Alright, so I finally decided to build a mono type team and wanted some expert opinions on possible changes. With that, let's cut to the chase:
Venomoth @ Black Sludge
Ability: Tinted Lens
EVs: 252 HP / 228 Def / 4 SpD / 24 Spe
Bold Nature
- Sleep Powder
- Quiver Dance
- Baton Pass
- Bug Buzz
First up is Venomoth, who acts as my lead. It's main function is to pass it's boosts to Volcarona (explained below), though it can just use the boosts itself. Sleep Powder is to prevent possible dangers from fighting back, plus Quiver Dance and Baton Pass are for passing obviously. Bug Buzz is to prevent it being Taunt bait, plus use the boosts in case it's partner is KOed. The EVs are for keeping it alive for as long as long as possible, plus give it just enough speed to get off a few boosts.
Volcarona @ Choice Specs
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Bug Buzz
- Fiery Dance
- Giga Drain
- Hidden Power [Ground]
Next up is my special attacker and pass recipient. Of course, it can function well without Venomoth, but where's the fun in that? Bug Buzz and Fiery Dance are STAB and hit for high damage on most of the OU tier, either 2HKO or 1HKO if I'm lucky. Giga Drain is for Waters and Grounds who think it's easy prey, and HP Ground is for opposing Fires and Steels.
Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Megahorn
- Pin Missile
- Rock Blast
This is one of the powerhouses in my team, and the one that often wins me games. Close Combat and Megahorn both pack immense power and always at least 1HKO and 2HKO's anything that stands in their way. Pin Missile and Rock Blast are there for Skill Link abuse, plus Rock Blast is useful for Talonflame not carrying Gale Wings and the Mega Charizards.
Crustle @ White Herb
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- X-Scissor
- Earthquake
- Stone Edge
The secondary attacker in my team. I'll admit this set is gimmicky, but it works well when it gets going. Shell Smash is for boosting obviously and patches up Crustle's otherwise awful Speed. X-Scissor and Stone Edge get STAB and hit hard even if Shell Smash isn't activated, and Earthquake is for Steels who try to ruin it's day.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off
- Superpower
Honestly, this could have worked well as a Mega, but I decided not to for...reasons. Anyway, Scizor acts mostly as a revenge killer and a scout, plus it's a great late game cleaner once most of the threats are wiped out. The EVs are...weird, but they keep it alive as long as possible while doing it's job.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Spikes
- Rapid Spin
- Gyro Ball
Finally, I have the hazard setter/spinner that is pretty much on any Bug team ever. It's function is obvious, laying down Rocks and Spikes while being able to spin them away as well. Gyro Ball is there to prevent it being Taunt bait plus take down faster opponents.
Well there you have it. Not the best explanations I'll admit, but I'm welcome to hear any changes that I should make. Keep in mind it's a mono Bug team please.
Venomoth @ Black Sludge
Ability: Tinted Lens
EVs: 252 HP / 228 Def / 4 SpD / 24 Spe
Bold Nature
- Sleep Powder
- Quiver Dance
- Baton Pass
- Bug Buzz
First up is Venomoth, who acts as my lead. It's main function is to pass it's boosts to Volcarona (explained below), though it can just use the boosts itself. Sleep Powder is to prevent possible dangers from fighting back, plus Quiver Dance and Baton Pass are for passing obviously. Bug Buzz is to prevent it being Taunt bait, plus use the boosts in case it's partner is KOed. The EVs are for keeping it alive for as long as long as possible, plus give it just enough speed to get off a few boosts.
Volcarona @ Choice Specs
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Bug Buzz
- Fiery Dance
- Giga Drain
- Hidden Power [Ground]
Next up is my special attacker and pass recipient. Of course, it can function well without Venomoth, but where's the fun in that? Bug Buzz and Fiery Dance are STAB and hit for high damage on most of the OU tier, either 2HKO or 1HKO if I'm lucky. Giga Drain is for Waters and Grounds who think it's easy prey, and HP Ground is for opposing Fires and Steels.
Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Megahorn
- Pin Missile
- Rock Blast
This is one of the powerhouses in my team, and the one that often wins me games. Close Combat and Megahorn both pack immense power and always at least 1HKO and 2HKO's anything that stands in their way. Pin Missile and Rock Blast are there for Skill Link abuse, plus Rock Blast is useful for Talonflame not carrying Gale Wings and the Mega Charizards.
Crustle @ White Herb
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- X-Scissor
- Earthquake
- Stone Edge
The secondary attacker in my team. I'll admit this set is gimmicky, but it works well when it gets going. Shell Smash is for boosting obviously and patches up Crustle's otherwise awful Speed. X-Scissor and Stone Edge get STAB and hit hard even if Shell Smash isn't activated, and Earthquake is for Steels who try to ruin it's day.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off
- Superpower
Honestly, this could have worked well as a Mega, but I decided not to for...reasons. Anyway, Scizor acts mostly as a revenge killer and a scout, plus it's a great late game cleaner once most of the threats are wiped out. The EVs are...weird, but they keep it alive as long as possible while doing it's job.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Spikes
- Rapid Spin
- Gyro Ball
Finally, I have the hazard setter/spinner that is pretty much on any Bug team ever. It's function is obvious, laying down Rocks and Spikes while being able to spin them away as well. Gyro Ball is there to prevent it being Taunt bait plus take down faster opponents.
Well there you have it. Not the best explanations I'll admit, but I'm welcome to hear any changes that I should make. Keep in mind it's a mono Bug team please.