Omega-Xis14's Offensive Bug
Hey Monofrens. It's your RO Omega-Xis14 here, and this is a team I’ve made after trying out basically all the Megas that bug has to offer, and while I do have Mega Heracross and Mega Scizor teams that like, this is generally the team that garnered me the best results, getting one alt in the mid 1500s and another one near that. I never was the best battler, so I’m thinking some of you can take this team even further than I can. Here's the team in action.
Genesect @ Choice Scarf
Ability: Download
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Energy Ball
- Ice Beam
- U-turn
- Iron Head
Pinsir @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Feint
- Earthquake
- Frustration
- Swords Dance
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Stealth Rock
- Sticky Web
- Toxic
- Encore
Volcarona @ Lum Berry
Ability: Flame Body
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Quiver Dance
- Roost
- Hidden Power [Ground]
- Fiery Dance
Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Defog
Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Megahorn
- Stone Edge
Ability: Download
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Energy Ball
- Ice Beam
- U-turn
- Iron Head
Pinsir @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Feint
- Earthquake
- Frustration
- Swords Dance
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Stealth Rock
- Sticky Web
- Toxic
- Encore
Volcarona @ Lum Berry
Ability: Flame Body
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Quiver Dance
- Roost
- Hidden Power [Ground]
- Fiery Dance
Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Defog
Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Megahorn
- Stone Edge
Genesect: Ah, the jack-of-all-trades. Genesect is an extremely valuable addition to Bug to hit on the special spectrum, getting access to the infamous BoltBeam combination. However, as you’ve noticed, I’m not running BoltBeam. I personally prefer Energy Ball + Ice Beam for presenting big problems to Ground, the only way this doesn’t pose some kind of threat for them is if they’re running Mega Camerupt, but Mega Garchomp is most common. U-Turn is to soften what I cannot beat and to ease predictions if I suspect a switchout into something I will not hit that hard. Lastly, Iron Head is for those pesky fairies since they’re generally Specially Defensive, so it takes minimal Attack investment to be able to hit them hard granted I get a Download in Attack.
Pinsir-Mega: This is the main thing on the team I have doling out the pain on the physical side of the spectrum. I run max speed, you could probably shift a few EVs into special defense because you won’t generally worry about losing to most other Mega Pinsir because they’re run Quick Attack, so Feint outpriorities, but it’s not something I generally worry about. After one SD, Mega Pinsir hits strong neutralities such as Cradily and Ferrothorn hard and can clean things such as more offensive Metagross with EQ. Pinsir is also super helpful with cleaning up Fighting monos, as it beats basically everything except for Scarf Terrakion and the very rare Scarf Keldeo (have seen it a few times) which Scarf Heracross can take care of if webs are up since the scarf on both will be neutralized and will outspeed.
Shuckle: Shuckle is generally what I will lead with except for certain matchups like Fighting (where I may lead Scizor or Genesect to get off a move to break Loom’s Sash and have something get put to sleep I’m not too concerned about using) or Flying (where I might lead Genesect to get off a scarf Ice Beam). I generally like leading it because I can use it to net myself some momentum, setting up Sticky Web or Stealth Rocks in the face of a Taunt mon because Mental Herb will cure the Taunt “status.” Also, it can be used to Encore mons that might not really have anything useful to do against it or cannot significantly damage it allowing me to know the move they are forced into and making reading my opponent easier should I expect them to switch.
Volcarona: Volcarona is the MVP of bug teams. The EV spread is just the generic one from OU, bulky Quiver Dance. After setting up a Quiver Dance, Volc pretty well takes hits on either side of the spectrum well, barring rock ones or a rain boosted water move, which isn’t common anyways (non-rain water being most common). Fiery Dance + HP Ground is to carve apart Steel teams, which is a tougher matchup for Bug. The Lum Berry is to get in on Klefki and heal off the Prankster TWave and then KO with Fiery Dance. Obviously make sure you’re boosted enough or Klefki is sufficiently weakened so that the Fiery does KO and you’re free of Keysus, which presents a big issue for bug teams. After 2 Quiver Dances, Volc outspeeds max invested base 100s.
