Gen 1 format

Gen 1 only: the original 150 built into 22 jobs

One generation, 151 bodies, twenty-two starting jobs. The Gen 1 format empties the pool down to Bulbasaur through Mew and forces every pick out of a roster most players already know by heart.

Gen 1 is the format everybody wants to try first. It is the roster you grew up with, and it is also the hardest of the generation challenges to grade well, because 151 bodies have to cover 22 jobs that were designed around a 1,025-body pool. No mixing, no imports from later generations, no 500 kg wall to hand the interior line. This page covers the format, the challenge rules, the fastest Kanto options and the strongest Gen 1 board that the grader will accept.

151
Gen 1 bodies
22
Starting jobs
58.0
Best Gen 1 overall
1
Body above 400 kg

What the Gen 1 format is

The format is a single restriction: the pool. Set the generation filter on the roster board to Gen 1 and the list of 1,025 bodies drops to the 151 entries from National Dex 1 to 151, Bulbasaur through Mew. That includes the original starters, the legendary birds, Mewtwo and Mew. Every other rule of the game stays the same — 22 slots, live grades, a 17-game simulated season — but every body you can pick is one you already know.

What changes is the supply of size. Across all nine generations the pool averages 67 kg and holds dozens of bodies above 150 kg, including walls like Avalugg at 505 kg and Aggron at 360 kg. Gen 1 averages 46 kg and holds exactly one body above 400 kg, Snorlax at 460 kg, with Golem the only other body above 250 kg. The seven jobs that want 120 kg or more do not get easier because the pool is smaller; they get harder. That single fact decides every Gen 1 board.

The 151 challenge rules

  1. Gen 1 pool only. All 22 starters must come from National Dex 1-151. No imports from Johto, Hoenn or anywhere else, and no exceptions for legendary bodies.
  2. One body, one job. Twenty-two different Pokemon. The sandbox builder will let you stack Snorlax in all seven heavy slots, but the challenge is a roster, not a cloning experiment.
  3. No mid-season trades. Pick your 22, then play the season with them. Swapping bodies after week 9 is a different game and does not count toward a 151 run.
  4. One simulation. Press simulate once and take the record. Re-rolling until the schedule falls your way is not the challenge.
  5. Optional strict mode: the 150 variant bans Mew, which costs the pool one 100-stat-everywhere body and forces a real decision at quarterback, receiver and safety.

The restriction bites hardest in the secondary and on the interior line. Gen 1 has plenty of fast bodies — Electrode, Jolteon, Aerodactyl, Alakazam, Persian, Dugtrio — and thin supply everywhere else. It also has no dark-types at all, which quietly kills the right outside linebacker's biggest typing bonus: the ROLB formula rewards dark, poison and fighting, and only poison and fighting exist in Kanto, so the job falls to a poison or fighting body by default.

Who the fastest Gen 1 options are

Speed is the easiest trait to find in Gen 1 and the hardest to fit. The table below lists the fastest bodies in the pool with the slot where the grader likes them best — and the grade shows why raw speed is only the start of the story.

Fastest Gen 1 bodies and their best-grading slot
Fastest Gen 1 bodySpeed statBest slotGrade
Electrode150FS59
Aerodactyl130RB55
Jolteon130K55
Mewtwo130QB60
Alakazam120WR165
Dugtrio120RB45
Persian115CB153
Starmie115QB55
Dodrio110QB60
Gengar110WR161
Tauros110SS63
Raichu110K48

Three of those rows carry the whole lesson. Alakazam grades 65 at WR1 even though it is only the fifth-fastest body in Kanto, because 1.5 m and 48 kg sits inside the receiver band and psychic typing is on the WR1 bonus list. Tauros turns 110 speed into a 63 at strong safety because 1.4 m and 88.4 kg is almost exactly the middle of that band. Dugtrio has the same 120 speed as Alakazam and grades 45 at running back, because 0.7 m and 33 kg falls outside the running back size range on both measurements — too short and too light.

