Twilight Gallade
The Gallade of Night
Okay, recently I picked up a Diamond version so I could play through the game again without restarting my Pearl version (too many good Pokemon, some irreplaceable), and now I'm at Victory Road and have this team. I know that the Natures of them might not suit them, and I didn't do any EV training (saving that for Pearl), but I'd just like to see how it could fare against Victory Road, as well as the coming Elite Four and Champion. So...here's my in-game Diamond Team.
Again, keep in mind that I wasn't going for proper natures, but I'll post the natures they have anyways.
Roserade (Bold) @Big Root
Trait: Natural Cure
-Giga Drain
-Sludge Bomb
-Grasswhistle
-Shadow Ball
I wasn't sure what to put in my Roserade's 4th slot, but it's basically now a Special Sweeper, with the addition of Grasswhistle for a first-turn sleep (though I know a Wide Lens would help some). The Big Root is just there for extra healing purposes with Giga Drain. Sludge Bomb is standard, and as I said, I wasn't sure about the 4th slot, so I stuck in Shadow Ball to help diversify her.
Gastrodon (Jolly) @Quick Claw
Trait: Sticky Hold (useless, I know)
-Mud Bomb
-Body Slam
-Ice Beam
-Surf
I will admit this Gastrodon saved my skin against Volkner. I don't want to waste my Earthquake TM on it, so I thought Mud Bomb is still a decent choice. I plan on possibly removing one move (maybe Body Slam) for Recover later on. Surf...well, that's standard. Ice Beam is for later on against Cynthia's Garchomp. Hopefully I want to get it so Gastrodon will take a hit from it and then retaliate with Ice Beam for a (hopeful) OHKO.
Staraptor (Impish) @(usually) Sitrus Berry
Trait: Intimidate
-Close Combat
-Aerial Ace
-Steel Wing
-Double Team
Okay, I know Double Team is forbidden from Competitive Play, but it's still all too much fun in-game (unless there's an opponent with a Swift variant). Close Combat handles Steel and Rock, whilst Steel Wing covers Ice. Aerial Ace...well, sure-hit, pretty potent, and STAB. Better than Fly, I say.
Infernape (Naive) @Flame Plate
Trait: Blaze
-Close Combat
-Flame Wheel
-Rock Tomb
-Strength
Okay, I want to replace Strength obviously (though it still has proven useful at times), but I really have little idea what with. Rock Tomb is there for flyers, and Close Combat and Flame Wheel are there for obvious reasons. Quick FYI, I got my Flame Plate in the Underground, as I know that the one on the map isn't found until Stark Mountain, after the Elite 4.
Luxray (Jolly) @Shell Bell
Trait: Intimidate
-Thunder Fang
-Charge
-Crunch
-Protect
Say what you will, but Charge has saved my skin a few times (and the added Special Defense boost helped some too), as I've taken out opponents at least 5 levels higher with one Charged Thunder Fang alone. Crunch is best for Ghosts and Psychics, and I gave him Protect for a reason: So that in double battles, I can protect him from incoming Earthquakes, be they mine or my opponent's. I love sending this guy out with Staraptor...double intimidation is sooo much fun sometimes.
Gabite (Careful) @Draco Plate
Trait: Sand Veil
-Dragon Claw
-Earthquake
-Slash
-?????
This is one I had been training up some since I had access to Gible on the game. She's mainly gonna be there as backup against Cynthia, but still a good fighter nonetheless. Dragon Claw and Earthquake are standard, and I just gave it Slash for kicks (for now), but I'm unsure what else to teach it (it's currently my Rock Climber). I plan on letting it learn Dragon Rush before it evolves, though, but I'm usure as to whether to keep Dragon Claw, or go for Dragon Rush...