Scizor: This is a very different set than what people are accustomed to seeing, but in personal practice it has worked very well for me. My typical bug teams in ORAS have never really incorporated Forretress or Armaldo (Call me bad if you want to, just not my cup of tea since they can’t hazard remove against Ghost) and I’ve always desperately needed a Terrakion switch-in. With this defensive spread, Terrakion has a minute chance to 2KHO Scizor on switching in (252 Atk Terrakion Close Combat vs. 248 HP / 252+ Def Scizor: 141-166 (41.1 - 48.3%) -- 9% chance to 2HKO after Stealth Rock and Leftovers recovery) which is nice since after that the Terrakion user needs to make a decision of switching out or staying in to Close Combat again, which is a shaky situation for your opponent.
Heracross: “Scarf with Sticky Web Omega are you a literal meme?” No I’m not meming, I generally like the scarf for specific threats like Zard Y and other things that might be difficult to KO if not sufficiently weakened or Volcarona is not set up. As previously noted under the short analysis of Mega-Pinsir, Heracross also does a nice job of cleaning up scarf mons who have had their scarf neutralized by Webs, and it actually outspeeds your standard Sand Rush Excadrill on Ground with Webs up.
Threats:
• Stealth Rock – I think this one is a bit obvious. Bugs hate hazards. If you don’t keep them off of your side of the field, your longevity is pretty compromised.
• Mega Charizard Y – This thing is just a monster. If you predict well, Hera can win the game for you.
• Victini – This is honestly the one thing on Psychic teams that really incites fear in me. If it’s scarf it’s probably taking one thing down with it, just make sure this thing is not Volcarona since it can take one V-Create from it, Quiver Dance and if Tini is at -2, they either have to switch out or lose it, which is not advantageous for them.
• Gyarados – Not having the TBolt makes it a bit more difficult to deal with, but as long as Scizor is healthy enough after it’s mega evolved and it’s not at more than +1, you should be fine.
• Azumarill – If you’re in a bad spot, it’s going to be hard to get out of it. Try to not let it get off a Belly Drum, but if it does, make sure you’re Encoring it with Shuckle. Again, this is akin to Gyara where you have to play carefully.
Further Analysis/Notes:
• Shuckle could perhaps run Physical Defense; I tend to run Special as I already have a plethora of Physically bulky mons and in the off chance I do run into Rain teams, I think it has been my experience that the Special Defense EVs allow me to get both hazards up, and then I have to make sure I eliminate Empoleon or perhaps Starmie if that’s the hazard remover before they can get rid of hazards (which isn’t always easy to do).
• You can run a more offensive Scizor, but at that point I’d probably look to add something like Armaldo.
• Volcarona can actually run Specially Defensive as I’ve had some experience in the past with this, and it does allow it to take fire hits from Zard Y fairly well if you sac something and then come in and get to +1. They’ll generally switch out and you’ll be +2 maybe having a chance to sweep Fire at that point. In addition, I have found the matchups versus Psychic and Dark to be tedious, so if you feel with Fiery Dance and Close Combat on Hera you’re packing enough to beat Steel, then by all means switch HP Ground to Bug Buzz to further alleviate these matchups.
• You can run TBolt over Energy Ball but I think you’d miss it against Ground and Water/Ground types specifically. Also, you can run something like EBelt or LO as your item, but the second scarf is very helpful against Flying and Dragon. Non-choice has generally made my games against Ground, so you pick the route you want to go.
Pinsir-Mega: This is the main thing on the team I have doling out the pain on the physical side of the spectrum. I run max speed, you could probably shift a few EVs into special defense because you won’t generally worry about losing to most other Mega Pinsir because they’re run Quick Attack, so Feint outpriorities, but it’s not something I generally worry about. After one SD, Mega Pinsir hits strong neutralities such as Cradily and Ferrothorn hard and can clean things such as more offensive Metagross with EQ. Pinsir is also super helpful with cleaning up Fighting monos, as it beats basically everything except for Scarf Terrakion and the very rare Scarf Keldeo (have seen it a few times) which Scarf Heracross can take care of if webs are up since the scarf on both will be neutralized and will outspeed.
Shuckle: Shuckle is generally what I will lead with except for certain matchups like Fighting (where I may lead Scizor or Genesect to get off a move to break Loom’s Sash and have something get put to sleep I’m not too concerned about using) or Flying (where I might lead Genesect to get off a scarf Ice Beam). I generally like leading it because I can use it to net myself some momentum, setting up Sticky Web or Stealth Rocks in the face of a Taunt mon because Mental Herb will cure the Taunt “status.” Also, it can be used to Encore mons that might not really have anything useful to do against it or cannot significantly damage it allowing me to know the move they are forced into and making reading my opponent easier should I expect them to switch.
