Monotype Creepy Crawlers: A Balanced Bug Team

Creepy Crawlers



Hey guys, I'm smub, and I usually hang around the Monotype chatroom on PS. I felt like trying out Balanced Bug for a while, but I usually had a tough time making it work. However, with the release of Mega Heracross, I managed to make this Balanced Bug team, and I'm pretty happy with the end result. So without further ado, let's dive into the teambuilding process.


I started off with Mega Heracross because I wanted to diverge from Mega Scizor while also having a consistent way of beating SubToxic Zapdos, since I knew beforehand that Balanced Bug was gonna have an extremely rough time dealing with it.


I then moved on to the most important Pokemon to any Bug team, as well as the most potent setup sweeper/wallbreaker the type has access to: Volcarona.


The second most important Pokemon for Bug is usually the Rapid Spinner, which always doubles as the Stealth Rocker. I wanted something that could easily switch into Stone Edges, and since Armaldo simply didn't do that, I went with Forretress, who also takes less from Brave Birds coming from Staraptor.


Immediately after putting Forretress on the team, I knew I needed a specially defensive tank and a Fire switch-in. And the first Pokemon that came to mind was Araquanid, with its incredible 132 special bulk and access to Water Bubble.


This was the point where I wanted to add some speed control, and the immediate first thought was Galvantula with Sticky Web. Main reason it's ran over Shuckle is due to its much better offensive presence and Speed tier.


Sticky Web wasn't quite enough, and I needed even more speed control. Since I couldn't use Scarf Heracross, and Scarf Buzzwole would just be redundant, I went with Scolipede, who has a solid immediate Speed tier alongside a great physical movepool.

Now let's take a look at the Creepy Crawlers!



Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Volt Switch

Here's the obligatory Stealth Rocker/Rapid Spinner for the team: Forretress. Forretress does a fantastic job of switching into powerful physical attacks coming from the likes of Terrakion, Heracross, Landorus-Therian, and Staraptor. Leftovers is the preferred item choice due to having some passive sustain. But Rocky Helmet can be ran over it if you want to chip away at the physical attackers that try to hit it. Stealth Rock is essential for just about any Monotype team, especially Bug, considering how tough the Fire and Flying matchups are. Rapid Spin is essential for Bug teams in order to remove Stealth Rock and keep Volcarona and the rest of the team healthy. I liked using Gyro Ball to have Forretress serve as a more consistent check to Terrakion, as well as Mega Aerodactyl, Kyurem-Black, and Togekiss. But Spikes can be ran over it if you want it to wear down bulkier teams easier and to give Scolipede and Volcarona an easier time sweeping. Finally, Volt Switch is used to get off a slow pivot and give momentum to the team.



Araquanid @ Leftovers
Ability: Water Bubble
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Scald
- Toxic
- Protect
- Leech Life

Here we have the main Fire sponge and overall special switch-in Araquanid. Normally I would go with an Assault Vested offensive set, but since I wanted it to have more of a sustained presence, I went with this specially defensive set instead. Scald is our main Water STAB, and is very nice due to its burn chance, being able to cripple physical attackers. Toxic is nice for slowly wearing things down, as well as to catch certain Water-immune Pokemon and/or opposing walls on the switch, such as Volcanion, Mantine, Porygon2, Chansey, and Mandibuzz. Protect is nice for stalling out an extra turn of Toxic or burn damage, as well as getting off more recovery with Leftovers. Finally, Leech Life gives it an extra form of sustain, while also being a decent STAB option for hitting physically frail Psychic types like Mega Alakazam and Meloetta.



