ORAS UU A mono-bug novelty (actually not too terrible)

Preface:
I suppose it's about time to share this team. It's my first RMT (I think EDIT: It actually isn't, just checked. I did one 5 years ago) so thoughts and comments and critiques are appreciate!

I've been playing on Pokemon Simulators for years. Back since the Shoddy days in Gen 4, to now. Occasionally I'd create a decent team and occasionally reach top 100 after a lucky streak, but I was never able to maintain it. I was always on and off with Pokemon.

In anticipation of Z (whenever it is announced), I realized I needed a team that I could stick with. A team that would be fun to play with. I was inspired by Gym leaders in the Anime and the games. They existed as tough opponents, but their main purpose was always to be a challenge towards the challenger. So I went about creating a mono-type team. Eventually, I stuck with bug.

I've had massive fun with this team, and I think I will eventually breed one in-game.

My claim to fame is the fact that (to my surprise) this team actually ladders, and I'm currently sitting ~350. Not amazing, but not too shabby. Much better than I originally anticipated.

So without further ado ~~

galvantula.gif
forretress.gif
beedrill-mega.gif
volbeat.gif
yanmega.gif
heracross.gif


Team concept:
It's hard to describe the overall strategy of this team. If I had to say it in a few sentences, the ideal situation would be weaken the opponent to the extent that Mega-Beedril, Yanmega, or Heracross can clean up.

Galvantula - Was a natural choice. I had good experience with him back in gen 5 and I knew the power that one could punch.

Foretress - I needed a spinner to prevent my bugs from getting quished and someone who could set up rocks and someone who could take hits. Literally the only choice.

Volbeat - if RandomBattles have taught me anything, it was to not underestimate the power of prankster. Volbeat provides necessary Prankster support. When the support is not needed, it's also great death fodder (which is inevitable when faced with a pesky fire type)

Yanmega - I lacked a special attacker, and I was attracted to Yanmega's coverage.

Heracross - I needed Solid Pokemon, someone who could pack a punch -literally - on the fly.

Mega-Beedril - That speed. That power. It was too much. I had to use him.

The team:
galvantula.gif

Galvantula @ Life Orb
Ability: Compound Eyes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder
- Bug Buzz
- Hidden Power [Ice]
- Giga Drain

My lead. Or more so my anti-lead. If I see that my opponent lacks a spinner/defogger, I usually will start with foretress. However, the higher up the competition becomes, that becomes less likely.

I was quite surprised that only the suicide lead was recommended in the Strategy Dex, but this works in my favor, since my Opponents acts as if they are expecting a Sticky Web.

LO Galvantula is fast and powerful. Especially with moves like Thunder and Bug Buzz. He can OHKO or 2HKO most leads, and that's what I use him for. If I'm able to get rid of an Espeon/Absol/Darmanitan etc. or put huge dents inside Mamoswines/Donphans/Foretresses/Aggron. The better it is for my team.

I ran volt-switch at one point for the scouting ability, but it was really taxing with the life orb. So I opted for Giga-Drain to deal with ground types.
forretress.gif

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Volt Switch

My glue, my pivot. Foretress is the underappreciated MVP of this team. First of all, he sets up Rocks. Rocks are INCREDIBLY important and make my life easier. Stealth rocks can put things from the 2HKO range to the OHKO range, and the 3HKO range to the 2HKO range.

Putting up rocks also makes my opponent predictable. If they have a Blastoise, their probably immediately going to switch into Blastoise. Whenever Foretress is alive, I feel like I have control of the game.

Foretress also helps me tank dangerous threats such as Mega-Aeradactyl.

Volt-Switch is a game-changing move. Having a slow-pivot is one of the best things you can have in a battle. It allows me to switch safely into the checks and counters I need, while doing a small bit of damage.

Most of the time, how well a battle goes for me is directly linked to how well I play Foretress, or how well my Opponent shuts down my Foretress.
beedrill-mega.gif

Beedrill @ Beedrillite
Ability: Swarm -> Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Protect
- Poison Jab
- Drill Run

This is the *star* of the team. Or so at least who the team was built around. Beedrill is exactly what he looks like, he exists to pack a punch. U-turn exists to do heavy damage while switching out. But the Adaptability Poison Jab here is the real gem. I run drill-run over knock-off because of the coverage it gives against steel and poison types.

Since Beedrill isn't really meant to die early, I felt like there was never a good situation for me to use Knock-off probably would not KO the opposing pokemon.

