ALL ROADS LEAD TO BEEDRILL
Introduction
I have always thought that Beedrill got one of the most interesting and needed mega-evolutions, so I decided to make my comeback to UU (I think the first time since 4th gen?) centered around him.
The goal of the team is to allow Beedrill to be used to it's full extent, which somehow manifested itself in a mostly defensive team that focuses on controling momentum. This makes sense, but I have no idea how I came up with it, considering I just let teams organically evolve in my head without theory crafting ¯\_(ツ)_/¯
Its important to say that this isn't a stall team. Its missing all the hallmarks, such as a cleric, wish support, and toxic reliance. The point is to force switches and use prediction to stall until a glass cannon can get in and blast a hole in whatever is put in front of it.
However, it's gotten to the point where instinct/gut changes can't improve the team anymore, so I'm open to suggestions.
The Team
Mega-Beedrill @Beedrillite
Ability: Adaptability
Nature: Jolly
EVs: 252 Atk | 4 Hp | 252 Spe
Moves: U-turn | Protect | Poison Jab | Drill Run
Beedrill is what the team revolves around, and is the mascot of the team. Despite this, it is just a standard set, U-turn for pivoting purposes, Protect for scouting/mega evolution, Poison Jab for stab, and Drill Run for coverage. I've actually used him as a lead in most cases, which lets him evolve and establish presense before/while stealth rocks are set. Through the rest of the game, the rest of the team creates safe entry for him, and he abuses it, either executing an enemy or doing chip damage by U-turning into one of the defensive cores.
Forretress @ Leftovers
Ability: Sturdy
Nature: Relaxed
EVs: 252 Hp | 4 SpD | 252 Def
Moves: Rapid Spin | Spikes | Volt Switch | Gyro Ball
Forretress has fantastic synergy with Beedrill. He clears entry hazzards that pleagues Beedrill, sets his own that synergize with the team's pressure, and with a slow Volt Switch can provide a free switch in to our buzzy buddy, or one of the other defensive cores. He also bates out fire types or set up sweepers and hands them off to their respective counters. His massive defense compliments the rest of the team quite nicely, and in the event Beedrill falls, can keep up impressive momentum himself.
Milotic @ Leftovers
Ability: Marvel Scale
Nature: Bold
EVs: 252 Hp | 4 SpD | 252 Def
Moves: Scald | Ice Beam | Haze | Recover
When controling the battle, sometimes its neccisary to slow things down. Haze provides an excelent way to shrugg off pressure from set up set up sweepers (I'm looking at you sharpeedo), and coupled with recover, Milotic can bring enemy momentum to a grinding halt. Defensive set up sweepers such as Suicune and Creselia are rendered completely useless, especially if you can predict the toxic and switch to Forttress. Being my answer to basically every set up sweeper, Milotic has more ballanced defenses than the standard special wall.
Espeon @ Leftovers
Ability: Magic Bounce
Nature: Timid
EVs: 252 SpA | 4 Hp | 252 Spe
Moves: Calm Mind | Psyshock | Morning Sun | Dazzling Gleam
Espeon was originally chosen as another defensive core with magic bounce to U-turn to on the first turn, but was almost immedietly reworked to become the ace in the hole. In the late game, when Beedrill has chipped away all the enemy threats, Espeon cleans house with a calm mind sweep. Of course this can come earlier if the enemy leaves an opening for a calm mind or two. Psychock provides a secondary check to the likes of calm mind suicune if Milotic sacrifices itself nobly. If everyone does their job, Calm Mind isn't even needed.
Swampert @ Leftovers... Is anyone even surprised at this point?
Ability: Torrent
Nature: Relaxed
EVs: 240 Hp | 16 Atk | 252 Def
Moves: Scald | Earthquake | Stealth Rock | Roar
Swampert is the final defensive core, and you are probably asking yourself "Omg, where is your special wall? Does this pleb even pocket monster?". The answer is in their head. Both Milotic and Swampert can run specially defensive sets, and so in anticipation of that will throw their physical attacker at one of them, and will be promptly walled, and their typing will help against basically all Sp. Attackers.
Anyways, Swampert is usully the recipiant of the first U-turn, procedes to tank the first fire type attack, and than set up stealth rocks. Scald and Earthquake can provide offensive pressure, while roar can phase and allow for a later sweep. He also draws out grass types, which gives forretress a free switch in, which gives Beedrill a free switch, hense the name of the team.
Heliolisk @ Choice Specs
Ability: Dry Skin
Nature: Timid
EVs: 252 SpA | 4 SpD | 252 Spe
Moves: Volt Switch | Grass Knot | Thunderbolt | Hyper Voice
If Milotic is how I slow down the pace, Heliolisk is how I speed it up. Volt Switch will hit like a truck, and can either weaken something for a defensive core or in the case of a KO give Beedrill yet another free switch. Swampert is actually quite a problem for the team, and Grass Knot is a nasty surprise for those who swich him in expecting an electric attack. Thunderbolt is useful for Crobat, who also walls the rest of the team. Volt Switch/U-Turn can make a powerful and safe combo for going on the offense.
Concerns
The only true stall pokemon I have is Milotic, so a dedicated Pokemon who can out-stall such as Crobat and Porygon2 pose huge threats, as nothing is making them switch. No switch means no Beedrill. No Beedrill means no damage. No damage means no win.
Pokemon who are very fast, such as choice scarfers, ruin everything. A scarfed infernape will and has ripped through this team, save Milotic, who alone can't both stall and check him. Entei and Krookodile haven't really been an issue though, as swampert and milotic counter the former while Beedrill can one shot the later if he can avoid intimidate.






