Register

Author Topic: Pokemon- The Ranked Topic  (Read 3395 times)

Dhyerwolf

  • Moderator
  • Denizen
  • *
  • Posts: 4736
  • Here it comes, the story, of mankind's final glory
    • View Profile
Pokemon- The Ranked Topic
« on: December 30, 2007, 12:32:37 AM »
The idea being this topic is to try to gather up all the notes for the ranked Pokemon so that they are centralized/more accessible. Of course, here are the notes.

1. First off, thanks to NEB and Meeple for letting me use their notes. Also, in case you want to explore the topics more fully, the links are provided below.
Pokemon Red/Blue/Yellow
Pokemon Gold/Silver/Crystal
Pokemon Ruby/Sapphire/Emerald - Meeple
Pokemon Fire Red/Leaf Green

2. I listed them by the generation they first appear, in the order they appear in the stat topic. I also listed multiple forms in the same place. The order (for easy searching is)
Venusaur (RBY, FRLG)
Charizard (RBY, FRLG)
Blastoise (RBY, FRLG)
Pikachu (RBY, FRLG)
Articuno (RBY, FRLG)
Zapdos (RBY, FRLG)
Moltres (RBY, FRLG)
Mewtwo (RBY, FRLG)
Meganium (Both Forms- GSC and FRLG)
Typhlosion (Both Forms- GSC and FRLG)
Feraligator (Both Forms- GSC and FRLG)
Suicune (GSC, FRLG)
Lugia (Both Forms- GSC and FRLG)
Ho’oh (Both Forms- GSC and FRLG)
Sceptile (RSE)
Blaziken (RSE)
Swampert (RSE)
Kyogre (RSE)
Groudon (RSE)
Rayquaza (RSE)

3. I added in what the typings mean and I also added the damage averages of the game right in the Pokemon's information. If I made any mistakes, feel free to correct.

4. Generally tried to remove generally useless or not generally considered legal moves.

5. I'm assuming Flying=Wind, although one could take an alternate opinion. In that case any Wind weaknesses or resistances listed are only relevant against other Pokemon.

The Duellers
Venusaur (Grass/Poison)
RED-YELLOW-BLUE Form
HP 155, Def 103, Special 120, Speed 100 (Dead Average)
Critical rate: 16%
Durability: 1.03 physical, 1.20 magical
200% from Fire, Ice, and Wind, Halves Water, Electric, Poison, and Fighting, 75% Resistance to Grass

Damage Average: 63 (158 Kill Point)

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.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).  

FIRE RED/LEAF GREEN FORM
155 HP, 103 Def, 120 SpD, 100 Speed
Durability: 1.03 physical, 1.20 magical
200% from Fire, Ice, and Wind, Halves Water, Electric, Poison, and Fighting, 75% Resistance to Grass
Special Ability - Overgrow: When HP < 33%, all Grass damage raises by 50%

Damage Average: 57 (143 Kill Point)

Frenzy Plant (5): 112 Grass type damage, 90% accurracy, user is forced to "recharge" next turn, 53 average damage
Sleep Powder (15): Inflicts Sleep status, 75% hit rate
Razor Leaf (25): 43 Grass type damage, 95% accurracy, 25% critical hit rate, 51 average damage
Synthesis (5): 50% healing, 25% if any Weather effect is in place, sans Sunnyday, in which case, its 100%
-----
Leech Seed (10): Adds a status where Target takes 12.5% damage a turn, and the opponent of the target heals that much, 90% hit rate
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Poisonpowder (35): Adds Poison Status, 75% hit rate
Sweet Scent (20): Lowers Target's evasion  


Charizard (Fire/Flying)
RED-BLUE-YELLOW FORM
HP 153, Def 98, Special 105, Speed 120 (+0.8 SD above average)
Critical rate: 20%
Durability: 0.97 physical, 1.04 magical
200% Weak to Water, Ice, and Electric, Halves Fire and Fighting, 75% Grass Resistance, Nulls Earth

Damage Average: 63 (158 Kill Point)

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).
---
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).  

