Hey thanks for checking out this thread! :)
First off I'd like to say that I'm far from a expert at competitive Pokemon and still somewhat of a n00b with Smogon.
My goal to create a first generation team came from my original denial about how powerful the newer, uglier Pokemon were when I first joined Smogon. As I went through a multitude of combinations I started to achieve balance, but as I got over my prejudice of the later generations I started to add the new Pokemon to my team such as Heatran, Tyranitar, Infernape and Ferrthorn to my team in search of more synergy.
But as I came to stray further away from my original six, my performances plummeted and no matter what I did I never fared so well as when I used my original six, showing that the first generation can stand it's own.
This is a team that has been edited for months, and I like to think that I have created a solid 151 team that can outmatch a lot of the OU metagame. There are still flaws, clear flaws, with a host of enemies creeping up from time to time (listed later) but I'm willing to take any critic and implement it in future versions. All generations are welcomed. So.
THE TEAM
THE EARLY SWEEPER
252ATK/252Speed/4HP
Adamant - Multiscale - Lum Berry
Dragon Dance
Fire Punch
Outrage
Roost
Dragonite hopes to capitalise on the damage Machamp does by setting up right in front of the Pokemon that brought it down. Unless the Pokemon has an Ice move, Dragonite can set up while making use of Multiscale and it's impressive bulk. With two Dances under his belt Dragonite can sweep through an entire team that doesn't have any Steel types to take the Outrages and while the Lum Berry helps with those who attempt to cripple Dragonite, with a bit of luck, opposing Steel walls such as Jirachi, Skarmory, Ferrothorn and Forretress can take a deathly Fire Punch to the face. The latter two often set up entry hazards as Dragonite bulks up, not knowing the Firepower hidden. Roost helps to keep his health at max and take advantage of Multiscale. Dragonite is undoubtedly my most successful Pokemon, often sweeping 5 or 6 of a unprepared team.
THE LATE SWEEPER
252SpAtk/252Speed/4HP
Timid - Magic Guard - Focus Sash
Shadow Ball
Calm Mind
Psychic
Focus Blast
While it isn't 100% true to say that Alakazam is used exclusively in Late Game (he can often put significant pressure in early-mid game), his blistering speed, Magic Guard and Focus Sash mean that Alakazam can often clutch 1v2 and 1v3 at the end of games. Shadow Ball takes out Ghosts who can be easily outrun, while Calm Mind is for when I predict a switch correctly, however it's very risky not to attack with Alakazam thanks to his brittle bones, I rarely use Calm Mind and I am genuinely considering using Recover instead (?).... Psychic does great neutral damage and finishes off weakened opponents, Focus Blast deals with those pesky Steel types types that might wall Dragonite and Alakazam's other attacks, as well as overpowering Tyranitar thanks to Focus Sash. In late game, Magic Guard makes Poison, Burn and entry hazards obsolete, allowing Alakazam to out speed the unboosted OU tier and always land two hits, finishing off weakened enemies and ending games. What makes Alakazam less of an instant threat than Dragonite is how much harder it is to set up a Calm Mind than a Dragon Dance thanks to the Magicians frail defences.
THE GLUE
252SpcAtk/252Speed/4HP
Timid - Levitate - Leftovers
Substitute
Shadow Ball
Disable
Focus Blast
The SubDis set brings great stalling, switching and offensive possibilities to my team. It can often cripple opposing Ghost and Fighting types, forcing a switch and giving a free substitute to hide his flimsy frame behind, guaranteeing 2 attacks which is usually enough to knock out neutral targets. Focus Blast is used for resistant Steel and Dark types as well as it's direct counter in Tyranitar. Overall Gengar acts as an anchor for my team, helping every aspect, especially my Special Wall.
THE SPECIAL WALL
252HP/252DEF/4Speed
Bold - Natural Cure - Eviolite
Wish
Protect
Seismic Toss
Toxic
It shows just how desperate I was for a complete Gen1 team that I used Clefable as my Wish wall of choice before Chansey received her uprgrade! Eviolite has been a blessing for Chansey, giving her much more of a mixed wall look than her big sister Blissey. The standard Wish set aides my team greatly, often passing on massive wishes to Alakazam who can then take advantage of Focus Sash once again. When the likes of Machamp is threatened early on, Chansey makes a great switch in. She can also take Special and neutral Physical hits that might otherwise hurt the rest of the team. Seismic Toss does great damage, often out matching Pokemon who depend on neutral attacks. Gengar works well with Chansey, allowing me to switch into Fighting moves once maybe even twice, helping me keep the momentum swinging in my favour. Toxic spreads status well, but being completely walled by her companion Gengar and Steel types. It's this lack of coverage that led me to the last member of the original generation.