So, there you have it...my team that I've had pretty much since I began my Diamond Adventure. I don't plan on using Dialga for this run (not that I hate Dialga mind you) just to see if I can get by the game without using legends. Any help would be nice on how I can adjust the team so it fits for Victory Road and the Elite 4 and Champ. Also, please note that all these Pokemon are at lvl. 44, so keep that in mind for level-up moves.
Thank you very much for any help!
Again, keep in mind that I wasn't going for proper natures, but I'll post the natures they have anyways.
Roserade (Bold) @Big Root
Trait: Natural Cure
-Giga Drain
-Sludge Bomb
-Grasswhistle
-Shadow Ball
I wasn't sure what to put in my Roserade's 4th slot, but it's basically now a Special Sweeper, with the addition of Grasswhistle for a first-turn sleep (though I know a Wide Lens would help some). The Big Root is just there for extra healing purposes with Giga Drain. Sludge Bomb is standard, and as I said, I wasn't sure about the 4th slot, so I stuck in Shadow Ball to help diversify her.
Gastrodon (Jolly) @Quick Claw
Trait: Sticky Hold (useless, I know)
-Mud Bomb
-Body Slam
-Ice Beam
-Surf
I will admit this Gastrodon saved my skin against Volkner. I don't want to waste my Earthquake TM on it, so I thought Mud Bomb is still a decent choice. I plan on possibly removing one move (maybe Body Slam) for Recover later on. Surf...well, that's standard. Ice Beam is for later on against Cynthia's Garchomp. Hopefully I want to get it so Gastrodon will take a hit from it and then retaliate with Ice Beam for a (hopeful) OHKO.
Staraptor (Impish) @(usually) Sitrus Berry
Trait: Intimidate
-Close Combat
-Aerial Ace
-Steel Wing
-Double Team
Okay, I know Double Team is forbidden from Competitive Play, but it's still all too much fun in-game (unless there's an opponent with a Swift variant). Close Combat handles Steel and Rock, whilst Steel Wing covers Ice. Aerial Ace...well, sure-hit, pretty potent, and STAB. Better than Fly, I say.
Infernape (Naive) @Flame Plate
Trait: Blaze
-Close Combat
-Flame Wheel
-Rock Tomb
-Strength
Okay, I want to replace Strength obviously (though it still has proven useful at times), but I really have little idea what with. Rock Tomb is there for flyers, and Close Combat and Flame Wheel are there for obvious reasons. Quick FYI, I got my Flame Plate in the Underground, as I know that the one on the map isn't found until Stark Mountain, after the Elite 4.
Luxray (Jolly) @Shell Bell
Trait: Intimidate
-Thunder Fang
-Charge
-Crunch
-Protect
Say what you will, but Charge has saved my skin a few times (and the added Special Defense boost helped some too), as I've taken out opponents at least 5 levels higher with one Charged Thunder Fang alone. Crunch is best for Ghosts and Psychics, and I gave him Protect for a reason: So that in double battles, I can protect him from incoming Earthquakes, be they mine or my opponent's. I love sending this guy out with Staraptor...double intimidation is sooo much fun sometimes.
Gabite (Careful) @Draco Plate
Trait: Sand Veil
-Dragon Claw
-Earthquake
-Slash
-?????
This is one I had been training up some since I had access to Gible on the game. She's mainly gonna be there as backup against Cynthia, but still a good fighter nonetheless. Dragon Claw and Earthquake are standard, and I just gave it Slash for kicks (for now), but I'm unsure what else to teach it (it's currently my Rock Climber). I plan on letting it learn Dragon Rush before it evolves, though, but I'm usure as to whether to keep Dragon Claw, or go for Dragon Rush...
So, there you have it...my team that I've had pretty much since I began my Diamond Adventure. I don't plan on using Dialga for this run (not that I hate Dialga mind you) just to see if I can get by the game without using legends. Any help would be nice on how I can adjust the team so it fits for Victory Road and the Elite 4 and Champ. Also, please note that all these Pokemon are at lvl. 44, so keep that in mind for level-up moves.
Thank you very much for any help!