Guide updated
Nine explained routes
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.
Opening · Start: real move, 0 Bonds · 9 explained routes
These are conditional editorial recommendations for nine complete routes, not measured win rates or an official ranking of all 966 Pokémon. The other 957 are not automatically C or unusable. Choose a Pokémon you own: ownership is a separate requirement, not a grade penalty. Start means the real level-1 starting move, no Bonds, no item and no purchased or run-card bonuses. Formed means the listed level-5 plan with earned Bonds, required cards and an optional item. Survival covers ordinary encounters; invincible Arceus at 30:00 must be dodged. Ticket tiers do not increase random reward odds.
Opening · Start: real move, 0 Bonds
S
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
Charmander
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. Swords Dance, Fire Blast and Quick Claw are future choices, not active starting effects.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Ember → Fire Blast: level 5 + Power; then choose its gold evolution card
- Keep Ember active and attack from an open lane; 0 Bonds means Swords Dance cannot attack with it yet.
- Next target: Ember level 5, a Power run card and the Fire Blast gold choice. Take immediate healing when needed instead of waiting for the full group.
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.
Squirtle
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 Scald 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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Water Gun → Scald: level 5 + Power; then choose its gold evolution card
- Keep Water Gun active and shoot through the edge of packs; do not switch to a healing-only slot while enemies need clearing.
- Next target: level 5 plus Power and the Scald gold choice. Learn Aqua Ring for later fusion, but 0 Bonds does not activate it together with Water Gun.
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.
Mewtwo
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; Future Sight, Swords Dance, Harden and Leftovers are absent from this starting state.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card
- Choose owned Mewtwo and keep its real Confusion active with 0 Bonds; use homing while moving out of warnings.
- For the later beam route, learn Psybeam separately and build toward level 5, Power and its gold evolution; do not load that route as an untouched start.
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.
A
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Bulbasaur
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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Vine Whip → Power Whip: level 5 + Power; then choose its gold evolution card
- Keep Vine Whip active, skim pack edges and leave warning zones before their attacks land.
- Next target: Vine Whip level 5 plus Power and its gold Power Whip choice. Learn Harden separately until a Bond allows simultaneous use.
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.
Psyduck
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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card
- Keep the real starting Confusion active and move sideways out of boss warning zones.
- Next target: Confusion level 5 plus a Reflexes run card, then choose Psyshock. Swords Dance waits for a Bond before it can support the same active group.
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.
Treecko
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, Leaf Storm and Quick Claw are not yet active.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Razor Leaf → Leaf Storm: level 5 + Reflexes; then choose its gold evolution card
- Keep Razor Leaf active and position its return path through pack edges while maintaining room to dodge.
- Next target: Razor Leaf level 5, Reflexes and the Leaf Storm gold choice; learn Agility for later 1-Bond fusion.
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.
Piplup
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, Surf and Focus Sash are not present in the starting state.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Bubble → Surf: level 5 + Sprint; then choose its gold evolution card
- Keep Bubble active for surrounding packs and approach actual mission/rescue/chest targets; do not chase tickets that have not dropped.
- Next target: Bubble level 5, a Sprint run card and the gold Surf evolution; Aqua Ring remains separate until you earn 1 Bond.
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.
B
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Turtwig
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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Vine Whip → Power Whip: level 5 + Power; then choose its gold evolution card
- Use Vine Whip along pack edges and keep an escape lane for the slower 91-speed start.
- Next target: Vine Whip level 5 plus Power and Power Whip; learn later moves separately and earn Bonds before expecting a four-move attack group.
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.
Slowpoke
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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card
- Keep Confusion active and leave warning areas early; the start has no movement card, item or fused recovery move.
- Next target: Confusion level 5 plus Reflexes and its gold Psyshock evolution. This route can stay at 0 Bonds throughout.
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.
C
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.
Opening · Formed: listed cards and Bonds
S
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
Charmander
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 Fire Blast with Power, plus Swords Dance after 1 Bond. Quick Claw is optional loot; the listed Reflexes card improves cadence but does not supply healing.
Tradeoff and failure case: 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
Loaded active group: Ember → Fire Blast (level 5) + Swords Dance (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Ember → Fire Blast: level 5 + Power; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Raise Ember to level 5, take Power and select its gold Fire Blast evolution.
- Learn Swords Dance and use 1 earned Bond to put both moves in the same active group.
- The preset adds one Reflexes card and optional Quick Claw; clear the item field if you have not found it.
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.
Squirtle
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 Scald route needs Power rather than another learned damage move. Power and a gold choice turn level-5 Water Gun into Scald. Add Aqua Ring with 1 Bond; the preset includes Synthesis and optional Leftovers for recovery, while Aqua Ring itself is not a damage move.
Tradeoff and failure case: 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
Loaded active group: Water Gun → Scald (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Recipes and preset flags
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Reach Water Gun level 5, take Power and select Scald’s gold evolution card.
- Learn Aqua Ring and fuse it with the damage move using 1 Bond; keep that combined group active.
- The preset uses one Synthesis card and optional Leftovers. Remove the item if unavailable and compare the resulting regeneration.
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.
Mewtwo
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 Future Sight with Power. The active group adds Swords Dance and Harden using 2 Bonds; Armor, Reflexes and optional Leftovers support it, while the beam replaces the starting homing attack.
Tradeoff and failure case: 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
Loaded active group: Psybeam → Future Sight (level 5) + Swords Dance (level 5) + Harden (level 5)
Bonds required for this active group: 2
Run cards loaded: Power ×1 · Reflexes ×1 · Armor ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Psybeam → Future Sight: level 5 + Power; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
- Harden · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Learn Psychic-pool Psybeam, reach level 5, take Power and choose the gold Future Sight evolution.
- Learn Swords Dance and Harden; spend 2 Bonds to fuse all three moves in one active group.
- The plan includes Armor and Reflexes plus optional Leftovers. Keep a clear beam lane and compare only actual contacts against the target’s types.
