





(Click sprites for importable!)
Airborne Robots
Mega Beedrill, while unranked on the OverUsed VR, is not bad. If anything, it's quite good. Even though its poor defenses let it down, it patches that up with its absurd speed tier, astronomical offensive presence, and access to decent coverage moves in Drill Run and Knock Off. Basically, it's a super strong, alebit unexplored option for a team's mega slot if the situation applies. I would have done a more bulky VoltTurn team, but in the end, I was happy with how the team turned out.

Of course, a team has got to start somewhere; and of course, like I do with all of my RMTs, I try to teambuild around less viable pokemon which are in fact, viable. Mega Beedrill is never seen in OverUsed; its bulk is even worse than Mega Alakazam's, its typing leaves it weak to SR, and it's outclassed by many of the resident mega evolutions in OverUsed. However, the ability to be a fast pivot that pressures some of the top meta trends, namely Heatran, Ash-Greninja, Magearna, Toxapex, etc. is why I started with Mega Beedrill. Adaptability further powering up its STAB moves, namely U-Turn and Poison Jab and having access to coverage in Drill Run and Knock Off in tandem with its astronomical attack stat means that once it's on the field, you gotta have something to counter it or else your team gets sweeped.


Even with Drill Run, Mega Beedrill can't break past many Steel-Types, so of course, to cover that, I chose to put Magnezone on the team for its ability to trap and eliminate problematic Steel-Types that this team would otherwise be walled by or have great difficulty breaking through. It appreciates Mega Beedrill being able to handle Heatran, something that otherwise OHKOs it through its poor special defense, while Mega Beedrill appreciates the removal of steel-types such as Ferrothorn, Celesteela, and Mega Scizor.




Next, I needed another bulky Volt Switch user, this time with more offensive presence; so I chose Rotom-W over Magearna due to its better speed tier. However, even with maximum special attack investment, its damage output was still, to an extent, underwhelming, so to solve this, I ran Choice Specs on Rotom-W. Of course, this came at the cost of being a momentum drain at times, but this helped with Rotom-W's middling damage output. The team also felt kind of slow even with Mega Beedrill, so I chose Ash-Greninja for my fast attacker due to having an excellent STAB combination, monstrous offensive stats, and access to priority in Water Shuriken, allowing it to rip offensive cores for my team that would otherwise prove disastrous.






The last two members of this team are pretty easy to explain about and what they do. This team has problems with entry hazards chipping them down due to their lack of reliable recovery, so of course, I knew that this team would need a Defogger that could conserve momentum for this team with a pivoting move. I chose Tornadus-T due to having reliable recovery in Regenerator and being able to take on Mega Medicham, one of OverUsed's most dangerous and dominant pokemon thanks to Hurricane. It also shares great team synergy with Mega Beedrill. I ran Garchomp as my Stealth Rock setter because of its great offenses and better speed tier than Heatran, allowing it to pressure many entry hazard removers.






However, the team had a gaping weakness to bulky waters, and without any counterplay against them, the team would get eliminated easily by the likes of Mega Swampert, so a check to those water-types and rain teams in general was needed, and an offensive AV Magearna was the way to go for this. I also changed the EVs for Mega Beedrill from a bulkier one to a faster and more offensively-based one and the nature from Adamant to Jolly.



Stinger (Beedrill-Mega) (M) @ Beedrillite
Ability: Adaptability
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Drill Run
- U-turn
- Poison Jab
- Knock Off
Ability: Adaptability
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Drill Run
- U-turn
- Poison Jab
- Knock Off

Enemy Spotted (Magnezone) @ Choice Specs
Ability: Magnet Pull
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
- Thunderbolt
Ability: Magnet Pull
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
- Thunderbolt