FIRE RED-LEAF GREEN FORM
153 HP, 98 Def, 105 SpD, 120 Speed (+0.8 SD above average)
Durability: 0.97 physical, 1.04 magical
200% Weak to Water and Electric, Halves Fire and Fighting, 75% Grass Resistance, Nulls Earth
Special Ability - Blaze: When HP < 33%, all Fire damage raises by 50%.

Damage Average: 57 (143 Kill Point)

Flamethrower (15): 76 Fire type damage, 10% chance of inflicting Burn status, 80 average damage
Blast Burn (5): 120 Fire type damage, 90% accurracy, user is forced to "recharge" next turn, 57 average damage
Scary Face (10): Lowers Targets speed by 50%, stackable up to 3 times, 90% accurracy
Wing Attack (35): 43 Flying type damage, 45 average damage
-----  
*Heat Wave (10): 81 MT Fire type damage, 90% hit rate, 10% chance of inflicting burn, 77 average damage
Dragon Rage (10): 40 damage, ignores all modifiers and defense
Fire Spin (15): 14 Fire type damage, for the next 2 to 5 turns, opponent loses 6.25% of thier MHP, 70% accurracy, 10 average damage
Slash (20): 31 Normal type damage, 25% critical hit rate, 38 average damage  
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Smokescreen (20): Lowers Target's accurracy by 33%, stackable up to 6 times  

*Requires a move relearner


Blastoise (Water)
RED-BLUE-YELLOW FORM
HP 154, Def 120, Special 105, Speed 98 (-0.08 SD below average)
Critical rate: 15%
Durability: 1.19 physical, 1.04 magical
200% Weak to Electric and Grass, Halves Fire, Water, and Ice

Damage Average: 63 (158 Kill Point)

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).  

FIRE RED-LEAF GREEN FORM
154 HP, 120 Def, 125 SpD, 98 Speed (-0.08 SD below average)
Durability: 1.19 physical, 1.24 magical
200% Weak to Electric and Grass, Halves Fire, Water, and Ice
Special Ability - Torrent: When HP < 33%, all Water attacks do 50% more damage

Damage Average: 57 (143 Kill Point)

Hydro pump (5): 79 Water type damage, 80% hit rate, 67 average damage
Hydrocannon (5): 98 Water type damage, 90% accurracy, user is forced to "recharge" next turn, 46 average damage
Rain Dance (5): Causes the Rainning weather status (Field Effect), increases all Water damage by 50%, lowers all fire damage by 50%, and the attack "Thunder" has 100% hit rate, lasts 5 turns
Withdraw (40): Raises users defense by 50%, stackable up to 6 times
-----  
Protect (10): Makes user invincible to damage and status for one turn, innitiative, each consecutive use has 50% the accurracy of the previous one (innitial usage can't fail)
Bite (25): 27 Dark type damage, 30% chance of flinching target if they are slower, 28 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times  


Pikachu (Electric)
RED-BLUE-YELLOW FORM
HP 110, Def 50, Special 70, Spd 110 (+0.4 SD above average)
Critical rate: 18%
Durability: 0.35 physical (HA!), 0.50 magical
200% Weak to Earth, Halves Wind and Electric

Damage Average: 63 (158 Kill Point)

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.  
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).  

FIRE RED-LEAF GREEN FORM
110 HP, 50 Def, 60 SpD, 110 Speed  (+0.4 SD above average)
Durability: 0.35 Physical, 0.43 magical
200% Weak to Earth, Halves Wind and Electric
Special Ability - Static: 30% Chance of paralyzing the opponent if hit with a contact class attack (so something like Scratch or Bite would activate this, but not something like Hyper Beam)
Unique Item - Lightball: When equipped on a Pikachu, its SpA doubles. This is already factored into averages.

