ORAS UU Mega-Beedrill Tailwind Offense

Tailwind Mega-Beedrill Offense
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forretress.gif
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rhyperior.gif

Overview

I wanted to build a team around mega-”Bee’s Knees”-Beedrill, as I love a hard hitting, VoltTurn and prediction heavy style. A set I came up with while using Mega-Bee in OU was replacing KnockOff/DrillRun with Tailwind. This change allows a beedrill to suddenly open up a huge hole for other members of its team. I filled out the rest of the team with slow heavy-hitters and after a bunch of playtesting, it arrived where it is today. At a macro level, this team has very good offensive and defensive synergy and can match up well against most team archetypes. It’s weaknesses lie in vulnerabilities to specific threats rather than styles. This is where I would like help making tweaks to cover some of the holes.

Team building
Bee+Sylv
As mentioned, I started with Mega-Bee. To form a pivoting core, I added Specs Sylveon. With their combined offenses, these two hit ridiculously hard on both sides of the spectrum, and for the most part, they can break through each other’s checks (aside from Steels, which are fortunately not so durable in UU).

Bee+Sylv+Forr
With the pressure applied by Beedrill and Sylv, it’s useful to have some hazards up to punish your opponent’s switches. Forretress cleanly compresses hazard support, hazard removal and steel/poison/fairy check into one slot, all of which are key for the survival of its teammates.

Bee+Sylv+Forr+Milo
Forretress hates fire and has trouble dealing with water spam, so I added Milotic, since my team was getting a little Entei weak. I elected for competitive as an ability, since milotic can switchin and threaten most defoggers.

Bee+Sylv+Forr+Milo+Krook
Choice band Krook was the next addition. It’s a real pain to switch into, and when a tailwind is up, moxie and its hard-to-revenge bulk mean you can take out 2-3 opponents with it.

Bee+Sylv+Forr+Milo+Krook+Raichu
I don’t know why I added it, but Sash+Encore+Nasty Plot Raichu existed at some point. Needless to say, it wasn’t very good outside of a few cheesy encore sweeps. Removed pretty quickly.

Bee+Sylv+Forr+Milo+Entei+Heliosk
Entei replaced Krook, thanks to being equally scary under a tailwind and also possessing +2 priority to cleanup. Heliosk was added to check Suicune (which is still only scared by Sylveon in the current iteration)
Bee+Sylv+Forr+Milo+Honch+Rhyp

I missed having a moxie user to cleanup during the late game, and my dark-spam game was certainly lacking, so Honckrow took Entei’s spot. The bird is just generally a great hole puncher and can be absurdly threatening if your opponent is missing a key stop. I still had trouble with mega-Aeros that managed to stay away from my stealth rocks, so I added Rhyperior. Rhyperior’s bulk and typing lets it act as an electric/fire/bird stop and the double dance set lets you break stall or offense. Needless to say, scary under tailwind.

Individual Roles
beedrill-mega.png

Beedrill-Mega @ Beedrillite
Ability: Adaptability
- U-turn
- Poison Jab
- Tailwind
- Protect​

Beedrill is Beedrill. Everyone knows what it does. On its turn it either:
  1. Protects to evolve or scout
  2. U-turns
  3. Kills a fairy
These options are not useful, however, when Beedrill cannot KO the opponent and would die to rocks on re-entry or a teammate would die switching in. In this situation, you are essentially giving your opponent a free turn. Against cobalion, for example, it is free to SD in your face. This is where tailwind comes into play. By tail winding on a predicted switch (or simply letting Beedrill die, you can let the rest of your team come in and clean up the mess. Towards the end of games this can save you from what is otherwise gg. Tailwind also has applications against opponents that try to raise their speed, such as DD Gyrarados/Salamence or Sharpedo. Tailwinding on the boost/protect will leave your opponent saying “uhhhh”.