Mecha Queen (Magearna) @ Assault Vest
Ability: Soul-Heart
EVs: 160 HP / 96 Def / 252 SpA
Quiet Nature
- Energy Ball
- Fleur Cannon
- Volt Switch
- Iron Head
Ability: Soul-Heart
EVs: 160 HP / 96 Def / 252 SpA
Quiet Nature
- Energy Ball
- Fleur Cannon
- Volt Switch
- Iron Head

Ash (Greninja-Ash) @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- U-Turn
- Hydro Pump
- Water Shuriken
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- U-Turn
- Hydro Pump
- Water Shuriken

Man-Bird (Tornadus-Therian) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
- Defog
- Taunt
- U-turn
- Hurricane
Ability: Regenerator
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
- Defog
- Taunt
- U-turn
- Hurricane

D.R.A.K.E (Garchomp) (M) @ Dragonium Z
Ability: Rough Skin
EVs: 180 Atk / 76 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake
- Outrage
- Swords Dance
- Stealth Rock
Ability: Rough Skin
EVs: 180 Atk / 76 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake
- Outrage
- Swords Dance
- Stealth Rock






(DISCLAIMER: Mega Beedrill outspeeds all of these checks barring Mega Alakazam, but even that's not a safe check, so none of these checks can reliably take on Mega Beedrill. Do note that U-Turn can deny all of these matchups if needed.)

Mega Alakazam
This is one of the only mons that outspeed Mega Beedrill without a Choice Scarf or boosts, which is dangerous because it pierces Mega Beedrill's only decent special bulk with its astronomical special attack stat and can proceed to OHKO it with Psychic. However, it doesn't want to switch in on Mega Beedrill directly due to the fear of an Adaptability - boosted U-Turn or Poison Jab OHKOing it through its poor physical bulk.

Landorus-Therian
While it can't come in safely due to the threat of being poisoned by Poison Jab, it forces out Mega Beedrill with the threat of EQ, Stone Edge, or Fly, and threatens to OHKO Mega Beedrill if it stays in. However, do note that only the Choice Scarf variants outspeed Mega Beedrill, so Mega Beedrill can bring in a partner safely via U-Turn or cripple defensive variants with Knock Off.




Steel-Types (That don't mind Drill Run)
Even with Drill Run, Mega Beedrill struggles to break past steel-types that either are immune to the move or don't really mind taking damage from Drill Run. Examples include Celesteela, Ferrothorn, and Mega Scizor, which is deadly since none of them really mind taking Drill Run due to being immune to it or taking neutral damage from the move and can prepare to retaliate back with strong priority in the latter's case, stall it out with Leech Seed in the case of the former two, or eliminate it from the field with Flamethrower and Gyro Ball, respectively. Mega Aggron in particular is troublesome for this team due to Drill Run only being a 5HKO on it and being able to exploit Mega Beedrill's weight via Heavy Slam or outright eliminate it with Fire Punch. However, all fear Magnezone, which Mega Beedrill is paired with.




Strong priority
Because this team lacks ways to block strong priority, strong priority from the likes of Mega Scizor, Ash-Greninja, Mega Medicham, and Mega Lopunny all threaten to OHKO Mega Beedrill through its poor defense.
Stealth Rock
Spikes aren't as deadly due to Tornadus-T being immune to them, but Stealth Rock chips down Mega Beedrill and Tornadus-T by 25% of their max HP, limiting the amount of times they can come in. However, the latter can somewhat mitigate this with Regenerator.
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Overall, I was actually really happy with how the team turned out. On paper, you would have expected disappointing results from a dangerous yet frail megamon. But in practice, it's very fast-paced, keeps momentum, and is very fun to tinker around with, even if there are some slow teammates on this team. Sure, it has a ton of weaknesses, but besides, no team is made of 100%, precisely checked, precisely built, well-thought out, thoroughly checked, researched, honed-up, and sharpened-to-its-absolute-best perfection. Even the best RMTs have weaknesses is one way or another. But all teams flesh them out in one way or another. I really hope you like the team, and any feedback that you guys give on this team can and will be appreciated by me.
-SteelixPrismGX
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