Bravo Leader said:
Salamance-shell bell
Hyper Beam
Dragon Claw
Flamethrower
Fly
Get rid of Hyper Beam. Really, it's not entirely useful (especially on a team focused on specials) unless the Pokemon in question has stellar HP
and defenses, as well as possibly a nature that can actually make use of the recharge turn (such as Truant).
Also, Fly's going to leave a mark on your Salamence. Basically, if you use Fly, you go up on one turn, right? Well, your opponent (which I assume is human, as one doesn't normally
ask for their team to be rated unless they're going with player vs. player battles) will predict that you're going to use Fly and will switch to something that typically has a move that can abuse your Salamence's weaknesses as well as take the damage of your move (which isn't entirely much). That leaves your Salamence wide open to be smacked, especially with an Ice move or even a Rock or Electric move.
The standard moveset for Salamence, by the way, usually involves an Adamant (Leftovers-weilding) Salamence, Dragon Dance, and three moves that rely on Attack -- sometimes Aerial Ace, Earthquake, and Rock Slide/Brick Break. (For Netbattle, replace AA with Hidden Power Flying, though.)
If you want to take advantage of STAB, you could also go with this moveset:
Modest @ Leftovers
-Dragon Claw
-Hydro Pump
-Fire Blast
-Crunch OR HP Grass/Electric
Milotic-leftovers
Ice Beam
Mirror Coat
Recover
Surf
I think this one is fairly standard.
Jolteon-magnet
Thunder
Thunderbolt
Thunderwave
Double Team
1. Chuck Magnet. Given Jolt's S Attack, it's not going to benefit you. (Type boosters -- such as Magnet, Charcoal, Mystic Water, et cetera -- really only boost attacks by a small amount.)
2. Don't put two offensive moves of the same type on a moveset, especially when they do pretty much the same thing. (Thunder and TBolt, for example, both deal out a decent amount of damage and have a chance of paralysis. The only difference is their accuracies and their base damage, which actually put them at about the same level anyways.) Choose one or the other. If you prefer power and don't mind if it'll miss roughly one in every four to five usages, go with Thunder. Otherwise, choose Thunderbolt.
The problem with most Electric Pokemon, though is their lack of move versatility. Most of them have
great S Attacks, but no way to use them. Jolteon is such a Pokemon, unfortunately, so you really don't have much to put in the last slot save for maybe HP Ice (paired with Thunderbolt) or maybe Rain Dance (to benefit Thunder). I suggest going with HP Ice and Thunderbolt, though.
Steelix-soft sand
Earthquake
Rock Slide
Crunch
Iron Tail
Again, ditch Soft Sand and decide whether you want to lean towards specials or physicals.
That said, your standard Steelix (according to a friend of mine on another board, at least -- never raised a Steelix meself) is this:
Impish @ Leftovers
-Double-Edge/Rock Slide
-Roar
-Earthquake
-Rest/Explosion
Thus, you've got not only a Pokemon that can withstand a few good attacks (provided you put most of your EPs in HP and S Defense) as well as at least half of the most used status inducers (namely T Wave and Toxic). You've also got a good pHazer, which will come in handy for the defense.
Gengar-focus band
Psychic
Shadow Ball
Confuse Ray
Destiny Bond
Cute. A DB/FB combo.
The rest might not actually work since you're dividing your attention (read: EPs) again due to the fact that SB relies on Attack (Don't ask why.), whereas Psychic is a special. Thus, you'll want to decide what your Pokemon wants to rely on more. (Granted, you could try both, but that really only works with a few Pokemon. I'm not sure if Gengar's one of them.)
That said, I've two sets for Gengar floating out there. One of them is an annoyer/desperation set, such as this:
Hasty @ Leftovers
-Destiny Bond/Substitute
-Perish Song
-Protect/Will-O-Wisp
-Mean Look
(ML, then Perish Song and Sub/Protect for the rest of the three turns. More of a desperation thing, really.)
The most common Gengar, however, is a Subpuncher people like to call the "McGengar," as it's pretty generic/overused:
Hasty @ Leftovers
-Thunderbolt
-Focus Punch
-Ice Punch/Shadow Ball (Depends on which version you're working with.)
-Substitute
Shiftery-quick claw
Extrasensory
Faint Attack
Giga Drain
Swagger
You know, you've managed to pull off settling on one offense or the other, but there's just one problem:
Even with confusion on the side, you're boosting your enemy's ability to beat the living daylights out of your Shiftry with one of its weaknesses (especially, say, a Brick Break/Focus Punch or an Aerial Ace).
That aside, usually, you've got a Shiftry that looks like this:
@ Leftovers
-Sunny Day
-Explosion
-Solarbeam
-Synthesis <-- Mainly for after using SDay, of course.
Fairly standard. Fairly popular.
Overally, you've got a lot of attackers but not too many Pokemon that serve in other positions. The problem is that attackers were good enough for in-game purposes, but against another player, you'll have a
very difficult time. You might benefit from making Hazers (Pokemon that know Haze), Spikers, or special/physical sweepers. You've got the Pokemon to do some of those jobs. You just need to consider trying to make them fill a position or two.
Good luck.