Pokemondex
Playthroughs, Starters & Lore

All 27 Starter Pokémon Ranked by In-Game Playthrough Dominance

Every starter final evolution from Bulbasaur to Quaxly ranked purely on how much they trivialize their home region's gym gauntlet — type coverage, movepool depth, and evolution timing decide the order, not competitive tier lists.

By Paul Lovell · Updated 27 May 2026

Playthrough dominance and competitive VGC or Smogon relevance are almost entirely separate rankings. A starter's in-game value comes down to four things: how well its typing covers its own region's gym leaders, how early it gets its key evolution and moves relative to when it's actually needed, how deep its accessible movepool is without heavy TM investment, and how efficiently its stats convert into surviving and winning battles at the levels a normal playthrough actually reaches. This ranking weighs all four, region by region.

S-Tier: The Playthrough-Trivializers

1. Swampret (Mudkip line, Gen 3)

Swampret's Water/Ground typing is widely considered the single most broken defensive-offensive combination any starter has ever had for its own region, because it leaves Swampret with exactly one common weakness (Grass, and only quad-weak in the rare case of a pure Grass-type with no secondary typing) while resisting or being immune to most of what Hoenn's gyms throw at it, including a full immunity to Electric-type attacks that neutralizes an entire gym outright. Its ability, Torrent, is a minor bonus next to the typing itself, and by the point most Hoenn gyms are fought, Swampert's STAB Water and Ground coverage is either neutral or super-effective against the overwhelming majority of leader teams.

2. Infernape (Chimchar line, Gen 4)

Chimchar's value is as much about Sinnoh's route design as its own stats: the region has a relative shortage of strong early-accessible Fire-type options compared to other regions, so a Fire/Fighting starter fills a coverage gap nothing else in the early game replicates. Infernape's balanced physical stat spread and access to a genuinely deep movepool (Close Combat, Flamethrower, and reliable coverage moves all obtainable without heavy grinding) make it one of the most complete single-Pokémon answers to Sinnoh's gym gauntlet.

3. Feraligatr (Totodile line, Gen 2)

A pure Water typing with strong physical stats and an early useful movepool makes Feraligatr a safe, low-execution-risk playthrough pick through Johto and Kanto's rematch gyms, without the narrow weaknesses that hurt some later dual-typed starters.

A-Tier: Strong, Slightly Narrower

4. Quaquaval (Quaxly line, Gen 9)

Water/Fighting dual STAB covers most of Paldea's gym spread between the two types, and Moxie's Attack-boost-on-knockout rewards efficient, low-risk battling once it's evolved.

5. Blaziken (Torchic line, Gen 3)

Fire/Fighting with a genuinely strong Attack stat and Speed Boost as an ability makes Blaziken one of the hardest-hitting starters in any playthrough once it evolves, though its fragile early stages (Torchic and Combusken) are more vulnerable to Hoenn's early Water- and Rock-heavy gyms than the fully-evolved form suggests.

6. Emboar (Tepig line, Gen 5)

Fire/Fighting again, with a high Attack stat, though Emboar's typing overlaps awkwardly with several of Unova's own Fighting-leaning trainer teams and it's noticeably slower than Blaziken's line.

7. Meowscarada (Sprigatito line, Gen 9)

Protean guarantees STAB on every move regardless of typing weaknesses, smoothing over Grass's normally poor offensive coverage, though its lower bulk than Quaquaval or Skeledirge makes it slightly more mistake-punishing.

B-Tier: Solid but Type-Limited

8. Charizard (Charmander line, Gen 1)

Fire/Flying gives Charizard good general coverage and it hits reasonably hard, but Kanto's gym order puts a Rock-type gym directly in Charizard's path at a point where it's quad-weak to Rock-type moves, historically one of the most commonly cited starter-playthrough pitfalls in the franchise.

9. Skeledirge (Fuecoco line, Gen 9)

Torch Song's self-snowballing Sp. Atk boost makes Skeledirge a reliable slow-and-steady sweeper against most of Paldea, held back only by a low Speed stat that means it's rarely acting first.

10. Empoleon (Piplup line, Gen 4)

Water/Steel gives Empoleon one of the best defensive typings of any starter, with resistances to a huge portion of the type chart, though its offensive output is comparatively modest against Sinnoh's tougher midgame trainers.

11. Greninja (Froakie line, Gen 6)

Fast and Water/Dark typed with solid special power, Greninja clears most of Kalos comfortably, though its lower physical bulk means it can be caught out by strong physical attackers it doesn't outspeed.

