MEGA BEEDRILL






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?).

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.

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.

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.

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.

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.

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!