Originally Posted by
Kurt Zisa
I had a similar issue with my Lucario and magnemite, they both shared similar weaknesses and there wasn't much my servine could do to cover them. As you get further into the game there are plenty of opportunities to catch different pokemon that will help round out your team, i'm still undecided on my final guy but i've still got a ways to go. It'll be great to hear what you decide to get in the end.
For those who are interested I'm up to the sixth gym after about a week of just running around getting wings off that bridge (free stat boosters ftw) and my party is looking like this:
Serperior: Slam, Coil, Leaf Blade and Mega Drain. Holding Miracle Seed.
Coil is a great move, raising Attack, Defense and accuracy which means that not only does slam miss less but it bulks up a quite frail pokemon and powers up Leaf Blade.
Lucario: Force Palm, Quick Attack, Rock Slide and Shadow Claw. Holding Wide Lens, i think that's the one that boosts accuracy.
Due to having a Nature that lowers it's Sp.Attack, Aura Sphere won't be much of a help. I got the Rock Slide TM from Mistralton Cave, which has better power and accuracy then Rock Tomb and will generally help with the next gym.
Magnezone: Thunder Wave, Thundershock, Flash Cannon and Tri-Attack. Holding Amulet Coin.
I made sure to teach magneton Tri-attack before It evolved as it will allow it to attack Electric types. Thunder Wave is a great move to help catch pokemon and slows down fast opponents as Magnezone isn't very fast. I have yet to find a stronger alternative to ThunderShocxk but it's high Sp.Attack covers that.
Vibrava: Fly, Dragon Breath, Rock Slide and Crunch. Holding a Hard Stone.
This guy is starting to fall behind a bit now that everyone else is at their final stage but it's dragon typing and immunity to electric is a bonus. I took Bulldoze away for Rock Slide as it will be far more use in the next gym.
Jellicent: Recover, Will-O-Wisp, Surf, Ominous Wind. Holding Leftovers.
The newest addition to my team, Jellicent is a great Special tank, having high Hp, Sp.Attack and Sp.Defense. By burning and lowering the opponents attack, will-o-wisp covers its lower defense and it's Water Absorb ability gives it an immunity to water and restores 25% of its Hp when hit by a water attack. Plus being part ghost gives it immunity to Normal and Fighting attacks. Leftovers further restores Hp between turns.
They're all level 40.
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