Hello! I am new to Smogon. I created a new team that's based around one of my favorite new mega-evolutions: Mega-Beedrill. This once weak Pokemon that used to stink now stings hard! Let's get started already:
THE TEAM AT A GLANCE
Beedrill @ Beedrillite
Trait: Sniper --> Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Protect
Beedrill used to be among my favorite Pokemon. With its new Mega-Evolution, I love it even more!
I use Beedrill as a late game sweeper that cleans up any weakened team that lacks/lost their scarfer. I happen to use U-Turn sometimes to grab fast momentum and parting damage that turns out to be hefty against what doesn't resist it. Poison Jab is Beedrill's main STAB move; in addition to hit very hard because of Adaptability boost, it has a pretty nifty chance of poisoning although the passive damage dealt isn't very important. Because it's so frail, I use Knock Off with Beedrill in the only case I predict a switch / it can OHKO the foe. Protect is what allows Beedrill to gain its newfound perks at Mega-Evolution because it is actually pretty slow prior to evolution and frail in general.
I do actually consider to run Drill Run > Knock Off but in the past, Drill Run didn't do so well, it failed to KO what it had to. Brick Break becomes an option, too, to kill Bisharp, but it usually kills Beedrill with Sucker Punch anyway.
Greninja (F) @ Life Orb
Ability: Protean
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Hydro Pump
- Dark Pulse
Greninja is a Pokemon I really like. It is very popular right now for it has amazing offensive presence. . Moves are self-explanatory since this is the standard Greninja with ORAS right now. Boosted by Protean and Life Orb, every move is a show on its own and hits very hard. Gunk Shot particularly helps me to deal against Azumarill since 40 EVs in attack is all the ninja needs to OHKO it.
I consider using Grass Knot somewhere in this moveset but I can't replace any of the moves I already have. 4MSS infects Greninja very hard.
Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 76 Atk / 56 Def / 128 SpD
Careful Nature
- Defog
- Bullet Punch
- U-turn
- Roost
Scizor is a nice pivot; with the EVs I invested, it keeps an odd HP number for more Stealth Rock switch in, keeps a good attack for a defensive Pokemon and nice bulk overall, that consists of 343 / 250 / 250. Defog is what makes Scizor so important, because it removes hazards from both sides of the field. Bullet Punch picks up weakened targets and kill them right off and deals decent damage against frail Pokemon, while a slow U-Turn allows to grab momentum and have my next Pokemon enter safely. Roost keeps the armored bug healthy because it needs to stay so, or else hazards kill Beedrill.
I do consider ditching that whole set and run an offensive set to make my team Hyper Offense, and because Beedrill is the only member who is weak to hazards. But as Beedrill is my MVP and my team dislikes Spikes, I can't do that easily.
Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Thunderbolt
- Psychic
- Trick
Latios is the Revenge Killer of the team. It outspeeds the whole unboosted tier with its Scarf. Trick can be used to cripple a wall/utility Pokemon oncoming, like Chansey. I run Dragon Pulse over Draco Meteor because I also use Latios to clean late-game if Beedrill is fainted, but Draco Meteor looks tempting as well with its higher base-power, knowing that Latios will constantly switch. I use Psychic instead of Psyshock because the higher base-power tempts me, and I don't have any particular problem with Mega-Venusaur or Assault Vest Conkeldurr to run Psyshock. Thunderbolt hits Mega-Slowbro among other water-types.
I consider to run Draco Meteor and Psyshock instead of Dragon Pulse and Psychic but I am unsure about it. Tests in the past got me to use what I use right now. Maybe because I didn't use to play so well in the past?
Landorus @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
I lead with Landorus 90% of the time. People expect Leftovers but I run Earth Plate for Earthquake's extra power, which is the move I spam after having rocks up on the field. U-turn grabs momentum and is useful in conjunction with Intimidate. Stone Edge serves mainly as a coverage move. The given EV ensures Landorus hits as hard and fast as possible.
I consider to use a more defensive spread with Leftovers / Rocky Helmet to punish physical attackers but I really like my Landorus right now, he hits very hard and does its job correctly.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 Def / 68 Spe
Modest Nature
- Lava Plume
- Toxic
- Earth Power
- Stone Edge
Heatran is used as a defensive pivot and checks what threatens my team most: Talonflame. Lava Plume hits pretty hard even unboosted because of Heatran's naturally good special attack. Toxic cripples walls Heatran can't touch. Earth Power is used to get past other Heatrans but I barely use it anyway. Stone Edge kills Talonflame, Volcarona and Charizard and is unexpected. The EVs are the exact same EVs specially-defensive Heatran uses, I just moved the Special Defense to Defense since this is what I need most.
I consider running Roar > Earth Power to trigger hazards, I do barely use Earth Power anyway.
LOOKING BACK AT THE TEAM
I hope you like it!
THE TEAM AT A GLANCE






Beedrill @ Beedrillite
Trait: Sniper --> Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Protect
Beedrill used to be among my favorite Pokemon. With its new Mega-Evolution, I love it even more!
