Alex Bock said:
My team has changed a bit and the moves I 'm teaching have changed to here's the current team
Dunno if you're actually looking for advice, but here's some anyway - feel free to ignore it
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Feraligater
Irontail
Hydropump
Brickbreak
Screech (or Icebeam depends)
You have a mix of normal and special attacks on Feraligatr. According to my book'o'Pokemon, Feraligtr has higher Attack than Sp Atk anyway, so the idea of 2 or 3 normal Attacks plus Hydro Pump is good.
I do think you should probably replace Iron Tail. Water is weak to Grass and Electric, so I'd recommend having something that can take down either of those. Fire, Ice, Poison, Flying and Bug moves are all super effective against Grass. Obviously you can't use Fire or Bug with Feraligatr, but you could use Aerial Ace or Toxic TMs. Ice Beam would possibly be more powerful, but it depends on your Feraligtr's Sp Atk stat, and may be unnecessary if you have Delibird.
Gardevoir
Shadowball
Thunderbolt
Psychic
Thunderpunch
Uh... what's going on here? Thunderbolt AND Thunderpunch - do you really mean that? I'm also not convinced by the idea of putting Shadow Ball on a Pokemon with much higher Sp Atk than normal Attack. If your Gardevoir is still in the Kirlia stage, it might be worth trading it across to Fire Red/Leaf Green so it can learn Magical Leaf. Alternatively, you could try Hidden Power and seeing if it comes out as a Special Attack type of move.
Teddiursa^_^
Icepunch
Dynamicpunch
Subsitute
Faintattack
Did you know Teddiursa can learn Crunch as an egg move? Crunch has a base power of 80 - it's "only" 100% accurate as opposed to never-miss, but unless you're fighting something that's Double Team-ing, the extra power is probably worth more.
Also, at the moment, you have no Normal attacks on Teddiursa, so you're not making use of its STAB. Slash, Facade or Strength would all be reasonable replacements for Ice Punch:
Slash - free (learned at lv 37), base power 70, goes up to 105 with STAB
Facade - TM, base power 70 & 105 with STAB - but power is doubled if user is Poisoned, Paralysed or Burned
Strength - HM (so basically free), base power 80 & 120 with STAB
Also also, if you have Substitute already, you may as well make use of the Substitute + Focus Punch combination, because that's fantastic - Focus Punch from my Snorlax can 1 or 2 hit KO almost anything.
Thats the basic changes I will probably change some of marshstomps moves and I'm still keeping Delibird but Jynx and Walrein are out and I'm going to trade for that horsea in pacificlodge and evolve it to Kingdra.
OK, well I'm going to assume you're starting with the Marshtomp you originally said:
Earthquake
Waterpulse
Muddy water
Dig
At the moment, you've got 2 x Ground moves, and 2 x Water moves. Seems a bit pointless having Dig as well as Earthquake, and having Water Pulse and Muddy Water together. I'd scrap Dig, and choose one of Water Pulse or Muddy Water to go with.
Water & Ground type is 4 x vulnerable to Grass, so you really do need something that can knock out Grass, unless you'll switch if you're fighting a Grass pkmn (be careful of Fire types with Solarbeam). Again, Ice Beam would do the trick. Or you could use Rock Tomb or Rock Slide to attack Flying types that can't be hit by Earthquake, your choice
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