Okay, so I probably won't be carrying these Pokemon into any Wi-Fi battles anytime soon, much less actually partake of a Wi-Fi battle of any sort with the limited access to a DS, specifically, a friend of mine's.
However, I'd still like to come up with some sort of moveset for the team my sig is currently displaying. If anything, I could probably take a whack at the Elite Four with it. I am aware that story battles are immensely different from online battles with a fair few advantages, but I'd still like to see how my own judgment for movesets and the like would turn out. Take note of a severe lack of notes on held items. I'd like to ask for help in filling in those spaces.
Raichu
Adamant Nature
6 HP/ 252 Attack/ 252 Speed
Volt Tackle
Brick Break
Grass Knot
Rest
Volt Tackle is the obvious STAB choice, while Brick Break takes care of Rock and Steel types who love to use Earthquake. Grass Knot's just there for Ground types who do not possess a typing that is weak against Brick Break. Although I wonder if the Nature affects Grass knot or if it is simply by the Pokemon's weight and nothing more. Rest as a means to gain back what was lost from Volt Tackle.
Torterra
Impish Nature
252 HP/ 152 Attack/ 106 Def
Wood Hammer
Earthquake
Stealth Rock
Leech Seed
I must admit, in all the battles I've seen with a Torterra, they're all fairly annoying. So Wood Hammer and Earthquake for STAB, and Leech Seed as recovery move. For even more annoyance, I decided to designate Torterra as the Stealth Rocker.
Floatzel
Jolly Nature
6 HP/ 252 Attack/ 252 Speed
Waterfall
Ice Fang
Rain Dance
Toxic/Baton Pass
It is apparent I have awful taste in Pokemon. So Waterfall and Ice Fang cannot compare in power to Surf and Ice Beam respectively, but with Floatzel's attack stat it can somewhat compensate. Rain Dance is in consideration of Raichu in the team, as well as to make use of Floatzel's ability, and the lack of a priority move. Toxic is pretty much there to keep Electric types from reaping the benefits of Rain Dance while Baton pass is an alternative for it to switch out to Raichu or Torterra in such a scenario.
Honchkrow
Adamant Nature
6 HP/ 252 Attack/ 252 Speed
Night Slash
Drill Peck
Roost
Pursuit
Hmm, I didn't have much going when I decided on Honchkrow. Night Slash is there to make use of its Super Luck and Roost to compensate for crappy defenses. Pursuit simply to chase after switching Pokemon and Drill Peck for more STAB.
Vespiquen
Brave
252 HP/ 53 Attack/ 53 Def/ 152 SDef
Attack Order
Aerial Ace/ Power Gem
Toxic/U-turn
Roost/ Heal Order
It has also become apparent how much I love Poison moves. Attack Order and Aerial Ace function as STAB, where Aerial Ace is more of a surprise move for the usually slow-moving Vespiquen. Power Gem is there as it is the only way for Vespiquen to counter Flying types outside completely avoiding them. Toxic takes into consideration Vespiquen's defenses that are unusual for a Pokemon of its typing. It can be replaced for U-turn as a means to escape while dealing damage. Roost is there to get rid of its part flying type to lighten the blow and recover her HP. Heal Order is simply easier to obtain and is possibly used in conjunction with U-turn.
Lucario
Timid Nature
6 HP/ 252 Sp. Attack/ 252 Speed
Water Pulse
Aura Sphere
Flash Cannon
Psychic
Water Pulse is obviously directed at Fire and Ground types and stands to benefit from Floatzel's Rain Dance. Aura Sphere and Flash Cannon act as STAB moves and Psychic counters Fighting types.
However, I'd still like to come up with some sort of moveset for the team my sig is currently displaying. If anything, I could probably take a whack at the Elite Four with it. I am aware that story battles are immensely different from online battles with a fair few advantages, but I'd still like to see how my own judgment for movesets and the like would turn out. Take note of a severe lack of notes on held items. I'd like to ask for help in filling in those spaces.
Raichu
Adamant Nature
6 HP/ 252 Attack/ 252 Speed
Volt Tackle
Brick Break
Grass Knot
Rest
Volt Tackle is the obvious STAB choice, while Brick Break takes care of Rock and Steel types who love to use Earthquake. Grass Knot's just there for Ground types who do not possess a typing that is weak against Brick Break. Although I wonder if the Nature affects Grass knot or if it is simply by the Pokemon's weight and nothing more. Rest as a means to gain back what was lost from Volt Tackle.
Torterra
Impish Nature
252 HP/ 152 Attack/ 106 Def
Wood Hammer
Earthquake
Stealth Rock
Leech Seed
I must admit, in all the battles I've seen with a Torterra, they're all fairly annoying. So Wood Hammer and Earthquake for STAB, and Leech Seed as recovery move. For even more annoyance, I decided to designate Torterra as the Stealth Rocker.
Floatzel
Jolly Nature
6 HP/ 252 Attack/ 252 Speed
Waterfall
Ice Fang
Rain Dance
Toxic/Baton Pass
It is apparent I have awful taste in Pokemon. So Waterfall and Ice Fang cannot compare in power to Surf and Ice Beam respectively, but with Floatzel's attack stat it can somewhat compensate. Rain Dance is in consideration of Raichu in the team, as well as to make use of Floatzel's ability, and the lack of a priority move. Toxic is pretty much there to keep Electric types from reaping the benefits of Rain Dance while Baton pass is an alternative for it to switch out to Raichu or Torterra in such a scenario.
Honchkrow
Adamant Nature
6 HP/ 252 Attack/ 252 Speed
Night Slash
Drill Peck
Roost
Pursuit
Hmm, I didn't have much going when I decided on Honchkrow. Night Slash is there to make use of its Super Luck and Roost to compensate for crappy defenses. Pursuit simply to chase after switching Pokemon and Drill Peck for more STAB.
Vespiquen
Brave
252 HP/ 53 Attack/ 53 Def/ 152 SDef
Attack Order
Aerial Ace/ Power Gem
Toxic/U-turn
Roost/ Heal Order
It has also become apparent how much I love Poison moves. Attack Order and Aerial Ace function as STAB, where Aerial Ace is more of a surprise move for the usually slow-moving Vespiquen. Power Gem is there as it is the only way for Vespiquen to counter Flying types outside completely avoiding them. Toxic takes into consideration Vespiquen's defenses that are unusual for a Pokemon of its typing. It can be replaced for U-turn as a means to escape while dealing damage. Roost is there to get rid of its part flying type to lighten the blow and recover her HP. Heal Order is simply easier to obtain and is possibly used in conjunction with U-turn.
Lucario
Timid Nature
6 HP/ 252 Sp. Attack/ 252 Speed
Water Pulse
Aura Sphere
Flash Cannon
Psychic
Water Pulse is obviously directed at Fire and Ground types and stands to benefit from Floatzel's Rain Dance. Aura Sphere and Flash Cannon act as STAB moves and Psychic counters Fighting types.