Leaf → Razor Leaf + (level 5) + Agility (level 5)
Bonds required for this active group: 1
Required run cards: Reflexes ×1 · Sprint ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Treecko / Charmander / Mewtwo / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 94 · ATK ×1.04 · Movement speed 95
Why this tier: Bubble sends damage around the player and helps clear surrounding packs; its radial projectiles are spread across directions rather than focused on one distant enemy. Sprint and the gold choice evolve level-5 Bubble into Bubble +. With 1 Bond, Aqua Ring heals in the active damage group; Synthesis adds regeneration, and optional Focus Sash has a 60-second cooldown.
Weaknesses: A nova does not aim every projectile at the same boss. Focus Sash can be unavailable or on cooldown; neither it nor regeneration lets you ignore traps or Judgment.
Real starting attack: Bubble · level 1
Moves in this build: Bubble → Bubble + (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Required run cards: Sprint ×1 · Synthesis ×1
One optional held item: Focus Sash. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Piplup / Charmander / Mewtwo / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Base values: HP 95 · ATK ×1.07 · Movement speed 91
Why this tier: Vine Whip provides immediate melee reduction, but 91 base speed and a close-range arc make reaching safe lanes less forgiving than a simple ranged opener. Evolve both damage moves separately. Use Power for Vine Whip and Synthesis for Petal Blizzard, then join Swords Dance and Harden with 3 Bonds. Swords Dance boosts the physical attack only. Swords Dance strengthens the physical Vine Whip/Vine Whip + side only. Petal Blizzard/Petal Blizzard + remains special and receives no physical-buff increase.
Weaknesses: This is the most Bond-intensive route here; new rifts stop opening at 28:00. Its ordinary defense does not cancel Arceus’s invincible Judgment light at 30:00, and the S grade assumes the stated completed group.
Real starting attack: Vine Whip · level 1
Moves in this build: Vine Whip → Vine Whip + (level 5) + Petal Blizzard → Petal Blizzard + (level 5) + Swords Dance (level 5) + Harden (level 5)
Bonds required for this active group: 3
Required run cards: Power ×1 · Armor ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Evolve both damage moves separately. Use Power for Vine Whip and Synthesis for Petal Blizzard, then join Swords Dance and Harden with 3 Bonds. Swords Dance boosts the physical attack only.
Compare starting stats: Turtwig / Charmander / Mewtwo / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 110 · ATK ×1.06 · Movement speed 84
Why this tier: 110 HP gives a useful buffer and Confusion tracks, but 84 movement speed makes reaching XP and leaving pressure slower than the ranged starter shortlist. The formed zero-Bond plan upgrades the same Confusion to level 5, takes Reflexes and selects Confusion +. It still has one active attack, no item and no healing move; adding simultaneous Aqua Ring would require a different 1-Bond route.
Weaknesses: The 84-speed base leaves less escape margin, and HP buffer is not regeneration. Choose a different supported recovery route if repeated chip damage is the problem; Psychic matchups still matter.
Real starting attack: Confusion · level 1
Moves in this build: Confusion → Confusion + (level 5)
Bonds required for this active group: 0
Required run cards: Reflexes ×1
One optional held item: None equipped
A single-attack build needs no Bonds. Upgrade that attack before adding another move.
Compare starting stats: Slowpoke / Charmander / Mewtwo / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Poor fit for this task at this stage; change the route or use it for another goal. This does not mean the Pokémon is unusable.
No reviewed route has this grade in this scenario. The other Pokémon have not been assigned this grade.
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
No reviewed route has this grade in this scenario. The other Pokémon have not been assigned this grade.
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Base values: HP 90 · ATK ×0.97 · Movement speed 96
Why this tier: Piercing range reduces forced contact; after a Bond, Aqua Ring can heal in the same active group without switching away from Water damage. Start uses level-1 Water Gun, 90 HP and 96 movement speed with 0 Bonds. Aqua Ring and Leftovers are absent, so early survival comes from range and dodging rather than passive regeneration.
Weaknesses: Full-intensity Sun weakens Water damage. Aqua Ring and Leftovers recover HP over time; neither makes ground warnings, traps or Arceus safe to ignore.
Real starting attack: Water Gun · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Squirtle / Mewtwo / Slowpoke / Turtwig. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 90 · ATK ×1.06 · Movement speed 97
Why this tier: The active melee reduction is available immediately; Harden after 1 Bond adds defense, but mitigation limits damage rather than restoring missing HP. Start uses level-1 Vine Whip, 90 HP and 97 movement speed with 0 Bonds. Its active melee reduction already applies; Harden and Assault Vest do not.
Weaknesses: Do not stand in telegraphed ground attacks to force melee contacts. This route has no healing move, and ordinary armor cannot cancel invincible Arceus’s Judgment attacks.
Real starting attack: Vine Whip · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Bulbasaur / Mewtwo / Slowpoke / Turtwig. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 118 · ATK ×1.55 · Movement speed 133
Why this tier: High base HP and speed provide an escape buffer; the formed Harden group and optional Leftovers add protection, but a beam still requires positioning and the route has no healing move. Start uses level-1 Confusion, 118 HP and 133 movement speed with 0 Bonds. Psybeam is learned later; Psybeam +, Nasty Plot, Harden and Leftovers are absent from this starting state.
Weaknesses: Walls block the beam and Psychic-resistant targets change the recommendation. Defeating an ordinary rift Mewtwo does not automatically make it playable; the listed two-Bond beam setup is not its starting inventory.
Real starting attack: Confusion · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Mewtwo / Slowpoke / Turtwig / Bulbasaur. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 95 · ATK ×1.07 · Movement speed 91
Why this tier: Active melee gives 25% received-damage reduction; the formed route combines Harden, regeneration and wider Petal Blizzard + coverage, at the cost of 3 Bonds and two distinct gold evolutions. Start uses level-1 Vine Whip, 95 HP and 91 movement speed with 0 Bonds. The 25% melee reduction applies, but Petal Blizzard, Swords Dance, Harden and Leftovers are not active starting support.
Weaknesses: This is the most Bond-intensive route here; new rifts stop opening at 28:00. Its ordinary defense does not cancel Arceus’s invincible Judgment light at 30:00, and the S grade assumes the stated completed group.
Real starting attack: Vine Whip · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Turtwig / Mewtwo / Slowpoke / Bulbasaur. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 110 · ATK ×1.06 · Movement speed 84
Why this tier: High starting HP and homing let you focus on movement; this zero-Bond route deliberately keeps one damage move and has no active Aqua Ring or passive item recovery. Start uses level-1 Confusion, 110 HP and 84 movement speed with 0 Bonds and no item. Aqua Ring is learnable later, but it is not acting beside Confusion in this state.
Weaknesses: The 84-speed base leaves less escape margin, and HP buffer is not regeneration. Choose a different supported recovery route if repeated chip damage is the problem; Psychic matchups still matter.
Real starting attack: Confusion · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Slowpoke / Mewtwo / Turtwig / Bulbasaur. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Base values: HP 88 · ATK ×1.03 · Movement speed 105
Why this tier: Range helps avoid contact, but this route adds attack support rather than healing or defense; lost HP still needs pickups, healing cards or a different item. Start uses level-1 Ember, 88 HP and 105 movement speed with 0 Bonds. Nasty Plot, Ember + and Quick Claw are future choices, not active starting effects.
Weaknesses: Full-intensity Rain halves Fire damage. This attack-focused group has no recovery move, so a strong opening does not guarantee a safe late run.
Real starting attack: Ember · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Charmander / Mewtwo / Slowpoke / Turtwig. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 92 · ATK ×1.06 · Movement speed 101
Why this tier: Tracking lets you move away while keeping an attack on enemies, but Nasty Plot and Quick Claw improve offense rather than recovery or contact reduction. Start uses level-1 Confusion, 92 HP and 101 movement speed with 0 Bonds. Confusion is legal here because it is the actual starting move, even though Psyduck’s ordinary learn pool is Water/Normal.
Weaknesses: An unfavorable Psychic matchup can outweigh the convenience of homing; Psychic into Dark uses a softened ×0.3 multiplier, not zero-damage immunity. Tracking does not guarantee every projectile contact, so healing pickups and warning dodges still matter.
Real starting attack: Confusion · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Psyduck / Mewtwo / Slowpoke / Turtwig. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 88 · ATK ×1.06 · Movement speed 107
Why this tier: The route relies on spacing and, after fusion, Agility rather than healing or armor. Extra mobility helps leave warnings but the 88-HP base leaves little room for repeated contact. Start uses level-1 Razor Leaf, 88 HP and 107 movement speed with 0 Bonds. Its returning path exists immediately; Agility, Razor Leaf + and Quick Claw are not yet active.
Weaknesses: Grass resistance reduces the damage route, and walls or poor movement can spoil return contacts. More speed is not a reason to run through traps or abandon an escort.
Real starting attack: Razor Leaf · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Treecko / Mewtwo / Slowpoke / Turtwig. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 94 · ATK ×1.04 · Movement speed 95
Why this tier: Surrounding coverage helps open escape space; the formed route adds Aqua Ring and Synthesis recovery, with optional Focus Sash as a limited emergency safeguard. Start uses level-1 Bubble, 94 HP and 95 movement speed with 0 Bonds. The radial attack is real, but Aqua Ring, Bubble + and Focus Sash are not present in the starting state.
Weaknesses: A nova does not aim every projectile at the same boss. Focus Sash can be unavailable or on cooldown; neither it nor regeneration lets you ignore traps or Judgment.
Real starting attack: Bubble · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Piplup / Mewtwo / Slowpoke / Turtwig. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Poor fit for this task at this stage; change the route or use it for another goal. This does not mean the Pokémon is unusable.
No reviewed route has this grade in this scenario. The other Pokémon have not been assigned this grade.