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.
A
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Bulbasaur
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 Power Whip; 1 Bond joins Harden in the same active group. The preset adds Armor and optional Assault Vest, which supply defense rather than automatic regeneration.
Tradeoff and failure case: 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
Loaded active group: Vine Whip → Power Whip (level 5) + Harden (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Armor ×1
One optional held item: Assault Vest. Use only if found; its drop is not guaranteed.
Recipes and preset flags
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Take Power, reach Vine Whip level 5 and choose its gold Power Whip card.
- Learn normal-pool Harden and spend 1 Bond to fuse it with the active damage move.
- Add the listed Armor card; use Assault Vest only if found, or compare a recovery item when lost HP is the limiting factor.
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.
Psyduck
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 Psyshock. Swords Dance joins after 1 Bond; Power and optional Quick Claw add offense, without adding a healing move.
Tradeoff and failure case: 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
Loaded active group: Confusion → Psyshock (level 5) + Swords Dance (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Reach Confusion level 5, take Reflexes and separately choose the gold Psyshock card.
- Learn Swords Dance and use 1 Bond to join it to Psyshock’s active group.
- The preset also takes one Power card and optional Quick Claw. Recheck the target’s Psychic types instead of treating the S tier as universal.
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.
Treecko
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 Leaf Storm; 1 Bond adds Agility to the group. The preset also uses Sprint and optional Quick Claw, emphasizing movement and attack cadence rather than recovery.
Tradeoff and failure case: 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
Loaded active group: Razor Leaf → Leaf Storm (level 5) + Agility (level 5)
Bonds required for this active group: 1
Run cards loaded: Reflexes ×1 · Sprint ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Razor Leaf → Leaf Storm: level 5 + Reflexes; then choose its gold evolution card · evolved in this preset
- Agility · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Reach Razor Leaf level 5, take Reflexes and select its Leaf Storm gold evolution.
- Learn Agility and fuse it into the active group with 1 Bond; count actual return hits when comparing damage.
- The preset includes one Sprint card and optional Quick Claw. Keep escort distance and avoid routes blocked by walls.
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.
Piplup
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 Surf. With 1 Bond, Aqua Ring heals in the active damage group; Synthesis adds regeneration, and optional Focus Sash has a 60-second cooldown.
Tradeoff and failure case: 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
Loaded active group: Bubble → Surf (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Run cards loaded: Sprint ×1 · Synthesis ×1
One optional held item: Focus Sash. Use only if found; its drop is not guaranteed.
Recipes and preset flags
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Raise Bubble to level 5, take Sprint and select the gold Surf card; Power is not its required card.
- Learn Aqua Ring, add it with 1 Bond to the active Surf group and take the listed Synthesis card.
- Use Focus Sash only if found; finish new rift opportunities before 28:00 and claim completed missions separately.
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.
B
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Turtwig
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. The Tier plan explicitly loads both gold damage evolutions: Power Whip from Vine Whip with Power, and Petal Dance from Petal Blizzard with Synthesis, each at level 5. Add base Swords Dance and Harden with 3 Bonds; Armor and optional Leftovers support recovery and mitigation.
Tradeoff and failure case: 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
Loaded active group: Vine Whip → Power Whip (level 5) + Petal Blizzard → Petal Dance (level 5) + Swords Dance (level 5) + Harden (level 5)
Bonds required for this active group: 3
Run cards loaded: Power ×1 · Armor ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Vine Whip → Power Whip: level 5 + Power; then choose its gold evolution card · evolved in this preset
- Petal Blizzard → Petal Dance: level 5 + Synthesis; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
- Harden · No evolution recipe
This Tier preset includes two separate gold evolution choices: Vine Whip → Power Whip with Power, and Petal Blizzard → Petal Dance with Synthesis. The linked authored build page keeps its older first-attack-only preset; use this load button for both evolutions. Swords Dance and Harden remain base moves here.
- Reach Vine Whip level 5, take Power and choose its gold Power Whip evolution.
- Learn Petal Blizzard, raise it to level 5, take Synthesis and choose its separate gold Petal Dance evolution. This Tier endpoint includes both damage evolutions.
- Learn Swords Dance and Harden; earn 3 Bonds to fuse all four moves in the same active group before new rifts stop at 28:00.
- Use the listed Armor card and optional Leftovers. The linked older build preset evolves only its first attack; this Tier load action explicitly prepares both damage evolutions.
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.
Slowpoke
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 Psyshock. It still has one active attack, no item and no healing move; adding simultaneous Aqua Ring would require a different 1-Bond route.
Tradeoff and failure case: 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
Loaded active group: Confusion → Psyshock (level 5)
Bonds required for this active group: 0
Run cards loaded: Reflexes ×1
One optional held item: None equipped
Recipes and preset flags
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card · evolved in this preset
This is a one-attack example, not one of the eight authored builds.
- Take a Reflexes run card, reach Confusion level 5 and choose its gold Psyshock evolution.
- Keep this single attack active with 0 Bonds and no item; the load action does not add Aqua Ring or an unearned buff.
- For simultaneous Aqua Ring, learn it and earn 1 Bond as a separate plan; then compare the added healing against the same target and movement assumptions.
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.
C
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.
Survival · Start: real move, 0 Bonds
S
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.
A
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Squirtle
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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Water Gun → Scald: level 5 + Power; then choose its gold evolution card
- Keep Water Gun active and shoot through the edge of packs; do not switch to a healing-only slot while enemies need clearing.
- Next target: level 5 plus Power and the Scald gold choice. Learn Aqua Ring for later fusion, but 0 Bonds does not activate it together with Water Gun.
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.
Bulbasaur
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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Vine Whip → Power Whip: level 5 + Power; then choose its gold evolution card
- Keep Vine Whip active, skim pack edges and leave warning zones before their attacks land.
- Next target: Vine Whip level 5 plus Power and its gold Power Whip choice. Learn Harden separately until a Bond allows simultaneous use.
