What type of moves do you usually teach in your crew?

make_it_worse

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I always wandered what a "normal" pokémon trainer would teach to his/her team.
I always teach to my team attack moves that inflicts damage, i never teach any moves that changes stats..

Im thinking of changing this strategy because i cant even use the other attacks (usually, i use only one attack), then whenever an attack move is run out of PP, my pokémon has always low HP (explaining that having too much attack moves is useless if there are nurse joy all over the place). I also noticed this style on event pokemon, they usually have 2 attack moves and 2 change stats moves..

Id like to know what you think of my strategy, should i change it or do i have to stick with my original habit...
 
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I tend to use 4 attacking moves because why not.
 
I prefer offensive strategies than using support/stat-enhancing moves, but for my Volcarona, I'll always use Quiver Dance once or twice before attacking if I can. So it has, three attacking moves (Hurricane, Fiery Dance, Bug Buzz) and Quiver Dance.

Speaking of Fiery Dance, I try to teaxh those kinds of attacks as well since they come with secondary stat-affecting effects


However... the rest of my team are all out attackers. My Gallade and Rampardos have their four slots full of damage-dealing moves
 
It depends on the pokemon. I use a lot of water types, and they will ALL know Surf, even though it's redundant. It's too good of a move for them to not have. Aside from that, the moves I specifically look for are Leech Seed (my god, this move is great in every stage of the game), and at least one disabling move on my team like Thunder Wave or Confuse Ray (for when I need to stall for some time to use Revives).

So basically my strategy is to try and blast through the opponent's team with water moves, and use status moves/Ice/Flying to take care of the pokemon that resist water. I rarely use fire (although I am extremely tempted to use Renamon - I mean the XY fire starter)
 
I usually teach three offensive moves and one status move. Or just all offensive, really. Since I play mostly in-game/casual, there isn't much need for status move strategy. And even then, my most advanced strategy typically amounts to using Swords Dance or Nasty Plot or something like that first, then attacking. If I feel like doing so. Also, one of the moves is typically a STAB move. And the other two/three are moves that play on the Pokemon's highest attacking stat. Either Special Attack or Physical. If the Pokemon has approximately similar stats, I'll do mixed. I might also give it one to fill a special attacker slot in my team, as I typically go with three special attackers and three physical.
 
I play to the Pokemon's strengths. But if it runs a sufficient set with it, I aim for status moves. I love doing damage indirectly. Leech Seed is a godsend, and is sure to be a staple on my Chespin's future set. I love the concept for Spiky Shield, Protect + Iron Thorns (Temporary) rolled in one is awesome. Love taking my foe's items, so I am the advantaged one and not them. Thief is my favourite attack move. I like Bite/Crunch, too. Stealing a foe's HP is fun. And you never go wrong with status.

So my answer is;

Crunch
Thunderbolt
Ice Beam
Flamethrower
Thunder Wave
Toxic
Will o Wisp
Hypnosis
Sing
Leech Seed
Protect
Rest (Hydration)
Detect
Thief
Trick
Switcheroo
Drain Punch
Giga Drain
Taunt

I expect I'll use Spiky Shield loads.
 
I usually prefer moves with secondary effects over normal ones. I sacrifice one slot to a status move, depending on the Pokémon. For example, a defensive Pokémon get stuff like Nasty Plot/Curse in there, while offensive ones get Swords Dance or Agility. I also love residual damage, so Rocky Helmet, Iron Thorns, burn or poison, and field hazards are all welcome.
 
Having at least some status or stat-boosting moves is helpful even in game against opponents like the E4 and Champion, but often all you need is four offensive attacks. Although it definitely depends on the Pokemon. Since BlueLatios97 mentioned Cradily, I'll use that for an example. Because of its low speed and attack power but high defenses, it's pretty difficult to make use of an all-offensive one. Moves like Curse and Toxic are very important to it being useful. Other Pokemon like Blaziken are probably better off going purely offensive.
 
I usually go purely offensive but I have been known to teach a couple of my guys entry hazards, such as Stealth Rock to many of my hatchling Golett horde or Toxic Spikes to my Beedrill. However, if the Pokemon is more of a supporter, I'll give it those moves. It just varies on the 'Mon and how I want to use it.
 
The basic for me is baton passing swords dance/nasty plot and 1 physical sweeper and 1 special sweeper, I always have psychic on the special sweeper since there arent a lot of psychic resistance and it has decent PP
 
Depending on the Pokemon, ingame I usually like to fill each slot with an attack move to get maximum coverage.