Damage Average: 57 (143 Kill Point)

Thunderbolt (15): 83 Electric type damage, 10% chance of inflicting Paralysis, 88 average damage
Thunderwave (20): Adds Paralysis status
Agility (30): Raises users speed by 100%, stackable up to 3 times
Double Team (15): Raises Evade by 33%, can be stacked up to 6 times
-----  
Light Screen (30): Lowers special damage by 50% for 5 turns
Thunder (10): 104 Electric type damage, 30% chance of adding paralysis, 70% accuracy, 77 average damage
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Tail Whip (30): Lowers Defense 33%, stackable up to 6 times
Quick Attack (30): 14 Normal type damage, always goes first, 14 average damage
Slam (20): 26 Normal type damage, 75% accuracy, 20 average damage
*Charm (20): Lowers Attack by 50%, can be stacked up to 3 times
*Sweet Kiss (10): Adds confusion status, 75% accuracy
*Volt Tackle (15): 104 Electric type damage, deals damage to user equal to 33% of damage done, 73 net average damage

*These moves are learned naturally by Pichu, NOT Pikachu. Pichu can only be gotten in the aftergame in FRLG, which is why its questionable. Whether you allow these moves or not is up to you.


Articuno (Ice/Flying)
RED-BLUE-YELLOW FORM
HP 165, Atk 105, Def 120, Special 145, Spd 105 (+0.2 SD above average)
Critical rate: 17%
Durability: 1.28 physical, 1.54 magical
200% Weak to Electric and Fire, Halves Grass, Nulls Earth

Damage Average: 63 (158 Kill Point)

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.

FIRE RED-LEAF GREEN FORM
165 HP, 120 Def, 145 SpD, 105 Speed (+0.2 SD above average)
Durability: 1.28 physical, 1.54 magical
200% Weak to Electric and Fire, Halves Fighting and Grass, Nulls Earth
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Damage Average: 57 (143 Kill Point)

Ice Beam (10): 69 Ice type damage, 10% chance of inflicting Freeze status, 73 average damage
Mind Reader (5): Insures the next attack will hit successfully
Sheer Cold (5): Instant Death, 30% hit rate
Agility (30): Raises users speed by 100%, stackable up to 3 times
-----
Reflect (20): Lowers all physical damage by 50% for 5 turns
Blizzard (5): 86 Ice type damage, 70% accurracy, 10% chance of inflicting freeze status, 63 average damage
Mist (30): Grants immunity to stat downs  
Gust (35): 28 Flying type damage, 29 average damage  


Zapdos (Electric/Flying)
RED-BLUE-YELLOW FORM
HP 165, Def 105, Special 145, Spd 120 (+0.8 SD above average)
Critical rate: 20%
Durability: 1.12 physical, 1.54 magical
200% Weak to Ice, Halves Wind, Grass, and Fighting, Nulls Earth

Damage Average: 63 (158 Kill Point)

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.

FIRE RED-LEAF GREEN FORM
165 HP, 105 Def, 110 SpD, 120 Speed (+0.8 SD above average)
Durability: 1.12 physical, 1.17 magical
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Damage Average: 57 (143 Kill Point)

Thunder (10): 108 Electric type damage, 10% chance of inflicting paralysis, 70% accurracy, 80 average damage
Thunderwave (20): Adds Paralysis status
Agility (30): Raises users speed by 100%, stackable up to 3 times
Light Screen (30): Lowers all special damage by 50% for the next 5 turns
-----
Drill Peck (20): 56 Flying type damage, 59 average damage
Charge (20): Doubles damage of Electric type moves for one turn  


Moltres (Fire/Flying)
RED-BLUE-YELLOW FORM
HP 165, Atk 120, Def 110, Special 145, Spd 110 (+0.4 SD above average)
Critical rate: 18%
Durability: 1.17 physical, 1.54 magical
200% Weak to Water, Ice, and Electric, Halves Fire and Fighting, 75% Grass Resistance, Nulls Earth

Damage Average: 63 (158 Kill Point)

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.

