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
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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).
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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).
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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
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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).
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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).
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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
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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).
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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).
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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].
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[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!
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