Some general optimization notes for anyone making a team:
- The Earthquake TM is locked behind the postgame. A Pokemon's best Ground options will usually be either Dig or Bulldoze.
- In the New Unova Pokedex, the Pokemon catchable before the postgame that get Earthquake by level-up are Sandshrew (46), Sandslash (46), Piloswine (46), Numel (40), Camerupt (46), Trapinch (55), Mamoswine (46), Drilbur (33), Excadrill (36), Sandile (43), Krokorok (48), Krookodile (54), and Golurk (50).
- The Stone Edge TM is locked behind the postgame. A Pokemon's best Rock option will usually be Rock Slide.
- In the New Unova Pokemon, the Pokemon catchable before the postgame that get Stone Edge by level-up are Onix (46), Steelix (46), Shuckle (49), Nosepass (46), Lunatone (41), Solrock (41), Probopass (46), Roggenrola (36), Boldore (48), Gigalith (48), Timburr (43), Gurdurr (49), Conkeldurr (49), and Terrakion (67).
- A myriad of other helpful TMs, like Poison Jab, Sludge Bomb, Flash Cannon, Focus Blast, Dragon Claw, and Bulk Up are all postgame exclusives. Please plan accordingly.
- Though many Move Tutor moves provide a Pokemon's best coverage options, they are often not worth the amount of grinding needed. A man in Nimbasa City gives the player 10 Red Shards for use with the Driftveil City Move Tutor, making these moves the exception. Any combination of Tutor moves that costs more than 10 Red Shards should have alternatives provided.
- Egg Moves are similarly strong for some Pokemon, such as Crobat, but breeding is a complete waste of time when the aim of the game is to beat Trainers. Level-up movesets and TMs will provide all the tools you need for the average playthrough.
- In the same vein, grinding for BP is often unnecessary. The PWT and Battle Subway are slow and the rewards are not usually worth it. It's courteous to provide alternatives to TMs unlocked via Battle Points.
- Moves with low PP and high power, such as Close Combat, are generally inferior to more consistent moves like Drain Punch and Force Palm. Remember that you're building a campaign team: PP conservation on routes is just as important as KOing important trainers.
- Don't be afraid to give a Pokemon HMs if they have nothing better. For example, one of Lilligant's best options is Cut, because its moveset is so shallow that extra overworld utility is better than a third STAB move. Moves like Strength, Surf, and Fly are convenient and powerful.
- Priority moves, primarily Aqua Jet and ExtremeSpeed, are consistent options for conserving PP or getting a kill on a faster opponent. ExtremeSpeed is probably one of the few exceptions to the "low PP = bad move in-game" rule.
- Sturdy Pokemon are everywhere. Burgh's Dwebble, Marlon's Carracosta, Colress' Magneton and Magnezone, wild Boldore, and plenty others are either annoying or outright dangerous. Mold Breaker Pokemon like Excadrill are great for completely negating the problem, while priority moves like Aqua Jet are great for picking up the KO.
- Remember that the storyline is a game of hyper offense! Four attack sets (or one boosting move and three attacks) are often the best way to get through the region. If you're playing with items, healing moves are unnecessary and will usually only serve to waste time.
- Above all, playtest your team. It's clear when someone didn't actually use the Pokemon in-game and just cobbled together a moveset they thought would work. Experience is the best way to craft an effective and synergistic party!