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.
Mewtwo
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; Future Sight, Swords Dance, Harden and Leftovers are absent from this starting state.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card
- Choose owned Mewtwo and keep its real Confusion active with 0 Bonds; use homing while moving out of warnings.
- For the later beam route, learn Psybeam separately and build toward level 5, Power and its gold evolution; do not load that route as an untouched start.
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.
Turtwig
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 Dance 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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Vine Whip → Power Whip: level 5 + Power; then choose its gold evolution card
- Use Vine Whip along pack edges and keep an escape lane for the slower 91-speed start.
- Next target: Vine Whip level 5 plus Power and Power Whip; learn later moves separately and earn Bonds before expecting a four-move attack group.
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.
Slowpoke
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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card
- Keep Confusion active and leave warning areas early; the start has no movement card, item or fused recovery move.
- Next target: Confusion level 5 plus Reflexes and its gold Psyshock evolution. This route can stay at 0 Bonds throughout.
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.
B
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Charmander
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. Swords Dance, Fire Blast and Quick Claw are future choices, not active starting effects.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Ember → Fire Blast: level 5 + Power; then choose its gold evolution card
- Keep Ember active and attack from an open lane; 0 Bonds means Swords Dance cannot attack with it yet.
- Next target: Ember level 5, a Power run card and the Fire Blast gold choice. Take immediate healing when needed instead of waiting for the full group.
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.
Psyduck
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 Swords Dance 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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card
- Keep the real starting Confusion active and move sideways out of boss warning zones.
- Next target: Confusion level 5 plus a Reflexes run card, then choose Psyshock. Swords Dance waits for a Bond before it can support the same active group.
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.
Treecko
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, Leaf Storm and Quick Claw are not yet active.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Razor Leaf → Leaf Storm: level 5 + Reflexes; then choose its gold evolution card
- Keep Razor Leaf active and position its return path through pack edges while maintaining room to dodge.
- Next target: Razor Leaf level 5, Reflexes and the Leaf Storm gold choice; learn Agility for later 1-Bond fusion.
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.
Piplup
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, Surf and Focus Sash are not present in the starting state.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Bubble → Surf: level 5 + Sprint; then choose its gold evolution card
- Keep Bubble active for surrounding packs and approach actual mission/rescue/chest targets; do not chase tickets that have not dropped.
- Next target: Bubble level 5, a Sprint run card and the gold Surf evolution; Aqua Ring remains separate until you earn 1 Bond.
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.
C
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.
Survival · Formed: listed cards and Bonds
S
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
Squirtle
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 Scald. Add Aqua Ring with 1 Bond; the preset includes Synthesis and optional Leftovers for recovery, while Aqua Ring itself is not a damage move.
Tradeoff and failure case: 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
Loaded active group: Water Gun → Scald (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Recipes and preset flags
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Reach Water Gun level 5, take Power and select Scald’s gold evolution card.
- Learn Aqua Ring and fuse it with the damage move using 1 Bond; keep that combined group active.
- The preset uses one Synthesis card and optional Leftovers. Remove the item if unavailable and compare the resulting regeneration.
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.
Piplup
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 Surf. With 1 Bond, Aqua Ring heals in the active damage group; Synthesis adds regeneration, and optional Focus Sash has a 60-second cooldown.
Tradeoff and failure case: 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
Loaded active group: Bubble → Surf (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Run cards loaded: Sprint ×1 · Synthesis ×1
One optional held item: Focus Sash. Use only if found; its drop is not guaranteed.
Recipes and preset flags
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Raise Bubble to level 5, take Sprint and select the gold Surf card; Power is not its required card.
- Learn Aqua Ring, add it with 1 Bond to the active Surf group and take the listed Synthesis card.
- Use Focus Sash only if found; finish new rift opportunities before 28:00 and claim completed missions separately.
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.
Turtwig
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 Dance coverage, at the cost of 3 Bonds and two distinct gold evolutions. The Tier plan explicitly loads both gold damage evolutions: Power Whip from Vine Whip with Power, and Petal Dance from Petal Blizzard with Synthesis, each at level 5. Add base Swords Dance and Harden with 3 Bonds; Armor and optional Leftovers support recovery and mitigation.
Tradeoff and failure case: 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
Loaded active group: Vine Whip → Power Whip (level 5) + Petal Blizzard → Petal Dance (level 5) + Swords Dance (level 5) + Harden (level 5)
Bonds required for this active group: 3
Run cards loaded: Power ×1 · Armor ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Vine Whip → Power Whip: level 5 + Power; then choose its gold evolution card · evolved in this preset
- Petal Blizzard → Petal Dance: level 5 + Synthesis; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
- Harden · No evolution recipe
This Tier preset includes two separate gold evolution choices: Vine Whip → Power Whip with Power, and Petal Blizzard → Petal Dance with Synthesis. The linked authored build page keeps its older first-attack-only preset; use this load button for both evolutions. Swords Dance and Harden remain base moves here.
- Reach Vine Whip level 5, take Power and choose its gold Power Whip evolution.
- Learn Petal Blizzard, raise it to level 5, take Synthesis and choose its separate gold Petal Dance evolution. This Tier endpoint includes both damage evolutions.
- Learn Swords Dance and Harden; earn 3 Bonds to fuse all four moves in the same active group before new rifts stop at 28:00.
- Use the listed Armor card and optional Leftovers. The linked older build preset evolves only its first attack; this Tier load action explicitly prepares both damage evolutions.
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.
A
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Bulbasaur
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 Power Whip; 1 Bond joins Harden in the same active group. The preset adds Armor and optional Assault Vest, which supply defense rather than automatic regeneration.
Tradeoff and failure case: 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
Loaded active group: Vine Whip → Power Whip (level 5) + Harden (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Armor ×1
One optional held item: Assault Vest. Use only if found; its drop is not guaranteed.
