Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!
Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
It's time for what you have probably been looking forward to, backporting mons from future generations! Ideally these Pokemon should enhance the meta, not overhaul it.
You are allowed some flexibility in changing a mon's stats/moves/typing but they should not be completely overhauled. All moves should exist in vanilla RBY.
Reminder that Sludge, Leech Life, Mist, Hyper Fang, Karate Chop, Toxic, Bubblebeam, Dig, Dragon Rage, Rock Throw, Bonemerang, and Waterfall were all buffed last slate. Please make sure these don't make a new addition broken.
All Pokemon who learn TMs in RBY can learn Bide, Rage, Toxic, Mimic, Substitute, and Rest. These MUST be in the Pokemon's movepool.
Dark, Steel, and Fairy types do not exist in RBY, so any Pokemon that have these types must have them changed. This can be done either by removing the type (such as making Houndoom pure Fire) or by changing the type (such as making Drapion Poison/Bug)
HELPFUL TIP:An easy way to check a list of eligible moves is by going on showdown, and typing the following command in a chat window:
Code:
/nms [pokemon name], gen1, all
No hard deadline on submissions, probably somewhere around a week, and a 48 hour warning will be given in advance.
Happy submitting!
SUBMISSION TEMPLATE:
Code:
Name:
HP:
Attack:
Defense:
Special:
Speed:
Typing:
Movepool Changes (if any):
Justification of Changes:
Full Movepool: [hide=list of moves]
[/hide]
Description:
Typing: Grass/Ice Movepool Changes (if any): +Bide, +Rage, +Mimic, -Ice Punch, -Low Kick, -Swords Dance Justification of Changes: Adding Universal Moves, Ice Punch has almost no distribution in RBY so removing it for consistency. I also want this mon to get walled by Chansey to encourage Chansey usage so I removed SD and the paraflinch option in Low Kick.
Full Movepool:
Bide, Blizzard, Body Slam, Double Team, Double-Edge, Earthquake, Flash, Growth, Headbutt, Hyper Beam, Ice Beam, Leech Seed, Leer, Light Screen, Mega Kick, Mega Punch, Mimic, Mist, Razor Leaf, Rage, Rest, Rock Slide, Skull Bash, Solar Beam, Stomp, Strength, Substitute, Take Down, Toxic
Description: Something that might shock non-RBY players is that Grass/Ice is a very strong typing in RBY. You have powerful unresisted dual STAB in Blizzard/Razor Leaf and most of your weaknesses are irrelevant in RBY OU context (Rock/Flying are secondary STABs on the mons that learn them, Fire/Fighting/Bug/Poison are all uncommon) while the resistances to Ground and Electric are important. You crucially outspeed Exeggutor and aren't walled by Starmie. I buffed speed to 65 just for the guaranteed crit with Razor Leaf, doesn't get any notable Speed tiers outside of Lapras which is rare in OU. Your biggest hurdle with using Abomasnow outside of the speed is that you are walled by Chansey.
Typing: Psychic Movepool Changes (if any): +Bide, +Rage, +Mimic -Flamethrower, -Double-Edge, -Fire Punch, -Ice Punch, -Thunder, -Thunderbolt, -Thunder Punch Justification of Changes: Punches and Flamethwoer are not TMs in RBY so removing those. Removing Double-Edge and Thunderbolt/Thunder ensure it is Walled by Chansey and Starmie, forcing it to use Explosion to break.
Description: Azelf is meant to mirror my favorite Mewtwo set in RBY Ubers: Thunder Wave + 2 Attacks + Explosion. Obviously it does not come close to Mewtwo's stats and has a much narrower movepool (kinda forced to run psy + fblast as the attacks) so it will likely be balanced. Think of this as an offensive version of Alakazam.
Typing: Grass/Flying
Movepool Changes (if any): +Bide, +Rage, +Psychic
Justification of Changes: I felt bad about the fact that it has to use CONFUSION as an attacking move so I gave it psychic to mirror venomoth/butterfree.
Description: Jumpluff is meant to be a one-trick pony. It's one trick is fast double powder. Outside of this, it offers almost NOTHING to the table. It can function as a good sleep lead, outspeeding Jynx and tying Gengar, then click Stun Spore a couple of times before dying. It has SD + Hyper Beam but the attack is too low to make it work.
Typing: Fire/Rock
Movepool Changes (if any): -Body Slam, -Earthquake, -Rock Throw, -Rock Slide
Justification of Changes: Consistent with most rocks not having Quakeslide in RBY, also forces magcargo to somewhat commit to an Amnesia angle. Removing Body Slam ensures it can't threaten unparalyzed Starmie/Alakazam. The nerf in defense makes it likely to be OHKOed by Tauros/Snorlax Earthquakes, can revert if this turns out to be too harsh. I made up for the nerf in defense by a buff in special (since its kinda 2 stats a +10 buff keeps bst constant).
