Friday, August 7, 2026

Into the Oddish: Starter Pokemon Gen 3

   New moves are denoted with an asterisk and detailed at the bottom. 

https://www.serebii.net/pokearth/sprites/frlg/252.png

Treecko

Type: Grass

Resist: Water, Electric, Ground, Grass

Vulnerabilities: Fire, Flying, Poison, Bug, Ice

 

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

    $1: Leech Seed

    $2-3: Cut

    $4-5 Potion

    $6: X Speed

 

List of moves:

1-3: Absorb

4-6: Quick Attack

7-9: Fury Cutter*

10-13: Screech

14-16: Mega Drain

17-19: Agility

20: Leaf Blade*

---

Grovyle

Type: Grass

Resist: Water, Electric, Ground, Grass

Vulnerabilities: Fire, Flying, Poison, Bug, Ice

 

Benefit: When you evolve to Grovyle, 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). 

---

Sceptile

Type: Grass

Resist: Water, Electric, Ground, Grass

Vulnerabilities: Fire, Flying, Poison, Bug, Ice

 

Benefit: When you evolve to Sceptile, you gain 2d6 HP, 1 Armor, increase your Strength by 1d4, your Dexterity by 1d8, and your Willpower by 1d6 (up to a maximum of 20 for each). 

---
https://www.serebii.net/pokearth/sprites/frlg/255.png

Torchic

Type: Fire

Resist: Fire, Grass, Bug

Vulnerabilities: Water, Ground, Rock

 

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

    $1: Double Team

    $2-3: Strength

    $4-5 Potion

    $6: X Attack

 

List of moves:

1-3: Ember

4-6: Peck

7-9: Sand Attack

10-13: Double Kick

14-16: Bulk Up*

17-19: Blaze Kick*

20: Sky Uppercut*

---

Combusken

Type: Fire, Fighting 

Resist: Fire, Grass, Ice, Bug (x2), Dark, Steel

Vulnerabilities: Water, Ground, Flying, Psychic

 

Benefit: When you evolve to Combusken, 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). 

---

Blaziken

Type: Fire, Fighting 

Resist: Fire, Grass, Ice, Bug (x2), Dark, Steel

Vulnerabilities: Water, Ground, Flying, Psychic

 

Benefit: When you evolve to Blaziken, you gain 2d6 HP, 1 Armor, increase your Strength by 1d4, your Dexterity by 1d6, and your Willpower by 1d8 (up to a maximum of 20 for each). 

---

https://www.serebii.net/pokearth/sprites/frlg/258.png 

Mudkip

Type: Water

Resist: Fire, Water, Ice

Vulnerabilities: Electric, Grass

 

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

    $1: Dig

    $2-3: Surf

    $4-5 Potion

    $6: Awakening

 

List of moves:

1-3: Mud-Slap*

4-6: Water Gun

7-9: Bide

10-13: Mud Shot*

14-16: Take Down

17-19: Muddy Water*

20: Earthquake

---

Marshtomp

Type: Water, Ground

Resist: Fire, Poison, Rock, Steel

Vulnerabilities: Grass (x2)

Immunity: Electric

 

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

---

Swampert

Type: Water, Ground

Resist: Fire, Poison, Rock, Steel

Vulnerabilities: Grass (x2)

Immunity: Electric

 

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

---

New Moves

·      Fury Cutter. (Bug) User deals 1d4 damage to the target. Each time this move is used, the damage die increases in size (1d4 1d6 1d8). [Usage: 3 x per encounter]

·      Leaf Blade. (Grass) User deals 1d10 to the target. The attack is a critical hit if it rolls a 9 or 10. [Usage: 1 x per encounter]

·      Bulk Up. (Fighting) User’s Armor increases by 1 and their attacks are Enhanced for the remainder of the encounter. [Usage: 3 x per day]

·      Blaze Kick. (Fire) User deals 1d6 damage to the target. If rolling multiple damage dice and any match, the target suffers the Burn Status. Also, the attack is a critical hit if it rolls a 5 or a 6. [Usage: 2 x per encounter]

·      Sky Uppercut. (Fighting) User deals 1d8 damage to the target. This move can hit airborne targets such as those using Fly or Bounce. [Usage: 2 x per encounter]

·      Mudslap. (Ground) User deals 1d4 damage to the target and lowers the target’s Accuracy by one stage. [Usage: 1 x per encounter]

·      Mud Shot. (Ground) User deals 1d6 damage to the target. If rolling multiple damage dice and any match, target has disadvantage on DEX saves until they pass a DEX save. [Usage: 2 x per encounter]

·      Muddy Water. (Water) User rolls 1d20. On a 4 or higher, this moves deals 1d10 damage to the target(s) (Blast damage). If any damage dice match, the target(s) Accuracy is lowered by one stage. [Usage: 1 per day]

 

 Post Script (Same as Gen 2 P.S.)

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

Into the Oddish: Starter Pokemon Gen 3

   New moves are denoted with an asterisk and detailed at the bottom.  Treecko Type: Grass Resist: Water, Electric, Ground, Grass...