sylveon.png

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 176 HP / / 252 SpA / 80 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Baton Pass
- Quick Attack
Specs Sylveon is all the rage and rightfully so. It’s crazy power means that it can 2HKO pretty much anything that isn’t a steel type. Psyshock blows up poison types that try to get tricky on you, but you have to be sure when choosing this option. Baton pass I assume is standard here, since it lets you not totally lose momentum when your opponent has a switchin. Quick attack I have found more useful than any hidden power or status move, since it gets the pixelate boost, and has enough power to put an end to a pesky, weakened dragon. Sylveon has great special bulk, so even with just HP investment it is a generally safe switch into most special attackers. There is no phasing on this team, so you have to rely on hyper voice to beat substitute setup.
forretress.png

Forretress @ Custap Berry
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
- Rapid Spin
- Stealth Rock
- Spikes / Volt Switch
- Heavy Slam / Gyro Ball​

Forretress has a very clear role on this team. Set hazards and then remove them. Rapid spin and stealth rock are thus self-explanatory. I opted for spikes over volt switch, though this is something I am certainly reconsidering. The additional damage with spikes really wears down the opponent and can be crucial in securing kills for beedrill, who can KO most things with a neutral poison jab from ~60%. Heavy slam is for killing fairies. Florges is 2HKOd; whimsicott is OHKOd. Unfortunately, heavy slam doesn’t do near the damage or gyro ball to mega aero, so that alone may result in a switch. Custap is so amazing on forretress. You can perform emergency spins and SR sets or nab surprise kill. 10/10 never going back to leftovers. Full special defense investment means that you don’t care about CM florges, and you can survive an HP fire from most things, to allow for aforementioned custap shenanigans.
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Milotic @ Leftovers
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Mirror Coat / Haze
- Recover​

Milotic acts as a tank and is a check to pretty much anything that can’t boost its attack or hit it super effectively. Milotic is an awesome partner for the rest of the team. Taking the fire attacks that Beedrill and Forretress don’t like, sponging up water attacks from who knows where, and being a check to most physical attackers thanks to scald, Milotic is a great part of this team. You’ll notice that competitive was chosen over marvel scale. This is for several reasons. There are lots of intimidate pokemon in this tier, and Beedrill, Honchkrow and Rhyperior are intimidate magnets. With prediction, milotic can punish their use. The hazards laid down by fortress invites in (Tentacruel, Mandibuzz, Forretress, Mega-Blastoise, defoggers.) Defoggers get punished. Spinners don’t like taking. Mega blastoise can’t 2HKO, and get wrecked my mirror coat. I realize mirror coat is normally pretty gimmicky, but the instances where I find I would prefer haze are not very common. (DD Gyarados being notable). Recover is an obvious choice and means you can stall out everything that doesn’t carry toxic. Bonus points for punishing webs.
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Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Pursuit
- Sucker Punch
- Brave Bird
- Heat Wave / Snatch​

Boy, oh boy, Honchkrow might take the cake for #1 most threatening pokemon in the entire game. If this thing gets even one moxie boost, it’s game over, unless your opponent has a scarfed dark type. While it does have a nice defensive typing, Honchkrow is all about killing things and shouldn’t be switching in, except to pursuit trap. Under a tailwind, you don’t have to rely on suckpunch mindgames, and can just destroy things with brave bird instead. Pursuit is nice nice for snagging kills against things like Azelf, Espeon, or things that run away from your sucker punch like opposing mega beedrill. Sucker punch + Pursuit ™ allows for those classic mind games and means that anything below ~40% is a free moxie boost. Your opponent has to be very mindful of this, as Honchkrow WILL sweep them. Can be used as a wind condition or to punch some holes as a lead. Heatwave for forretress. I’ve experimented with snatch, which while rather niche, means that you just plunder an intimidate gyara or salamence that tries to dragon dance in your face. Try it you’ll like it. P.S. Bird scares off spin blockers.
rhyperior.png

Rhyperior @ Passho Berry / Salac Berry
Ability: Solid Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance​

Rhyperior does a lot for this team and I find myself winning because of it. Its typing means it can stop Entei, M-Aero, Block VoltTurn, and it’s bulk just stops most physical attackers cold. The double dance set is cool and to follow the trope of all double dance set: “Boost speed to beat offense, boost attack to beat stall”. And it’s true. Stab EdgeQuake kills everything. At +2 Rhyperior hits 358 speed, which is faster than Cobalion and infernape. The things it is still too slow for are really only Mega Sceptile and Scarf Hydreigon, albeit both common threats. If you opt for salac berry, you outspeed all non-scarfers at +3. I normally use Passho berry, since it lets you live scalds from tentacruel and suicune (could EV HP to live other stuff) or aqua tail from mega Aero. You can then either boost speed to set up a sweep, or get a necessary KO (like on Aero). Can survive a feraligatr Aqua jet from 40%.


