Hyper Beam was nuts in Gen 1, but I would've given a mention to Earthquake. It wasn't as widely distributed as it is now, but it's telling that 100 accuracy and 100 base power on the same move is still something you rarely see more than 25 years later. Shout out to Gen 1 Razor Leaf for being a crit, pretty much, every time. Offensive Grass moves were bad in Gen 1, but Razor Leaf was incredible.
@PhAyzoN Oh yeah, I forgot about that! If you could get a Dugtrio in Diglett Cave without it wrecking your shit, my Ivysaur didn't appreciate that, it was going to put in work. Swift was the only thing that could hit you underground back then, too.
@@PhAyzoN Dig is banned in gen 1 competitive, if we take that into account. You become invincible if full-para on the turn before attack, same with fly.
100 accuracy 100 base power _is_ something you see decently often nowdays... it's just that it's all signature moves of legendaries. Ivy Cudgel, Fusion Flare, Moongeist Beam, Electro Drift - the list goes on.
Rock slide+earthquake remains a fantastic attacking combo to this day, not much resist it. People think of rock/ground as a horrible typing, but thats largely because its stuck on mons that are sooo slow they pretty much always go last. It may not fit thematically, but i would really love to see a rock/ground type with an actual speed stat one day, it would be something, special or physical, both works, just make sure to give it power gem if its a special rock type, so many rock types has suffered from not getting a decent special rock attack.
@@shinyarchen_39 Also, normal was a great attacking type in gen 1, it fell off hard after gen 2. Rock's resistances are largely ass, poison and normal, while its weaknesses are awful.
8:50 This is not a bug, it’s an intentional (albeit weird) decision that saves on memory. IIRC, it’s also how fire types are immune to burn and Ice types are immune to freeze. In gen 2 they mostly fixed this, but missed some others. Tri-attack can burn fire types and freeze ice types. Also, Steel Types in gen 2 can be poisoned by Twin Needle. 14:30 Psyduck also gets it via Pokemon Stadium. It’s one of the reasons why it got banned from Gen 1 NU
A little disappointed there was no mention of partial trapping moves. They aren't amazing moves, but they're easily staples of gen 1 competitive and one of the big reasons I enjoy playing lower tiers of gen 1
@ Gen 1 was a broken mess in so, so, so many ways. Remember how Pokeballs could miss? I'm not talking about the Safari Zone, I'm talking about regular Poke, Great, and Ultra Balls.
@ I vividly remember having to go after Zapdos with a gameplan because Great Balls and leaving it yellow were the only things that seemed to work. Find out years later that Ultra Balls had jacked up catch rates in Gen 1 and Pokémon would actually get harder to catch if they were in red health.
Without having seen the video I'm guessing... 1. Hyper Beam 2. Explosion 3. Amnesia 4. Recover 5. Blizzard 6. Body Slam 7. Psychic 8. Thunder Wave 9. Rock Slide 10. Earthquake EDIT: Looks like I more or less called it correctly, the only move I forgot about was Sleep Powder, which I would have traded for Earthquake and inserted somewhere in the middle of the list.
One of the funny things about the Rock typing is that if a Pokémon had every type at once, it would still have a Rock weakness. Blizzard having a 90 accuracy had to be one of the many oversights in the Gen 1 games. The scary thing about Explosion is that the move got stronger while keeping its halving Defense effect, though they eventually removed that effect. Explosion Metagross was terrifying, because with it's 130 base Attack, it was going to take out anything that wasn't immune or had a really high Defense and a resistance.
In NC97 the moves in SSS tier are Doubleteam/Minimize, Blizzard, Rest, and Substitute, followed by Thunderbolt, Psychic, Thunderwave, Hyperbeam in SS tier etc
Right off of the bat Rock Slide is absolutely not a top 10 move. Exactly two relevant Pokemon use it and it is exclusively to deal with Zapdos and nothing else because neither of them want to ever be in front of an Ice Type. Counter is a bit more of a meme than a full on move. The rest of the moves are definitely the best moves in the game, Hyper Beam is absolutely not the best, Body Slam, Blizzard/Ice Beam (they're functionally the same) and Amnesia are the ones fighting for first second and third place. Explosion is 4th. Hyperbeam is fighting with Thunder Wave and Sleep Powder/Sweet Kiss, Hypnosis for the rest of the positions.
I take it back, first place is objectively Body Slam regardless of if you're talking about competitive (which you lack basic knowledge of since rock slide is on the list lmao) or an in game playthrough since it's 1: the best Normal Type move in the game, no Hyper Beam isn't close. And the most easily available good power 0 drawback physical move in the game with it being on the S.S.Anne.