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
Base values: HP 90 · ATK ×0.97 · Movement speed 96
Why this tier: Piercing range reduces forced contact; after a Bond, Aqua Ring can heal in the same active group without switching away from Water damage. Power and a gold choice turn level-5 Water Gun into Water Gun +. Add Aqua Ring with 1 Bond; Synthesis and optional Leftovers improve recovery, while Aqua Ring itself is not a damage move.
Weaknesses: Full-intensity Sun weakens Water damage. Aqua Ring and Leftovers recover HP over time; neither makes ground warnings, traps or Arceus safe to ignore.
Real starting attack: Water Gun · level 1
Moves in this build: Water Gun → Water Gun + (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Squirtle / Turtwig / Piplup / Mewtwo. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 94 · ATK ×1.04 · Movement speed 95
Why this tier: Surrounding coverage helps open escape space; the formed route adds Aqua Ring and Synthesis recovery, with optional Focus Sash as a limited emergency safeguard. Sprint and the gold choice evolve level-5 Bubble into Bubble +. With 1 Bond, Aqua Ring heals in the active damage group; Synthesis adds regeneration, and optional Focus Sash has a 60-second cooldown.
Weaknesses: A nova does not aim every projectile at the same boss. Focus Sash can be unavailable or on cooldown; neither it nor regeneration lets you ignore traps or Judgment.
Real starting attack: Bubble · level 1
Moves in this build: Bubble → Bubble + (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Required run cards: Sprint ×1 · Synthesis ×1
One optional held item: Focus Sash. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Piplup / Turtwig / Squirtle / Mewtwo. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 95 · ATK ×1.07 · Movement speed 91
Why this tier: Active melee gives 25% received-damage reduction; the formed route combines Harden, regeneration and wider Petal Blizzard + coverage, at the cost of 3 Bonds and two distinct gold evolutions. Evolve both damage moves separately. Use Power for Vine Whip and Synthesis for Petal Blizzard, then join Swords Dance and Harden with 3 Bonds. Swords Dance boosts the physical attack only. Swords Dance strengthens the physical Vine Whip/Vine Whip + side only. Petal Blizzard/Petal Blizzard + remains special and receives no physical-buff increase.
Weaknesses: This is the most Bond-intensive route here; new rifts stop opening at 28:00. Its ordinary defense does not cancel Arceus’s invincible Judgment light at 30:00, and the S grade assumes the stated completed group.
Real starting attack: Vine Whip · level 1
Moves in this build: Vine Whip → Vine Whip + (level 5) + Petal Blizzard → Petal Blizzard + (level 5) + Swords Dance (level 5) + Harden (level 5)
Bonds required for this active group: 3
Required run cards: Power ×1 · Armor ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Evolve both damage moves separately. Use Power for Vine Whip and Synthesis for Petal Blizzard, then join Swords Dance and Harden with 3 Bonds. Swords Dance boosts the physical attack only.
Compare starting stats: Turtwig / Piplup / Squirtle / Mewtwo. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Base values: HP 90 · ATK ×1.06 · Movement speed 97
Why this tier: The active melee reduction is available immediately; Harden after 1 Bond adds defense, but mitigation limits damage rather than restoring missing HP. Power evolves level-5 Vine Whip into Vine Whip +; 1 Bond joins Harden in the same active group. Take Armor and optional Assault Vest for defense; these do not restore HP.
Weaknesses: Do not stand in telegraphed ground attacks to force melee contacts. This route has no healing move, and ordinary armor cannot cancel invincible Arceus’s Judgment attacks.
Real starting attack: Vine Whip · level 1
Moves in this build: Vine Whip → Vine Whip + (level 5) + Harden (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Armor ×1
One optional held item: Assault Vest. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Bulbasaur / Turtwig / Piplup / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 88 · ATK ×1.06 · Movement speed 107
Why this tier: The route relies on spacing and, after fusion, Agility rather than healing or armor. Extra mobility helps leave warnings but the 88-HP base leaves little room for repeated contact. Reflexes and the gold choice evolve level-5 Razor Leaf into Razor Leaf +; 1 Bond adds Agility to the group. Take Sprint and optional Quick Claw for movement and attack speed; these do not provide healing.
Weaknesses: Grass resistance reduces the damage route, and walls or poor movement can spoil return contacts. More speed is not a reason to run through traps or abandon an escort.
Real starting attack: Razor Leaf · level 1
Moves in this build: Razor Leaf → Razor Leaf + (level 5) + Agility (level 5)
Bonds required for this active group: 1
Required run cards: Reflexes ×1 · Sprint ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Treecko / Turtwig / Piplup / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 118 · ATK ×1.55 · Movement speed 133
Why this tier: High base HP and speed provide an escape buffer; the formed Harden group and optional Leftovers add protection, but a beam still requires positioning and the route has no healing move. Learn Psybeam, raise it to level 5 and choose Psybeam + with Power. The active group adds Nasty Plot and Harden using 2 Bonds; Armor, Reflexes and optional Leftovers support it, while the beam replaces the starting homing attack. Nasty Plot increases special attack, matching this route’s damage move.
Weaknesses: Walls block the beam and Psychic-resistant targets change the recommendation. Defeating an ordinary rift Mewtwo does not automatically make it playable; the listed two-Bond beam setup is not its starting inventory.
Real starting attack: Confusion · level 1
Moves in this build: Psybeam → Psybeam + (level 5) + Nasty Plot (level 5) + Harden (level 5)
Bonds required for this active group: 2
Required run cards: Power ×1 · Reflexes ×1 · Armor ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Mewtwo / Turtwig / Piplup / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 110 · ATK ×1.06 · Movement speed 84
Why this tier: High starting HP and homing let you focus on movement; this zero-Bond route deliberately keeps one damage move and has no active Aqua Ring or passive item recovery. The formed zero-Bond plan upgrades the same Confusion to level 5, takes Reflexes and selects Confusion +. It still has one active attack, no item and no healing move; adding simultaneous Aqua Ring would require a different 1-Bond route.
Weaknesses: The 84-speed base leaves less escape margin, and HP buffer is not regeneration. Choose a different supported recovery route if repeated chip damage is the problem; Psychic matchups still matter.
Real starting attack: Confusion · level 1
Moves in this build: Confusion → Confusion + (level 5)
Bonds required for this active group: 0
Required run cards: Reflexes ×1
One optional held item: None equipped
A single-attack build needs no Bonds. Upgrade that attack before adding another move.
Compare starting stats: Slowpoke / Turtwig / Piplup / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Base values: HP 88 · ATK ×1.03 · Movement speed 105
Why this tier: Range helps avoid contact, but this route adds attack support rather than healing or defense; lost HP still needs pickups, healing cards or a different item. The formed group uses level-5 Ember evolved to Ember + with Power, plus Nasty Plot after 1 Bond. Quick Claw is optional loot; the listed Reflexes card improves cadence but does not supply healing. Nasty Plot increases special attack, matching this route’s damage move.
Weaknesses: Full-intensity Rain halves Fire damage. This attack-focused group has no recovery move, so a strong opening does not guarantee a safe late run.
Real starting attack: Ember · level 1
Moves in this build: Ember → Ember + (level 5) + Nasty Plot (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Charmander / Turtwig / Piplup / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 92 · ATK ×1.06 · Movement speed 101
Why this tier: Tracking lets you move away while keeping an attack on enemies, but Nasty Plot and Quick Claw improve offense rather than recovery or contact reduction. Level-5 Confusion plus Reflexes and its gold choice yields Confusion +. Nasty Plot joins after 1 Bond; Power and optional Quick Claw add offense, without adding a healing move. Nasty Plot increases special attack, matching this route’s damage move.
Weaknesses: An unfavorable Psychic matchup can outweigh the convenience of homing; Psychic into Dark uses a softened ×0.3 multiplier, not zero-damage immunity. Tracking does not guarantee every projectile contact, so healing pickups and warning dodges still matter.
Real starting attack: Confusion · level 1
Moves in this build: Confusion → Confusion + (level 5) + Nasty Plot (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Psyduck / Turtwig / Piplup / Squirtle. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Poor fit for this task at this stage; change the route or use it for another goal. This does not mean the Pokémon is unusable.
No reviewed route has this grade in this scenario. The other Pokémon have not been assigned this grade.
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
Base values: HP 92 · ATK ×1.06 · Movement speed 101
Why this tier: Confusion/Confusion + follows a moving target while you dodge, so the boss route depends less on holding a beam lane; check Psychic effectiveness before choosing it. Start uses level-1 Confusion, 92 HP and 101 movement speed with 0 Bonds. Confusion is legal here because it is the actual starting move, even though Psyduck’s ordinary learn pool is Water/Normal.
Weaknesses: An unfavorable Psychic matchup can outweigh the convenience of homing; Psychic into Dark uses a softened ×0.3 multiplier, not zero-damage immunity. Tracking does not guarantee every projectile contact, so healing pickups and warning dodges still matter.
Real starting attack: Confusion · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Psyduck / Mewtwo / Slowpoke / Charmander. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 118 · ATK ×1.55 · Movement speed 133
Why this tier: Confusion tracks at the start; the formed Psybeam + group offers beam pressure with Nasty Plot in a clear lane. S assumes a Psychic-neutral or favorable target and actual beam contacts, not damage through walls. Start uses level-1 Confusion, 118 HP and 133 movement speed with 0 Bonds. Psybeam is learned later; Psybeam +, Nasty Plot, Harden and Leftovers are absent from this starting state.
Weaknesses: Walls block the beam and Psychic-resistant targets change the recommendation. Defeating an ordinary rift Mewtwo does not automatically make it playable; the listed two-Bond beam setup is not its starting inventory.
Real starting attack: Confusion · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Mewtwo / Psyduck / Slowpoke / Charmander. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Base values: HP 88 · ATK ×1.03 · Movement speed 105
Why this tier: A ranged Fire projectile can keep pressure while you reposition; it needs a clear firing lane and a favorable Fire matchup, unlike Confusion’s tracking route. Start uses level-1 Ember, 88 HP and 105 movement speed with 0 Bonds. Nasty Plot, Ember + and Quick Claw are future choices, not active starting effects.