Full Movepool:
Acid Armor, Amnesia, Defense Curl, Double Team, Double-Edge, Ember, Explosion, Fire Blast, Fire Spin, Flamethrower, Harden, Hyper Beam, Light Screen, Mimic, Recover, Reflect, Rest, Self-Destruct, Smog, Smokescreen, Solar Beam, Strength, Substitute, Take Down, Toxic
Description: Amnesia + Recover seems scary at first glance but it has a brutal 4x ground weakness so dies to Tauros/Snorlax clicking Earthquake. Always threatened by Starmie's surf as well. Starmie is a really really bad matchup for it since it has to rely on mono fire for offensive coverage. However once all its checks are gone, it can potentially sweep with Amnesia and Recover.
Typing: Grass
Movepool Changes (if any): +Bide, +Mimic, +Rage, +Razor Leaf, +Dragon Rage, -Slash, -Swords Dance, -Low Kick, -Thunder Punch
Justification of Changes: Razor Leaf as STAB (replacement for leaf blade), Dragon Rage I feel fits Sceptile and is a new way to use the move. Removed SD and Slash to force it to commit to the special side, Low Kick to prevent Chansey cheese, and Thunder Punch because of elemental punches.
Full Movepool:
Absorb, Agility, Body Slam, Counter, Cut, Dig, Double Kick, Double Team, Double-Edge, Dragon Rage, Earthquake, Flash, Headbutt, Hyper Beam, Leech Seed, Leer, Mega Drain, Mega Kick, Mega Punch, Mimic, Pound, Quick Attack, Razor Wind, Rest, Roar, Rock Slide, Screech, Seismic Toss, Slam, Solar Beam, Strength, Substitute, Swift, Take Down, Toxic
Description: Most Grasses in RBY are just "click sleep" mons that aren't very offensive, so I tried focusing on a more offensive grass that clicks razor leaf. Is fast and strong, but walled by Chansey and ruined by Zapdos.
reopening wounds today (the first 2 are FutureProofing references)
Name: Mimikyu HP: 56 (+1) Attack: 90 Defense: 80 Special: 78 (average of its SpA and SpD rounded up) Speed: 96 Typing:
Movepool Changes (if any): +Bide, +Rage, +Thunder Shock, -Leech Life, -Hyper Beam Justification of Changes: Changing Fairy to Electric references Mimikyu trying to copy Pikachu, so might as copy its typing. 78 SpA gives Mimikyu a decent but not terribly strong Thunderbolt, 2HKOing basically everything it needs to (Cloyster, Starmie, Aerodactyl) and having a chance to OHKO Gyarados. +1 HP purely so that it has an even 400 BST. Removed Leech Life since I think Eggy walling this is probably a good thing, and I felt like I had to remove one of Hyper Beam and Swords Dance, opting for the former since that'd probably be more likely to break it. Added universal TMs and Thunder Shock for flavor.
Description: Another existent Ghost to switch into Normal moves, trading Gengar's Speed and sleep for better physical bulk, TWave, and a way through Chansey. Will mostly exist to click Thunder Wave and then be a decent mixed attacker with TBolt + Slash, with the last slot probably being Night Shade or Psychic for Rhydon (they do about the same damage). 56 HP means that it's frail enough to get 2HKO'd by any Earthquake ever and a lot of stronger Special moves very easily 2HKO it, with Alakazam's Psychic even having a chance to 2HKO.
Movepool Changes (if any): +Bide, +Rage, +Mimic, +Skull Bash, +Quick Attack, +Bubble Beam, +Water Gun, +Night Shade, -Agility, -Disable, -Dream Eater, -Headbutt, -Hypnosis, -Solar Beam, -Tackle Justification of Changes: Pure Ice instead of Ice/Ghost like it was in FutureProofing since this is probably too fat on the physical side to let it be Normal-immune. Stats and movepool changes mimic Ninetales (including it now getting Night Shade), with Hypnosis removed to not overlap with Jynx and the Water moves added since most Ice-types get them this gen.
Aurora Beam, Blizzard, Body Slam, Confuse Ray, Dig, Double Team, Double-Edge, Hyper Beam, Ice Beam, Mist, Reflect, Rest, Roar, Substitute, Swift, Tail Whip, Take Down, Toxic, Bide, Rage, Mimic, Skull Bash, Quick Attack, Bubble Beam, Water Gun, Night Shade
Description: fast ice. Trades Articuno's sheer power (though it is still quite strong) and Jynx's sleep and Psychic resistance for being able to outspeed Zapdos (though it is crucially slower than the 110s) and not getting completely folded by a Rock Slide. Will be what you use when you want your Articuno to be a little faster.
