Lineup guide

The best Gen 1 all-22 lineup: all 22 starters, and why each one is there

The original 151 bodies can only take a board so far, but there is a right answer inside that limit: a 22-man Gen 1 lineup worth 1,275 total grade points, 58.0 overall. This page names every starter, explains the grade behind each pick, shows the two shapes that tie at the top, and points out the four slots where the pool leaves you short.

Lineup guide · 11 min read · Updated 2026-10-13

Gen 1 is the hardest generation to grade well, because 151 bodies have to cover 22 jobs that the full 1,025-body pool was designed around. There is exactly one body above 400 kg in the whole generation and only two above 300 kg, which means the interior line has to be built out of 100-120 kg bodies and the second defensive tackle is always a compromise. Within those limits there is a maximum, and it is 22 names worth 1,275 grade points.

58.0
Overall grade
1,275
Total grade points
55.7
Offense grade
60.2
Defense grade

For context, the ceiling on a board drawn from all nine generations is 66.4 overall, and a mid-pack board — every slot filled with roughly the 36th-best body for the job — grades 38.2. Gen 1 sits in the middle by design: deep enough to fill every slot with a real player, shallow enough that four starting jobs end up in the 40s no matter what you do.

The board

Here is the full 22, in slot order, with the stat that drives the grade and the reason the body belongs in that job rather than somewhere else. The grades are what the same grader in the game returns for each pairing.

The maximum-grade Gen 1 board: 1,275 points, 58.0 overall
SlotPickKey statWhy
QBCharizard (63)sp. attack 109, speed 100The best quarterback in the generation and the only body that pairs a 100+ sp. attack with 100 speed and a 90.5 kg frame inside the 40-130 kg band.
RBPoliwrath (57)speed 70, attack 95, hp 90Balanced everywhere: 95 attack and 90 hp carry the 40% that is not speed, and water/fighting are both favoured at running back.
WR1Alakazam (65)sp. attack 135, speed 120The single best receiver grade in Gen 1. 135 sp. attack and 120 speed on a 48 kg frame is the ideal receiver build.
WR2Magmar (63)speed 93, sp. attack 100No passing on Pikachu's best slot: speed 93 and sp. attack 100 give Magmar a 63 without breaking the 70 kg weight ceiling.
TEDewgong (56)hp 90, sp. defense 95The tight end band starts at 60 kg and runs to 220 kg; Dewgong's 120 kg at 1.7 m sits inside it while 90 hp and 95 sp. defense carry the physical half.
LTGolem (51)defense 130, 300 kgThe heaviest body not named Snorlax. 130 defense and 300 kg are the only way to get a real anchor after the top tackle is spent.
LGVenusaur (47)hp 80, defense 83, 2.0 mTwo metres tall with 80 hp and 83 defense. He misses the type bonus but keeps the guard slot out of the 40s.
CRhydon (57)attack 130, defense 120Center leans hardest on defense of any line slot, and Rhydon's 120 defense plus a 1.9 m, 120 kg frame is the best interior fit in the generation.
RGExeggutor (49)hp 95, attack 95A 120 kg body with 95 hp and 95 attack covers the guard weights; his 55 speed is irrelevant at this slot.
RTMoltres (50)sp. attack 125, 2.0 mRight tackle is the closest thing to a leftover slot on this board; Moltres at least brings 2.0 m and 90 hp into the 120-960 kg band.
KJolteon (55)sp. defense 95, speed 130The kicker slot reads hp and defense first and nobody in Gen 1 does that well, so frame decides it. Jolteon is the only 130-speed body under the 45 kg weight ceiling, and 95 sp. defense carries the rest.
LEArcanine (59)attack 110, 155 kgEdge rusher wants attack first; 110 attack on a 155 kg, 1.9 m frame lands inside the 80-300 kg band with fire in the favoured types.
DT1Snorlax (67)hp 160, 460 kgThe best interior defender in the generation by eight points. 160 hp and 460 kg is the only true nose-tackle body in the pool.
DT2Kangaskhan (47)hp 105, 2.2 mThe weakest slot on the board, and it has to be: after Snorlax and Golem the next heaviest body is 155 kg. Kangaskhan supplies 105 hp and height.
REDragonite (57)attack 134, 210 kg134 attack with 210 kg is a genuine edge rusher, and the dragon typing is neither helped nor hurt at this slot.
LOLBMachamp (65)attack 130, 130 kgFighting is the best linebacker type in the game, and 130 attack with 130 kg puts Machamp in the top bracket on the strong side.
MLBCloyster (70)defense 180, 132.5 kgThe highest grade on the board. Defense is the first weight at middle linebacker and Cloyster's 180 is the biggest number Gen 1 has.
ROLBMewtwo (57)attack 110, 122 kgMewtwo's real home in Gen 1 football is linebacker: 122 kg and 2.0 m inside the 60-190 kg band with 110 attack as the top weight.
CB1Fearow (59)speed 100, 38 kgCornerback is 50% speed, and Fearow's 100 speed comes with a 1.2 m, 38 kg frame that fits the 20-70 kg band with no penalty.
CB2Electrode (58)speed 150The fastest body in the generation starts at the second corner job, where 150 speed is worth more than any other stat he owns.
FSNidoking (60)speed 85, attack 102Free safety wants speed first and a little bit of everything else; Nidoking's 102 attack and 62 kg are the best balance left after the corners.
SSTauros (63)speed 110, attack 100Strong safety weights speed and attack, and Tauros is the only Gen 1 body with 110 speed and 100 attack on an 88 kg frame.