You were off a bit on counter still. It's not limited to the last damage your opponent used. As long as the last damage done was normal or fighting type and the opponent goes first and doesn't use a move that does 0 damage or a non normal or fighting type attack, counter will do double the damage. This actually means you can counter your own attack if the circumstances are right. This can result in such classic techniques as countering your own explosion or countering your own counter. You can't counter an opponent's counter though. In addition, about half of all the status moves in the game won't affect Counter as long as you use them. You can't boost your stats, lower their stats, or put the opponent to sleep and counter them, but you can paralyze them, confuse them, or use a recovery move. This allows you to paralyze an opponent and then counter their damage next turn when they get fully paralyzed, but this can desynch the game if they choose a move that can't be countered. Edit: Oh yeah, it also works if your opponent uses an item.
How was body slam not being able to para normal types 'Not known for a long time'? It's something I noticed replaying Blue years ago and always thought it was a coding oversight. I figured they programmed it so that secondary effects wouldn't effect types that share a type with the move used on them. That would prevent fire types from being burned, electrics from being para, poison types from being poisioned, and that would also explain why body slam wouldn't para normal types. I'm kinda curious now as to how this was discovered.
"Psychic is a psychic type attack" is probably my favorite clarification you have ever given in any of your channels.
For those who could think is a vanilla-flavored coke type
Name a better clarification across any of DuelLogs's content. I am waiting.
Hyper Beam was nuts in Gen 1, but I would've given a mention to Earthquake. It wasn't as widely distributed as it is now, but it's telling that 100 accuracy and 100 base power on the same move is still something you rarely see more than 25 years later. Shout out to Gen 1 Razor Leaf for being a crit, pretty much, every time. Offensive Grass moves were bad in Gen 1, but Razor Leaf was incredible.
In addition to EQ being given to more Pokemon later, the addition of Steel types also help it rise up I'm guessing.
Dig in Gen1 was also just 2-turn EQ, sharing the same 100pb and accuracy. And available quite early on!
@PhAyzoN Oh yeah, I forgot about that! If you could get a Dugtrio in Diglett Cave without it wrecking your shit, my Ivysaur didn't appreciate that, it was going to put in work. Swift was the only thing that could hit you underground back then, too.
@@PhAyzoN Dig is banned in gen 1 competitive, if we take that into account.
You become invincible if full-para on the turn before attack, same with fly.
100 accuracy 100 base power _is_ something you see decently often nowdays... it's just that it's all signature moves of legendaries. Ivy Cudgel, Fusion Flare, Moongeist Beam, Electro Drift - the list goes on.
Fun fact Amnesia can also be learned by Psyduck/Golduck via the gift Psyduck you get from getting good at Pokemon Stadium which is really cool
Rock slide+earthquake remains a fantastic attacking combo to this day, not much resist it.
People think of rock/ground as a horrible typing, but thats largely because its stuck on mons that are sooo slow they pretty much always go last.
It may not fit thematically, but i would really love to see a rock/ground type with an actual speed stat one day, it would be something, special or physical, both works, just make sure to give it power gem if its a special rock type, so many rock types has suffered from not getting a decent special rock attack.
We just need Rock to stop pretending it’s a defensive type.
It was only ever good at it in Gen 1 because Pokemon didn’t learn good moves.
@@shinyarchen_39 Also, normal was a great attacking type in gen 1, it fell off hard after gen 2.
Rock's resistances are largely ass, poison and normal, while its weaknesses are awful.
8:50 This is not a bug, it’s an intentional (albeit weird) decision that saves on memory. IIRC, it’s also how fire types are immune to burn and Ice types are immune to freeze.
In gen 2 they mostly fixed this, but missed some others. Tri-attack can burn fire types and freeze ice types. Also, Steel Types in gen 2 can be poisoned by Twin Needle.
14:30 Psyduck also gets it via Pokemon Stadium. It’s one of the reasons why it got banned from Gen 1 NU
Hitting ice super effectively is great in gen 1. Jynx articuno lapras and cloyster are all notable ice types in OU.
and none of the ice types in the entire game are below UU, with Dewgong still being really good there
A little disappointed there was no mention of partial trapping moves. They aren't amazing moves, but they're easily staples of gen 1 competitive and one of the big reasons I enjoy playing lower tiers of gen 1
Blizzard was even more crazy in Red & Green, as the freeze chance was 30% on top of its power and accuracy. This was changed in Red & Blue.
What have they been smoking when they made JP Gen 1 Blizzard?
@ Gen 1 was a broken mess in so, so, so many ways. Remember how Pokeballs could miss? I'm not talking about the Safari Zone, I'm talking about regular Poke, Great, and Ultra Balls.
@@melvinshine9841 When Great Balls were the better bet in most situations? Good times.
@ I vividly remember having to go after Zapdos with a gameplan because Great Balls and leaving it yellow were the only things that seemed to work. Find out years later that Ultra Balls had jacked up catch rates in Gen 1 and Pokémon would actually get harder to catch if they were in red health.
HARDER in red health? My god, the more I hear about this the more I wonder why genwunners are a thing at all.
Yes! I would love if you start covering all kinds of gens! Looking forward to this
Can't wait for more content like this about the actual Pokémon game series rather than the tcg.
