All Starters Gen 1–9 Wheel

Twenty-seven starters, nine generations, and the same three types every single time. SpinyWheel's All Starters Gen 1–9 Wheel spins the lot at 3.7 percent each, for randomiser runs, replay challenges, and settling the argument about which generation had the best trio.

The most consistent design rule in the series

Every generation offers exactly three starters, and every generation uses exactly the same type triangle. Grass beats Water, Water beats Fire, Fire beats Grass, and no entry has ever broken it:

TypeStartersChance per spin
Grass933.3%
Fire933.3%
Water933.3%

That is a rare thing in a series that has changed almost everything else. The triangle survives because it does a job no other structure does: it makes the first choice meaningful without making it wrong, since each option is strong against one rival and weak to the other.

The practical consequence for the wheel is that type is never the variable. A spin gives you an even chance of each type regardless of which generation it lands in, so the interesting question is always which generation you drew rather than which element.

Spinning breaks the type habit

Most players pick the same type every generation. Ask around and people will tell you they are a Fire person or a Water person, usually without having decided it deliberately, and they will have played nine games making the same choice.

That habit costs more than variety. Type choice changes the early game substantially, since the first few gyms are designed around whichever starter the player picked, and a player who always takes the same element has never played the other two versions of the opening hours.

A spin removes the choice entirely. Landing on a type you avoid means playing a route you have skipped nine times, and the starters people dislike are usually disliked on design grounds rather than because they play badly.

Randomiser runs and replay challenges

The wheel supports formats the games do not offer. Spin a starter and replay whichever generation it belongs to, which picks both the game and the opening in one landing.

For a full series run, remove each starter after use and 27 spins covers every generation three times over, once per type. That is a multi-year project, but a nine-spin version taking one starter per generation is achievable and produces a run nobody would have assembled by choice.

SpinyWheel's Dual Wheel returns two results in one landing, so a starter and a challenge rule arrive together: 27 entries against six restrictions give 162 openings, and the rule cannot be chosen to suit the starter you drew.

Settling which generation had the best trio

Twenty-seven starters produce 351 possible head-to-head comparisons, and the ones people actually argue about cluster around the same handful of favourites.

Spinning two and comparing them reaches the matchups nobody raises. For a group, spin per person and have everyone defend whatever they got, which is a considerably better argument than everyone defending the one they already liked.

For a wider character list, the 100 MHA Characters Wheel covers a different roster, and the Starting Gender Wheel handles the other creation-screen question. Browse the wheel library for other gaming wheels.

FAQ

Twenty-seven across the nine main generations, three per generation. Every trio follows the same Grass, Fire, and Water structure, which has never varied since the first games. That consistency is unusual in a series that has changed most of its other conventions over three decades.

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