Recipes and preset flags
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Take Power, reach Vine Whip level 5 and choose its gold Power Whip card.
- Learn normal-pool Harden and spend 1 Bond to fuse it with the active damage move.
- Add the listed Armor card; use Assault Vest only if found, or compare a recovery item when lost HP is the limiting factor.
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.
Treecko
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 Leaf Storm; 1 Bond adds Agility to the group. The preset also uses Sprint and optional Quick Claw, emphasizing movement and attack cadence rather than recovery.
Tradeoff and failure case: 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
Loaded active group: Razor Leaf → Leaf Storm (level 5) + Agility (level 5)
Bonds required for this active group: 1
Run cards loaded: Reflexes ×1 · Sprint ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Razor Leaf → Leaf Storm: level 5 + Reflexes; then choose its gold evolution card · evolved in this preset
- Agility · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Reach Razor Leaf level 5, take Reflexes and select its Leaf Storm gold evolution.
- Learn Agility and fuse it into the active group with 1 Bond; count actual return hits when comparing damage.
- The preset includes one Sprint card and optional Quick Claw. Keep escort distance and avoid routes blocked by walls.
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.
Mewtwo
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 Future Sight with Power. The active group adds Swords Dance and Harden using 2 Bonds; Armor, Reflexes and optional Leftovers support it, while the beam replaces the starting homing attack.
Tradeoff and failure case: 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
Loaded active group: Psybeam → Future Sight (level 5) + Swords Dance (level 5) + Harden (level 5)
Bonds required for this active group: 2
Run cards loaded: Power ×1 · Reflexes ×1 · Armor ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Psybeam → Future Sight: level 5 + Power; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
- Harden · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Learn Psychic-pool Psybeam, reach level 5, take Power and choose the gold Future Sight evolution.
- Learn Swords Dance and Harden; spend 2 Bonds to fuse all three moves in one active group.
- The plan includes Armor and Reflexes plus optional Leftovers. Keep a clear beam lane and compare only actual contacts against the target’s types.
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.
Slowpoke
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 Psyshock. It still has one active attack, no item and no healing move; adding simultaneous Aqua Ring would require a different 1-Bond route.
Tradeoff and failure case: 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
Loaded active group: Confusion → Psyshock (level 5)
Bonds required for this active group: 0
Run cards loaded: Reflexes ×1
One optional held item: None equipped
Recipes and preset flags
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card · evolved in this preset
This is a one-attack example, not one of the eight authored builds.
- Take a Reflexes run card, reach Confusion level 5 and choose its gold Psyshock evolution.
- Keep this single attack active with 0 Bonds and no item; the load action does not add Aqua Ring or an unearned buff.
- For simultaneous Aqua Ring, learn it and earn 1 Bond as a separate plan; then compare the added healing against the same target and movement assumptions.
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.
B
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Charmander
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 Fire Blast with Power, plus Swords Dance after 1 Bond. Quick Claw is optional loot; the listed Reflexes card improves cadence but does not supply healing.
Tradeoff and failure case: 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
Loaded active group: Ember → Fire Blast (level 5) + Swords Dance (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Ember → Fire Blast: level 5 + Power; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Raise Ember to level 5, take Power and select its gold Fire Blast evolution.
- Learn Swords Dance and use 1 earned Bond to put both moves in the same active group.
- The preset adds one Reflexes card and optional Quick Claw; clear the item field if you have not found it.
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.
Psyduck
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 Swords Dance and Quick Claw improve offense rather than recovery or contact reduction. Level-5 Confusion plus Reflexes and its gold choice yields Psyshock. Swords Dance joins after 1 Bond; Power and optional Quick Claw add offense, without adding a healing move.
Tradeoff and failure case: 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
Loaded active group: Confusion → Psyshock (level 5) + Swords Dance (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Reach Confusion level 5, take Reflexes and separately choose the gold Psyshock card.
- Learn Swords Dance and use 1 Bond to join it to Psyshock’s active group.
- The preset also takes one Power card and optional Quick Claw. Recheck the target’s Psychic types instead of treating the S tier as universal.
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.
C
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.
Boss damage · Start: real move, 0 Bonds
S
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
Psyduck
Base values: HP 92 · ATK ×1.06 · Movement speed 101
Why this tier: Confusion/Psyshock 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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card
- Keep the real starting Confusion active and move sideways out of boss warning zones.
- Next target: Confusion level 5 plus a Reflexes run card, then choose Psyshock. Swords Dance waits for a Bond before it can support the same active group.
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.
Mewtwo
Base values: HP 118 · ATK ×1.55 · Movement speed 133
Why this tier: Confusion tracks at the start; the formed Future Sight group offers beam pressure with Swords Dance 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; Future Sight, Swords Dance, Harden and Leftovers are absent from this starting state.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card
- Choose owned Mewtwo and keep its real Confusion active with 0 Bonds; use homing while moving out of warnings.
- For the later beam route, learn Psybeam separately and build toward level 5, Power and its gold evolution; do not load that route as an untouched start.
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.
A
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Charmander
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. Swords Dance, Fire Blast and Quick Claw are future choices, not active starting effects.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Ember → Fire Blast: level 5 + Power; then choose its gold evolution card
- Keep Ember active and attack from an open lane; 0 Bonds means Swords Dance cannot attack with it yet.
- Next target: Ember level 5, a Power run card and the Fire Blast gold choice. Take immediate healing when needed instead of waiting for the full group.
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.
Slowpoke
Base values: HP 110 · ATK ×1.06 · Movement speed 84
Why this tier: Confusion/Psyshock 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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card
- Keep Confusion active and leave warning areas early; the start has no movement card, item or fused recovery move.
- Next target: Confusion level 5 plus Reflexes and its gold Psyshock evolution. This route can stay at 0 Bonds throughout.
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.
