Hello again, another Mono-typed team for you all to judge. This time it's not of my choosing but an idea someone threw at me. So this is what I'm thinking.
Ninjask @ Focus Sash
Ability: Speed Boost
EVs: 252 HP/ 4 Def/ 252 SpD
Jolly Nature
- Substitute
- Swords Dance
- Baton Pass
- X-Scissor
The teams Baton Passer. As many of you probably know, the ninja bug is able to pass off Swords Dances and Speed Boosts off to it's teammates, and this is no exception. Substitute blocks status aliments and acts as a buffer against some attacks as you try to set up Swords Dances. X-Sissor is only for the risk of becoming set-up bait if hit with Taunt.
Scyther @ Eviolite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
- Roost
- Quick Attack
- Bug Bite
- Aerial Ace
Strictly because I do not have a trading partner to make a Scizor, Scyther will have to do. Eviolite adds a bit of bulk as the mantis makes work with Technician Bug Bites and Aerial Aces. Quick Attack for a bit of priority, Roost is for recovery.
Beedrill @ Beedrillite
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect/Knock Off
- Drill Run
- Poison Jab
- X-Scissor
The teams big hitter and Mega Pokemon. Protect is for scouting out your opponents next turn and is useful to burn off the window of time between normal and Mega Beedrill's Speed difference. Drill Run covers Rock and Fire-type Pokemon, while X-Scissor and Poison Jab Adaptability boosted STABS hit everything bar Ghost-types and the mentioned Rock-types. Knock Off could be ran instead of Protect, granting at least neutral damage to everything in the game at the cost of scouting and risking the speed difference on Mega-Evolving.
Galvantula @ Life Orb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Giga Drain
- Bug Buzz
- Thunder
Sticky Web helps to slow down a few dangerous Pokemon the team faces, allowing the spider's allies a chance to retaliate when needed. Giga Drain for recovery and to hit Rock/Ground types, Bug Buzz for STAB filler. Thunder, combined with Compond Eyes, gives a 91% accurate attack outside of rain. Life Orb gives him an extra boost in power since he probably won't be taking too many hits.
Volcarona @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 208 SpA / 4 SpD / 180 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain
- Fiery Dance/Flamethrower/Heat Wave/Fire Blast
- Bug Buzz
Quiver Dance boosts my moths Sp. Attack, Sp. Defense and Speed with each boost, making it harder and harder to overcome on the special side as well as harder to keep up with. Giga Drain hits Water, Ground and Rock-types and provides recovery. Fiery Dance's chance to boost your Sp. Attack can be useful, but Heat Wave, Flamethrower and Fire Blast are also acceptable depending on what you want. Flamethrower is the most reliable, Fire Blast is the most powerful, Heat Wave is for Doubles and Triples if that's your flavor. Bug Buzz again for filler STAB.
Shuckle @ Leftovers
Ability: Contrary
EVs: 252 HP / 28 Def / 228 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Infestation
- Shell Smash
- Rest
The opposite end of the spectrum compaired to the rest of the team. While his teammates focus on speed and power, Shuckle here just plays defensive. /VERY/ defensive. Access to his HA reveals Contrary, which turns his Shell Smash into a way to have an insane level of defense. Sure, you loose -2 in both attacking stays and speed, but he doesn't use them anyway. Just imagine...+6 in both defenses.
That's 2000+ and some change in both defenses. Who cares if you have low HP at that point?!
Infestation and Toxic work together to quickly KO opponents through passive damage as he sets up Shell Shell Smashes. Leftovers and Rest provide a way to recover and remove status, keeping him healthy through his grueling quick stalling KO's.
Things I know I'm going to struggle with:
-Stealth Rocks. Unfortunatly I do not have a Defog Scyther or Scizor, and this team (especially Volcarona) is horribly weak to Rock-type moves.
-Fire-types. My only neutrality is Volcarona, and my only super-effective hit is Beedrill's Drill Run. Talonflame especially is a consern as well. Brave Bird and Flare Blitz alone would destroy most of this team.
- This is a (mostly) hyper offensive team, so most of the team is a bit frail. I'm not going to be taking many attacks.
Other than that, if anyone can suggest anything better, be it a moveset, a better Pokemon in general, EV/IV spreads, whatever, please do share so I can use this team to the best it can be!

