>>53186200>TyphlosionFlamethrower (STAB fire attack, good damage)
Drain Punch (helps against rocks, gives Typhlosion a recovery option)
Infernal Parade (STAB ghost move, more PP than shadow ball and extra damage if they're burned)
Thunderpunch (water weakness coverage, good for weakneing certain pokemon to catch, didn't use wild charge because the recoil damage seemed like an issue)
>StaraptorClose Combat (covers rock weakness, big damage, every Staraptor has this move)
Brave Bird (big damage flying type move)
Aerial Ace (for when I need less power and more accuarcy)
Roost (healing move, helps deal with Brave Bird's downside)
>UrsalunaThunderpunch (hits water and flying types well and covers the former's weakness)
High Horsepower (big damage ground move in a game with no earthquake)
Ice Punch (hits grass types and flying 'mons that resist electric, and a physical option against dragons)
Headlong Rush (Ground Type Close Combat, for when you really need something gone)
>GardevoirEnergy Ball (nothing on this team had a grass type move already and energy ball still hits water/ground/rock types good)
Moonblast (STAB fairy move)
Psychic (STAB psychic move, beats Poison types which could kill Gardevoir)
Aura Sphere (hits steel types, one of Gardevoir's weaknesses)
>GoodraSludge Bomb (anti-fairy move)
Dragon Pulse (STAB dragon move)
Shellter (good for defense/evasion boosting, probably could've replaced it with iron head or steel beam desu)
Hydro Pump (fuck them ground types)
>SamurottNight Slash (STAB dark move, although I ran Ceaseless Edge for most of the playthrough)
Megahorn (anti-grass type move)
Aqua Tail (big damage physical water move)
Psycho Cut (anti-fighting type move)
Most of their moves were meant to cover their weaknesses, since it seemed like a lot of pokemon in PLA had or knew moves that not only covered their weaknesses, but also were moves that could beat my pokemon as well.