Strengths
  • Hazard Control. The core of Forretress and milotic gives you a very good chance of controlling the hazard game. Honchkrow puts the fear of God in spinblockers.

  • Good offensive and defensive type synergy. I’m not going to type this all up, since it should be pretty obvious from how the team was built. Beedrill + Sylveon are a Special-Physical offensive pivot core. Forretress + Milotic are a defensive hazard control core. Honchkrow and Rhyperior break each others check and just break things in general.

  • Strong priority. Sucker Punch is good priority. Not great like E-Speed, but it’s powerful and has good typing. LO honchkrow does 50% to most set up sweepers, so it’s a decent secondary form of speed control. Have to be careful of substitute. Try snatch, as mentioned earlier.

  • Stallbreaker / Wallbreaker. Between Sylveon, Honchkrow and SD rhyperior, you don’t have to worry about losing to stall. Be careful with suicune, as I’ll mention below.

  • (Some) Speed Control. Beedrill has tailwind. Sylveon has quick attack. Rhyperior has RP. Honchkrow has sucker punch and snatch. Forretress has custap. There’s no prankster T-wave or anything, but you have 2.5 priority users and ways of globally boosting speed.

  • Momentum gainers. Beedrill is the momentum king. Sylveon is his queen. Honchkrow is pretty good at messing up your opponent’s cadence as well.
Weaknesses
  • Weak to status. This team lacks any kind of cleric, so burn, toxic and twave can be quite an issue, though you can mitigate their use with milotic, beedrill and rhyperior, respectively.

  • Grass spam. Beedrill, Honchkrow and Forretress are the only team members that resist grass, and Forretress is the only one that can switch into grass attacks repeatedly, though it can’t do much to threaten back. Sylveon is a good answer to mega-sceptile, but again it is easily worn down.

  • Trouble breaking suicune. Sylveon is the only thing that can force out a +1 suicune, and milotic can mirror coat it, but beyond that the team doesn’t have a real way of dealing with it.

Defensive Type Coverage
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How’s it handle the VR?
S Rank
Hydreigon: Unless it’s a scarf set, it’s not too difficult to handle. If it is, then kiss beedrill goodbye. You do however have sylveon, which can take a flash cannon and blow hydreigon back into being a zeilous.

Mega-Aero: Rhyperior can take care of Aero pretty easily, but it can give the rest of the team some troubles. If it has pursuit, Beedrill is dead, which can severely affect your ability to control momentum. Otherwise, it’s forced out by milotic and Rhyperior, unless it’s adamant. Defog sets not an issue.

Salamence: Salamence’s versatility makes this a tricky matchup, but this team has at least one answer for each main set. Special sets can’t hurt Sylveon, and physical sets are scared out by Rhyperior. If it manages to get to DDs of you probably loses, but that shouldn’t ever happen, since milotic can survive outrage at +1 and KO with ice beam.

Suicune: A tough matchup for this team. If it get to +2 it’s game over. Milotic can mirror coat it, sylveon can kill it it’s at +1 and rhyperior can force it to attack, since you can survive a scald and use 2 EQs back. Otherwise you get swept. Bad matchup.

A+ Rank
Entei: Milotic and Rhyperior are pretty hard stops to entei, which will otherwise wreak havoc on this team. Have to be sure to keep milotic healthy when you see one of these. If it’s BandTei, then Rhyperior can setup.

Mega Swampert: Offensive variants of mega-swampert are a gigantic threat to this team. Unless you correctly predict a raindance and tailwind with beedrill, then you are in for a bad time. Sylveon and milotic can deal with defensive variants, though EQ will still do a big chunk to everything.

