Hey guys! Thanks for viewing this thread for me, and this is the first time I have ever done a thread like this. So if I do any mistakes, please be gentle!
In this RMT Thread, I decided to use Beedrill-Mega and form a team around it. It's performance in pressuring teams, being completely anti-meta towards biggest mega threats and completely blasting offense impressed me.
bees hurt (Beedrill) @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Protect
Yes, I know what you are thinking. Why would anyone use such a frail Pokemon in ORAS OU? Thing is, it's speed, ability and abnormally high Atk stats make it competent enough. It's speed is enough in jolly to outspeed scarfed jolly Hoopa-U, and it's U-Turn boosted by it's magnificent ability, Adaptability, and high Atk pressures many teams.
Next thing I needed, was a defogger naturally. I came up with Skarmory.
steel wing (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Roost
- Defog
- Iron Head
- Whirlwind
Skarmory is an exemplary Defog user and physical wall. With a base 140 Defense and Steel / Flying typing to back it up, Skarmory is guaranteed to find opportunities to get rid of entry hazards against nearly any team. It's also a magnificent counter to most of the sand offense if not all that threaten Beedrill as well as a good check to most physical attackers in general.
After this, I noticed my team was getting abnormally weak to fire and birds like Talonflame. So I got myself a nice bulky Rotom-W.
free wash (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom-Wash seemed like a 11/10 add-on to my team; bulky enough to stop many birds, stops most fire types in their tracks and keeps the momentum active with it's amazing pivot Volt-Turn ability. I saw almost no flaws in this, but I also noticed how weak my team was getting against electric and how my offense was dropping. Something had to be done.
majestic beast (Landorus-Therian) @ Earth Plate
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Majestic indeed. Landorus-Therian rocks amazing Atk, typing while still retaining high bulk. A good check to electric types when scarfed, only problem is the HP Ice which he would otherwise counter. Earth Plate gives him quick hard STAB to EQ and U-Turn is for the momentum as well as pressuring opposition.
Next up I needed, was a good grass/poison counter as Pokemon like Mega Venusaur completely counters my team.
dracos droppin (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Earthquake
This powerhouse is remarkable. Draco Meteor allows Latios to almost always take out something, Psyshock to annihilate poison, Roost to prolong it's longetivity and EQ to stop Tran in its tracks.
Last thing I needed to be done, was get a good steel counter. I decided to use Magnezone.
magnetic (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt
It's ability to trap steel types, outspeed and check most if not all water/flying/grass types completed my team. Volt Switch improves my momentum even more, making the team extremely fast-paced while still retaining bulk.
Here is my team to copy:
I would appreciate any kind of advice as I am very new here, and thank you for viewing this thread!




In this RMT Thread, I decided to use Beedrill-Mega and form a team around it. It's performance in pressuring teams, being completely anti-meta towards biggest mega threats and completely blasting offense impressed me.

bees hurt (Beedrill) @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Protect
Yes, I know what you are thinking. Why would anyone use such a frail Pokemon in ORAS OU? Thing is, it's speed, ability and abnormally high Atk stats make it competent enough. It's speed is enough in jolly to outspeed scarfed jolly Hoopa-U, and it's U-Turn boosted by it's magnificent ability, Adaptability, and high Atk pressures many teams.
Next thing I needed, was a defogger naturally. I came up with Skarmory.

steel wing (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Roost
- Defog
- Iron Head
- Whirlwind
Skarmory is an exemplary Defog user and physical wall. With a base 140 Defense and Steel / Flying typing to back it up, Skarmory is guaranteed to find opportunities to get rid of entry hazards against nearly any team. It's also a magnificent counter to most of the sand offense if not all that threaten Beedrill as well as a good check to most physical attackers in general.
After this, I noticed my team was getting abnormally weak to fire and birds like Talonflame. So I got myself a nice bulky Rotom-W.

free wash (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom-Wash seemed like a 11/10 add-on to my team; bulky enough to stop many birds, stops most fire types in their tracks and keeps the momentum active with it's amazing pivot Volt-Turn ability. I saw almost no flaws in this, but I also noticed how weak my team was getting against electric and how my offense was dropping. Something had to be done.
majestic beast (Landorus-Therian) @ Earth Plate
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Majestic indeed. Landorus-Therian rocks amazing Atk, typing while still retaining high bulk. A good check to electric types when scarfed, only problem is the HP Ice which he would otherwise counter. Earth Plate gives him quick hard STAB to EQ and U-Turn is for the momentum as well as pressuring opposition.
Next up I needed, was a good grass/poison counter as Pokemon like Mega Venusaur completely counters my team.

dracos droppin (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Earthquake
This powerhouse is remarkable. Draco Meteor allows Latios to almost always take out something, Psyshock to annihilate poison, Roost to prolong it's longetivity and EQ to stop Tran in its tracks.
Last thing I needed to be done, was get a good steel counter. I decided to use Magnezone.

magnetic (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt
It's ability to trap steel types, outspeed and check most if not all water/flying/grass types completed my team. Volt Switch improves my momentum even more, making the team extremely fast-paced while still retaining bulk.
Here is my team to copy:
Code:
free wash (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
magnetic (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
bees hurt (Beedrill) @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Protect
dracos droppin (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Earthquake
steel wing (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- Whirlwind
majestic beast (Landorus-Therian) @ Earth Plate
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- U-turn
- Knock Off
- Stealth Rock
I would appreciate any kind of advice as I am very new here, and thank you for viewing this thread!
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