Choose the mode and inspect the starter
Start with Normal Mode to learn the map. In Gen I, compare the starter's displayed move with Brock's Rock/Ground team. A dual-type Pokémon does not automatically choose a countering move for every opponent.
Play Pokelike, a Pokémon roguelike autobattler. Start a run, compare Gen I starters, and use the decisions below to plan your next route, matchup, and item choice.
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Before your first run
Battles resolve automatically. Your decisions happen around them: choose a starter, follow branching nodes, recruit Pokémon, equip items, and arrange the team. The first living Pokémon in your lineup fights first; the next living teammate takes over when it faints.
This guide covers the embedded v1.6 build. The starter comparison is for Gen I, Normal Mode, with default level-5 moves and no held items. Gen II, Nuzlocke, and Battle Tower change the decisions, so check the mode before applying a tip.
Gen I · Opening matchup
Brock opens with level-12 Geodude and level-14 Onix, both Rock/Ground. Compare the move your starter actually uses with both defending types, rather than choosing by move power alone.
| Starter | Default move | Power | Type factor |
|---|---|---|---|
| Bulbasaur | Magical Leaf · Grass | 40 | 4× |
| Charmander | Incinerate · Fire | 60 | 0.5× |
| Squirtle | Bubble · Water | 50 | 4× |
Grass and Water each exploit two weaknesses here. Fire is resisted by Rock, so Charmander's higher move power does not settle the matchup. If you choose Charmander, use early catches to find an answer to Brock; if you choose Bulbasaur or Squirtle, still check levels, HP, and the move shown on the card.
Compare Gen I & II starters and coverage plansView the rules and review methodUse the visible next fight to decide what the team needs. A reward is useful when it changes a matchup, not simply because it looks rare.
Start with Normal Mode to learn the map. In Gen I, compare the starter's displayed move with Brock's Rock/Ground team. A dual-type Pokémon does not automatically choose a countering move for every opponent.
If the team cannot damage the next boss effectively, prefer a reachable catch opportunity over another damage item for the same bad matchup. If coverage is already adequate but HP is low, look for recovery before adding another fight.
The first living teammate becomes active. Put an appropriate attacker in front before entering battle; check that an item has not changed its move type or added a survival cost. Metronome, for example, changes a dual-type holder to its other attack type in this build.
Record the mode, opponent, lead's move, HP, and item. Change one decision next run: a catch for coverage, a safer branch, a different lead, or a less costly item. This distinguishes a fixable preparation error from random damage or critical hits.
These are different rule sets. Pokédex and Hall of Fame are progress records, rather than extra battle modes.
Learn the route and preserve HP between encounters. In the reviewed story code, moving to the next gym map fully heals the team; this is not a full heal after every ordinary battle.
Fainted teammates are normally removed permanently, so a sacrificial lead has a lasting cost. The reviewed Gen II code has an exception for a won Silver rival battle: it keeps the roster and heals it afterward. Do not generalize that exception to other fights.
Type traits add another team-building constraint. In the reviewed build, two non-shiny Water-type teammates activate the first Water trait. Compare the benefit of reaching a trait threshold with the coverage lost by replacing a teammate; a matching type alone does not make a stronger lineup.
Worked decisions
Original examples built from the embedded game's rules. The arithmetic isolates one effect; these are not recorded wins or complete battle simulations.
01
Your Electric move has a 0× type factor against Brock's Ground typing. In this build, the battle engine replaces an immune attack with typeless, 50-power Struggle, so the lead can still deal fallback damage.
A healthy Grass or Water attacker instead uses a favorable 4× type factor against Rock/Ground. An Electric-specific damage boost does not boost the replacement Struggle move.
Inspect the lead's move and the battle log. Put the suitable living attacker first when you can, rather than relying on the immunity fallback.
02
For an illustrative holder with 40 maximum HP, Life Orb's 10% max-HP recoil costs 4 HP per damaging attack. Four such attacks cost 16 HP from recoil alone, before enemy damage.
Shell Bell instead restores 15% of damage dealt, limited by missing HP: a 20-damage hit restores 3 HP. That 15% and Life Orb's 10% have different bases. Life Orb also raises damage by 30%, so compare how quickly a fight ends with how much HP the next node needs.
For a worn-down lead on an attrition route, check the recoil budget before choosing the damage boost. These item values belong to this embedded version, not every Pokémon game.
03
The reviewed Gen I sequence is Lorelei, Bruno, Agatha, Lance, then Gary. Its between-fight transition is timed, unlike the separate Gen II preparation screen.
An opener suited only to the first opponent is not a plan for all five fights. Before starting, inspect the remaining team's moves, held items, and HP as well as the lead. Do not rely on having the Gen II reordering screen between Gen I battles.
Use the opponent information and roster you actually have. Prepare multiple answers before the sequence, rather than expecting one starter matchup to carry every fight.
Practical answers for this embedded version. Read the review notes above when comparing a guide written for another build.
Yes. Press Start the run to load the embedded game. Choose the generation and mode shown in its title screen. This guide does not require an account; the embedded game may offer its own optional sign-in or save features.
For Brock's Rock/Ground team, the reviewed default Grass move on Bulbasaur and Water move on Squirtle have a 4× type factor. Charmander's default Fire move has a 0.5× factor. Those factors favor Grass or Water for that matchup, but do not rank whole runs or guarantee a win.
Yes. The reviewed engine uses the first living teammate as the active Pokémon and sends the next living teammate when it faints. Check the lead's actual move, HP, and held item before the fight.
No. The reviewed build selects its default attack type by its rules, with some species exceptions. A held Metronome can switch a dual-type Pokémon to its other type. Read the move on the card instead of assuming adaptive move selection.
No. Normal story progression fully heals the team when moving to the next gym map in the reviewed build. Ordinary encounters can carry HP loss forward, and Nuzlocke adds permanent losses. Plan around the recovery opportunities you can actually reach.
In this embedded build it raises damage by 30% but costs 10% of the holder's maximum HP per damaging attack. A 40-max-HP holder loses 4 HP each time. Consider the next encounter as well as the current damage gain.
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No. This is an independent site that embeds a fan-made game and publishes its own guide. It is not affiliated with Nintendo, Game Freak, or The Pokémon Company, and it does not claim to develop or publish the game.
Play Pokelike Online
Play the embedded browser game and use this guide to improve route choices, team order, Battle Tower planning, and Elite Four preparation.