Cobalion: Cobalion can be very difficult for this team to deal with. Scarf sets kill beedrill, but are otherwise manageable. SD sets, and particularly magnet rise, leaving you hoping for a scald burn from milotic so that you don’t get 6-0d. If it’s late game, I usually find myself just sac. tail winding with beedrill, and then cleaning up with Sylveon or Honchkrow. Doesn’t give the team many choices.

Celebi: mixed bag. Support sets get feasted on by Beedrill and Honchkrow. Scarf set is sneakier and can be an issue, especially if it carries coverage for forretress. Baton pass is fine unless it has weird coverage. As usual, Celebi just needs to be scouted to safely beat it.

Mamoswine: Another big threat to the team. EQ does number to everything and ice shard can kill beedrill and honchkrow, which would otherwise outspeed. Milotic is soft check here, but usually they won’t stay in to take a scald.

Krookodile: Pretty easy to handle. If it’s not scarf, milotic just walls it. If it is the (worse) scarf set, then you have an easy switch into any of EQ, Stone Edge, Knock Off.

Gyarados: If it’s the sub-DD set you lose. If not, you still lose. Have to pray for scald burn. Bad matchup.

Other threats
Mega Sceptile: Beedrill speed ties and honchkrow will usually scare it out, but leaf storm sceptiles can really do a number on this team. Because all the grass resists lack recovery, it’s not too difficult for sceptile to wear you down.

Sylveon: Beedrill easily KOs and milotic can mirror coat it, but nothing likes switching into this. Forretress can do some custap nonsense, as is the case with everything not named blissey, nothing can switch in safely on sylveon.

Crawdaunt: SD Crawdaunt will put a big hole in this team if not sweep. Aqua Jet kills beedrill and honchkrow if it sets up and it outspeeds sylveon. Don’t let it setup.

Replays
These aren’t great. Only have a few
http://replay.pokemonshowdown.com/uu-392415601
http://replay.pokemonshowdown.com/uususpecttest-379597513


*Disclaimer*

I started playing UU again after a long break since the early days of XY, and obviously much has changed since then. Pieces of this team I had run to decent success in OU, and after seeing that most of what I was using was UU-legal (and therefore could be hidden from the horrors of Lando-T and Talonflame), I made the switch. Bear in mind that I am fairly new to the current UU meta (on&off since Sylveon drop), so there are definitely some threats that I simply am not covering or common sets I just don’t know about.


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Tailwind
- Protect

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 176 HP / / 252 SpA / 80 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Baton Pass
- Quick Attack

Forretress @ Custap Berry
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
- Rapid Spin
- Stealth Rock
- Spikes
- Heavy Slam

Milotic @ Leftovers
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Mirror Coat
- Recover

Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Pursuit
- Sucker Punch
- Brave Bird
- Heat Wave

Rhyperior @ Passho Berry
Ability: Solid Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance
 
This is a cool idea, but unfortunately I see several major problems with this team.

1). Your analysis of Megabee is severely flawed.

Yes, it's true you'll have opportunities to set Tailwind on a predicted switch, however, stop and think a turn into the future. What switches into Megabee? Well, there are a couple common switch ins, and against most of them your team will be harshly punished if Megabee goes for Tailwind as they come in.

a). Forretress. Forretress is arguably the most common Megabee switch in in the tier. Assuming you set tailwin, instead of u-turning out, as your opponent switches into Megabee you lose all momentum immediately, thus defeating the purpose of using VoltTurn in the first place, and Forretress is a devastating mon vs. your team.

All of your wallbreakers/sweepers are hit hard by GyroBall. None of them are going to be able to switch in and "clean up the mess." You're going to be forced into one of your walls as your opponent likely will simply VoltSwitch out, again, giving your opponent the momentum and achieving you nothing. In this situation although you had a "free" opportunity to set Tailwind you would have been vastly better off simply U-Turning.

b). Gligar. Gligar is a slow U-Turner. What that means is that if you set Tailwind as your opponent goes into Gligar, then the following turn you both will U-Turn and your opponent will go second, allowing them to freely go into their counter for whatever you bring in and, again, giving them the momentum and achieving you nothing.