FIRE RED-LEAF GREEN FORM
165 HP, 110 Def, 105 SpD, 110 Speed (+0.4 SD above average)
Durability: 1.17 physical, 1.12 magical
200% Weak to Water and Electric, Halves Fire and Fighting, 75% Grass Resistance, Nulls Earth
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Damage Average: 57 (143 Kill Point) (FRLG)

Flamethrower (15): 86 Fire type damage, 10% chance of inflicting Burn status, 91 average damage
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns
Agility (30): Raises users speed by 100%, stackable up to 3 times
Wing Attack (35): 45 Flying type damage, 47 average damage
-----
Heat Wave (10): 90 Fire type damage, 90% hit rate, 10% chance of inflicting burn, 86 average damage  
Sky Attack (5): 104 Flying type damage, requires one turn to charge, 90% hit rate, 49 average damage


Mewtwo (Psychic)
RED-BLUE-YELLOW FORM
HP 181, Def 110, Special 174, Spd 150 (+2 SD above average)
Critical rate: 25%
Durability: 1.28 physical, 2.03 magical (!!)
Halves Fighting

Damage Average: 63 (158 Kill Point)

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.  

FIRE RED-LEAF GREEN FORM
181 HP, 110 Def, 110 SpD, 150 Speed (+2 SD above average)
Durability: 1.28 physical, 1.28 magical
200% Weak to Dark, Halves Fighting
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Damage Average: 57 (143 Kill Point)

Psychic (10): 97 Psychic type damage, 10% chance of lowering target's special defense, 103 average damage
Recover (20): 50% Healing
Amnesia (20): Raises Special Defense by 100%, stackable up to 3 times
Barrier (30): Raises Defense by 100%, stackable up to 3 times
-----
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns  
Disable (10): Makes last move used by the enemy unable to be used for 2 to 5 turns, 55% hit rate
Mist (30): Grants immunity to stat downs
Swift (20): 33 Normal type damage, ignores evade, 35 average damage
Psych Up (10): Changes the users stat modifiers to be equal to his opponents

« Last Edit: January 02, 2010, 08:25:53 PM by Dark Holy Elf »
...into the nightfall.

Dhyerwolf

  • Moderator
  • Denizen
  • *
  • Posts: 4736
  • Here it comes, the story, of mankind's final glory
    • View Profile
Re: Pokemon- The Ranked Topic
« Reply #1 on: December 30, 2007, 12:33:54 AM »

Meganium (Grass)
BOTH FORMS (GSC just lacks the Special Ability, but all other stats and moves are the same. GSC is relatively faster though)
155 HP, 120 Def, 120 SpD, 100 Speed (+0.4 SD in GSC/Average Speed in FRLG)
Durability: 1.20 physical, 1.20 magical
200% Weak to Ice, Wind, Fire, and Poison, Halves Water, Electric, Earth, and Grass
Special Ability - Overgrow: When HP < 33%, all Grass damage raises by 50%

Damage Average: 51 (128 Kill Point) (GSC)
Damage Average: 57 (143 Kill Point) (FRLG)

Razor Leaf (25): 36 Grass type damage, 95% accuracy, 25% critical hit rate, 42 average damage
Synthesis (5): 50% healing, 25% during a weather effect, unless its Sunny day, in which case, its 100%
Reflect (20): Lowers all physical damage by 50%
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns
-----
Light Screen (30): Lowers special damage by 50% for 5 turns
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Poison Powder (35): Adds Poison status, 75% accuracy
Body Slam (15): 37 Normal type damage, 30% chance of inflicting paralysis, 39 average damage
Solarbeam (10): 78 Grass Type damage, requires one turn to charge, 41 average damage


Typhlosion (Fire)
BOTH FORMS (GSC just lacks the Special Ability, but all other stats and moves are the same. GSC is relatively faster though)
153 HP, 98 Def, 105 SpD, 120 Speed (+1.15 SD in GSC/+0.8 SD in FRLG)
Durability: 0.97 physical, 1.04 magical
200% Weak to Water and Earth, Halves Fire, Ice, and Grass
Special Ability - Blaze: When HP < 33%, all Fire damage raises by 50%.

