I'd like to know what I'm doing right, and what I'm doing wrong with this team, I've got no problem in changing a poke or two, other than the beedrill:
Galvantula:
Moves - Volt switch
- Sticky web
-Electro web
-Thunder Wave
Ability: Compound Eyes
Item: Focus Sash
Evs: 252 Speed
252 Sp. Atk.
6 Sp. Def.
Nature: Timid
It can outspeed a lot of Pokemon, and the combo Thunder wave + Sticky web makes it the best opener I could think of to this team. I thought of giving it life orb to make the electroweb and the volt switch more dangerous options, but I finally decided to give it the Focus Sash so it can get to do the thunder wave and the sticky web every time. If the other poke is a Pokemon that usually has rest, the electroweb makes sure that the opponent can't be faster than the next poke I send. The volt switch is a move that helps to do serious damage when I retire my Pokemon. Don't know which one of those last two moves should I change to have a damaging option against ground type Pokemon
Scizor:
Moves: - Roost
-Sword Dance
-X scissors
-Bullet Punch
Ability: Technician
Item: Leftovers
EVs: -252 HP
-6 Def
-252 Sp. Def.
Nature: Impish
It's a classical sword dance Scizor, it's damage with sword dance is enough not to need to invest EVs on attack. Bullet Punch is a priority move that helps to compensate the lack of speed, and the Technician ability + Stab makes it an attack that is able of causing some serious damage after the setup of as many sword dances as possible is completed. Roost is a great move on Scizor, mainly because if the opponent can't make it lose half of it's HP in a turn (which many Pokemon can't) means that it can't die if there's no critical hit, if the oponent also is paralysed thanks to Galvantula, it may be able to boost while and heal freely. X-scissor is it's more damaging weapon, but I only use it when the opponent is resistant to Steel type, as the priority in bullet punch is really great. The x4 weakness to fire makes it a hard decision when to use it, but if the oponent lacks a fire Pokemon or have none left, it can be a great team member.
Scolipede:
Moves: - Poison Jab
- Protect
- Sword Dance
- Megahorn
Ability: Speed Boost
Item: Black Sludge
EVs: HP 6
Attack 252
Speed 252
Nature: Lonely (didn't manage to breed one with a nature that lowered it's Sp.Atk)
If I have type advantage and think the opponent will switch next turn (or has a poke that can't do real damage to scolipede), I use sword dance, if not; first move's protect to get the speed boost going. There's not much more to it than having luck with type advantages to get the sword dance and sweep as much as possible. Poison jabs with one or two sword dances on can sweep lots of Pokemon, and mainly fairies. With the speed boost it can easily outspeed most Pokemon, but it's defences aren't that good, so when it's at it's weakest (before sword dances), if it cant OHKO the opposing poke, it'll probably not be that useful. On the other hand, if it can tank a hit of the oponent and use the sword dance, you have a killing machine ready to go.
Butterfree:
Moves: - Air Slash
- Bug Buzz
- Sleep Powder
- Quiver Dance
Ability: Tinted Lens
Item: Focus Sash
EVs: Sp. Atk. 252
Speed 252
Sp. Def. 6
Nature: Timid
First turn, after going into the battle, sleep powder, then quiver dances 'till the opponent wakes up, after that, use the best attack in relation to types, tho generally Bug Buzz thanks to the ability. It's main problem is if the opponent outspeeds it, but generally the opponents are slower thanks to the sticky web of Galvantula. It's defences are as thin as paper, but that's why the Focus Sash it's there. The Tinted Lens ability allows that, once it got enough quiver dances on, destroy most not special defence focused Pokemon with ease.
Volcarona:
Moves: -Quiver Dance
-Fiery Dance
-Bug Buzz
-Morning Sun
Ability: Flame Body
Item: Buginium Z
EVs: HP 246
Def. 132
Speed 132
Nature: Timid
Volcarona is surprisingly tanky for a bug type poke, and unless it's again a poke with a x4 type advantage against it (rock type), generally can survive to use the first Quiver Dance. If it gets that going, it's an almost unstoppable beast. One of it's serious weaknesses is the stealth rock that, if I'm not miss remembering, it can take 1/2 of it's HP. Taunt would also stop it from using quiver dance and morning sun. I chose morning sun over roost to have because many opponents know that I'll play a full bug type team will use fire type Pokemon as counter, and if one of those use Sunny Day or has an ability with the same effect, the morning sun increased effectiveness it's really helpful.
Beedrill:
Moves: - Drill Run
- Fell Stinger
- Poison Jab
- U-turn
Ability: Adaptability (Mega Evolution)
Item: Beedrillite
EVs: Atk. 252
Speed 252
HP 6
Nature: Jolly
Fell stinger used in the right moment makes Mega Beedrill attack go to an absurdly high level. Drill run destroys lots of pokes that have a type advantage against it (fire and rock) while it's useful against lot's of other pokes that are resistant to poison and bug type attacks. It's speed is great and so is it's attack, even without a fell stinger.
U-turn is great to keep it alive against Pokemon that can tank a hit and aren't at a type disadvantage. Poison jab is it's main damage dealing option, and if it's against a dark type Pokemon, I sometimes risk it for an early fell stinger, which sometimes work and makes the whole battle much easier.