Once again you would have been vastly better off simply U-Turning.

c). Aggron-Mega/Steelix-Mega.

Once again we run into the problem that all four of your sweepers are bodied by steel type attacks. None of them will want to come in vs. these two megas. What that means is that, again, you're going to be forced into your walls and all Tailwind will have accomplished is to give your opponents a free turn to do something (either set rocks, phaze with dragon tail/roar, or throw off a twave/toxic.)

Because these Pokemon are so slow, setting Tailwind achieves nothing for your other sweepers and makes switching them in dangerous. Once again you would have been much better off simply U-Turning.

d). Milotic/Suicune. Same basic scenario. These Pokemon are slow. Setting Tailwind doesn't help your other sweepers vs. them. U-Turning out would be a better play as they switch in. All Tailwind does is give them a free turn to Calm Mind or fire off a Scald.

Yes, some Suicune builds are fast but you have to weigh that against Suicune being able to set a Calm Mind up on the turn where you U-Turn out, i.e. lets assume your opponents Megabee switch in is fast Suicune. If you simply U-Turn out on the switch, presumably into your Sylveon, then Sylveon will be outsped and your opponent will set up a Calm Mind allowing Suicune to beat you 1v1.

If you Tailwind, your opponent will be able to still set the Calm Mind as you U-Turn out making it a net neutral for you even assuming you predict everything correctly.

e). Salamence. Salamence is arguably the only Megabee switch in where Tailwind actually benefits you, right? After all, it's faster than your other sweepers, such as Sylv, you might want to switch in, so setting Tailwind on the switch would be useful, right?

Right?

Wrong.

Because you have to take a hit on the following turn when Megabee U-Turns out, outspeeding on the next turn with your switch in is a net neutral. Whether your switch in gets hit when Megabee U-Turns out in the scenario where you set Tailwind or get hit because you were outsped in the scenario where you simply U-Turned out for free on the switch your switch in will be taking one hit. Tailwind is still useless in this scenario.

In conclusion, setting Tailwind as your opponent switches into their Megabee counter is never going to be a better idea than simply U-Turning.

2). Your team's VoltTurn synergy is bad.

What I mean by that is that Megabee and Forre are not able to play Pong with your opponent's team effectively. Look back at the list of Megabee switch ins that I listed. Megabee needs to be paired with a VoltSwitcher that can force most of those Pokemon back out, meaning you'll U-Turn as they come in -> go out to your punishing VoltSwitcher -> force them back out into their counters -> they take more chip damage -> you go back out to Megabee to either force them to take the U-Turn with their non-Megabee counter or go to their Megabee counter as you go back into your punishing VoltSwitcher and repeat the process.

Instead, however, you paired Megabee with Forretress which I find quite strange. The things that are going to come in on Forretress, in general, don't mind being in vs. Megabee and the things that are going to come in on Megabee definitely don't mind being in vs. Forretress.

Not only are you not going to be able to bounce your opponents around but Forretress makes a terrible slow VoltSwitcher to bring in Megabee safely because, as I mentioned, a lot of the things that are going to try to switch in on your Forre also don't mind being in vs. Megabee.

Megabee needs to be paired with a slow, punishing VoltSwitcher that can either a). punish its switch ins or b). force in Pokemon that don't like Megabee, giving it a free switch in on something on a slow VoltSwitch. Forre achieves neither of these things.

You also have Baton Pass Sylveon, but that doesn't help either. Sylveon forces in Pokemon like Empoleon, Nidoqueen, and Tentacruel which Megabee normally doesn't mind dealing with, allowing you to BP on the switch to them and bring Megabee in for free... normally.

Except, oops, you don't have Drill Run. You have Tailwind and Protect, meaning all three of these common Sylv switch ins 100% wall Megabee. So, once again, Sylv has terrible synergy with Megabee in this department.

3). Steel types destroy this team.

Which is unfortunate, because since Sylv dropped almost every team has a steel type.

Aggron-Mega/Steelix-Mega wall Beedrill/Sylv and neither Honchkrow or Rhyperior are capable of OHKOing and neither wants to take a heavy slam.