Weaknesses: Full-intensity Rain halves Fire damage. This attack-focused group has no recovery move, so a strong opening does not guarantee a safe late run.
Real starting attack: Ember · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Charmander / Mewtwo / Psyduck / Slowpoke. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 110 · ATK ×1.06 · Movement speed 84
Why this tier: Confusion/Confusion + tracks the target without needing a fused buff group; the lower movement speed makes early warning exits essential, so Psyduck is the easier tracking alternative. Start uses level-1 Confusion, 110 HP and 84 movement speed with 0 Bonds and no item. Aqua Ring is learnable later, but it is not acting beside Confusion in this state.
Weaknesses: The 84-speed base leaves less escape margin, and HP buffer is not regeneration. Choose a different supported recovery route if repeated chip damage is the problem; Psychic matchups still matter.
Real starting attack: Confusion · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Slowpoke / Mewtwo / Psyduck / Charmander. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Base values: HP 90 · ATK ×0.97 · Movement speed 96
Why this tier: Water Gun/Water Gun + can hit from outside contact range, but a moving boss can leave its firing lane; healing improves staying power, not the number of confirmed hits. Start uses level-1 Water Gun, 90 HP and 96 movement speed with 0 Bonds. Aqua Ring and Leftovers are absent, so early survival comes from range and dodging rather than passive regeneration.
Weaknesses: Full-intensity Sun weakens Water damage. Aqua Ring and Leftovers recover HP over time; neither makes ground warnings, traps or Arceus safe to ignore.
Real starting attack: Water Gun · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Squirtle / Mewtwo / Psyduck / Slowpoke. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 90 · ATK ×1.06 · Movement speed 97
Why this tier: The melee arc requires staying close enough for contacts; chasing a boss through warning zones can erase the value of its 25% reduction, so ranged tracking is easier. Start uses level-1 Vine Whip, 90 HP and 97 movement speed with 0 Bonds. Its active melee reduction already applies; Harden and Assault Vest do not.
Weaknesses: Do not stand in telegraphed ground attacks to force melee contacts. This route has no healing move, and ordinary armor cannot cancel invincible Arceus’s Judgment attacks.
Real starting attack: Vine Whip · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Bulbasaur / Mewtwo / Psyduck / Slowpoke. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 88 · ATK ×1.06 · Movement speed 107
Why this tier: Returning leaves are useful only when their path actually crosses the boss; a moving single target will not receive every outward and return contact automatically. Start uses level-1 Razor Leaf, 88 HP and 107 movement speed with 0 Bonds. Its returning path exists immediately; Agility, Razor Leaf + and Quick Claw are not yet active.
Weaknesses: Grass resistance reduces the damage route, and walls or poor movement can spoil return contacts. More speed is not a reason to run through traps or abandon an escort.
Real starting attack: Razor Leaf · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Treecko / Mewtwo / Psyduck / Slowpoke. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Poor fit for this task at this stage; change the route or use it for another goal. This does not mean the Pokémon is unusable.
Base values: HP 94 · ATK ×1.04 · Movement speed 95
Why this tier: Radial projectile count is not single-target damage: only directions intersecting the boss make contacts. Bubble + improves the route, but homing is easier against a moving boss. Start uses level-1 Bubble, 94 HP and 95 movement speed with 0 Bonds. The radial attack is real, but Aqua Ring, Bubble + and Focus Sash are not present in the starting state.
Weaknesses: A nova does not aim every projectile at the same boss. Focus Sash can be unavailable or on cooldown; neither it nor regeneration lets you ignore traps or Judgment.
Real starting attack: Bubble · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Piplup / Mewtwo / Psyduck / Slowpoke. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 95 · ATK ×1.07 · Movement speed 91
Why this tier: The starting melee arc needs risky proximity; the formed second damage move improves coverage, but three-Bond setup and boss positioning remain heavier than a single homing attack. Start uses level-1 Vine Whip, 95 HP and 91 movement speed with 0 Bonds. The 25% melee reduction applies, but Petal Blizzard, Swords Dance, Harden and Leftovers are not active starting support.
Weaknesses: This is the most Bond-intensive route here; new rifts stop opening at 28:00. Its ordinary defense does not cancel Arceus’s invincible Judgment light at 30:00, and the S grade assumes the stated completed group.
Real starting attack: Vine Whip · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Turtwig / Mewtwo / Psyduck / Slowpoke. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
Base values: HP 92 · ATK ×1.06 · Movement speed 101
Why this tier: Confusion/Confusion + follows a moving target while you dodge, so the boss route depends less on holding a beam lane; check Psychic effectiveness before choosing it. Level-5 Confusion plus Reflexes and its gold choice yields Confusion +. Nasty Plot joins after 1 Bond; Power and optional Quick Claw add offense, without adding a healing move. Nasty Plot increases special attack, matching this route’s damage move.
Weaknesses: An unfavorable Psychic matchup can outweigh the convenience of homing; Psychic into Dark uses a softened ×0.3 multiplier, not zero-damage immunity. Tracking does not guarantee every projectile contact, so healing pickups and warning dodges still matter.
Real starting attack: Confusion · level 1
Moves in this build: Confusion → Confusion + (level 5) + Nasty Plot (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Psyduck / Mewtwo / Slowpoke / Charmander. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 118 · ATK ×1.55 · Movement speed 133
Why this tier: Confusion tracks at the start; the formed Psybeam + group offers beam pressure with Nasty Plot in a clear lane. S assumes a Psychic-neutral or favorable target and actual beam contacts, not damage through walls. Learn Psybeam, raise it to level 5 and choose Psybeam + with Power. The active group adds Nasty Plot and Harden using 2 Bonds; Armor, Reflexes and optional Leftovers support it, while the beam replaces the starting homing attack. Nasty Plot increases special attack, matching this route’s damage move.
Weaknesses: Walls block the beam and Psychic-resistant targets change the recommendation. Defeating an ordinary rift Mewtwo does not automatically make it playable; the listed two-Bond beam setup is not its starting inventory.
Real starting attack: Confusion · level 1
Moves in this build: Psybeam → Psybeam + (level 5) + Nasty Plot (level 5) + Harden (level 5)
Bonds required for this active group: 2
Required run cards: Power ×1 · Reflexes ×1 · Armor ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Mewtwo / Psyduck / Slowpoke / Charmander. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Base values: HP 88 · ATK ×1.03 · Movement speed 105
Why this tier: A ranged Fire projectile can keep pressure while you reposition; it needs a clear firing lane and a favorable Fire matchup, unlike Confusion’s tracking route. The formed group uses level-5 Ember evolved to Ember + with Power, plus Nasty Plot after 1 Bond. Quick Claw is optional loot; the listed Reflexes card improves cadence but does not supply healing. Nasty Plot increases special attack, matching this route’s damage move.
Weaknesses: Full-intensity Rain halves Fire damage. This attack-focused group has no recovery move, so a strong opening does not guarantee a safe late run.
Real starting attack: Ember · level 1
Moves in this build: Ember → Ember + (level 5) + Nasty Plot (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Charmander / Mewtwo / Psyduck / Slowpoke. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 90 · ATK ×0.97 · Movement speed 96
Why this tier: Water Gun/Water Gun + can hit from outside contact range, but a moving boss can leave its firing lane; healing improves staying power, not the number of confirmed hits. Power and a gold choice turn level-5 Water Gun into Water Gun +. Add Aqua Ring with 1 Bond; Synthesis and optional Leftovers improve recovery, while Aqua Ring itself is not a damage move.
Weaknesses: Full-intensity Sun weakens Water damage. Aqua Ring and Leftovers recover HP over time; neither makes ground warnings, traps or Arceus safe to ignore.
Real starting attack: Water Gun · level 1
Moves in this build: Water Gun → Water Gun + (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Squirtle / Mewtwo / Psyduck / Slowpoke. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 110 · ATK ×1.06 · Movement speed 84
Why this tier: Confusion/Confusion + tracks the target without needing a fused buff group; the lower movement speed makes early warning exits essential, so Psyduck is the easier tracking alternative. The formed zero-Bond plan upgrades the same Confusion to level 5, takes Reflexes and selects Confusion +. It still has one active attack, no item and no healing move; adding simultaneous Aqua Ring would require a different 1-Bond route.
Weaknesses: The 84-speed base leaves less escape margin, and HP buffer is not regeneration. Choose a different supported recovery route if repeated chip damage is the problem; Psychic matchups still matter.
Real starting attack: Confusion · level 1
Moves in this build: Confusion → Confusion + (level 5)
Bonds required for this active group: 0
Required run cards: Reflexes ×1
One optional held item: None equipped
A single-attack build needs no Bonds. Upgrade that attack before adding another move.
Compare starting stats: Slowpoke / Mewtwo / Psyduck / Charmander. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Base values: HP 90 · ATK ×1.06 · Movement speed 97
Why this tier: The melee arc requires staying close enough for contacts; chasing a boss through warning zones can erase the value of its 25% reduction, so ranged tracking is easier. Power evolves level-5 Vine Whip into Vine Whip +; 1 Bond joins Harden in the same active group. Take Armor and optional Assault Vest for defense; these do not restore HP.
Weaknesses: Do not stand in telegraphed ground attacks to force melee contacts. This route has no healing move, and ordinary armor cannot cancel invincible Arceus’s Judgment attacks.
Real starting attack: Vine Whip · level 1
Moves in this build: Vine Whip → Vine Whip + (level 5) + Harden (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Armor ×1
One optional held item: Assault Vest. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Bulbasaur / Mewtwo / Psyduck / Slowpoke. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 88 · ATK ×1.06 · Movement speed 107
Why this tier: Returning leaves are useful only when their path actually crosses the boss; a moving single target will not receive every outward and return contact automatically. Reflexes and the gold choice evolve level-5 Razor Leaf into Razor Leaf +; 1 Bond adds Agility to the group. Take Sprint and optional Quick Claw for movement and attack speed; these do not provide healing.
