I haven't seen a thread about this, so my curiosity took over.
What do you think is the best move of each type?
Should you want to participate, please give some reasons for your choice.
I'll start with mine:
Normal: Recover. A very widespread move, and is very commonly used on most of the stuff that get it, even sweepers like Starmie.
Fire: Fire Blast. Fire types aren't very good straight off the bat, with their rather undesirable weaknesses, but Fire Blast helps them quite a bit by giving them a high-powered move with high enough accuracy.
Fighting: Close Combat. A very powerful move with a large learnbase. The side effect isn't so bad, since you can keep spamming the move.
Water: Scald. The power is almost the same as Surf, and it's side effect is deadly. If a physical attacker switches into Scald, there's a 70% chance for it not to be totally screwed over. Not to mention the only Pokemon that are immune to burns are fire-types. And those can't take a Scald to the face at all.
Flying: Roost. As a TM, its learnbase is huge. In addition to restoring HP, which is always very good, it removes a mostly harmful secondary typing for a turn.
Grass: Spore. If the enemy doesn't kill you or you outspeed, the opponent will be incapacitated for 100% of the time. That's rather deadly. Spore has been very important in making Amoonguss and Breloom viable and Parasect not cannon fodder.
Poison: Toxic. Toxic is learned by almost all pokemon, and it's good at taking out stalls and walls alike.
Electric: Thunderbolt. A move that is learned by many Pokemon, and functions in a very good combo with Ice Beam.
Ground: Earthquake. 100 Power. 100 Accuracy. One of the best offensive types in the game. Learnable by almost everything with some size. Is a TM. Earthquake is awesome.
Psychic: Psyshock. Most of the Pokemon that learn Psyshock are Special Attackers, and thus are walled by Eggy and other special sponges. Psyshock works around this problem and gives some coverage against the rampant Fighting-types.
Rock: Stealth Rock. Best entry hazard in the game and made Rock into an incredibly undesirable weakness.
Ice: Ice Beam. Mostly for the same reasons as Thunderbolt.
Bug: U-Turn. Scouting is never bad and it has a large learnbase. Sticky Web was considered, but most of the stuff that get Sticky Web aren't so hot.
Dragon: Dragon Dance. Raising both Attack and Speed makes you very dangerous, as well as giving an opportunity to sweep and heavily dent an opposing team.
Ghost: Shadow Ball. Most Ghost-type's STAB move of choice, as well as giving lots of special attackers coverage.
Dark: Knock Off. Removing the opponent's item is always nice. And it hits with a solid 97 power, too.
Steel: Bullet Punch. Scizor's claim to fame as well as a very dang solid move. Priority never hurts.
Fairy: Play Rough. It was a tossup between this and Moonblast, but this was chosen thanks to its much larger learnbase.
What do you think is the best move of each type?
Should you want to participate, please give some reasons for your choice.
I'll start with mine:
Normal: Recover. A very widespread move, and is very commonly used on most of the stuff that get it, even sweepers like Starmie.
Fire: Fire Blast. Fire types aren't very good straight off the bat, with their rather undesirable weaknesses, but Fire Blast helps them quite a bit by giving them a high-powered move with high enough accuracy.
Fighting: Close Combat. A very powerful move with a large learnbase. The side effect isn't so bad, since you can keep spamming the move.
Water: Scald. The power is almost the same as Surf, and it's side effect is deadly. If a physical attacker switches into Scald, there's a 70% chance for it not to be totally screwed over. Not to mention the only Pokemon that are immune to burns are fire-types. And those can't take a Scald to the face at all.
Flying: Roost. As a TM, its learnbase is huge. In addition to restoring HP, which is always very good, it removes a mostly harmful secondary typing for a turn.
Grass: Spore. If the enemy doesn't kill you or you outspeed, the opponent will be incapacitated for 100% of the time. That's rather deadly. Spore has been very important in making Amoonguss and Breloom viable and Parasect not cannon fodder.
Poison: Toxic. Toxic is learned by almost all pokemon, and it's good at taking out stalls and walls alike.
Electric: Thunderbolt. A move that is learned by many Pokemon, and functions in a very good combo with Ice Beam.
Ground: Earthquake. 100 Power. 100 Accuracy. One of the best offensive types in the game. Learnable by almost everything with some size. Is a TM. Earthquake is awesome.
Psychic: Psyshock. Most of the Pokemon that learn Psyshock are Special Attackers, and thus are walled by Eggy and other special sponges. Psyshock works around this problem and gives some coverage against the rampant Fighting-types.
Rock: Stealth Rock. Best entry hazard in the game and made Rock into an incredibly undesirable weakness.
Ice: Ice Beam. Mostly for the same reasons as Thunderbolt.
Bug: U-Turn. Scouting is never bad and it has a large learnbase. Sticky Web was considered, but most of the stuff that get Sticky Web aren't so hot.
Dragon: Dragon Dance. Raising both Attack and Speed makes you very dangerous, as well as giving an opportunity to sweep and heavily dent an opposing team.
Ghost: Shadow Ball. Most Ghost-type's STAB move of choice, as well as giving lots of special attackers coverage.
Dark: Knock Off. Removing the opponent's item is always nice. And it hits with a solid 97 power, too.
Steel: Bullet Punch. Scizor's claim to fame as well as a very dang solid move. Priority never hurts.
Fairy: Play Rough. It was a tossup between this and Moonblast, but this was chosen thanks to its much larger learnbase.