Heracross-Mega @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pin Missile
- Close Combat
- Earthquake
- Rock Blast

Here we have the Mega for the team and physical wallbreaker Mega Heracross. This is what made me want to retry building Balanced Bug, and Mega Heracross does its wallbreaking job incredibly well. Max Speed with Jolly hits such a nice Speed tier, outspeeding 64 Speed Zapdos variants, Adamant Dragonite, Modest Kingdra outside of rain, Magearna, and positive-natured Breloom, Bisharp, and Volcanion. Pin Missile is the standard Bug STAB, capable of 2HKOing Mega Sableye and Mega Venusaur. Close Combat is its strongest Fighting STAB, and overall great for hitting Ferrothorn, Celesteela, and Magnezone, which can be rather tough to deal with for the team at times. I ran Earthquake mainly to beat Toxapex, which will always be a huge nuisance for Bug. However, Swords Dance is an alternative that can be used to break balanced teams a lot easier. Finally, Rock Blast is absolutely essential for beating the incredible annoyance that is SubToxic Zapdos. It's always a pain to fight just about any Zapdos when it comes to Bug. But having Rock Blast and being able to remove it so easily is undeniably essential for this team.



Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Hidden Power [Ground]
- Quiver Dance

This is literally the most essential Pokemon to all Bug teams, the best asset for the team in the Steel matchup, and an incredible setup sweeper/wallbreaker. This Pokemon is the sun moth Volcarona. With the Firium Z, Volcarona becomes a fierce setup sweeper and wallbreaker capable of tearing through matchups such as Water, Ground, Grass, Ice, and especially Steel. Quiver Dance is the main setup move and the prime reason Volcarona is so incredible. Fire Blast is its best Fire STAB due to the sheer power coming from the Inferno Overdrive(185 BP). Giga Drain is essential coverage for hitting Water types like Keldeo, Swampert, and Seismitoad, as well as Ground types like Hippowdon and Mamoswine. Finally, Hidden Power Ground is used to get past Heatran, which is the one thing stopping Volcarona from spamming Fire Blast vs Steel, as well as targeting Fire types like Torkoal and Infernape. However, Hidden Power Ice can serve as a decent alternative in order to hit the Lati twins, Dragonite, and Salamence.



Galvantula @ Life Orb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Energy Ball
- Hidden Power [Ice]
- Sticky Web

This right here is not only the team's speed control asset with Sticky Web, but it's both my favorite Bug type and my favorite Electric type. Galvantula is simply amazing and a fantastic pick on just about any Bug team. I usually always went with Focus Sash whenever I put it on my Bug teams. But then I found out just how great Life Orb was on it. While it won't always be guaranteeing Sticky Web, the extra power backing it has proven to be incredibly more helpful, scoring OHKOes where there were once 2HKOes(a specific example would be Garchomp). Thunder is fantastic STAB when paired with Compound Eyes, giving it 91 accuracy. Energy Ball is important coverage for hitting Water types that are immune to Thunder like Gastrodon and Swampert, as well as Ground types like Hippowdon and Mamoswine. Hidden Power Ice is great for picking off threats like Garchomp, Dragonite, Landorus, and Salamence. Finally, Sticky Web slows the opponent down, giving my sweepers/wallbreakers an easier time doing their jobs.



Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Rock Slide
- Earthquake
- Protect

Here we have our secondary form of speed control and 3rd Terrakion check Scolipede. A Jolly nature is ran simply to take advantage of its fantastic 112 Speed tier, being able to outspeed Scarf Latios, Terrakion, and Infernape after a single Speed Boost. Megahorn is fantastic Bug STAB, which does incredibly in the otherwise difficult Psychic matchup. Rock Slide is nice for revenge killing Mega Charizard Y and Volcarona, as well as Dragonite, Zapdos, and Mantine. Earthquake is extremely important to make sure you aren't walled out by Heatran and Magnezone. Finally, Protect is used to get up a free Speed Boost.



So that was The Creepy Crawlers! I really hoped you enjoyed checking out this Balanced Bug team! Here it is so you can try it for yourself!
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Volt Switch

Araquanid @ Leftovers
Ability: Water Bubble
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Scald
- Toxic
- Protect
- Leech Life

Heracross-Mega @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pin Missile
- Close Combat
- Earthquake
- Rock Blast

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Hidden Power [Ground]
- Quiver Dance

Galvantula @ Life Orb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Energy Ball
- Hidden Power [Ice]
- Sticky Web

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Rock Slide
- Earthquake
- Protect
 
Last edited:
Hey!

