Queen Bee & the Beehive
Hey guys! Welcome to my first RMT featuring none other than Mega Beedrill. Took me awhile to work up the energy to post my RMT but here it is. After weeks of tweaking and replacements, I can finally say that I feel confident enough with this team to share with the rest of you guys. I don't have the luxury of playing consecutive games to ladder up like a lot of other players here but I did what I could with what time I had. So without further ado, here's the team!
Update Log:
*changed Knock Off on Mega Beedrill to Pursuit.
*changed Salamence from Fatmence to offensive Defog variant.
*replaced Slurpuff with Alakazam.
*re-wrote Florges' summary.
*changes Florges' moveset to CM variant.

Queen Bee (Beedrill) (F) @ Beedrillite
Ability: Swarm
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Protect
- Poison Jab
-
For my team idea, I generally love a little volt-turning action going whether its fast or slow. In my head, if that was the plan, then why not chose the hardest hitting U-Turn user in the tier in Beedrill? This is your basic Mega Beedrill set: Protect to get off an easy Mega Evolution on faster threats, to scout for coverages moves or to lock an opponent into a move if I suspect it to be Choiced. Poison Jab is there for basic STAB and hits a lot of things that don’t resist or are immune to it hard.

Trap Queen (Magneton) @ Choice Specs
Ability: Magnet Pull
Nature: Timid
EVs: 252 SpA / 4 SpD / 252 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power Grass
For the second member, I wanted to close out my volt-turn core. I wanted to pick a Pokemon that would offensively gel well with Mega Beedrill and can threaten the Steel and bulky defensive Pokemon that are in the tier. For this reason, I chose Magneton with his deadly Choice Specs set. Magnet Pull is to trap the steel types and KO them so that Mega Beedrill has an easier time spammimg U-Turn or Poison Jab. I opted for Hidden Power Grass over Ice due to the bulky ground/water types like Swampert and Seismetoad who I notice challengers like to switch in on Magneton. If only they knew… Anyways, Volt Switch is there to keep offensive momentum in my favor. Thunderbolt is the main STAB move used in case Volt Switch is the inferior option and Flash Cannon is to spank Florges for super-effective damage and possibly lower its crazy Sp. Def stat a stage… or two.

Mara (Swampert) @ Leftovers
Ability: Damp
Nature: Relaxed
EVs: 240 HP / 16 Atk / 252 Def
- Stealth Rock
- Earthquake
- Scald
- Roar
Now that I got my Volt-Turning combo complete. There were just a few more things I needed (other than four other Pokemon) in order to complete the team. I’ve never put a team together without a stealth rocker so that was the next role I wanted to fill. Ultimately I went with my favorite stealth rocker in UU, Swampert. Not only is he my favorite stealth rocker, but he actually meshes with the team. Remember how I opted out of Drill Run on Mega Beedrill? Well this is the reason. STAB Earthquake from a defensive Swampert still hurts coming from that base 110 attack. He also supports the team by phasing out set up sweepers such SD Coballion, Hone Claws Aerodactyl, DD Salamence and Gyarados and to an extent CM Suicune. Not only that, but he can also threaten those same sweepers (with the exception of Suicune) with a Scald burn hindering their sweep attempt. All in all, Swampert was hands down the easiest Pokemon to pick for this role and for this team.

Lotus (Florges) @ Leftovers
Ability: Flower Veil
Shiny: Yes
EVs: 252 HP / 224 Def / 32 SpD
Calm Nature
-
- Moonblast
-
- Aromatherapy
Since I got my physical pivot/wall set, it was time to add my special one. This special wall was a no brainer for me because I needed something that can come in on some of the top threats in UU such as Hydreigon (lacking Iron Tail), Mienshao (lacking Poison Jab) and Mega Absol and DD Salamence (also lacking iron tail). Swampert to an extent can handle the physical threats but can’t really threaten them in return the way Florges can (112 base special attack kids).
*edit - Switched Florges to her Calm Mind set as I removed my Slurpuff. This left a slot for a set-up sweeper for late game. I actually tested this (again, another suggestion made by this great community) and it helped a lot. I could've easily went for a Bold nature since I had Calm Mind, but not every situation calls for Florges to set-up so I wanted to keep the EV's the same. Syntheses over Wish for immediate recovery. Overall, I'm pleased with this set as it can take on other Florges' 1v1 assuming they are not the CM variant as well.

Big Boi (Salamence) (M) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs:
- Roost
-
-
- Defog
One of the first big changes to the team was switching Salamence from his typical Fatmence set to a more offensive set. I didn't want to lose my Defog support so this Salamence was a variant suggested to me by -Magic-. Utilizing this offensive set gives my team added offensive pressure while still also preserving Defog support. Roost is to keep Salamence healthy throughout the match, Draco Meteor over Dragon Claw so that Salamence isn't handicapped by burns and Fire Blast over Earthquake for the Steel types that resist Draco Meteor such as Mega Aggron, Forretress and Coballion. And as usual, Defog is there to help Mega Beedrill and Salamence switch in more throughout the match.

Ability: Unburden
Shiny: Yes
EVs: 28 HP / 252 Atk / 228 Spe
Jolly Nature
- Belly Drum
- Play Rough
- Return
- Drain Punch
Replaced with:

Houdini (Alakazam) (M) @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Dazzling Gleam
- Shadow Ball
At the suggestion of viewers, I tested out Alakazam over Slurpuff. I must say, thank you all! Alakazam provided my team with an immediate offensive presence to go alongside Beedrill and Magneton. Alakazam acts as a cleaner, wallbreaker and revenge killer. Due to his frailty, he works well with the Volt-Turn core of Mega Beedrill and Magnezone. Life Orb was chosen to make Alakazam hit as hard as possible. Magic Guard allows Alakazam to become a status absorber as long as the status isn't paralysis. Focus Blast is used to catch those pesky Dark types off guard when they predict a Psychic move (assuming it connects). Dazzling Gleam is another alternative for the Dark types if I'm not feeling so lucky or if Focus Blast isn't necessary for the KO. It is also helpful for Sableye as Alakazam is not phased by Will-O-Wisp. Shadow Ball is mainly for other Psychics such as Reuniclus, Cresselia and Doublade.
Full Team at a Glance:






So there you have it. Overall I haven't faced a certain threat that can totally destroy this team. I have answers to most of the top threats in UU (I believe). Any suggestions are greatly appreciated at this time as I'm still looking to make adjustments to the team as I continue to try and ladder with them.
Replays:
http://replay.pokemonshowdown.com/uu-368207441
Good game overall. In this one, Salamence and Swampert came through big time with two crits that basically opened up the game for me. From there it was a matter of just switching out and making predictions. I pretty much kept it safe the whole match and didn't do anything too out of pocket to secure the win.
http://replay.pokemonshowdown.com/uu-369078505
Another good game from a higher ranked player. I think my only mistake as not curing Florges' Toxic late game but other than that the team worked spectacularly. Blissey was tough to work around as Mega Beedrill was my only true physical attacker. But in the end, we prevailed!
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