Volcarona: Volcarona is the MVP of bug teams. The EV spread is just the generic one from OU, bulky Quiver Dance. After setting up a Quiver Dance, Volc pretty well takes hits on either side of the spectrum well, barring rock ones or a rain boosted water move, which isn’t common anyways (non-rain water being most common). Fiery Dance + HP Ground is to carve apart Steel teams, which is a tougher matchup for Bug. The Lum Berry is to get in on Klefki and heal off the Prankster TWave and then KO with Fiery Dance. Obviously make sure you’re boosted enough or Klefki is sufficiently weakened so that the Fiery does KO and you’re free of Keysus, which presents a big issue for bug teams. After 2 Quiver Dances, Volc outspeeds max invested base 100s.
Scizor: This is a very different set than what people are accustomed to seeing, but in personal practice it has worked very well for me. My typical bug teams in ORAS have never really incorporated Forretress or Armaldo (Call me bad if you want to, just not my cup of tea since they can’t hazard remove against Ghost) and I’ve always desperately needed a Terrakion switch-in. With this defensive spread, Terrakion has a minute chance to 2KHO Scizor on switching in (252 Atk Terrakion Close Combat vs. 248 HP / 252+ Def Scizor: 141-166 (41.1 - 48.3%) -- 9% chance to 2HKO after Stealth Rock and Leftovers recovery) which is nice since after that the Terrakion user needs to make a decision of switching out or staying in to Close Combat again, which is a shaky situation for your opponent.
Heracross: “Scarf with Sticky Web Omega are you a literal meme?” No I’m not meming, I generally like the scarf for specific threats like Zard Y and other things that might be difficult to KO if not sufficiently weakened or Volcarona is not set up. As previously noted under the short analysis of Mega-Pinsir, Heracross also does a nice job of cleaning up scarf mons who have had their scarf neutralized by Webs, and it actually outspeeds your standard Sand Rush Excadrill on Ground with Webs up.
Threats:
• Stealth Rock – I think this one is a bit obvious. Bugs hate hazards. If you don’t keep them off of your side of the field, your longevity is pretty compromised.
• Mega Charizard Y – This thing is just a monster. If you predict well, Hera can win the game for you.
• Victini – This is honestly the one thing on Psychic teams that really incites fear in me. If it’s scarf it’s probably taking one thing down with it, just make sure this thing is not Volcarona since it can take one V-Create from it, Quiver Dance and if Tini is at -2, they either have to switch out or lose it, which is not advantageous for them.
• Gyarados – Not having the TBolt makes it a bit more difficult to deal with, but as long as Scizor is healthy enough after it’s mega evolved and it’s not at more than +1, you should be fine.
• Azumarill – If you’re in a bad spot, it’s going to be hard to get out of it. Try to not let it get off a Belly Drum, but if it does, make sure you’re Encoring it with Shuckle. Again, this is akin to Gyara where you have to play carefully.
Further Analysis/Notes:
• Shuckle could perhaps run Physical Defense; I tend to run Special as I already have a plethora of Physically bulky mons and in the off chance I do run into Rain teams, I think it has been my experience that the Special Defense EVs allow me to get both hazards up, and then I have to make sure I eliminate Empoleon or perhaps Starmie if that’s the hazard remover before they can get rid of hazards (which isn’t always easy to do).
• You can run a more offensive Scizor, but at that point I’d probably look to add something like Armaldo.
• Volcarona can actually run Specially Defensive as I’ve had some experience in the past with this, and it does allow it to take fire hits from Zard Y fairly well if you sac something and then come in and get to +1. They’ll generally switch out and you’ll be +2 maybe having a chance to sweep Fire at that point. In addition, I have found the matchups versus Psychic and Dark to be tedious, so if you feel with Fiery Dance and Close Combat on Hera you’re packing enough to beat Steel, then by all means switch HP Ground to Bug Buzz to further alleviate these matchups.
• You can run TBolt over Energy Ball but I think you’d miss it against Ground and Water/Ground types specifically. Also, you can run something like EBelt or LO as your item, but the second scarf is very helpful against Flying and Dragon. Non-choice has generally made my games against Ground, so you pick the route you want to go.