THE PHYSICAL WALL
252HP/252DEF/4SpcAtk
Bold - Synchronize - Leftovers
Will-O-Wisp
Roost
Roar
Psychic
Mew's ability to learn Will-O-Wisp was the main reason why my old Toxic Wall Vaporeon got the sack in favour of the versatile mouse. With Will-O-Wisp I can cripple Steel types that resist Toxic such as Skarmory. Roost gives Mew great durability while Roar phases out unstoppable threats such as Dragonite, Volcarona and Cloyster. Psychic is the STAB of choice and allows Mew to damage threats and force switches. Mew's balanced stats and great speed for a wall makes it an asset to the team, providing an aspect of unpredictability to the line up. Unfortunately, with Gengar, Alakazam and Mew, I have a gaping weakness to Dark types which means that Mew's spot in the team is definitely the least secure.
THE ENEMIES
Heatran is immune to both Toxic and Will-O-Wisp as well as the ability to suck up Outrages. I lack any sort of high powered water attack, forcing me to depend on Gengar and Alakazam for the unreliable Focus Miss, Machamp would have to be rationed carefully whenever this guy creeps up.
So many varieties, immune to Toxic, resistant to Outrage and neutral to Focus Blast. I am lost as to how to beat this little f****r without a fire attack hidden somewhere. Perhaps HP fire on Mew? But that would mean sacrificing a move...
Even though Gengar and Alakzam pack Focus Blast, it's always a risk that Tyranitar may be Choiced or carrying a Chopple Berry. I usually have to save Machamp if it's on the opposing team. Mew is completely outmatched and walls should never be at risk of Pursuit...
Immune to Toxic, neutral to Fighting moves and carrying Spikes/SR and Whirlwind when my team has no Rapid Spin support is horrible to face. It can cripple Dragonite, ridding him of his Multiscale. Even with Fire Punch, 2 Dragon Dances are required in order to have a chance at 1HKO. One Dance Fire Punch is usually enough for a Whirlwind/Roost to get rid of.
As my weaknesses show, this is truly a first Gen team through and through lol :D. Dark and Steel were implemented to nerf Dragon and Psychic, two types I depend heavily on. Thanks for reading I put a great deal of effort into this article :) Any suggestions are welcomed! :)
First off I'd like to say that I'm far from a expert at competitive Pokemon and still somewhat of a n00b with Smogon.
My goal to create a first generation team came from my original denial about how powerful the newer, uglier Pokemon were when I first joined Smogon. As I went through a multitude of combinations I started to achieve balance, but as I got over my prejudice of the later generations I started to add the new Pokemon to my team such as Heatran, Tyranitar, Infernape and Ferrthorn to my team in search of more synergy.
But as I came to stray further away from my original six, my performances plummeted and no matter what I did I never fared so well as when I used my original six, showing that the first generation can stand it's own.
This is a team that has been edited for months, and I like to think that I have created a solid 151 team that can outmatch a lot of the OU metagame. There are still flaws, clear flaws, with a host of enemies creeping up from time to time (listed later) but I'm willing to take any critic and implement it in future versions. All generations are welcomed. So.
THE TEAM
THE ANTI LEAD
252HP/244ATK/8SpD/4Speed
Adamant - No Guard - Lum Berry
Dynamic Punch
Bullet Punch
Ice Punch
Payback
Machamp is designed to deal as much damage to other team as possible, coming out of the gates swinging and hoping to put the opposing team on the back foot straight away. Inexperienced players are often flabbergasted as to how Machamp has taken out 3 of their Pokemon or how it has done so much damage to their team. No Guard Dynamic Punch offers instant confusion to anything that switches in putting them at an immediate disadvantage. Ghosts often switch in or go as a lead suffering a severe Payback while Machamp takes minimum damage from a Shadow Ball. Ice Punch deals with Dragons who attempt to set up in front of him while it makes short work of unsuspecting Grass types and Gliscor when it attempts to set up Stealth Rock. Overall Machamp rarely switches out except from powerful Psychic and Flying types, often preventing him from ever seeing the later stages of a battle, it still serves well to make way for my favourite sweeper.