B
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Squirtle
Base values: HP 90 · ATK ×0.97 · Movement speed 96
Why this tier: Water Gun/Scald 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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Water Gun → Scald: level 5 + Power; then choose its gold evolution card
- Keep Water Gun active and shoot through the edge of packs; do not switch to a healing-only slot while enemies need clearing.
- Next target: level 5 plus Power and the Scald gold choice. Learn Aqua Ring for later fusion, but 0 Bonds does not activate it together with Water Gun.
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.
Bulbasaur
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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Vine Whip → Power Whip: level 5 + Power; then choose its gold evolution card
- Keep Vine Whip active, skim pack edges and leave warning zones before their attacks land.
- Next target: Vine Whip level 5 plus Power and its gold Power Whip choice. Learn Harden separately until a Bond allows simultaneous use.
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.
Treecko
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, Leaf Storm and Quick Claw are not yet active.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Razor Leaf → Leaf Storm: level 5 + Reflexes; then choose its gold evolution card
- Keep Razor Leaf active and position its return path through pack edges while maintaining room to dodge.
- Next target: Razor Leaf level 5, Reflexes and the Leaf Storm gold choice; learn Agility for later 1-Bond fusion.
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.
C
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.
Piplup
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. Surf 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, Surf and Focus Sash are not present in the starting state.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Bubble → Surf: level 5 + Sprint; then choose its gold evolution card
- Keep Bubble active for surrounding packs and approach actual mission/rescue/chest targets; do not chase tickets that have not dropped.
- Next target: Bubble level 5, a Sprint run card and the gold Surf evolution; Aqua Ring remains separate until you earn 1 Bond.
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.
Turtwig
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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Vine Whip → Power Whip: level 5 + Power; then choose its gold evolution card
- Use Vine Whip along pack edges and keep an escape lane for the slower 91-speed start.
- Next target: Vine Whip level 5 plus Power and Power Whip; learn later moves separately and earn Bonds before expecting a four-move attack group.
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.
Boss damage · Formed: listed cards and Bonds
S
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
Psyduck
Base values: HP 92 · ATK ×1.06 · Movement speed 101
Why this tier: Confusion/Psyshock 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 Psyshock. Swords Dance joins after 1 Bond; Power and optional Quick Claw add offense, without adding a healing move.
Tradeoff and failure case: 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
Loaded active group: Confusion → Psyshock (level 5) + Swords Dance (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Reach Confusion level 5, take Reflexes and separately choose the gold Psyshock card.
- Learn Swords Dance and use 1 Bond to join it to Psyshock’s active group.
- The preset also takes one Power card and optional Quick Claw. Recheck the target’s Psychic types instead of treating the S tier as universal.
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.
Mewtwo
Base values: HP 118 · ATK ×1.55 · Movement speed 133
Why this tier: Confusion tracks at the start; the formed Future Sight group offers beam pressure with Swords Dance 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 Future Sight with Power. The active group adds Swords Dance and Harden using 2 Bonds; Armor, Reflexes and optional Leftovers support it, while the beam replaces the starting homing attack.
Tradeoff and failure case: 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
Loaded active group: Psybeam → Future Sight (level 5) + Swords Dance (level 5) + Harden (level 5)
Bonds required for this active group: 2
Run cards loaded: Power ×1 · Reflexes ×1 · Armor ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Psybeam → Future Sight: level 5 + Power; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
- Harden · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Learn Psychic-pool Psybeam, reach level 5, take Power and choose the gold Future Sight evolution.
- Learn Swords Dance and Harden; spend 2 Bonds to fuse all three moves in one active group.
- The plan includes Armor and Reflexes plus optional Leftovers. Keep a clear beam lane and compare only actual contacts against the target’s types.
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.
A
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Charmander
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 Fire Blast with Power, plus Swords Dance after 1 Bond. Quick Claw is optional loot; the listed Reflexes card improves cadence but does not supply healing.
Tradeoff and failure case: 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
Loaded active group: Ember → Fire Blast (level 5) + Swords Dance (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Ember → Fire Blast: level 5 + Power; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Raise Ember to level 5, take Power and select its gold Fire Blast evolution.
- Learn Swords Dance and use 1 earned Bond to put both moves in the same active group.
- The preset adds one Reflexes card and optional Quick Claw; clear the item field if you have not found it.
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.
Squirtle
Base values: HP 90 · ATK ×0.97 · Movement speed 96
Why this tier: Water Gun/Scald 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 Scald. Add Aqua Ring with 1 Bond; the preset includes Synthesis and optional Leftovers for recovery, while Aqua Ring itself is not a damage move.
Tradeoff and failure case: 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
Loaded active group: Water Gun → Scald (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Recipes and preset flags
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Reach Water Gun level 5, take Power and select Scald’s gold evolution card.
- Learn Aqua Ring and fuse it with the damage move using 1 Bond; keep that combined group active.
- The preset uses one Synthesis card and optional Leftovers. Remove the item if unavailable and compare the resulting regeneration.
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.
Slowpoke
Base values: HP 110 · ATK ×1.06 · Movement speed 84
Why this tier: Confusion/Psyshock 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 Psyshock. It still has one active attack, no item and no healing move; adding simultaneous Aqua Ring would require a different 1-Bond route.
Tradeoff and failure case: 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
Loaded active group: Confusion → Psyshock (level 5)
Bonds required for this active group: 0
Run cards loaded: Reflexes ×1
One optional held item: None equipped
Recipes and preset flags
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card · evolved in this preset
This is a one-attack example, not one of the eight authored builds.
- Take a Reflexes run card, reach Confusion level 5 and choose its gold Psyshock evolution.
- Keep this single attack active with 0 Bonds and no item; the load action does not add Aqua Ring or an unearned buff.
- For simultaneous Aqua Ring, learn it and earn 1 Bond as a separate plan; then compare the added healing against the same target and movement assumptions.
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.
B
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Bulbasaur
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 Power Whip; 1 Bond joins Harden in the same active group. The preset adds Armor and optional Assault Vest, which supply defense rather than automatic regeneration.
