As you walk under the gate of Aquacorde Town you come to familiar territory:
It felt like only yesterday you were walking the other direction, out of the townhouse gatehouse and away from home with only a newly obtained Starter at your side; barely friends, and two strangers to the world.
Chippy: As with any new Trainer you got a pick of three Starter Pokemon, Kalos having Chespin, Fennekin, and Froakie. While the fire fox and bubble frog were a bit stand-offish, the spiky shelled critter came right up to you already excited and ramped up to go. Through beginning scrapes and growing pains, that eager Chespin is now a gallant Chesnaught, a shell as hard as steel (but much more spiky) and a punch strong enough to split the earth. If it can't overpower it can outlast, both traits that has come into play as you both explored Kalos and battled Wild Pokemon and trainers of all kinds.
Kalos Route 1, or you better know it was Vaniville Pathway, has infamously been a butt to many jokes. You've heard how other Region's first routes are "proper" routes with a few bends in the path, sometimes the path branches to someplace a new trainer can't go further into, and of course tall grass where wild Pokemon reside. But Vaniville Pathway has a sort of welcoming feel to it, it's straight path lined by grass, bushes, and trees easing you out of the familiar. This also extends to Aquacorde Town, you'd say its a sister town to Vaniville Town but it more feels like they split the two apart: Vaniville for residents, Aquacorde for tourists. Still, its simple store is where you stocked up the first time on Potions and Poke Balls before going to the first "proper" Kalso route, Route 2, Avance Trail. That's where you got your second Pokemon and the one who would shape your team's strategy.
Duster: Route 2 offered a team's worth of Pokemon to help fill in gaps, but out of all of them the one who stuck around was a Bunnelby. Not that you knew that when you got it, and as you got more Pokemon you were thinking of boxing it at times, but time and time again it did come through as a good partner with Chippy. When it finally became a Diggersby and got stronger Ground-type Moves things just clicked. Not much could stand an Earthquake, and what could your other Pokemon had easy coverage for. Duster may not have hit the hardest but got enough tricks tucked in its cheek to keep it from falling behind (especially when it got Super Fang, best opening Move next to a Super Effective attack).
Flo: We started down memory lane so might as well keep going. Santalune Forest proved to be a greater challenge than expected, the Elemental Monkeys, poisoning Weedles, and paralyzing Pikachu has thrown your tag team for a loop. You needed another teammate, one who meshed well with the Grass and Ground combo you have going. As you thought about that gettng onto Route 3, Ouvert Way, from aside a small pond at the start of the Route an Azurill hopped across your path. While it did learn Water Moves it wasn't a Water-type, but at the start of the journey that was only a small setback; it not only took hits fairly well but surprisingly hit like a wrecking ball. Plus when it evolved the Water-type issue worked itself out. It was more of a 1-on-1 Pokemon, preferring to bulldoze the enemy then causing mass havoc, but it put its all into its attacks which it also made sure to heal back for a stable back-and-forth style.
Igneus:
A visit to Professor Sycamore's lab in Lumiose City gave a major boost to the team, adding one of the Kanto Starters which had a Mega Stone its final evolution could use. With Chippy as your Grass Starter and Flo covering Water, not to mention Duster having nothing to help it against Grass-types, Igneus the Charmander joined the team (and good thing too, Ice-types would later be an issue for everyone but Igneus). Funny thing, while Flo and Igenus started as Special attackers giving an equal physical-special to the team, both would lopside things toward physical as Flo learned better physical Moves and Igneus upon evolving to Charizard giving it access to its Mega Evolution, Mega Charizard X. Sure, could have gone with Y, but then Charizard wouldn't hit so hard with Earthquake (sadly not boosted by Tough Claws, but that's what its other Moves are for; and Roost when it takes too much Flare Blitz recoil). With a core of Grass, Water, and Fire and a Ground-type to shake things up, the team was pretty solid you don't think you need any other Pokemon.
Mushi & Crushi:
For a while the fifth and sixth team slots (and fourth before getting Igneus) was a revolving door. You'd catch some Pokemon, use them for a bit, but they were quickly replaced with new ones. Not that was a problem, it was just the core three/four was so solid you didn't really need the back-up. Besides, it fun to have new couple of friends every route to keep shaking things up. But then going up to check out Parfum Palace you caught the next Pokemon to change the team's strategies: Nincada. Naming it Mushi, you were intrigued to see if a rumor was true. Sure enough, if you have an empty party slot and extra Poke Ball when Nincada evolves, you get two Pokemon: a Ninjask and Shedinja! Ninjask you figured was still Mushi; the Shedinja was a random spirit that for some reason possessed its old exoskeleton, so named it Crushi. Both turned out to provide support that really shot the team ahead. Mushi passed around speed boosts to the usual slow heavy hitters, and Shedinja's strange Ability gave plenty of switch-in and set-up opportunities. And as a bonus, Nincada being a very temporary Ground-type got Mud-Slap that passed on to both to try and get some additional turns (Mushi to gain more speed to Baton Pass, Crushi for Toxic damage).
Some may say you cut yourself off from other later Pokemon, but this team made early on got you through the Kalos circuit and defeated every Gym Leader. Next up is Victory Road and the Elite Four, but for right now its time to return home where it all started.