SM OU The Hive (SM OU Team)

The Hive

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Introduction

You walk along with your team in a forest, when all of a sudden, your Leafeon sniffs honey. You go to check it out, and you see a hive. You approach, only to hear a multitude of sounds. You investigate, but you're suddenly swarmed by... Where did all of these Pokemon come from?


The Team

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Sting (Beedrill-Mega) (M) @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- X-Scissor
- Poison Jab
- Drill Run
- U-turn

Out of the hive comes the first Pokemon you'd expect from something like this, a terrifying Beedrill in its mega form! You flee, but it chases you in hot pursuit, intending for your death as an intruder to the hive.
Yes, I know Mega Beedrill is ass Ah, yes, the thing I wanted to build this team around in the first place! You do not know how hype I was when the first two unreleased megas came out. While I initially ignored Mawile, I knew my boi Sting was here to stay, especially due to the mega speed buff. Basically, this thing's purpose is to come in on a revenge kill, mega evolve, and wreck house. First 2 moves take advantage of this thing's devastating ablity, Drill Run is to nab fire and steel types, who otherwise wall you, and U-Turn is to GTFO against stuff like say, Skarmory, or to generate momentum.
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Godzilla (Tyranitar) (M) @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stone Edge
- Crunch
- Earthquake
- Pursuit

Having narrowly escaped Beedrill, you hear a massive roar coming from the hive. Suddenly, a giant Tyranitar comes out! Shocked, you flee, but the blinding sandstorm makes it impossible to see. You're certain your end is near.
This thing actually forms a very solid core with Sting, checking things M-Bee would want gone, i.e. the aforementioned Fire and Steel types if Drill Run is just not doing its job. The Assault Vest is for further boosting this thing's already Sand Stream-boosted Sp. Def, making it a very solid switch in and wall to special attackers stupid enough to not have Fighting moves (which M-Bee quad resists, so bonus core points). Stone Edge (which has almost never missed, surprisingly) and Crunch are for STAB, EQ is to hit Steels (i.e. Mega Metagross), and Pursuit is for bopping predicted switches.

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Mimi (Mimikyu) (F) @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Shadow Sneak
- Play Rough
- Swords Dance
- Shadow Claw

You somehow don't die to Tyranitar, but your troubles are merely beginning. A small Pikachu-resembling thing comes out, but you immediately flee, the terrors of Totem Mimikyu flashing into your mind. You're certain this will be a repeat of that experience.
Ah, Mimikyu. The ever-so-adorable yet ever-so-terrifying ghost pixie certainly can be deadly if its looks are underestimated. I usually like to Swords Dance turn 1, then proceed to the murdering. This strategy is made possible due to the stellar Disguise ability, which would leave Mimikyu as deadweight against most teams if it ceased to exist. I originally had Wood Hammer in Shadow Claw's slot, but I needed a better Ghost-type STAB since I was almost always either switching out or dying against Mega Scizor. Shadow Sneak is for priority and to clean up Shadow Claw or Play Rough's mess.

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Lionus (Landorus-Therian) @ Flyinium Z
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance/Stone Edge
- Stealth Rock
- Fly
- Earthquake

Fortunately, Mimikyu passes you by, however, one of the most notorious Pokemon, Landorus-Therian, comes out next. You let Flygon out and bolt on its back, but Landorus manages to catch up with you. You have Flygon attack, hoping you don't die.
Ladies and gentlemons, you know him, you hate him, but you can't stop using him, it's Landorus! This thing is my only hazard setter, (because Stealth Rock is the best move in the game), and Supersonic Skystrike is a devastating nuke at +2. Trust me on that. SD is for getting SSSS to its most deadly, Stealth Rock is Stealth Rock, Fly is to make the above Z-Move usable in the first place, and EQ is for general STAB. Stone Edge can be run over Swords Dance to hit general flying types hard, but SSSS really misses the power boost.

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Solaria (Volcarona) (F) @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk
- Quiver Dance
- Fiery Dance/Fire Blast
- Giga Drain
- Hidden Power [Ground]

An injured Landorus eventually leaves, only for a Volcarona to take its place. This is much more appropiate for a hive, you think, but Flygon flees as you are quickly assaulted by a fiery dance, and you hope you don't come out of this encounter scorched.
The most surprisingly #lit teammate on the squad so far, this thing makes a core of fear with Landorus-Therian. I usually bring it in on something it can handle (i.e. Skarmory, which is especially helpful for Lando) and Quiver Dance on the predicted switch. Then you use the appropiate move to murder the target. Lefites are so your sweep is not undermined by Sandstorm (plus I already have a Z move, so no Firium Z), Quiver Dance is for setup, Fiery Dance is chosen to roast haters (plus that 50% Special Attack Boost chance is VERY attractive), Giga Drain is so I'm not deadweight vs Water/Rock/Ground types, and HP Ground helps catch stuff like Heatran off guard to continue your sweep. You can run Fire Blast over Fiery Dance, though you WILL miss the random Special Attack boosts. Trust me.

