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Author Topic: Pokemon Red/Blue/Yellow  (Read 3411 times)

Dark Holy Elf

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Pokemon Red/Blue/Yellow
« on: December 21, 2007, 08:30:09 AM »
Foreword: Since Sir Donald went ahead with what he had, figured I'd do the same. Of course, this is horribly incomplete. My interpretations differ from his slightly (I take everyone at L50, equal Stat EXPs/DVs), but for the most part all the important stuff is the same.

Stuff you might want to read up on, most of which can be found in other Pokemon stat topics:
-Notes on core stats.
-Notes on PP.
-Notes on elements.
-Notes on status.
-Notes on accuracy and criticals.
-Notes on stat modifiers.

Placeholder note: Average for stats is 155 HP, 100 in all others. Spc (Special) functions as both the attack stat for Fire/Ice/Lightning/Water/Grass/Psychic (i.e. magic) attacks, and as magic defence. All the other stats are self-explanatory.

Placeholder note 2: RBY differs from GSC-onwards in a few ways. Fire does not resist Ice, Psychic is immune to Ghost, Bug and Poison are weak to each other, and Steel/Dark do not even exist. Poison/Burn/Leech Seed deal only 1/16 mHP damage. Freeze never wears off, and Sleep lasts longer (up to 7 turns). RBYGSC differ from later games in that evade boosts yield evade rates of N/(N+2), where N is the number of evade boosts. Accuracy downs yield identical evade rates. Otherwise, notes that work for later games (found in other stat topics) generally work here.

Pokemon can use four attacks; the four above the line are the set I recommend when fighting blind. PP costs are listed in parentheses.

Venusaur (Grass/Poison)
HP 155, Atk 102, Def 103, Spd 100, Spc 120
Critical rate: 16%
Durability: 1.03 physical, 1.20 magical

Razor Leaf (25): 43 damage (Grass, 95% hit, 100% crit), avg 82.
Sleep Powder (15): 75% chance of inflicting Sleep.
Leech Seed (10): 90% chance of inflicting Leech Seed. Leech Seed causes the target to lose 1/16 maxHP after each turn, draining it to the Pokemon who used Leech Seed.
Growth (40): Raises Special by +50% of base value (max 6 times).
---
Solarbeam (10): Requires one-round charge time before use. 90 damage (Grass), avg 52.
Poisonpowder (35): 75% chance of inflicting Poison.
Vine Whip (10): 28 damage (Grass), avg 32.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Tackle (35): 16 damage (Normal, 95% hit), avg 18.

Comments: Pretty good damage and status, costly elemental weaknesses. High Middle or low Heavy, probably.

Charizard (Fire/Flying)
HP 153, Atk 104, Def 98, Spd 120, Spc 105
Critical rate: 20%
Durability: 0.97 physical, 1.04 magical

Flamethrower (15): 62 damage (Fire), avg 74. 10% chance of inflicting Burn.
Fire Spin (15): 11 damage (Fire, 70% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 32 if enemy is faster, 108 if enemy is slower barring PP limitations.
Slash (20): 31 damage (Normal, 100% crit), avg 62.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
---
Rage (20): 10 damage (Normal), avg 12. Once used, this attack will be used for no PP cost on every subsequent round until attacker is KOed. During this time, whenever the opponent deals damage to the Rager, the latter's Attack is raised by 50% of base value (max 6 times). At maximum power this does 40 damage. USELESS.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Ember (25): 28 damage (Fire), avg 34. 10% chance of inflicting Burn.
Scratch (35): 19 damage (Normal), avg 23.

Comments: Pretty fast, and Fire Spin gives him an interesting option on offence. Like Venusaur, a strong Middle or a shoddy Heavy.

Blastoise (Water)
HP 154, Atk 103, Def 120, Spd 98, Spc 105
Critical rate: 15%
Durability: 1.19 physical, 1.04 magical

Hydro Pump (5): 79 damage (Water, 80% hit), avg 73.
Bite (25): 27 damage (Normal), avg 31. If target is slower than attacker, 30% chance to make target lose a turn.
Withdraw (40): Raises Defence by +50% of base value (max 6 times).
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
---
Skull Bash (15): Requires one-round charge time before use. 43 damage (Normal), avg 25.
Water Gun (25): 28 damage (Water), avg 32.
Bubble (30): 15 damage (Water), avg 17. 10% chance of lowering target's Speed by 1/3 (stackable at fading effect, 6 times).
Tackle (35): 16 damage (Normal, 95% hit), avg 17.

Comments: Blastoise is the scrub of the three starters. Middling damage and no real tricks beyond above average defence. Middle.

Butterfree (Bug/Flying)
HP 135, Atk 65, Def 70, Spd 100, Spc 90
Critical rate: 16%
Durability: 0.61 physical, 0.78 magical

Psybeam (20): 25 damage (Psychic), avg 29. 10% chance of inflicting Confuse.
Sleep Powder (15): 75% chance of inflicting Sleep.
Stun Spore (30): 75% chance of inflicting Paralyse.
Supersonic (20): 55% chance of inflicting Confuse.
---
Whirlwind (20): Ends random encounters. Worthless.
Poisonpowder (35): 75% chance of inflicting Poison.
Confusion (25): 19 damage (Psychic), avg 22. 10% chance of inflicting Confuse.
Harden (30): Raises Defence by +50% of base value (max 6 times).
String Shot (40): Lowers target's Speed by 1/3 (stackable at fading effect, 6 times).
Tackle (35): 11 damage (Normal, 95% hit), avg 12.

Comments: Eh, a decent status whore, but look at that damage! And that durability! Butterfree sucks, and his best stat being average speed ensures that he belongs in Light.

Beedrill (Bug/Poison)
HP 140, Atk 100, Def 60, Spd 95, Spc 65
Critical rate: 15%
Durability: 0.54 physical, 0.59 magical

Twineedle (20): 18 damage (Bug), hits twice, avg 41. 20% chance of inflicting Poison.
Agility (30): Raises Speed by +100% of base value (max 3 times).
String Shot (40): Lowers target's Speed by 1/3 (stackable at fading effect, 6 times).
Harden (30): Raises Defence by +50% of base value (max 6 times).
---
Pin Missile (20): 11 damage (Bug, 85% hit), hits 2 to 5 times at random, avg 38.
Rage (20): 9 damage (Normal), avg 10. Once used, this attack will be used for no PP cost on every subsequent round until attacker is KOed. During this time, whenever the opponent deals damage to the Rager, the latter's Attack is raised by 50% of base value (max 6 times). At maximum power this does 36 damage. USELESS.
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Fury Attack (20): 7 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 24.
Poison Sting (35): 11 damage (Poison), avg 13. 30% chance of inflicting Poison.

Comments: He has a speed game, but his damage is too pathetic to take advantage of it. His durability is even worse than Butterfree's, and he has no debilitating status, making him an even worse Light.

Pidgeot (Normal/Flying)
HP 158, Atk 100, Def 95, Spd 111, Spc 90
Critical rate: 18%
Durability: 0.97 physical, 0.92 magical

Quick Attack (30): 26 damage (Normal), avg 31. Attacker gains initiative during round Quick Attack is used.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Sand-Attack (15): Lowers target's Accuracy by 1/3 (stackable at fading effect, 6 times).
Mirror Move (20): Use move most recently used by opponent. Effects of this move are based off user of Mirror Move's stats.
---
Wing Attack (35): 23 damage (Flying), avg 27.
Whirlwind (20): Ends random encounters. Worthless.
Gust (35): 26 damage (Normal), avg 31.

Comments: Yet another Pokemon who can not deal any damage. At least he's more durable than Beedrill, but still Light.

Raticate (Normal)
HP 130, Atk 101, Def 80, Spd 117, Spc 70
Critical rate: 19%
Durability: 0.67 physical, 0.59 magical

Hyper Fang (15): 51 damage (Normal, 90% hit), avg 55. If target is slower than attacker, 10% chance to make target lose a turn.
Super Fang (10): 90% chance of target losing half its current HP, rounded up.
Quick Attack (30): 26 damage (Normal), avg 31. Attacker gains initiative during round Quick Attack is used.
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
---
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Tackle (35): 23 damage (Normal, 95% hit), avg 26.

Comments: Super Fang and Hyper Fang should combine for an easy 3HKO and Raticate is pretty fast, but with that durability, he can forget about getting out of Light... though he is better than the previous three Pokemon at least. -_-

Fearow (Normal/Flying)
HP 140, Atk 110, Def 85, Spd 120, Spc 81
Critical rate: 20%
Durability: 0.77 physical, 0.73 magical

Drill Peck (20): 56 damage (Flying), avg 67.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
---
Mirror Move (20): Use move most recently used by opponent. Effects of this move are based off user of Mirror Move's stats.
Fury Attack (20): 12 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 42.
Peck (35): 25 damage (Flying), avg 30.

Comments: Fearow is Raticate with better numbers across the board and a Haste spell. Still poor at taking hits, but is probably good enough for low Middle.

Arbok (Poison)
HP 135, Atk 105, Def 89, Spd 100, Spc 85
Critical rate: 16%
Durability: 0.78 physical, 0.74 magical

Acid (30): 28 damage (Poison), avg 32. 10% chance of lowering target's Defence by 1/3 (stackable at fading effect, 6 times).
Wrap (20): 7 damage (Normal, 85% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 24 if enemy is faster, 161 if enemy is slower barring PP limitations.
Glare (30): 75% chance of inflicting Paralyse.
Screech (40): 85% chance of lowering target's Defence by 1/2 (stackable at fading effect, 3 times).
---
Bite (25): 27 damage (Normal), avg 31. If target is slower than attacker, 30% chance to make target lose a turn.
Poison Sting (35): 11 damage (Poison), avg 13. 30% chance of inflicting Poison.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).

Comments: Glare (if enemy is faster) -> Spam Wrap -> Win. This strategy is surprisingly ruthless in a duel, with a good chance despite a mere 7 damage a turn of killing the enemy before they move. For the status immune of above average speed, Screech followed by Acid works, but... it's definitely Light-level damage. Still, because of the effectiveness of Glare/Wrap, I'm inclined to put Arbok in high Middle despite his durability woes.

Raichu (Electric)
HP 135, Atk 110, Def 75, Spd 120, Spc 110
Critical rate: 20%
Durability: 0.65 physical, 0.96 magical

Thunderbolt (15): 65 damage (Electric), avg 78. 10% chance of inflicting Paralyse.
Thunder Wave (20): Inflicts Paralyse.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Double Team (15): Raises Evasion to 1/3 for all attacks (stackable at fading effect, 6 times).
---
Light Screen (30): Give self Light Screen status (halves magic damage sustained for rest of battle).
Thunder (10): 83 damage (Electric, 70% hit), avg 70. 10% chance of inflicting Paralyse.
Swift (20): 29 damage (Normal), avg 35. Ignores attacker's accuracy and target's evade, can hit airborne (e.g. using Fly) targets.
Slam (20): 37 damage (Normal, 75% hit), avg 33.
Quick Attack (30): 19 damage (Normal), avg 23. Attacker gains initiative during round Quick Attack is used.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Thundershock (30): 29 damage (Electric), avg 35. 10% chance of inflicting Paralyse.

Comments: With Agility and Thunder Wave, he'll be running circles around nearly anything. Toss in solid damage and the ability to boost both evade (up to 75% if he gets enough turns) or magic defence, and he's a definite Heavy. Low Defence is a problem, though.

Note that Raichu's inferior form, Pikachu is often suggested for ranking, etc. So I'll include him, too. His skillset is identical to Raichu's, but his stats are much worse. Note that Pikachu, not being a final evolution, isn't included in stat averages.

Pikachu (Electric)
HP 110, Atk 75, Def 50, Spd 110, Spc 70
Critical rate: 18%
Durability: 0.35 physical (HA!), 0.50 magical

Thunderbolt (15): 43 damage (Electric), avg 51. 10% chance of inflicting Paralyse.
Thunder Wave (20): Inflicts Paralyse.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Double Team (15): Raises Evasion to 1/3 for all attacks (stackable at fading effect, 6 times).
---
Light Screen (30): Give self Light Screen status (halves magic damage sustained for rest of battle).
Thunder (10): 53 damage (Electric, 70% hit), avg 44. 10% chance of inflicting Paralyse.
Swift (20): 19 damage (Normal), avg 22. Ignores attacker's accuracy and target's evade, can hit airborne (e.g. using Fly) targets.
Slam (20): 26 damage (Normal, 75% hit), avg 23.
Quick Attack (30): 14 damage (Normal), avg 17. Attacker gains initiative during round Quick Attack is used.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Thundershock (30): 19 damage (Electric), avg 22. 10% chance of inflicting Paralyse.

