About time I got this team posted.
- Reason: Because Alpha had a sudden fetish for Galvantula and mentioned it to me. He built his 5th Gen Mono-Bug team while I built this Gen 6 one.
- Synergy: Wow really?
- Strategy: Setting up hazards and sweeping with strong attackers
Team Preview:
Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Sticky Web
- Bug Buzz
- Thunder
- Giga Drain
Galvantula is my suicide lead, plain and simple. I rarely switch Galv out and when I do it's normally because The opposing team is weak to Galv STAB Thunder or has a spinner who can handle Sticky Web. Speaking of which, Sticky Web is the main reason Galv made the team for Gen 6 (and also because it was Alpha's fetish that started this whole mess [Damn you Alpha!]) Compound Eyes allows me to run Thunder which is incredibly powerful with STAB and has a wonderful chance at paralysis. Bug Buzz is also a STAB and functions against psychic and grass types. Giga Drain rounds off the set by taking out Ground, and Rock types. Also works well for annoying the other player. Sash allows Galv To take any hit and set up Sticky Web.
Heracross @ Leftovers
Ability: Moxie
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Substitute
- Close Combat
- Megahorn
- Stone Edge
Originally Heracross was my Mega and he was quite good at it. However another was needed in that position so Heracross had the option of being my Scarfer. As it is my current scarfer is quite successful so instead I went for SubMoxie Cross. Substitute with Close Combat and Megahorn as Dual STABs, with Stone Edge giving me coverage against flying and rock types. Moxie allows Heracross to pull off some sweeping so long as he outspeeds all but opposing Scarfers, which he does plenty of.
Forretress @ Leftovers
Ability: Sturdy
EVs: 4 Def / 252 HP / 252 SDef
Careful Nature
IVs: 0 Spd
- Stealth Rock
- Spikes
- Rapid Spin
- Counter
Forretress is the hazards part of my team and the spinner which is extremely important when it comes to all these bug types. The first three moves are (really) obvious. The last is a kicker. I've heard of Counter Forretress, but I have never used it. On this team Counter has proven to be an incredible asset. So many pokemon have set up and commonly use physical moves (SmashClyoster, DDance Dragonite, MoxieCross and others) that Forre can easily come in, tank a hit with Sturdy and smash the opponent with Counter which deals double damage. I run SDef to get the most damage from physical attacks for COunter's sake. 0 IVs in speed is to underspeed Forretress without the speed drop, thus allowing me to Counter against a Gyro Ball or Rapid Spin if I need to.
Yeah so that's actually not the reason for 0 Spd IVs, the actual reason I brilliantly did that was to underspeed opposing Forretress with Rapid Spin, meaning that I would always Rapid Spin after they set up any hazards. Knew there was a legit reason.
Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Quiver Dance
- Giga Drain
- Fiery Dance
- Bug Buzz
Another member inspired by Alpha; Volcarona is a simple Dance sweeper with Giga Drain and Lefties as recovery with Fiery Dance and Bug Buzz as Dual STABs. The set is completely walled by Chandelure, but it handles everything else so it's something I'll put up with. I was debating working on the EV spread to add some bulk, but I haven't got around to it. Any suggestions on it are welcome of course.
Genesect @ Choice Scarf
Ability: Download
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- Ice Beam
- U-turn
- Iron Head
- Shadow Claw
Oh boy, when I found out that this hunk of metal had tripped over the wire into OU I was very much overjoyed. Of course he's not likely to stay for long, but for now he can destroy everything at will. U-Turn and Iron Head are Dual STABs with Iron Head getting some nice new coverage against Fairy Types. Ice Beam is for coverage against dragon and ground types. Shadow Claw was originally Explosion, but I changed it to deal with a huge threat to this team, ScarfChandy. If he moves back into Uber then Scizor will become my new Genesect and Heracross can begin playing his old role of Scarfer.
Pinsir @ Pinsirite
Ability: Moxie
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Close Combat
- Quick Attack
- Return
- Earthquake
The replacement of the late Vivillion, Pinsir was included by Kyron's suggestion to help my weakness to ScarfChandy. With a STAB Quick Attack (after mega-evolution) Pinsir can outspeed and bring Chandelure within KO range for Genesect to take out, or vise versa. Neither can actually KO full health Chandelure, but together they can eliminate it which saves me a lot of trouble against Ghost teams. Return has also successfully managed to KO entire teams (including Defensive Jellicent o.O). Close Combat and Earthquake are both Coverage moves. I have found I quite like Mega-Pinsir.
Well that's the team, not much else to say, please don't tell me it's weak to fire (Great now you'll all tell me that). Thanks for having the patience to read, all suggestions welcome and I'll probably be posting another team in another week or so.
(insert more useless words here)
~ MrK