Electrode is the curiosity of the format. Its 150 speed is the highest number available in Gen 1, yet the best grade it can reach anywhere is 59 at free safety, with 58s at running back and cornerback. That is a compromise body: 1.2 m and 66.6 kg is fast enough for three different jobs and ideal for none of them. The speed and combine breakdown explains the same trade-off across the full 1,025-body pool.

The strongest Gen 1 board

This is the highest-grading 22-name board in the Gen 1 pool: 58.0 overall, 56.2 on offense and 59.7 on defense. Notice where the points go. The defense survives because Cloyster's 180 defense and Machamp's 130 attack are the best fits in the pool; the offense suffers because the interior line is assembled from bodies that fail one of the two size measurements — too short, or too light for the guard and tackle weights.

A maximum-grade Gen 1 board, 22 different bodies
PositionPickGradeWhy it wins the job
QBCharizard63Sp. attack 109 and speed 100 on a 1.7 m, 90.5 kg frame, with fire on the quarterback bonus list. The only Gen 1 body that fills the quarterback size band and throws.
RBElectrode58Speed 150 carries 45% of the running back formula. Nothing else in Kanto comes close on the speed term, and 66.6 kg sits inside the weight band.
WR1Alakazam65Speed 120 with sp. attack 135 and a 1.5 m, 48 kg frame: the best receiver build in the generation, plus the psychic bonus.
WR2Jynx62Ice typing is the WR2 bonus the second receiver slot wants, and 1.4 m plus 40.6 kg lands near the middle of the band.
TEDewgong56The tight end formula reads attack 35% and sp. defense 25%, and Dewgong's 1.7 m, 120 kg frame fits the band better than any other leftover body.
LTGolem51Defense 130 with rock and ground typing gives a full typing bonus, but 1.4 m is far below the 1.6-2.4 m tackle band, so the size term collapses to 24.
LGExeggutor492.0 m and 120 kg is the right height and the wrong weight for guard. It grades on hp 95 and defense 85 with no typing help at all.
CRhydon57Defense 120, hp 105 and attack 130 with ground and rock typing on the center bonus list. The best value pick on the Gen 1 line.
RGMewtwo52Hp 106 and defense 90 on a 2.0 m frame. A legendary used as an interior guard is the clearest statement of how thin this pool is.
RTMoltres50Hp 90 and defense 90 at 2.0 m. The right tackle band wants 120 kg or more and Moltres weighs 60 kg, so the size term is doing all the damage.
KJolteon55Sp. defense 95 with a 0.8 m, 24.5 kg body — almost exactly the middle of the kicker size range, which is a term worth 79 points.
LEArcanine59Attack 110 and speed 95 at 1.9 m and 155 kg, with fire on the edge bonus list. The best two-way edge body in Kanto.
DT1Dragonite53Defense 95 with hp 91 and attack 134. It is 2.2 m tall but only 210 kg, well under the 150-960 kg interior band's midpoint.
DT2Snorlax67The highest grade in the generation. Hp 160 and defense 65 at 460 kg lands the size term at 87, and no other body in Kanto is in that weight class.
REAerodactyl51Speed 130 on the edge at 1.8 m, but 59 kg is under the 80-300 kg band, so the size term stops at 39.
LOLBMachamp65Attack 130 with fighting typing at 1.6 m and 130 kg. The size term scores 89, and fighting is on the OLB bonus list.
MLBCloyster70Defense 180 with 132.5 kg at 1.5 m. The middle linebacker formula reads defense first, and this is the highest defensive stat in Gen 1.
ROLBBlastoise52Defense 100 with hp 79 at 1.6 m. With Cloyster and Machamp already spent, the third linebacker job falls to the least-bad remaining body.
CB1Fearow59Speed 100 with normal and flying typing, which are both on the CB1 bonus list. Ideal corner speed at 1.2 m and 38 kg.
CB2Magmar58Speed 93 with sp. defense 85 at 1.3 m and 44.5 kg. The second corner job wants the same profile and there is only one Fearow.
FSNidoking60Speed 85 with attack 102 at 1.4 m and 62 kg. The closest thing Kanto has to a modern safety body.
SSTauros63Speed 110 with attack 100 and strong-safety size at 1.4 m and 88.4 kg. The best defensive back in the generation.