This is a pretty interesting team, but I'm not sure how I feel about the build on the whole. I'll start by suggesting some quick smaller edits for the current team.
  • Swords Dance > Earthquake
    on Mega Heracross, as Earthquake is basically just for Toxapex and this will allow you to break it all the same while also giving you tools for breaking Water and Poison teams more effectively.
    (+2 252 Atk Heracross-Mega Rock Blast (5 hits) vs. 252 HP / 252+ Def Toxapex: 195-230 (64.1 - 75.6%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery)
  • Volt Switch > Energy Ball
    on Galvantula, as I feel the team would benefit a lot from momentum given you don't have any U-turners. Energy Ball is basically just for Water and Ground teams, which Mega Heracross does an excellent job of breaking anyways.
  • Poison Jab > Rock Slide
    on Scolipede, as Scolipede really needs as much power as it can get and STABs are the best place to get them. Edgequake coverage doesn't seem necessary on a team using Araquanid, anyways, since that can adequately manage Fire-type threats.
  • Assault Vest > Leftovers
    on Araquanid, as this set is able to put out significantly more pressure while sporting even stronger special bulk. The difference is noticable, when you're now able to hazard even electric teams with a full health Araquanid:
    (252 SpA Choice Specs Tapu Koko Thunderbolt vs. 200 HP / 0 SpD Assault Vest Araquanid in Electric Terrain: 282-332 (86.2 - 101.5%) -- 6.3% chance to OHKO
    252+ SpA Life Orb Raichu-Alola Thunderbolt vs. 200 HP / 0 SpD Assault Vest Araquanid in Electric Terrain: 268-320 (81.9 - 97.8%) -- guaranteed 2HKO)
Now, onto the more abstract suggestions.

I don't know how I feel about the Araquanid + Forretress "defensive core", as I'm not sure they do a good enough job managing threats in the metagame compared to more offensive teamslot options such as Choice Band Scizor or Armaldo. I feel like your team is in need of strong priority speed control and some better pivots to bring mega Heracross in safely against threats it can break, so I feel Scizor could do a lot for your team. But at the same time, you need a spinner, you want webs, you can't give up Volcarona, and Scolipede offers crucial speed control since you can't use scarf heracross.

Basically, I'm not sure how you can fit all this onto a Mega Heracross build this gen without going full offensive with Armaldo + Band Scizor > Forretress + Araquanid, which IMO is optimal.

But I'll try my best to offer suggestions considering this is a balanced team, and I know you want to keep Araquanid.

Shuckle > Galvantula

This change will compress your rocks setter and your webs setter. It will also offer a Fire-neutrality to the team, and Encore and Knock Off are unique utility for Bug Teams.

Shuckle @ Mental Herb / Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Sticky Web
- Stealth Rock
- Encore
- Knock Off / Toxic

Scizor > Forretress

This change will offer the team a source of strong priority as well as a pivot to bring in Mega Heracross safely. I'd suggest using a bulkier set with Defog to offer the team some more bulk and hazard removal without getting rid off Araquanid to make room for Armaldo/Forretress. You could run a more physically defensive spread if you want more of Forretress's bulk.

Scizor @ Iron Plate / Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Bullet Punch
- U-turn
- Roost / Superpower / Knock Off
- Defog

With all these changes the team will look like this..
Scizor @ Iron Plate / Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Bullet Punch
- U-turn
- Roost / Superpower / Knock Off
- Defog

Araquanid @ Assault Vest
Ability: Water Bubble
EVs: 200 HP / 252 Atk / 4 Def / 52 Spe
Adamant Nature
- Liquidation
- Leech Life
- Mirror Coat
- Scald / Crunch / Poison Jab

Heracross-Mega @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pin Missile
- Close Combat
- Rock Blast
- Swords Dance

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Hidden Power [Ground]
- Quiver Dance

Shuckle @ Mental Herb / Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Sticky Web
- Encore
- Knock Off / Toxic

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Poison Jab
- Earthquake
- Protect

Hope these changes helped!
 
