ORAS OU Welcome to the Bee Zone - [Volt Turn]

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WELCOME TO THE BEE ZONE
So I saw that Mega Beedrill was not getting the respect it deserved. So I thought I'd do what needed to be done. This team is basically centred around Volt Switching and U-Turning around while whittling the opponent's team down. Once all or most of the opposing pokes are weakened the Bee steals their souls.

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So this is the God, no justification of him being here other than he's a God and he does whatever the fuck he wants.

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The second part of my volt turn core. Thing hits as hard as a truck and has great offensive synergy with the God. They can't switch in to each other's weaknesses but that's where my next member comes in.

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The glue, the wall, basically this thing can switch into ground attacks all day and loves the taste of rocks, it also scares out a lot of stuff since they fear it being scarfed. Everything from Heatran to Celebi fears this guy.

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So here's my special wall and my solution to fairies. It's my rocker too and I like to speed-creep a little to out speed other Heatrans and similar speed bulky pokemon like Cresselia.

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Compulsory Greninja, hurts pretty much everything and has no check, let's go son!

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And Latias is my cleric, healing wish support brings the God back and generally a great switch in to Keldo and other resisted hits.

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So I replaced Raikou after learning Magnezone counters birdspam and fucks with hazard setters Skarmory and Ferrothorn.

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I also replaced Heatran with Talonflame which lets me deal with Mega Loppuny and Keldeo which were previously threatening the whole team previously.

A Closer Look:

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Beedrill (M) @ Beedrillite
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Knock Off
- Poison Jab
- U-turn


So here's the GOD, this thing comes in and gets a kill almost every time. So the strategy here is protect first turn to get the speed, then you can pretty much hurt anything. I added the 4 EVs into SpD so that it can switch in to any medium-powered neutral hit, which is the long way to say Scald. You'll find that you're gonna need to switch into scalds a lot with this team if Latias or Raikou isn't a favourable switch. But if you do not get burned it was worth the risk since you're now inside and the GOD can do work.

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Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball

Specs Raikou hits like a truck. Not even Landorus is safe, also this thing is pretty much the Volt Switching king. I've found most of the time you can predict the switch from a pokemon fearing the electric attack and get a HP Ice off on a Landorus. Also its imperative to keep this thing healthy. It can take a Hydro Pump from a Greninja and Specs Keldeo but don't do it unless you absolutely have to.


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Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 8 Def / 252 SpA / 248 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon

So Magnezone counters birdspam and messes with Skarmory and Ferrothorn, so this also helps stop hazards being on the field which just helps out the GOD even more. Also traps and deals with Bisharp fairly well. It's also a slower alternative to Raikou but only by 4 points which I think is a fair trade. I made the speed an even number so that it would be rounded down which is good for use of items like Scarf.

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Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 232 Def / 24 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- U-turn

So my Landorus-Therian is physically defensive. I run Superpower on it for Ferrothorn and some random Dark types that may litter OU, but honestly it's just there as coverage. I recommend running Knock Off much more. This thing is used to pivot between switches and to take the general U-Turns and other small harass moves that may be used. Changed Superpower/Knock Off to Stealth Rock, as the team has been changed up a bit some the removal of Heatran required a new rocker.

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Heatran (F) @ Leftovers
Ability: Flash Fire
EVs: 228 HP / 252 SpD / 28 Spe
Calm Nature
- Lava Plume
- Toxic
- Roar/Protect
- Stealth Rock

Heatran is my Stealth Rocker, it's also my answer to Fairies. Then it just harasses any switch with Toxic and Roar is just there to shuffle your opponent's team around. You can just as easily switch it out for protect if you don't feel confident about predicting the Roars.


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Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Will-O-Wisp
- Roost
- Bulk Up/Taunt

I don't have much experience with this set but the general thought behind it is switch it into any annoying special attackers, and wisp their switch in. Then set up and spam Brave Bird for the win. It's an interesting set that I, for one, have never seen before but it seems great.

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Greninja (M) @ Life Orb
Ability: Protean
EVs: 40 Atk / 212 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- Gunk Shot

Pretty much your standard Greninja, I don't run HP Fire on this one since I have it on my Latias and I also have fire coverage in Heatran. So extrasensory was my next choice for any fighting or poison types, the main ones in mind were Breloom or Conkeldurr. This mon hits so hard its almost suicide not having one on your team and it has a good synergy with the rest of the team since if for some reason Beedrill goes down I can count on Greninja to clean up after the Volt-Turn core's done some work.
Changed some EVs on Greninja so it always OHKOs Azumarill

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Latias @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Defog
- Healing Wish
- Draco Meteor
- Psyshock

So here's my Defog and Healing Wish support. This guy has 2 main jobs; 1) Defog the hazards away so Beedrill is safe, 2) use Healing Wish to bring Beedrill or Greninja back from low health. Don't misjudge the usefulness of Healing Wish, it ignores hazards so you can switch a 1% health pokemon into a full stack of Rocks and Spikes and whatever else without dying. So the Latias is an integral member of my team and, literally, brings things back to life.


