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Airborne Robots
Mega Beedrill, while unranked on the OverUsed VR, is not bad. If anything, it's quite good. Even though its poor defenses let it down, it patches that up with its absurd speed tier, astronomical offensive presence, and access to decent coverage moves in Drill Run and Knock Off. Basically, it's a super strong, alebit unexplored option for a team's mega slot if the situation applies. I would have done a more bulky VoltTurn team, but in the end, I was happy with how the team turned out.
Of course, a team has got to start somewhere; and of course, like I do with all of my RMTs, I try to teambuild around less viable pokemon which are in fact, viable. Mega Beedrill is never seen in OverUsed; its bulk is even worse than Mega Alakazam's, its typing leaves it weak to SR, and it's outclassed by many of the resident mega evolutions in OverUsed. However, the ability to be a fast pivot that pressures some of the top meta trends, namely Heatran, Ash-Greninja, Magearna, Toxapex, etc. is why I started with Mega Beedrill. Adaptability further powering up its STAB moves, namely U-Turn and Poison Jab and having access to coverage in Drill Run and Knock Off in tandem with its astronomical attack stat means that once it's on the field, you gotta have something to counter it or else your team gets sweeped.
Even with Drill Run, Mega Beedrill can't break past many Steel-Types, so of course, to cover that, I chose to put Magnezone on the team for its ability to trap and eliminate problematic Steel-Types that this team would otherwise be walled by or have great difficulty breaking through. It appreciates Mega Beedrill being able to handle Heatran, something that otherwise OHKOs it through its poor special defense, while Mega Beedrill appreciates the removal of steel-types such as Ferrothorn, Celesteela, and Mega Scizor.
Next, I needed another bulky Volt Switch user, this time with more offensive presence; so I chose Rotom-W over Magearna due to its better speed tier. However, even with maximum special attack investment, its damage output was still, to an extent, underwhelming, so to solve this, I ran Choice Specs on Rotom-W. Of course, this came at the cost of being a momentum drain at times, but this helped with Rotom-W's middling damage output. The team also felt kind of slow even with Mega Beedrill, so I chose Ash-Greninja for my fast attacker due to having an excellent STAB combination, monstrous offensive stats, and access to priority in Water Shuriken, allowing it to rip offensive cores for my team that would otherwise prove disastrous.
The last two members of this team are pretty easy to explain about and what they do. This team has problems with entry hazards chipping them down due to their lack of reliable recovery, so of course, I knew that this team would need a Defogger that could conserve momentum for this team with a pivoting move. I chose Tornadus-T due to having reliable recovery in Regenerator and being able to take on Mega Medicham, one of OverUsed's most dangerous and dominant pokemon thanks to Hurricane. It also shares great team synergy with Mega Beedrill. I ran Garchomp as my Stealth Rock setter because of its great offenses and better speed tier than Heatran, allowing it to pressure many entry hazard removers.
However, the team had a gaping weakness to bulky waters, and without any counterplay against them, the team would get eliminated easily by the likes of Mega Swampert, so a check to those water-types and rain teams in general was needed, and an offensive AV Magearna was the way to go for this. I also changed the EVs for Mega Beedrill from a bulkier one to a faster and more offensively-based one and the nature from Adamant to Jolly.
Stinger (Beedrill-Mega) (M) @ Beedrillite
Ability: Adaptability
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Drill Run
- U-turn
- Poison Jab
- Knock Off
Ability: Adaptability
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Drill Run
- U-turn
- Poison Jab
- Knock Off
This is exactly what this team is built around; I chose it for its ability to be a fast and deadly pivot that can pressure its checks and counters very, very nice and hard. Maximum attack investment allows it to hit very hard, even without an Adamant nature, whereas maximum speed investment with a Jolly nature allows it to outspeed pretty much every single Choice Scarf user and unboosted threat outside of Mega Alakazam and the largely unviable Mega Aerodactyl. It's up to you. Adamant=Attack, Speed=Jolly. Drill Run provides nice coverage; being able to check Heatran and Magearna from the mega slot is really relaxing for your team if the situation calls for it; Magnezone appreciates the removal of a problematic steel-type in Heatran, which is why I put this move on Mega Beedrill. U-Turn is essentially the "bread and butter" of Mega Beedrill; being able to pivot out of bad matchups is super nice, especially since that keeps the momentum going. Sure it doesn't hit too much, but even if you don't dish out too much damage, the sight of Mega Beedrill getting out of a poor matchup and kicking in a teammate that can handle the situation is a calming sight to see. Poison Jab is Mega Beedrill's main STAB move; which is nothing special, though poisoning your opponent is decent since it chips down many walls Mega Beedrill would have problems with breaking past or getting crippled through status. Knock Off is used over Toxic Spikes due to how common Toxapex is; if it absorbs it, you're not going to be able to set it up again due to being forced out due to the threat a Scald burn or being outright KO'ed by their coverage; whereas Knock Off provides more utility for crippling bulky pokemon that generally rely on their items, scouting for Z-Crystals, and forcing out some stall teams. Not only does this provide good team synergy with Magnezone in being able to eliminate problematic steel-types, but also in the fact that it's able to remove problematic electric-types for Tornadus-T to pave the way to victory.
