National Dex Mega Beedrill Volt-Turn?

Hello, this is the first time I post so i'll try my best. I would like some feedback on this team I made, just have in mind that the EV spread is nothing special since I don't really know what to do with it.

The focus of the team is Mega Beedrill and the team was basically designed to help it get KO's and get safely into the field.


Beedrill
beedrill-mega.gif

Beedrill-Mega @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Poison Jab
- Drill Run
- U-turn

Mega Beedrill is the main (and I guess only) atacker of the team also it has been one of my favorite mega evolutions for a very long time and I wanted to try and make a team around it. I figured it would be a good mon to use since it hits very hard with adaptability and outspeeds everything that doesn't have a choice scarf. Nothing special, it's the U-turn part of the team and I decided to focus on giving it coverage so no Swords Dance, only Knock Off for Dragapult and Drill Run for Zeraora and Toxapex, plus Poison Jab and U-turn for everything else.


Klefki
Klefki_XY.gif

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Spikes
- Dazzling Gleam
- Magnet Rise

The second mon is klefki, wich I really like to use. It has spikes, in order to help Beedrill get KO's and Thunder Wave to help it outspeed scarf users. Since I almost always lead with it it has Magnet Rise and max defense, to help against Excadrill and Landorus. It also completely walls the mayority of Garchomps.


Rotom-H
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Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Defog
- Pain Split

So, since one of the main problems of Beedrill is it's weakness to Stealth Rock, I decided to use Rotom-Heat as a defog user it also provides a lot for the team, it has Fire STAB, it's off the ground, and can use Volt Switch. Heavy Dutty Boots for obvious reasons and Pain Split to stay alive as much as possible. Timid max speed to outspeed Adamant Excadrill.


Slowbro
slowbro.gif

Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Teleport
- Scald
- Slack Off
- Psyshock

Slowbro is here to be the main physical wall, and since it's very hard for Beedrill to switch into anything, a mon that can come in, take a hit and then Teleport into Beedrill while healing themselves is very useful. Rocky helmet and max defense to take physical hits. Since Rotom's levitate is negated by Mold Breaker, Slowbro is often used to take Earthquakes and threathen to burn with Scald.

Tapu Fini
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Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Defog
- Surf
- Moonblast

Then we get to Tapu Fini, I needed a special wall and Max SpD Tapu Fini comes to mind. It takes a lot of super effective hits surprisingly well and does a decent amount of damage back. And again, Beedril's weakness is very big so i figured i'd use two defogers. Also, Misty Surge really helps a lot of the team in order to not get poisoned by Toxic and it's useful since when the terrain is up, Beedril can always switch into Serperior. However it's a shame that Defog now gets rid of the terrain.


Magnezone
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Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]

Finally Magnezone, to get rid of Ferrothorn, Skarmory, Toxapex and maybe Corvigknight if it doesn't have U-turn. It has Choice Specs and max spA to make more difficult a switch in. Volt switch to help get momentum and is slow to get Beedrill in safely. I'm honestly not sure how good it is in the current metagame but i've always thought it's great trapping things that give Beedrill trouble.



So that's the team. It has some very clear weaknesses such as Zeraora (or almost every other electric type) since it's very difficult to deal with given the fact that this team has no electric inmunity and the electric resistances get two hit ko'd by close combat.
Another problem is that if Bedrill get's KO'd there's almost no chance to beat Chansey.
I'm pretty sure there are more problems but those are the ones I could think of right now. So yeah I would like to hear what you thing about the team and if there are any changes that you would make :)

The Team
 
Ok, so I'll start with the basics. A lot of your team is just outclassed by superior threats, and the team as a whole doesn't seem to fit together (Tapu Fini and Klefki do not belong on VoltTurn). Your team is also very Kartana-weak, with Rotom-H being your only switch-in to it, which loses to Knock Off. However, with Kartana being quite a niche threat atm, this isn't too bad!

The first thing to understand about Nat Dex OU in its current state is the only viable playstyles are Hyper Offense and Stall/Semi-Stall. The reason is that there are too many breakers for a balance team to wall in 3-4 slots, so either walls just be abandoned altogether or comprise the entire team. I think VoltTurn has some potential due to a slew of strong mons at its disposal, so let's upgrade the team a bit!

Mega Beedrill sadly has no viability in OU. It is far too frail to fit on anything but offense, suffers from being a pivot weak to Stealth Rock and struggles to distinguish itself from the overload of borderline-broken Megas in OU. So let's bring in an upgrade!
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Return
- Fake Out
- U-turn
Mega Lopunny is easily the 2nd best Mega in the current metagame, and has always been infamously good at dismantling opposing Offensive teams with its massive speed, strong STABs and priority. Now it has access to U-turn, it fits VoltTurn like a glove. Very simple mon to use, Fake Out is priority that works on the turn it is sent out, Return and CD are two massive STABs that hit pretty much everything by themselves, and U-turn allows it to abuse its checks. Generally, the more fast and fragile the opposing team is, the better Mega Lop will match up against it. The only OU viable threat that outspeeds Mega Lop unboosted is Dragapult, who tends to run +Atk natures that make it slower.

Klefki is pretty outclassed in every department. As a Spikes setter, Greninja and Ferrothorn outclass it. As a Screen setter or Prankster utility mon, Grimmsnarl outclasses it. Its days of SwagPlay-ing through Gen 6 AG teams are long-gone. Besides, a suicide lead is not what VoltTurn calls for, and Klefki has to be played that way to not lose momentum. So let's switch it for an alternative hazard setter.
Landorus-Therian (M) @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- U-turn/Swords Dance
- Fly
- Earthquake
I noticed your team lacked a Stealth Rock setter and a Z-move user, so as usual the king of role compression Lando-T is assigned both these roles at once, while still being able to run U-turn. Swords Dance can be fit over U-turn if you prefer, but that prevents Lando-T regaining momentum after setting Rocks. (Lando-T also addresses the Electric problem you were discussing).

The Rotom-H set is fine, but consider it you still need Defog. If not, then Nasty Plot and Toxic/Thunder Wave are both good options to increase Rotom-H's offensive capability and let it cripple threats.

The Slowbro set is also fine, but consider Thunder Wave over Psyshock to cripple faster targets Slowbro is facing. This will make it easier for the rest of your team to clean up. Slowbro is a little passive for VoltTurn, but Teleport and being a reasonable Mega Gross and Garm switch-in make up for it.

Tapu Fini is another Pokemon that doesn't fit on VoltTurn. It's way too passive and easy for offensive teams to weaken and abuse. So instead let's help your stall matchup by adding a top breaker:
Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wicked Blow
- Close Combat
- Poison Jab
- U-turn
Urshifu pretty much always uses this set, and no-one in Nat Dex or OU has figured out how to really stop it yet. Two mighty 120 BP STABs make a mockery of defensive counterplay, with Poison Jab completing its coverage. U-turn wears down its checks, in combination with the rest of the team. It appreciates paralysis support from the rest of the team to make it harder to revenge kill, and can help Mega Lop break down their shared checks.

Finally, the Magnezone set is also fine. If you don't use Z-Fly Lando-T, you can use Electrium Z over Specs to KO offensive Magearna.

Best of luck! Please ask any questions you might have.
 
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