— A refresher on power before Sp. Atk / Sp. Def existed!
Read this first: Gen I quirks that change everything
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BST in Gen I = HP + Attack + Defense + Speed + Special. (Sp. Atk/Sp. Def were one stat: Special.)
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Physical/Special were type-locked.
Special types: Fire/Water/Electric/Grass/Ice/Psychic/Dragon.
Physical types: Normal/Fighting/Poison/Ground/Flying/Bug/Rock. -
Hyper Beam: no recharge if you KO the target → absurd finisher.
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Freeze: basically permanent (no natural thaw).
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Ghost vs Psychic bug: Ghost attacks didn’t hit Psychic as intended → Psychic dominated.
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Sleep: you can’t act on the wake-up turn → sleep was extra oppressive.
At a glance: Top 28 (tied ranks grouped)
Rank | BST | Key Pokémon |
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1 | 590 | Mewtwo |
T-2 | 500 | Mew / Dragonite |
4 | 495 | Moltres |
5 | 490 | Zapdos |
6 | 485 | Articuno |
T-7 | 480 | Cloyster / Gyarados |
T-9 | 455 | Arcanine / Exeggutor |
T-11 | 450 | Tauros / Lapras |
T-13 | 440 | Aerodactyl / Rhydon |
T-15 | 435 | Tentacruel / Starmie |
T-17 | 430 | Snorlax / Pinsir / Kabutops / Vaporeon / Jolteon / Flareon |
T-23 | 425 | Omastar / Kingler / Gengar / Venusaur / Charizard / Blastoise |
Tied entries share the same rank. The write-ups below focus on roles, meta context, and cool Gen I oddities.
#1 — BST 590
Mewtwo (Psychic)
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The undisputed Gen I apex: Special 154, Speed 130, wild movepool.
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Found post-League in Cerulean Cave at Lv. 70—Master Ball recommended.
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So strong it was often banned or restricted; the “six Mewtwo” joke wasn’t far off.
T-2 — BST 500
Mew (Psychic)
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Hidden in the code, later officially distributed.
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Learns (nearly) every TM—pure versatility, but typically tournament-banned.
Dragonite (Dragon/Flying)
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Evolves at Lv. 55 (brutal grind under the 155 total level rule).
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Ice is everywhere (4× weakness), but Attack 134 + Hyper Beam still deletes teams.
#4 — BST 495
Moltres (Fire/Flying)
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Highest BST of the legendary birds and seen pre-Hall of Fame on Victory Road.
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The Lv. 51 “Leer” quirk (instead of a stronger move) is a famous code oddity.
#5 — BST 490
Zapdos (Electric/Flying)
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Special 125 + Speed 100 + great coverage = S-tier utility and pressure.
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Capturing often involved Sleep due to Gen I’s wake-up penalty.
#6 — BST 485
Articuno (Ice/Flying)
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In the Ice Age meta of Gen I, Special 125 + bulk made it a staple.
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Freeze was nearly permanent—no wonder Nintendo Cup ‘97 teams loved it.
T-7 — BST 480
Cloyster (Water/Ice)
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Defense 180: physical hits just bounce off.
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Ice/Water coverage + support (Double Team/Reflect) + (Self-)Destruct options.
Gyarados (Water/Flying)
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Attack 125, but Water is Special in Gen I—stat mismatch.
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Still dangerous with Hyper Beam and wide TM access.
T-9 — BST 455
Arcanine (Fire)
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High across the board and easy to use.
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Beware stone evolution (missed level-up moves) and Special-only Fire coverage.
Exeggutor (Grass/Psychic)
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Special 125 nuke with bulk—STAB Psychic/SolarBeam hits like a truck.
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Bug 4× looks scary, but Bug moves were weak, and Ghost didn’t threaten Psychic.
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A top-tier core piece in Gen I teams.
T-11 — BST 450
Tauros (Normal)
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Speed 110 + Attack 100 + Hyper Beam (no recharge on KO) = end-game cleaner.
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Ice Beam/Thunderbolt access gave it ridiculous coverage. The face of the meta.
Lapras (Water/Ice)
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One-off gift (Silph Co.), great stats and amazing movepool. Tournament-ready.
T-13 — BST 440
Aerodactyl (Rock/Flying)
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Speed 130 makes it a premier revenge killer; Ice weakness + shallow Rock moves hurt.
Rhydon (Rock/Ground)
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Gargantuan Attack/Defense; 4× Grass/Water is the tradeoff.
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STAB Earthquake + Hyper Beam still bulldozes unprepared teams.
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Also hilariously can Surf you around Kanto.
T-15 — BST 435
Tentacruel (Water/Poison)
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Speed 100 + Special 120 with broad coverage—great in-story, swingy in meta due to Psychic spam.
Starmie (Water/Psychic)
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Speed 115 + Special 100 and huge utility.
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Infamous early-game boss under Misty; top-tier competitive pick later on.
T-17 — BST 430
Snorlax (Normal)
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HP 160 + Attack 110; pairs perfectly with Physical-locked Normal in Gen I.
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Sometimes seen as a slower Tauros, but still a monster when positioned.
Pinsir (Bug)
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Attack 125; Slash / Hyper Beam / Swords Dance give it scary lines.
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Weak Bug movepool holds back STAB value.
Kabutops (Water/Rock)
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Attack 115/Defense 105; Slash crits are nasty.
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Suffers from poor Rock moves and Special-locked Water.
Vaporeon (Water)
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HP 130 + Special 110 = stat-wall that hits back. Surf/Ice Beam staples.
Jolteon (Electric)
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Speed 130 + Special 110; Thunderbolt + Thunder Wave = offense & control.
Flareon (Fire)
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Big Attack, but Fire is Special and coverage is tight → underperforms on paper.
T-23 — BST 425
Omastar (Water/Rock)
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Defense 125 + Special 115 = bulky special attacker.
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4× Grass and poor Rock moves are the pain points.
Kingler (Water)
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Attack 130 + Defense 115, but Water is Special in Gen I—stat mismatch.
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Guillotine for meme KOs (fails if you’re slower).
Gengar (Ghost/Poison)
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Special 130 + Speed 110, but offensive Ghost options were thin; weak to the Psychic meta.
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Evolution required link-cable trading—rare and iconic.
Venusaur (Grass/Poison)
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The most stable starter for the story—Sleep Powder, Toxic, and utility galore.
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Struggled in Psychic/Ice-heavy competitive play.
Charizard (Fire/Flying)
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S-tier popularity, B-tier results in Gen I: bad early gyms, extra weaknesses, Fire = Special.
Blastoise (Water)
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Wide coverage + few weaknesses = reliable story and competitive all-rounder.
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Ice Beam to check Grass; digs into Electric with Dig in-game.
Takeaways: Why Gen I power isn’t just “who has the biggest number”
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Mechanics shaped strength. Hyper Beam’s KO quirk, perma-freeze, Ghost-Psychic bug, type-locked damage all warped value.
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Same BST, different ceilings. What mattered was STAB quality, coverage, speed tiers, and the Psychic/Ice meta.
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Romance factor is real. Lv. 55 Dragonite, wall-of-steel Cloyster, cleanup-crew Tauros, Swiss-army Mew—Gen I is packed with stories.