OK, Raiq - looking at the 10 Pokemon you've mentioned again, I think I'd go for a team as follows:
1. Vaporeon
2. Flareon
3. Roserade
4. Lucario
5. Staraptor
6. Gardevoir / Infernape / ??
These Pokemon have a reasonable mix of types, with both physical & special attackers. I wish
Marriland's Team Weakness Calculator was still online, because it'd be useful to check if there's anything missing!
Vaporeon: (again, bad Attack)
Surf
Ice Beam
Aqua Ring (high Health + health restoring moves = hard to take out)
Haze (for those raise stats, then attack people..I hate those people sometimes)
This seems reasonable. Vaporeon's only weaknesses are to Electric and Grass, and you have Ice Beam to deal with Grass types. Possible held items include Leftovers (to help with the health restoration), Wise Glasses (to boost Special attacks) or a Wacan Berry (If held by a Pokémon, it weakens a foe's supereffective Electric-type attack). Of course, you'd still want to switch out if you found you were facing an Electric pkmn.
[quote author=MarineMilotic link=topic=2670.msg36210#msg36210 date=1189835704]
Flareon:
Fire Fang (gains full STAB, plus Flareon's Attack is really high, especially compared to the other eevee-lutions)
Iron Tail (strong, takes out rock types)
Will-o-wisp
Scary Face (Flareon's speed is lower than most of the other eevee-lutions)
[/quote]
Rather than "wasting" a move with Scary Face, I would simply EV train Flareon in Speed and Attack. Then I'd go entirely for physical Attack moves. So perhaps:
1. Fire Fang - FIRE, Physical (a shame that it has such low power - 97.5 with STAB)
2. Iron Tail - STEEL, Physical (Super Effective against Rock pkmn)
3. Return / Facade / Strength - NORMAL, Physical (Normal attacks are normally effective against anyone)
4.
Natural Gift - GRASS, Physical (with berry as detailed below)
Held Item: Rawst, Pinap, Rindo or Liechi Berry - Makes Natural Gift into a Grass move (Super Effective against Water, Ground and Rock pkmn).
Note that the berry gets consumed by the Natural Gift move, so it's fine in-game when you can constantly replace the berry, but possibly not so great competitively. Get a berry farm going and grow as many Pinap berries as possible
.
Another option would be a moveset as follows:
1. Overheat - FIRE, Special (power
210 with STAB!, or 315 with STAB
and Sunny Day!!)
2. Sunny Day - boosts power of Fire moves.
3. Iron Tail - STEEL, Physical (Super Effective against Rock pkmn)
4. Return / Facade / Strength - NORMAL, Physical (Normal attacks are normally effective against anyone)
Held Item: Flame Plate - Boosts the power of Fire-type moves
or Muscle Band - slightly boosts the power of Physical moves.
This Flareon would still be EV trained in Speed and (physical) Attack, but now you're using a Fire move that has such ridiculously high power, it doesn't matter that Flareon's Special Attack stat is crappy. After using Overheat, Flareon's Sp.Atk will drop by 2, but that's ok - any opponent vulnerable to Fire will be KOed
. If you don't want the Special Attack drop, use Fire Blast instead (power of 180 with STAB alone or 270 with STAB + Sunny Day), or go for Flamethrower for reliability (power 142.5 with STAB, 213.75 (!) with STAB + Sunny Day).
[quote author=MarineMilotic link=topic=2670.msg36210#msg36210 date=1189835704]
Roserade:
(a)Petal Dance/(b)Energy Ball (a only if you get it to hold a sitrus berry, b little less power, no continuation, no confusion)
Sludge Bomb (STAB, covers other grasses)
Toxic/Stun Spore (one status move is good)
Shadow Ball (for psychics)
[/quote]
For (a), you mean a Persim Berry - Persim heals confusion, Sitrus berry restores 1/4 HP. I'd definitely go with Energy Ball, because being locked into the same move for 2-3 turns sucks. Your opponent could switch in a Pokemon that is resistant to Grass attacks and there's nothing you can do because you can't change.
This moveset is also reasonable, but not very adventurous. It could be shared by pretty much any Grass/Poison type and only covers one of Roserade's weaknesses (Psychic). Ideally, you need a Rock-type move, as this is Super Effective against all three of Roserade's other weaknesses (Fire, Ice and Flying). Roserade doesn't learn any Rock moves, but you could fake one with
Natural Gift like we did with Flareon (this time, it'd be a Wiki, Magost or Charti Berry). However, as Natural Gift relies on the Attack stat, I wouldn't recommend it.
