Mudkip - Lv 46

- Strength
- Surf
- Waterfall
- Endeavor
I tried really hard with this guy (I really did), but he just SUCKED compared to the rest of the team. I thought it would be cute to Endeavor or something against Steven's Metagross or Armaldo, but I just got OHKOed instead. This thing was incredibly hard to grind since all of the Golbats and Hariyamas in Victory Road could actually KO this thing before it could do the same. The sad thing is that he wasn't every really that useful (even early game since I couldn't use water gun). Sorry Mudkip, I don't liek you...
Sableye - Lv 47

- Brick Break
- Shadow Ball
- Faint Attack
- Night Shade
Sableye was very useful early game, dropped off a bit mid-late game, and started to pick up a little bit very late game after getting Shadow Ball. Still pretty useful, so he was fine member of the team, even if he didn't do too much against the E4.
Gardevoir (Nickname: Hammond) - Lv 52

- ThunderBolt
- Psychic
- Protect/Hypnosis
- Calm Mind
Gardevoir caused me a bit of trouble early game because it couldn't evolve until level 35. However, once it evolved it began to kick-ass and take names until it was all out of names, even with non-STAB thunderbolt (no way in hell I'm buying Psychic from the game corner when I can just wait until Victory Road). Then once again I got Psychic, Gardevoir quickly became a MVP, ESPECIALLY in the E4. I got Hypnosis by the time I reached Steven, but I included Protect because it did help against Drake.
Camerupt - Lv 50

- Overheat
- Flamethrower
- Earthquake
- Magnitude
Once Numel evolved, Camerupt became the "back up plan" until the E4. With Overheat and EQ basically, he basically said 'Screw Off' to everything in the game. I didn't use him much in the E4, but he made a lot of challenges a hell of a lot easier. As a Numel, it soloed all of Flannery's pokes, Norman's pokes, and Winona's Skarmory to evolve.
Alteria (Nickname: Puff M.D.) - Lv. 48

- Fly
- Sing
- Safeguard
- Dragon Dance
This pokemon was pretty average on the team. Alteria was really hard to grind (considering Fly + low attack stat), but it proved REALLY useful against Sidney in the E4. So I'd say (compared to Mudkip) it was worth the grind. Its support moves (which I had to keep through evolution) were Safeguard and Sing.
Kecleon (Nickname: Arceus) - Lv 47

- Screech
- Shadow Ball
- Substitute
- Return
Became a bit more useful once it picked up STAB(???) Slash and then Return. However, he did always have a bit of a utility use with Screech, which saved me on quite a few occasions. Kecleon wasn't quite as hard to grind because it had a decent attack stat, but it was still difficult due to its speed. If anyone's curious, here is a description of all the pokes I faced to turn into the right types for Kecleon's challenge:
Bug - Zubat (Leech Life)
Ghost - Zubat (Astonish)
Poison - Roselia (Poison Sting)
Grass - Roselia (Mega Drain)
Ground - Numel (Magnitude)
Fighting - Machop (Karate Chop)
Fire - Numel (Ember)
Electric - Ralts (Thunderbolt)
Psychic - Ralts (Confusion)
Water - Wailmer (Water Pulse)
Rock - Slugma (Rock Throw)
Ice - Sealeo (Ice Ball)
Dark - Absol (Bite)
Dragon - Gyarados (Twister)
Steel - Aron (Metal Claw)
The steel requirement actually caused me to panic a bit because no wild Pokemon attacked with a steel move until Victory Road (and I needed to be a steel type before then.) Luckily, I was able rebattle a trainer's (leveled up) Aron and get hit by a Metal Claw. Otherwise, I wouldn't have been able to level up Kecleon before the E4.