252HP/244ATK/8SpD/4Speed
Adamant - No Guard - Lum Berry
Dynamic Punch
Bullet Punch
Ice Punch
Payback
Machamp is designed to deal as much damage to other team as possible, coming out of the gates swinging and hoping to put the opposing team on the back foot straight away. Inexperienced players are often flabbergasted as to how Machamp has taken out 3 of their Pokemon or how it has done so much damage to their team. No Guard Dynamic Punch offers instant confusion to anything that switches in putting them at an immediate disadvantage. Ghosts often switch in or go as a lead suffering a severe Payback while Machamp takes minimum damage from a Shadow Ball. Ice Punch deals with Dragons who attempt to set up in front of him while it makes short work of unsuspecting Grass types and Gliscor when it attempts to set up Stealth Rock. Overall Machamp rarely switches out except from powerful Psychic and Flying types, often preventing him from ever seeing the later stages of a battle, it still serves well to make way for my favourite sweeper.
THE EARLY SWEEPER

252ATK/252Speed/4HP
Adamant - Multiscale - Lum Berry
Dragon Dance
Fire Punch
Outrage
Roost
Dragonite hopes to capitalise on the damage Machamp does by setting up right in front of the Pokemon that brought it down. Unless the Pokemon has an Ice move, Dragonite can set up while making use of Multiscale and it's impressive bulk. With two Dances under his belt Dragonite can sweep through an entire team that doesn't have any Steel types to take the Outrages and while the Lum Berry helps with those who attempt to cripple Dragonite, with a bit of luck, opposing Steel walls such as Jirachi, Skarmory, Ferrothorn and Forretress can take a deathly Fire Punch to the face. The latter two often set up entry hazards as Dragonite bulks up, not knowing the Firepower hidden. Roost helps to keep his health at max and take advantage of Multiscale. Dragonite is undoubtedly my most successful Pokemon, often sweeping 5 or 6 of a unprepared team.
THE LATE SWEEPER

252SpAtk/252Speed/4HP
Timid - Magic Guard - Focus Sash
Shadow Ball
Calm Mind
Psychic
Focus Blast
While it isn't 100% true to say that Alakazam is used exclusively in Late Game (he can often put significant pressure in early-mid game), his blistering speed, Magic Guard and Focus Sash mean that Alakazam can often clutch 1v2 and 1v3 at the end of games. Shadow Ball takes out Ghosts who can be easily outrun, while Calm Mind is for when I predict a switch correctly, however it's very risky not to attack with Alakazam thanks to his brittle bones, I rarely use Calm Mind and I am genuinely considering using Recover instead (?).... Psychic does great neutral damage and finishes off weakened opponents, Focus Blast deals with those pesky Steel types types that might wall Dragonite and Alakazam's other attacks, as well as overpowering Tyranitar thanks to Focus Sash. In late game, Magic Guard makes Poison, Burn and entry hazards obsolete, allowing Alakazam to out speed the unboosted OU tier and always land two hits, finishing off weakened enemies and ending games. What makes Alakazam less of an instant threat than Dragonite is how much harder it is to set up a Calm Mind than a Dragon Dance thanks to the Magicians frail defences.
THE GLUE