I run Adamant nature for the punch, so far I have rarely run into a situation where I would have been better off with Jolly.

Mega-Bees is a great revenge killer, and just about OHKOs or 2HKOs most things after rocks.

volbeat.gif

Volbeat @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Tailwind
- Thunder Wave
- Encore
- U-turn

This guy is a beast. How important Volbeat is to my team cannot be overstated. Volbeat exists to punish setup (SD, DD, etc) but also for much much more. I rely on T-Wave to shutdown scarfed Pokemon or Pokemon that are naturally faster than Beedrill. (Tailwind against those that probably have lum berries)

During the endgame, if Volbeat is still alive, Tailwind also serves this purpose, and can set up the conditions for a winning sweep by Yanmega or Heracross. Recently, after some shit play on my part and having only a Yanmega and Volbeat surviving, I was able to take down 6 pokemon because of how well they work together.

The EVs are distributed to maximize Volbeat's fraile defense, but even that has caught me off-guard. There have been many times where I've switched into Volbeat to take a hit (and die), only to have Volbeat not die. Then I just spend the next 2-3 turns awkwardly spamming T-Wave, because I can't afford a U-Turn or Switch.

This is how I beat Mega-Aeradactyles and Scarfed Pokemon and Crobats.

yanmega.gif

Yanmega @ Choice Specs
Ability: Tinted Lens
EVs: 252 SpA / 252 Spe
Timid Nature
- Bug Buzz
- Air Slash
- Giga Drain
- Sleep Talk

This is my Special Sweeper / Wall-Breaker Yanmega. With choice specs + Compound Eyes + Bug Buzz. This guy hits like a truck. It's always funny to see my opponent switch into Mega-Aggron only to lose > 70 % of its HP. His bulk is also fantastic

There have been many times where Yanmega is straight up my end-game sweeper. If he outspeeds everything, and everything has a certain amount of HP. Bug Buzz (or Air Slash) makes quick work of them.

Giga-Drain exists because Water/Ground types exist, though sometimes, Bug Buzz will be the better choice. Sleep Talk is just incase someone out there is using Hypnosis/Spore/Sleep Powder, but I haven't run into this situation yet. I will though, if not on Showdown, in non-sanctioned Wi-Fi battles its bound to happen.

heracross.gif

Heracross @ Choice Band
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge

And last but not least. Heracross. There is not much to say about this guy. He does his job. I run Choice Band, because I desperately need the extra punch from to take down things like Suicune/Blastoise basically anything with bulk.

Funnily enough, Close Combat can also 2HKO certain distributions of Florges, and does 20-30% damage on things that resist it. In other words, ranges killable by someone else.

I chose guts, because I wanted someone to be able to take a Scald. Heracross' fantastic Sp. Def only helps this cause.

My only concern is that being choiced kind of limits Heracross, being able to switch between moves while keeping that attack power would make him so much better, since sometimes I'm required to use Heracross early on and then have to lose momentum after switching him out.


ThreatList:
I actually don't have this thought out, but as with all novelty teams, there are damning fatal flaws.

The obvious: Fire-Types
This one is more or less expected when you run a mono-bug type team. But surprisingly, this one hasn't been too bad aside from special cases.

Stealth Rocks helps me put things into kill-able range, and sometimes someone has to get sacked. But this one actually isn't a threat.

The obvious: Scarfed/Fast pokemon
Volbeat is a pokemon with limitations. I can't gauruntee that I play him well all the time. Sometimes, I have to use him as a Sac and can't use him for tailwind/twave support!

I have many losses where the number of fast pokemon just overwhelmed me.

The less obvious: Blissey and Snorlax.
These HP sponges are tough to deal with. It's not as easy as switching into Heracross, because they can just as easily switch out. And then you have to play with prediction mind-games that may or may not go your way since Hera is choiced.

The less obvious: Cresselia
You'd think with a Mono-Bug team, Cresselia is the least of your worries. But that's far from the truth. I lack a Pokemon that can OHKO Cresselia. In return, Cresselia can hit back with a T-Wave and then Moonlight the lost HP back. The current strategy is just chip-damage, and then have Yanmega hit with Bug-Buzz for about 70-75% HP damage.

The less common: Extreme Speed. My volbeat strategy doesn't really work against a move that has +2 priority.

Though it hasn't happened often, I have been at the mercy of CB Extreme Speed Entei, and got shutdown by a SD Extreme Speed Lucario.
 
Last edited:
Back
Top