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Poni (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Defog
- Blizzard
- Surf
- Moonblast

You defeat Volcarona, and are let off your guard by a relaxing fog. The guardian deity of Poni Island suddenly appears, and you send out Tapu Lele to do battle.
Hazard removal is absolutely essential for any Volcarona ever, so I initially put Excadrill on the squad, however that was not working, so I replaced it with this. It also can take some hits, however its main purose is hazard removal. Defog lets it do just that, while Blizzard, Surf, and Moonblast are for blasting away the competition.

Threatlist
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While I don't do threatlists normally, this needs to be addressed. If this thing gets boosted up, it's GG, especially if Fini was taken out prior. One Dragon Dance allows it to outspeed Mega-Bee, who can otherwise handle it, Mold Breaker makes Mimikyu dead weight, and everything else gets outsped and OHKOed by Waterfall alone. Do NOT let this thing live, otherwise it's best to just forfeit and save your Pokemon from a watery grave.

Sting (Beedrill-Mega) (M) @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- X-Scissor
- Poison Jab
- Drill Run
- U-turn

Godzilla (Tyranitar) (M) @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stone Edge
- Crunch
- Earthquake
- Pursuit

Mimi (Mimikyu) (F) @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Shadow Sneak
- Play Rough
- Swords Dance
- Shadow Claw

Lionus (Landorus-Therian) @ Flyinium Z
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Stealth Rock
- Fly
- Earthquake

Solaria (Volcarona) (F) @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk
- Quiver Dance
- Fiery Dance
- Giga Drain
- Hidden Power [Ground]

Poni (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Defog
- Blizzard
- Surf
- Moonblast [hide/]

Conclusion
You ultimately slay the Tapu, recall Tapu Lele, and fly home on Flygon, feeding it numerous Rainbow Beans for getting you out of there alive, all the while vowing to never mess with nature again. You eventually become a Pokemon ranger. So, that's it for the team! Hoped you like it, and as always, if you have any sugegstions for how to beat Mega Gyarados, (or any suggestions in general) leave them right down there! Until next time!
 
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hey cool team. the first thing i noticed this team has trouble dealing with is stall. the main reason why this is an issue is because this team doesn't really have any notable stallbreakers, and everything on this team gets walled by the combination of skarmory/pex/chansey which are all stables on stall teams. i also noticed this team does not like facing of vs mega metagross, even though you have a volcarona due to its 4x rock weakness its not too much of a reliable answer and it can either meteor mash bullet punch or ice punch the remainder of this team. protean ninja is also another very huge threat since it can literally ohko every single pkmn and even beat mega beedrill the only thing thats faster than it if it has water shuriken. with that being said here are my suggested changes.

to help deal with stall, i suggest making landorus-t sd rockium z. rockium z landorus-t allows you to have a solid way to break past stall and on standard stall teams their usual answer is clefable, which from my experience(spamming it on ladder to get reqs) isn't really the best of options to beat it unless they play perfectly. however, since they can play perfectly around it i have another change to ensure this teams matchup vs stall is great. back on the topic of landorus-t, sd rockium z also allows you to hit celesteela really hard which can pave a way for mega beedrill to sweep since celesteela/skarmory are very common mega beedrill answers, and opposing landorus-t gets weakened to the point where it can't actually beat beedrill if rocks are up. the other thing i wanted to change to help this stall matchup is changing the tapu fini set. with the more common tapu fini set, tapu fini can also easily help break through clefable and the rest of the teams unless they go sableye on your taunt and go back into chansey or w.e, but in that case you can usually either hit sableye hard with moonblast, or go into your landorus-t netting a free kill. this also kills stall unless they have tangrowth but tangrowth isn't really the biggest issue since you have volcarona and mega beedrill to deal with it. with the new additon of nature's madness tapu fini can also now put mega metagross in range of many hits, and most notably a hit from mega beedrill. there aren't really any downsides to these changes and they greatly improve your matchup vs stall.

my next suggestion to help deal with protean greninja is changing tyranitar to choice scarf garchomp. scarf garchomp gives you another way to deal with mega metagross and also the fire types that you were using tyranitar for to begin with. the only real downside of changing tyranitar is it can drastically decrease your matchup vs tapu lele, so poison jab over dual chop could be an option if you're really fearing it.

finally, just a small change but i think pursuit > x scissor is a much better option. with pursuit it can get rid of latios and even choice specs lele which could be game changing, and i also don't see a real use for x scissor since u-turn is usually the main move you'll be spamming. it also puts mega metagross in range of garchomp hits if they decide to switch out fearing u-turn if you're at full.

i also thing using psychic volcarona can also help this teams mu vs stall since it can lure in pesky toxapexs allowing tapu fini to run through stall. i also think replacing hp ground is fine since you have multiple ways of dealing with heatran, and another way to switchin with the addition of garchomp.

Sting (Beedrill-Mega) (M) @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Poison Jab
- Drill Run
- U-turn

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Dual Chop
- Earthquake
- Rock Slide

Mimi (Mimikyu) (F) @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Shadow Sneak
- Play Rough
- Swords Dance
- Shadow Claw

Lionus (Landorus-Therian) @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Stealth Rock
- Stone Edge
- Earthquake

Solaria (Volcarona) (F) @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Giga Drain
- Psychic

Poni (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 244 HP / 200 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Taunt
- Nature's Madness
- Moonblast
 
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