Damage Average: 51 (128 Kill Point) (GSC)
Damage Average: 57 (143 Kill Point) (FRLG)

Flamethrower (15): 76 Fire type damage, 10% chance of inflicting Burn status, 80 average damage
Smokescreen (20): Lowers Target's accuracy by 33%, stackable up to 6 times
Swift (20): 27 Normal type damage, cannot miss, 28 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
----- 
Quick Attack (30): 19 Normal type damage, always goes first, 20 average damage


Feraligatr (Water)
BOTH FORMS (GSC just lacks the Special Ability and 5 less HP, making it’s durabilities 1.2/1.03. GSC is faster though)
160 HP, 120 Def, 103 SpD, 98 Speed (+0.33 SD in GSC/-0.08 SD below average in FRLG)
Durability: 1.24 physical, 1.06 magical (1.2/1.03 in GSC)
200% Weak to Electric and Grass, Halves Fire, Water, and Ice
Special Ability - Torrent: When HP < 33%, all Water attacks do 50% more damage

Damage Average: 51 (128 Kill Point) (GSC)
Damage Average: 57 (143 Kill Point) (FRLG)

Hydro Pump (5): 75 Water type damage, 80% accuracy, 63 average damage
Scary Face (10): Lowers Targets speed by 50%, stackable up to 3 times, 90% accuracy
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Slash (20): 37 Normal type damage, 25% critical hit rate, 46 average damage
----- 
Bite (25): 26 Dark type damage, 30% chance of flinching target if they are slower, 27 average damage 


Suicune (Water)
GOLD-CRYSTAL-SILVER Form
175 HP, 135 Def, 135 SpD, 105 Speed (+0.59 SD above average)
Durability: 1.52 physical, 1.52 Special
200% Weak to Electric and Grass, Halves Fire, Water, and Ice

Damage Average: 51 (128 Kill Point) (GSC)

Hydropump (5): 83 Water type damage, 80% hit rate, 70 average
Rain Dance (5): Causes Rainy Day weather (aka a Field effect). Water type attacks get 50% more damage, Thunder (the attack) gets 100% hit rate, and Fire damage is halved, lasts 5 turns
Mirror Coat (20): Deal damage equal to double received that turn, if attack is a Special type, user goes second. Fails on physical attacks
Mist (30): Grants immunity to stat downs
----- 
Aurora Beam (10): 31 Ice type damage, 10% chance of lowering targets Attack, 32 average damage 
Bite (25): 29 Dark type damage, 30% chance of flinching target if they are slower, 30 average damage
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times 

FIRE RED-LEAF GREEN FORM
175 HP, 135 Def, 135 SpD, 105 Speed (+0.2 SD above average)
Durability: 1.58 physical, 1.58 magical
200% Weak to Electric and Grass, Halves Fire, Water, and Ice
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Damage Average: 57 (143 Kill Point) (FRLG)

Hydropump (5): 83 Water type damage, 80% hit rate, 70 average damage
Calm Mind (20): Raises Special Attack and Special Defense by 50%, stackable up to 6 times
Mirror Coat (20): If user is hit with a Special attack the turn this is used, then damage is dealt back to opponent double to what was just done, does nothing if hit physically, always goes last
Bubble Beam (20): 45 Water type damage, 10% chance of lowering target's speed, 47 average damage
-----
Mist (30): Grants immunity to stat downs
Aurora Beam (20): 31 Ice type damage, 10% chance of lowering target's attack by 33%, 32 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Bite (25): 29 Dark type damage, 30% chance of flinching target if they are slower, 30 average damage 
Rain Dance (5): Causes the Rainning weather status (Field Effect), increases all Water damage by 50%, lowers all fire damage by 50%, and the attack "Thunder" has 100% hit rate, lasts 5 turns