I use Beedrill as a late game sweeper that cleans up any weakened team that lacks/lost their scarfer. I happen to use U-Turn sometimes to grab fast momentum and parting damage that turns out to be hefty against what doesn't resist it. Poison Jab is Beedrill's main STAB move; in addition to hit very hard because of Adaptability boost, it has a pretty nifty chance of poisoning although the passive damage dealt isn't very important. Because it's so frail, I use Knock Off with Beedrill in the only case I predict a switch / it can OHKO the foe. Protect is what allows Beedrill to gain its newfound perks at Mega-Evolution because it is actually pretty slow prior to evolution and frail in general.
I do actually consider to run Drill Run > Knock Off but in the past, Drill Run didn't do so well, it failed to KO what it had to. Brick Break becomes an option, too, to kill Bisharp, but it usually kills Beedrill with Sucker Punch anyway.
Greninja (F) @ Life Orb
Ability: Protean
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Hydro Pump
- Dark Pulse
Greninja is a Pokemon I really like. It is very popular right now for it has amazing offensive presence. . Moves are self-explanatory since this is the standard Greninja with ORAS right now. Boosted by Protean and Life Orb, every move is a show on its own and hits very hard. Gunk Shot particularly helps me to deal against Azumarill since 40 EVs in attack is all the ninja needs to OHKO it.
I consider using Grass Knot somewhere in this moveset but I can't replace any of the moves I already have. 4MSS infects Greninja very hard.
Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 76 Atk / 56 Def / 128 SpD
Careful Nature
- Defog
- Bullet Punch
- U-turn
- Roost
Scizor is a nice pivot; with the EVs I invested, it keeps an odd HP number for more Stealth Rock switch in, keeps a good attack for a defensive Pokemon and nice bulk overall, that consists of 343 / 250 / 250. Defog is what makes Scizor so important, because it removes hazards from both sides of the field. Bullet Punch picks up weakened targets and kill them right off and deals decent damage against frail Pokemon, while a slow U-Turn allows to grab momentum and have my next Pokemon enter safely. Roost keeps the armored bug healthy because it needs to stay so, or else hazards kill Beedrill.
I do consider ditching that whole set and run an offensive set to make my team Hyper Offense, and because Beedrill is the only member who is weak to hazards. But as Beedrill is my MVP and my team dislikes Spikes, I can't do that easily.
Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Thunderbolt
- Psychic
- Trick
Latios is the Revenge Killer of the team. It outspeeds the whole unboosted tier with its Scarf. Trick can be used to cripple a wall/utility Pokemon oncoming, like Chansey. I run Dragon Pulse over Draco Meteor because I also use Latios to clean late-game if Beedrill is fainted, but Draco Meteor looks tempting as well with its higher base-power, knowing that Latios will constantly switch. I use Psychic instead of Psyshock because the higher base-power tempts me, and I don't have any particular problem with Mega-Venusaur or Assault Vest Conkeldurr to run Psyshock. Thunderbolt hits Mega-Slowbro among other water-types.
I consider to run Draco Meteor and Psyshock instead of Dragon Pulse and Psychic but I am unsure about it. Tests in the past got me to use what I use right now. Maybe because I didn't use to play so well in the past?
Landorus @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
I lead with Landorus 90% of the time. People expect Leftovers but I run Earth Plate for Earthquake's extra power, which is the move I spam after having rocks up on the field. U-turn grabs momentum and is useful in conjunction with Intimidate. Stone Edge serves mainly as a coverage move. The given EV ensures Landorus hits as hard and fast as possible.
I consider to use a more defensive spread with Leftovers / Rocky Helmet to punish physical attackers but I really like my Landorus right now, he hits very hard and does its job correctly.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 Def / 68 Spe
Modest Nature
- Lava Plume
- Toxic
- Earth Power
- Stone Edge
Heatran is used as a defensive pivot and checks what threatens my team most: Talonflame. Lava Plume hits pretty hard even unboosted because of Heatran's naturally good special attack. Toxic cripples walls Heatran can't touch. Earth Power is used to get past other Heatrans but I barely use it anyway. Stone Edge kills Talonflame, Volcarona and Charizard and is unexpected. The EVs are the exact same EVs specially-defensive Heatran uses, I just moved the Special Defense to Defense since this is what I need most.
I consider running Roar > Earth Power to trigger hazards, I do barely use Earth Power anyway.
LOOKING BACK AT THE TEAM






I hope you like it!
Guillotine (Beedrill) (M) @ Beedrillite
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Protect
Greninja (F) @ Life Orb
Ability: Protean
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Hydro Pump
- Dark Pulse
Scizor (M) @ Leftovers
Ability: Technician
EVs: 248 HP / 76 Atk / 56 Def / 128 SpD
Careful Nature
- Defog
- Bullet Punch
- U-turn
- Roost
Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Thunderbolt
- Psychic
- Trick
Landorus (Landorus-Therian) (M) @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
Heatran (F) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 Def / 68 Spe
Modest Nature
- Lava Plume
- Toxic
- Earth Power
- Stone Edge
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Protect
Greninja (F) @ Life Orb
Ability: Protean
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Hydro Pump
- Dark Pulse
Scizor (M) @ Leftovers
Ability: Technician
EVs: 248 HP / 76 Atk / 56 Def / 128 SpD
Careful Nature
- Defog
- Bullet Punch
- U-turn
- Roost
Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Thunderbolt
- Psychic
- Trick
Landorus (Landorus-Therian) (M) @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
Heatran (F) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 Def / 68 Spe
Modest Nature
- Lava Plume
- Toxic
- Earth Power
- Stone Edge
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