Weaknesses: Grass resistance reduces the damage route, and walls or poor movement can spoil return contacts. More speed is not a reason to run through traps or abandon an escort.
Real starting attack: Razor Leaf · level 1
Moves in this build: Razor Leaf → Razor Leaf + (level 5) + Agility (level 5)
Bonds required for this active group: 1
Required run cards: Reflexes ×1 · Sprint ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Treecko / Mewtwo / Psyduck / Slowpoke. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 94 · ATK ×1.04 · Movement speed 95
Why this tier: Radial projectile count is not single-target damage: only directions intersecting the boss make contacts. Bubble + improves the route, but homing is easier against a moving boss. Sprint and the gold choice evolve level-5 Bubble into Bubble +. With 1 Bond, Aqua Ring heals in the active damage group; Synthesis adds regeneration, and optional Focus Sash has a 60-second cooldown.
Weaknesses: A nova does not aim every projectile at the same boss. Focus Sash can be unavailable or on cooldown; neither it nor regeneration lets you ignore traps or Judgment.
Real starting attack: Bubble · level 1
Moves in this build: Bubble → Bubble + (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Required run cards: Sprint ×1 · Synthesis ×1
One optional held item: Focus Sash. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Piplup / Mewtwo / Psyduck / Slowpoke. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 95 · ATK ×1.07 · Movement speed 91
Why this tier: The starting melee arc needs risky proximity; the formed second damage move improves coverage, but three-Bond setup and boss positioning remain heavier than a single homing attack. Evolve both damage moves separately. Use Power for Vine Whip and Synthesis for Petal Blizzard, then join Swords Dance and Harden with 3 Bonds. Swords Dance boosts the physical attack only. Swords Dance strengthens the physical Vine Whip/Vine Whip + side only. Petal Blizzard/Petal Blizzard + remains special and receives no physical-buff increase.
Weaknesses: This is the most Bond-intensive route here; new rifts stop opening at 28:00. Its ordinary defense does not cancel Arceus’s invincible Judgment light at 30:00, and the S grade assumes the stated completed group.
Real starting attack: Vine Whip · level 1
Moves in this build: Vine Whip → Vine Whip + (level 5) + Petal Blizzard → Petal Blizzard + (level 5) + Swords Dance (level 5) + Harden (level 5)
Bonds required for this active group: 3
Required run cards: Power ×1 · Armor ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Evolve both damage moves separately. Use Power for Vine Whip and Synthesis for Petal Blizzard, then join Swords Dance and Harden with 3 Bonds. Swords Dance boosts the physical attack only.
Compare starting stats: Turtwig / Mewtwo / Psyduck / Slowpoke. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Poor fit for this task at this stage; change the route or use it for another goal. This does not mean the Pokémon is unusable.
No reviewed route has this grade in this scenario. The other Pokémon have not been assigned this grade.
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
Base values: HP 94 · ATK ×1.04 · Movement speed 95
Why this tier: Bubble/Bubble + clears enemies around objective locations while you move between missions, rescues and chests; Sprint is also the required Bubble + card, connecting travel and the damage route. Start uses level-1 Bubble, 94 HP and 95 movement speed with 0 Bonds. The radial attack is real, but Aqua Ring, Bubble + and Focus Sash are not present in the starting state.
Weaknesses: A nova does not aim every projectile at the same boss. Focus Sash can be unavailable or on cooldown; neither it nor regeneration lets you ignore traps or Judgment.
Real starting attack: Bubble · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Piplup / Mewtwo / Treecko / Psyduck. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Base values: HP 88 · ATK ×1.03 · Movement speed 105
Why this tier: Ranged clearing lets you approach mission enemies and chest paths without entering every pack; it has less surrounding coverage than Bubble/Bubble +, and no ticket-rate bonus. Start uses level-1 Ember, 88 HP and 105 movement speed with 0 Bonds. Nasty Plot, Ember + and Quick Claw are future choices, not active starting effects.
Weaknesses: Full-intensity Rain halves Fire damage. This attack-focused group has no recovery move, so a strong opening does not guarantee a safe late run.
Real starting attack: Ember · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Charmander / Piplup / Mewtwo / Treecko. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 90 · ATK ×0.97 · Movement speed 96
Why this tier: Piercing clears routes to rescue and chest objectives; the formed healing group helps finish them without repeated attack switching, but does not change ticket drop chances. Start uses level-1 Water Gun, 90 HP and 96 movement speed with 0 Bonds. Aqua Ring and Leftovers are absent, so early survival comes from range and dodging rather than passive regeneration.
Weaknesses: Full-intensity Sun weakens Water damage. Aqua Ring and Leftovers recover HP over time; neither makes ground warnings, traps or Arceus safe to ignore.
Real starting attack: Water Gun · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Squirtle / Piplup / Mewtwo / Treecko. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 92 · ATK ×1.06 · Movement speed 101
Why this tier: A homing damage move can target mission enemies while you travel to objectives; it has no area-healing group or bonus to rescue, chest or ticket probabilities. Start uses level-1 Confusion, 92 HP and 101 movement speed with 0 Bonds. Confusion is legal here because it is the actual starting move, even though Psyduck’s ordinary learn pool is Water/Normal.
Weaknesses: An unfavorable Psychic matchup can outweigh the convenience of homing; Psychic into Dark uses a softened ×0.3 multiplier, not zero-damage immunity. Tracking does not guarantee every projectile contact, so healing pickups and warning dodges still matter.
Real starting attack: Confusion · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Psyduck / Piplup / Mewtwo / Treecko. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 88 · ATK ×1.06 · Movement speed 107
Why this tier: Returning coverage clears groups on objective paths, and fused Agility makes chest/rescue travel easier; this favors completing more reachable tasks before the rift cutoff, not better reward odds. Start uses level-1 Razor Leaf, 88 HP and 107 movement speed with 0 Bonds. Its returning path exists immediately; Agility, Razor Leaf + and Quick Claw are not yet active.
Weaknesses: Grass resistance reduces the damage route, and walls or poor movement can spoil return contacts. More speed is not a reason to run through traps or abandon an escort.
Real starting attack: Razor Leaf · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Treecko / Piplup / Mewtwo / Psyduck. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 118 · ATK ×1.55 · Movement speed 133
Why this tier: 133 base speed makes travel to mission and event targets practical, but the formed beam favors a lane over surrounding coverage; neither legendary rarity nor damage multiplies ticket odds. Start uses level-1 Confusion, 118 HP and 133 movement speed with 0 Bonds. Psybeam is learned later; Psybeam +, Nasty Plot, Harden and Leftovers are absent from this starting state.
Weaknesses: Walls block the beam and Psychic-resistant targets change the recommendation. Defeating an ordinary rift Mewtwo does not automatically make it playable; the listed two-Bond beam setup is not its starting inventory.
Real starting attack: Confusion · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Mewtwo / Piplup / Treecko / Psyduck. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Base values: HP 90 · ATK ×1.06 · Movement speed 97
Why this tier: A sweep can clear the edge of dense objective packs; the formed defensive group tolerates ordinary contact better, but safe chest access still needs a route around traps. Start uses level-1 Vine Whip, 90 HP and 97 movement speed with 0 Bonds. Its active melee reduction already applies; Harden and Assault Vest do not.
Weaknesses: Do not stand in telegraphed ground attacks to force melee contacts. This route has no healing move, and ordinary armor cannot cancel invincible Arceus’s Judgment attacks.
Real starting attack: Vine Whip · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Bulbasaur / Piplup / Mewtwo / Treecko. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 95 · ATK ×1.07 · Movement speed 91
Why this tier: A completed defensive group can clear dense objectives while recovering, but the 91-speed base and need for 3 pre-cutoff Bonds make this a developed route rather than a fast ticket opener. Start uses level-1 Vine Whip, 95 HP and 91 movement speed with 0 Bonds. The 25% melee reduction applies, but Petal Blizzard, Swords Dance, Harden and Leftovers are not active starting support.
Weaknesses: This is the most Bond-intensive route here; new rifts stop opening at 28:00. Its ordinary defense does not cancel Arceus’s invincible Judgment light at 30:00, and the S grade assumes the stated completed group.
Real starting attack: Vine Whip · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Turtwig / Piplup / Mewtwo / Treecko. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 110 · ATK ×1.06 · Movement speed 84
Why this tier: A no-Bond damage route is cheap to assemble, but 84 speed limits travel and escort correction; it is not the surrounding-clear and mobility route offered by Piplup or Treecko. Start uses level-1 Confusion, 110 HP and 84 movement speed with 0 Bonds and no item. Aqua Ring is learnable later, but it is not acting beside Confusion in this state.
Weaknesses: The 84-speed base leaves less escape margin, and HP buffer is not regeneration. Choose a different supported recovery route if repeated chip damage is the problem; Psychic matchups still matter.
Real starting attack: Confusion · level 1
Bonds required for this active group: 0
Required run cards: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Compare starting stats: Slowpoke / Piplup / Mewtwo / Treecko. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Poor fit for this task at this stage; change the route or use it for another goal. This does not mean the Pokémon is unusable.
No reviewed route has this grade in this scenario. The other Pokémon have not been assigned this grade.
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
Base values: HP 88 · ATK ×1.06 · Movement speed 107
Why this tier: Returning coverage clears groups on objective paths, and fused Agility makes chest/rescue travel easier; this favors completing more reachable tasks before the rift cutoff, not better reward odds. Reflexes and the gold choice evolve level-5 Razor Leaf into Razor Leaf +; 1 Bond adds Agility to the group. Take Sprint and optional Quick Claw for movement and attack speed; these do not provide healing.
Weaknesses: Grass resistance reduces the damage route, and walls or poor movement can spoil return contacts. More speed is not a reason to run through traps or abandon an escort.