Read the line grades as a warning. Golem at 51, Exeggutor at 49, Mewtwo at 52, Moltres at 50: that is four of the five interior jobs grading below everything else on the board, and it is entirely a supply problem. Gen 1 has fifteen bodies at 1.9 m or taller, and most of them are thin, like Onix at 8.8 m and 210 kg. Onix is so far outside every size band that its best grade anywhere in the game is a 43 at left edge. The one body that solves the problem, Snorlax, can only hold one job.

The practical answer is to accept two mid-40s grades and protect them. Put the best available body at center, where defense carries 40% of the formula, keep the run game on the right side with Rhydon, and let the rest of the board carry the average. If you would rather fix the size problem than live with it, play the unrestricted format and read the highest-grading all-22 board for the target numbers.

How to run the 151 challenge

  1. Step 1

    Open the roster board

    The same builder runs every format. There is nothing to download and no account to create.

  2. Step 2

    Set the generation filter to Gen 1

    The pool drops from 1,025 bodies to 151. Keep it there for all 22 picks — that single setting is the whole challenge.

  3. Step 3

    Fill the seven heavy jobs first

    Snorlax takes one interior job. Rhydon, Golem, Lapras, Onix and Dragonite are the next heaviest, and thinking about them early is how the line avoids a 30s grade.

  4. Step 4

    Check the scoreboard before you simulate

    The board shows a filled count plus separate offense and defense averages. If either side is stuck in the mid-40s, one swap usually moves it a point.

  5. Step 5

    Simulate 17 games and compare

    Run the season, then run it again with one body changed. The Gen 1 format is the fastest way to feel how much a single size term is worth.

Ready

Running the mixer instead? The full all-generations board opens with every body from Bulbasaur to Pecharunt and grades around 66 overall when it is filled well — eight points better than the best Gen 1 roster.

Draft the original 151 into all 22 jobs

Set the filter to Gen 1, fill the board, and take one shot at a 17-game season. Free, in your browser, no sign-up.

Gen 1 all-22 FAQ

How many Pokemon are in the Gen 1 format?

The Gen 1 filter leaves 151 bodies: everything from National Dex 1 to 151, so Bulbasaur through Mew, including Mewtwo and the legendary birds. That is the original 150 plus Mew, who was never part of the in-game Kanto roster but codes last in the generation. Every one of those 151 is draftable into the 22 slots.

What are the 151 challenge rules?

Four rules make the challenge: every one of the 22 starters must be a Gen 1 body between National Dex 1 and 151; each body can hold only one job; you keep the same 22 for the whole season with no mid-season trades; and the season is simulated once, so the record is the result. The 150 variant bans Mew if you want the stricter version.

Why does the Gen 1 board grade lower than a mixed draft?

Size. The Gen 1 pool has exactly one body above 400 kg — Snorlax at 460 kg — and only one more above 250 kg, Golem at 300 kg. Seven jobs want 120 kg or more, so once Snorlax is spent the interior line is filled with 120-300 kg bodies that miss the band on height or weight. A maximum-grade Gen 1 board lands near 58 overall; a mixed board reaches 66.

Who is the fastest Pokemon in Gen 1?

Electrode, at 150 speed. It grades 59 at free safety, which is the best home for a body that fast with no weight. Alakazam is next among the useful picks at 120 speed and grades 65 at WR1, and Tauros turns 110 speed into a 63 at strong safety. Speed helps, but Gen 1 has few fast bodies with a receiver's weight.

Can I mix Gen 1 with later generations?

Not in this challenge. The point of the format is the restriction, so the generation selector stays locked on Gen 1 while you fill the board. If you want the strongest possible roster instead, play with the selector on all generations — the mixed board can use 1,025 bodies and picks up about eight points of overall grade in the process.

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