Tuesday, August 4, 2026

Into the Oddish: Starter Pokemon Gen 2


Gen 2 Starters for Into the Oddish. New moves are denoted with an asterisk.  

 

Totodile

Type: Water

Resist:Fire, Water, Ice

Vulnerabilities: Electric, Grass

 

Start with:1d6 HP, Tackle, Tail Whip, and:

    $1: Headbutt

    $2-3: Strength

    $4-5 Potion

    $6: X Attack

 

List of moves:

1-3: Water Gun

4-6: Bite

7-9: Scary Face

10-13: Slash

14-16: Screech*

17-20: Hydro Pump

---

Croconaw

Type: Water

Resist:Fire, water, Ice

Vulnerabilities: Electric, Grass

 

Benefit: When you evolve to Croconaw, you gain 2d4 HP, increase your Strength by 1d4, your Dexterity by 1, and your Willpower by 1d4 (up to a maximum of 20 for each). 

---

Feraligatr

Type: Water

Resist:Fire, water, Ice

Vulnerabilities: Electric, Grass

 

Benefit: When you evolve to Feraligatr, you gain 2d6 HP, 1 Armor, and you increase your Strength by 1d8, your Dexterity by 1d6 and your Willpower by 1 (up to a maximum of 20 for each).


---

Cyndaquil

Type: Fire

Resist: Fire, Grass, Bug

Vulnerabilities: Water, Ground, Rock

 

Start with:1d6 HP, Tackle, Leer, and:

    $1: Headbutt

    $2-3: Cut

    $4-5 Potion

    $6: Burn Heal

 

List of moves:

1-3: Smoke Screen*

4-6: Ember

7-9: Quick Attack

10-13: Flame Wheel*

14-16: Swift

17-20: Flamethrower

---

Quilava

Type: Fire

Resist: Fire, Grass, Bug

Vulnerabilities: Water, Ground, Rock

 

Benefit: When you evolve to Quilava, you gain 2d4 HP, increase your Strength by 1, your Dexterity by 1d4, and your Willpower by 1d4 (up to a maximum of 20 for each). 

---

Typhlosion

Type: Fire

Resist: Fire, Grass, Bug

Vulnerabilities: Water, Ground, Rock

 

Benefit: When you evolve to Typlosion, you gain 2d6 HP, 1 armor, increase your Strength by 1, your Dexterity by 1d8, and your Willpower by 1d6 (up to a maximum of 20 for each). 

---

Chikorita

Type: Grass

Resist: Water, Electric, Ground, Grass

Vulnerabilities: Fire, Flying, Poison, Bug, Ice 

 

Start with:1d6 HP, Tackle, Growl, and:

    $1: Headbutt

    $2-3: Cut

    $4-5 Potion

    $6: Antidote

 

List of moves:

1-3: Razor Leaf

4-6: Reflect

7-9: Poison Powder

10-13: Synthesis*

14-16: Body Slam

17-20: Solar Beam

---

Bayleef

Type: Grass

Resist: Water, Electric, Ground, Grass

Vulnerabilities: Fire, Flying, Poison, Bug, Ice

 

Benefit: When you evolve to Bayleef, you gain 2d4 HP, gain 1 armor, increase your Strength by 1, your Dexterity by 1, and your Willpower by 1d4 (up to a maximum of 20 for each). 

---

Meganium

Type: Grass

Resist: Water, Electric, Ground, Grass

Vulnerabilities: Fire, Flying, Poison, Bug, Ice

 

Benefit: When you evolve to Meganium, you gain 2d6 HP, 1 Armor, increase your Strength by 1d4, your Dexterity by 1d4, and your Willpower by 1d6 (up to a maximum of 20 for each). 

---

 

New Moves

  • Screech. (Normal) The target's Armor is reduced by 2 for the remainder of the encounter. [Usage: 1 x per encounter]
  • Smoke Screen. (Normal) The target's Accuracy is lowered by 1 stage. [Usage: 1 x per encounter]
  • Flame Wheel. (Fire) User deals 1d4 damage to the target. If rolling multiple damage dice and any match, the target suffers the Burn Status. [Usage: 2 x per encounter]
  • Synthesis. (Grass) User restores 2d6 HP. Add 1d6 if the weather is harsh sunlight and remove 1d6 if it is rainy. [Usage 1 x per day].

---

Post Script
As I mentioned in my review, there are a few "bugs" from Gen 1 such as Psychic types being immune to Ghost moves. I am treating these 'mons as if these bugs have been removed and the rules are in line with more modern Pokemon games. While it doesn't come up here, except Dark and Steel types in the future. 
 
As the Generations pass, starter movesets become much better.[1]
 
I also wrote this before Warren published his Conversion guide, though it applies more for enemy Pokemon. I tried to follow the logic of the original Into the Oddish starters. 
 
How do you adjudicate what Starter players get? You can easily sub these starters for the Gen 1 starters. Alternatively, have your players take this quiz from Pokemon Mystery Dungeon.[2]

 

 

[1] The Squirtle line learns Withdraw at level 31. Turtwig starts with this mediocre move.  

[2] Get a Pokemon from a later Gen? Come back here later! 

No comments:

Post a Comment