So I built this team around Mega Beedrill, and I figured that I could make a VoltTurn team to take advantage of its fantastic offensive power. Then I added Landorus-T, because it is a great pivot and covers some of Bee's weaknesses, and then I put Rotom Wash, also a great pivot. To complete my VoltTurn core, I put Raikou, because it has pretty good coverage. I added starmie and Heatran to cover up some of my weaknesses. I know this isnt the greatest team ever, which is why I'm open to any suggestions or changes.
Beedrill-Mega (F) @ Beedrillite
Ability: Adaptability
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Knock Off
The star of the show. It was one of the worst mons ever, until it got it's mega. It has a great speed and attack, and a decent movepool. U-Turn obviously for STAB and so I can switch out to someone who would match up better against whomever im facing. Poison Jab is STAB, Drill run is great coverage for Fire types and Steel types, which its STABS do nothing against. And finally, Knock off, which covers its psychic weakness, and no one really appreciates having no item.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Explosion
Landorus T is such a great pivot because its really bulky, and has access to intimidate, forcing a lot of switches. U-turn, Earthquake, one of the best Stabs, Stone edge hits most of what earthquake doesn't: flying, ice, bug. Explosion is for if i have like 1 Hp left, or if my opponent could potentially sweep.
Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom-W is the defensive part of the voltturn core. It provides another resistance to ground, fire, and flying, all of which Beedrill is weak against. Hydro Pump and Volt Switch for powerful stab, and will-o-wisp to stop physical attackers in their tracks. Pain Split is a good form of recovery, although sometimes a bit unreliable.
Raikou @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Rash Nature
- Aura Sphere
- Volt Switch
- Hidden Power [Ice]
- Extrasensory
Raikou is very powerful and has a great movepool. It provides coverage to steel types, and fighting types, and baits in Landoruses, only to one hit kill them with HP Ice. Aura sphere is coverage for steel and dark, but i honestly dont think i need it. Volt switch to keep offensive momentum, HP ice does a crapload to Garchomp and Landorus, some of the game's most frequent mons. And I'm not sure why I have extraensory.
Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 240 HP / 16 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Roar
- Stealth Rock
- Toxic
Although this is a very offensive team, we do need some kind of specially defensive wall. Heatran is a great teammate because it sets up rocks and toxic, and has great synergy with Rotom W. Lava Plume so i have some kind of damaging move. Stealth rock And roar to rub it in. And finally, toxic because its annoying.
Starmie @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Reflect Type
- Psyshock
- Recover
Rapid spinner of the team, and I definitely need one too if I want to be able to keep my VoltTurn core going; as rocks do a lot of damage to Beedrill. I have psyshock for STAB (i already have hydro pump on rotom), recover is there so he can maybe...uh..recover? And last but not least: Reflect Type. If I reflect type on an offensive mon, their stabs will be useless.
So thats team, albeit not a very good one. I am willing to make any changes at all to this team, except for taking out Beedrill, as i made this team around him. Any help at all would be awesome!

Beedrill-Mega (F) @ Beedrillite
Ability: Adaptability
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Knock Off
The star of the show. It was one of the worst mons ever, until it got it's mega. It has a great speed and attack, and a decent movepool. U-Turn obviously for STAB and so I can switch out to someone who would match up better against whomever im facing. Poison Jab is STAB, Drill run is great coverage for Fire types and Steel types, which its STABS do nothing against. And finally, Knock off, which covers its psychic weakness, and no one really appreciates having no item.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Explosion
Landorus T is such a great pivot because its really bulky, and has access to intimidate, forcing a lot of switches. U-turn, Earthquake, one of the best Stabs, Stone edge hits most of what earthquake doesn't: flying, ice, bug. Explosion is for if i have like 1 Hp left, or if my opponent could potentially sweep.

Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom-W is the defensive part of the voltturn core. It provides another resistance to ground, fire, and flying, all of which Beedrill is weak against. Hydro Pump and Volt Switch for powerful stab, and will-o-wisp to stop physical attackers in their tracks. Pain Split is a good form of recovery, although sometimes a bit unreliable.

Raikou @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Rash Nature
- Aura Sphere
- Volt Switch
- Hidden Power [Ice]
- Extrasensory
Raikou is very powerful and has a great movepool. It provides coverage to steel types, and fighting types, and baits in Landoruses, only to one hit kill them with HP Ice. Aura sphere is coverage for steel and dark, but i honestly dont think i need it. Volt switch to keep offensive momentum, HP ice does a crapload to Garchomp and Landorus, some of the game's most frequent mons. And I'm not sure why I have extraensory.

Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 240 HP / 16 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Roar
- Stealth Rock
- Toxic
Although this is a very offensive team, we do need some kind of specially defensive wall. Heatran is a great teammate because it sets up rocks and toxic, and has great synergy with Rotom W. Lava Plume so i have some kind of damaging move. Stealth rock And roar to rub it in. And finally, toxic because its annoying.

Starmie @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Reflect Type
- Psyshock
- Recover
Rapid spinner of the team, and I definitely need one too if I want to be able to keep my VoltTurn core going; as rocks do a lot of damage to Beedrill. I have psyshock for STAB (i already have hydro pump on rotom), recover is there so he can maybe...uh..recover? And last but not least: Reflect Type. If I reflect type on an offensive mon, their stabs will be useless.
So thats team, albeit not a very good one. I am willing to make any changes at all to this team, except for taking out Beedrill, as i made this team around him. Any help at all would be awesome!