Introduction
I have always thought that Beedrill got one of the most interesting and needed mega-evolutions, so I decided to make my comeback to UU (I think the first time since 4th gen?) centered around him.
The goal of the team is to allow Beedrill to be used to it's full extent, which somehow manifested itself in a mostly defensive team that focuses on controling momentum. This makes sense, but I have no idea how I came up with it, considering I just let teams organically evolve in my head without theory crafting ¯\_(ツ)_/¯
Its important to say that this isn't a stall team. Its missing all the hallmarks, such as a cleric, wish support, and toxic reliance. The point is to force switches and use prediction to stall until a glass cannon can get in and blast a hole in whatever is put in front of it.
However, it's gotten to the point where instinct/gut changes can't improve the team anymore, so I'm open to suggestions.
The Team

Mega-Beedrill @Beedrillite
Ability: Adaptability
Nature: Jolly
EVs: 252 Atk | 4 Hp | 252 Spe
Moves: U-turn | Protect | Poison Jab | Drill Run
Beedrill is what the team revolves around, and is the mascot of the team. Despite this, it is just a standard set, U-turn for pivoting purposes, Protect for scouting/mega evolution, Poison Jab for stab, and Drill Run for coverage. I've actually used him as a lead in most cases, which lets him evolve and establish presense before/while stealth rocks are set. Through the rest of the game, the rest of the team creates safe entry for him, and he abuses it, either executing an enemy or doing chip damage by U-turning into one of the defensive cores.

Forretress @ Leftovers
Ability: Sturdy
Nature: Relaxed
EVs: 252 Hp | 4 SpD | 252 Def
Moves: Rapid Spin | Spikes | Volt Switch | Gyro Ball
Forretress has fantastic synergy with Beedrill. He clears entry hazzards that pleagues Beedrill, sets his own that synergize with the team's pressure, and with a slow Volt Switch can provide a free switch in to our buzzy buddy, or one of the other defensive cores. He also bates out fire types or set up sweepers and hands them off to their respective counters. His massive defense compliments the rest of the team quite nicely, and in the event Beedrill falls, can keep up impressive momentum himself.

Milotic @ Leftovers
Ability: Marvel Scale
Nature: Bold
EVs: 252 Hp | 4 SpD | 252 Def
Moves: Scald | Ice Beam | Haze | Recover
When controling the battle, sometimes its neccisary to slow things down. Haze provides an excelent way to shrugg off pressure from set up set up sweepers (I'm looking at you sharpeedo), and coupled with recover, Milotic can bring enemy momentum to a grinding halt. Defensive set up sweepers such as Suicune and Creselia are rendered completely useless, especially if you can predict the toxic and switch to Forttress. Being my answer to basically every set up sweeper, Milotic has more ballanced defenses than the standard special wall.

Espeon @ Leftovers
Ability: Magic Bounce
Nature: Timid
EVs: 252 SpA | 4 Hp | 252 Spe
Moves: Calm Mind | Psyshock | Morning Sun | Dazzling Gleam
Espeon was originally chosen as another defensive core with magic bounce to U-turn to on the first turn, but was almost immedietly reworked to become the ace in the hole. In the late game, when Beedrill has chipped away all the enemy threats, Espeon cleans house with a calm mind sweep. Of course this can come earlier if the enemy leaves an opening for a calm mind or two. Psychock provides a secondary check to the likes of calm mind suicune if Milotic sacrifices itself nobly. If everyone does their job, Calm Mind isn't even needed.

Swampert @ Leftovers... Is anyone even surprised at this point?
Ability: Torrent
Nature: Relaxed
EVs: 240 Hp | 16 Atk | 252 Def
Moves: Scald | Earthquake | Stealth Rock | Roar
Swampert is the final defensive core, and you are probably asking yourself "Omg, where is your special wall? Does this pleb even pocket monster?". The answer is in their head. Both Milotic and Swampert can run specially defensive sets, and so in anticipation of that will throw their physical attacker at one of them, and will be promptly walled, and their typing will help against basically all Sp. Attackers.
Anyways, Swampert is usully the recipiant of the first U-turn, procedes to tank the first fire type attack, and than set up stealth rocks. Scald and Earthquake can provide offensive pressure, while roar can phase and allow for a later sweep. He also draws out grass types, which gives forretress a free switch in, which gives Beedrill a free switch, hense the name of the team.

Heliolisk @ Choice Specs
Ability: Dry Skin
Nature: Timid
EVs: 252 SpA | 4 SpD | 252 Spe
Moves: Volt Switch | Grass Knot | Thunderbolt | Hyper Voice
If Milotic is how I slow down the pace, Heliolisk is how I speed it up. Volt Switch will hit like a truck, and can either weaken something for a defensive core or in the case of a KO give Beedrill yet another free switch. Swampert is actually quite a problem for the team, and Grass Knot is a nasty surprise for those who swich him in expecting an electric attack. Thunderbolt is useful for Crobat, who also walls the rest of the team. Volt Switch/U-Turn can make a powerful and safe combo for going on the offense.
Concerns
The only true stall pokemon I have is Milotic, so a dedicated Pokemon who can out-stall such as Crobat and Porygon2 pose huge threats, as nothing is making them switch. No switch means no Beedrill. No Beedrill means no damage. No damage means no win.
Pokemon who are very fast, such as choice scarfers, ruin everything. A scarfed infernape will and has ripped through this team, save Milotic, who alone can't both stall and check him. Entei and Krookodile haven't really been an issue though, as swampert and milotic counter the former while Beedrill can one shot the later if he can avoid intimidate.