ORAS UU All Roads Lead to Beedrill

ALL ROADS LEAD TO BEEDRILL
beedrill-mega.gif
forretress.gif
milotic.gif
espeon.gif
swampert.gif
heliolisk.gif


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

beedrill-mega.gif

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.gif

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.

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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.gif

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.

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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.

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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.
 
Hey! Cool team, but it can use some adjustments. Here are some suggestions to help you improve it.

  • Your team lacks a decent switch into Hydreigon, which is practically mandatory on any team that isn't Hyper Offense. Milotic is only able to switch into Scarf variants, so every other variant would give your team trouble after it were to come in on Swampert or Forretress. I suggest replacing Milotic with Cleric Sylveon for several reasons. Firstly, you already have Swampert as a bulky water, and Milotic isn't offering enough to justify using an additional teamslot for it. Sylveon gives your team a Fairy-type, which is able to handle both of Hydreigon's STAB moves with ease and gives you a better Fighting resist than what you currently have. The Cleric set is much better suited for this team as it is able to pass wishes in order to help keep your team healthy, most notably Forretress and Swampert. It's also able to clear your team of status conditions with Heal Bell, something that you're currently lacking on a balance team. You mentioned that your team struggles with Scarfers, and this change should definitely help against the most common ones. You already have Swampert to handle Scarf Infernape, which isn't very common to begin with anyway. Here's the set:

sylveon.gif

Sylveon @ Leftovers
Ability: Pixilate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Hyper Voice​



  • I don't think Espeon makes the best fit for this team. One of the bigger problems your team has is that your only Physical Attacker is Mega Beedrill, and being heavily reliant on that can really suck. You're going to struggle against special walls like Blissey, as well as Porygon2 which you mentioned was a concern. With the removal of Milotic, Snorlax also becomes more of a problem. I recommend replacing Espeon with Scarf Mienshao. What this change does is help alleviate all of the aforementioned issues by giving you a Fighting-type. Additionally, it helps with Crobat, another mon you mentioned was a concern, by being able to outspeed and OHKO it with Stone Edge after Stealth Rock damage. You also get a Knock Off user, which is really convenient in general, especially against Stall. Since all Ghost-types are seeing low usage due to the highly popular Krook + Sylveon core, Mienshao will be having a much easier time spamming HJK as well. Last, but not least, Scarf Mienshao greatly helps your team out with speed control. Here's the set:

mienshao.gif

Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Stone Edge​



  • The last suggestion I have for you is to make Forretress a specially defensive variant with Heavy Slam over Gyro Ball. Seeing as Forretress is going to be your switch-in to Specs Sylveon, you want to be able to tank a couple of hits, and so you need the special defense investment as well as a Sassy nature. You also want to be able to do massive damage back to it, which Heavy Slam can do but Gyro Ball can't. You already have two physical walls in Sylveon and Swampert, so this change doesn't have many drawbacks.

I hope this helped, and good luck with the team!
 
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