Ninjask @ Focus Sash
Ability: Speed Boost
EVs: 252 HP/ 4 Def/ 252 SpD
Jolly Nature
- Substitute
- Swords Dance
- Baton Pass
- X-Scissor
The teams Baton Passer. As many of you probably know, the ninja bug is able to pass off Swords Dances and Speed Boosts off to it's teammates, and this is no exception. Substitute blocks status aliments and acts as a buffer against some attacks as you try to set up Swords Dances. X-Sissor is only for the risk of becoming set-up bait if hit with Taunt.

Scyther @ Eviolite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
- Roost
- Quick Attack
- Bug Bite
- Aerial Ace
Strictly because I do not have a trading partner to make a Scizor, Scyther will have to do. Eviolite adds a bit of bulk as the mantis makes work with Technician Bug Bites and Aerial Aces. Quick Attack for a bit of priority, Roost is for recovery.


Beedrill @ Beedrillite
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect/Knock Off
- Drill Run
- Poison Jab
- X-Scissor
The teams big hitter and Mega Pokemon. Protect is for scouting out your opponents next turn and is useful to burn off the window of time between normal and Mega Beedrill's Speed difference. Drill Run covers Rock and Fire-type Pokemon, while X-Scissor and Poison Jab Adaptability boosted STABS hit everything bar Ghost-types and the mentioned Rock-types. Knock Off could be ran instead of Protect, granting at least neutral damage to everything in the game at the cost of scouting and risking the speed difference on Mega-Evolving.

Galvantula @ Life Orb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Giga Drain
- Bug Buzz
- Thunder
Sticky Web helps to slow down a few dangerous Pokemon the team faces, allowing the spider's allies a chance to retaliate when needed. Giga Drain for recovery and to hit Rock/Ground types, Bug Buzz for STAB filler. Thunder, combined with Compond Eyes, gives a 91% accurate attack outside of rain. Life Orb gives him an extra boost in power since he probably won't be taking too many hits.

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 208 SpA / 4 SpD / 180 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain
- Fiery Dance/Flamethrower/Heat Wave/Fire Blast
- Bug Buzz
Quiver Dance boosts my moths Sp. Attack, Sp. Defense and Speed with each boost, making it harder and harder to overcome on the special side as well as harder to keep up with. Giga Drain hits Water, Ground and Rock-types and provides recovery. Fiery Dance's chance to boost your Sp. Attack can be useful, but Heat Wave, Flamethrower and Fire Blast are also acceptable depending on what you want. Flamethrower is the most reliable, Fire Blast is the most powerful, Heat Wave is for Doubles and Triples if that's your flavor. Bug Buzz again for filler STAB.

Shuckle @ Leftovers
Ability: Contrary
EVs: 252 HP / 28 Def / 228 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Infestation
- Shell Smash
- Rest
The opposite end of the spectrum compaired to the rest of the team. While his teammates focus on speed and power, Shuckle here just plays defensive. /VERY/ defensive. Access to his HA reveals Contrary, which turns his Shell Smash into a way to have an insane level of defense. Sure, you loose -2 in both attacking stays and speed, but he doesn't use them anyway. Just imagine...+6 in both defenses.
That's 2000+ and some change in both defenses. Who cares if you have low HP at that point?!
Infestation and Toxic work together to quickly KO opponents through passive damage as he sets up Shell Shell Smashes. Leftovers and Rest provide a way to recover and remove status, keeping him healthy through his grueling quick stalling KO's.
Things I know I'm going to struggle with:
-Stealth Rocks. Unfortunatly I do not have a Defog Scyther or Scizor, and this team (especially Volcarona) is horribly weak to Rock-type moves.
-Fire-types. My only neutrality is Volcarona, and my only super-effective hit is Beedrill's Drill Run. Talonflame especially is a consern as well. Brave Bird and Flare Blitz alone would destroy most of this team.
- This is a (mostly) hyper offensive team, so most of the team is a bit frail. I'm not going to be taking many attacks.
Other than that, if anyone can suggest anything better, be it a moveset, a better Pokemon in general, EV/IV spreads, whatever, please do share so I can use this team to the best it can be!