Tradeoff and failure case: 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
Loaded active group: Vine Whip → Power Whip (level 5) + Harden (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Armor ×1
One optional held item: Assault Vest. Use only if found; its drop is not guaranteed.
Recipes and preset flags
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Take Power, reach Vine Whip level 5 and choose its gold Power Whip card.
- Learn normal-pool Harden and spend 1 Bond to fuse it with the active damage move.
- Add the listed Armor card; use Assault Vest only if found, or compare a recovery item when lost HP is the limiting factor.
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.
Treecko
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 Leaf Storm; 1 Bond adds Agility to the group. The preset also uses Sprint and optional Quick Claw, emphasizing movement and attack cadence rather than recovery.
Tradeoff and failure case: 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
Loaded active group: Razor Leaf → Leaf Storm (level 5) + Agility (level 5)
Bonds required for this active group: 1
Run cards loaded: Reflexes ×1 · Sprint ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Razor Leaf → Leaf Storm: level 5 + Reflexes; then choose its gold evolution card · evolved in this preset
- Agility · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Reach Razor Leaf level 5, take Reflexes and select its Leaf Storm gold evolution.
- Learn Agility and fuse it into the active group with 1 Bond; count actual return hits when comparing damage.
- The preset includes one Sprint card and optional Quick Claw. Keep escort distance and avoid routes blocked by walls.
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.
Piplup
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. Surf improves the route, but homing is easier against a moving boss. Sprint and the gold choice evolve level-5 Bubble into Surf. With 1 Bond, Aqua Ring heals in the active damage group; Synthesis adds regeneration, and optional Focus Sash has a 60-second cooldown.
Tradeoff and failure case: 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
Loaded active group: Bubble → Surf (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Run cards loaded: Sprint ×1 · Synthesis ×1
One optional held item: Focus Sash. Use only if found; its drop is not guaranteed.
Recipes and preset flags
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Raise Bubble to level 5, take Sprint and select the gold Surf card; Power is not its required card.
- Learn Aqua Ring, add it with 1 Bond to the active Surf group and take the listed Synthesis card.
- Use Focus Sash only if found; finish new rift opportunities before 28:00 and claim completed missions separately.
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.
Turtwig
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. The Tier plan explicitly loads both gold damage evolutions: Power Whip from Vine Whip with Power, and Petal Dance from Petal Blizzard with Synthesis, each at level 5. Add base Swords Dance and Harden with 3 Bonds; Armor and optional Leftovers support recovery and mitigation.
Tradeoff and failure case: 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
Loaded active group: Vine Whip → Power Whip (level 5) + Petal Blizzard → Petal Dance (level 5) + Swords Dance (level 5) + Harden (level 5)
Bonds required for this active group: 3
Run cards loaded: Power ×1 · Armor ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Vine Whip → Power Whip: level 5 + Power; then choose its gold evolution card · evolved in this preset
- Petal Blizzard → Petal Dance: level 5 + Synthesis; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
- Harden · No evolution recipe
This Tier preset includes two separate gold evolution choices: Vine Whip → Power Whip with Power, and Petal Blizzard → Petal Dance with Synthesis. The linked authored build page keeps its older first-attack-only preset; use this load button for both evolutions. Swords Dance and Harden remain base moves here.
- Reach Vine Whip level 5, take Power and choose its gold Power Whip evolution.
- Learn Petal Blizzard, raise it to level 5, take Synthesis and choose its separate gold Petal Dance evolution. This Tier endpoint includes both damage evolutions.
- Learn Swords Dance and Harden; earn 3 Bonds to fuse all four moves in the same active group before new rifts stop at 28:00.
- Use the listed Armor card and optional Leftovers. The linked older build preset evolves only its first attack; this Tier load action explicitly prepares both damage evolutions.
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.
C
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.
Ticket objectives · Start: real move, 0 Bonds
S
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
Piplup
Base values: HP 94 · ATK ×1.04 · Movement speed 95
Why this tier: Bubble/Surf clears enemies around objective locations while you move between missions, rescues and chests; Sprint is also the required Surf 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, Surf and Focus Sash are not present in the starting state.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Bubble → Surf: level 5 + Sprint; then choose its gold evolution card
- Keep Bubble active for surrounding packs and approach actual mission/rescue/chest targets; do not chase tickets that have not dropped.
- Next target: Bubble level 5, a Sprint run card and the gold Surf evolution; Aqua Ring remains separate until you earn 1 Bond.
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.
A
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Charmander
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/Surf, and no ticket-rate bonus. Start uses level-1 Ember, 88 HP and 105 movement speed with 0 Bonds. Swords Dance, Fire Blast and Quick Claw are future choices, not active starting effects.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Ember → Fire Blast: level 5 + Power; then choose its gold evolution card
- Keep Ember active and attack from an open lane; 0 Bonds means Swords Dance cannot attack with it yet.
- Next target: Ember level 5, a Power run card and the Fire Blast gold choice. Take immediate healing when needed instead of waiting for the full group.
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.
Squirtle
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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Water Gun → Scald: level 5 + Power; then choose its gold evolution card
- Keep Water Gun active and shoot through the edge of packs; do not switch to a healing-only slot while enemies need clearing.
- Next target: level 5 plus Power and the Scald gold choice. Learn Aqua Ring for later fusion, but 0 Bonds does not activate it together with Water Gun.
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.
Psyduck
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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card
- Keep the real starting Confusion active and move sideways out of boss warning zones.
- Next target: Confusion level 5 plus a Reflexes run card, then choose Psyshock. Swords Dance waits for a Bond before it can support the same active group.
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.
Treecko
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, Leaf Storm and Quick Claw are not yet active.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Razor Leaf → Leaf Storm: level 5 + Reflexes; then choose its gold evolution card
- Keep Razor Leaf active and position its return path through pack edges while maintaining room to dodge.
- Next target: Razor Leaf level 5, Reflexes and the Leaf Storm gold choice; learn Agility for later 1-Bond fusion.