Comments: Like Raichu, the speed game is very deadly. However, he really does die to a sneeze. Even below average physicals can score one-hit kills against him, and he fears magic almost as badly unless he can set up Light Screen. Probably a Middle by grace of skillset alone.

Sandslash (Ground)
HP 150, Atk 120, Def 130, Spd 85, Spc 75
Critical rate: 13%
Durability: 1.26 physical, 0.73 magical

Slash (20): 35 damage (Normal, 100% crit), avg 70.
Sand-Attack (15): Lowers target's Accuracy by 1/3 (stackable at fading effect, 6 times).
Swift (20): 31 damage (Normal), avg 35. Ignores attacker's accuracy and target's evade, can hit airborne (e.g. using Fly) targets.
Poison Sting (35): 8 damage (Poison), avg 9. 30% chance of inflicting Poison.
---
Fury Swipes (15): 10 damage (Normal, 80% hit), hits 2 to 5 times at random, avg 32.
Scratch (35): 21 damage (Normal), avg 24.

Comments: Low Middle or high Light. Decent damage and can blind; physically durable but doesn't like magic. Below average speed doesn't help matters, though.

Nidoqueen (Poison/Ground)
HP 165, Atk 102, Def 107, Spd 96, Spc 95
Critical rate: 15%
Durability: 1.14 physical, 1.01 magical

Body Slam (15): 37 damage (Normal), avg 43. 30% chance of inflicting Paralyse.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Bite (25): 26 damage (Normal), avg 30. If target is slower than attacker, 30% chance to make target lose a turn.
---
Fury Swipes (15): 9 damage (Normal, 80% hit), hits 2 to 5 times at random, avg 29.
Poison Sting (35): 11 damage (Poison), avg 13. 30% chance of inflicting Poison.
Double Kick (30): 14 damage (Fighting), hits twice, avg 32.
Scratch (35): 18 damage (Normal), avg 21.
Tackle (35): 16 damage (Normal, 95% hit), avg 17.

Comments: Standard Light physical attacker, really. Her stat break attacks help her out a bit, as does the 30% chance of Paralyse.

Nidoking (Poison/Ground)
HP 156, Atk 112, Def 97, Spd 105, Spc 95
Critical rate: 17%
Durability: 0.98 physical, 0.96 magical

Thrash (20): 43 damage (Normal), avg 50. This attack will be used on two or three consecutive turns, during which time no new actions may be taken. Afterwards, the attacker becomes Confused. This particular Pokemon does 22 damage to itself 50% of the time instead of attacking for one to four rounds.
Horn Attack (25): 31 damage (Normal), avg 36.
Horn Drill (5): 30% chance of inflicting Instant Death. Targets faster than the attacker are immune.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
---
Fury Attack (20): 8 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 28.
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Poison Sting (35): 12 damage (Poison), avg 14. 30% chance of inflicting Poison.
Double Kick (30): 15 damage (Fighting), hits twice, avg 35.
Tackle (35): 18 damage (Normal, 95% hit), avg 20.

Comments: A slightly more offence-oriented version of Nidoqueen... though Thrash, damage aside, is certainly not as good as Body Slam in general. He might want to Leer once or twice before using Thrash to avoid any possible Confusion woes. Or just try his luck with his crappy instant death. Another Light, though not the worst one around.

Clefable (Normal)
HP 165, Atk 90, Def 93, Spd 80, Spc 110
Critical rate: 12%
Durability: 0.99 physical, 1.17 magical

Double Slap (10): 9 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 30.
Sing (15): 55% chance of inflicting Sleep.
Minimize (20): Raises Evasion to 1/3 for all attacks (stackable at fading effect, 6 times).
Light Screen (30): Give self Light Screen status (halves magic damage sustained for rest of battle).
---
Defense Curl (40): Raises Defence by +50% of base value (max 6 times).
Metronome (10): Use any one attack from within the game of Pokemon, at random.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Pound (35): 23 damage (Normal), avg 26.

Comments: Another Pokemon with outright dismal damage. And slow. A shame, since otherwise the ingredients for an interesting dueller are there, with an inaccurate sleep attack and some stat boosts. There's also Metronome, but that's mostly a novelty move. Light.

Ninetales (Fire)
HP 148, Atk 96, Def 95, Spd 120, Spc 120
Critical rate: 20%
Durability: 0.91 physical, 1.15 magical

Flamethrower (15): 72 damage (Fire), avg 86. 10% chance of inflicting Burn.
Fire Spin (15): 12 damage (Fire, 70% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 35 if enemy is faster, 118 if enemy is slower barring PP limitations.
Confuse Ray (10): Inflicts Confuse.
Quick Attack (30): 17 damage (Normal), avg 20. Attacker gains initiative during round Quick Attack is used.
---
Roar (20): Ends random encounters. Worthless.
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Ember (25): 31 damage (Fire), avg 37. 10% chance of inflicting Burn.

Comments: A more magically oriented Charizard, Ninetales not only shifts its stats to the magical side slightly (and loses weaknesses to two of the big three magic elements in Ice and Lightning) but also gives up the solid Slash physical attack for the 100%-staus Confuse Ray. Fire Spin cheese at high speed is again an option, too. Hard to pick a winner between the dragon and the fox in this case, so I'd shove Ninetales into high Middle or low Heavy, too.

Wigglytuff (Normal)
HP 215, Atk 90, Def 65, Spd 65, Spc 70
Critical rate: 9%
Durability: 0.90 physical, 0.97 magical

Body Slam (15): 48 damage (Normal), avg 52. 30% chance of inflicting Paralyse.
Rest (10): Heals all HP, and all status except Confuse. Inflicts a Sleep on self that causes self to lose exactly next two turns (during this Sleep, there is immunity to non-Confuse/ID status).
Sing (15): 55% chance of inflicting Sleep.
Defense Curl (40): Raises Defence by +50% of base value (max 6 times).
---
Double-Edge (10): 56 damage (Normal), avg 61. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 46.
Double Slap (10): 9 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 29.
Disable (20): 55% chance of selecting an opponent's move at random, and sealing it for 2 to 5 turns, randomly.
Pound (35): 23 damage (Normal), avg 25.

Comments: The evolution of the more famous Jigglypuff, this guy looks a lot like Clefable, with worse speed (and damn is he slow). Except that Wiggly gets a few moves Clef can only dream of, such as Body Slam and Double-Edge (actual damage!) as well as Rest. Can those moves along with Defense Curl and a the weak Sleep attack Sing save Wiggly from Light, despite the speed? Probably not.

Golbat (Poison/Flying)
HP 150, Atk 100, Def 90, Spd 110, Spc 95
Critical rate: 18%
Durability: 0.87 physical, 0.92 magical

Bite (25): 26 damage (Normal), avg 31. If target is slower than attacker, 30% chance to make target lose a turn.
Confuse Ray (10): Inflicts Confuse.
Screech (40): 85% chance of lowering target's Defence by 1/2 (stackable at fading effect, 3 times).
Leech Life (15): 9 damage (Bug), avg 11. For each 2 damage this attack deals, attacker regains 1 HP.
---
Haze (30): Dispels everyone present, removing all stat boosts, stat breaks, and positive status. It also heals all status for enemies, but not for oneself.
Wing Attack (35): 23 damage (Flying), avg 27.
Supersonic (20): 55% chance of inflicting Confuse.

Comments: Confuse, cripple the target's defence, then Bite away hoping for a flinch or two. Note that Confuse Ray and Screech stack nicely (causing the target to do more and more to itself due to Confuse damage). This tactic does mask somewhat otherwise bad damage. Leech Life's healing is two weak to be worthwhile; even after three Screeches it's pathetic. Haze does not sit well on a Pokemon that makes its name with Confuse Ray and Screech. Championship Light material, maybe, but doesn't look good at all in Middle.

Vileplume (Grass/Poison)
HP 150, Atk 100, Def 105, Spd 70, Spc 120
Critical rate: 10%
Durability: 1.02 physical, 1.16 magical

Petal Dance (20): 68 damage (Grass), avg 75. This attack will be used on two or three consecutive turns, during which time no new actions may be taken. Afterwards, the attacker becomes Confused. This particular Pokemon does 18 damage to itself 50% of the time instead of attacking for one to four rounds.
Sleep Powder (15): 75% chance of inflicting Sleep.
Stun Spore (30): 75% chance of inflicting Paralyse.
Solarbeam (10): Requires one-round charge time before use. 90 damage (Grass), avg 50.
---
Acid (30): 26 damage (Poison), avg 29. 10% chance of lowering target's Defence by 1/3 (stackable at fading effect, 6 times).
Poisonpowder (35): 75% chance of inflicting Poison.
Absorb (20): 17 damage (Grass), avg 19. For each 2 damage this attack deals, attacker regains 1 HP.

Comments: Some solid damage in Petal Dance (and there's a good chance this attack will kill before Confuse can adversely affect Vileplume... though there's a chance there isn't, too) and some respectable status attacks, too. An alternate version of Venusaur? Seems a fair assessment... except Venusaur wasn't a slug. Middle.

Parasect (Grass/Bug)
HP 135, Atk 115, Def 100, Spd 50, Spc 100
Critical rate: 6%
Durability: 0.87 physical, 0.87 magical

Slash (20): 34 damage (Normal, 47% crit), avg 50.
Spore (15): Inflicts Sleep.
Stun Spore (30): 75% chance of inflicting Paralyse.
Growth (40): Raises Special by +50% of base value (max 6 times).
---
Leech Life (15): 17 damage (Bug), avg 18. For each 2 damage this attack deals, attacker regains 1 HP.
Scratch (35): 20 damage (Normal), avg 21.

Comments: In-game, Spore is the best attack in the game, the Sleep attack that doesn't fail. In-DL, there's Sleep protection, so the attack is less valuable but still Parasect's signature. It's really all he has going for him, too... his Slash has a pathetic critical rate by that attack's standards, and he's ridiculously slow, though Stun Spore levels that disadvantage when Spore does not. He's still always going second. High Light, maybe a low Middle.

Venomoth (Bug/Poison)
HP 145, Atk 85, Def 80, Spd 110, Spc 110
Critical rate: 18%
Durability: 0.75 physical, 1.03 magical

Psychic (10): 42 damage (Psychic), avg 50. 30% chance of lowering target's Special by 1/3 (stackable at fading effect, 6 times).
Sleep Powder (15): 75% chance of inflicting Sleep.
Stun Spore (30): 75% chance of inflicting Paralyse.
Leech Life (15): 12 damage (Bug), avg 14. For each 2 damage this attack deals, attacker regains 1 HP.
---
Psybeam (20): 31 damage (Psychic), avg 37. 10% chance of inflicting Confuse.
Poisonpowder (35): 75% chance of inflicting Poison.
Disable (20): 55% chance of selecting an opponent's move at random, and sealing it for 2 to 5 turns, randomly.
Tackle (35): 14 damage (Normal, 95% hit), avg 16.

Comments: If it looks like Venomoth is Butterfree with 10-20 extra points in every stat, it's because he is. He also gets Psychic in addition to the butterfly's inferior Psybeam. Decently fast, can take a hit now and then, good status, damage is OK... is this the bug to finally break out of Light? I don't see why not, despite the mediocre damage. Middle.

20 down, 60 to go!

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

Dark Holy Elf

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Re: Pokemon Red/Blue/Yellow
« Reply #1 on: December 21, 2007, 08:31:01 AM »
Dugtrio (Ground)
HP 110, Atk 100, Def 70, Spd 140, Spc 90
Critical rate: 23%
Durability: 0.50 physical, 0.64 magical

Earthquake (10): 64 damage (Ground), avg 79.
Slash (20): 30 damage (Normal, 100% crit), avg 60.
Sand-Attack (15): Lowers target's Accuracy by 1/3 (stackable at fading effect, 6 times).
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
---
Dig (10): Requires one-round charge time before use; however, during that time the attacker may not be the target of any attacks, like FF's Jump. 64 damage (Ground), avg 79.
Scratch (35): 18 damage (Normal), avg 22.

