When I was playing Pokémon Emerald, I used this comp, and it helped me beat this game flawlessly. I enjoyed every second of using this team and bullying every single trainer. I believe that none of my Pokémon died during this (maybe cuz I used a lot of potions and cheap herbs from one of the towns/cities).
Swampert
Ability: Torrent
- Surf (HM for surfing and very good water move for double battles and Hoenn is known for both surfing and double battles)
- Earthquake (A level-up move that probably is OP with Swampert's high physical attack, as all Ground moves were special and Earthquake mostly one-taps the opponents)
- Ice Beam (TM move to counter Grass types and Flying types, one of Swampert's only weaknesses/resistances if not the only ones, and it is good against Drake's Dragon types in the Elite Four)
- Rock Slide (TM move to counter Flying, ice bug types one of the few types that resist Swampert, and also is good against Glacia for the Elite 4)
Good Against: Roxanne, Wattson, Flannery, Tate & Liza, Drake and Steven.
Gardevoir
Ability: Synchronize
- Psychic (A level-up move that is Gardevoir's main move and uses Gardevoir's STAB/Special Attack Stat. It also pairs well with Calm Mind)
- Calm Mind (A level-up move that pairs well with Psychic and Hypnosis, as you could Hypnosis, then Calm Mind twice and Psychic, which will OHKO your opponents like 90% of the time.)
- Thunderbolt (A TM that is a powerful coverage move that does good against Flying and Water types and helps Gardevoir against neutral typings and pairs well with Calm Mind)
- Hypnosis (A level-up status move that puts the target to sleep, creating a completely safe window for you to use Calm Mind multiple times without taking any damage and using either Thunderbolt or Psychic depending on the opponent).
Good Against: Brawly, Winona, Juan/Wallace, Phoebe (very risky), Glacia and Wallace (Champion)
Slaking
Ability: Truant
- Strength (A reliable HM move that provides consistent, no-drawback physical Normal-type STAB damage when you do not want to trigger a recharge turn and also is necessary for Victory Road).
- Hyper Beam (Slaking's ultimate nuke move. It deals astronomical damage, and because its mandatory recharge turn happens simultaneously with Slaking's Truant loafing turn, it completely bypasses the downside).
- Shadow Ball (A TM that is crucial coverage and that deals massive damage in Generation 3 with Slaking's high physical attack stat)
- Brick Break (A highly accurate Fighting-type coverage move that shatters enemy barriers like Reflect or Light Screen while easily breaking through the Rock and Steel-types that resist your main STAB attacks).
Good Against: Tate & Liza, Sidney, Phoebe and Glacia. Hyper Beam basically OHKO'smost neutral opponents.
Manectric
Ability: Static
- Thunderbolt (A highly reliable, powerful level-up move that serves as Manectric's primary Electric-type STAB attack, dealing massive special damage to anything that does not resist it and pairs well with both Thunder Wave and Manectric's high Special Attack).
- Thunder Wave (A key status move that applies guaranteed paralysis, instantly cutting the opponent's Speed in half and giving Manectric full control over the momentum of the battle and pairs well with Thunderbolt and Crunch).
- Crunch (An excellent Special-category coverage move learned via breeding that gives Manectric a powerful answer against Psychic and Ghost-types, while also having a chance to lower the target's Special Defence, which pairs well with Thunderbolt and Thunder Wave).
- Attract (An insane status move learned by TM, and it pairs well with Thunder Wave, called the Para-Attract combo, which makes the opponent attack only 37.5% of the time).
Good Against: Winona, Juan/Wallace, Tate & Liza, Phoebe, Glacia and Wallace (Champion)
Camerupt:
Ability: Magma Armour
- Overheat (A devastating, immensely powerful level-up move that serves as Camerupt's ultimate Fire-type STAB attack, dealing massive special damage to clear out threats instantly, while surprisingly pairing well with Flamethrower so you can use either and after using Overheat you switch out to prevent the stat drop).
- Flamethrower (A highly reliable, powerful level-up move that serves as Camerupt's primary Fire-type STAB attack, dealing consistent special damage without any negative drawbacks and pairs well with both Magnitude and Camerupt's high Special Attack).
- Magnitude (An excellent Ground-category STAB coverage move learned via level-up that gives Camerupt a high-variance answer against Rock, Electric, and Poison-types, while also having a chance to hit maximum power to completely shatter the target).
- Rock Tomb (A key physical coverage move learned via TM that applies a guaranteed Speed drop to the opponent, instantly slowing them down to give the naturally sluggish Camerupt a chance to outspeed on the next turn).
Good Against: Flannery, Glacia and Steven (Champion)
Altaria
Ability: Natural Cure
- Dragon Dance (A highly effective stat-boosting setup move learned via level-up that serves as Altaria's primary sweeping tool, safely inflating both its Attack and Speed stats to transform its defensive baseline into an offensive threat, which pairs well with Return and Earthquake).
- Earthquake (An excellent Ground-type physical coverage move learned via TM that gives Altaria a devastatingly powerful answer against Steel, Rock and Poison-types, while also executing flawlessly without any accuracy drawbacks to completely bypass its offensive blind spots, which pairs well with Dragon Dance and Return).
- Dragon Claw/Dragon Breath (A highly reliable level-up STAB option that allows Altaria to either apply consistent physical pressure via Dragon Claw or fish for a 30% paralysis chance with Dragon Breath, pairing perfectly with the offensive momentum of Dragon Dance).
- Return (A premier physical normal coverage attack learned via TM that scales in raw power based on Altaria's high friendship level, providing a massive, 102-base-power neutral nuke that pairs perfectly with Dragon Dance to cleanly sweep through damaged opposing teams).
Good Against: Drake