252SpcAtk/252Speed/4HP
Timid - Levitate - Leftovers
Substitute
Shadow Ball
Disable
Focus Blast
The SubDis set brings great stalling, switching and offensive possibilities to my team. It can often cripple opposing Ghost and Fighting types, forcing a switch and giving a free substitute to hide his flimsy frame behind, guaranteeing 2 attacks which is usually enough to knock out neutral targets. Focus Blast is used for resistant Steel and Dark types as well as it's direct counter in Tyranitar. Overall Gengar acts as an anchor for my team, helping every aspect, especially my Special Wall.
THE SPECIAL WALL

252HP/252DEF/4Speed
Bold - Natural Cure - Eviolite
Wish
Protect
Seismic Toss
Toxic
It shows just how desperate I was for a complete Gen1 team that I used Clefable as my Wish wall of choice before Chansey received her uprgrade! Eviolite has been a blessing for Chansey, giving her much more of a mixed wall look than her big sister Blissey. The standard Wish set aides my team greatly, often passing on massive wishes to Alakazam who can then take advantage of Focus Sash once again. When the likes of Machamp is threatened early on, Chansey makes a great switch in. She can also take Special and neutral Physical hits that might otherwise hurt the rest of the team. Seismic Toss does great damage, often out matching Pokemon who depend on neutral attacks. Gengar works well with Chansey, allowing me to switch into Fighting moves once maybe even twice, helping me keep the momentum swinging in my favour. Toxic spreads status well, but being completely walled by her companion Gengar and Steel types. It's this lack of coverage that led me to the last member of the original generation.
THE PHYSICAL WALL

252HP/252DEF/4SpcAtk
Bold - Synchronize - Leftovers
Will-O-Wisp
Roost
Roar
Psychic
Mew's ability to learn Will-O-Wisp was the main reason why my old Toxic Wall Vaporeon got the sack in favour of the versatile mouse. With Will-O-Wisp I can cripple Steel types that resist Toxic such as Skarmory. Roost gives Mew great durability while Roar phases out unstoppable threats such as Dragonite, Volcarona and Cloyster. Psychic is the STAB of choice and allows Mew to damage threats and force switches. Mew's balanced stats and great speed for a wall makes it an asset to the team, providing an aspect of unpredictability to the line up. Unfortunately, with Gengar, Alakazam and Mew, I have a gaping weakness to Dark types which means that Mew's spot in the team is definitely the least secure.
THE ENEMIES

Heatran is immune to both Toxic and Will-O-Wisp as well as the ability to suck up Outrages. I lack any sort of high powered water attack, forcing me to depend on Gengar and Alakazam for the unreliable Focus Miss, Machamp would have to be rationed carefully whenever this guy creeps up.

So many varieties, immune to Toxic, resistant to Outrage and neutral to Focus Blast. I am lost as to how to beat this little f****r without a fire attack hidden somewhere. Perhaps HP fire on Mew? But that would mean sacrificing a move...

Even though Gengar and Alakzam pack Focus Blast, it's always a risk that Tyranitar may be Choiced or carrying a Chopple Berry. I usually have to save Machamp if it's on the opposing team. Mew is completely outmatched and walls should never be at risk of Pursuit...

Immune to Toxic, neutral to Fighting moves and carrying Spikes/SR and Whirlwind when my team has no Rapid Spin support is horrible to face. It can cripple Dragonite, ridding him of his Multiscale. Even with Fire Punch, 2 Dragon Dances are required in order to have a chance at 1HKO. One Dance Fire Punch is usually enough for a Whirlwind/Roost to get rid of.
As my weaknesses show, this is truly a first Gen team through and through lol :D. Dark and Steel were implemented to nerf Dragon and Psychic, two types I depend heavily on. Thanks for reading I put a great deal of effort into this article :) Any suggestions are welcomed! :)