Comments: A speedster, who runs screaming from anything resembling damage. At least his own damage is good. Growl and Sand-Attack probably won't see much use, given the ball lightning nature of Dugtrio's fights. Probably a good Light rather than a Middle; that HP is just too pathetic.

Persian (Normal)
HP 140, Atk 90, Def 80, Spd 135, Spc 85
Critical rate: 22%
Durability: 0.72 physical, 0.77 magical

Slash (20): 40 damage (Normal, 100% crit), avg 80.
Bite (25): 34 damage (Normal), avg 41. If target is slower than attacker, 30% chance to make target lose a turn.
Screech (40): 85% chance of lowering target's Defence by 1/2 (stackable at fading effect, 3 times).
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
---
Fury Swipes (15): 12 damage (Normal, 80% hit), hits 2 to 5 times at random, avg 41.
Pay Day (20): 23 damage (Normal), avg 28. Winner of the battle gains some money, which doesn't matter here.
Scratch (35): 23 damage (Normal), avg 28.

Comments: Persian, like Dugtrio, is another ball lightning speed attacker. However, his durability, particularly physical, is nowhere near as bad, though far from admirable. Slash is pretty brutal, and it's a shame Screech doesn't help it, though it does help Bite as a secondary option. Middle.

Golduck (Water)
HP 155, Atk 102, Def 98, Spd 105, Spc 100
Critical rate: 17%
Durability: 0.98 physical, 1.00 magical

Hydro Pump (5): 75 damage (Water, 80% hit), avg 70.
Fury Swipes (15): 9 damage (Normal, 80% hit), hits 2 to 5 times at random, avg 29.
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Confusion (25): 22 damage (Psychic), avg 26. 10% chance of inflicting Confuse.
---
Disable (20): 55% chance of selecting an opponent's move at random, and sealing it for 2 to 5 turns, randomly.
Scratch (35): 18 damage (Normal), avg 21.

Comments: Extremely dull. Near average in all stats, Hydro Pump is a pretty good if inaccurate attack, not much else to say. Low Middle, an inferior Blastoise.

Primeape (Fighting)
HP 140, Atk 125, Def 80, Spd 115, Spc 80
Critical rate: 19%
Durability: 0.72 physical, 0.72 magical

Thrash (20): 47 damage (Normal), avg 56. This attack will be used on two or three consecutive turns, during which time no new actions may be taken. Afterwards, the attacker becomes Confused. This particular Pokemon does 22 damage to itself 50% of the time instead of attacking for one to four rounds.
Karate Chop (25): 27 damage (Normal, 100% crit), avg 54.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Seismic Toss (20): Fixed 50 damage, ignores all modifiers.
---
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Fury Swipes (15): 10 damage (Normal, 80% hit), hits 2 to 5 times at random, avg 33.
Scratch (35): 22 damage (Normal), avg 26.

Comments: In Persian's mold, though not as fast, and substantially less damage, which basically means he's Persian without what makes Persian good. Seismic Toss is a decent trick, since it ignores defence. Leer + Thrash is his best damage, since his other good attacks aren't helped by stat breaks. Light.

Arcanine (Fire)
HP 165, Atk 130, Def 100, Spd 115, Spc 100
Critical rate: 19%
Durability: 1.06 physical, 1.06 magical

Flamethrower (15): 59 damage (Fire), avg 70. 10% chance of inflicting Burn.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Bite (25): 33 damage (Normal), avg 39. If target is slower than attacker, 30% chance to make target lose a turn.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
---
Take Down (20): 49 damage (Normal, 85% hit), avg 50. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 38.
Ember (25): 26 damage (Fire), avg 31. 10% chance of inflicting Burn.
Roar (20): Ends random encounters. Worthless.

Comments: Hey, it's a Ninetales who trades some damage and speed for better physicals. As well as Confuse Ray and Fire Spin for Agility. Somehow I think he's losing both trades, but he manages to have no real glaring weaknesses despite this so he can't be too bad. Middle.

Poliwrath (Water/Fighting)
HP 165, Atk 105, Def 115, Spd 90, Spc 90
Critical rate: 14%
Durability: 1.22 physical, 0.96 magical

Hydro Pump (5): 68 damage (Water, 80% hit), avg 62.
Amnesia (20): Raises Special by +100% of base value (max 3 times).
Hypnosis (20): 60% chance of inflicting Sleep.
Body Slam (15): 38 damage (Normal), avg 43. 30% chance of inflicting Paralyse.
---
Double Slap (10): 7 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 24.
Water Gun (25): 23 damage (Water), avg 26.
Bubble (30): 12 damage (Water), avg 14. 10% chance of lowering target's Speed by 1/3 (stackable at fading effect, 6 times).

Comments: A little too slow and not powerful enough to be a real threat. Still, Amnesia is a nice trick, especially against mages, Hypnosis has uses, and Body Slam is a nice secondary attack for hitting that other defence stat. Middle.

Alakazam (Psychic)
HP 130, Atk 70, Def 65, Spd 140, Spc 155
Critical rate: 23%
Durability: 0.55 physical, 1.30 magical

Psychic (10): 87 damage (Psychic), avg 107. 30% chance of lowering target's Special by 1/3 (stackable at fading effect, 6 times).
Recover (20): Heals 50% of max HP.
Reflect (20): Give self Reflect status (halves physical damage sustained for rest of battle).
Kinesis (15): 80% chance of lowering target's Accuracy by 1/3 (stackable at fading effect, 6 times).
---
Psybeam (20): 64 damage (Psychic), avg 79. 10% chance of inflicting Confuse.
Disable (20): 55% chance of selecting an opponent's move at random, and sealing it for 2 to 5 turns, randomly.
Confusion (25): 50 damage (Psychic), avg 62. 10% chance of inflicting Confuse.
Teleport (20): Ends random encounters. Worthless.

Comments: Chibi Mewtwo. That's not exactly an insult. Take hits like Luc, but Reflect nullfies this weakness in short order. Outstanding Speed ensures he's usually going first and will have Reflect up if necessary. Meanwhile, his second-best-in-game Special stat means he's not only a magical tank, but that his damage output is excellent, surpassed only by a pair of legends. Did I mention he can heal, and tank out with Reflect and Kinesis supporting him? Yeah. Heavy.

Machamp (Fighting)
HP 165, Atk 150, Def 100, Spd 75, Spc 85
Critical rate: 11%
Durability: 1.06 physical, 0.90 magical

Karate Chop (25): 32 damage (Normal, 86% crit), avg 60.
Submission (25): 75 damage (Fighting, 80% hit), avg 67. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 50.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Seismic Toss (20): Fixed 50 damage, ignores all modifiers.
---
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Low Kick (20): 48 damage (Fighting, 90% hit), avg 48. If target is slower than attacker, 30% chance to make target lose a turn.

Comments: Slow and only average damage. What a waste of a massive Attack stat. Light. *points and laughs at the mediocre trade-only Pokemon*

Victreebel (Grass/Poison)
HP 155, Atk 125, Def 85, Spd 90, Spc 120
Critical rate: 14%
Durability: 0.85 physical, 1.20 magical

Razor Leaf (25): 43 damage (Grass, 95% hit, 100% crit), avg 82.
Wrap (20): 9 damage (Normal, 85% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 31 if enemy is faster, 204 if enemy is slower barring PP limitations.
Stun Spore (30): 75% chance of inflicting Paralyse.
Sleep Powder (15): 75% chance of inflicting Sleep.
---
Slam (20): 43 damage (Normal, 75% hit), avg 37.
Acid (30): 33 damage (Poison), avg 38. 10% chance of lowering target's Defence by 1/3 (stackable at fading effect, 6 times).
Poisonpowder (35): 75% chance of inflicting Poison.
Growth (40): Raises Special by +50% of base value (max 6 times).
Vine Whip (10): 28 damage (Grass), avg 32.

Comments: A combination of Venusaur and Arbok. Though a little slower than both, status attacks can remedy this. Razor Leaf is solid damage to begin with, and then there's possibilities with Wrap especially after Stun Spore. You've seen the story before. Slightly better than Venusaur probably, but not outstanding. Below average Heavy.

Tentacruel (Water/Poison)
HP 155, Atk 90, Def 85, Spd 120, Spc 140
Critical rate: 20%
Durability: 0.85 physical, 1.40 magical

Hydro Pump (5): 104 damage (Water, 80% hit), avg 100.
Wrap (20): 6 damage (Normal, 85% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 21 if enemy is faster, 143 if enemy is slower barring PP limitations.
Barrier (30): Raises Defence by +100% of base value (max 3 times).
Screech (40): 85% chance of lowering target's Defence by 1/2 (stackable at fading effect, 3 times).
---
Constrict (35): 5 damage (Normal), avg 6. 10% chance of lowering target's Speed by 1/3 (stackable at fading effect, 6 times).
Water Gun (25): 36 damage (Water), avg 43.
Poison Sting (35): 9 damage (Poison), avg 11. 30% chance of inflicting Poison.
Supersonic (20): 55% chance of inflicting Confuse.
Acid (30): 23 damage (Poison), avg 28. 10% chance of lowering target's Defence by 1/3 (stackable at fading effect, 6 times).

Comments: Fast and one of the best damage-dealers in the cast. And it has a Wrap-type attack which may be capable of even more damage on low-evade targets slower than Tentacruel, too. Screech only makes Wrap better. Not shabby by any means. Defence is suspect, but Barrier can certainly remedy that. Heavy.

Golem (Ground/Rock)
HP 155, Atk 130, Def 150, Spd 65, Spc 75
Critical rate: 9%
Durability: 1.50 (3.00) physical, 0.75 magical

Earthquake (10): 81 damage (Ground), avg 88.
Rock Throw (15): 42 damage (Rock, 65% hit), avg 30.
Defense Curl (40): Raises Defence by +50% of base value (max 6 times).
Tackle (35): 20 damage (Normal, 95% hit), avg 21.
---
Explosion (5): 181 damage (Normal), avg 197. Attacker is KOed upon using this.
Harden (30): Raises Defence by +50% of base value (max 6 times).
Selfdestruct (5): 139 damage (Normal), avg 152. Attacker is KOed upon using this.

Comments: Pokemon's version of Kongol. He's very slow, but is nearly immune to most physicals, having both high Defence and halving all Normal physical damage due to his type. Magic's a reasonable worry, especially Water and Ice, though he resists Fire and is immune to Lightning so this balances the weakness somewhat. Damage is pretty good... but he really is just too slow. High Middle or perhaps low Heavy.

Note that in a team setting, Golem will definitely want to drop Tackle for Explosion, which is quite fearsome.

Rapidash (Fire)
HP 140, Atk 120, Def 90, Spd 125, Spc 100
Critical rate: 21%
Durability: 0.81 physical, 0.90 magical

Stomp (20): 33 damage (Normal), avg 40. If target is slower than attacker, 30% chance to make target lose a turn.
Fire Spin (15): 11 damage (Fire, 70% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 33 if enemy is faster, 109 if enemy is slower barring PP limitations.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
---
Take Down (20): 45 damage (Normal, 85% hit), avg 46. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 35.
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Ember (25): 26 damage (Fire), avg 31. 10% chance of inflicting Burn.

Comments: Another attacker with a Wrap-type attack. However, this time, that's basically ALL this guy has going for him. Well, OK, he has high speed and Agility, and Stomp complements a speedster well even if its damage sucks. Low Middle.

Slowbro (Water/Psychic)
HP 165, Atk 95, Def 130, Spd 50, Spc 100
Critical rate: 6%
Durability: 1.38 physical, 1.06 magical

Psychic (10): 56 damage (Psychic), avg 59. 30% chance of lowering target's Special by 1/3 (stackable at fading effect, 6 times).
Amnesia (20): Raises Special by +100% of base value (max 3 times).
Withdraw (40): Raises Defence by +50% of base value (max 6 times).
Headbutt (15): 29 damage (Normal), avg 31. If target is slower than attacker, 30% chance to make target lose a turn.
---
Water Gun (25): 26 damage (Water), avg 28.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Disable (20): 55% chance of selecting an opponent's move at random, and sealing it for 2 to 5 turns, randomly.
Confusion (25): 33 damage (Psychic), avg 35. 10% chance of inflicting Confuse.