Movepool Changes (if any): +Bide, +Rage, +Quick Attack, +Submission, +Double Kick, +Sleep Powder, -Low Kick, -Rock Slide, -Swords Dance, -Thunder Punch Justification of Changes: +5 Spe to get the jump on fellow Grass and Fighting Sleepers in Victreebel and Poliwrath. Most removed moves are ones that are uncommon in Gen 1, along with Swords Dance since that would probably be too strong on a Fighting-type with Sleep. Submission and Double Kick give it actual Fighting moves, since Low Kick was otherwise its only one, and Quick Attack is a slight reference to to its tried and true Mach Punch. Sleep Powder is flavor since it's outclassed by Spore anyway (and also being insurance in case Spore is too good on this so I don't forget to give it Sleep Powder instead).
Absorb, Body Slam, Counter, Cut, Dig, Double Team, Double-Edge, Flash, Growth, Headbutt, Hyper Beam, Leech Seed, Mega Drain, Mega Kick, Mega Punch, Mimic, Poison Powder, Rest, Seismic Toss, Solar Beam, Spore, Strength, Stun Spore, Substitute, Swift, Tackle, Take Down, Toxic, Bide, Rage, Quick Attack, Submission, Double Kick, Sleep Powder
Description: The Fighting-type with actual utility moves. Spore is its biggest selling point, being a rare sleeper that can threaten Chansey, which will be its main job. Aside from that, it does most other things you'd expect a Fighting-type to do, which is to bully other Normal-types and die to Psychics (especially that latter part since it's SO frail).
Movepool Changes (if any): +Bide, +Rage, +Mimic, +Flamethrower, +Toxic, +Fire Blast, +Dragon Rage, +Mega Kick, +Mega Punch, +Double Team, +Headbutt, +Strength, +Thunder Justification of Changes: Mostly flavor additions since this mon gets like 2 Gen 1 moves. Fire Blast and Flamethrower reference how it gets Overheat. Opted to not give it Water or Ice moves to not step on Persian's toes too much (it can still beat it with Dragon Rage (which I have only just now, on December 23rd at 3:47 AM, learned got buffed), but Persian does it much faster). Slight Attack nerf since a Normal-type with 121 Speed having just 5 less Attack than Tauros doesn't seem right.
Agility, Bite, Body Slam, Double-Edge, Growl, Hyper Beam, Quick Attack, Rest, Substitute, Tackle, Take Down, Thunderbolt, Bide, Rage, Mimic, Flamethrower, Toxic, Fire Blast, Dragon Rage, Mega Kick, Mega Punch, Double Team, Headbutt, Strength, Thunder
Description: This was originally a Swellow sub, so I called it Pidgeot with aura, but now it's not a bird so uh. Eevee with aura? Basically the same vibe of a second Tauros that Persian/buffed Raticate brings, but trading Slash crits for an even better Speed tier, now getting the jump on Alakazam and not Speed-tying Starmie. It lacks a way to get through Rhydon, so it has to rely on Tauros' Blizzard or other teammates for that, but in return it has a fairly strong Thunderbolt for Cloyster.
Movepool Changes (if any): +Bide, +Rage, +Thunder Wave, -Swords Dance, -Hypnosis, -Fire Spin Justification of Changes: Bulk buffs allow Solrock to tank a a few more hits to make up for not having recovery. I was split on adding either Thunder Wave or Recover, since both would probably be a bit much, settling on Thunder Wave since it might make more of an impact on the game than having the healing, especially since you'll boom at some point anyway. Swords Dance, Hypnosis, and Fire Spin all removed for balance reasons (though Hypnosis would probably be fine).
Body Slam, Confusion, Defense Curl, Double Team, Double-Edge, Dream Eater, Earthquake, Explosion, Fire Blast, Flamethrower, Flash, Harden, Hyper Beam, Light Screen, Mimic, Psychic, Psywave, Reflect, Rest, Rock Slide, Rock Throw, Self-Destruct, Solar Beam, Substitute, Swift, Tackle, Toxic, Bide, Rage, Thunder Wave
Description: Solrock has the honor of being the only Psychic-type in the game that also resists Normal, giving it two of the best possible resistances in Gen 1. Meant to be used a nice pivot to switch into a bunch of strong Psychic and Normal moves, but not being super strong or super bulky, so you can't throw it out willy-nilly. Your main goal is to throw off TWaves, do some chip damage with its STABs, then Explode.
Typing: Fire/Dragon
Movepool Changes (if any): +Bide, +Rage, +Mimic, +Dragon Rage, +Clamp, +Withdraw
Justification of Changes: Bide, Rage, and Mimic are there because they're universal moves (it already gets the other 3), Dragon Rage gives it stab, and Clamp/Withdraw are there because they're shell related moves and it's a turtle.