Enemy Spotted (Magnezone) @ Choice Specs
Ability: Magnet Pull
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
- Thunderbolt
Ability: Magnet Pull
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
- Thunderbolt
Even with Drill Run, Mega Beedrill has problems breaking past many Steel-Types barring Heatran, so of course, it comes as no surprise that Mega Beedrill is one of the many pokemon that appreciate Magnezone's ability to trap and eliminate problematic steel-types with its coverage. The EV spread that this set uses is ran because [1] it allows Magnezone to hit as hard as possible, [2] patch up Magnezone's poor special defense, and [3] make Magnezone not as sluggish. Hidden Power Fire allows it to remove problematic steel-types such as Scizor and Ferrothorn for Mega Beedrill, while the killer bee deals with Heatran with Drill Run, something that Magnezone can't hit outside of Thunderbolt but usually dies before it can pull it off due to its poor special defense and it appreciates Mega Beedrill's ability to eliminate problematic steel-types for Magnezone, such as Heatran and Excadrill. Flash Cannon is Magnezone's secondary STAB move; nothing special; though hitting a decent variety of pokemon for neutral damage is nothing close to bad. Volt Switch is what makes Magnezone a "Pivot Trapper"; being able to switch out once its duty has been done and replacing its place with a pokemon that can handle what's in front of it while keeping momentum really allows it to keep the game going. Thunderbolt is Magnezone's main STAB move; allowing it to hit stuff such as Celesteela that would otherwise take literally nothing from even HP Fire and the chance to paralyze anything that's not named Rotom-W is certainly useful when the situation calls for it.
Mecha Queen (Magearna) @ Assault Vest
Ability: Soul-Heart
EVs: 160 HP / 96 Def / 252 SpA
Quiet Nature
- Energy Ball
- Fleur Cannon
- Volt Switch
- Iron Head
Ability: Soul-Heart
EVs: 160 HP / 96 Def / 252 SpA
Quiet Nature
- Energy Ball
- Fleur Cannon
- Volt Switch
- Iron Head
While a cleric set is certainly useful, Magearna's ability to pivot in on a massive amount of mons that this team would have trouble with is the main reason why I ran an Assault Vest Magearna. Energy Ball allows it to hit troublesome mons for this team, such as Mega Swampert (has to survive Earthquake, which won't be an easy task), Rotom-Wash, and Tapu Fini. Fleur Cannon is Magearna's main and only STAB move, hitting Mega Latias, Ash-Greninja, Mega Alakazam, etc. hard. While the special attack drops are annoying, there's Volt Switch for getting rid of those. Speaking of Volt Switch, this handy move is what makes Magearna part of the VoltTurn core this team is intended to make. It allows it to pivot out of poor matchups and get in with a teammate that can handle the situation it's in. Iron Head is ran to make sure Magearna isn't hard-walled by stuff such as Chansey and gives it a secondary STAB move that doesn't miss, has a chance to do hax on the opponent, and doesn't have a harmful secondary effect.
Ash (Greninja-Ash) @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- U-Turn
- Hydro Pump
- Water Shuriken
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- U-Turn
- Hydro Pump
- Water Shuriken
Since the team so far feels kind of slow, even with Mega Beedrill, it comes as no surprise that this would serve as the primary, non-mega evolution fast attacker on this team. The ability to pack strong mixed coverage and monstrous offensive capabilities is what makes this a vital part of my team. Dark Pulse is its secondary STAB move, which is nothing special, although the added flinch chance when using this move can be useful when the situation calls for it. U-turn is used over Spikes because whenever I use a "Choice" item, you never want to be locked into a non-status move, unless it's a recovery move, but even then, you risk getting locked into Struggle due to the "Taunt Factor". U-Turn is ran despite a Timid Nature (I might end up changing the EVs later) to make it a mostly specially-based pivot. Hydro Pump is Ash-Greninja's strongest STAB move - 110 base power coming off of a monstrous 608 special attack stat allows it to hit pretty much the whole tier for a ton of neutral damage, even if the 80% accuracy is annoying. Water Shuriken is the "Bread and Butter" of every Ash-Greninja set - STAB priority coming off of a godlike special attack stat means that even neutral or resisted hits are going to hit hard.