Comments: Just too slow. Everything else is there... good defences that he can boost, damage which, while initally unimpressive, is also boostable, but it all happens too slowly to be of value. He's a lot like Snorlax except his damage is substantially less and he can't heal. A good Light.

Magneton (Electric)
HP 125, Atk 80, Def 115, Spd 90, Spc 140
Critical rate: 14%
Durability: 0.93 physical, 1.13 magical

Thundershock (30): 36 damage (Electric), avg 41. 10% chance of inflicting Paralyse.
Thunder Wave (20): Inflicts Paralyse.
Swift (20): 21 damage (Normal), avg 24. Ignores attacker's accuracy and target's evade, can hit airborne (e.g. using Fly) targets.
Screech (40): 85% chance of lowering target's Defence by 1/2 (stackable at fading effect, 3 times).
---
Supersonic (20): 55% chance of inflicting Confuse.
Sonicboom (20): 90% chance of inflicting fixed 20 damage, ignores all modifiers.
Tackle (35): 13 damage (Normal, 95% hit), avg 14.

Comments: The scrub Electric. Sure, he's all right at taking hits, but only below average speed. Thunder Wave is a big help, but a lack of good damage counterbalances any advantage he might get from that move. Light.

Farfetch'd (Normal/Flying)
HP 127, Atk 85, Def 75, Spd 80, Spc 78
Critical rate: 12%
Durability: 0.61 physical, 0.64 magical

Slash (20): 39 damage (Normal, 94% crit), avg 76.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Sand-Attack (15): Lowers target's Accuracy by 1/3 (stackable at fading effect, 6 times).
Peck (35): 20 damage (Flying), avg 22.
---
Swords Dance (30): Raises Attack by +100% of base value (max 3 times).
Fury Attack (20): 9 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 30.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).

Comments: Everyone take a moment to point and laugh at this guy's stats. Then note how godly Slash is, to do good damage despite this. Then point and laugh at Swords Dance and Slash on the same Pokemon... Swords Dance is a great stat-booster, but stat boosts don't affect auto-crticalling attacks. Same goes for Leer. What a waste. So in the end, all we have is a slow, strong attacker who can't take hits. Agility helps some, but not enough to save him from Light.

Dodrio (Normal/Flying)
HP 135, Atk 130, Def 90, Spd 120, Spc 80
Critical rate: 20%
Durability: 0.78 physical, 0.70 magical

Drill Peck (20): 65 damage (Flying), avg 78.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Tri Attack (10): 65 damage (Normal), avg 78.
---
Rage (20): 18 damage (Normal), avg 22. Once used, this attack will be used for no PP cost on every subsequent round until attacker is KOed. During this time, whenever the opponent deals damage to the Rager, the latter's Attack is raised by 50% of base value (max 6 times). At maximum power this does 72 damage. USELESS.
Fury Attack (20): 14 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 50.
Peck (35): 31 damage (Flying), avg 37.

Fast and powerful. Even deprived of his Hyper Beam and its game-best non-detonation damage, he packs quite a punch, and Agility lets him get those punches out even faster if need be. Such a shame he fears damage. Middle.

Dewgong (Water/Ice)
HP 165, Atk 90, Def 100, Spd 90, Spc 115
Critical rate: 14%
Durability: 1.06 physical, 1.22 magical

Ice Beam (10): 69 damage (Ice), avg 79. 10% chance of inflicting Freeze.
Rest (10): Heals all HP, and all status except Confuse. Inflicts a Sleep on self that causes self to lose exactly next two turns (during this Sleep, there is immunity to non-Confuse/ID status).
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Headbutt (15): 27 damage (Normal), avg 31. If target is slower than attacker, 30% chance to make target lose a turn.
---
Take Down (20): 34 damage (Normal, 85% hit), avg 33. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 25.
Aurora Beam (20): 47 damage (Ice), avg 54. 10% chance of lowering target's Attack by 1/3 (stackable at fading effect, 6 times).

Comments: Good damage, has a form of slow-acting healing, and can lower the enemy's attack. A good setup for physical attackers, and has the damage and durability to win the odd slugfest too. Nothing outstanding, but overall quite solid. Middle.

Muk (Poison)
HP 180, Atk 125, Def 95, Spd 70, Spc 85
Critical rate: 10%
Durability: 1.10 physical, 0.99 magical

Sludge (20): 51 damage (Poison), avg 56. 30% chance of inflicting Poison.
Acid Armor (40): Raises Defence by +100% of base value (max 3 times).
Screech (40): 85% chance of lowering target's Defence by 1/2 (stackable at fading effect, 3 times).
Minimize (20): Raises Evasion to 1/3 for all attacks (stackable at fading effect, 6 times).
---
Harden (30): Raises Defence by +50% of base value (max 6 times).
Poison Gas (40): 55% chance of inflicting Poison.
Disable (20): 55% chance of selecting an opponent's move at random, and sealing it for 2 to 5 turns, randomly.
Pound (35): 22 damage (Normal), avg 24.

Comments: Sluggish and not all that strong. Acid Armor can mess up fighters, at least. A good Light.

Cloyster (Water/Ice)
HP 125, Atk 115, Def 200, Spd 90, Spc 105
Critical rate: 14%
Durability: 1.61 physical, 0.85 magical

Clamp (10): 25 damage (Water, 75% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 75 if enemy is faster, 299 if enemy is slower barring PP limitations.
Ice Beam (10): 62 damage (Ice), avg 71. 10% chance of inflicting Freeze.
Spike Cannon (15): 11 damage (Normal), hits 2 to 5 times at random, avg 44.
Supersonic (20): 55% chance of inflicting Confuse.
---
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Aurora Beam (20): 44 damage (Ice), avg 50. 10% chance of lowering target's Attack by 1/3 (stackable at fading effect, 6 times).
Withdraw (40): Raises Defence by +50% of base value (max 6 times).
Tackle (35): 18 damage (Normal, 95% hit), avg 19.

Comments: Cloyster is the proud owner of the best Wrap-style attack in the game, the only one which dishes out quite respectable average damage without being spammed. Good thing for him, too, since lacking either good speed or a paralysis attack he won't be able to spam it often. He does have game-best defence, though, for what that's worth... Middle.

Gengar (Ghost/Poison)
HP 135, Atk 85, Def 80, Spd 130, Spc 150
Critical rate: 21%
Durability: 0.70 (infinite), physical, 1.31 magical

Night Shade (15): Fixed 50 damage, ignores all modifiers.
Confuse Ray (10): Inflicts Confuse.
Hypnosis (20): 60% chance of inflicting Sleep.
Dream Eater (15): 63 damage (Psychic), avg 76. For each 2 damage this attack deals, attacker regains 1 HP. This attack always fails unless the target is asleep.
---
Lick (30): 12 damage (Ghost), avg 15. 30% chance of inflicting Paralyse.

Comments: Immune to Normal physical attacks due to being a Ghost. Fast, good magical durability, and good status. Damage is a little shakey, but gets better (and heals!) after Hypnosis hits... mind, getting Hypnosis to hit is a bit of a problem. Status-immune mages mop the floor with him, but he'll be a headache for anyone else. Can't see him in Godlike, but clearly a Heavy, and probably a pretty good one.

40 Pokemon in! Halfway there!

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Maybe.

Dark Holy Elf

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Re: Pokemon Red/Blue/Yellow
« Reply #2 on: December 21, 2007, 08:31:51 AM »
Onix (Ground/Rock)
HP 110, Atk 65, Def 180, Spd 90, Spc 50
Critical rate: 14%
Durability: 1.28 (2.55) physical, 0.35 magical

Slam (20): 22 damage (Normal, 75% hit), avg 18.
Bind (20): 6 damage (Normal, 75% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 18 if enemy is faster, 72 if enemy is slower barring PP limitations.
Screech (40): 85% chance of lowering target's Defence by 1/2 (stackable at fading effect, 3 times).
Harden (30): Raises Defence by +50% of base value (max 6 times).
---
Rage (20): 6 damage (Normal), avg 7. Once used, this attack will be used for no PP cost on every subsequent round until attacker is KOed. During this time, whenever the opponent deals damage to the Rager, the latter's Attack is raised by 50% of base value (max 6 times). At maximum power this does 24 damage. USELESS.
Rock Throw (15): 22 damage (Rock, 65% hit), avg 16.
Tackle (35): 11 damage (Normal, 95% hit), avg 12.

Comments: Onix is about as offensively inept as you can get. 18 damage? He's lucky he has a Bind attack which he can spam to get a bit more damage out... but only against attackers slower than him, which isn't that many people. His Screech will probably see lots of use, so he can get his damage into the average range after a couple hits with it. Um... he has excellent physical durability, and takes magic... well, he doesn't, unless it's Lightning. Light; that insane physical resistance keeps him from Puny.

Hypno (Psychic)
HP 160, Atk 93, Def 90, Spd 87, Spc 135
Critical rate: 13%
Durability: 0.93 physical, 1.39 magical

Psychic (10): 76 damage (Psychic), avg 86. 30% chance of lowering target's Special by 1/3 (stackable at fading effect, 6 times).
Hypnosis (20): 60% chance of inflicting Sleep.
Dream Eater (15): 84 damage (Psychic), avg 95. For each 2 damage this attack deals, attacker regains 1 HP. This attack always fails unless the target is asleep.
Headbutt (15): 28 damage (Normal), avg 32. If target is slower than attacker, 30% chance to make target lose a turn.
---
Meditate (40): Raises Attack by +50% of base value (max 6 times).
Poison Gas (40): 55% chance of inflicting Poison.
Confusion (25): 43 damage (Psychic), avg 49. 10% chance of inflicting Confuse.
Disable (20): 55% chance of selecting an opponent's move at random, and sealing it for 2 to 5 turns, randomly.
Pound (35): 17 damage (Normal), avg 19.

Comments: Pretty solid on damage and magical durability, and some weak status. Dream Eater is pretty nasty on paper, but in practice if he can put an opponent to sleep he'd probably win with Pyschic anyway, and getting that opponent to sleep in the first place is the problem. Being on the slow side of things hurts, too. Middle.

Kingler (Water)
HP 130, Atk 150, Def 135, Spd 95, Spc 70
Critical rate: 15%
Durability: 1.13 physical, 0.59 magical

Crabhammer (10): 40 damage (Water, 85% hit, 100% crit), avg 68.
Stomp (20): 41 damage (Normal), avg 47. If target is slower than attacker, 30% chance to make target lose a turn.
Guillotine (5): 30% chance of inflicting Instant Death. Targets faster than the attacker are immune.
Harden (30): Raises Defence by +50% of base value (max 6 times).
---
Vicegrip (30): 35 damage (Normal), avg 40.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Bubble (30): 11 damage (Water), avg 13. 10% chance of lowering target's Speed by 1/3 (stackable at fading effect, 6 times).

Comments: Crabhammer. The most powerful drawback-free attack in the game. Pity it runs off a stat of 70, which keeps the damage only a bit above average. Besides that, Kingler is very vulnerable to magic (though pretty good against physicals with Harden thrown in) and is neither fast nor durable enough to give his instant death or flinching attacks a chance to be useful. Low Middle, I guess.

Electrode (Electric)
HP 135, Atk 70, Def 90, Spd 160, Spc 100
Critical rate: 27%
Durability: 0.78 physical, 0.87 magical

Swift (20): 19 damage (Normal), avg 24. Ignores attacker's accuracy and target's evade, can hit airborne (e.g. using Fly) targets.
Screech (40): 85% chance of lowering target's Defence by 1/2 (stackable at fading effect, 3 times).
Light Screen (30): Give self Light Screen status (halves magic damage sustained for rest of battle).
Sonicboom (20): 90% chance of inflicting fixed 20 damage, ignores all modifiers.
---
Explosion (5): 98 damage (Normal), avg 124. Attacker is KOed upon using this.
Selfdestruct (5): 76 damage (Normal), avg 97. Attacker is KOed upon using this.
Tackle (35): 11 damage (Normal, 95% hit), avg 13.