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.
Mewtwo
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; Future Sight, Swords Dance, Harden and Leftovers are absent from this starting state.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card
- Choose owned Mewtwo and keep its real Confusion active with 0 Bonds; use homing while moving out of warnings.
- For the later beam route, learn Psybeam separately and build toward level 5, Power and its gold evolution; do not load that route as an untouched start.
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.
B
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Bulbasaur
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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Vine Whip → Power Whip: level 5 + Power; then choose its gold evolution card
- Keep Vine Whip active, skim pack edges and leave warning zones before their attacks land.
- Next target: Vine Whip level 5 plus Power and its gold Power Whip choice. Learn Harden separately until a Bond allows simultaneous use.
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.
Turtwig
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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Vine Whip → Power Whip: level 5 + Power; then choose its gold evolution card
- Use Vine Whip along pack edges and keep an escape lane for the slower 91-speed start.
- Next target: Vine Whip level 5 plus Power and Power Whip; learn later moves separately and earn Bonds before expecting a four-move attack group.
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.
Slowpoke
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.
Tradeoff and failure case: 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
Run cards loaded: 0 run cards; 0 permanent upgrades
One optional held item: None equipped
Next evolution recipe
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card
- Keep Confusion active and leave warning areas early; the start has no movement card, item or fused recovery move.
- Next target: Confusion level 5 plus Reflexes and its gold Psyshock evolution. This route can stay at 0 Bonds throughout.
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.
C
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.
Ticket objectives · Formed: listed cards and Bonds
S
Recommended route for this task under its stated conditions; the attack or support directly solves the task.
Treecko
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 Leaf Storm; 1 Bond adds Agility to the group. The preset also uses Sprint and optional Quick Claw, emphasizing movement and attack cadence rather than recovery.
Tradeoff and failure case: 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
Loaded active group: Razor Leaf → Leaf Storm (level 5) + Agility (level 5)
Bonds required for this active group: 1
Run cards loaded: Reflexes ×1 · Sprint ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Razor Leaf → Leaf Storm: level 5 + Reflexes; then choose its gold evolution card · evolved in this preset
- Agility · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Reach Razor Leaf level 5, take Reflexes and select its Leaf Storm gold evolution.
- Learn Agility and fuse it into the active group with 1 Bond; count actual return hits when comparing damage.
- The preset includes one Sprint card and optional Quick Claw. Keep escort distance and avoid routes blocked by walls.
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.
Piplup
Base values: HP 94 · ATK ×1.04 · Movement speed 95
Why this tier: Bubble/Surf clears enemies around objective locations while you move between missions, rescues and chests; Sprint is also the required Surf card, connecting travel and the damage route. Sprint and the gold choice evolve level-5 Bubble into Surf. With 1 Bond, Aqua Ring heals in the active damage group; Synthesis adds regeneration, and optional Focus Sash has a 60-second cooldown.
Tradeoff and failure case: 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
Loaded active group: Bubble → Surf (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Run cards loaded: Sprint ×1 · Synthesis ×1
One optional held item: Focus Sash. Use only if found; its drop is not guaranteed.
Recipes and preset flags
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Raise Bubble to level 5, take Sprint and select the gold Surf card; Power is not its required card.
- Learn Aqua Ring, add it with 1 Bond to the active Surf group and take the listed Synthesis card.
- Use Focus Sash only if found; finish new rift opportunities before 28:00 and claim completed missions separately.
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.
A
Strong alternative with a concrete tradeoff, such as aim, matchup or one required support move.
Charmander
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/Surf, and no ticket-rate bonus. The formed group uses level-5 Ember evolved to Fire Blast with Power, plus Swords Dance after 1 Bond. Quick Claw is optional loot; the listed Reflexes card improves cadence but does not supply healing.
Tradeoff and failure case: 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
Loaded active group: Ember → Fire Blast (level 5) + Swords Dance (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Ember → Fire Blast: level 5 + Power; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Raise Ember to level 5, take Power and select its gold Fire Blast evolution.
- Learn Swords Dance and use 1 earned Bond to put both moves in the same active group.
- The preset adds one Reflexes card and optional Quick Claw; clear the item field if you have not found it.
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.
Squirtle
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 Scald. Add Aqua Ring with 1 Bond; the preset includes Synthesis and optional Leftovers for recovery, while Aqua Ring itself is not a damage move.
Tradeoff and failure case: 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
Loaded active group: Water Gun → Scald (level 5) + Aqua Ring (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Recipes and preset flags
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Reach Water Gun level 5, take Power and select Scald’s gold evolution card.
- Learn Aqua Ring and fuse it with the damage move using 1 Bond; keep that combined group active.
- The preset uses one Synthesis card and optional Leftovers. Remove the item if unavailable and compare the resulting regeneration.
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.
Bulbasaur
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 Power Whip; 1 Bond joins Harden in the same active group. The preset adds Armor and optional Assault Vest, which supply defense rather than automatic regeneration.
Tradeoff and failure case: 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
Loaded active group: Vine Whip → Power Whip (level 5) + Harden (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Armor ×1
One optional held item: Assault Vest. Use only if found; its drop is not guaranteed.
Recipes and preset flags
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Take Power, reach Vine Whip level 5 and choose its gold Power Whip card.
- Learn normal-pool Harden and spend 1 Bond to fuse it with the active damage move.
- Add the listed Armor card; use Assault Vest only if found, or compare a recovery item when lost HP is the limiting factor.
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.
Psyduck
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 Psyshock. Swords Dance joins after 1 Bond; Power and optional Quick Claw add offense, without adding a healing move.
Tradeoff and failure case: 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
Loaded active group: Confusion → Psyshock (level 5) + Swords Dance (level 5)
Bonds required for this active group: 1
Run cards loaded: Power ×1 · Reflexes ×1
One optional held item: Quick Claw. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Reach Confusion level 5, take Reflexes and separately choose the gold Psyshock card.
