XY OU Mega Beedrill! Bzz bzz.

MEGA BEEDRILL
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Heya guys. First post, first RMT. Been using this team on showdown for about a month and I thought it is pretty decent. (66% of time) Chose to use a Mega-Beedrill because I've always loved beedrill and with such beastly stats after mega evolving + adaptability, I really want to see what this black-and-yellow glass cannon can do for me. Well, here I go!

Strategy of the team is to basically weaken opposition, with stealth rocks + trapping from Wobba + threats from everyone else, to finally win with Mega Beedrill after removing counters such as Skarmory and weakening checks (Heatran + balloon, Rotom-W to a smaller degree?).

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Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Flare Blitz
- U-turn

This is my lead most of time. Chose the Choice Band for extra fire power to punch holes into unsuspecting victims who usually predicts scarfed U-Turn scouts. Can always nab a surprise KO or two in almost every game.

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Wobbuffet @ Leftovers
Ability: Shadow Tag
EVs: 28 HP / 228 Def / 252 SpD
Calm Nature
- Safeguard
- Counter
- Mirror Coat
- Encore

Trapper and very important member of the team. If I ever need to get rid of certain threats that I am unable to do so with the other members of my team, Wobba does the job with Counter/Mirror Coat. Many people think that they can set up in the face of Wobba but Encore always saves the day. From there, I can just send in an appropriate check to said threats. Usually I'll take the opportunity to mega-evolve Beedrill and pivot away using U-Turn (which is why I don't carry protect on Beedrill), or strike hard /rapid spin on a predicted switch-in using Analytic Starmie.

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off

Physical wall and pretty much standard defensive Land-T. Switch in to physical threats that don't have a super effective move against it, like Talonflame. From there it is just rocks for support or a U-turn for momentum. Can also get kills with that 145 base attack. Has somewhat synergy (?) with Clefable.

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

Bulky attacker and status sponge. If Mega Beedrill dies early in the game then Clefable/Starmie would usually then be my winning condition as they are the only ones that have the fire power to do so. Am always surprised by its bulk and ability to survive hits. Flamethrower to catch Ferrothorns, although not enough to OHKO. Walled by Heatrans.

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Starmie @ Life Orb
Ability: Analytic
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Thunder
- Hydro Pump
- Rapid Spin

Offensive spinner. Switching this in on hazards/ trapped encored pokemon (maybe bar Ferrothorn?) is almost always going to give me a free turn to either rapid spin away hazards or hit hard with Life Orb boosted Analytic on the opponent's switch-in.

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Beedrill @ Beedrillite
Ability: Sniper
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Fell Stinger
- Drill Run

Star of the show. Decision to not use protect because Wobbufett sets up opportunities to mega-evolve and run away with U-turn, which is preferred over X-Scissors. Poison Jab for fairies like opposing Clefables and Drill Run for the omnipresent Heatrans. Fell Stinger to pick off weak. Oops, very weak pokemon to get a +2 and basically seal the game. More often then not I miscalc and don't kill which leads me to being killed and I end up losing the game. Greedy me is greedy.



I understand that both my team and formatting/description are flawed, I apologize and please bear with me! Any feedbacks to my team and formatting/description would be greatly appreciated!
 
Nice Team! I do recommend Natural Cure>Analytic, because 115 speed is sooooo frickin fast almost nothing outspeeds it. but it really is your choice because either way, your team will be weak to one pokemon

Natural Cure makes you weak to Choice Scarfers while Analytic makes you weak to Stallbreaker Heatran, Stallbreaker Gengar, and even Sableye Mega f Clefable dies. Fell Stinger<Protect, in my opiion, but if you want to run Fell Stinger, it's a good enough choice.

Your first thread? According to Smogon RMT rules, you need a description describing what a Pokemon does, why it is needed, a threat list if possible, and its role and contribution to the team as if a staff comes and sees this, they will seal this thread. 3 lines is a good amount to aim for.

How about Gothitelle>Wobbuffet, the do the same role, but Gothitelle is more versatile. Oh, your team lacks a Speed Check, You can either Scarf Victini or Lando-T or else you team will get ravaged by Choice Scarfers or Fast Setup pokemon like:(THREATS TO YOUR TEAM) QD Volcarona, DD Dragonite etc.

