Brick Break is stronger but its affect is conditional to an enemy capable of using light screen and reflect, which is normally a psychic type i believe. i think jigglypuff and clefairy and togepi are part of only a handful of normal types that learn it naturally and staryu learns it but i don't think there are many other water types that do. Force Palm cripples the opponent with a 30% chance of inducing paralysis and is only weaker by 15 points. imo, it's the better move.
Uhhh, no. Brick Break can be used on anything for full 75 base power, it just has the added effect of breaking screens, which is somewhat helpful. The lower power of Force Palm makes it quite unappealing to me.
for arcanine, naive is a bad choice because it lowers its special defense to raise speed. for your move set, if you were wanting a raise in speed, jolly would have the better choice. Intimidate is a good choice though. Not many people decide to throw a fire type into a fight with another, particularly in-game.
For moves, you should have let it grow to learn flare blitz, crunch/outrage, and taught it extreme speed. To protect it from water types, wild charge is a decent choice but if it knew substitute the neutral moves i mentioned it would be able to handle them quickly with its speed and a jolly nature.
with what you have, personally i would switch to thunder fang for the option of paralysis though you could keep wild charge if you want to as well but it leaves you open to recoil damage. keep extreme speed and fire blast, and either return or dig. dig would be the better choice since you already know extreme speed and because the iron moves won't do much for Arcanine. Dig also protects you from an attack for one turn and takes care of ground and rock types at the same time, covering those weaknesses.
Actually Naive isn't a horrible nature on my Arcanine, I'm sorry you think that. Its there so that he can run mixed moves, like Fire Blast. I didn't want Flare Blitz because for in-game that isn't a very good move as after a couple of KO's from it will kill you from recoil. Thunder Fang's paralyzed chance is OK but if I'm using him against a Water type I'd rather be sure they'll be KO'd from my move than hope they get paralyzed and can't move so I can get them next turn. Dig is an option to hit Rock types but Iron Head is better as waiting a turn between hits is really not preferred (same base power too, Iron head also works on flying rock types).
Liligant is actually very impressive, and creative. kudos.
Thanks...
For flygon, you went the wrong way for nature. never, ever ever ever, ever choose a nature that lowers sp. defense. Ever. i just came to realize this myself, but sp. defense is very important in battles.
Since this is for in-game it really isn't that big of a deal, but yes if I were training this guy for competitive/semi-competitve, I would have made sure he was Adamant. I just really wanted the Attack boost...
Ok, so this is my choice for Flygon. it may not be the one for everyone but it should be effective in the elite four/champion/dragon user battles. which this game is apparently full of. But this is just an untested theory. i've been contemplating battle strategies and studying Smogon lately but none of my strategies have actually been practiced >.>
anyway, For flygon's moveset, Dragon Claw, Dragon Tail, Earthquake, Substitute. It's a shuffler/stab-ish set..
I really don't see why this would be better than what I have for the E4, in any way. I'm pretty sure they don't use many stat boost so I needn't worry about shuffling them out. Since Dragon Tail is in fact a -priority move, I'd be better off just trying to KO them with coverage moves than bothering to force switches...
Magnezone should always have sturdy ability. it is very vulnerable to ground types and sturdy would ensure at least one attack against them. but you did get a good nature in Modest.
The moveset you have for him is pretty good as well. i can't really think of anything better for him.
Yes I would have preferred sturdy as an ability but since I got the modest one I decided I'd rather just continue with this. Anyway, I never send him out against things that use ground moves and he's been OHKO'd maybe 3 times the whole game and I'm at the 8th gym, so I'm not sure how important this is.
For samuraott, modest would have been a better way to go because the decent moves in his movepool and tm pool strongly revolve around sp. attacks. But for an adamant nature, you should teach it Aqua tail instead of Razor shell, keep Aqua jet and Mega horn then teach it Swords Dance.
Yeah I do regret the Adamant route. I may switch Samurott for a Starmie. He has Surf to deal with physically bulky Pokémon (It actually gets a lot of use) and cuz I need a surfer.