Sometimes I like to use stat-changing moves, though. And sometimes I use something in-between (Power-up punch rocks)
 
Depends on what I want to do with my Pokemon. Normally I'll have one or two bulky ones with Toxic, Wish, Roost and stuff like that. Anything you can stall with. Those are also the guys I give my entry-hazards to.

The Rest of my party will, in most cases, be a mix of physical and special attackers. Meaning there is alot of shadow-sneaks, bravebirds, draco-meteors, etc. Everything that fits each attacker the way I want it to fit...
... I'll choose to get a few more bulky ones from time to time, but I count those as attackers as well. 'Cause any third bulky Pokemon I use will most likely try to set up a few swords dances or similiar moves.
 
I always give them four attacking moves of various strengths. Like with a water starter, I'll have Surf (always), Hydro Pump, Ice Beam/Icy Wind and something else (like with Greninja it was a Dark move, but with Feraligatr, I had Bite or Crunch). The logic being having some diversity (the ice move has been what I have used to take down Dragons in the past, but now that we have the Fairy type I didn't even use Ice Beam much), and, of course, have a Water (type matching) move with more PP, but still decent strength, and also have the stronger type matching move.

I don't battle competitively, and this has always worked perfectly for me in-game. I don't need status changing moves, ever. The only non attack moves I ever have are status inducing ones, like Thunder Wave.
 
I always have to have 1 stat raising move, 1 move that gives a STAB boost to each of its types, must have high accuracy, and 1 coverage move in case it goes up against something its weak to. I tend to do as much sweeping as possible by boosting as much as I think is necessary (usually once if its something like Nasty Plot or twice if its Work Up). Thanks to that, it feels like a real pain when I get Roared out or have to switch due to being completely walled.
 
I use attacks of different types, except when sometimes two attacks have such varying effects that I let a Pokemon know them even thought they are of the same type. Example is a fire attack that deals some damage and lowers a stat, whilst the other is another fire attack, but one that inflicts lots of damage with no secondary effect.

I often want at least one effect technique, like a stat boost. For a Pokemon to use this, I must find ways to stall the opponent, like putting him to sleep. I've also tried DOT (damage over time) a bit, like toxic combined with leech seeds (try this in RGBY and see what happens!). Paralysis/poison/burn combined with confusion and leeching while your Pokemon protects itself is another strategy I could try. Although it's a bit annoying for your opponent and leads to slow battles, it's an alternative to trying to inflict as much damage as possible in a short time.

I'm happy they introduced infestation, the bug attack. It has 100% acc compared to fire spin and other similar attacks. Fire spin has low acc since gen 1 when it could trap the opponent, so it would be over-powered if it had 100%, meaning the opponent would have no chance to act as long as its speed was lower than the attacker. Fire spin was changed because it was seen as still too powerful, but the acc is still low.
 
I tend to teach at least 4 out of my 6 Pokemon at least 3 attacking moves (lower HP) and at least one that lowers accuracy, stats (defense, attack), or make it less likely to attack (like attract). The 2 others I may just teach them 4 attacking moves.

I realized that method works best for me. I know before I would just teach all 6 damaging attacks. I discovered the beauty of lowering stats would aid in battle - since then I started using them more and more.



For example my Mienshao knows 3 attacking moves (one even takes away HP) Aura Sphere, Hi Jump Kick, & Drain Punch and 1 move that protects herself Detect. That move that protects herself I mainly save for double battles, when another of my Pokemon knows an attack (like my Floatzel's Surf) that will hit all Pokemon.

My Watchog knows 3 attacks Thunderbolt, Hyper Fang, and Cut and also knows an attack that prevents Pokemon from fleeing battle Mean Look

My main exception is my Meowstic (male) as it knows 2 Psychic damaging attacks [Psyshock and Psybeam] and two non-damaging attacks: Disarming Voice and also knows Attract.
 
eq, arguably the best offensive move in the game, stealth rock (ussually) on something. U-turn, and reliable stabs and status, for competetive, in game i just take the best moves and hope.
 
at least 2 direct attack moves and at least 1 status move, allowing for much diversity for the remaining move. Also i like to stick to level-up moves as much as possible. e.g.

Jynx:
fake tears (stats)
lovely kiss (SLP) for stalling
Psychic (STAB)
Blizzard (STAB)
the stat move & both direct damage moves utilize her high sp. atk
 
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