Max HP on Wobbuffet so you take as much damage as possible and therefore return more damage.

Lati Twins
are also annoying, bet you have beedrill, so yeah.

If you decide on Natural Cure Starmie, go for Unaware Clefable to put an end to the aforementioned SETUP SWEEPERS, reducing the amount of threats to your team drastically.

Can you check out my RMT The Big Boss is Back!, please?
 
MEGA BEEDRILL
cute-little-bee.jpeg
494.png
645-therian.png
121.png
036.png
202.png

Heya guys. First post, first RMT. Been using this team on showdown for about a month and I thought it is pretty decent. (66% of time) Chose to use a Mega-Beedrill because I've always loved beedrill and with such beastly stats after mega evolving + adaptability, I really want to see what this black-and-yellow glass cannon can do for me. Well, here I go!

Strategy of the team is to basically weaken opposition, with stealth rocks + trapping from Wobba + threats from everyone else, to finally win with Mega Beedrill after removing counters such as Skarmory and weakening checks (Heatran + balloon, Rotom-W to a smaller degree?).

494.png

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Flare Blitz
- U-turn

This is my lead most of time. Chose the Choice Band for extra fire power to punch holes into unsuspecting victims who usually predicts scarfed U-Turn scouts. Can always nab a surprise KO or two in almost every game.

202.png

Wobbuffet @ Leftovers
Ability: Shadow Tag
EVs: 28 HP / 228 Def / 252 SpD
Calm Nature
- Safeguard
- Counter
- Mirror Coat
- Encore

Trapper and very important member of the team. If I ever need to get rid of certain threats that I am unable to do so with the other members of my team, Wobba does the job with Counter/Mirror Coat. Many people think that they can set up in the face of Wobba but Encore always saves the day. From there, I can just send in an appropriate check to said threats. Usually I'll take the opportunity to mega-evolve Beedrill and pivot away using U-Turn (which is why I don't carry protect on Beedrill), or strike hard /rapid spin on a predicted switch-in using Analytic Starmie.

645-therian.png

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off

Physical wall and pretty much standard defensive Land-T. Switch in to physical threats that don't have a super effective move against it, like Talonflame. From there it is just rocks for support or a U-turn for momentum. Can also get kills with that 145 base attack. Has somewhat synergy (?) with Clefable.

036.png

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

Bulky attacker and status sponge. If Mega Beedrill dies early in the game then Clefable/Starmie would usually then be my winning condition as they are the only ones that have the fire power to do so. Am always surprised by its bulk and ability to survive hits. Flamethrower to catch Ferrothorns, although not enough to OHKO. Walled by Heatrans.

121.png

Starmie @ Life Orb
Ability: Analytic
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Thunder
- Hydro Pump
- Rapid Spin

Offensive spinner. Switching this in on hazards/ trapped encored pokemon (maybe bar Ferrothorn?) is almost always going to give me a free turn to either rapid spin away hazards or hit hard with Life Orb boosted Analytic on the opponent's switch-in.

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Beedrill @ Beedrillite
Ability: Sniper
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Fell Stinger
- Drill Run

Star of the show. Decision to not use protect because Wobbufett sets up opportunities to mega-evolve and run away with U-turn, which is preferred over X-Scissors. Poison Jab for fairies like opposing Clefables and Drill Run for the omnipresent Heatrans. Fell Stinger to pick off weak. Oops, very weak pokemon to get a +2 and basically seal the game. More often then not I miscalc and don't kill which leads me to being killed and I end up losing the game. Greedy me is greedy.



I understand that both my team and formatting/description are flawed, I apologize and please bear with me! Any feedbacks to my team and formatting/description would be greatly appreciated!

Run Protect ON beedrill. Replace Fell Stinger for Protect.This allows u to safety mega evolve since many mons are faster than u(especially fake out users) before u mega evolve.Also with those pitiful defenses you wont be taking hits very well:252 Atk Mega Lopunny Fake Out vs. 0 HP / 0 Def Mega Beedrill: 138-163 (50.9 - 60.1%) -- guaranteed 2HKO after Stealth Rock.

I also recommend that you replace Drill Run for Knock Off. Drill run really only hits heatran, which your team takes care of quite well. Knock Off can be used to hit pokemon like Gengar, which you outspeed and KO.
 
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