Full Movepool:
Bide, Body Slam, Clamp, Double Team, Dragon Rage, Earthquake, Ember, Explosion, Fire Blast, Fire Spin, Flamethrower, Hyper Beam, Mega Kick, Mega Punch, Mimic, Rage, Rest, Roar, Smog, Solar Beam, Substitute, Tackle, Toxic, Withdraw
Description: This thing has all the moves it could want and can barely do anything with them. Bslam, Hyper Beam, Explosion, Earthquake, Fire Blast, Fire Spin, and the new and improved Dragon Rage is a movepool that many mons would die for, but imo it will only be ok even with all of that. I ran lots of calcs against OU mons, and the only ones it beats 1v1 when both are at full hp are eggy, zap, and gengar (and jolt). However, I do feel like it can do well if the opposing team is chipped. It feels like an anti-lapras to me. If lap gets chipped, it gos from winning to losing, while if turt's opponent gets chipped, it can go from losing to winning. Turtonator is a top 5 favorite pokemon of mine, and I'd love to see it get added (Edit: gave it some stat increases to give it a more favorable Tauros matchup, plus I forgot about Dragon Rage having para chance, so turt can also spread para while having the defenses to rest off its para).
Typing: Electric
Movepool Changes (if any): None
Justification of Changes: N/A
Full Movepool:
Barrier, Bide, Body Slam, Counter, Dig, Double Team, Double-Edge, Earthquake, Fire Punch, Flamethrower, Flash, Headbutt, Hyper Beam, Ice Punch, Karate Chop, Leer, Light Screen, Low Kick, Meditate, Mega Kick, Mega Punch, Metronome, Mimic, Psychic, Psywave, Quick Attack, Rage, Reflect, Rest, Rock Slide, Rolling Kick, Screech, Seismic Toss, Skull Bash, Strength, Submission, Substitute, Swift, Take Down, Teleport, Thunder, Thunder Punch, Thunder Shock, Thunder Wave, Thunderbolt, Toxic
Description: This is basically an electabuzz that's buffed in every way but speed. A nice 123 attack + the addition of earthquake (compared to buzz) allows it to do pretty good physical damage, and stab electric attacks off of 95 special allows it to do pretty good special damage. It also has thunder wave for utility. I know that flamethrower isn't a TM in RBY, but I decided to let them have it to help with the egg matchup (which it still loses 90% of the time). Another one of my favorite mons, and I think it'd make a great addition.
Typing: Water/Flying
Movepool Changes (if any): +Bide, +Rage, -Amnesia
Justification of Changes: Bide and Rage are there because they're universal moves (it already gets the other 4). Amnesia is removed because +2 Hydro Pump ohkos Tauros and can possibly 2hko Chansey. I love Mantine, but that's way too much.
Description: Yooooooooooo it's the mon in the title! Some call this thing the 4th legendary bird because of its huge special and access to agility. In excange, it folds to anything with a physical or electric move. It doesn't even like switching in on Rhydon that much, since if don clicks Rock Slide on the switch it's taking 74 - 87%. It also loses the battle of the water/flyings since Gyarados has tbolt and it doesn't. All in all, it's a very "go big or go home" mon that I think will make a great addition to the metagame.
Description: I was thinking about roles that haven't been filled yet, and I remembered something gastlies said once about physical sleep being op, which got me thinking about how to make it balanced. I think I found the right mon for the job. Even with the sizeable attack increase and access to swords dance, Kricketune still dies to a wet fart. The only good matchup is has is Eggy (which it does kinda shit on). I still think it brings something unique to the table tho, so I'm hopeful that it'll get added. DELELELELE WHOOOOOP!!!!
Typing: Bug (removed Steel)
Movepool Changes (if any): +Bide, +Rage, +Mimic, +Leech Life, -Swords Dance
Justification of Changes: You know the drill, Bide, Rage, and Mimic are universal moves. Kingler does have swords dance with only 5 less base attack, however, it doesn't have physical stab. I thought that physical stab would be more consistent, so I gave it leech life and removed sd.
Description: This is basically the physical version of Mantine. Mantine says fuck you to rock, ground, and fire types, while Escavalier says fuck you to psychic and poison types. However, it's slower than lax and bro, and I gave it its spdef stat for its special to not make it too bulky. It has agility, but even after clicking it once it still fails to outspeed all base 90 speed mons or above, even w/o any para speed drops (+2 gets it to 276 speed, base 90s have 278 speed). Another "go big or go home mon" (you can tell I like big dump stats), and I think it'd be really cool to use.