Real starting attack: Razor Leaf · level 1
Moves in this build: Razor Leaf → Razor Leaf + (level 5) + Agility (level 5)
Bonds required for this active group: 1
Required run cards: Reflexes ×1 · Sprint ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Treecko / Piplup / Mewtwo / Psyduck. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 94 · ATK ×1.04 · Movement speed 95
Why this tier: Bubble/Bubble + clears enemies around objective locations while you move between missions, rescues and chests; Sprint is also the required Bubble + card, connecting travel and the damage route. Sprint and the gold choice evolve level-5 Bubble into Bubble +. With 1 Bond, Aqua Ring heals in the active damage group; Synthesis adds regeneration, and optional Focus Sash has a 60-second cooldown.
Weaknesses: A nova does not aim every projectile at the same boss. Focus Sash can be unavailable or on cooldown; neither it nor regeneration lets you ignore traps or Judgment.
Real starting attack: Bubble · level 1
Moves in this build: Bubble → Bubble + (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Required run cards: Sprint ×1 · Synthesis ×1
One optional held item: Focus Sash. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Piplup / Treecko / Mewtwo / Psyduck. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Base values: HP 88 · ATK ×1.03 · Movement speed 105
Why this tier: Ranged clearing lets you approach mission enemies and chest paths without entering every pack; it has less surrounding coverage than Bubble/Bubble +, and no ticket-rate bonus. The formed group uses level-5 Ember evolved to Ember + with Power, plus Nasty Plot after 1 Bond. Quick Claw is optional loot; the listed Reflexes card improves cadence but does not supply healing. Nasty Plot increases special attack, matching this route’s damage move.
Weaknesses: Full-intensity Rain halves Fire damage. This attack-focused group has no recovery move, so a strong opening does not guarantee a safe late run.
Real starting attack: Ember · level 1
Moves in this build: Ember → Ember + (level 5) + Nasty Plot (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Charmander / Treecko / Piplup / Mewtwo. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 90 · ATK ×0.97 · Movement speed 96
Why this tier: Piercing clears routes to rescue and chest objectives; the formed healing group helps finish them without repeated attack switching, but does not change ticket drop chances. Power and a gold choice turn level-5 Water Gun into Water Gun +. Add Aqua Ring with 1 Bond; Synthesis and optional Leftovers improve recovery, while Aqua Ring itself is not a damage move.
Weaknesses: Full-intensity Sun weakens Water damage. Aqua Ring and Leftovers recover HP over time; neither makes ground warnings, traps or Arceus safe to ignore.
Real starting attack: Water Gun · level 1
Moves in this build: Water Gun → Water Gun + (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Squirtle / Treecko / Piplup / Mewtwo. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 90 · ATK ×1.06 · Movement speed 97
Why this tier: A sweep can clear the edge of dense objective packs; the formed defensive group tolerates ordinary contact better, but safe chest access still needs a route around traps. Power evolves level-5 Vine Whip into Vine Whip +; 1 Bond joins Harden in the same active group. Take Armor and optional Assault Vest for defense; these do not restore HP.
Weaknesses: Do not stand in telegraphed ground attacks to force melee contacts. This route has no healing move, and ordinary armor cannot cancel invincible Arceus’s Judgment attacks.
Real starting attack: Vine Whip · level 1
Moves in this build: Vine Whip → Vine Whip + (level 5) + Harden (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Armor ×1
One optional held item: Assault Vest. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Bulbasaur / Treecko / Piplup / Mewtwo. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 92 · ATK ×1.06 · Movement speed 101
Why this tier: A homing damage move can target mission enemies while you travel to objectives; it has no area-healing group or bonus to rescue, chest or ticket probabilities. Level-5 Confusion plus Reflexes and its gold choice yields Confusion +. Nasty Plot joins after 1 Bond; Power and optional Quick Claw add offense, without adding a healing move. Nasty Plot increases special attack, matching this route’s damage move.
Weaknesses: An unfavorable Psychic matchup can outweigh the convenience of homing; Psychic into Dark uses a softened ×0.3 multiplier, not zero-damage immunity. Tracking does not guarantee every projectile contact, so healing pickups and warning dodges still matter.
Real starting attack: Confusion · level 1
Moves in this build: Confusion → Confusion + (level 5) + Nasty Plot (level 5)
Bonds required for this active group: 1
Required run cards: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Psyduck / Treecko / Piplup / Mewtwo. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 118 · ATK ×1.55 · Movement speed 133
Why this tier: 133 base speed makes travel to mission and event targets practical, but the formed beam favors a lane over surrounding coverage; neither legendary rarity nor damage multiplies ticket odds. Learn Psybeam, raise it to level 5 and choose Psybeam + with Power. The active group adds Nasty Plot and Harden using 2 Bonds; Armor, Reflexes and optional Leftovers support it, while the beam replaces the starting homing attack. Nasty Plot increases special attack, matching this route’s damage move.
Weaknesses: Walls block the beam and Psychic-resistant targets change the recommendation. Defeating an ordinary rift Mewtwo does not automatically make it playable; the listed two-Bond beam setup is not its starting inventory.
Real starting attack: Confusion · level 1
Moves in this build: Psybeam → Psybeam + (level 5) + Nasty Plot (level 5) + Harden (level 5)
Bonds required for this active group: 2
Required run cards: Power ×1 · Reflexes ×1 · Armor ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Each evolved attack needs its own gold choice after reaching the required level and obtaining its card.
Compare starting stats: Mewtwo / Treecko / Piplup / Psyduck. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Base values: HP 95 · ATK ×1.07 · Movement speed 91
Why this tier: A completed defensive group can clear dense objectives while recovering, but the 91-speed base and need for 3 pre-cutoff Bonds make this a developed route rather than a fast ticket opener. Evolve both damage moves separately. Use Power for Vine Whip and Synthesis for Petal Blizzard, then join Swords Dance and Harden with 3 Bonds. Swords Dance boosts the physical attack only. Swords Dance strengthens the physical Vine Whip/Vine Whip + side only. Petal Blizzard/Petal Blizzard + remains special and receives no physical-buff increase.
Weaknesses: This is the most Bond-intensive route here; new rifts stop opening at 28:00. Its ordinary defense does not cancel Arceus’s invincible Judgment light at 30:00, and the S grade assumes the stated completed group.
Real starting attack: Vine Whip · level 1
Moves in this build: Vine Whip → Vine Whip + (level 5) + Petal Blizzard → Petal Blizzard + (level 5) + Swords Dance (level 5) + Harden (level 5)
Bonds required for this active group: 3
Required run cards: Power ×1 · Armor ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Evolve both damage moves separately. Use Power for Vine Whip and Synthesis for Petal Blizzard, then join Swords Dance and Harden with 3 Bonds. Swords Dance boosts the physical attack only.
Compare starting stats: Turtwig / Treecko / Piplup / Mewtwo. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Base values: HP 110 · ATK ×1.06 · Movement speed 84
Why this tier: A no-Bond damage route is cheap to assemble, but 84 speed limits travel and escort correction; it is not the surrounding-clear and mobility route offered by Piplup or Treecko. The formed zero-Bond plan upgrades the same Confusion to level 5, takes Reflexes and selects Confusion +. It still has one active attack, no item and no healing move; adding simultaneous Aqua Ring would require a different 1-Bond route.
Weaknesses: The 84-speed base leaves less escape margin, and HP buffer is not regeneration. Choose a different supported recovery route if repeated chip damage is the problem; Psychic matchups still matter.
Real starting attack: Confusion · level 1
Moves in this build: Confusion → Confusion + (level 5)
Bonds required for this active group: 0
Required run cards: Reflexes ×1
One optional held item: None equipped
A single-attack build needs no Bonds. Upgrade that attack before adding another move.
Compare starting stats: Slowpoke / Treecko / Piplup / Mewtwo. This comparison uses each Pokémon’s real level-1 starting attack, neutral target types, no weather, item, run cards or permanent upgrades. It does not compare the full formed builds.
Poor fit for this task at this stage; change the route or use it for another goal. This does not mean the Pokémon is unusable.
No reviewed route has this grade in this scenario. The other Pokémon have not been assigned this grade.
Numerical comparison: current conditions
Find your Pokémon, compare the same stage and enemy, then open its moves and build requirements. Choose Free starters to compare all 29 first partners.
S = the top 10% by comparison score; A = the next 20%; B = the next 30%; C = the remaining 40%. Ties share the better rank. These are score bands for the stated conditions, not measured win rates. Name and ownership filters do not change a Pokémon’s tier.
Choosing Free starters recalculates the score bands among those 29 Pokémon. The full-roster view compares all 966; neither view assumes you own locked partners.
Default: level-1 starting attack, 0 Bonds and no run cards, items or permanent upgrades; neutral nature and first regular ability; one neutral target with 1,000 HP, 75 Defense and 75 Special Defense. Upgraded builds are an explicit preview with their costs.
Damage assumes one contact per cast and continuous target availability. Area coverage, aiming difficulty and finding upgrades can change the practical choice; use the detailed route recommendations for those tradeoffs.
Game calculation rules reviewed: 24 October 2026
How this comparison works ↗Original game · 5c97df2e · Opening · Opening · My current upgrades
Enemy HP ×1; spawn rate ×1; scheduled boss HP ×1. Local DPS is never multiplied by player count.
Target maximum HP: 1,000
966 of 966 Pokémon
S = the top 10% by comparison score; A = the next 20%; B = the next 30%; C = the remaining 40%. Ties share the better rank. These are score bands for the stated conditions, not measured win rates. Name and ownership filters do not change a Pokémon’s tier.
Requires owning this Pokémon · My current upgrades
Nature: Hardy · Ability: Prankster
Gust L1 · Move group 1
Damage per second: 88.46 · Maximum HP: 106 · Movement speed: 125 · Damage per enemy hit: 102.44
Separate status damage: 0 DPS · Survival against this specified hit: 1.03 · Healing per second, capped by missing HP: 0
Game edition: Original game. Execution rules: 5c97df2e.