Comments: Game-best speed, and not much else. Damage is near the bottom of the chart, isn't great at taking physicals (Light Screen remedies any magical woes). In a team setting, Screech + Explosion should kill things. Outside that? It takes him five turns to kill with Screech and Swift, on average, which is pretty awful. The extreme speed does make that not as bad as it looks, though, and after three Screeches he should overwhelm most healers, so there are definitely worse duellers... in Light.

Exeggutor (Grass/Psychic)
HP 170, Atk 115, Def 105, Spd 75, Spc 145
Critical rate: 11%
Durability: 1.26 physical, 1.59 magical

Solarbeam (10): Requires one-round charge time before use. 108 damage (Grass), avg 60.
Reflect (20): Give self Reflect status (halves physical damage sustained for rest of battle).
Sleep Powder (15): 75% chance of inflicting Sleep.
Leech Seed (10): 90% chance of inflicting Leech Seed. Leech Seed causes the target to lose 1/16 maxHP after each turn, draining it to the Pokemon who used Leech Seed.
---
Egg Bomb (10): 48 damage (Normal, 75% hit), avg 40.
Poisonpowder (35): 75% chance of inflicting Poison.
Stun Spore (30): 75% chance of inflicting Paralyse.
Stomp (20): 31 damage (Normal), avg 34. If target is slower than attacker, 30% chance to make target lose a turn.
Hypnosis (20): 60% chance of inflicting Sleep.
Barrage (20): 8 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 26.

Comments: Interesting chap, Exeggutor. Loads of durability particularly after Reflect, and good damage that comes out... well, very slowly. Has three status attacks at his disposal, too. He really does miss his Psychic TM from in-game (can't think of a better candidate for the move than a Psychic-type with 145 Special...), but as is, he's a Middle, and an off-the-beaten-track one at that.

Marowak (Ground)
HP 135, Atk 100, Def 130, Spd 65, Spc 70
Critical rate: 9%
Durability: 1.13 physical, 0.61 magical

Boomerang (10): 33 damage (Ground, 90% hit), hits twice, avg 65.
Thrash (20): 38 damage (Normal), avg 41. This attack will be used on two or three consecutive turns, during which time no new actions may be taken. Afterwards, the attacker becomes Confused. This particular Pokemon does 15 damage to itself 50% of the time instead of attacking for one to four rounds.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
---
Rage (20): 9 damage (Normal), avg 10. Once used, this attack will be used for no PP cost on every subsequent round until attacker is KOed. During this time, whenever the opponent deals damage to the Rager, the latter's Attack is raised by 50% of base value (max 6 times). At maximum power this does 36 damage. USELESS.
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Headbutt (15): 30 damage (Normal), avg 33. If target is slower than attacker, 30% chance to make target lose a turn.
Bone Club (20): 42 damage (Ground, 85% hit), avg 39. If target is slower than attacker, 10% chance to make target lose a turn.

Comments: Average damage-dealer who is slow and dies fast to non-Lightning magic. Not a good setup. Light.

Hitmonlee (Fighting)
HP 125, Atk 140, Def 73, Spd 107, Spc 55
Critical rate: 17%
Durability: 0.59 physical, 0.44 magical

Hi Jump Kick (20): 75 damage (Fighting, 90% hit), avg 79. Attacker sustains 1 damage if this attack misses.
Meditate (40): Raises Attack by +50% of base value (max 6 times).
Rolling Kick (15): 53 damage (Fighting, 85% hit), avg 53. If target is slower than attacker, 30% chance to make target lose a turn.
Double Kick (30): 28 damage (Fighting), hits twice, avg 66.
---
Mega Kick (5): 69 damage (Normal, 75% hit), avg 61.
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Jump Kick (25): 62 damage (Fighting, 95% hit), avg 69. Attacker sustains 1/8 max HP in damage if this attack misses (15, in this Pokemon's case).

Comments: Pretty good damage, above average speed, and dies to a sneeze. Can boost his power (ha, like he'll live long enough for that to matter) and cause flinching, but those pathetic durability scores consign him to Light.

Hitmonchan (Fighting)
HP 125, Atk 125, Def 99, Spd 96, Spc 55
Critical rate: 15%
Durability: 0.80 physical, 0.44 magical

Mega Punch (20): 43 damage (Normal, 85% hit), avg 42.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Counter (20): If during the past turn the Counterer sustained a Normal physical attack, deal damage equal to double that attack back at the original attacker. Counterer gives up speed advantage if he previously had it.
Ice Punch (15): 19 damage (Ice), avg 22. 10% chance of inflicting Freeze.
---
Thunderpunch (15): 19 damage (Electric), avg 22. 10% chance of inflicting Paralyse.
Fire Punch (15): 19 damage (Fire), avg 22. 10% chance of inflicting Burn.
Comet Punch (15): 10 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 34.

Comments: Bad damage AND bad staying power! And below average speed! But hey, if he actually survives a decent physical attack, which will take off most of his HP, he can send it back and hope for a OHKO... Mind, all that amounts to is a crappy Limit break that only works to certain kinds of attacks. His other option is to try for his godly magic-typed punch attacks and their 10% status odds! Maybe Thunderpunch will tickle the likes of Demi. Or not. Light.

Lickitung (Normal)
HP 165, Atk 75, Def 95, Spd 50, Spc 80
Critical rate: 6%
Durability: 1.01 physical, 0.85 magical

Stomp (20): 31 damage (Normal), avg 33. If target is slower than attacker, 30% chance to make target lose a turn.
Supersonic (20): 55% chance of inflicting Confuse.
Screech (40): 85% chance of lowering target's Defence by 1/2 (stackable at fading effect, 3 times).
Defense Curl (40): Raises Defence by +50% of base value (max 6 times).
---
Slam (20): 39 damage (Normal, 75% hit), avg 31.
Disable (20): 55% chance of selecting an opponent's move at random, and sealing it for 2 to 5 turns, randomly.
Wrap (20): 8 damage (Normal, 85% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 25 if enemy is faster, 168 if enemy is slower barring PP limitations.

Comments: First things first, ignore Wrap's estimated damage if the enemy is slower, since that won't happen. Lickitung is just as slow as Snorlax, without a fraction of anything that makes Snorlax good. His damage sucks, his durability is actually subpar, and there's no way he will stick around long enough to use his stat alterers with no way to heal. He's relying on a 55% chance of Confuse, which is a finicky status itself, to save him? Not a chance. If there's a Puny fully-evolved Pokemon, Lickitung may be it. Can't we all shed a tear for the long-tounged one?

Weezing (Poison)
HP 140, Atk 110, Def 140, Spd 80, Spc 105
Critical rate: 12%
Durability: 1.26 physical, 0.95 magical

Sludge (20): 45 damage (Poison), avg 50. 30% chance of inflicting Poison.
Smokescreen (20): Lowers target's Accuracy by 1/3 (stackable at fading effect, 6 times).
Haze (30): Dispels everyone present, removing all stat boosts, stat breaks, and positive status. It also heals all status for enemies, but not for oneself.
Tackle (35): 17 damage (Normal, 95% hit), avg 18.
---
Explosion (5): 154 damage (Normal), avg 172. Attacker is KOed upon using this.
Selfdestruct (5): 118 damage (Normal), avg 132. Attacker is KOed upon using this.
Smog (20): 15 damage (Poison, 70% hit), avg 12. 40% chance of inflicting Poison.

Comments: Poor damage, poor speed, above average defence, no real skillset worth noting... yeah, best thing this guy can do is blow up, and even then he's not that special at that. Light.

Rhydon (Ground/Rock)
HP 180, Atk 150, Def 140, Spd 65, Spc 60
Critical rate: 9%
Durability: 1.63 (3.25) physical, 0.70 magical

Stomp (20): 41 damage (Normal), avg 45. If target is slower than attacker, 30% chance to make target lose a turn.
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Take Down (20): 56 damage (Normal, 85% hit), avg 52. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 39.
Horn Drill (5): 30% chance of inflicting Instant Death. Targets faster than the attacker are immune.
---
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Fury Attack (20): 10 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 32.
Horn Attack (25): 41 damage (Normal), avg 45.

Comments: He's like an alternate version of Golem... except sadly, he doesn't get a single strong go-to attack learned naturally. No Earthquake, no Dig, not even Rock Slide... so all that's left is bad damage, speed, and magic defence. He'll beat some pure fighters thanks to his ridiculous physical durability, best in the entire game... but that's about it. Light.

Chansey (Normal)
HP 325, Atk 25, Def 25, Spd 70, Spc 125
Critical rate: 10%
Durability: 0.52 physical, 2.62 magical (!!!)

Double-Edge (15): 18 damage (Normal), avg 20. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 15.
Softboiled (10): Heals 50% of max HP.
Minimize (20): Raises Evasion to 1/3 for all attacks (stackable at fading effect, 6 times).
Defense Curl (40): Raises Defence by +50% of base value (max 6 times).
---
Light Screen (30): Give self Light Screen status (halves magic damage sustained for rest of battle).
Egg Bomb (10): 18 damage (Normal, 75% hit), avg 15.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Sing (15): 55% chance of inflicting Sleep.
Double Slap (10): 4 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 13.
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Pound (35): 8 damage (Normal), avg 9.

Comments: One of the most unusual Pokemon out there. Take a moment to look at his stats. HP exceeds 2x average. Attack and Defence are 1/4 average. Physical durability is outdone only by Dugtrio and Jynx at the bottom of the chart, while magical durability blows away Mewtwo's for #1 at the top. So how does Chansey play? He tanks, using Softboiled for healing, and tries to stay alive with Minimize and Defense Curl, or Light Screen against mages (ha, like he needs MORE magic defence...). Too slow to pull this off against any fighter worth his salt, and he can run out of MP... but if he doesn't, the opponent is in for an extremely slow, painful death. The ~5 damage recoil from Double-Edge is something Chansey will barely feel with his monster HP, and that's good, since his damage with that attack is still at the bottom of the chart. Ouch. Chansey has lots of different moves with potential uses... the four listed as defaults, Light Screen, Growl, Sing, Tail Whip, so he can customise for each fight. In the end... I have to conclude Chansey is Light. Too slow, fears physicals like little else, and as for mages... well, a good status attack puts his healing game away.

Tangela (Grass)
HP 140, Atk 75, Def 135, Spd 80, Spc 120
Critical rate: 12%
Durability: 1.22 physical, 1.08 magical

Vine Whip (10): 28 damage (Grass), avg 31.
Bind (20): 6 damage (Normal, 75% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 18 if enemy is faster, 71 if enemy is slower barring PP limitations.
Stun Spore (30): 75% chance of inflicting Paralyse.
Sleep Powder (15): 75% chance of inflicting Sleep.
---
Growth (40): Raises Special by +50% of base value (max 6 times).
Slam (20): 26 damage (Normal, 75% hit), avg 22.
Poisonpowder (35): 75% chance of inflicting Poison.
Absorb (20): 17 damage (Grass), avg 19. For each 2 damage this attack deals, attacker regains 1 HP.
Constrict (35): 5 damage (Normal), avg 6. 10% chance of lowering target's Speed by 1/3 (stackable at fading effect, 6 times).

Comments: Victreebel who trades some speed and a lot of damage for... a little extra defence. Best bet is to Stun Spore then try for Bind? Don't count on that going very far. The other strategy is Sleep, Growth, and Vine Whip... but Sleep is likely to wear off before Tangela can finish the job, and there's the matter of Sleep hitting in the first place... yikes. The scrub Grass in this setting; Light.

Kangaskhan (Normal)
HP 180, Atk 115, Def 100, Spd 110, Spc 60
Critical rate: 18%
Durability: 1.16 physical, 0.70 magical

Dizzy Punch (10): 51 damage (Normal), avg 60.
Bite (25): 44 damage (Normal), avg 52. If target is slower than attacker, 30% chance to make target lose a turn.
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Mega Punch (20): 58 damage (Normal, 85% hit), avg 58.
---
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Rage (20): 17 damage (Normal), avg 20. Once used, this attack will be used for no PP cost on every subsequent round until attacker is KOed. During this time, whenever the opponent deals damage to the Rager, the latter's Attack is raised by 50% of base value (max 6 times). At maximum power this does 68 damage. USELESS.
Comet Punch (15): 15 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 53.