Lugia (Psychic/Flying)
BOTH FORMS (GSC just lacks the Special Ability, but all other stats and moves are the same. GSC is relatively faster.)
181 HP, 150 Def, 174 SpD, 130 Speed (+1.53 SD in GSC/+1.2 SD in FRLG)
Durability: 1.75 physical, 2.03 special
200% Weak to Dark, Ice, and Electric, Halves Grass, 75% Fighting Resistance, Nulls Earth
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Damage Average: 51 (128 Kill Point) (GSC)
Damage Average: 57 (143 Kill Point) (FRLG)

Aeroblast (5): 69 Flying type damage, 25% Critical hit rate, 95% accuracy, 81 average damage
Hydro Pump (5): 56 Water type damage, 80% accuracy, 47 average damage
Recover (20): 50% Healing
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns
----- 
Rain Dance (5): Causes the Rainning weather status (Field Effect), increases all Water damage by 50%, lowers all fire damage by 50%, and the attack "Thunder" has 100% hit rate, lasts 5 turns 
Swift (20): 29 Normal type damage, cannot miss, 30 average damage


Ho-oh (Fire/Flying)
BOTH FORMS (GSC just lacks the Special Ability, but all other stats and moves are the same. GSC is relatively faster)
181 HP, 110 Def, 174 SpD, 110 Speed (+0.78 SD in GSC/+0.4 SD in FRLG)
Durability: 1.28 physical, 2.03 magical
200% Weak to Water and Electric, Halves Fire and Fighting, 75% Grass Resistance, Nulls Earth
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Damage Average: 51 (128 Kill Point) (GSC)
Damage Average: 57 (143 Kill Point) (FRLG)

Fire Blast (5): 97 Fire type damage, 10% chance of inflicting burn status, 85% accuracy, 87 average damage
Recover (20): 50% Healing
Safeguard (25): Grants immunity to all status but instant death for 5 turns
Sunny day (5): Weather Effect that raises all Fire damage by 50%, halves Water damage, and allows Solar Beam to be used at will (IOWs, no Charge time), lasts 5 turns
-----
Sacred Fire (5): 81 Fire type damage, 95% accuracy, 50% chance of inflicting Burn status, is still usable under Freeze status, heals from Freeze status, 81 average damage
Gust (35): 39 Flying type damage, 41 average damage 
Swift (20): 39 Normal type damage, cannot miss, 41 average damage


...into the nightfall.

Dhyerwolf

  • Moderator
  • Denizen
  • *
  • Posts: 4736
  • Here it comes, the story, of mankind's final glory
    • View Profile
Re: Pokemon- The Ranked Topic
« Reply #2 on: December 30, 2007, 12:34:04 AM »
Sceptile (Grass)
145 HP, 85 Def,105 SpD, 140 Speed (+2 SD above average)
Durability: 0.8 physical, 0.98 Magical
200% Weak to Fire, Ice, and Wind, Halves Water, Earth, Lightning, and Grass
Special Ability - Overgrow: When HP < 33%, all Grass attacks do 50% more damage

Damage Average: 61 (153 Kill Point)

Leaf Blade (15): 56 Grass type damage, 25% Critical hit rate, 70 average damage
Giga Drain (5): 48 Grass type damage, heals user for 50% damage done, 51 average damage
Agility (30): Raises speed by 100%, stackable up to 3 times
Slam (20): 35 Normal type damage, 75% hit rate, 27 average damage
-----   
Screech (40): Lowers defense by 50%, 85% hit rate, stackable up to 3 times
Quick Attack (30): 19 Normal type damage, always goes first, 20 average damage
Pursuit (20): 22 Dark type damage, does doubles damage if opponent swaps, 23 average damage 
Mega Drain (10): 33 Grass type damage, heals user for 50% damage done, 35 average damage 


Blaziken (Fire/Fighting)
155 HP, 90 Def, 90 SpD, 100 Speed (+0.34 SD above average)
Durability: 0.9 physical, 0.9 magical
200% Weak to Wind, Water, and Earth, Halves Fire, Ice, Dark, and Grass
Special Ability - Blaze: When HP < 33%, all Fire attacks do 50% more damage

