What is Modern Gen 1?
Modern Gen 1 (MG1) is a solomod that puts every move, type and Pokemon from Gen 9 National Dex into Gen 1, creating a distinctly unique metagame. Mechanics are taken from gen1customgame on PS! and aren't changed by the council. Only Pokemon legal in Gen 9 National Dex are legal here.
	
	
		
			
	
Here's a rundown of MG1's mechanics:
 F.A.Q
 F.A.Q 
Q: How does Special work?
There's no special, it's seperated into Special Attack and Defense like in later gens. Gen 1 Pokemon have their SpA/SpD equal to their Special. Moves like Nasty Plot that raise SpA do not raise SpD and vice versa. Amnesia, Growth, and Psychic raise/drop both SpA/SpD. SpD changes are invisible.
Q: How do the new types work?
Dark, Steel, and Fairy all function normally defensively, but Steel and Fairy are neutral against Fire, Fairy is neutral against Poison, and Dark is neutral against Ghost and Psychic. Steel resists Dark and Ghost still. Fairy moves are physical.
	
	
		
			
		 Q; Why is X banned?
	
		
	
Q; Why is X banned?
Partial Trapping: Later generation partial trapping moves are just moves that always flinch, so they are banned. As for the four partial trapping moves that already existed in RBY, the many new speed boosting moves like Dragon Dance and Shell Smash, a complex ban of speed boosting + partial trapping would be needed. Rather then introduce a complex ban, which goes against modern tiering policy, the council decided to ban partial trapping moves instead.
Sleep Moves: With the addition of insanely fast sleepers with pivot moves, there is absolutely no counterplay to getting slept. On top of the 1-7 sleep turns, which tends to be an OHKO in a metagame as fast paced as MG1, sleepers can punish you regardless of what you do by using a pivot move, always putting themselves in a good position on top of dishing out sleep.
Council
Copen (Tier Leader)
juoean
DiamondDiancie25
Gen 8 Resources
				
			Modern Gen 1 (MG1) is a solomod that puts every move, type and Pokemon from Gen 9 National Dex into Gen 1, creating a distinctly unique metagame. Mechanics are taken from gen1customgame on PS! and aren't changed by the council. Only Pokemon legal in Gen 9 National Dex are legal here.
Paste the challenge command in the PMs of the other person. Command does not check move legality or legality of unreleased mons. You can also play it on Dragon Heaven which has builder support!
/challenge gen1customgame @@@ !! Max Level = 100, !! Max Team Size = 6, !! Max Move Count = 4, Obtainable Formes, -Dig, -Fly, -Bind, -Clamp, -Fire Spin, -Infestation, -Magma Storm, -Sand Tomb, -Snap Trap, -Thunder Cage, -Whirlpool, -Wrap, -Spikes, -Toxic Spikes, -Stealth Rock, -Sticky Web, Freeze Clause Mod, -all items, -Fake Out, -Wonder Room, -Trick Room, -Magic Room, -Lucky Chant, -Tailwind, -Safeguard, -Gravity, -Confuse Ray, -Supersonic, -Swagger, -Sweet Kiss, -Teeter Dance, -Flatter, -Protect, -Detect, -Shell Smash, Endless Battle Clause, OHKO Clause, Evasion Moves Clause, Species Clause, Sleep Moves Clause, -Arceus, -Basculegion, -Basculegion-F, -Calyrex-Ice, -Calyrex-Shadow, -Darkrai, -Deoxys-Base, -Deoxys-Attack, -Deoxys-Defense, -Deoxys-Speed, -Dialga, -Dragapult, -Electrode-Hisui, -Eternatus, -Giratina, -Groudon, -Ho-oh, -Inteleon, -Iron-Bundle, -Iron-Valiant, -Koraidon, -Kyogre, -Kyurem-White, -Kyurem-Black, -Lugia, -Lunala, -Magearna, -Marshadow, -Mew, -Mewtwo, -Miraidon, -Naganadel, -Necrozma-Dusk-Mane, -Necrozma-Dawn-Wings, -Palkia, -Pheromosa, -Rayquaza, -Regigigas, -Reshiram, -Slaking, -Sneasler, -Solgaleo, -Xerneas, -Walking-Wake, -Zacian, -Zamazenta, -Zekrom, -all abilities, +No Ability
		/challenge gen1customgame @@@ !! Max Level = 100, !! Max Team Size = 6, !! Max Move Count = 4, Obtainable Formes, -Dig, -Fly, -Bind, -Clamp, -Fire Spin, -Infestation, -Magma Storm, -Sand Tomb, -Snap Trap, -Thunder Cage, -Whirlpool, -Wrap, -Spikes, -Toxic Spikes, -Stealth Rock, -Sticky Web, Freeze Clause Mod, -all items, -Fake Out, -Wonder Room, -Trick Room, -Magic Room, -Lucky Chant, -Tailwind, -Safeguard, -Gravity, -Confuse Ray, -Supersonic, -Swagger, -Sweet Kiss, -Teeter Dance, -Flatter, -Protect, -Detect, -Shell Smash, Endless Battle Clause, OHKO Clause, Evasion Moves Clause, Species Clause, Sleep Moves Clause, -Arceus, -Basculegion, -Basculegion-F, -Calyrex-Ice, -Calyrex-Shadow, -Darkrai, -Deoxys-Base, -Deoxys-Attack, -Deoxys-Defense, -Deoxys-Speed, -Dialga, -Dragapult, -Electrode-Hisui, -Eternatus, -Giratina, -Groudon, -Ho-oh, -Inteleon, -Iron-Bundle, -Iron-Valiant, -Koraidon, -Kyogre, -Kyurem-White, -Kyurem-Black, -Lugia, -Lunala, -Magearna, -Marshadow, -Mew, -Mewtwo, -Miraidon, -Naganadel, -Necrozma-Dusk-Mane, -Necrozma-Dawn-Wings, -Palkia, -Pheromosa, -Rayquaza, -Regigigas, -Reshiram, -Slaking, -Sneasler, -Solgaleo, -Xerneas, -Walking-Wake, -Zacian, -Zamazenta, -Zekrom, -all abilities, +No Ability
Here's a rundown of MG1's mechanics:
- Field effects (hazards, weather, etc), items, and abilities are not present.
- The Special stat is seperated into Special Attack and Special Defense for all Pokemon.
- Moves are assigned to physical or special depending on typing.- Physical: Fairy, Normal, Fighting, Flying, Poison, Ground, Rock, Steel, Bug, Ghost
- Special: Fire, Water, Grass, Electric, Psychic, Ice, Dark, Dragon
 
