Monday, August 10, 2026

Into the Oddish: Starter Pokemon Gen 4

 New moves are denoted with an asterisk. Dark & Steel types are introduced.

 https://www.serebii.net/pokearth/sprites/dp/387.png  

Turtwig

Type: Grass

Resist: Water, Electric, Ground, Grass

Vulnerabilities: Fire, Flying, Poison, Bug, Ice 

 

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

    $1: Body Slam

    $2-3: Cut

    $4-5: Potion

    $6: X Defense

 

List of moves:

1-3: Absorb 

4-6: Curse*

7-9: Bite

10-13: Mega Drain

14-16: Leech Seed

17-19: Giga Drain*

20: Earthquake

 

Grotle

Type: Grass

Resist: Water, Electric, Ground, Grass

Vulnerabilities: Fire, Flying, Poison, Bug, Ice

 

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

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Torterra

Resist: Ground, Rock

Vulnerabilities: Fire, Flying, Bug, Ice (x2)

Immunity: Electric

 

Benefit: When you evolve to Torterra, 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). 

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https://www.serebii.net/pokearth/sprites/dp/390.png 

Chimchar

Type: Fire

Resist: Fire, Grass, Bug

Vulnerabilities: Water, Ground, Rock

 

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

    $1: Brick Break*

    $2-3: Strength

    $4-5 Potion

    $6: X Attack

 

List of moves:

1-3: Ember

4-6: Taunt*

7-9: Fury Swipes

10-13: Mach Punch*

14-16: Flame Wheel*

17-19: Fire Spin

20: Flare Blitz*

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Monferno

Type: Fire, Fighting 

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

Vulnerabilities: Water, Ground, Flying, Psychic

 

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

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Infernape

Type: Fire, Fighting 

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

Vulnerabilities: Water, Ground, Flying, Psychic

 

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

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https://www.serebii.net/pokearth/sprites/dp/393.png 

Piplup

Type: Water

Resist:Fire, Water, Ice

Vulnerabilities: Electric, Grass

 

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

    $1: Bide

    $2-3: Surf

    $4-5: Potion

    $6: X Defense

 

List of moves:

1-3: Bubble

4-6: Peck*

7-9: Bide

10-13: Metal Claw*

14-16: Whirlpool*

17-19: Drill Peck*

20: Hydro Pump

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Prinplup

Type: Water

Resist:Fire, Water, Ice

Vulnerabilities: Electric, Grass

 

Benefit: When you evolve to Prinplup, 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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Empoleon

Type: Water, Steel

Resist: Normal, Water, Flying, Psychic, Bug, Rock, Dragon, Steel (x2), Fairy

Vulnerabilities: Electric, Fighting, Ground

Immunity: Poison

 

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

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New Moves

 

·       Curse. (Ghost) If used by a non-Ghost pokemon, the User’s Armor increases by 1, their attacks are Enhanced, and they have disadvantage on DEX saves for the remainder of the encounter. If a Ghost pokemon uses this move, they lose half of their STR and inflict a Curse on a target. Each round, the target loses a quarter of their STR score, rounded up. [Usage: 1 x day]

·       Giga Drain. (Grass) The User deals 1d10 damage to the target and restores their own HP by half the damage inflicted. [Usage: 1 x day]

·       Brick Break. (Fighting) This move destroys any Light Screen or Reflect active. The user deals 1d8 damage to the target. [Usage: 2 x per encounter]

·       Taunt. (Dark) The target must only use damaging moves. At the end of each round, the target can make a WIL save to stop this effect. [Usage: 3 x per day]

·       Mach Punch. (Fighting) User moves first in this combat regardless of DEX save results. User deals 1d4 damage to the target. [Usage: 3 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]

·       Flare Blitz. (Fire) User deals 1d12 damage to the target. If rolling multiple damage dice and any match, the target suffers the Burn Status. The user takes 1/3 of the inflicted damage, rounded up, as recoil. [Usage: 1 x per day]

·       Peck. (Flying). User deals 1d4 damage to the target. [Usage: Unlimited]

·       Metal Claw. (Steel) User deals 1d6 damage to the target. If rolling multiple damage dice and any match, the User’s attacks are Enhanced. [Usage: 3 x per encounter]

·       Whirlpool. (Water) User must spend its turn attacking the same target for the next 1d4 rounds (unless the target faints earlier). On each turn, the user deals 1d4 damage to the target, and the target is immobilized and does not act on those turns. [Usage: 1 x per encounter]

·       Drill Peck. (Flying) User deals 1d8 damage to the target. [Usage: 2 x per encounter].

 Post Script 

Lots of moves in this set! And by and large, these movesets are a lot better than the Gen 1 & Gen 2 starters. I've also cut some redundant moves like Pound, which is the same as Tackle. Shouldn't matter unless you put in Imprison for some sick reason.  
 
For now, this is where I'll stop. Gen 4 are the games I grew up with and where my knowledge of Pokemon Mystery Dungeon caps out. 

 

 

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Into the Oddish: Starter Pokemon Gen 4

 New moves are denoted with an asterisk. Dark & Steel types are introduced.      Turtwig Type: Grass Resist: Water, El...