Typing: Normal (Dark type removed) Movepool Changes (if any): +Bide, +Rage, +Toxic, +Mimic, -Fire Punch, -Ice Punch, -Thunder Punch, -Low Kick Justification of Changes: Added the universal TMs, removed moves with poor RBY distribution that later became TMs.
Description: RBY loves its ball-of-stats normal types with every coverage move under the sun, and Obstagoon is one of those. They're most comparable to Kangaskhan, being a bit less hard hitting and without Earthquake, but a bit faster and bulkier and with a real special stat. Their main claim to fame is Thunder Wave. Few physical attackers have access to reliable paralysis, and it lets Obstagoon punish the fast special attackers that would otherwise bully them. I think being a bad Tauros with Thunder Wave is enough to give Obstagoon a real niche in OU.
Edit 2: After discussion on the discord, I've decided to nerf Obstagoon (-5 HP, -5 Attack, -10 Special). Physical Thunder Wave is very powerful, unique in RBY, and likely to be veto'd, so I've nerfed the attack slightly (hitting 7-8% harder than Chansey/Dragonite with physical attacks), and reduced both the HP and Special stats (making Obstagoon's match-ups against the special attackers much less favourable). While it's still physically bulkier and harder-hitting than the other Thunder Wave users, the margins should be narrower and its weaknesses more exploitable by standard teams.
Description: Stunfisk has a unique typing and a very unusual statline and learnset for an electric type. Defensively, ground/electric lets it wall every other electric type, while its unusually high bulk lets it tank Earthquakes that would OHKO most other electric types. Meanwhile, Earthquake and Surf let Stunfisk threaten many of the pokemon that would typically be used to wall an Electric, threatening a 2HKO on all the other electrics (except Zapdos) and OHKOing Rhydon and Golem. Stunfisk pays for these powerful traits with an awful speed tier and dire Exeggutor matchup. I think Stunfisk would make for a fun alternative option for dealing with enemy Electrics.
Typing: Fight-Ground Movepool Changes (if any): -Ice Punch, -Fire Punch, -Thunder Punch, -Headbutt, +Submission, +Karate Chop, +Bide, +Rage Justification of Changes: Punches are signature moves and Hariyama uses palms anyway to attack. Decided to remove Headbutt too, Hariyama is strong enough to not need flinch haxing. Submission and Karate Chop are moves Hariyama would definetely have if it was in Gen 1.
Description: Hariyama is a slow but powerful Fight Mon that requires paralysis to exert its full strength. It also counters Jolteon and checks Gengar decently well. With its Ground STAB, Psychics can,t safely switch into Hariyama, except Exeggutor, who is pretty much a counter. Unlike most Mons that use Submission, Hariyama has huge HP and doesn,t care that much if it happens to hit a Chansey or a Snorlax with the move. Hariyama also has the option of not using the move at all, Karate Chop has high crit chance...except for the fact Hariyama doesn,t reach the 64 Speed required for the 99% crit chance. Due to being Ground, Hariyama munishes reckless Thunder Waves, especially if the Pokemon using them is already paralyzed, since Hariyama will be outspeeding it. That being said, vs non paralyzed teams, Hariyama fares quite poorly: as good as the second STAB is, it also adds 3 whole weaknesses, adding an ammount of 5. This means that every single OU Mon except Jolteon and Rhydon (who learns Blizzard, but never uses it), can hit Hariyama super effectively. As already mentioned, Exeggutor is a counter, but Starmie and Alakazam are good checks. Zapdos switches into both STABs, though takes a lot from Rock Slide. Hariyama doesn,t outclass Machamp, who is faster and has stronger Fight STABs. The sumo wrestler needs to be played carefully and supported by paralysis to succeed in RBY OU.
Name: Gourgeist (small size, but that is only relevant for the Stats, it can be called Gourgeist) HP: 55 Attack: 85 Defense: 122 Special: 58 Speed: 99
Typing: Ghost-Grass
Movepool Changes (if any): -Psychic, +Night Shade, +Bide, +Rage, +Mimic
Justification of Changes: I decided that Gengar should be a good check for Gourgeist and not viceversa. Therefore Psychic out, but Rock Slide and Fire moves stay. Night Shade cause it would be a little dumb not having Ghost moves.