Cobalion just destroys this team in general. So does Empoleon.

4). Poison types destroy this team.

Your Tentacruel counter is Rhyperior, which is outsped (Tentacruel commonly runs max speed in the current meta) and hit 4x super effectively.

Nidoqueen/Nidoking hit most of your team super effectively (and everything hard regardless.) If they get in for free vs. Megabee, Forre, Honchkrow, Rhyperior, or Sylv (that's 5/6 members of your team) you have no good switch in.

Crobat annoys this team in general. BraveBat U-Turns around until Rhyperior is dead at which point it sweeps.

5). Honchkrow puts the fear of God into what now?

The most common spin blocker in the tier is Sableye, which Prankster Will-O-Wisps you. Moreover, Forre is one of the least reliable spinners in the tier, getting stopped by every spin blocker (and also not being able to switch in directly vs. many hazard setters, such as Nidoqueen, Tentacruel, ect.)

6). Suicune is an even bigger problem than you realize.

Since Sylv dropped Suicune commonly speed creeps max speed modest Sylv, meaning that it outspeeds and CMs vs. your Sylv allowing it to directly beat Sylv 1v1 100% of the time barring a crit. No +1 required ahead of time. Whether you're running haze or mirror coat Miltoic it gets burned and also loses 1v1 vs. Suicune.

Here's what I would suggest to help patch up these holes:

1). Tailwind -> Drill Run on Megabee.

Yes, I understand it's the gimmick you built the team around, but it's just that. A gimmick. And a bad one, at that. Tailwind only helps you in a few very obscure situations (such as setting it on Sharpedo's protect.) In the main situation you said you wanted to use it in (when Megabee forces a switch) U-Turning out is always going to be a better or at least equally good play.

Drill Run will vastly improve your synergy with Sylv because you'll now be able to threaten Sylv's common switch ins, meaning one of your slow VoltSwitch/BPers will actually be able to get Megabee in for free vs. something it can actually attack (and not just be 100% walled by.)

2). Sylveon's EV spread to 252 spa/252 spe+.

This will allow you to outspeed the common fast Suicune spead (which speed creeps max speed modest Sylv) and vastly improve the team's match up vs. Suicune. Now Suicune really does need to go to +1 before Sylv comes in which can be prevented with good predictions.

3). Make sure that's Haze Miltoic, not Mirror Coat.

Without Haze many set up sweepers, such as Doublade and Lucario, immediately become huge threats.

4). Heat Wave -> Superpower on Honchkrow. This will help a lot vs. those bulky steels (except Doublade but Doublade doesn't threaten your team much anyways, assuming you're running Haze Milotic.) It also lets you bop dark types like Krook and Umbreon.

5). Rhyperior -> SD lefties EQ Heracross.

Heracross is a spectacular Pokemon in the current meta for several reasons. a). it beats its common switch ins 1v1. b). being able to switch up moves lets it 6-0 most stall teams effortlessly. c). things that can take a hit from it can't OHKO it (barring bulky Salamence with Aerial Ace which doesn't exist except for that one time pokemonisfun ran it and holy #$%^ I just realized this is why pokemonisfun ran that LOL.) d). good speed tier e). good typing.

For your team specifically, with a moveset of Close Combat/Megahorn/Swords Dance/Earthquake you can now outspeed and OHKO poison types like Nidoqueen, who outspeed and hit Rhyperior hard. You still can't outspeed Tentacruel but Tentacruel can't touch you so who cares?

Scald also is slightly less threatening to your team in general now.

There's a couple different spreads out there (bulky vs. max atk/max spe) and I'll leave it to your discretion which to pick. I don't think it matters that much, just make sure you run Lefties over Toxic/Flame Orb. Even with no defensive investment Hera's myriad of resistances give it great survivability which your team wants more than immediate power (you have Megabee and Sylv for that.)

The team is also slightly less Fighting weak now (another weakness I forgot to mention earlier.)

You no longer have a ground type which is terrible but life's hard.

Anyways, hopefully this didn't come off as overly critical. Hopefully you'll take these changes into consideration as I think they'd make the team function much better. Happy battling!
 
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