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Mega Beedrill Natdex OU

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I peaked 1600 using this team on ladder and I wanted to share it with the world

Beedrill-Mega @ Beedrillite
Ability: Adaptability
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Fell Stinger/Throat Chop/X-Scissor
Beedrill is the main late-game cleaner of this team, and is pretty underrated as a mega imo. The strong U-turn and poison-jab combo does solid damage to most of the tier, and it matches super well into weakened targets who don't resist its attacks, running circles around non-rocky helmet switch-ins. It'srong U-turn can create a lot of offensive momentum, with most of this team capitalizing on common switch-ins to it like Gholdengo, Pex, Mola, and bulky steels like Ferrothorn and Heatran. Mega Beedrill also threatens KOs on faster mons like Mega Latios, Mega Diancie after some chip, the Tapus, Ting Lu, and the various fairy and dark types that Beedrill outspeeds. I'm running drill run as some much-needed coverage, as it hits Bee's counters for excellent damage like Gholdengo, Clodsire, Pex, Meatran, and Gking. Drill run is essential for this mon to work, or else its easily walled by bulky poisons and steels. I'm also running Fell Stinger for its potential to shut out games just by grabbing a KO, but other options like Throat Chop and X-Scissor work depending on your play style and needs for coverage.

Alomomola @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 8 HP / 252 Def / 248 SpD
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Toxic
- Wish
- Protect
The mola set is pretty standard, so I'll keep this explanation brief. I experimented with AV Mola, but I found that the support from toxic and wish outweighed the added defense against special attackers like Iron Moth, Valiant, and Mega Diancie, which the bulkier mons on this team are fairly equipped to handle. Wish has some added synergy with this team outside of its healing utility, recovering multiscale on Dnite even around 25% HP, and can recover Tera-Shell on Terapagos if you want to run that instead of Treads, which is a solid substitute for its bulk and coverage options.

Tapu Koko @ Heavy-Duty Boots
Ability: Electric Surge
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]
I opted to run a pivot koko set to capitalize on the bulky waters that the Bee and other mons on this team struggle to answer. Fini, Mola, Pex, and fliers like Corviknight and Lando-T can be challenging for Beedrill to handle, so Koko is a good choice to pick up those much-needed KOs. I'm running dazzling gleam and HP-Ice to better answer Lando-T, TankChomp, Dnite, and Gliscor, which are otherwise difficult matchups for Koko and the bee. I'm still experimenting with different options, but the terrain control is a nice added utility in combination with my iron treads set, allowing it to outspeed virtually all non-choiced Pokémon under Eterrain.

Iron Treads @ Icium Z
Ability: Quark Drive
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Ice Spinner
- Supercell Slam
- Rapid Spin
Icium Z treads is a super fun and dangerous pokemon to answer, and I recently added it to this team instead of Terapagos and found a lot of success. Treads matches up super nicely into a variety of offensive pokemon in the teir, and the Icium Z gives Treads the added power boost to OHKO otherwise difficult matchups like Garchomp, Dnite, Lando-T, and Gliscor that the rest of the team struggles against. Spin, EQ, and Supercell Slam are the standard moves, with Supercell Slam also having the added benefit of dealing massive damage to Corviknight, Ogerpon-Wellspring, and Zard-Y, especially under Electric Terrain. Icium Z treads also functions as the main hazard control of this team, matching up well into hazard setters like Tusk after some chip, Gliscor, Heatran and TankChomp, but struggles into ferrothorn.

Hoopa-Unbound @ Choice Band
Ability: Magician
Tera Type: Psychic
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Drain Punch
- Zen Headbutt
- Gunk Shot/Thunder Punch
Hoopa's entire purpose is to wallbreak against the counters to the other offensive threats on this team. Banded Hyperspace Fury is frankly ludicrous damage, 2HKOing Phsydef Mola and other bulky mons. Hoopa's decent special bulk also allows it to KO fast special attackers in a pinch, opening up Dnite and Mega Beedrill to clean up. Drain punch deals excellent damage to Ferrothorn and Heatran, while Zen Headbutt and Hyperspace Fury can do solid damage into any switch in, with Fury even KOing Gking from full health. Gunk Shot is an excellent tool against would-be answers like switch-ins like Clefable and Hatterene that assume you're locked into a different move, which can allow Dnite to run rampant. Thunder punch is also a decent option against Corv and bulky waters if those are giving you trouble.

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Ice Spinner/Outrage
- Roost
This Dnite set is a work in progress, as I'm still experimenting with Outrage over Spinner, but the general idea is the same. Roost-DD Dnite is virtually impossible to answer unless you have a counter like Mola or Lando-T, which this team is very equpped to weaken and eventually KO. Dnite has a lot of offensive synergy with Mega Beedrill, as Dnite beats hard counters like Gliscor and Corv 1-on-1, and Beedrill can pick KOs against fast and weakened threats that would otherwise stop Dnite from setting up.
 
Hey; threads need to be approved by forum moderators, so I’ll be locking this and archiving it.

To share teams, you can do so in the NatDex room or discord.

Have a good day!
 
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