Theorymon
Long Live Super Mario Maker! 2015-2024
UBERS GENERATION ONE
WELCOME TO MEWTWO'S LAIR OF DESPAIR! That's right, since this is the first ever generation of Pokémon, it's also the least balanced by far! There are also lots of weird quirks with the battle system since this game went through some SERIOUS developmental hell. This metagame may be the most stagnant of the Uber metagames, but that's okay, lets talk about the absurdly unbalanced origins of Ubers!
Since this is the origin of Ubers, there are TONS of minute differences, bugs, etc. This thread will only cover the basic things that are relevant to people who are used to Ubers metagames. If you want to know ALL the differences, check out this handy article that was written by Vineon and evan: http://www.smogon.com/rb/articles/differences
Special thanks to:
Goddess Briyella for grammar checking these threads!
Fusxfaranto for compiling the Pokémon, Move, Ability, and Item lists!
Pokémon and moves that exist this Generation
Oh come on, do I REALLY have to show you all which Pokémon are allowed in this metagame? FINE, gotta be consistent I guess. Since there are only 151 Pokémon in this game and this game has less than half of all Pokémon moves in it, we won't be using the usual exclusion list. Instead, use your computer's Find function. If you don't find what you're looking for, it's because it doesn't exist in Generation 1!
Absorb
Acid
Acid Armor
Agility
Amnesia
Aurora Beam
Barrage
Barrier
Bide
Bind
Bite
Blizzard
Body Slam
Bone Club
Bonemerang
Bubble
Bubble Beam
Clamp
Comet Punch
Confuse Ray
Confusion
Constrict
Conversion
Counter
Crabhammer
Cut
Defense Curl
Dig
Disable
Dizzy Punch
Double-Edge
Double Kick
Double Slap
Double Team
Dragon Rage
Dream Eater
Drill Peck
Earthquake
Egg Bomb
Ember
Explosion
Fire Blast
Fire Punch
Fire Spin
Fissure
Flamethrower
Flash
Fly
Focus Energy
Fury Attack
Fury Swipes
Glare
Growl
Growth
Guillotine
Gust
Harden
Haze
Headbutt
High Jump Kick
Horn Attack
Horn Drill
Hydro Pump
Hyper Beam
Hyper Fang
Hypnosis
Ice Beam
Ice Punch
Jump Kick
Karate Chop
Kinesis
Leech Life
Leech Seed
Leer
Lick
Light Screen
Lovely Kiss
Low Kick
Meditate
Mega Drain
Mega Kick
Mega Punch
Metronome
Mimic
Minimize
Mirror Move
Mist
Night Shade
Pay Day
Peck
Petal Dance
Pin Missile
Poison Gas
Poison Powder
Poison Sting
Pound
Psybeam
Psychic
Psywave
Quick Attack
Rage
Razor Leaf
Razor Wind
Recover
Reflect
Rest
Roar
Rock Slide
Rock Throw
Rolling Kick
Sand Attack
Scratch
Screech
Seismic Toss
Self-Destruct
Sharpen
Sing
Skull Bash
Sky Attack
Slam
Slash
Sleep Powder
Sludge
Smog
Smokescreen
Soft-Boiled
Solar Beam
Sonic Boom
Spike Cannon
Splash
Spore
Stomp
Strength
String Shot
Struggle
Stun Spore
Submission
Substitute
Super Fang
Supersonic
Surf
Swift
Swords Dance
Tackle
Tail Whip
Take Down
Teleport
Thrash
Thunder
Thunderbolt
Thunder Punch
Thunder Shock
Thunder Wave
Toxic
Transform
Tri Attack
Twineedle
Vice Grip
Vine Whip
Waterfall
Water Gun
Whirlwind
Wing Attack
Withdraw
Wrap
Acid
Acid Armor
Agility
Amnesia
Aurora Beam
Barrage
Barrier
Bide
Bind
Bite
Blizzard
Body Slam
Bone Club
Bonemerang
Bubble
Bubble Beam
Clamp
Comet Punch
Confuse Ray
Confusion
Constrict
Conversion
Counter
Crabhammer
Cut
Defense Curl
Dig
Disable
Dizzy Punch
Double-Edge
Double Kick
Double Slap
Double Team
Dragon Rage
Dream Eater
Drill Peck
Earthquake
Egg Bomb
Ember
Explosion
Fire Blast
Fire Punch
Fire Spin
Fissure
Flamethrower
Flash
Fly
Focus Energy
Fury Attack
Fury Swipes
Glare
Growl
Growth
Guillotine
Gust
Harden
Haze
Headbutt
High Jump Kick
Horn Attack
Horn Drill
Hydro Pump
Hyper Beam
Hyper Fang
Hypnosis
Ice Beam
Ice Punch
Jump Kick
Karate Chop
Kinesis
Leech Life
Leech Seed
Leer
Lick
Light Screen
Lovely Kiss
Low Kick
Meditate
Mega Drain
Mega Kick
Mega Punch
Metronome
Mimic
Minimize
Mirror Move
Mist
Night Shade
Pay Day
Peck
Petal Dance
Pin Missile
Poison Gas
Poison Powder
Poison Sting
Pound
Psybeam
Psychic
Psywave
Quick Attack
Rage
Razor Leaf
Razor Wind
Recover
