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/YellowPokemon Gold/Silver/CrystalPokemon Ruby/Sapphire/Emerald - MeeplePokemon Fire Red/Leaf Green2. 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 FormHP 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).
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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 FORM155 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%
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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 FORMHP 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).
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Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
FIRE RED-LEAF GREEN FORM153 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
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*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 FORMHP 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 FORM154 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
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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 FORMHP 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).
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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 FORM110 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
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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 FORMHP 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.
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Mist (30): User becomes immune to stat breaks for the rest of the battle.
FIRE RED-LEAF GREEN FORM165 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
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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 FORMHP 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 FORM165 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
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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 FORMHP 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).
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Peck (35): 28 damage (Flying), avg 33.
FIRE RED-LEAF GREEN FORM165 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
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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 FORMHP 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).
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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 FORM181 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
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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