Requires owning this Pokémon · My current upgrades
Nature: Hardy · Ability: Dauntless Shield
Karate Chop L1 · Move group 1
Damage per second: 78 · Maximum HP: 111 · Movement speed: 136 · Damage per enemy hit: 64.58
Separate status damage: 0 DPS · Survival against this specified hit: 1.72 · Healing per second, capped by missing HP: 0
Game edition: Original game. Execution rules: 5c97df2e.
Requires owning this Pokémon · My current upgrades
Nature: Hardy · Ability: Receiver
Karate Chop L1 · Move group 1
Damage per second: 78 · Maximum HP: 115 · Movement speed: 112 · Damage per enemy hit: 70.36
Separate status damage: 0 DPS · Survival against this specified hit: 1.63 · Healing per second, capped by missing HP: 0
Game edition: Original game. Execution rules: 5c97df2e.
Requires owning this Pokémon · My current upgrades
Nature: Hardy · Ability: Transistor
Thunder Shock L1 · Move group 1
Damage per second: 57.5 · Maximum HP: 106 · Movement speed: 162 · Damage per enemy hit: 115.25
Separate status damage: 0 DPS · Survival against this specified hit: 0.92 · Healing per second, capped by missing HP: 0
Game edition: Original game. Execution rules: 5c97df2e.
Requires owning this Pokémon · My current upgrades
Nature: Hardy · Ability: Thick Fat
Karate Chop L1 · Move group 1
Damage per second: 72 · Maximum HP: 135 · Movement speed: 99 · Damage per enemy hit: 81.09
Separate status damage: 0 DPS · Survival against this specified hit: 1.66 · Healing per second, capped by missing HP: 0
Game edition: Original game. Execution rules: 5c97df2e.
| Rank / Calculated tier | Pokémon | Comparison score | Damage per second | Maximum HP | Movement speed | Earned Bonds | Move |
|---|---|---|---|---|---|---|---|
| S · 1 | Tornadus | 77.27 | 88.46 | 106 | 125 | 0 | Gust L1 · Move group 1 |
| S · 2 | Zamazenta | 75.24 | 78 | 111 | 136 | 0 | Karate Chop L1 · Move group 1 |
| S · 3 | Passimian | 71.53 | 78 | 115 | 112 | 0 | Karate Chop L1 · Move group 1 |
| S · 4 | Regieleki | 69.95 | 57.5 | 106 | 162 | 0 | Thunder Shock L1 · Move group 1 |
| S · 5 | Hariyama | 69.36 | 72 | 135 | 99 | 0 | Karate Chop L1 · Move group 1 |
| S · 6 | Koraidon | 69.34 | 64 | 115 | 135 | 0 | Karate Chop L1 · Move group 1 |
| S · 7 | Mienshao | 69.23 | 74 | 99 | 122 | 0 | Karate Chop L1 · Move group 1 |
| S · 8 | Conkeldurr | 69.14 | 78 | 117 | 97 | 0 | Karate Chop L1 · Move group 1 |
| S · 9 | Iron Hands | 69.04 | 70 | 139 | 99 | 0 | Karate Chop L1 · Move group 1 |
| S · 10 | Sawk | 68.51 | 74 | 104 | 114 | 0 | Karate Chop L1 · Move group 1 |
| S · 11 | Urshifu | 68.28 | 68 | 115 | 119 | 0 | Karate Chop L1 · Move group 1 |
| S · 12 | Noivern | 68.07 | 65.38 | 108 | 130 | 0 | Gust L1 · Move group 1 |
| S · 13 | Machamp | 67.05 | 74 | 110 | 101 | 0 | Karate Chop L1 · Move group 1 |
| S · 14 | Marshadow | 66.83 | 62 | 110 | 130 | 0 | Karate Chop L1 · Move group 1 |
| S · 15 | Rampardos | 66.64 | 71.43 | 114 | 102 | 0 | Rock Throw L1 · Move group 1 |
| S · 16 | Hitmonlee | 66.08 | 72 | 92 | 115 | 0 | Karate Chop L1 · Move group 1 |
| S · 17 | Hitmonchan | 66.04 | 73.9 | 92 | 110 | 0 | Karate Chop L1 · Move group 1 |
| S · 18 | Sneasler | 65.9 | 62 | 106 | 128 | 0 | Karate Chop L1 · Move group 1 |
| S · 19 | Crabominable | 65.83 | 72 | 114 | 96 | 0 | Karate Chop L1 · Move group 1 |
| S · 20 | Primeape | 65.81 | 68 | 99 | 118 | 0 | Karate Chop L1 · Move group 1 |
| S · 21 | Arceus | 65.77 | 56 | 124 | 128 | 0 | Tackle L1 · Move group 1 |
| S · 22 | Yveltal | 65.57 | 57.78 | 127 | 120 | 0 | Bite L1 · Move group 1 |
| S · 23 | Xurkitree | 64.71 | 65 | 107 | 113 | 0 | Thunder Shock L1 · Move group 1 |
| S · 24 | Grapploct | 64.69 | 72 | 106 | 96 | 0 | Karate Chop L1 · Move group 1 |
Showing 24 of 966 results
The score combines damage, HP, movement and recovery for your selected goal. Check the moves, ability and required upgrades before choosing a build.
d567c6daKeep Ember active. Upgrade it first; add the listed partners only after learning them and earning the required Bonds.
Game edition: Original game. Execution rules: 5c97df2e.
DPS uses the entered contacts and target availability. Extra projectiles do not guarantee extra hits on one target. Only the support stacks entered as currently active are applied.
Until the missing resources are obtained, keep the real starting move Ember at level 1 with 0 Bonds.
Compare damage at each move level with the same Pokémon, ability and enemy. The final row shows the evolved attack.
| Move level | Damage per hit | Damage per second |
|---|---|---|
| 1 | 22 | 42.31 |
| 2 | 22 | 42.31 |
| 3 | 32 | 61.54 |
| 4 | 32 | 82.05 |
| 5 | 32 | 82.05 |
| Ember + ✦ | 58 | 148.72 |
Maximum level → evolved, at the same conditions: 82.05 → 148.72 DPS. Ember: level 5 → 5, obtain Power, then select its separate gold evolution.
| Move | Damage per hit | Activation interval | Damage per second | Potential emitted output |
|---|---|---|---|---|
| Ember | 22 | 0.52 s | 42.31 | 42.78 |
Separate status damage: 0 DPS · Status DPS after one modeled group contact: 4 DPS
Burn and poison are shown separately. Shared stack limits prevent counting the same status once per move. This plan assumes the listed support stays active. Downtime or switching groups can reduce the benefit.
Guide updated
For a free ranged opening, choose Charmander. Choose Squirtle when you want to build healing, or Psyduck when homing shots help you dodge a boss. Slowpoke keeps a single-attack route at 0 Bonds; Turtwig needs 3 Bonds for its four-move group. Pick from partners you own and the resources you have earned.
Open your situation below for a specific choice, its tradeoff and matching tool inputs. Opening shortcuts use the real level-1 attack with 0 Bonds and no cards. Formed shortcuts load the listed earned moves and cards, with no held item or active buff stacks; add those only when you have them.
Pick Charmander for a straightforward ranged Fire opening. Its formed Ember + + Nasty Plot route needs 1 Bond and earned cards. Keep a firing lane; this group supplies damage rather than healing.
Formed active group: Ember · level 5 → Ember + + Nasty Plot · level 5
Bonds: 1 · Run cards: Power ×1 · Reflexes ×1 · Separate gold choices: 1
Pick Squirtle when you want a healing route: Water Gun + + Aqua Ring needs 1 Bond. Water Gun is its actual opening; Aqua Ring must be learned and joined before it can heal alongside the attack.
Formed active group: Water Gun · level 5 → Water Gun + + Aqua Ring · level 5
Bonds: 1 · Run cards: Power ×1 · Synthesis ×1 · Separate gold choices: 1
Pick Bulbasaur if you can control close contact and want a physical attack with Harden. Vine Whip + + Harden needs 1 Bond; defense does not provide automatic healing. Keep an escape path when entering melee.
Formed active group: Vine Whip · level 5 → Vine Whip + + Harden · level 5
Bonds: 1 · Run cards: Power ×1 · Armor ×1 · Separate gold choices: 1
Comparison uses each partner’s level-1 starting attack against neutral targets with defense and special defense 75, without cards, items, weather or permanent upgrades. Inspect formed attacks separately using their damage links.
Pick Psyduck when homing Psychic shots make dodging easier. It starts with Confusion, and its formed Confusion + + Nasty Plot group needs 1 Bond. Shots still need a clear route to the target.
Formed active group: Confusion · level 5 → Confusion + + Nasty Plot · level 5
Bonds: 1 · Run cards: Power ×1 · Reflexes ×1 · Separate gold choices: 1
Pick Slowpoke for the simplest evolved route with 0 Bonds: one Confusion upgraded to Confusion +. It has 110 starting HP and speed 84, so move away from danger early. This example includes no healing move.
Formed active group: Confusion · level 5 → Confusion +
Bonds: 0 · Run cards: Reflexes ×1 · Separate gold choices: 1
Comparison uses each partner’s level-1 starting attack against neutral targets with defense and special defense 75, without cards, items, weather or permanent upgrades. Inspect formed attacks separately using their damage links.
Pick Treecko when you can line enemies up with the outward and returning leaves. Its formed Razor Leaf + + Agility group needs 1 Bond. The return hit depends on positioning; it is not guaranteed twice on every target.
Formed active group: Razor Leaf · level 5 → Razor Leaf + + Agility · level 5
Bonds: 1 · Run cards: Reflexes ×1 · Sprint ×1 · Separate gold choices: 1
Pick Piplup when surrounding coverage and slowing enemies help you reach reward objectives. Bubble + + Aqua Ring needs 1 Bond. Staying alive helps you complete ticket opportunities; the recommendation does not increase drop rates.