Comments: A version of Dodrio who trades speed and power for some physical durability. Hard to see him coming out ahead there, seeing as this gives him no advantage against mages over Dodrio... except Ice and Lightning, which he's not weak to unlike the bird. Points for him. Then again, he's vulnerable to Earth. And doesn't have Agility. Methinks he loses this war, but not by enough to send him down a full division. Low Middle.

Seadra (Water)
HP 130, Atk 85, Def 115, Spd 105, Spc 115
Critical rate: 17%
Durability: 0.96 physical, 0.96 magical

Hydro Pump (5): 86 damage (Water, 80% hit), avg 80.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Smokescreen (20): Lowers target's Accuracy by 1/3 (stackable at fading effect, 6 times).
Bubble (30): 17 damage (Water), avg 20. 10% chance of lowering target's Speed by 1/3 (stackable at fading effect, 6 times).
---
Water Gun (25): 31 damage (Water), avg 36.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).

Comments: Leer on a pure mage. That's bright. Otherwise, Seadra's about as bland as you could hope for... good Water magic, and fairly average otherwise. Oh, and Agility and Smokescreen, which may see some use. Middle.

Seaking (Water)
HP 155, Atk 112, Def 85, Spd 88, Spc 100
Critical rate: 13%
Durability: 0.85 physical, 1.00 magical

Waterfall (15): 51 damage (Water), avg 58.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Horn Drill (5): 30% chance of inflicting Instant Death. Targets faster than the attacker are immune.
Supersonic (20): 55% chance of inflicting Confuse.
---
Fury Attack (20): 8 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 27.
Horn Attack (25): 31 damage (Normal), avg 35.
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Peck (35): 18 damage (Flying), avg 20.

Comments: Below average in defence, speed, damage... what does this guy do? Well, he can use Agility, and try his luck with his weak Confuse and Instant Death (and sadly, he's one of the best instant death attackers in this game due to Agility >_<). But he shouldn't count on getting far with that strategy. Light.

Starmie (Water/Psychic)
HP 135, Atk 95, Def 105, Spd 135, Spc 120
Critical rate: 22%
Durability: 0.91 physical, 1.05 magical

Hydro Pump (5): 90 damage (Water, 80% hit), avg 88.
Recover (20): Heals 50% of max HP.
Minimize (20): Raises Evasion to 1/3 for all attacks (stackable at fading effect, 6 times).
Light Screen (30): Give self Light Screen status (halves magic damage sustained for rest of battle).
---
Swift (20): 25 damage (Normal), avg 31. Ignores attacker's accuracy and target's evade, can hit airborne (e.g. using Fly) targets.
Harden (30): Raises Defence by +50% of base value (max 6 times).
Water Gun (25): 31 damage (Water), avg 38.
Tackle (35): 15 damage (Normal, 95% hit), avg 17.

Comments: Plays a nasty healing game akin to Chansey's, only with the stats to back it up (not to mention double the uses of healing). Tanking out with Light Screen, Harden, and Minimize will win many battles that Starmie doesn't just take in a slugfest, and with such high speed and damage, slugfests are well within the Death Star's grasp. Heavy.

Mr. Mime (Psychic)
HP 115, Atk 65, Def 85, Spd 110, Spc 120
Critical rate: 18%
Durability: 0.63 physical, 0.89 magical

Confusion (25): 39 damage (Psychic), avg 46. 10% chance of inflicting Confuse.
Barrier (30): Raises Defence by +100% of base value (max 3 times).
Light Screen (30): Give self Light Screen status (halves magic damage sustained for rest of battle).
Substitute (10): Attacker loses HP equal to 1/4 of its max, and creates a Substitute with that many HPs. This Sub will take damage for its creator until it is KOed (and any damage from the KOing attack will NOT overflow), and also protects its creator for all stat breaks and negative status effects EXCEPT Sleep and Paralyse (these exceptions are glitches). Suicidal attacks used against the Sub do not kill their user as they usually would. Instant death attacks used against the Sub will KO it but not its creator. The Sub does not guard against self-inflicted (e.g. due to Confuse) damage or status. The Sub will take all damage from a multi-hit attack even if the first hit would be enough to KO.
---
Meditate (40): Raises Attack by +50% of base value (max 6 times).
Double Slap (10): 6 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 21.

Comments: Substitute wins the award for longest. Move description. EVAR. But... it's still a situational duelling tactic, maybe against a VP mage, or a really, really weak status attacker? Besides that, all Mr. Mime has to offer is damage on the weak side of things, and defence boosters, which it needs given its poor initial durability. Light.

Scyther (Bug/Flying)
HP 145, Atk 130, Def 100, Spd 125, Spc 75
Critical rate: 21%
Durability: 0.94 physical, 0.70 magical

Slash (20): 39 damage (Normal, 100% crit), avg 78.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Double Team (15): Raises Evasion to 1/3 for all attacks (stackable at fading effect, 6 times).
Wing Attack (35): 31 damage (Flying), avg 38.
---
Swords Dance (30): Raises Attack by +100% of base value (max 3 times).
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Quick Attack (30): 22 damage (Normal), avg 27. Attacker gains initiative during round Quick Attack is used.

Comments: A Slasher. Time to compare with Persian. Lower speed. Marginally less damage. Less magical durability, doubly so when you consider it's weak to ALL THREE of the big elements (Fire, Ice, Lightning). Better physical durability. Agility to give it loads of speed, in exchange for... Bite? Double Team in exchange for Growl? Good trades. Still, that horrible elemental magic weakness is insurmountable, so he comes off worse than Persian. Low Middle.

Jynx (Ice/Psychic)
HP 140, Atk 70, Def 55, Spd 115, Spc 115
Critical rate: 19%
Durability: 0.50 physical, 1.04 magical

Blizzard (5): 86 damage (Ice, 90% hit), avg 92. 10% chance of inflicting Freeze.
Lovely Kiss (10): 75% chance of inflicting Sleep.
Body Slam (15): 26 damage (Normal), avg 31. 30% chance of inflicting Paralyse.
Ice Punch (15): 54 damage (Ice), avg 64. 10% chance of inflicting Freeze.
---
Thrash (20): 27 damage (Normal), avg 32. This attack will be used on two or three consecutive turns, during which time no new actions may be taken. Afterwards, the attacker becomes Confused. This particular Pokemon does 24 damage to itself 50% of the time instead of attacking for one to four rounds.
Double Slap (10): 6 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 21.
Lick (30): 7 damage (Ghost), avg 8. 30% chance of inflicting Paralyse.
Pound (35): 13 damage (Normal), avg 15.

Comments: Decent speed, good damage, reasonably accurate status, solid magic defence... but... the defence is just so bad. I still think she's far too scary for Light, though, so Middle.

And that's 60...

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

Dark Holy Elf

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Re: Pokemon Red/Blue/Yellow
« Reply #3 on: December 21, 2007, 08:32:31 AM »
Electabuzz (Electric)
HP 140, Atk 103, Def 77, Spd 125, Spc 105
Critical rate: 21%
Durability: 0.70 physical, 0.95 magical

Thunder (10): 79 damage (Electric, 70% hit), avg 67. 10% chance of inflicting Paralyse.
Light Screen (30): Give self Light Screen status (halves magic damage sustained for rest of battle).
Thunderpunch (15): 50 damage (Electric), avg 61. 10% chance of inflicting Paralyse.
Quick Attack (30): 19 damage (Normal), avg 23. Attacker gains initiative during round Quick Attack is used.
---
Screech (40): 85% chance of lowering target's Defence by 1/2 (stackable at fading effect, 3 times).
Thundershock (30): 28 damage (Electric), avg 34. 10% chance of inflicting Paralyse.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).

Comments: Raichu with an utterly crippled skillset. Alternatively, a fairly speedy low-defence attacker who can boost his MDef to scare mages. Low Middle.

Magmar (Fire)
HP 140, Atk 115, Def 77, Spd 113, Spc 105
Critical rate: 18%
Durability: 0.70 physical, 0.95 magical

Flamethrower (15): 62 damage (Fire), avg 73. 10% chance of inflicting Burn.
Confuse Ray (10): Inflicts Confuse.
Smokescreen (20): Lowers target's Accuracy by 1/3 (stackable at fading effect, 6 times).
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
---
Smog (20): 11 damage (Poison, 70% hit), avg 9. 40% chance of inflicting Poison.
Fire Punch (15): 50 damage (Fire), avg 59. 10% chance of inflicting Burn.
Ember (25): 28 damage (Fire), avg 33. 10% chance of inflicting Burn.

Comments: Like Ninetales, but a bit slower, less damage, considerably worse at taking hits, no Fire Spin... all that adds up to a nice division drop. He still has high-accuracy Confuse, above average speed and damage, and Confuse Ray + Smokescreen can stall many attackers nicely, so Middle.

Pinsir (Bug)
HP 140, Atk 145, Def 70, Spd 55, Spc 75
Critical rate: 7%
Durability: 0.63 physical, 0.68 magical

Slash (20): 43 damage (Normal, 55% crit), avg 67.
Seismic Toss (20): Fixed 50 damage, ignores all modifiers.
Vicegrip (30): 34 damage (Normal), avg 36.
Swords Dance (30): Raises Attack by +100% of base value (max 3 times).
---
Harden (30): Raises Defence by +50% of base value (max 6 times).
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Guillotine (5): 30% chance of inflicting Instant Death. Targets faster than the attacker are immune.
Bind (20): 10 damage (Normal, 75% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 28 if enemy is faster, 112 if enemy is slower barring PP limitations.

Comments: What a terribly-thought out Pokemon. Bind and Guillotine on that speed? Swords Dance and Slash together? Never mind the glitched Focus Energy, which would be crappy on someone so slow anyway... this guy is beyond screwed. Look at it another way, he's a lower-damage Snorlax who takes hits only half as well with no Amnesia or Rest or Hyper Beam or... much of anything. His damage is all that saves him from the Lickitung treatment, but definitely a Light, and a bad one. For once, the Blue version has the inferior Pokemon.

Tauros (Normal)
HP 150, Atk 120, Def 115, Spd 130, Spc 90
Critical rate: 21%
Durability: 1.11 physical, 0.87 magical

Stomp (20): 50 damage (Normal), avg 61. If target is slower than attacker, 30% chance to make target lose a turn.
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Take Down (20): 68 damage (Normal, 85% hit), avg 70. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 52.
Rage (20): 17 damage (Normal), avg 21. Once used, this attack will be used for no PP cost on every subsequent round until attacker is KOed. During this time, whenever the opponent deals damage to the Rager, the latter's Attack is raised by 50% of base value (max 6 times). At maximum power this does 68 damage. USELESS.
---
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Tackle (35): 28 damage (Normal, 95% hit), avg 32.

Comments: Fast and generally average otherwise. Stomp can cause flinching, which is nice. Middle.

Gyarados (Water/Flying)
HP 170, Atk 145, Def 99, Spd 101, Spc 120
Critical rate: 16%
Durability: 1.09 physical, 1.32 magical

Hydro Pump (5): 90 damage (Water, 80% hit), avg 84.
Hyper Beam (5): If this attack connects and does not kill, attacker loses his next turn. 90 damage (Normal, 90% hit), avg 47 if attack is not potentially fatal, 94 otherwise (roughly).
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Bite (25): 37 damage (Normal), avg 43. If target is slower than attacker, 30% chance to make target lose a turn.
---
Dragon Rage (10): Fixed 40 damage, ignores all modifiers.
Tackle (35): 22 damage (Normal, 95% hit), avg 24.
Splash (40): Does nothing whatsoever!

Comments: Pretty durable, solid on the damage front. Just seems like an improved Blastoise, really. Though, it's worth noting he takes 4x damage to Lightning which is amusing. High Middle.

Note that Gyarados has an unevolved form which people may be curious about. Bask in its godliness! (Note: Not included in averages. OBVIOUSLY.)

Magikarp (Water)
HP 95, Atk 30, Def 75, Spd 100, Spc 40
Critical rate: 16%
Durability: 0.46 physical, 0.25 magical

Tackle (35): 6 damage (Normal, 95% hit), avg 7.
Splash (40): Does nothing whatsoever!

Comments: Godlike without question. Sure, his damage makes Chansey's look godly, and he dies four times as fast as average to magic (8 times to Lightning! Folks, this is someone Lezard's Tower form can OHKO...), but HE HAS SPLASH! Um... in seriousness, Puny, of course. I mean, he's someone Ditto can beat (see below) and that's really, really bad.