12. Samurott (Oshawott line, Gen 5)

Pure Water with decent physical stats is a safe, unremarkable playthrough pick through Unova, competent everywhere without excelling anywhere in particular.

13. Typhlosion (Cyndaquil line, Gen 2)

Pure Fire with strong special power is excellent against Johto's early gyms but loses relative value once Johto's later, more Fire-resistant trainer teams show up, and it has no secondary typing to fall back on for coverage.

C-Tier: Serviceable, Overshadowed

14. Venusaur (Bulbasaur line, Gen 1)

Grass/Poison gives Venusaur good early coverage against Kanto's Water- and Rock-leaning first gyms, but Grass as a primary attacking type has poor neutral coverage against a huge portion of the type chart later on, requiring TM investment (Earthquake, Sludge Bomb) to stay relevant.

15. Blastoise (Squirtle line, Gen 1)

Pure Water with strong physical bulk is a dependable pick but offers little beyond straightforward Water STAB spam, and Kanto has enough Grass- and Electric-type gym presence to occasionally punish a Blastoise-heavy strategy.

16. Torterra (Turtwig line, Gen 4)

Grass/Ground is a genuinely useful defensive typing (full Electric immunity) but Torterra is slow and its offensive movepool leans heavily on Ground and Grass STAB that several Sinnoh gyms resist outright.

17. Sceptile (Treecko line, Gen 3)

Fast with decent special power, but pure Grass typing (until Mega Evolution, which isn't available mid-playthrough) leaves it walled by Hoenn's Fire-, Flying-, Poison-, Bug-, and Steel-heavy gym spread more often than either of its Hoenn starter siblings.

18. Delphox (Fennekin line, Gen 6)

Fire/Psychic has an awkward weakness profile (quad-weak to nothing, but weak to five types including common Water, Rock, and Ground attackers) and Delphox's frail physical bulk makes it a riskier carry through Kalos than Greninja.

19. Chesnaught (Chespin line, Gen 6)

Grass/Fighting has decent defensive utility but a low Speed stat leaves it consistently acting after faster Kalos trainer Pokémon, undercutting its otherwise solid bulk.

D-Tier: Below Average

20. Meganium (Chikorita line, Gen 2)

Meganium is frequently cited as the weakest classic-era starter for a playthrough: pure Grass typing with a notably thin offensive movepool relative to its generation, mediocre Attack and Sp. Atk stats, and no secondary typing to pick up the coverage slack that Bulbasaur or Turtwig at least partially get from Poison or Ground. Its bulk lets it survive hits reasonably well, but it struggles to actually knock out Johto's tougher gym leader Pokémon in a reasonable number of turns.

21. Serperior (Snivy line, Gen 5)

Pure Grass with strong Speed and a Contrary ability niche, but a shallow useful movepool without significant TM/TR investment leaves it offensively one-dimensional through most of Unova.

22. Decidueye (Rowlet line, Gen 7)

Grass/Ghost is an interesting typing on paper but Decidueye's stats are unimpressive across the board for a fully-evolved starter, and its evolution timing is notably late relative to when Alola's trials actually need it.

23. Inteleon (Sobble line, Gen 8)

Pure Water with high Speed but low physical bulk makes Inteleon a glass-cannon pick that underperforms relative to Galar's other two starter options in a straightforward playthrough.

24. Rillaboom (Grookey line, Gen 8)

Pure Grass again limits offensive coverage significantly, and while Grassy Surge provides passive healing utility, that's a marginal playthrough benefit compared to the raw type coverage the other Galar starter options bring.

25. Cinderace (Scorbunny line, Gen 8)

Cinderace is genuinely strong competitively but its pure Fire typing in a playthrough context leaves it walled by Galar's Water- and Rock-leaning gyms more often than its VGC reputation would suggest, making it a middling rather than dominant in-game pick despite Libero's Protean-style flexibility.

Why Dual Typing Almost Always Wins the Ranking

The single clearest pattern across all 27: every starter in the S- and A-tiers has a dual typing that either grants a hard immunity (Swampert's Electric immunity, Torterra's Electric immunity) or covers a region's specific coverage gap (Infernape and Sinnoh's Fire shortage, Quaquaval and Paldea's broad gym spread). Every pure-single-type starter, no matter how strong its raw stats, ends up mid-table or lower because a playthrough's difficulty is driven far more by specific type matchups against named gym leaders than by any stat total, and a second typing is the only thing that reliably patches a starter's worst matchup rather than just making its best matchups slightly better.