Damage Average: 61 (153 Kill Point)

Flamethrower (15): 78 Fire type damage, 10% chance of inflicting Burn status, 82 average damage
Bulk Up (20): Raises Attack and Defense by 50%, stackable up to 6 times
Sand Attack (15): Lowers target's accuracy by 33%, stackable up to 6 times
Sky Uppercut (15): 75 Fighting type damage, does 2x damage to those who use Fly or Bounce, 90% accuracy, 71 average damage
----- 
Growl (40): Lowers target's attack by 33%, stackable up to 6 times   
Quick Attack (30): 24 Normal type damage, always goes first, 25 average damage 
Mirror Move (20): Copies opponents last action, always goes last 
Double Kick (30): 28 damage, hits twice, 58 average damage 


Swampert (Water/Ground)
175 HP, 110 Def, 110 SpD, 80 Speed (-0.49 SD below average)
Durability: 1.24 physical, 1.24 magical
400% Weak to Grass, Halves Fire, Nulls Lightning
Special Ability - Torrent: When HP < 33%, all Water attacks do 50% more damage

Damage Average: 61 (153 Kill Point)

Earthquake (10): 81 Earth type damage, 86 average damage
Mud Slap (10): 9 Ground type damage, lowers accuracy by 33%, stackable up to 6 times, 9 average damage
Mud Shot (15): 45 Ground type damage, lowers target's speed by 33%, stackable up to 6 times, 95% accuracy, 45 average damage
Hydro Pump (5): 79 Water type damage, 80% accuracy, 67 average damage
-----
Tackle (35): 20 Normal type damage, 95% accuracy, 20 average damage
Growl (40): Lowers target's attack by 33%, stackable up to 6 times 
Foresight (40): Makes users attack have perfect accuracy and ignore evade, removes Ghost's immunity to Normal and Fighting attacks (could be viewed as removing certain physical immunities in general, if you take things that way)
Take Down (20): 49 Normal type damage, 85% accuracy, does damage to user equal to 33% damage done, 29 net average damage 
Endeavor (5): Does damage equal to the amount less the user has than the opponent
Muddy Water (10): 67 Water type damage, 30% chance of lowering targets accuracy by 30%, stackable up to 6 times, 85% accuracy, 60 average damage


Kyogre (Water)
175 HP, 110 Def, 160 SpD, 110 Speed (+0.75 SD above average)
Durability: 1.24 physical, 1.81 magical
200% Weak to Electric and Grass, 25% Resistance to Water with Drizzle, Halves Fire, Ice, Reduces Fire 75% with Drizzle
Special Ability - Drizzle: Auto Rain Dance. Water damage raised by 50%, Fire Damage lowered by 50%, and the attack Thunder gets perfect accuracy.

Damage Average: 61 (153 Kill Point)

Hydropump (5): 189 Water type damage, 80% accuracy, 160 average damage
Waterspout (5): 237 Water type damage, damage decreases linearly as HP goes down, 251 average damage
Calm Mind (20): Raises Special Attack and Special Defense by 50%, stackable up to 6 times
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
-----
Scary Face (10): Lowers opponent's speed by 50%, stackable up to 3 times, 90% accuracy 
Ice Beam (10): 68 Ice type damage, 10% chance of inflicting freeze status, 72 average damage
Sheer Cold (5): Instant Death, 30% accuracy, fails on those immune to Ice
Body Slam (15): 43 Normal type damage, 30% chance of adding paralysis, 45 average damage
 

Groudon (Ground)
175 HP, 160 Def, 110 SpD, 110 Speed (+0.75 SD above average)
Durability: 1.81 physical, 1.24 magical
200% from Ice and Grass, 150% Weak to Fire with Drought, Immune to Lightning
Special Ability - Drought: Auto Sunny Day. Raises Fire Damage 50%, Decreases Water 50%, and Solar Beam has no charge time.