Lapras (Water/Ice)
HP 205, Atk 105, Def 100, Spd 80, Spc 115
Critical rate: 12%
Durability: 1.32 physical, 1.52 magical

Ice Beam (10): 69 damage (Ice), avg 77. 10% chance of inflicting Freeze.
Hydro Pump (5): 86 damage (Water, 80% hit), avg 77.
Confuse Ray (10): Inflicts Confuse.
Sing (15): 55% chance of inflicting Sleep.
---
Body Slam (15): 38 damage (Normal), avg 43. 30% chance of inflicting Paralyse.
Mist (30): User becomes immune to stat breaks for the rest of the battle.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Water Gun (25): 31 damage (Water), avg 35.

Comments: Tank with pretty good damage (in two elements) and status. Only problem for this guy is being sluggish. High Middle or low Heavy.

Ditto (Normal)
HP 123, Atk 68, Def 68, Spd 68, Spc 68
Critical rate: Believe this is copied with Transform, not sure. If it isn't, then 9%
Durability: 0.54 physical, 0.54 magical. Def stats only matter before Transform.

Tranform (10): Transform self into a copy of the target. Attacker retains original HP and Level, but other stats, including any modifications due to stat boosts, etc., are overwritten. Attacker's moves are similarly overwritten with target's, with a special exception: attacker gets exactly five uses of each copied move, regardless of how many uses the target has. Any status inflicted on attacker remains, and any status (e.g. Light Screen) on target is not copied. Elemental affinities of the target (resistances and weaknesses) ARE copied.

Comments: He can Transform, and fight a mirror match of sorts. The downsides? One: He's slow so the opponent will usually get a free hit in before Transform, to his bad defences. Two: His HP will probably be lower than his opponent's even after transforming. Three: Only five uses of each attack generally dooms him in a war of attrition with a healer. And any disadvantages in a mirror match are going to be fatal... Looks like a pretty bad deal to me. Who's he supposed to beat? People with much lower HP than him? Even then, they should make up the difference with the free attack... only other advantage is copying once-per-battle attacks and using them multiple times... but which of those will be actually useful, and not kill him before he transforms? I'm struggling to think of one. Puny, only good for beating up the likes of Jogurt and Magikarp.

Vaporeon (Water)
HP 205, Atk 85, Def 80, Spd 85, Spc 130
Critical rate: 13%
Durability: 1.06 physical, 1.72 magical

Hydro Pump (5): 97 damage (Water, 80% hit), avg 88.
Acid Armor (40): Raises Defence by +100% of base value (max 3 times).
Sand-Attack (15): Lowers target's Accuracy by 1/3 (stackable at fading effect, 6 times).
Aurora Beam (20): 36 damage (Ice), avg 41. 10% chance of lowering target's Attack by 1/3 (stackable at fading effect, 6 times).
---
Mist (30): User becomes immune to stat breaks for the rest of the battle.
Haze (30): Dispels everyone present, removing all stat boosts, stat breaks, and positive status. It also heals all status for enemies, but not for oneself.
Take Down (20): 32 damage (Normal, 85% hit), avg 31. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 23.
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Bite (25): 22 damage (Normal), avg 25. If target is slower than attacker, 30% chance to make target lose a turn.
Quick Attack (30): 15 damage (Normal), avg 17. Attacker gains initiative during round Quick Attack is used.
Water Gun (25): 33 damage (Water), avg 37.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Tackle (35): 14 damage (Normal, 95% hit), avg 15.

Comments: Yeesh, what an oversized movelist. Anyway, Vaporeon is a magical tank who can become a physical tank with Acid Armor, along with good damage and a stalling attack in Sand-Attack. Decent overall setup, there, low speed being his key weakness. High Middle, maybe low Heavy.

Jolteon (Electric)
HP 140, Atk 85, Def 80, Spd 150, Spc 130
Critical rate: 25%
Durability: 0.72 physical, 1.17 magical

Thunder (10): 97 damage (Electric, 70% hit), avg 85. 10% chance of inflicting Paralyse.
Thunder Wave (20): Inflicts Paralyse.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Sand-Attack (15): Lowers target's Accuracy by 1/3 (stackable at fading effect, 6 times).
---
Take Down (20): 32 damage (Normal, 85% hit), avg 34. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 26.
Pin Missile (20): 6 damage (Bug, 85% hit), hits 2 to 5 times at random, avg 22.
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Double Kick (30): 12 damage (Fighting), hits twice, avg 30.
Bite (25): 22 damage (Normal), avg 28. If target is slower than attacker, 30% chance to make target lose a turn.
Quick Attack (30): 15 damage (Normal), avg 19. Attacker gains initiative during round Quick Attack is used.
Thundershock (30): 33 damage (Electric), avg 41. 10% chance of inflicting Paralyse.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Tackle (35): 14 damage (Normal, 95% hit), avg 17.

Comments: An alternate Raichu, in this setup. Damage is a bit better but less accurate. Much faster (and Raichu was already fast...) and better at taking magical punishment. Also has the evil Agility and Thunder Wave speed game, as well as evasion, though in this case it comes in the form of Sand-Attack. Is he better than Raichu? Probably a bit. Heavy.

Flareon (Fire)
HP 140, Atk 150, Def 80, Spd 85, Spc 130
Critical rate: 13%
Durability: 0.72 physical, 1.17 magical

Flamethrower (15): 78 damage (Fire), avg 88. 10% chance of inflicting Burn.
Fire Spin (15): 14 damage (Fire, 70% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 39 if enemy is faster, 129 if enemy is slower barring PP limitations.
Sand-Attack (15): Lowers target's Accuracy by 1/3 (stackable at fading effect, 6 times).
Bite (25): 38 damage (Normal), avg 43. If target is slower than attacker, 30% chance to make target lose a turn.
---
Rage (20): 14 damage (Normal), avg 16. Once used, this attack will be used for no PP cost on every subsequent round until attacker is KOed. During this time, whenever the opponent deals damage to the Rager, the latter's Attack is raised by 50% of base value (max 6 times). At maximum power this does 56 damage. USELESS.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Smog (20): 14 damage (Poison, 70% hit), avg 11. 40% chance of inflicting Poison.
Take Down (20): 56 damage (Normal, 85% hit), avg 54. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 40.
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Quick Attack (30): 26 damage (Normal), avg 29. Attacker gains initiative during round Quick Attack is used.
Ember (25): 33 damage (Fire), avg 37. 10% chance of inflicting Burn.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Tackle (35): 23 damage (Normal, 95% hit), avg 25.

Comments: Slow with good damage. Sand-Attack probably won't see much use due to lack of speed, same with Fire Spin. Middle.

Porygon (Normal)
HP 140, Atk 80, Def 90, Spd 60, Spc 95
Critical rate: 8%
Durability: 0.81 physical, 0.86 magical

Tri Attack (10): 42 damage (Normal), avg 45.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Psybeam (20): 27 damage (Psychic), avg 29. 10% chance of inflicting Confuse.
Conversion (30): Copy target's elemental affinities onto oneself.
---
Harden (30): Raises Defence by +50% of base value (max 6 times).
Sharpen (30): Raises Attack by +50% of base value (max 6 times).
Tackle (35): 19 damage (Normal, 95% hit), avg 19.

Comments: Bad stats, though admittedly he can raise them. Bad damage. Conversion's his only trick, and it's not a particularly useful one. Light.

Omastar (Rock/Water)
HP 145, Atk 80, Def 145, Spd 75, Spc 125
Critical rate: 11%
Durability: 1.36 (2.71) physical, 1.17 magical

Hydro Pump (5): 94 damage (Water, 80% hit), avg 83.
Spike Cannon (15): 8 damage (Normal), hits 2 to 5 times at random, avg 31.
Withdraw (40): Raises Defence by +50% of base value (max 6 times).
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
---
Horn Attack (25): 22 damage (Normal), avg 24.
Water Gun (25): 33 damage (Water), avg 37.

Comments: Bearing the Rock type, he's a physical tank and takes magic pretty well, too. His damage is also good; only problem is a lack of speed. Still, when you match him up against Golem, he's faster and takes magic better, and can hit the second defence stat if desired... and Golem was one step from Heavy already, so I guess that makes this guy low Heavy.

Kabutops (Rock/Water)
HP 135, Atk 135, Def 125, Spd 100, Spc 90
Critical rate: 16%
Durability: 1.09 (2.18) physical, 0.78 magical

Slash (20): 40 damage (Normal, 100% crit), avg 80.
Hydro Pump (5): 68 damage (Water, 80% hit), avg 63.
Harden (30): Raises Defence by +50% of base value (max 6 times).
Absorb (20): 8 damage (Grass), avg 9. For each 2 damage this attack deals, attacker regains 1 HP.
---
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Scratch (35): 23 damage (Normal), avg 27.

Comments: Solid physical and average magic damage. A physical tank, but he doesn't particularly like magic. Average speed. Seems to come off above average in more areas than not, and that defence is killer. Might be high Middle, might be low Heavy.

Aerodactyl (Rock/Flying)
HP 155, Atk 125, Def 85, Spd 150, Spc 80
Critical rate: 25%
Durability: 0.85 (1.70) physical, 0.80 magical

Hyper Beam (5): If this attack connects and does not kill, attacker loses his next turn. 78 damage (Normal, 90% hit), avg 44 if attack is not potentially fatal, 88 otherwise (roughly).
Agility (30): Raises Speed by +100% of base value (max 3 times).
Bite (25): 32 damage (Normal), avg 40. If target is slower than attacker, 30% chance to make target lose a turn.
Supersonic (20): 55% chance of inflicting Confuse.
---
Take Down (20): 47 damage (Normal, 85% hit), avg 50. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 37.
Wing Attack (35): 29 damage (Flying), avg 36.

Comments: Very fast, and Agility can make him faster still. He's also fast enough to take advantage of his weak Supersonic attack against the right opponents. Hyper Beam may kill fast or may kill slow... depends heavilly on accuracy, criticals, and just how the target can withstand physicals. The weakest of the fossils, but still not bad... he's a testament to how much excellent Speed can save a dueller. Though the Defence doesn't hurt either. Middle, and reasonably high.

Snorlax (Normal)
HP 235, Atk 130, Def 85, Spd 50, Spc 85
Critical rate: 6%
Durability: 1.29 physical, 1.29 magical

Body Slam (15): 69 damage (Normal), avg 73. 30% chance of inflicting Paralyse.
Hyper Beam (5): If this attack connects and does not kill, attacker loses his next turn. 120 damage (Normal, 90% hit), avg 57 if attack is not potentially fatal, 115 otherwise (roughly).
Amnesia (20): Raises Special by +100% of base value (max 3 times).
Rest (10): Heals all HP, and all status except Confuse. Inflicts a Sleep on self that causes self to lose exactly next two turns (during this Sleep, there is immunity to non-Confuse/ID status).
---
Double-Edge (10): 81 damage (Normal), avg 86. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 64.
Harden (30): Raises Defence by +50% of base value (max 6 times).
Headbutt (15): 58 damage (Normal), avg 61. If target is slower than attacker, 30% chance to make target lose a turn.

Comments: A slow, powerful tank. He can boost his defences with Amnesia or Harden (though Harden is definitely the weaker of the two) and then use Rest to overwhelm many damage-dealers. His own damage is very solid; Body Slam adds Paralyse at a respectable rate, making most opponents even slower than he is, and Hyper Beam is a nasty finisher. Still, that speed... PATHETIC! Said game-worst stat ensures he's only a low Heavy, or maybe just a dominant Middle.

Articuno (Ice/Flying)
HP 165, Atk 105, Def 120, Spd 105, Spc 145
Critical rate: 17%
Durability: 1.28 physical, 1.54 magical

Blizzard (5): 108 damage (Ice, 90% hit), avg 114. 10% chance of inflicting Freeze.
Ice Beam (10): 86 damage (Ice), avg 101. 10% chance of inflicting Freeze.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Peck (35): 25 damage (Flying), avg 29.
---
Mist (30): User becomes immune to stat breaks for the rest of the battle.

Comments: High durability, excellent damage that may rarely inflict Freeze (insant defeat, essentially), which is good only for healers. And a Haste spell. Nasty. He really does hate elemental defence, but beyond that he's scary. High Heavy.

