Hi this is my first RMT post so hopefully it isn't too horrible. I made this team a few days ago and I think it's at a point now where its decent so I wanted show it off and get some advice on how to improve it.
JusBeeUrself :) (Beedrill-Mega) @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Drill Run
- Protect
- Poison Jab
Pretty standard Mega Beedrill, Ive been trying out adamant instead of jolly just because the speed difference doesnt seem that important but maybe I'm missing soemthing really significant that jolly lets it outspeed I dont know. Also currently running drill run although I have run knock off before as well. I feel like I'm getting more use out of drill run.
Stealth rock setter and sort of a defensive pivot. I tried using Gliscor before instead but Landorus seems much better. Trying to stall things out with toxic Gliscor just didnt mesh well with the rest of the team as it is a rather offensive team. Most of the the u-turn/volt switchers on the team are fast but having a slower turner can be nice to, intimidate + slow u turn lets other mons switch in safer.
Not sure about me first but I couldn't think of anything else to put on a choice band set, not sure that it really matters though as most of the time this mon is either spamming brave bird or u-turning. Talonflmaes role is basically to either clean things up late game with bird spam, or come out early and bird spam to try and wear down/kill more defensive mons that maybe be a problem for the rest of the team. He also works well with Beedrill I think because they don't share allot of weaknesses and Talonflame seems to do very well v other priority users and steel types which are both problems for Beedrill.
Again pretty standard Bisharp I think and he is basically filling the same role here that he does on any other team. Hes strong v most defoggers which is good because you really wanna keep rocks up(very damaging to fire/flying types who can be a problem for the team), he can switch into psychic attacks aimed at Beedrill (although most psychic types seem to be outsped and KO'd by Beedrill's u-turn), he can help clean up/revenge kill with sucker punch, and knock off is ofcourse just always great.
Steel type traper, pretty important when running Beedrill I think. Tried Magnezone for a while but I found the speed of scarf Magneton more useful as he can hit things like jolly Talonflame. Although this mons primary role is trapping things like Skarmory and Ferrothorn he's also useful v water types and flying types who can also pose problems for the team.
Rapid spinner, keeping hazards off the board is important for any volt/turn team I think but especially on this team because of Beedrill and Talonflame. I have tried running more defensive versions of Starmie in the past and certainly having a bulky spinner who can keep himself healthy does have value since keep rocks off your side of the board is so important with this team however I think offensive Starmie works better overall for this team since it is a farily aggressive team I think having more attacks on Starmie, as opposed to things like recover or reflect type which are often times useless, seems to help the team more overall.
Right now the number 1 problem with the team seems to be dealing with Rotom-W and I'm really not sure what to change for that. Open to any and all suggestions. Thank you.

JusBeeUrself :) (Beedrill-Mega) @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Drill Run
- Protect
- Poison Jab
Pretty standard Mega Beedrill, Ive been trying out adamant instead of jolly just because the speed difference doesnt seem that important but maybe I'm missing soemthing really significant that jolly lets it outspeed I dont know. Also currently running drill run although I have run knock off before as well. I feel like I'm getting more use out of drill run.

Grrrrrr (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
Stealth rock setter and sort of a defensive pivot. I tried using Gliscor before instead but Landorus seems much better. Trying to stall things out with toxic Gliscor just didnt mesh well with the rest of the team as it is a rather offensive team. Most of the the u-turn/volt switchers on the team are fast but having a slower turner can be nice to, intimidate + slow u turn lets other mons switch in safer.

So Brave (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Me First
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Me First
Not sure about me first but I couldn't think of anything else to put on a choice band set, not sure that it really matters though as most of the time this mon is either spamming brave bird or u-turning. Talonflmaes role is basically to either clean things up late game with bird spam, or come out early and bird spam to try and wear down/kill more defensive mons that maybe be a problem for the rest of the team. He also works well with Beedrill I think because they don't share allot of weaknesses and Talonflame seems to do very well v other priority users and steel types which are both problems for Beedrill.

King me (Bisharp) @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head
Again pretty standard Bisharp I think and he is basically filling the same role here that he does on any other team. Hes strong v most defoggers which is good because you really wanna keep rocks up(very damaging to fire/flying types who can be a problem for the team), he can switch into psychic attacks aimed at Beedrill (although most psychic types seem to be outsped and KO'd by Beedrill's u-turn), he can help clean up/revenge kill with sucker punch, and knock off is ofcourse just always great.

How do they work? (Magneton) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 Atk / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Volt Switch
- Thunderbolt
- Flash Cannon
Ability: Magnet Pull
EVs: 252 Atk / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Volt Switch
- Thunderbolt
- Flash Cannon
Steel type traper, pretty important when running Beedrill I think. Tried Magnezone for a while but I found the speed of scarf Magneton more useful as he can hit things like jolly Talonflame. Although this mons primary role is trapping things like Skarmory and Ferrothorn he's also useful v water types and flying types who can also pose problems for the team.

No Star YOU!!! (Starmie) @ Life Orb
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psyshock
- Ice Beam
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psyshock
- Ice Beam
Rapid spinner, keeping hazards off the board is important for any volt/turn team I think but especially on this team because of Beedrill and Talonflame. I have tried running more defensive versions of Starmie in the past and certainly having a bulky spinner who can keep himself healthy does have value since keep rocks off your side of the board is so important with this team however I think offensive Starmie works better overall for this team since it is a farily aggressive team I think having more attacks on Starmie, as opposed to things like recover or reflect type which are often times useless, seems to help the team more overall.
Right now the number 1 problem with the team seems to be dealing with Rotom-W and I'm really not sure what to change for that. Open to any and all suggestions. Thank you.