Damage Average: 61 (153 Kill Point)

Earthquake (10): 106 Ground type damage, 112 average damage
Eruption (5): 112 Fire type damage, damage decreases linearly as HP goes down, 119 average damage
Bulk Up (20): Raises Attack and Defense by 50%, stackable up to 6 times
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
-----
Fire Blast (5): 90 Fire type damage, 10% chance of inflicting burn status, 85% accuracy, 80 average damage
Solarbeam (10): 60 Grass type damage, 63 average damage
Mud Shot (15): 59 Ground type damage, lowers target's speed by 33%, stackable up to 6 times, 95% accuracy, 59 average damage
Fissure (5): Instant Death, 30% accuracy
Scary Face (10): Lowers opponent's speed by 50%, stackable up to 3 times, 90% accuracy
Slash (20): 50 Normal type damage, 25% critical hit rate, 62 average damage


Rayquaza (Dragon/Flying)
180 HP, 110 Def, 110 SpD, 115 Speed (+0.96 SD above average)
Durability: 1.28 physical, 1.28 magical
400% Weak to Ice, 200% Weak to Dragon, Halves Fire, Water, and Fighting, 75% Resistance to Grass, Nulls Earth
Special Ability - Air Lock: Cancels out all weather effects, such as Sunny Day or Sandstorm.

Damage Average: 61 (153 Kill Point)

Dragon Claw (15): 84 Dragon type damage, 89 average damage
Dragon Dance (20): Increases Speed and Attack by 50%, stackable up to 6 times
Hyper Beam (5): 106 Normal type damage, user skips next turn if move hits, 90% accuracy, 50 average damage
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
-----
Outrage (15): 95 Dragon type damage, used for 2 to 3 turns, and then user is confused, 100 average damage
Extreme Speed (15): 56 Normal type damage, always goes first, 59 average damage 
Fly (15): 75 Flying type damage, user is forced to skip first turn, during which it cannot be attacked ala Final Fantasy Jump, 95% accuracy, 37 average damage
...into the nightfall.

Dhyerwolf

  • Moderator
  • Denizen
  • *
  • Posts: 4736
  • Here it comes, the story, of mankind's final glory
    • View Profile
Re: Pokemon- The Ranked Topic
« Reply #3 on: December 30, 2007, 12:34:35 AM »
This Post Exists in case there are any other future rankings.
...into the nightfall.

hinode

  • Enough expository banter! Now we fight like men!
  • DL
  • Denizen
  • *
  • Posts: 1352
  • And ladies! And ladies who dress like men!
    • View Profile
Re: Pokemon- The Ranked Topic
« Reply #4 on: April 09, 2008, 07:30:16 AM »
Since it hasn't been mentioned anywhere here or in the more specific stat topics, the gen 3 forms of the GSC Pokemon are on rather shaky grounds in terms of legality. 

-The starters are only available in the two GC Pokemon games, plus Emerald's aftergame in pretty much the most obnoxious fashion possible (fill out the entire Hoenn dex to pick one - if you want all 3, you need to complete the game+Pokedex 3 times!). 
-Lugia and Ho-oh are only available in FRLG if you attend a Nintendo event or cheat; otherwise they're available in XD and Colosseum only, respectively.
-Suicune is available in FRLG normally, but only if you pick Charmander as your starter, won't show up until the aftergame, and is annoying to catch.  That aside, due a glitch its total IVs are capped at 10 - the stat topic by contrast assumes 15 in every stat (roughly average).  Non-gimped versions of the legendary gerbils are only available on Colosseum.

Even when voting on the gen 3 forms in general, I'm not sure it's entirely fair to hold them to FRLG's speed stats, which were derived from originally-gen 1 Pokemon only.  Both the gen 2 and overall speed averages should be lower, and most of them aren't reasonably available in FRLG to begin with.  Incidentally, I really ought to figure out average/st dev for cumulative gen 3 and gen 4 Pokemon one of these days.