Total: 1,275 grade points, 58.0 overall — 55.7 on offense, 60.2 on defense. Simulated over 4,000 seasons this board averages 9.8 wins and produces a perfect season roughly once in 3,000 attempts.

The five decisions that build this board

  1. Step 1

    Spend the one great interior body first

    Snorlax is the only 400+ kg Pokémon in Gen 1, and his 67 at defensive tackle is eight points clear of the next best interior grade. Lock him in at DT1 before anything else, because every alternative use of him costs you the one slot where the pool has real depth.

  2. Step 2

    Give the receivers the fast light bodies

    Alakazam at 135 sp. attack and 120 speed is a 65, and Magmar at 93 speed with 100 sp. attack is a 63. Both fit the 20-70 kg band. Every other fast Gen 1 body of that shape grades worse, which is why those two names are fixed.

  3. Step 3

    Put the heavy leftovers in the line

    Golem (300 kg), Rhydon (120 kg) and Exeggutor (120 kg) exist to hold the interior together. They are ordinary at other jobs and useful here, which is the definition of a correct late pick.

  4. Step 4

    Use the fastest bodies in the secondary, not at running back

    Electrode's 150 speed is worth 58 at corner and 58 at running back, but a corner needs two of them and Fearow's 100 speed only reaches 57 at the second corner job. The single-jobs rule decides it: put the speed where the pool is thinnest.

  5. Step 5

    Accept the four weak slots

    Left guard (47), right guard (49), right tackle (50) and DT2 (47) cannot be fixed inside Gen 1. A player who spends picks trying to raise those four usually breaks two stronger slots in the process and ends up below 1,275.

Two boards tie at 1,275 — the shape is your choice

The total is what the grader rewards, and more than one arrangement reaches it. The second shape keeps the same core and moves three names: Golem takes over the interior while Snorlax slides to the second tackle job, Mewtwo drops back into guard and Blastoise takes the right outside linebacker job. Same 1,275 points, different risk profile.

The board above and its mirror image, both worth 1,275
SlotBoard ABoard B
LTGolem (51)Venusaur (47)
LGVenusaur (47)Exeggutor (49)
RGExeggutor (49)Mewtwo (52)
DT1Snorlax (67)Golem (51)
DT2Kangaskhan (47)Snorlax (67)
ROLBMewtwo (57)Blastoise (52)

Board A keeps Snorlax at the nose, where his 67 is the highest interior grade in the generation. Board B spreads him to the second tackle job and lets Golem do the grunt work, which is two points worse at the tackle alone but pulls three points back through Mewtwo's guard grade. The difference between the two is which unit you would rather watch break first — and both are correct.

The grade ceilings this pool cannot reach

It helps to know what Gen 1 is physically incapable of. These are the best grades available at each slot before the single-jobs rule is applied — in other words, what you could score if Snorlax were allowed to start six times.

