Red/Blue
Pokemon Red Team Builder
A Pokemon Red team builder is for classic Kanto runs where “I like Charmander” is a strategy until Brock and Misty disagree. Red, Blue, and Yellow still reward boring coverage more than pure nostalgia stacks.
Open the Red / Blue / Yellow planner and make the defense board less embarrassing before the Elite Four.
What makes this game’s team building different
- Gen 1 type chart quirks — plan inside that generation’s rules on this site.
- Smaller tools than modern games — each slot must pull weight.
- HM and surf culture still tax parties on original hardware routing.
- Lance and the league punish mono-type comfort picks.
Core roles for your party
- Starter axis — Venusaur, Charizard, or Blastoise holes define the run.
- Electric or Grass — Water is forever.
- Ground or Fighting — Normal and late problems.
- Psychic — Gen 1 story reality for many runs.
- Ice or Rock coverage — flyers and dragons.
- Utility flex — Surf carriers that still offer real STAB value.
Sample skeleton
- Starter
- Electric pivot
- Ground / Fighting breaker
- Water utility
- Psychic or Ice flex
- Rock / Normal glue
Open Red/Blue team builderCheck type defense, STAB coverage, and share a party URL — free, no account.
Open builder →Common type traps
- All Fire after Charmander brainrot.
- No Electric into Water spam.
- Six special attackers into physical walls.
- Ignoring Ice into late dragons.
How to use the planner
- Select Red / Blue / Yellow.
- Add six Kanto candidates for your version.
- Fix stacked weaknesses on the defense board.
- Spread STAB types for the league.
- Share the URL for challenge run notes.
Kanto Gen 1 notes
- No Fairy, special/physical by type category — Psychic and Normal lines behave differently than modern games.
- HM tax eats slots; plan cut/surf carriers that still contribute STABs.
- Remakes: for FireRed/LeafGreen availability use FireRed guide and frlg mode.
Gen 1 Mechanics & Roadblock Strategies
Planning for original Generation 1 (Red, Blue, Yellow) requires accounting for unique Gen 1 mechanics:
- The Unified Special Stat: In Gen 1, Special Attack and Special Defense are combined into one "Special" stat. Monsters like Alakazam, Tentacruel, Gengar, and Chansey boast massive offensive and defensive special bulk.
- Psychic Has No Weaknesses: Psychic types dominate Gen 1 because Ghost moves deal zero damage due to a glitch, and Bug moves are extremely weak. An Alakazam, Exeggutor, or Starmie is almost mandatory for easy runs.
- High Critical Hit Rates: Critical hit rates in Gen 1 are based on base Speed. Fast Pokémon like Persian (Slash = 99.6% crit rate), Tauros, and Dugtrio deal disproportionate physical damage.
- Kanto Gauntlet: Snorlax (Body Slam/Hyper Beam/Surf/Blizzard), Lapras, Tauros, Starmie, and Alakazam form the undisputed Gen 1 story all-star roster.
Gen 1 Starter Matchups
- Bulbasaur: Easiest start; resists the first two gyms and immune to Poison status from Viridian Forest.
- Squirtle: Consistently solid throughout the whole game; learns Ice Beam/Blizzard for late-game Dragons and Grass rivals.
- Charmander: Hardest start; needs early Mankey or Butterfree (Confusion) to bypass Brock and Misty.
FAQ
Does this cover Blue and Yellow?
Yes. Red, Blue, and Yellow share the RBY planner mode on this site.
Is the type chart modern?
The planner uses the generation type data wired for that game mode — Gen 1 planning differs from modern Fairy-era charts.
Can I share an RBY team?
Yes. Draft six and copy the URL.