- Learn Swords Dance and use 1 Bond to join it to Psyshock’s active group.
- The preset also takes one Power card and optional Quick Claw. Recheck the target’s Psychic types instead of treating the S tier as universal.
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.
Mewtwo
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 Future Sight with Power. The active group adds Swords Dance and Harden using 2 Bonds; Armor, Reflexes and optional Leftovers support it, while the beam replaces the starting homing attack.
Tradeoff and failure case: 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
Loaded active group: Psybeam → Future Sight (level 5) + Swords Dance (level 5) + Harden (level 5)
Bonds required for this active group: 2
Run cards loaded: Power ×1 · Reflexes ×1 · Armor ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Psybeam → Future Sight: level 5 + Power; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
- Harden · No evolution recipe
This preset evolves only its first attack. Other listed recipes remain separate choices in the planner; a matching card does not auto-evolve them.
- Learn Psychic-pool Psybeam, reach level 5, take Power and choose the gold Future Sight evolution.
- Learn Swords Dance and Harden; spend 2 Bonds to fuse all three moves in one active group.
- The plan includes Armor and Reflexes plus optional Leftovers. Keep a clear beam lane and compare only actual contacts against the target’s types.
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.
Turtwig
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. The Tier plan explicitly loads both gold damage evolutions: Power Whip from Vine Whip with Power, and Petal Dance from Petal Blizzard with Synthesis, each at level 5. Add base Swords Dance and Harden with 3 Bonds; Armor and optional Leftovers support recovery and mitigation.
Tradeoff and failure case: 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
Loaded active group: Vine Whip → Power Whip (level 5) + Petal Blizzard → Petal Dance (level 5) + Swords Dance (level 5) + Harden (level 5)
Bonds required for this active group: 3
Run cards loaded: Power ×1 · Armor ×1 · Synthesis ×1
One optional held item: Leftovers. Use only if found; its drop is not guaranteed.
Recipes and preset flags
- Vine Whip → Power Whip: level 5 + Power; then choose its gold evolution card · evolved in this preset
- Petal Blizzard → Petal Dance: level 5 + Synthesis; then choose its gold evolution card · evolved in this preset
- Swords Dance · No evolution recipe
- Harden · No evolution recipe
This Tier preset includes two separate gold evolution choices: Vine Whip → Power Whip with Power, and Petal Blizzard → Petal Dance with Synthesis. The linked authored build page keeps its older first-attack-only preset; use this load button for both evolutions. Swords Dance and Harden remain base moves here.
- Reach Vine Whip level 5, take Power and choose its gold Power Whip evolution.
- Learn Petal Blizzard, raise it to level 5, take Synthesis and choose its separate gold Petal Dance evolution. This Tier endpoint includes both damage evolutions.
- Learn Swords Dance and Harden; earn 3 Bonds to fuse all four moves in the same active group before new rifts stop at 28:00.
- Use the listed Armor card and optional Leftovers. The linked older build preset evolves only its first attack; this Tier load action explicitly prepares both damage evolutions.
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.
B
Usable, but positioning, setup cost or missing support makes another explained route easier for this task.
Slowpoke
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 Psyshock. It still has one active attack, no item and no healing move; adding simultaneous Aqua Ring would require a different 1-Bond route.
Tradeoff and failure case: 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
Loaded active group: Confusion → Psyshock (level 5)
Bonds required for this active group: 0
Run cards loaded: Reflexes ×1
One optional held item: None equipped
Recipes and preset flags
- Confusion → Psyshock: level 5 + Reflexes; then choose its gold evolution card · evolved in this preset
This is a one-attack example, not one of the eight authored builds.
- Take a Reflexes run card, reach Confusion level 5 and choose its gold Psyshock evolution.
- Keep this single attack active with 0 Bonds and no item; the load action does not add Aqua Ring or an unearned buff.
- For simultaneous Aqua Ring, learn it and earn 1 Bond as a separate plan; then compare the added healing against the same target and movement assumptions.
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.
C
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.
How these tiers are assigned
Grades follow attack behavior, safe contact opportunities, recovery or mitigation, movement and the legal card/Bond cost for the selected task. They are authored judgments, not numerical score percentiles. Compare neutral attack matchups and no forced weather first, then adjust for the actual enemy, terrain and player movement. The complete 966-row stat comparison below remains separate: its weighted HP/speed/attack score is a shortlist aid, not the source of these letters. Finish new rift/Bond opportunities before 28:00; independently select each gold evolution card. Loaded plans reproduce the stated stage, not an owned save or a promise that loot will appear.
What the two stages load
Start loads the Pokémon’s actual starting attack at level 1 with 0 Bonds, no item and no bonuses. Formed loads the named route at level 5 with its stated cards and 0/1/2/3 Bonds. Moves in ordinary separate slots do not attack together: the combined group must be active. An optional item can be removed in the planner if you have not found it.
Psyduck requires Reflexes for Confusion → Psyshock; Piplup requires Sprint for Bubble → Surf. The Turtwig Tier endpoint prepares both Power Whip and Petal Dance with Power, Synthesis, two gold choices and 3 Bonds; its linked older build preset keeps the second attack unevolved. Slowpoke’s plan stays at 0 Bonds and loads only Confusion/Psyshock, without silently adding Aqua Ring.
What to do
- Switch the goal before interpreting an order.
- Open the comparison tool for the finalists.
Numbers & conditions
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.
Common mistakes
A formed S-tier route is not your starting inventory: earn its Bonds, take its run cards and choose each gold evolution. These nine conditional editorial routes are separate from the 966-row numerical table; Pokémon outside the explained set are not automatically C. Ownership, optional loot, target types and actual contacts still determine whether a plan is usable.
Tools
Related pages
Game data & sources
The linked game files show where these stats, costs and rules come from. Updates to the game may change them.
Data version: a9b21f09
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/data/pokedex.js
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/data/moves.js