Instead, I'd go for Roserade's speciality - Weather Ball. It's the only pkmn apart from Castform that can learn it. Weather Ball is a fantastic attack which changes type to match the weather
and increases in power. In Sandstorm it becomes a Rock-type attack with power 100, in sun it becomes a Fire-type attack with power 150 (due to the Sunny Day bonus), and in rain it becomes a Water-type attack with power 150 (due to the Rain Dance bonus). If only Roserade could learn Sandstorm, you'd be sorted.
You could use Sunny Day + Weather Ball for a Fire attack against Ice pkmn, but the usefulness of Fire attacks is limited due to the fact that almost all Ice-types are dual Ice & Water. Rain Dance + Weather Ball could be more useful, giving a Water attack to defend against Fire pkmn. Also, Flareon has Sunny Day which may still be in effect, so I don't think you need to duplicate the move.
So how about this?
1. Energy Ball - GRASS, Special (STAB)
2. Shadow Ball - GHOST, Special (Super Effective against Psychic pkmn)
3. Rain Dance - changes weather to rain
4. Weather Ball - WATER, Special (Super Effective against Fire pkmn)
Held Item: Wise Glasses to boost Special moves, or one of the plates to boost Grass, Ghost or Water moves.
[quote author=MarineMilotic link=topic=2670.msg36210#msg36210 date=1189835704]
Jolteon: (These have bad Attack, so Dig will do little damage, plus if you use Dig and your Opponent uses Earthquake, things could get messy)
Thunderbolt
Thunder Wave
Fake Tears (if used, Thunderbolt will DESTROY your opponent...you need to breed for it though)
Double Team/Sand Attack (mostly for annoyance purposes, and could help)
[/quote]
This seems... rather pointless. Poor Jolteon only has one attack! I think you'd find this ever so frustrating to use in practice. What happens if all your other pkmn get KOed, and you're facing a Ground type? Problem is, while Jolteon learns a lot of different Type attacks, they're mostly all based on the physical Attack stat, which is lousy. I'm
sure when I suggested using Jolteon that I hadn't noticed that
.
So I'd probably suggest dropping Jolteon and putting Thunderbolt on another powerful Special Attacker on your team, such as the Gardevoir moveset that you posted at the beginning.
I definitely think
Lucario should stay, but coming up with a single, definitive moveset for him is... impossible! The movesets you've both suggested are mixed between physical & special moves, which is fair enough considering his base stats, but will mean EV training him in both Attack and Special Attack. I'll have to think some more about him.
[quote author=Raiq link=topic=2670.msg36136#msg36136 date=1189533956]
Staraptor:
Aerial Ace
Brave Bird
Close Combat
U-Turn
[/quote]
This is a good moveset for Staraptor, but you don't need both Aerial Ace and Brave Bird. Go for Aerial Ace due to its never-miss status, and replace Brave Bird with another move. At the moment, you're only getting STAB from the Flying part of Staraptor's type, not the Normal part - so go for Return, Facade or even Endeavor for a second STAB move. EV train your Staraptor in Attack & Speed to make it super-fast and powerful.
[quote author=Raiq link=topic=2670.msg32933#msg32933 date=1186893128]
Gardevoir:
Psychic
Thunderbolt
Shadow Ball
Magical Leaf (may be replaced with Energy Ball)
[/quote]
Personally, I kinda like Gardevoir, and I'd keep her for Psychic and Thunderbolt. I wouldn't bother with Shadow Ball as well, because you already have that on other members of the team, and it has similar super effectiveness to Psychic. Instead, Calm Mind + Focus Blast, maybe? Hidden Power is also worth considering, depending on what type and power it is on your particular Gardevoir.
Note: I think Synchronize ability is
far more useful than Trace. I'm not keen on Trace because it's too unpredictable what you'll get - it could be something actively harmful. Whereas Synchronize is almost always useful - causing your opponent to also get Poisoned, Paralysed or Burned. The only time this is a problem is if your opponent has the Guts ability or Facade move, so the status ailment boosts their Attack.
Hope this helps, and I haven't waffled so much you can't find the moveset recommendations
.