Description: I like Jolteon, but somehow keep adding Mons that wall it. This one doesn,t wall it long term though, unless it uses Rest. The main appeal of Gourgeist is being a Ghost that also resists EQ. In exchange, it takes a lot of damage from Ice and Fire moves, meaning that while it walls EQ Snorlax, it doesn,t wall Ice Beam ones (77% of 2HKO). Still, Ghost type is Explosion, Body Slam and Hyper Beam immunity, which is great. Gourgeist also has Razor Leaf to threaten Rhydon (which it also short term walls) and Water types, especially Amnesia ones. Gourgeist is not as fast as Gengar, and is outsped by Zapdos, who has 100 Speed. However, it has a stronger Explosion and due to Fire Blast, a much better Exeggutor match-up. Rock Slide is another move that distinguishes Gourgeist from Gengar. It 2HKOs Jynx and does decent damage to Zapdos (Gourgeist has a shot to 1vs1 it, by living 2 Drill Pecks 60% of the time and using Rock Slide + Boom). Gourgeist's weak points are the critical weakness to Ice, the poor special bulk and the lack of status, outside of burn and poison. Out of the OU Mons, Gourgeist has great match-up vs Jolteon, Rhydon and EQ Snorlax, but poor match-up vs Gengar, IB Snorlax and full health Tauros.
Typing: Rock. Movepool Changes (if any): + Submission, +Bide, +Mimic, +Rage, +Toxic Justification of Changes: Basically it looks like a Mon that would use Submission. Rest are universals
Description: This is Klawf. RBY has no pure Rocks, so this is one. Its Stats and typing aren,t good enough to be an actual OU Mon, but it can still be a powerful win condition with Sword Dance. Klawf has no immunities, but resists Normal, so it can boost in some Snorlax. Klawf can succesfully use Rock Throw, Dig, Submission and Hyper Beam as physical moves, so it has versatility. Vs Rhydon, though, its better to OHKO with Crabhammer. Klawf outspeeds most of the meta, including Zapdos, but its slower than Tauros, Gengar, Starmie, Alakazam and Jolteon, so it will need those paralyzed in order to reliably sweep. Its also totally ruined by paralysis itself, so it will have to be used smartly and take advantage of every free turn possible, just like all Pokemon who currently learn Sword Dance.
Typing: Ice Movepool Changes (if any): -Dig, -Sing, -Strength, -Headbutt, +Amnesia, +Bubble Beam Justification of Changes: The removed moves are all learnt by Eevee, but not in Gen 1. Glaceon learns Calm Mind and Water Pulse in future Gens, so Amnesia + Bubble Beam will substitute that.
Description: Unlike the previous Mons, Glaceon is pretty much fixed for moveslots: Amnesia, Barrier, Rest and Ice Beam will be its set 90% of the time. Glaceon has a terrible movepool and a mediocre defensive typing (though its not as bad as in future Gens). However, STAB 130 Attack Ice Beam that can be boosted by Amnesia makes Glaceon a huge threat in late game. Especially since it also learns Barrier to protect itself from physical moves. Offensively, Ice type is very good in RBY, hitting all the OU meta at least neutrally except for Cloyster and Starmie. That being said, its not as easy as it looks: Glaceon's HP is a mediocre 65, so its succeptible to crits and Seismic Toss/Night Shade 4HKO it. Glaceon's Speed is also mediocre. Its faster than Exeggutor, but slower than Cloyster, which is pretty relevant, at +6 Glaceon doesn,t always 3HKO Cloyster with Ice Beam, so its succeptible to Clamp, Rest and Boom. As mentioned, Glaceon takes time to get to +6, so crits will likely happen in the process. This means, Glaceon has to be saved for the late game, with opponents being weakened and statused, before trying to sweep. Even then, +6 Glaceon has a full counter: Lapras with rest is only 5HKOd by Ice Beam and 4HKOd by Blizzard, thus fully walling Glaceon. All in all, Glaceon is a high risk, high reward Pokemon that will be either sweeping or doing very little.
Typing: Fire-Bug Movepool Changes (if any): +Vine Whip, +Bide, +Rage, +Toxic, Mimic Justification of Changes: Vine Whip is very similar to Power Whip, a move Centiskorch learns.
Description: Say hello to the only (curently) Pokemon with 2 partial trapping moves, Wrap and Fire Spin. Centiskorch adds a new face to the Wrap style and one that also happens to massively threaten Psychic types with the new Leech Life. As all Fire types, Centiskorch also can burn physical attackers with Fire Blast, and it has a decent 90 power one (stronger than Rapidash, Magmar, Charizard and Arcanine, weaker than Moltres, Flareon and Ninetales). By giving 6 points to Speed, Centiskorch is faster than the 2 most common wrappers of the Tier, Victreebel and Cloyster. Its still not a fast Mon though, and will need paralysis support, something it cannot archieve itself (unlike Victreebel, Dragonite and Arbok, for example). The new Rock Throw is a massive problem for our centipede and its especially weak to the buffed Aerodactyl. Moltres, bad as it is, walls Centiskorch fully too, and Zapdos deals big damage with Drill Peck, while outspeeding. Despite that, Centiskorch can endure long battles due to the extra PP its 2 Wrapping move have. It needs some luck (like all wrappers) and it needs support, but that is what RBY meta represents, a good player will be able to succed with the fiery bug.