Reflect
Rest
Roar
Rock Slide
Rock Throw
Rolling Kick
Sand Attack
Scratch
Screech
Seismic Toss
Self-Destruct
Sharpen
Sing
Skull Bash
Sky Attack
Slam
Slash
Sleep Powder
Sludge
Smog
Smokescreen
Soft-Boiled
Solar Beam
Sonic Boom
Spike Cannon
Splash
Spore
Stomp
Strength
String Shot
Struggle
Stun Spore
Submission
Substitute
Super Fang
Supersonic
Surf
Swift
Swords Dance
Tackle
Tail Whip
Take Down
Teleport
Thrash
Thunder
Thunderbolt
Thunder Punch
Thunder Shock
Thunder Wave
Toxic
Transform
Tri Attack
Twineedle
Vice Grip
Vine Whip
Waterfall
Water Gun
Whirlwind
Wing Attack
Withdraw
Wrap
Take a good look at the RBY dex for the Pokémon: http://www.smogon.com/rb/pokemon/
I'm not giving you the usual list for Pokémon because of a very important aspect of RBY talked about below...
The Special Stat
This is the reason I want you to look at our RBY dex! One of the biggest fundamental differences between Generation 1 and the rest of the franchise is the Special stat. Instead of having a Special Attack and Special Defense stat, Gen 1 just uses a stat that covers them both! This has huge implications for how the game works, since anything that's good at Special Attacking will also be good at taking special attacks most of the time!
By the way, let me leave you with a scary thought: Due to how stats work in this generation, if RBY Mewtwo were brought to Gen 6 unaltered, Mewtwo would have approximately the same bulk as a neutral natured 252 HP / 252 Def / 252 SpD Ho-oh, with near identical attacking power as your usual Mewtwo! Thank goodness all the other Pokémon have their stats maxed out in RBY!
EVs / Stat Experience
EVs are DRAMATICALLY different in this generation. Instead of allocating 510 EVs between six stats, you're able to simply max out every stat! This significantly alters many aspects of the game! For example, every Pokémon has maximum defensive investment, making things MUCH harder to take down! Also, you may find mixed attackers were you wouldn't usually expect, such as Tauros. Also, just remember that each Pokémon's stat is one point less than their neutral max in later generations, as Natures do NOT exist!
Abilities and Items
Abilities and Items have long been a part of Pokémon, but they didn't exist yet in this generation. While this does make this generation much simpler, it also means less for you to take into account when teambuilding!
Lack of Team Preview
This generation has no Team Preview, meaning that the first Pokémon on your team will be the first sent out 100% of the time. Choose your lead wisely! Also, this means you have no idea what's on your opponents team, though this is somewhat mitigated by low amount of Pokémon in Generation 1.
Typing Changes
Since this is the first generation, there are some pretty big differences in the type chart!
Steel-, Dark-, and Fairy-types: These don't even exist this Generation!
Psychic-type: Unlike past Gens, Psychic types are actually IMMUNE to Ghost-type attacks (granted, the only Ghost-type move this effects is Lick, since Night Shade ignores the type chart this generation). Also, Bug-type attacks in Generation 1 consist of only Twineedle and Pin Missile, and Psychic is the only type resistant to Psychic. So basically, this is just another reason Mewtwo is ultra scary!
Other typing changes: Fire-types are neutral to Ice-type attacks, and Bug and Poison are weak to each other.
Physical and Special Attacks
Generation 1 does not categorize if a move is physical or special individually. Instead, a move is physical or special depending on what type it is. Here are the types and what attack stat they correspond to.
Physical
Bug
Fighting
Flying
Ghost
Ground
Normal
Poison
Rock
Special
Dragon
Electric
Fire
Grass
Ice
Psychic
Water
Hazards
There are no hazards in this game whatsoever! This certainly decreases the pace of the game.
Critical hits
Critical hits are a strange beast in this Generation; let's go over the 4 main differences.