Green = Dealt with
Yellow = Eh a bit iffy
Red = A Threat

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- Loppuny is a monster, not much of my team can take a hit from it, pretty much everything is OHKO'd by a Return or a High Jump Kick, it gets Ice Punch for Landorus-Therian which is just about a 2HKO, but I guess if you're smart with the intimidates you'll be OK. It's still a very unfavourable position for you.

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- Scarf or Specs either way my team pretty much gets wrecked. Hydro Pump/Secret Sword combination is pretty much perfect coverage for me. Latias is your only saviour and even then Icy Wind is a 2HKO so keep that fucker healthy.


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- Scarf Terrakion is still a monster, it can be dealt with if you prepare and play around it, so that's why it's yellow.

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- Greninja is super strong no matter what moves you're running on it(unless its that bullshit physical set) not much in my team can take a Hydro Pump from this thing bar Magnezone and even Scarfed it can't out speed so switching into one is not an option.

Will add more threats when I think of them

Beedrill (M) @ Beedrillite
Ability: Sniper
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Knock Off
- Poison Jab
- U-turn

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 8 Def / 252 SpA / 248 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon

Landorus-Therian @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 232 Def / 24 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- U-turn

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Will-O-Wisp
- Brave Bird
- Roost
- Taunt

Greninja (M) @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- Gunk Shot

Latias @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Defog
- Healing Wish
- Hidden Power [Fire]
- Psyshock

Welp thanks for reading if you made it this far. It's my first RMT so any advice is greatly appreciated. :]
 
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Cool team. I like beedrill.
Try changing your greninja spread to:
40 atk / 212 satk / 252 spe
If it has the + speed - special defense nature, it OHKOs azumarill with gunk shot 100% of the time.
 
I like the idea of this team and how you built around beedrill. I'll just tell you what instantly comes to my mind because i'm on my phone, maybe i'll add something later. While i'm a fan of raikou, magnezone is a natural partner for beedrill, it checks birdspam just like raikou, but it also murders hard walls like skarmory or premier hazard setters like ferrothorn. This would also free some moveslots like dropping hp fire on latias for draco meteor (which is mandatory on it) or dropping superpower for knock off.
Since you're using defensive lando-t imo you could easily replace heatran and give rocks to lando. A nice option to use over heatran is specially defensive Talon that can still act as some sort of bulky fire type, but at the same time stallbreak or act as a win condition, but more importantly it is a nice check for the 2 threats you mentioned for your team.
Hope this helped :)
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Will-O-Wisp
- Roost
- Bulk Up/taunt

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
 
I like the idea of this team and how you built around beedrill. I'll just tell you what instantly comes to my mind because i'm on my phone, maybe i'll add something later. While i'm a fan of raikou, magnezone is a natural partner for beedrill, it checks birdspam just like raikou, but it also murders hard walls like skarmory or premier hazard setters like ferrothorn. This would also free some moveslots like dropping hp fire on latias for draco meteor (which is mandatory on it) or dropping superpower for knock off.
Since you're using defensive lando-t imo you could easily replace heatran and give rocks to lando. A nice option to use over heatran is specially defensive Talon that can still act as some sort of bulky fire type, but at the same time stallbreak or act as a win condition, but more importantly it is a nice check for the 2 threats you mentioned for your team.
Hope this helped :)
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Will-O-Wisp
- Roost
- Bulk Up/taunt

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon

Thanks a ton for the rate, And I can't believe I didn't give Magnezone any thought, it's clearly a superior choice. I've personally never seen the SpD Talonflame set you mentioned but it looks like it could work, my one qualm about it is that the team then becomes very weak to rocks. But I guess that's something I'll have to play around.

Man this hurts but I guess, BeeKou has become BeeZone :'[
 
Thanks a ton for the rate, And I can't believe I didn't give Magnezone any thought, it's clearly a superior choice. I've personally never seen the SpD Talonflame set you mentioned but it looks like it could work, my one qualm about it is that the team then becomes very weak to rocks. But I guess that's something I'll have to play around.

Man this hurts but I guess, BeeKou has become BeeZone :'[
Yeah stealth rock is an issue, what i can suggest you is changing latias to eq latios to have more offensive pressure and a defogger that beats the most common setters, but at that point you lose healing wish support so i don't know, it's up to you
 
Yeah stealth rock is an issue, what i can suggest you is changing latias to eq latios to have more offensive pressure and a defogger that beats the most common setters, but at that point you lose healing wish support so i don't know, it's up to you

I think getting rid of healing wish is going too far, many a time the team has been saved by the revival of Beedrill, Greninja or Landorus-Therian. But I think the team looks solid, thanks for your help. :]
 
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