Burnsby is the strongest on paper — its final form Braveheart has the highest base stat total of the three at 593, with 124 Mgk. Atk and 108 Speed. Bulbapod has the best early game on type alone: Grass hits Water, Electric and Light super-effectively, and Light (Furreal) is the most common wild element on the first three routes. Squibbly is the easiest to play, ending as Krakanchor with 122 Health and 115 Defense. There is no wrong pick — the gap between the strongest and weakest final form is 45 base stat total, about 8%.
- Answer
- Burnsby for power, Bulbapod for early-route matchups, Squibbly for an easy, tanky run.
- Evidence
- Every number here is read from the release build's monster, move and type-chart tables: base stats, evolution levels, final typings, encounter rates and matchup multipliers.
- Rule
- Compare final forms, not starting forms — the level-5 numbers you see at the choice screen invert by the end. Then check the type chart against what the early routes actually spawn.
- Confidence
- The stats, evolution levels, matchups and encounter rates are exact. The play-feel judgements reflect the numbers, not a completed playthrough of each starter. No citable community consensus exists on this question, so the recommendation is argued from data only.
- Updated
- 2026-08-30
The short version
All three starters are three-stage families that finish with a second element. None of them is a trap pick, and the spread between the strongest and the weakest final form is 45 base stat total — about 8%.
What separates them is shape and timing. Burnsby's line is fast and magical and evolves earliest. Bulbapod's line starts weakest but owns the early routes on type matchups alone, then finishes as a physical attacker. Squibbly's line is a wall from the first minute to the last.
Final forms compared
| Final form | Typing | BST | Health | Attack | Defense | Mgk. Atk | Mgk. Def | Speed |
|---|---|---|---|---|---|---|---|---|
| Braveheart | Fire / Fighting | 593 | 100 | 118 | 79 | 124 | 64 | 108 |
| Slytharot | Grass / Flying | 561 | 100 | 120 | 90 | 67 | 92 | 92 |
| Krakanchor | Water / Electric | 548 | 122 | 106 | 115 | 42 | 95 | 68 |
Every stage, every evolution level
| Family | Stage 1 (BST) | Evolves | Stage 2 (BST) | Evolves | Final (BST) |
|---|---|---|---|---|---|
| Burnsby line | Burnsby (324) | Lv 14 | Felt (466) | Lv 38 | Braveheart (593) |
| Bulbapod line | Bulbapod (273) | Lv 15 | Scytherin (391) | Lv 34 | Slytharot (561) |
| Squibbly line | Squibbly (342) | Lv 16 | Loctorus (433) | Lv 36 | Krakanchor (548) |
Burnsby → Felt → Braveheart (Fire)
Base stat totals of 324, 466 and 593. Evolves at level 14 and again at 38 — the earliest first evolution of the three, which matters more than it sounds in the opening hours.
Braveheart finishes as Fire/Fighting with 124 Mgk. Atk, 118 Attack and 108 Speed. It is the highest base stat total of any starter and the only one that is genuinely fast. The trade is bulk: 100 Health and 79 Defense are low, and 64 Mgk. Def is the weakest special bulk of the three finals.
The early game is Burnsby's rough patch, oddly enough: on the type chart Fire is super-effective only against Grass and Ice, and the most common early wild families are Light and Ghost, which take Fire neutrally. Dark — Quackfil's and Dartly's element, both on the first two routes — hits Fire for double.
Pick Burnsby if you like winning fights before they start, and don't mind the first routes being fought at neutral.
Braveheart, the strongest final form

Bulbapod → Scytherin → Slytharot (Grass)
Base stat totals of 273, 391 and 561. Evolves at level 15 and again at 34 — the earliest final evolution of the three.
Bulbapod is the weakest starting Dokimon in the game's starter set at 273, but the type chart carries it: Grass hits Water, Electric and Light super-effectively, and Light is the single most common element in the early wild pool — Furreal alone is 29.4% of Route 01 spawns, 27.3% of Route 02 and 26.1% of Route 03. No other starter gets that many favourable matchups before the first city.
The caution is Quackfil, 18.8% of Twindle Forest and common on the next two routes: its Dark/Flying typing means its Flying side hits Grass for double.
Slytharot finishes with 120 Attack — the highest raw Attack of the three finals — 90 Defense, 92 Mgk. Def and 92 Speed, and a Grass/Flying typing. Pick Bulbapod if you want the smoothest opening hours and a fast route to the final form.
Squibbly → Loctorus → Krakanchor (Water)
Base stat totals of 342, 433 and 548. Evolves at level 16 and again at 36 — the latest first evolution of the three.