- Moves and Pokemon are their earliest versions.
- Standard RBY mechanics, including but not limited to old partial trapping and skipping the recharge turn on KO, apply to new moves.
- Mechanics doc with all mechanical differences outlined found here.
 F.A.Q
 F.A.Q 
Q: How does Special work?
There's no special, it's seperated into Special Attack and Defense like in later gens. Gen 1 Pokemon have their SpA/SpD equal to their Special. Moves like Nasty Plot that raise SpA do not raise SpD and vice versa. Amnesia, Growth, and Psychic raise/drop both SpA/SpD. SpD changes are invisible.
Q: How do the new types work?
Dark, Steel, and Fairy all function normally defensively, but Steel and Fairy are neutral against Fire, Fairy is neutral against Poison, and Dark is neutral against Ghost and Psychic. Steel resists Dark and Ghost still. Fairy moves are physical.
Partial Trapping: Later generation partial trapping moves are just moves that always flinch, so they are banned. As for the four partial trapping moves that already existed in RBY, the many new speed boosting moves like Dragon Dance and Shell Smash, a complex ban of speed boosting + partial trapping would be needed. Rather then introduce a complex ban, which goes against modern tiering policy, the council decided to ban partial trapping moves instead.
Sleep Moves: With the addition of insanely fast sleepers with pivot moves, there is absolutely no counterplay to getting slept. On top of the 1-7 sleep turns, which tends to be an OHKO in a metagame as fast paced as MG1, sleepers can punish you regardless of what you do by using a pivot move, always putting themselves in a good position on top of dishing out sleep.
Council
Copen (Tier Leader)
juoean
DiamondDiancie25
Gen 8 Resources
			
				Last edited: 
			
		
	
								
								
									
	
								
							
							 
 
		 
 
 Arceus
 Arceus Basculegion
 Basculegion Basculegion-F
 Basculegion-F Calyrex-Ice
 Calyrex-Ice Calyrex-Shadow
 Calyrex-Shadow Darkrai
 Darkrai Deoxys
 Deoxys Deoxys-Attack
 Deoxys-Attack Deoxys-Defense
 Deoxys-Defense Deoxys-Speed
 Deoxys-Speed Dialga
 Dialga Dragapult
 Dragapult Electrode-Hisui
 Electrode-Hisui Eternatus
 Eternatus Genesect
 Genesect Giratina
 Giratina Groudon
 Groudon Ho-oh
 Ho-oh Inteleon
 Inteleon 
  