Man-Bird (Tornadus-Therian) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
- Defog
- Taunt
- U-turn
- Hurricane
Ability: Regenerator
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
- Defog
- Taunt
- U-turn
- Hurricane
Since this team has a problem with entry hazards chipping them down to the point where they either die upon coming in or get put in the range of a KO, of course, every competitively viable team - at least the really good ones - will need a good defogger. I chose this over stuff such as Lando-T and Rotom-W due to being able to pressure one of, if not, the most dangerous pokemon to approach unprepared in OverUsed - Mega Medicham. This set functions as a fast, offensive pivot that utilizes Tornadus-T's decent bulk and Regenerator to come in and nab some KOs and then get out while still maintaining momentum offensively. Defog provides HUGE amounts of support to my team - seeing as none of my teammates have reliable recovery sources, this move is basically the main reason I put this on my team. Taunt is ran to dismantle passive teams due to denying them a boosting opportunity or their recovery options. U-Turn is what makes Tornadus-T a really good pivot; this in tandem with Regenerator allows Tornadus-T to get out of a poor situation in a pinch and regain HP - and keep the momentum going for the team. Hurricane is Tornadus-T's main STAB move; sure, the 70% accuracy is annoying, but this gives it a way to hit Mega Medicham and Mega Lopunny, both of which outspeed everything bar Mega Beedrill, pack strong priority in Fake Out, and have Ice-Type coverage that they bring along with them for the ride in Ice Punch. Hurricane can also hit a decent amount of the tier for neutral damage, which, backed up by Tornadus-T's special attack stat clocking out at 350, can mean that it hits a huge amount for a sheer amount of damage.
D.R.A.K.E (Garchomp) (M) @ Dragonium Z
Ability: Rough Skin
EVs: 180 Atk / 76 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake
- Outrage
- Swords Dance
- Stealth Rock
Ability: Rough Skin
EVs: 180 Atk / 76 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake
- Outrage
- Swords Dance
- Stealth Rock
To sum this RMT up, I introduce you to our primary hazard setter: Garchomp. I chose to put the shark-dragon on this team due to being able to outspeed many entry hazard removers, something Heatran can't do. Earthquake is Garchomp's main STAB, and holy fuzzy, does this thing hit a lot for neutral or super effective damage. Magearna gets outsped and 2HKOed or OHKOed by this move, Mega Mawile is guaranteed to die against this move, and Toxapex gets 2HKOed if it stays in to fish for Scald burns. Outrage is nothing special, although it does hit a decent amount of the tier for neutral damage. Swords Dance is ran on the set (although I really do not like it on classic Chomp) to boost its already decent offensive prowess even further. Stealth Rock provides MASSIVE support to this team; chipping down bulky mons that this team would have trouble against, such as Chansey (although it dies to Garchomp and Mega Beedrill anyways), Tornadus-T, and HP Ground variants of Volcarona, with the latter being able to set up on this team and then proceed to annihilate whatever's in front of it.
(DISCLAIMER: Mega Beedrill outspeeds all of these checks barring Mega Alakazam, but even that's not a safe check, so none of these checks can reliably take on Mega Beedrill. Do note that U-Turn can deny all of these matchups if needed.)
Mega Alakazam
This is one of the only mons that outspeed Mega Beedrill without a Choice Scarf or boosts, which is dangerous because it pierces Mega Beedrill's only decent special bulk with its astronomical special attack stat and can proceed to OHKO it with Psychic. However, it doesn't want to switch in on Mega Beedrill directly due to the fear of an Adaptability - boosted U-Turn or Poison Jab OHKOing it through its poor physical bulk.
Landorus-Therian
While it can't come in safely due to the threat of being poisoned by Poison Jab, it forces out Mega Beedrill with the threat of EQ, Stone Edge, or Fly, and threatens to OHKO Mega Beedrill if it stays in. However, do note that only the Choice Scarf variants outspeed Mega Beedrill, so Mega Beedrill can bring in a partner safely via U-Turn or cripple defensive variants with Knock Off.
Steel-Types (That don't mind Drill Run)
Even with Drill Run, Mega Beedrill struggles to break past steel-types that either are immune to the move or don't really mind taking damage from Drill Run. Examples include Celesteela, Ferrothorn, and Mega Scizor, which is deadly since none of them really mind taking Drill Run due to being immune to it or taking neutral damage from the move and can prepare to retaliate back with strong priority in the latter's case, stall it out with Leech Seed in the case of the former two, or eliminate it from the field with Flamethrower and Gyro Ball, respectively. Mega Aggron in particular is troublesome for this team due to Drill Run only being a 5HKO on it and being able to exploit Mega Beedrill's weight via Heavy Slam or outright eliminate it with Fire Punch. However, all fear Magnezone, which Mega Beedrill is paired with.
Strong priority
Because this team lacks ways to block strong priority, strong priority from the likes of Mega Scizor, Ash-Greninja, Mega Medicham, and Mega Lopunny all threaten to OHKO Mega Beedrill through its poor defense.
Stealth Rock
Spikes aren't as deadly due to Tornadus-T being immune to them, but Stealth Rock chips down Mega Beedrill and Tornadus-T by 25% of their max HP, limiting the amount of times they can come in. However, the latter can somewhat mitigate this with Regenerator.
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Overall, I was actually really happy with how the team turned out. On paper, you would have expected disappointing results from a dangerous yet frail megamon. But in practice, it's very fast-paced, keeps momentum, and is very fun to tinker around with, even if there are some slow teammates on this team. Sure, it has a ton of weaknesses, but besides, no team is made of 100%, precisely checked, precisely built, well-thought out, thoroughly checked, researched, honed-up, and sharpened-to-its-absolute-best perfection. Even the best RMTs have weaknesses is one way or another. But all teams flesh them out in one way or another. I really hope you like the team, and any feedback that you guys give on this team can and will be appreciated by me.
-SteelixPrismGX
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