I don't mean Under Used as in the UU tier, but simply Pokemon that are not used often from the 3rd Generation (as in Pokemon introduced in R/S/E). Relicanth: Ability: Rock Head Item: Leftovers Moves: -Amnesia -Head Smash -Double Edge -Earthquake Description: Amnesia makes up somewhat for its low Special Defense. Head Smash is a move it shares with Rampardos. Its a physical rock type Base 150 Power move with 5 PP and 80 Accuracy. Unlike most 150 base power moves, it doesn't have to recharge after use, but takes away half the damage it did to the opponent as recoil damage. Rock Head cancles the recoil, I think which is why I think that Relicanth is 'unappreciated'. It also had Double Edge, which also has its recoil taken off. Earthquake also has excellent type coverage to support these two moves. Or... Ability: Rock Head Item: Leftovers Moves: -Stealth Rock -Yawn -Head Smash/Amnesia -Earthquake/Amnesia Description: First use Stealth Rock, then use Yawn to most likely force the opponent to switch and rack up passing damage. Head Smash and EQ get some more reliable damage, or you could replace either one with Amnesia. Or... Ability: Swift Swim Item: Moist Rock Moves: -Aqua Tail/Waterfall -Rain Dance -Amnesia/Rock Slide/Stone Edge/Earthquake -Amnesia/Rock Slide/Stone Edge/Earthquake Description: Rain Dance activates Swift Swim, which is very helpful because of his bad Speed Stat. It also doubles the power of Waterfall or Aqua Tail two reliable Water Type physical attacks. For fillers Amnesia, Rock Slide, Stone Edge, or Earthquake could be placed in, because Head Smash is no longer preferable due to loss of Rock Head. Or even... Ability: Rock Head Item: Choice Band/Choice Scarf Moves: -Aqua Tail -Earthquake -Head Smash -Double Edge Description: Relicanth can use Choice Band for more power or Choice Scarf for boosted Speed. Lunatone Ability: Levitate Item: Leftovers Moves: -Calm Mind/Cosmic Power/Charge Beam/Rock Polish -Psychic -Shadow Ball/Ice Beam/Grass Knot -Shadow Ball/Ice Beam/Grass Knot Description: You can boost Defensive capabilities with Cosmic Power, Offensive capabilities with Charge Beam (also getting good type coverage), boost both with Calm Mind or boost Speed with Rock Polish. Psychic is there obviously for reliable STAB and either Shadow Ball, Grass Knot, or Ice Beam can fill in the last two slots. Torkoal Ability: White Smoke Item: Leftovers Moves: -Curse -Earthquake -Overheat/Fire Blast/Flamethrower/Heat Wave/Eruption/Lava Plume -Rapid Spin/Flail/Return/Stone Edge/Body Slam/Amnesia/Gyro Ball Description: Curse raises Its Excellent Defense and Passable Attack, and lowers its abysmal Speed, which won't hurt it 'cause its slow enough. Earthquake gets reliable damage. Torkoal Lacks a physical STAB, so it can use a number of Special ones. Overheat is a strong choice for one or maybe two time use, although not good at all for multiple use. Fire Blast gets -20 Power and -5 Accuracy, but can attack strongly with repetitive use. Flamethrower is the way to go if you don't want to worry about missing. Heat Wave should only be used in Double Battles. Eruption gets a monstorous 150 Base Power at full HP, but considering the only Pokes Tork should be outrunning are Pokes like Shuckle and Slowbro, he can easily take a hit to lose that power. Lava Plume is good for 30% chance of burn. As for the last slot... *Groan* First of all you have Rapid Spin to rid yourself of Stealth Rock, Toxic Spikes and Spikes. Flail can work in contrast with Eruption, getting a stronger hit when his HP gets low. Return gets all around reliable damage. As does Stone Edge. Body Slam has a nice 30% chance of Paralysis, and should NOT be pared with Lava Plume. Amnesia is here for a similar reason as to Relicanth. and FINALLY Gyro Ball should get pretty high base power due to its already mentioned low speed.