I recently formed this team as an answer to a need in the Monotype Sample Team community and I want to be more involved in that community, primarily on the official Smogon Server. Throughout my time in the Monotype Community, I've learned a few new tricks that I wouldn't have necessarily learned through the regular metas; you don't have to the mono STAB on every single Pokemon.
I had a general idea of what I wanted to use, since I've messed around with Bug teams with some success. I started with Mega Pinsir and came up with a standard set.
Pinsir-Mega @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack
- Frustration / Facade
- Earthquake
- Close Combat
When Pinsir is used, it's typically seen as either a set-up sweeper or a revenge killer. Thus why I have given it Moxie. I know from some of the other pokemon, I could use them to absorb status, but I want to flip that effect and that is the reasoning behind why I put Facade on Mega Pinsir as well. Scald is easily the most common in the meta right now with its 30% chance of burning the opponent. Facade would do double the damage and do a simple revenge tactic. Earthquake and Close Combat are for coverage as well.
252 Atk Aerilate Mega Pinsir Facade (140 BP) vs. 252 HP / 252+ Def Mega Sableye: 210-247 (69 - 81.2%) -- guaranteed 2HKO
Galvantula @ Life Orb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Energy Ball
- Sticky Web
- Hidden Power [Ice]
Galvantula is no longer walled by its weaknesses as much. Once Sticky Web is out on the field, the rest of the team can have a field day. That's #1 priority. After that, you can hit the entire Flying Meta for Super Effective Damage. Although I don't recommend it, but it is notable. When facing Mega Charizard Y, you can use Thunder, but be aware that instead of its 93.5% accuracy (CompoundEyes); it now has 66.5% accuracy. Still is terrible but more accurate than usual
252 SpA Life Orb Galvantula Hidden Power Ice vs. 0 HP / 0 SpD Landorus: 338-400 (105.9 - 125.3%) -- guaranteed OHKO
252 SpA Life Orb Galvantula Thunder vs. 248 HP / 180+ SpD Zapdos: 157-187 (40.9 - 48.8%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Galvantula Hidden Power Ice vs. 0 HP / 4 SpD Thundurus-T: 169-200 (56.7 - 67.1%) -- guaranteed 2HKO after Leftovers recovery
Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Poison Jab / Protect / Swords Dance
- Megahorn
- Earthquake
- Rock Slide
Scolipede was one of those weird pokemon back in BW until it got its hidden ability, Speed Boost. It's what got Blaziken banned to Ubers (if I remember correctly). With EdgeQuake (Rock Slide in place of Stone Edge) coverage, it's able to tackle Bug's weaknesses (Rock, Flying, and Fire) with ease, just needing a little help from either Volcarona or Galvantula to fully complete the battle. Megahorn helps to counter its own weakness from Psychic, while having a nifty resistance to both Fighting and Grass (which why would you want to face Bug against those types). Poison Jab is helpful for tackling Fairies and adding the chance to poison an opposing pokemon, but Protect is preferred since it's Adamant. Scolipede loses its ability to check Base 100+ Speed Pokemon when Adamant, but a simple Protect will be helpful. Swords Dance is for that extra spike in Attack to fully crush the opponent.
Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Fiery Dance
- Hidden Power [Ground]
- Giga Drain
This set I wouldn't mind changing that much, but I would prefer to keep Giga Drain just for healing purposes. I know Roost is a better option, but sometimes you need to be a little riskier than usual. Barian again recommended HP-Ground to help fight Steel types, primarily Heatran. It helps to alleviate the stress from a Bug v. Steel matchup while helping against an Electric Matchup.
+2 252 SpA Volcarona Hidden Power Ground vs. 248 HP / 192+ SpD Heatran: 392-464 (101.8 - 120.5%) -- guaranteed OHKO
Armaldo @ Assault Vest
Ability: Battle Armor
EVs: 252 Atk / 8 Def / 248 SpD
Adamant Nature
- Rock Blast
- Aqua Jet
- Earthquake
- Rapid Spin
I know this might throw people through a loop, but I prefer AV Armaldo. It can tank a lot of powerful moves while spinning and getting a couple of KOes by itself. As I said above in my introduction, I'm not a fan of using hazards myself, but I must have some form of hazard removal. I know that Lefties may be better, but when facing certain pokemon, AV is significantly better.
252 SpA Mega Charizard Y Fire Blast vs. 0 HP / 248 SpD Assault Vest Armaldo in Sun: 192-226 (65.9 - 77.6%) -- guaranteed 2HKO
and in revenge
252+ Atk Armaldo Rock Blast (2 hits) vs. 0 HP / 4 Def Mega Charizard Y: 432-512 (145.4 - 172.3%) -- guaranteed OHKO
w/o AV
252 SpA Mega Charizard Y Fire Blast vs. 0 HP / 248 SpD Armaldo in Sun: 288-339 (98.9 - 116.4%) -- 93.8% chance to OHKO
Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 8 SpD / 248 Spe
Jolly Nature
- Bullet Punch
- Superpower
- Pursuit
- U-turn
I needed a revenge killer that could KO at a moments notice and it has nifty resistances and immunities (Looking at you Fairy types). I've gotten to fall in love with Pursuit trapping and the rest of the set is self-explanatory. SuperPower is to help the steel matchup. It could also be useful in the Dark and Rock matchup, despite other moves and pokemon are more effective.
I had a general idea of what I wanted to use, since I've messed around with Bug teams with some success. I started with Mega Pinsir and came up with a standard set.