Best Gen 1 grade available per slot, ignoring the one-body-one-job rule
SlotCeilingBody
QB63Charizard
RB58Electrode
WR165Alakazam
WR263Alakazam / Magmar
TE63Machamp
LT65Snorlax
LG65Snorlax
C59Snorlax
RG65Snorlax
RT65Snorlax
K55Jolteon
LE59Arcanine
DT167Snorlax
DT267Snorlax
RE57Arcanine / Dragonite
LOLB67Cloyster
MLB70Cloyster
ROLB67Cloyster
CB159Fearow
CB258Electrode / Magmar
FS60Nidoking
SS63Tauros

Read that table as a list of temptations. Snorlax appears at six slots, Machamp could take tight end, Cloyster is the best linebacker at all three positions. The board above is what happens when you stop asking which body is best and start asking which body is hardest to replace.

Ready

The tool below runs the same grader used in these numbers. Set the generation filter to Gen 1, fill the slots in the order listed above, and check the per-slot grades as you go. Any slot that comes back six points below the ceiling is a slot worth revisiting.

How to run this board

  1. Open the builder and set the generation filter to Gen 1 so the pool drops from 1,025 bodies to 151.
  2. Fill QB, DT1, MLB, SS, WR1 and CB1 first — those six slots have a clear best answer and everything else flows from them.
  3. Fill the interior line last, with the heaviest bodies still available: Golem, Rhydon, Exeggutor and one 2.0 m body for the remaining tackle job.
  4. Read the grade sheet before simulating. If any slot is more than four points under this board's number, you have spent a body that belongs somewhere else.
  5. Simulate. The same board swings between roughly 5-12 and 14-3, so judge it over several runs rather than one season.

Want the mixed-generation version instead? The best-lineup guide covers the strongest possible board from all nine generations, which grades about eight points higher than any Gen 1 build.

Draft the original 151 into 22 jobs

Gen 1 filter on, 151 bodies in the pool, every slot competing for the same short list of heavy and fast picks. Simulate the season when the board is full.

What is the best Gen 1 all-22 lineup?

Charizard at quarterback, Poliwrath at running back, Alakazam and Magmar at receiver, Dewgong at tight end, Golem, Venusaur, Rhydon, Exeggutor and Moltres across the line, Jolteon at kicker, then Arcanine, Snorlax, Kangaskhan, Dragonite, Machamp, Cloyster, Mewtwo, Fearow, Electrode, Nidoking and Tauros on defense. That board grades 58.0 overall for 1,275 total points.

Can any Gen 1 board score higher than 1,275 points?

No. 1,275 is the maximum total across all 22 slots for the original 151 bodies — every alternative arrangement either matches it or falls short. Several boards tie at 1,275 by reshuffling Snorlax, Golem and Mewtwo between the interior and the linebacker jobs, but none beat it.

Why is Mewtwo not the quarterback on the Gen 1 board?

Mewtwo grades 60 at quarterback, three points behind Charizard's 63. Charizard pairs 109 sp. attack with 100 speed and a 90.5 kg frame inside the 40-130 kg band, while Mewtwo's 122 kg and 2.0 m frame is worth 57 at right outside linebacker. Using Charizard at quarterback and Mewtwo at linebacker therefore pays more than the reverse.

Why is Snorlax at defensive tackle instead of left tackle?

Because the marginal gain is bigger inside. Snorlax grades 67 at defensive tackle and 65 at left tackle, but the body left behind fills those slots at 51 either way. Moving him out to tackle costs 2 points overall, so he stays in the interior — and Golem, his 300 kg stand-in, is the only body in Gen 1 heavy enough to make that trade survivable.

Can this board go 17-0?

It can, but it is not built for it. Over thousands of simulated seasons the maximum-grade Gen 1 board averages 9.8 wins with a perfect season about once in 3,000 runs, because the schedule ratchets up from a soft week 1 to a week 17 opponent that is rated roughly fourteen points above the board. If the undefeated run is the goal, use all nine generations instead: a 66.4-overall board goes perfect about once in 500 seasons.

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