Name: Metagross
HP: 80
Attack: 130 (-5)
Defense: 130
Special: 90
Speed: 70 (-10) Typing: Psychic Movepool Changes (if any): +Bide/Rage/Toxic/Mimic, -Reflect Justification of Changes: Universal moves, Reflect seemed scary with this bulk Full Movepool:
Agility, Body Slam, Confusion, Double-Edge, Earthquake, Explosion, Hyper Beam, Ice Punch, Light Screen, Psychic, Rest, Rock Slide, Substitute, Swift, Tackle, Take Down, Thunder Punch, Bide, Rage, Toxic, Mimic
Description: A Psychic without the special offense is interesting to work with (the only Psychic with lower Special is Slowbro) and it lacks status. Instead, this one uses its physical stats to punch holes in them and can blow up when it's done. Stat nerf aligns it to base 500 like Dragonite, so it's kinda special (and also why it let it keep the punches). Sort of a weird Exeggutor offshoot if you want a better MU into Normals.
Name: Garganacl
HP: 100
Attack: 100
Defense: 130
Special: 45
Speed: 35 Typing: Rock Movepool Changes (if any): +Bide/Rage/Toxic/Mimic Justification of Changes: Universal moves Full Movepool:
Body Slam, Dig, Double-Edge, Earthquake, Explosion, Fire Punch, Fissure, Harden, Headbutt, Hyper Beam, Ice Punch, Recover, Rest, Rock Slide, Rock Throw, Substitute, Tackle, Take Down, Thunder Punch, Bide, Rage, Toxic, Mimic
Description: 32BP recover with this bulk looks kinda cracked (for reference, Rhydon is 105/120/45). However, the lack of a Ground typing immediately puts this guy in a bit of a sussy spot because it can't be used like Rhydon since it can be 2HKOed by Zapdos. Instead, it's left using its Normal resist (since it's not Ice-weak) to go into the normals and using Recover to avoid 2HKOs from Psychics trying to revenge kill it.
Name: Diggersby
HP: 85
Attack: 56
Defense: 77
Special: 77
Speed: 78 Typing: Normal/Ground Movepool Changes (if any): +Bide/Rage/Mimic, -Fire/Thunder Punch, -Low Kick Justification of Changes: Universal moves, punches weren't widespread in Gen 1, Low Kick might be broken Full Movepool:
Agility, Body Slam, Cut, Defense Curl, Dig, Double Kick, Double Slap, Double Team, Earthquake, Hyper Beam, Leer, Mega Kick, Mega Punch, Quick Attack, Rest, Rock Slide, Strength, Substitute, Super Fang, Surf, Swords Dance, Tackle, Take Down, Toxic, Bide, Rage, Mimic
Description: NormalGround immediately has a lot of value because it can only be paralyzed by Stun Spore. At first glance, the stats aren't impressive (it's a faster, Ground-type Lickitung), but the movepool allows it to put in a lot of work as a cleaner, especially with the Normal typing giving it stab Beam. While it need some time to boost (it can't 2HKO Reflect Snorlax at +6), it ends up being a pretty reliable Swords Dancer. Super Fang is a further bonus, allowing it chip things into boosted Hyper Beam range if you want that more aggressive gameplay.
Description: I wanted to play with physical Twave + Boom because KEPbrained (thanks Omega), and this seemed like a good combo for the meta. Water STAB isn't going to hit hard but it is enough to KO Rhydon which is the main thing stopping its TWave/Boom combo. Being slower than the Psychics and weak to them helps balance it as it needs those paralyzed before it can threaten a boom.
Movepool Changes (if any): -Rock Slide -Rock Throw -Earthquake -Low Kick -Swords Dance -Hyper Beam
Justification of Changes: Too strong if it gets 134 Atk + good STAB Rock type moves. Even EQ on a 134 Atk mon would be a little too good when paired with TWave. Dig is fine. Low Kick is gone because it's too good vs Normals like Chansey.
Full Movepool:
Bide
Bite Blizzard
Body Slam
Dig
Fire Blast
Fire Punch Flamethrower
Ice Beam
Ice Punch
Mimic
Pin Missile
Rage Rest
Screech Substitute
Take Down Thunder
Thunderbolt
Thunder Punch Thunder Wave
Toxic
Description: A TWaver with boltbeam and a physical attacking stat. The downside is that it is 4x SE hit by EQ/Dig. Can fire off a Blizzard before getting overpowered by Rhydon.Edit: Was told on Discord a physical TWaver, even if its strongest moves is Body Slam, would be too much for RBY OU.