Pinsir-Mega @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack
- Frustration / Facade
- Earthquake
- Close Combat
When Pinsir is used, it's typically seen as either a set-up sweeper or a revenge killer. Thus why I have given it Moxie. I know from some of the other pokemon, I could use them to absorb status, but I want to flip that effect and that is the reasoning behind why I put Facade on Mega Pinsir as well. Scald is easily the most common in the meta right now with its 30% chance of burning the opponent. Facade would do double the damage and do a simple revenge tactic. Earthquake and Close Combat are for coverage as well.
252 Atk Aerilate Mega Pinsir Facade (140 BP) vs. 252 HP / 252+ Def Mega Sableye: 210-247 (69 - 81.2%) -- guaranteed 2HKO

Galvantula @ Life Orb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Energy Ball
- Sticky Web
- Hidden Power [Ice]
Galvantula is no longer walled by its weaknesses as much. Once Sticky Web is out on the field, the rest of the team can have a field day. That's #1 priority. After that, you can hit the entire Flying Meta for Super Effective Damage. Although I don't recommend it, but it is notable. When facing Mega Charizard Y, you can use Thunder, but be aware that instead of its 93.5% accuracy (CompoundEyes); it now has 66.5% accuracy. Still is terrible but more accurate than usual
252 SpA Life Orb Galvantula Hidden Power Ice vs. 0 HP / 0 SpD Landorus: 338-400 (105.9 - 125.3%) -- guaranteed OHKO
252 SpA Life Orb Galvantula Thunder vs. 248 HP / 180+ SpD Zapdos: 157-187 (40.9 - 48.8%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Galvantula Hidden Power Ice vs. 0 HP / 4 SpD Thundurus-T: 169-200 (56.7 - 67.1%) -- guaranteed 2HKO after Leftovers recovery

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Poison Jab / Protect / Swords Dance
- Megahorn
- Earthquake
- Rock Slide
Scolipede was one of those weird pokemon back in BW until it got its hidden ability, Speed Boost. It's what got Blaziken banned to Ubers (if I remember correctly). With EdgeQuake (Rock Slide in place of Stone Edge) coverage, it's able to tackle Bug's weaknesses (Rock, Flying, and Fire) with ease, just needing a little help from either Volcarona or Galvantula to fully complete the battle. Megahorn helps to counter its own weakness from Psychic, while having a nifty resistance to both Fighting and Grass (which why would you want to face Bug against those types). Poison Jab is helpful for tackling Fairies and adding the chance to poison an opposing pokemon, but Protect is preferred since it's Adamant. Scolipede loses its ability to check Base 100+ Speed Pokemon when Adamant, but a simple Protect will be helpful. Swords Dance is for that extra spike in Attack to fully crush the opponent.

Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Fiery Dance
- Hidden Power [Ground]
- Giga Drain
This set I wouldn't mind changing that much, but I would prefer to keep Giga Drain just for healing purposes. I know Roost is a better option, but sometimes you need to be a little riskier than usual. Barian again recommended HP-Ground to help fight Steel types, primarily Heatran. It helps to alleviate the stress from a Bug v. Steel matchup while helping against an Electric Matchup.
+2 252 SpA Volcarona Hidden Power Ground vs. 248 HP / 192+ SpD Heatran: 392-464 (101.8 - 120.5%) -- guaranteed OHKO

Armaldo @ Assault Vest
Ability: Battle Armor
EVs: 252 Atk / 8 Def / 248 SpD
Adamant Nature
- Rock Blast
- Aqua Jet
- Earthquake
- Rapid Spin
I know this might throw people through a loop, but I prefer AV Armaldo. It can tank a lot of powerful moves while spinning and getting a couple of KOes by itself. As I said above in my introduction, I'm not a fan of using hazards myself, but I must have some form of hazard removal. I know that Lefties may be better, but when facing certain pokemon, AV is significantly better.
252 SpA Mega Charizard Y Fire Blast vs. 0 HP / 248 SpD Assault Vest Armaldo in Sun: 192-226 (65.9 - 77.6%) -- guaranteed 2HKO
and in revenge
252+ Atk Armaldo Rock Blast (2 hits) vs. 0 HP / 4 Def Mega Charizard Y: 432-512 (145.4 - 172.3%) -- guaranteed OHKO
w/o AV
252 SpA Mega Charizard Y Fire Blast vs. 0 HP / 248 SpD Armaldo in Sun: 288-339 (98.9 - 116.4%) -- 93.8% chance to OHKO

Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 8 SpD / 248 Spe
Jolly Nature
- Bullet Punch
- Superpower
- Pursuit
- U-turn
I needed a revenge killer that could KO at a moments notice and it has nifty resistances and immunities (Looking at you Fairy types). I've gotten to fall in love with Pursuit trapping and the rest of the set is self-explanatory. SuperPower is to help the steel matchup. It could also be useful in the Dark and Rock matchup, despite other moves and pokemon are more effective.