Formed active group: Bubble · level 5 → Bubble + + Aqua Ring · level 5
Bonds: 1 · Run cards: Sprint ×1 · Synthesis ×1 · Separate gold choices: 1
Comparison uses each partner’s level-1 starting attack against neutral targets with defense and special defense 75, without cards, items, weather or permanent upgrades. Inspect formed attacks separately using their damage links.
Turtwig’s four-move build needs 3 Bonds and two gold evolution choices. Take Power for Vine Whip’s evolution and Synthesis for Petal Blizzard’s evolution. Keep Swords Dance and Harden in the same group; Swords Dance boosts only the physical attack.
Formed active group: Vine Whip · level 5 → Vine Whip + + Petal Blizzard · level 5 → Petal Blizzard + + Swords Dance · level 5 + Harden · level 5
Bonds: 3 · Run cards: Power ×1 · Armor ×1 · Synthesis ×1 · Separate gold choices: 2
Pick Mewtwo if you already own it and can prepare a 2-Bond beam group. Its real opening is Confusion; learn Psybeam before building Psybeam + + Nasty Plot + Harden. Keep the beam aligned while moving. Ownership does not grant the formed moves or cards.
Formed active group: Psybeam · level 5 → Psybeam + + Nasty Plot · level 5 + Harden · level 5
Bonds: 2 · Run cards: Power ×1 · Reflexes ×1 · Armor ×1 · Separate gold choices: 1
Comparison uses each partner’s level-1 starting attack against neutral targets with defense and special defense 75, without cards, items, weather or permanent upgrades. Inspect formed attacks separately using their damage links.
Each marked evolution needs its own gold choice after the required level and run card.
Keldeo suits ranged special damage and a healing branch. Marshadow suits physical melee with matching support; it also has a separate ranged Ghost branch. Choose by moves and Bonds already earned, then load the exact state. The nine goal-based routes and all 966 stat comparisons remain below.
Start with Water Gun and ×1.41 special attack, rather than spending cards on physical support for its ×1.10 physical attack. Add Aqua Ring when sustained contact is the problem; choose the Fighting coverage branch when a Water-only attack is the limitation.
Run upgrade order · Missing a card or move? · Build, upgrade order and missing-card alternatives
Karate Chop uses ×1.39 physical attack: pair it with Swords Dance. Shadow Ball uses ×1.20 special attack: its ranged branch uses Nasty Plot. Keep the existing mixed Fighting/Ghost route as a separate option; one support does not boost both categories.
Run upgrade order · Missing a card or move? · Build, upgrade order and missing-card alternatives
Level-1 default attacks, neutral defenses 75/75, no cards, weather, item, upgrades or active buffs. Compare physical and special categories separately; this does not compare formed build DPS or run success.
Choose from the Pokémon you already own. Mewtwo offers homing Psychic pressure before learning a beam; Eternatus opens with ranged Poison and can add Dragon coverage; Marshadow starts in melee before adding a ranged Ghost attack; Slaking has the highest attack multiplier of these four but a close-range Normal opening. These are conditional recommendations from moves and game stats, not measured win rates.
None of these four is a free starting partner. If you do not own them, choose a starter first; each entity page explains its actual unlock route. A normal legendary-rift victory alone does not grant ownership. Choose a free starter
| Pokémon | HP | Attack multiplier | Movement speed | Starting move | Choose for | Tradeoff |
|---|---|---|---|---|---|---|
| Mewtwo | 118 | ×1.55 | 133 | Confusion | Choose Mewtwo for a mobile ranged opening and a later beam against lined-up targets: 118 HP, ×1.55 special attack and 133 movement. | The beam must be learned after starting with Confusion. Psychic resistance, walls and missed lines limit it; the formed support group costs 2 Bonds. |
| Eternatus | 133 | ×1.5 | 133 | Sludge | Choose Eternatus for a ranged poison opening with a large HP reserve, then add a Dragon beam: 133 HP, ×1.50 special attack and 133 movement. | The second damage move is learned later, both evolutions need separate gold choices and the group costs 2 Bonds. Poison and Dragon resistance still matter; this route has no melee damage reduction. |
| Marshadow | 110 | ×1.39 | 130 | Karate Chop | Choose Marshadow for an immediate melee attack, fast movement and a later Fighting/Ghost damage pair: 110 HP, ×1.39 physical attack and 130 movement. | It has the lowest HP of these four, and melee requires safer pack-edge positioning. Karate Chop uses ×1.39 physical attack while Shadow Ball uses ×1.20 special attack. The dual-evolution group costs 2 Bonds, Power, Reflexes and two gold choices. |
| Slaking | 138 | ×1.58 | 120 | Tackle | Choose Slaking for the highest base HP and attack in this four-Pokémon comparison: 138 HP and ×1.58 physical attack, with an immediately usable melee route. | Its 120 movement is the slowest of the four and this damage route is Normal-only. Rock, Steel and Ghost targets reduce its output; the two support moves need 2 Bonds to act with Tackle. |
The comparison uses level-1 starting moves, neutral targets and no item, weather, cards or permanent upgrades. It does not compare the full formed builds or treat attack multiplier as DPS.
Choose for: Choose Mewtwo for a mobile ranged opening and a later beam against lined-up targets: 118 HP, ×1.55 special attack and 133 movement.
Tradeoff: The beam must be learned after starting with Confusion. Psychic resistance, walls and missed lines limit it; the formed support group costs 2 Bonds.
Loaded moves and evolution choices
Bonds required: 2 · Run cards: Power ×1 · Reflexes ×1 · Armor ×1
Optional item if found: Leftovers
Keep attacks and support in one active group with enough Bonds. Each evolution requires its own level, card and gold choice. New rift portals stop appearing at 28:00; an already open portal remains usable for its lifetime.
Choose for: Choose Eternatus for a ranged poison opening with a large HP reserve, then add a Dragon beam: 133 HP, ×1.50 special attack and 133 movement.
Tradeoff: The second damage move is learned later, both evolutions need separate gold choices and the group costs 2 Bonds. Poison and Dragon resistance still matter; this route has no melee damage reduction.
Loaded moves and evolution choices
Bonds required: 2 · Run cards: Power ×1 · Reflexes ×1
Optional item if found: Leftovers
Keep attacks and support in one active group with enough Bonds. Each evolution requires its own level, card and gold choice. New rift portals stop appearing at 28:00; an already open portal remains usable for its lifetime.
Choose for: Choose Marshadow for an immediate melee attack, fast movement and a later Fighting/Ghost damage pair: 110 HP, ×1.39 physical attack and 130 movement.
Tradeoff: It has the lowest HP of these four, and melee requires safer pack-edge positioning. Karate Chop uses ×1.39 physical attack while Shadow Ball uses ×1.20 special attack. The dual-evolution group costs 2 Bonds, Power, Reflexes and two gold choices.
Loaded moves and evolution choices
Bonds required: 2 · Run cards: Power ×1 · Reflexes ×1 · Armor ×1
Optional item if found: Leftovers
Keep attacks and support in one active group with enough Bonds. Each evolution requires its own level, card and gold choice. New rift portals stop appearing at 28:00; an already open portal remains usable for its lifetime.
Choose for: Choose Slaking for the highest base HP and attack in this four-Pokémon comparison: 138 HP and ×1.58 physical attack, with an immediately usable melee route.
Tradeoff: Its 120 movement is the slowest of the four and this damage route is Normal-only. Rock, Steel and Ghost targets reduce its output; the two support moves need 2 Bonds to act with Tackle.
Loaded moves and evolution choices
Bonds required: 2 · Run cards: Power ×1 · Vigor ×1 · Armor ×1
Optional item if found: Leftovers
Keep attacks and support in one active group with enough Bonds. Each evolution requires its own level, card and gold choice. New rift portals stop appearing at 28:00; an already open portal remains usable for its lifetime.
In the original game, Judgment Arceus is invincible but takes damage credit. Its random Plate is one of 17 non-Normal types (1/17 each). Auto-targeting prefers living legendary bosses; area attacks can still hit Arceus. Credit multiplier = 0.05/(1+arena seconds/150), rounded per hit with a minimum of 1. It loses no HP and is immune to status; Hex receives no status bonus. Playable and ordinary-rift Arceus remain separate encounters.
Judgment legends grow HP ×1.25 and contact/projectile damage ×1.15 per spawn, starting at index 0. Burn ticks every 0.5 s for 3 s; poison every 0.6 s for 4 s. On these legends, either deals round(1.5 × stacks), minimum 1 per nonzero tick, rather than ordinary HP-based poison. They drop XP only, with no orbs. At game 35:00, item destruction waits for the current cast/next action, then warns for 1.6 s before unequipping. Select “already broken” only once that happens; collection ownership is retained.
An evolved move now keeps its base move’s name with a + suffix. Older evolution names still work in search. Check the required card and gold evolution choice before upgrading.
Scroll sideways to read every column.
| Earlier alias in this guide | Current original name |
|---|---|
| Surf | Bubble + |
| Power Whip | Vine Whip + |
| Petal Dance | Petal Blizzard + |
| Psyshock | Confusion + |
| Charm | Disarming Voice + |
Check the ability your Pokémon actually has. Slaking hits 35% harder with Truant, but attacks recharge 60% more slowly. Regigigas loses 40% damage and 20% movement during its first minute. Include these effects when comparing them.
A nature can raise one stat while lowering another. Choose one that suits your physical or special attack. Learn required TM moves before using a build; nature changes, ability changes and extra starting moves are available in Kecleon Shop.
Match support to the attack category. Swords Dance and Dragon Dance improve physical attacks; Nasty Plot improves special attacks. A ranged move can be physical, and a melee move can be special: range alone does not tell you which support to choose.