Movepool Changes (if any): +Dragon Rage -Earthquake -Hyper Beam -Glare
Justification of Changes: Don't want to make it get crit EQs all the time with a decent attacking stat. No thank you. Dig is hopefully fine, it might still be pushing it. Hyper Beam on a fast mon is also iffy, and we don't need a minmaxed para spreader with Glare.
Full Movepool:
Bide
Bind
Bite Body Slam Dig Dragon Rage
Double Team Haze
Mimic Outrage
Protect
Rage Rest
Rock Slide
Safeguard
Spite
Strength Substitute
Toxic
Description: A fast DigSlide user, without being overbearing. Can also spread para with Dragon Rage/Body Slam. Slower than Tauros/Gengar and speed ties with Zapdos to not make it stupidly broken. Still is Blizzard/Ice Beam/Ice Punch bait.
Movepool Changes (if any): None
Justification of Changes: N/A
Full Movepool:
Bide Body Slam
Confuse Ray
Counter
Cut Dig
Disable
Double-Edge
Double Team
Dream Eater Fire Punch
Flash
Fury Swipes
Headbutt
Hyper Beam Ice Punch
Leer
Light Screen Low Kick
Mega Kick
Mega Punch
Metronome
Mimic Night Shade
Psybeam Psychic
Rage Recover
Reflect
Rest
Scratch
Seismic Toss Substitute
Take Down Thunder Punch
Thunder Wave
Toxic
Description: TWaver immune to Hyper Beam/Body Slam/boom and has access to Recover. Might be kinda annoying to face but it's nowhere near as bad as Mega Sableye. Even in ADV OU this thing has a niche, I can see it doing the same here.
Movepool Changes (if any): -Amnesia
Justification of Changes: Don't want it to snowball with Amnesia.
Full Movepool:
Acid Armor
Bide Body Slam
Defense Curl
Double-Edge
Double Team Earthquake
Ember Explosion Fire Blast Flamethrower
Harden
Hyper Beam Light Screen
Mimic
Rage Recover
Reflect
Rest Rock Slide
Rock Throw
Self-Destruct
Smog
Smokescreen
Strength
Solar Beam
Strength Substitute
Toxic
Description: Explosion user with low Attack (for balance reasons), and a decent Special stat combined with Recover. Good burn spreader and although weak the boom still can hit its targets hard. Kept Rock Slide/Throw because it's not really that great of a user of them, anyway. Still flops to any Ground/Water move.
Movepool Changes (if any): -Acid Armor -Amnesia -Explosion -Swords Dance -Self-Destruct
Justification of Changes: Acid Armor/Amnesia would make it impossible to KO, Explosion/Self-Destruct off of 83 Attack is way too good, Swords Dance + Sludge would be problematic, and TWave is giving it too diverse of a move pool.
Full Movepool:
Bide Body Slam
Counter
Defense Curl
Double-Edge
Double Team
Dream Eater Earthquake
Fire Punch
Headbutt Hyper Beam
Ice Beam
Ice Punch
Metronome
Mimic
Poison Gas
Pound
Rage Rest
Sing Sludge
Smog
Solar Beam
Strength Substitute
Take Down Thunder Punch
Toxic
Description: A Sludge user that doesn't suck and gets a wider movepool with access to the elemental punches, and Ice Beam. Probably a good Toxic spreader, and I like the speed tie with Exeggutor to see who will get the KO first.
Description: Immune to both Zapdos Tbolt and Rhydon EQ. Very good type combo, but specially frail and weak to IB/Blizzard/Ice Punch. Dropped 10 Def because otherwise walls Rock Slide/Throw a little too much, and 5 speed so it doesn't speed tie with Jynx.
Justification: Swords Dance mirrors the ability it loses, it has calm mind anyway so why not Amnesia and Karate Chop gives it a nice click button without boosts and to fight reflect. Removing Low Kick & Headbutt to promote playing good with Medicham instead of SD Flinching everything.
Amnesia, Bide, Body Slam, Confusion, Counter, Double Team, Double Edge, Dream Eater, Fire Punch, Flash, High Jump Kick, Hyper Beam, Ice Punch, Karate Chop, Light Screen, Meditate, Mega Kick, Mega Punch, Metronome, Mimic, Night Shade, Psybeam, Psychic, Rage, Recover, Reflect, Rest, Rock Slide, Seismic Toss, Strength, Substitute, Swift, Swords Dance, Take Down, Thunder Punch, Toxic
Description: Medicham falls under my favourite kind of mon: A mon with all the moves it could ask for but the stats to not use them well. Unlike Lickitung though, I think Medicham has what it takes to use them effectively with help. You can go SD or 2 calm mind sets depending on what your team needs and you gain and lose certain matchups with it. I think it's held back enough by the inherent stats, lack of any speed control outside of body slam para, 4 moveslot syndrome and paralysis likely ruining it regardless of the set you give it.