Zapdos (Electric/Flying)
HP 165, Atk 110, Def 105, Spd 120, Spc 145
Critical rate: 20%
Durability: 1.12 physical, 1.54 magical

Thunder (10): 108 damage (Electric, 70% hit), avg 91. 10% chance of inflicting Paralyse.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Light Screen (30): Give self Light Screen status (halves magic damage sustained for rest of battle).
Drill Peck (20): 56 damage (Flying), avg 67.
---
Thundershock (30): 37 damage (Electric), avg 44. 10% chance of inflicting Paralyse.

Comments: Fast and a deadly attacker. His main problem is accuracy, but when Thunder hits, it hits hard. And Drill Peck isn't too bad, for a 100% fallback attack that hits a different defence stat. One again, Agility is thrown in for fun, and Light Screen renders him a magical tank. High Heavy.

Moltres (Fire/Flying)
HP 165, Atk 120, Def 110, Spd 110, Spc 145
Critical rate: 18%
Durability: 1.17 physical, 1.54 magical

Sky Attack (5): Requires one-round charge time before use. 104 damage (Flying, 95% hit), avg 58.
Fire Spin (15): 15 damage (Fire, 70% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 43 if enemy is faster, 145 if enemy is slower barring PP limitations.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
---
Peck (35): 28 damage (Flying), avg 33.

Comments: So saved by Agility it isn't funny. Without it, he's doomed against anyone faster than him, forced into a four-turn kill with Sky Attack. With, he doubles his speed to outrace his opponent if necessary, and starts spamming Fire Spin. With his excellent Special Attack, its damage can add up fast and totally lock down the enemy in the process. While not the master of this style of attack that Arbok and Dragonite are, it's still effective, though he does fear Fire defence. Good defensive stats further save him. Heavy, most likely.

Dragonite (Dragon/Flying)
HP 166, Atk 154, Def 115, Spd 100, Spc 120
Critical rate: 16%
Durability: 1.23 physical, 1.29 magical

Hyper Beam (5): If this attack connects and does not kill, attacker loses his next turn. 95 damage (Normal, 90% hit), avg 50 if attack is not potentially fatal, 99 otherwise (roughly).
Wrap (20): 11 damage (Normal, 85% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 38 if enemy is faster, 253 if enemy is slower barring PP limitations.
Thunder Wave (20): Inflicts Paralyse.
Agility (30): Raises Speed by +100% of base value (max 3 times).
---
Dragon Rage (10): Fixed 40 damage, ignores all modifiers.
Slam (20): 52 damage (Normal, 75% hit), avg 46.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).

Comments: Bah! As a proud Dragonite hater (he sucks in-game, for many reasons), seeing how good he is DL-wise saddens me. Agility and Thunder Wave give him Raichu's speed game, and it combines with Arbok's devastating Wrap, which is overkill damage on average once he's faster than his enemy. If it weren't for those tricks, he'd be a 3-turn-KOing low Middle, too. He also resists several major elements (except Ice which does 4x damage to him! Heh). High Heavy. *shakes fist*

Mewtwo (Psychic)
HP 181, Atk 130, Def 110, Spd 150, Spc 174
Critical rate: 25%
Durability: 1.28 physical, 2.03 magical (!!)

Psychic (10): 97 damage (Psychic), avg 121. 30% chance of lowering target's Special by 1/3 (stackable at fading effect, 6 times).
Recover (20): Heals 50% of max HP.
Amnesia (20): Raises Special by +100% of base value (max 3 times).
Barrier (30): Raises Defence by +100% of base value (max 3 times).
---
Mist (30): User becomes immune to stat breaks for the rest of the battle.
Swift (20): 33 damage (Normal), avg 41. Ignores attacker's accuracy and target's evade, can hit airborne (e.g. using Fly) targets.
Disable (20): 55% chance of selecting an opponent's move at random, and sealing it for 2 to 5 turns, randomly.
Confusion (25): 56 damage (Psychic), avg 70. 10% chance of inflicting Confuse.

Comments: Freakishly fast, ridiculous MDef, and very solid damage. More obnoxious is his skillset, which lets him double his damage and MDef simultaneously with Amnesia, or just his defence with Barrier. Worst part is, these moves stack. And he can heal. Lack of any status defence (beyond his MDef, I suppose) is his only weakness. Godlike.

Damage Curve

This is based on optimum average damage output (taking into account accuracy and critical rate) before stat boosts, not counting detonations.

Mewtwo (121) > Articuno (114) > Alakazam (107) > Tentacruel (100) > Jynx (92) > Zapdos (91) > Golem (88) = Starmie (88) = Vaporeon (88) = Flareon (88) > Ninetales (86) = Hypno (86) > Jolteon (85) > Gyarados (84) > Omastar (83) > Venusaur (82) = Victreebel (82) > Persian (80) = Seadra (80) > Dugtrio (79) = Dewgong (79) = Hitmonlee (79) > Raichu (78) = Dodrio (78) = Scyther (78) > Lapras (77) > Farfetch'd (76) > Vileplume (75) = Cloyster (75) > Charizard (74) > Blastoise (73) = Magmar (73) = Snorlax (73) > Sandslash (70) = Golduck (70) = Arcanine (70) > Kingler (68) > Fearow (67) = Electabuzz (67) = Pinsir (67) > Marowak (65) > Poliwrath (62) > Tauros (61) > Machamp (60) = Exeggutor (60) = Kangaskhan (60) > Slowbro (59) > Seaking (58) = Moltres (58) > Primeape (56) = Muk (56) > Raticate (55) > Wigglytuff (52) > [Pikachu (51)] > Nidoking (50) = Parasect (50) = Venomoth (50) = Gengar (50) = Weezing (50) = Dragonite (50) > Mr. Mime (46) > Rhydon (45) = Porygon (45) > Aerodactyl (44) > Nidoqueen (43) > Hitmonchan (42) > Beedrill (41) = Magneton (41) > Rapidash (40) > Lickitung (33) > Arbok (32) > Pidgeot (31) = Golbat (31) = Tangela (31) > Clefable (30) > Butterfree (29) > Electrode (24) > Onix (18) > Chansey (15) > [Magikarp (7)] > Ditto (0)

Average = 5074/80 = 63

Interestingly, this number is remarkably close to 40% of the average HP... nifty for those of us who take 2.5x average damage = average PC KO.

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

Reiska

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Re: Pokemon Red/Blue/Yellow
« Reply #4 on: July 31, 2014, 08:22:43 AM »
I'm not sure at what point this was actually datamined, but since it might be relevant for DL voters who vote on gen 1, RBY critical hits are not actually double damage; instead, they double level in the damage calculation.  The effect of this on final damage can be approximated as (2L+5)/(L+5), so for DL purposes, crits are a 90.9% damage boost. 

Also worth noting, while on the subject: Gen 1 crits ignore all buffs/debuffs on both the attacker and the defender, including ones that would be beneficial to the attacker (thus it is actually possible for crits to do less damage than non-crits after buffs/debuffs are in play).  They also ignore halved Attack from Burn status.  Finally, gen 1 crit rates cap at 99.6% (255/256). 

hinode

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Re: Pokemon Red/Blue/Yellow
« Reply #5 on: January 11, 2015, 05:55:50 PM »
Recently some pretty major bugs have been discovered about RBY that are of peripheral levels of DL relevance. The real purpose of this post, of course, is to gawk at just how amazingly buggy RBY can get.

http://www.smogon.com/forums/threads/past-gens-research-thread.3506992/#post-5944533 - Moves with a random percentage chance of inflicting burn/freeze/paralysis will never inflict that status against a target of the same type as the move in question. Basically, Body Slam will never paralyze Normal types, Lick will never paralyze Ghost types, Thunder will never paralyze Electric types, etc. This does not apply to pure status moves like Thunderwave or moves with a percentage chance of inflicting some other effect, so Twinneedle can still poison Bug types, Psychic can lower the special of enemy Special types, etc.

This is pretty minor in the DL (only applies for Pokemon vs other Pokemon, for starters) but was a pretty massive shakeup to the hitherto static RBY metagame, where Snorlax vs Snorlax and Tauros vs Tauros matchups are pretty common.

http://www.smogon.com/forums/threads/on-rby-stat-modifications-paralysis-burn-stat-drops.3525356/ - if your opponent is paralyzed or burned and you use any stat modifying move, be it Amnesia or Growl or Defense Curl or whatever, your opponent gets their attack halved or speed quartered again. Seriously.

This one's pretty easy to utilize for anyone with Thunderwave and a fair number of Stun Spore users. I think most people apply a cap on how low turn-based speed can go, otherwise the results can get really silly.

http://www.smogon.com/forums/threads/past-gens-research-thread.3506992/page-2#post-5951294 - if a Pokemon currently recharging from Hyper Beam use is targetted by a sleep move, that move will automatically work, not the usual 1/256 chance of failure. Also any other prexisting status effects (Poison/Paralysis/Burn/Freeze) will be overwritten by sleep in the process.

This one should never actually occur so long as the Hyper Beam user is aware that this bug exists, but it's still pretty hilarious that this bug actually exists.

Reiska

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Re: Pokemon Red/Blue/Yellow
« Reply #6 on: March 25, 2015, 06:33:13 PM »
There's another one you didn't list there, although it's related to one of the ones you listed, hinode: whenever you or your opponent use any stat modifying move, your Badge Boosts are also applied again, multiplying all your stats by 9/8.

On that note, Agility will negate paralysis speed loss and Sharpen or Swords Dance will negate burn attack loss.

(secondary source: http://www.reddit.com/r/twitchplayspokemon/comments/2xxjar/plan_double_hax/cp4bl87 )

Edit: Here's a more in-depth explanation from the primary source ( http://www.dragonflycave.com/rbystatmods.aspx ):

When a move that modifies stat stages is successfully used (successfully means the stat cannot be effectively 999 or at +6/-6 stages already, as appropriate), the following happens.
1. The stat stage is raised or lowered as appropriate.  This is (obviously) intended behavior.
2. The stat is recalculated by taking the original out-of-battle stat and multiplying it by the ratio corresponding to the current stat stage.  Intended.
3. If the stat being modified is the player's Pokemon's stat, the game now applies all applicable badge boosts for which you have the corresponding badges.  NOT intended, it should only be applying the one relevant to the stat you just modified.  These will stack multiplicatively, but only for the stat you're not actually boosting stages on, because that one gets recalculated properly.  Double Team or other Evasion-boosting moves are by far the best ones to use for this - one Double Team gives you +12.5% to all stats, two gives you +26.5625%, three gives you +42.3828%, four gives you +60.1807%, five gives you +80.2032%, and six gives you +102.7287%.  If you have another buffing move besides Double Team, you can of course use it to keep stacking in at least three stats.
4. If the pokemon whose turn it is NOT is paralyzed, its speed is divided by 4 again.
5. If the pokemon whose turn it is NOT is burned, its attack is divide by 2 again.

Another one also, this one with Bide: When Bide accumulates damage in memory, there are a number of moves which don't actually do damage but will increment Bide's damage counter by however much damage the last damaging move did.  These are the moves that are affected: Conversion, Haze, Teleport, Mist, Focus Energy, any status move that inflicts Confusion, any healing move, Transform, Light Screen, Reflect, any status move that inflicts Poison, any status move that inflicts Paralysis, Substitute, Mimic, Leech Seed, and Splash.  (By "status" move obviously I mean move that inflicts a status and does nothing else.)

This means that for instance, if you use Bide, then your opponent hits you for 50 damage, then uses Stun Spore on you, then uses Confuse Ray, your Bide will not do the expected 100 damage, it will do 300.

One more fun thing: Gen 1 ID moves actually work by just doing a flat 65,535 damage, I think. (The game has a memory location which is written to for "damage dealt" which is used for Bide, Counter, etc., and it writes 65535 there on an ID move hitting.)

One last fun thing: due to the way Gen 1 damage math works, if a move would do a base (pre-STAB, pre-type modifier) damage of 2 and the target has a double resistance to the move, the move will always miss.  If the base damage is 3 and the target has a double resistance, the move will always miss UNLESS the attacker has STAB.
« Last Edit: March 25, 2015, 07:24:13 PM by Reiska »