Gengar favors special attacks, while Kartana favors physical attacks. Compare damage against the enemy’s matching Defense or Special Defense. For a support move to help, join it to the attack’s active group with enough Bonds.
These recommendations use the original game. The game embedded on this site is the independent edition. Select the matching edition in the comparison: poison, Judgment movement and some defensive effects differ.
With no collection, choose among the 29 free starters: Charmander or Squirtle for range, Psyduck for homing while dodging on mobile, or Slowpoke for more HP and a single-attack route. If you already own Abra or Ekans, their single-attack plans are 0-Bond alternatives. If you own the four popular partners, compare their conditions and costs in Best before loading a formed route.
The S–C boards compare nine recommended Pokémon by goal and build stage. Use the full 966-Pokémon comparison for other partners; an unlisted Pokémon has no letter grade here.
Scroll sideways to read every column.
| Selector | What to check | A decision that prevents an incorrect load |
|---|---|---|
| Goal: opening | The real starting attack, range or contact, and room to move. | Do not choose opening Mewtwo assuming it already has Psybeam. It must learn that later; it starts with Confusion. |
| Goal: survival | Available recovery or damage reduction, movement and space to dodge. | More HP or an optional item does not guarantee surviving ground zones or make the original Arceus vulnerable. |
| Goal: bosses | Homing or firing lane, target types and contacts you can actually maintain. | The same route can change grade by stage and task; do not compare a formed beam with a level-1 starting attack. |
| Goal: tickets | Reaching reward opportunities and completing their conditions. | A grade does not change gacha, loot or rescue probabilities. Selecting Piplup does not create tickets on its own. |
| Stage: start | The starting attack at level 1, 0 Bonds, no item, and no upgrades or cards. | Load start if you have not obtained the pieces yet. Owning the Pokémon and having its formed build are different requirements. |
| Stage: formed | The displayed level-5 plan, its exact cards, earned Bonds and completed gold choices. | An Abra or Ekans plan with 0 Bonds can already be level 5 and evolved; 0 Bonds does not make it the starting state used by this Tier List. |
Choose by attack range, reliable hits, recovery, movement and the cards or Bonds needed. An easy ranged starter can be a better first pick than a high-damage partner that needs close contact or several later upgrades.
Opening uses the level-1 starting attack with 0 Bonds. The fully upgraded build lists level-5 moves, required cards and Bonds. Learn the moves, join them into one active group and choose each gold evolution separately.
Turtwig’s four-move build needs 3 Bonds and two gold evolution choices. Take Power for Vine Whip’s evolution and Synthesis for Petal Blizzard’s evolution. Keep Swords Dance and Harden in the same group; Swords Dance boosts only the physical attack.
Game HP, speed and attack multiplier are not interchangeable with main-series BST. Equal-input comparisons isolate stat differences; practical output still depends on hits, weather and your active slot.
Use only moves you have learned and upgrades you have obtained. Without enough Bonds, keep one complete attack active. If an optional item has not dropped, compare the build without it.
Use only moves you have learned and upgrades you have obtained. Without enough Bonds, keep one complete attack active. If an optional item has not dropped, compare the build without it.
Scroll sideways to read every column.
| Missing… | A useful decision now | What to correct when loading |
|---|---|---|
| The required stat card | Keep upgrading and using the base attack. Power cannot replace Reflexes for Confusion or Vigor for Tackle. | Enter your actual card counts and uncheck an evolution you cannot yet select. A purchased permanent upgrade cannot replace that card either. |
| The gold card | Level 5 and the stat card only satisfy the requirements. Keep the base version until you select its particular evolution. | Do not mark evolution before the choice. If two attacks can evolve, complete each selection separately. |
| A Bond | Use one complete active attack, as in the Abra, Ekans or Slowpoke routes. A second learned move can remain separate; it does not add damage to the group you are using. | Separate attacks or supports that have not been joined. Two moves in one group cost 1 Bond; three cost 2; four cost 3. Do not load three simultaneous moves with 0. |
| The optional item in an example | Leave the item field empty and keep the route legal. Without Leftovers, you do not have its recovery; Quick Claw improves frequency if found, but does not heal or replace an evolution card. | Recalculate without the item. Do not replace recovery with a damage item while assuming the same survival. |
| A second type that suits the enemy | Before entering the rift, check learnable moves and target resistances. Choose an alternative you already own or a legal move of another type. | Do not copy another Pokémon’s move pool. Change the target types and actual contacts before comparing results. |
These recommendations use the original game. The game embedded on this site is the independent edition. Select the matching edition in the comparison: poison, Judgment movement and some defensive effects differ.
Scroll sideways to read every column.
| Scenario | Choice and action | A limit that changes the result |
|---|---|---|
| Touchscreen | Free starter Psyduck or an already-owned Abra can keep dealing damage with Confusion while you prioritize dodging. Charmander and Squirtle offer more direct ranged-projectile alternatives. | Test moving with one finger and changing attacks with the other. Homing does not remove walls or guarantee hits; if the embed interferes with gestures or access, open the original directly. |
| Moving boss or clear lane | Prioritize homing for a moving boss; for a maintained line, compare Mewtwo’s learned beam or Eternatus’s Dragon attack. Check resistances and an escape route before committing. | A beam that misses does not contribute its theoretical damage. Marshadow and Slaking need safe contact opportunities; their melee reduction does not replace dodging ground zones. |
| Rifts and Bonds | Prepare the route for the arena and its types. If you want a formed group, use rifts before 28:00; no new ones open afterward. Do not base the whole run on obtaining Turtwig’s third Bond late. | New rifts stop generating at 28:00; an existing portal keeps its 45-second lifetime and remains enterable while open. You do not have to finish every fight by 28:00. An ordinary legendary victory does not grant playable ownership; at 30:00, dodge the original game’s invincible Arceus. |
| Original-game co-op | Use an original-game account, a connection and the correct room. Choose damage you can maintain while attending to the team, but keep your own active group and Bond cost legal. | Allies do not activate your separate slots. Encounter scaling changes with player count; damage against one neutral solo target is not a promise of victory in the room. |
Use the S–C boards to find an opening or upgraded build that fits your goal. In the 966-Pokémon comparison, enter your ability, moves and enemy to compare damage and survivability. The base-stat table helps you compare HP, Attack and movement before upgrades.
Choose a Pokémon you own, then check its starting move, ability and Bond cost. Compare physical and special attacks separately.
Scroll sideways to read every column.
| Pokémon | HP / attack / speed | Real starting attack | Decision |
|---|---|---|---|
| Mewtwo | 118 / ×1.55 / 133 | Confusion | Keep the homing opening while learning the later beam; a beam route needs a clear line through enemies. |
| Slaking | 138 / ×1.58 / 120 | Tackle | Slaking has 138 HP and 120 movement. Truant increases each hit by 35% but lengthens recharge by 60%; compare sustained damage as well as the Attack multiplier. |
| Garchomp | 119 / ×1.42 / 121 | Dragon Rage | The Dragon opening is a beam; Ground moves must be learned later. Use the Ground option for a different matchup, not as an attack already firing in the background. |
| Regigigas | 120 / ×1.58 / 120 | Tackle | Regigigas has 120 HP and 120 base movement. Slow Start reduces damage by 40% and speed by 20% for the first 60 seconds, then both return to full strength. |
| Arceus | 124 / ×1.36 / 128 | Tackle | This is the playable species. A normal rift opponent can be defeated; the invincible Judgment at 30:00 is a separate encounter. Use the long-run guide for survival. |
| Darmanitan | 117 / ×1.47 / 118 | Ember | The ranged Fire opening lets you learn the field before choosing a beam or orbit move. With movement 118, leave escape space rather than relying on a later dash. |
| Keldeo | 111 / ×1.41 / 123 | Water Gun | Start with ranged Water damage. Its learn pool includes a healing support and Fighting attacks; learning them does not replace the need for an active damage group. |
| Solgaleo | 132 / ×1.45 / 119 | Confusion | Use the homing Psychic opening first. Steel attacks are later choices; 132 base HP gives a larger reserve than many ranged partners but does not replace dodging. |
| Kartana | 97 / ×1.7 / 124 | Vine Whip | The 1.70 attack multiplier comes with 97 HP. Keep the Grass opening until a Steel attack is learned; both damage types are reduced against Fire, so change targets or positioning. |
| Marshadow | 110 / ×1.39 / 130 | Karate Chop | The real opening is Fighting melee. Add Ghost range only after learning it, and earn the Bonds needed to keep both in the active group. |
| Eternatus | 133 / ×1.5 / 133 | Sludge | Use its Poison opening immediately; the Dragon beam is learned later. Two evolved damage moves still require two separate gold choices even when they share one card requirement. |
| Spectrier | 115 / ×1.5 / 133 | Shadow Ball | Start with Ghost projectiles while moving. Normal and Dark targets reduce this damage; compare coverage before investing in a second Ghost attack. |
| Roaring Moon | 117 / ×1.46 / 128 | Dragon Rage | Keep the real Dragon beam until Dark damage is learned and bonded. Dragon and Dark both lose effectiveness against Fairy; the second type does not remove that limitation. |
| Koraidon | 115 / ×1.44 / 135 | Karate Chop | Its 135 movement helps reposition, but the opening is Fighting melee. A Dragon beam is a later ranged option, not a starting move or a background attack. |
| Munkidori | 110 / ×1.42 / 123 | Sludge | Use the ranged Poison opening first. Psychic moves offer another damage type later; keep damage active when adding support, and compare target resistance before spending Bonds. |
Rarity alone does not decide the best partner. Check its ability, starting attack and the moves you can build with your available Bonds. Choose a ranged opening if you need more room to dodge; choose melee only when you can maintain safe contact.
These recommendations use the original game. The game embedded on this site is the independent edition. Select the matching edition in the comparison: poison, Judgment movement and some defensive effects differ.
The linked game files show where these stats, costs and rules come from. Updates to the game may change them.
Data version: d567c6da