Galvantula:
Moves - Volt switch
- Sticky web
-Electro web
-Thunder Wave
Ability: Compound Eyes
Item: Focus Sash
Evs: 252 Speed
252 Sp. Atk.
6 Sp. Def.
Nature: Timid
It can outspeed a lot of Pokemon, and the combo Thunder wave + Sticky web makes it the best opener I could think of to this team. I thought of giving it life orb to make the electroweb and the volt switch more dangerous options, but I finally decided to give it the Focus Sash so it can get to do the thunder wave and the sticky web every time. If the other poke is a Pokemon that usually has rest, the electroweb makes sure that the opponent can't be faster than the next poke I send. The volt switch is a move that helps to do serious damage when I retire my Pokemon. Don't know which one of those last two moves should I change to have a damaging option against ground type Pokemon
Scizor:
Moves: - Roost
-Sword Dance
-X scissors
-Bullet Punch
Ability: Technician
Item: Leftovers
EVs: -252 HP
-6 Def
-252 Sp. Def.
Nature: Impish
It's a classical sword dance Scizor, it's damage with sword dance is enough not to need to invest EVs on attack. Bullet Punch is a priority move that helps to compensate the lack of speed, and the Technician ability + Stab makes it an attack that is able of causing some serious damage after the setup of as many sword dances as possible is completed. Roost is a great move on Scizor, mainly because if the opponent can't make it lose half of it's HP in a turn (which many Pokemon can't) means that it can't die if there's no critical hit, if the oponent also is paralysed thanks to Galvantula, it may be able to boost while and heal freely. X-scissor is it's more damaging weapon, but I only use it when the opponent is resistant to Steel type, as the priority in bullet punch is really great. The x4 weakness to fire makes it a hard decision when to use it, but if the oponent lacks a fire Pokemon or have none left, it can be a great team member.
Scolipede:
Moves: - Poison Jab
- Protect
- Sword Dance
- Megahorn
Ability: Speed Boost
Item: Black Sludge
EVs: HP 6
Attack 252
Speed 252
Nature: Lonely (didn't manage to breed one with a nature that lowered it's Sp.Atk)
If I have type advantage and think the opponent will switch next turn (or has a poke that can't do real damage to scolipede), I use sword dance, if not; first move's protect to get the speed boost going. There's not much more to it than having luck with type advantages to get the sword dance and sweep as much as possible. Poison jabs with one or two sword dances on can sweep lots of Pokemon, and mainly fairies. With the speed boost it can easily outspeed most Pokemon, but it's defences aren't that good, so when it's at it's weakest (before sword dances), if it cant OHKO the opposing poke, it'll probably not be that useful. On the other hand, if it can tank a hit of the oponent and use the sword dance, you have a killing machine ready to go.
Butterfree:
Moves: - Air Slash
- Bug Buzz
- Sleep Powder
- Quiver Dance
Ability: Tinted Lens
Item: Focus Sash
EVs: Sp. Atk. 252
Speed 252
Sp. Def. 6
Nature: Timid
First turn, after going into the battle, sleep powder, then quiver dances 'till the opponent wakes up, after that, use the best attack in relation to types, tho generally Bug Buzz thanks to the ability. It's main problem is if the opponent outspeeds it, but generally the opponents are slower thanks to the sticky web of Galvantula. It's defences are as thin as paper, but that's why the Focus Sash it's there. The Tinted Lens ability allows that, once it got enough quiver dances on, destroy most not special defence focused Pokemon with ease.
Volcarona:
Moves: -Quiver Dance
-Fiery Dance
-Bug Buzz
-Morning Sun
Ability: Flame Body
Item: Buginium Z
EVs: HP 246
Def. 132
Speed 132
Nature: Timid
Volcarona is surprisingly tanky for a bug type poke, and unless it's again a poke with a x4 type advantage against it (rock type), generally can survive to use the first Quiver Dance. If it gets that going, it's an almost unstoppable beast. One of it's serious weaknesses is the stealth rock that, if I'm not miss remembering, it can take 1/2 of it's HP. Taunt would also stop it from using quiver dance and morning sun. I chose morning sun over roost to have because many opponents know that I'll play a full bug type team will use fire type Pokemon as counter, and if one of those use Sunny Day or has an ability with the same effect, the morning sun increased effectiveness it's really helpful.
Beedrill:
Moves: - Drill Run
- Fell Stinger
- Poison Jab
- U-turn
Ability: Adaptability (Mega Evolution)
Item: Beedrillite
EVs: Atk. 252
Speed 252
HP 6
Nature: Jolly
Fell stinger used in the right moment makes Mega Beedrill attack go to an absurdly high level. Drill run destroys lots of pokes that have a type advantage against it (fire and rock) while it's useful against lot's of other pokes that are resistant to poison and bug type attacks. It's speed is great and so is it's attack, even without a fell stinger.
U-turn is great to keep it alive against Pokemon that can tank a hit and aren't at a type disadvantage. Poison jab is it's main damage dealing option, and if it's against a dark type Pokemon, I sometimes risk it for an early fell stinger, which sometimes work and makes the whole battle much easier.
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