1. Critical hits do double damage, unlike Generation 6.
2. Critical hits this Gen are calculated off of Base Speed with this formula: CH%= BaseSpeedx100 / 512. For example, Mewtwo's critical hit chances are around 25%! That sounds pretty awesome, but there's a catch...
3. Critical hits ignore ALL stat modifications. For example, if your +4 Mewtwo gets a critical hit, you'll actually do LESS damage than you would have with a regular hit!
4. Moves with high critical hate ratios land critical hits around 99.6% of the time.
Status moves
Like most things in Generation 1, there are some big mechanical differences for statuses.
Freeze: When you are frozen solid, you will NEVER defrost unless you are hit by a Fire-type move or Haze. So if you get frozen, you pretty much just lost a Pokémon! Because of this, Ice Beam and Blizzard are very popular moves around here.
Sleep: In this generation, Pokémon don't attack the same turn they wake up, making Sleep even more debilitating than usual!
Toxic and Poison: Toxic poisoning will become regular poisoning after a switch out, making it way less prominent than later generations. Also, regular poison only chips off 1/16 of a Pokémon's HP per turn this generation. If you KO something while poisoned, you won't take poison damage on that turn.
Paralysis: If for any reason a Pokémon uses Agility, the speed lowering effects of Paralysis will be nullified until the Pokémon switches out. Also, unlike Generation 6, Electric types CAN be paralyzed.
Burn: If your Pokémon uses Swords Dance, the Attack drop will be nullified. Also, Burn only takes away 1/16 of a Pokémon's HP per turn this generation. If you KO something while burned, you won't take burn damage on that turn.
Trap Attack moves
Remember those lame moves like Wrap, Fire Spin, and Clamp? In this generation, when these moves trap the opponent, the opponent can't even move! Instead, the attacks will continue until the opponent is released. This means faster Pokémon can immobilize and keep attacking the opponent until the trapping move misses, and they also get a totally free switch if they so choose.
Explosion and Selfdestruct
While Explosion and Selfdestruct may have reductions in base power (Selfdestruct is base 130, while Explosion is base 170), they halve the opponent's defense right before firing off, still making them much more powerful than they are in Generations 5 and 6! So when you see Snorlax, watch out, it may go boom!
Phazing
Even though Roar and Whirlwind are Generation 1 moves, they always fail this generation, meaning that phazing simply doesn't exist!
Misses
Unlike any other generation, ALL moves but Swift can miss. 100% accurate moves have around a 0.4% chance of missing. This may not seem like much, but trust me, seeing your Snorlax miss Selfdestruct is one of the worst things ever!
Hyper Beam: Hyper Beam doesn't need to recharge if it KOs or hits a Substitute. This makes Hyper Beam an important STAB attack for Normal-types like Tauros!
Substitute: Unlike in any other generation, Substitute actually doesn't block any status moves except Toxic, which isn't a very good move this generation in the first place.
Blizzard: Blizzard has 90% accuracy this generation, making the move much more common!
Psychic: This move has a 30% chance of lowering the target's Special.
Fire Blast: This move has a 30% chance of inflicting a burn.
Rest: Rest does not remove the stat effects from paralysis and burn until you switch out. Also, there is no Sleep Talk this generation.
Reflect and Light Screen: These moves stay in place the entire time your Pokémon stays in the battle, but disappear once they switch out or once Haze is used.
Disable: Not only is this move only 55% accurate in this generation, but it also randomly disables one move for 0-6 turns instead of the last used move.
Double-Edge: This move is only 100 base power in this generation.
Rock Slide: This move doesn't flinch opponents in this generation.
Recover and Softboiled: For some reason, if your Pokémon's HP is 255 HP or 511 HP below its max HP,the move will fail.
Leech Seed: Leech Seed only absorbs 1/16 HP per turn. Also, Leech Seed only saps at the end of the opposing Pokémon's turn, meaning that only Pokémon that are faster than the opponent will get Leech Seed recovery on the turn of use. Toxic poison and Leech Seed operate on the same counter this generation, meaning that Leech Seed's sapping/recovering effect will double as well!
Night Shade and Seismic Toss: These moves ignore the type chart, so they hit every Pokémon regardless of immunities.
Other Changes
Various special moves: Gen 6 nerfed the power of a lot of special moves, such as Fire Blast, Hydro Pump, Surf, Thunder, etc. These moves are more powerful this Gen!
Sound moves: These moves no longer ignore Substitutes.
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Mew: HEY GUYS I HEARD THERE'S A PARTY!!! WASSSUUUUUP!
Mewtwo: Who the hell invited my dumbass brother to my party...
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