Hello, okay19 here! I have used this team throughout the game, and it got me through all eight Gyms and the Elite Four. I focused on types and movesets more than natures and EVs when designing this team. Any suggestions for new moves or items would be appreciated. Without further ado, here it is:
:503:
Samurott (M) - Mystic Water
Ability: Torrent
Impish Nature
- Slash
- Ice Beam
- Waterfall
- Surf
Samurott is a mixed attacker with 2 physical and 2 special attacks. Ice Beam is mainly to get a super effective hit on dragons, and Slash is useful against less defensive foes, especially with a critical hit. The other two moves have a nice STAB bonus further boosted by the Mystic Water. Should I keep the current moves or replace them?
;448;
Lucario (M) - King's Rock
Ability: Steadfast
Timid Nature
- Close Combat
- Quick Attack
- Poison Jab
- Aura Sphere
I've always enjoyed the sheer power that Lucario brings to almost any team. This one is physical-based except for the always-hitting Aura Sphere. Poison Jab is mainly for type coverage, and Quick Attack can finish a weakened foe off before they can get another hit in. However, Quick Attack seems to be somewhat weak, so I'm looking to replace it.
:561:
Sigilyph (F) - Expert Belt
Ability: Wonder Skin
Docile Nature
- Air Slash
- Fly
- Energy Ball
- Psychic
Sigilyph covers a lot of different types with three different types of moves. Psychic gets powerful STAB and the flinch from Air Slash is always nice. I'm not a big fan of Fly; what would be another move that Sigilyph could use?
:553:
Krookodile (M) - Soft Sand
Ability: Moxie
Rash Nature
- Cut
- Crunch
- Shadow Claw
- Earthquake
I know Cut is an awful move, but once again, this is an in-game team. But what should take its place? Crunch and Earthquake both get STAB, with Earthquake even stronger because of the Soft Sand.
;462;
Magnezone - Wise Glasses
Ability: Sturdy
Timid Nature
- Flash Cannon
- Thunder Wave
- Thunderbolt
- Signal Beam
Magnezone can be a wall against the right types, which is why I sometimes give him Leftovers instead of the Wise Glasses. Thunder Wave is nice to help Magnezone move first, and Thunderbolt and Flash Cannon make him a powerful special attacker as well. Signal Beam rounds its moveset out by covering even more types. I think these moves work well with Magnezone, but is there another item or strategy that could be used?
;059;
Arcanine (F) - Charcoal
Ability: Flash Fire
Bold Nature
- Fire Blast
- Extreme Speed
- Flamethrower
- Strength
Finally, Arcanine has two STAB + Charcoal attacks in Fire Blast and Flamethrower. Is Extremespeed worth keeping? Also, what should replace Strength?
:503:
Samurott (M) - Mystic Water
Ability: Torrent
Impish Nature
- Slash
- Ice Beam
- Waterfall
- Surf
Samurott is a mixed attacker with 2 physical and 2 special attacks. Ice Beam is mainly to get a super effective hit on dragons, and Slash is useful against less defensive foes, especially with a critical hit. The other two moves have a nice STAB bonus further boosted by the Mystic Water. Should I keep the current moves or replace them?
;448;
Lucario (M) - King's Rock
Ability: Steadfast
Timid Nature
- Close Combat
- Quick Attack
- Poison Jab
- Aura Sphere
I've always enjoyed the sheer power that Lucario brings to almost any team. This one is physical-based except for the always-hitting Aura Sphere. Poison Jab is mainly for type coverage, and Quick Attack can finish a weakened foe off before they can get another hit in. However, Quick Attack seems to be somewhat weak, so I'm looking to replace it.
:561:
Sigilyph (F) - Expert Belt
Ability: Wonder Skin
Docile Nature
- Air Slash
- Fly
- Energy Ball
- Psychic
Sigilyph covers a lot of different types with three different types of moves. Psychic gets powerful STAB and the flinch from Air Slash is always nice. I'm not a big fan of Fly; what would be another move that Sigilyph could use?
:553:
Krookodile (M) - Soft Sand
Ability: Moxie
Rash Nature
- Cut
- Crunch
- Shadow Claw
- Earthquake
I know Cut is an awful move, but once again, this is an in-game team. But what should take its place? Crunch and Earthquake both get STAB, with Earthquake even stronger because of the Soft Sand.
;462;
Magnezone - Wise Glasses
Ability: Sturdy
Timid Nature
- Flash Cannon
- Thunder Wave
- Thunderbolt
- Signal Beam
Magnezone can be a wall against the right types, which is why I sometimes give him Leftovers instead of the Wise Glasses. Thunder Wave is nice to help Magnezone move first, and Thunderbolt and Flash Cannon make him a powerful special attacker as well. Signal Beam rounds its moveset out by covering even more types. I think these moves work well with Magnezone, but is there another item or strategy that could be used?
;059;
Arcanine (F) - Charcoal
Ability: Flash Fire
Bold Nature
- Fire Blast
- Extreme Speed
- Flamethrower
- Strength
Finally, Arcanine has two STAB + Charcoal attacks in Fire Blast and Flamethrower. Is Extremespeed worth keeping? Also, what should replace Strength?