Without having seen the video I'm guessing...
1. Hyper Beam
2. Explosion
3. Amnesia
4. Recover
5. Blizzard
6. Body Slam
7. Psychic
8. Thunder Wave
9. Rock Slide
10. Earthquake
EDIT: Looks like I more or less called it correctly, the only move I forgot about was Sleep Powder, which I would have traded for Earthquake and inserted somewhere in the middle of the list.
(Before watching the video) Thunderbolt is the only move missing from your list that I'd add
Or spore.
@@BD-jq3mv Spore can only be learned by Parasect. So non-applicable.
One of the funny things about the Rock typing is that if a Pokémon had every type at once, it would still have a Rock weakness.
Blizzard having a 90 accuracy had to be one of the many oversights in the Gen 1 games.
The scary thing about Explosion is that the move got stronger while keeping its halving Defense effect, though they eventually removed that effect. Explosion Metagross was terrifying, because with it's 130 base Attack, it was going to take out anything that wasn't immune or had a really high Defense and a resistance.
explosion genagr with like no attack still oneshot like everthing not being a rock type
houdini metagross
Recover deserves a mention. Every single Pokémon that gets it will never drop it from any set and is great because of it.
The risk/reward of Gen 1 Hyper Beam is one of my favorite things in the franchise. I wish they didnt change it.
In NC97 the moves in SSS tier are Doubleteam/Minimize, Blizzard, Rest, and Substitute, followed by Thunderbolt, Psychic, Thunderwave, Hyperbeam in SS tier etc
Rock: Rockslide.
Ground: Earthquake or Dig.
Flying: Fly, drillpeck.
Ice: Ice beam, Ice Punch.
Fire: Flamethrower.
Thunder: Thunderbolt.
Psychic: Pay beam.
Poison: Toxic.
Bug: Twinneedle.
Ghost: Dream Eater?
Dragon: ?
Grass: Solar Beam.
Water: Bubble beam, Surf.
Fighting: Counter?
Normal: Slash, Hyper beam, Tri Attack.
Bide is surprisingly useful as well.
Ooh, we're going into the video games now? Nice!
Hope to see more vids like this
If putting Sleep Powder on here but not it's straight upgrade wasn't engagement bait then I'm disappointed
Right off of the bat Rock Slide is absolutely not a top 10 move. Exactly two relevant Pokemon use it and it is exclusively to deal with Zapdos and nothing else because neither of them want to ever be in front of an Ice Type. Counter is a bit more of a meme than a full on move. The rest of the moves are definitely the best moves in the game, Hyper Beam is absolutely not the best, Body Slam, Blizzard/Ice Beam (they're functionally the same) and Amnesia are the ones fighting for first second and third place. Explosion is 4th. Hyperbeam is fighting with Thunder Wave and Sleep Powder/Sweet Kiss, Hypnosis for the rest of the positions.
I take it back, first place is objectively Body Slam regardless of if you're talking about competitive (which you lack basic knowledge of since rock slide is on the list lmao) or an in game playthrough since it's 1: the best Normal Type move in the game, no Hyper Beam isn't close. And the most easily available good power 0 drawback physical move in the game with it being on the S.S.Anne.
Ok, this will be an awesome vid series.😂
Nice list
U missed the omnipresent Ground king tho
You were off a bit on counter still. It's not limited to the last damage your opponent used. As long as the last damage done was normal or fighting type and the opponent goes first and doesn't use a move that does 0 damage or a non normal or fighting type attack, counter will do double the damage. This actually means you can counter your own attack if the circumstances are right. This can result in such classic techniques as countering your own explosion or countering your own counter. You can't counter an opponent's counter though. In addition, about half of all the status moves in the game won't affect Counter as long as you use them. You can't boost your stats, lower their stats, or put the opponent to sleep and counter them, but you can paralyze them, confuse them, or use a recovery move. This allows you to paralyze an opponent and then counter their damage next turn when they get fully paralyzed, but this can desynch the game if they choose a move that can't be countered.
Edit: Oh yeah, it also works if your opponent uses an item.
How was body slam not being able to para normal types 'Not known for a long time'? It's something I noticed replaying Blue years ago and always thought it was a coding oversight. I figured they programmed it so that secondary effects wouldn't effect types that share a type with the move used on them. That would prevent fire types from being burned, electrics from being para, poison types from being poisioned, and that would also explain why body slam wouldn't para normal types. I'm kinda curious now as to how this was discovered.
I didn’t check who this video was by so was really thrown off when I heard your voice. Dope that you’re getting into other games though!
Counter is on the list but not Earthquake? Bro is either engage baiting or doesn't know the first thing about the Pokemon games.
Do you do world of Warcraft videos? Your voice is so familiar
…wrap….??
almost all the moves on the list are TMs in gen 1
Pokémon Green Blizzard. 1/3 chance to freeze? No.
I'm gay but even I enjoyed this video.