Squibbly starts the strongest of the three at 342, with 79 Health and 80 Defense at stage one. On offense the early game is nearly all neutral: Water is super-effective only against Fire and Poison, and neither shows up in the early wild tables. Defensively only Grass and Electric hit it for double, and Carrotti — Twindle Forest's most common spawn at 43.8% — is the main early Grass threat.
Krakanchor ends with 122 Health, 115 Defense and 95 Mgk. Def, and a Water/Electric typing. It is slow — 68 Speed against Braveheart's 108 — and its 42 Mgk. Atk is the lowest stat of any starter final. One warning the typing hides: because Grass is super-effective against both Water and Electric, a Grass move hits Krakanchor for 4x.
Pick Squibbly for a first playthrough. It survives mistakes.
How each starter fares on the first routes
| Starter | Super-effective against (early) | Takes 2x from (early) | Early verdict |
|---|---|---|---|
| Burnsby (Fire) | Grass — Carrotti, 43.8% of Twindle Forest | Dark — Quackfil, Dartly | Mostly neutral fights |
| Bulbapod (Grass) | Light, Water, Electric — Furreal is ~26–29% of Routes 01–03 | Flying (Quackfil), Poison, Fire, Ice | Best early offense |
| Squibbly (Water) | Fire, Poison — neither spawns early | Grass (Carrotti), Electric (Wattlet, Patches) | All-neutral, tanks it out |
The level-45 moves
Each final form's learnset tops out at level 45 with a distinct heavy move: Braveheart gets Dragon Fire (Dragon element, 110 power, 85 accuracy), Slytharot gets Ecliptal Scythe (Ghost, 95 power, 100 accuracy), and Krakanchor gets Glacier Crush (Ice, 60 power, 100 accuracy).
Note the elements: none of the three matches its user's own typing, which makes them coverage moves rather than boosted staples. Dragon Fire is the biggest number of the three; Glacier Crush's 60 power is modest and its value depends on Ice's matchups — Ice is super-effective against Grass, Flying and Dragon.
Does the choice actually matter?
Less than it does in most games of this shape. You can catch a wild Dokimon in the very first forest, and 104 of the 144 Dokimon carry wild encounter data somewhere, so nothing about your starter locks you out of a team.
The three starters also form a clean triangle — Fire beats Grass, Grass beats Water, Water beats Fire — so whichever you pick, rival fights follow the classic pattern.
The practical answer is that the starter is your level lead for the first several hours, and whichever one you pick will be the Dokimon carrying you through the first two or three routes. Choose the one whose shape you enjoy playing, not the one with the largest number.
Every stage in the database
- Burnsby — Fire — evolves at Lv 14
- Felt — Fire — evolves at Lv 38
- Braveheart — Fire/Fighting final form, 593 BST
- Bulbapod — Grass — evolves at Lv 15
- Scytherin — Grass — evolves at Lv 34
- Slytharot — Grass/Flying final form, 561 BST
- Squibbly — Water — evolves at Lv 16
- Loctorus — Water — evolves at Lv 36
- Krakanchor — Water/Electric final form, 548 BST
- Type chart — All 13 elements, every multiplier
Starter questions, answered
What is the strongest starter in Dokimon Quest?
By base stat total, Burnsby: its final form Braveheart reaches 593, against Slytharot's 561 and Krakanchor's 548. The gap between strongest and weakest is about 8%.
What do the three starters evolve into?
Burnsby evolves into Felt at level 14 and Braveheart (Fire/Fighting) at 38. Bulbapod evolves into Scytherin at 15 and Slytharot (Grass/Flying) at 34. Squibbly evolves into Loctorus at 16 and Krakanchor (Water/Electric) at 36.
Which starter has the best early game?
Bulbapod, on type matchups: Grass is super-effective against Light, Water and Electric, and the Light-type Furreal is the most common wild spawn on Routes 01 through 03, at roughly 26 to 29% of encounters.
Is any starter a bad pick?
No. All three finish as dual-type final forms between 548 and 593 base stat total, and wild catches can cover any gap — 104 of the 144 Dokimon carry wild encounter data.
Do the starters beat each other in a triangle?
Yes. In the game's type chart Fire is super-effective against Grass, Grass against Water, and Water against Fire — the classic loop.
Next
Once you have your starter, the type chart is the thing that will decide your next twenty fights.
Open the type chartSources
- Game data extracted from the v1.0 release build — All base stats, evolution levels, typings, learnsets, encounter rates and type-chart multipliers on this page come from the game's own tables.