  Koraidon
 Koraidon Kyogre
 Kyogre Kyurem-White
 Kyurem-White Kyurem-Black
 Kyurem-Black Lugia
 Lugia Lunala
 Lunala Magearna
 Magearna Marshadow
 Marshadow Mew
 Mew Mewtwo
 Mewtwo Miraidon
 Miraidon Naganadel
 Naganadel Necrozma-Dusk-Mane
 Necrozma-Dusk-Mane Necrozma-Dawn-Wings
 Necrozma-Dawn-Wings Palkia
 Palkia Pheromosa
 Pheromosa Rayquaza
 Rayquaza Regigigas
 Regigigas Reshiram
 Reshiram Slaking
 Slaking Sneasler
 Sneasler Solgaleo
 Solgaleo Walking Wake
 Walking Wake Xerneas
 Xerneas Zacian
 Zacian Zamazenta
 Zamazenta Zekrom
 Zekrom Cloyster
 Cloyster Gorebyss
 Gorebyss Omastar
 Omastar Zygarde
 Zygarde Basculin-White-Striped
 Basculin-White-Striped Dunsparce
 Dunsparce Girafarig
 Girafarig Qwilfish-Hisui
 Qwilfish-Hisui Scyther
 Scyther Sneasel
 Sneasel Sneasel-Hisui
 Sneasel-Hisui Stantler
 Stantler Tangela
 Tangela Type: Null
 Type: Null Golisopod
 Golisopod Gyarados
 Gyarados Milotic
 Milotic 
  
  
  
 
 
  
  
 
 
  
  
 

 Scream Tail
 Scream Tail Gastrodon
 Gastrodon Kartana
 Kartana Archeops
 Archeops Lycanroc
 Lycanroc Minior
 Minior Chansey
 Chansey Greninja
 Greninja Ursaluna
 Ursaluna Celebi
 Celebi Cyclizar
 Cyclizar Dudunsparce
 Dudunsparce Great Tusk
 Great Tusk Primarina
 Primarina Roaring Moon
 Roaring Moon Volcarona
 Volcarona Azelf
 Azelf Blissey
 Blissey Chien-Pao
 Chien-Pao Cobalion
 Cobalion
 Gliscor
 Gliscor Jolteon
 Jolteon Kommo-o
 Kommo-o Landorus-Incarnate
 Landorus-Incarnate Maushold
 Maushold Ogerpon
 Ogerpon Pecharunt
 Pecharunt Raging Bolt
 Raging Bolt Sandaconda
 Sandaconda Slither Wing
 Slither Wing 
 
		 
 
		







 
 
		 
 
		 
 
		
 
 
		 
 
		 
 
		
 Hawlucha already has barely any good switch ins besides Tapu Koko. If you toxic Koko on the switch, they just can switch out and toxic will turn into a 6% poison. Since they run roost, you can't protect stall it anymore. If you trap it instead, it can just volt switch out as it is faster.
 Hawlucha already has barely any good switch ins besides Tapu Koko. If you toxic Koko on the switch, they just can switch out and toxic will turn into a 6% poison. Since they run roost, you can't protect stall it anymore. If you trap it instead, it can just volt switch out as it is faster. This mon main answers already are corv and gliscor, the first is immune to Toxic anyway and the second can just uturn out if it switches into block.
 This mon main answers already are corv and gliscor, the first is immune to Toxic anyway and the second can just uturn out if it switches into block. 
  
  
  
  
  The only reason your opponent would use one of these pokemon is to pull off some trap-tect tactic. When you see these, keep gen1 mechanics in mind and don't play recklessly.
 The only reason your opponent would use one of these pokemon is to pull off some trap-tect tactic. When you see these, keep gen1 mechanics in mind and don't play recklessly. vs
 vs  Entei was pretty much the best (and maybe only(edit: that's wrong, ninjask can run tect too, see juoean's post)) viable protect abuser last gen. The idea is pretty much burning a switch-in with sacred fire and stalling it out with protect. It was OK-ish at doing so and never really proved to be that hard to deal with, especially since the opponent can often take advantage of Entei spamming protect by switching out, only risking the very unlikely surprise sacred fire into burn, which is a quite bad move to try to do for the Entei user since the risk/reward for doing so is quite terrible.
 Entei was pretty much the best (and maybe only(edit: that's wrong, ninjask can run tect too, see juoean's post)) viable protect abuser last gen. The idea is pretty much burning a switch-in with sacred fire and stalling it out with protect. It was OK-ish at doing so and never really proved to be that hard to deal with, especially since the opponent can often take advantage of Entei spamming protect by switching out, only risking the very unlikely surprise sacred fire into burn, which is a quite bad move to try to do for the Entei user since the risk/reward for doing so is quite terrible. This one might maybe be broken, as even though it doesn't have toxic, it still has access to block + salt cure. I still want to wait to see how it actually interacts with the rest of the metagame though, and see how it actually plays out in practice.
 This one might maybe be broken, as even though it doesn't have toxic, it still has access to block + salt cure. I still want to wait to see how it actually interacts with the rest of the metagame though, and see how it actually plays out in practice.