Last edited:
Hey!

This is a pretty interesting team, but I'm not sure how I feel about the build on the whole. I'll start by suggesting some quick smaller edits for the current team.
  • Swords Dance > Earthquake
    on Mega Heracross, as Earthquake is basically just for Toxapex and this will allow you to break it all the same while also giving you tools for breaking Water and Poison teams more effectively.
    (+2 252 Atk Heracross-Mega Rock Blast (5 hits) vs. 252 HP / 252+ Def Toxapex: 195-230 (64.1 - 75.6%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery)
  • Volt Switch > Energy Ball
    on Galvantula, as I feel the team would benefit a lot from momentum given you don't have any U-turners. Energy Ball is basically just for Water and Ground teams, which Mega Heracross does an excellent job of breaking anyways.
  • Poison Jab > Rock Slide
    on Scolipede, as Scolipede really needs as much power as it can get and STABs are the best place to get them. Edgequake coverage doesn't seem necessary on a team using Araquanid, anyways, since that can adequately manage Fire-type threats.
  • Assault Vest > Leftovers
    on Araquanid, as this set is able to put out significantly more pressure while sporting even stronger special bulk. The difference is noticable, when you're now able to hazard even electric teams with a full health Araquanid:
    (252 SpA Choice Specs Tapu Koko Thunderbolt vs. 200 HP / 0 SpD Assault Vest Araquanid in Electric Terrain: 282-332 (86.2 - 101.5%) -- 6.3% chance to OHKO
    252+ SpA Life Orb Raichu-Alola Thunderbolt vs. 200 HP / 0 SpD Assault Vest Araquanid in Electric Terrain: 268-320 (81.9 - 97.8%) -- guaranteed 2HKO)
Now, onto the more abstract suggestions.

I don't know how I feel about the Araquanid + Forretress "defensive core", as I'm not sure they do a good enough job managing threats in the metagame compared to more offensive teamslot options such as Choice Band Scizor or Armaldo. I feel like your team is in need of strong priority speed control and some better pivots to bring mega Heracross in safely against threats it can break, so I feel Scizor could do a lot for your team. But at the same time, you need a spinner, you want webs, you can't give up Volcarona, and Scolipede offers crucial speed control since you can't use scarf heracross.

Basically, I'm not sure how you can fit all this onto a Mega Heracross build this gen without going full offensive with Armaldo + Band Scizor > Forretress + Araquanid, which IMO is optimal.

But I'll try my best to offer suggestions considering this is a balanced team, and I know you want to keep Araquanid.

Shuckle > Galvantula

This change will compress your rocks setter and your webs setter. It will also offer a Fire-neutrality to the team, and Encore and Knock Off are unique utility for Bug Teams.

Shuckle @ Mental Herb / Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Sticky Web
- Stealth Rock
- Encore
- Knock Off / Toxic

Scizor > Forretress

This change will offer the team a source of strong priority as well as a pivot to bring in Mega Heracross safely. I'd suggest using a bulkier set with Defog to offer the team some more bulk and hazard removal without getting rid off Araquanid to make room for Armaldo/Forretress. You could run a more physically defensive spread if you want more of Forretress's bulk.

Scizor @ Iron Plate / Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Bullet Punch
- U-turn
- Roost / Superpower / Knock Off
- Defog

With all these changes the team will look like this..
Scizor @ Iron Plate / Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Bullet Punch
- U-turn
- Roost / Superpower / Knock Off
- Defog

Araquanid @ Assault Vest
Ability: Water Bubble
EVs: 200 HP / 252 Atk / 4 Def / 52 Spe
Adamant Nature
- Liquidation
- Leech Life
- Mirror Coat
- Scald / Crunch / Poison Jab

Heracross-Mega @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pin Missile
- Close Combat
- Rock Blast
- Swords Dance

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Hidden Power [Ground]
- Quiver Dance

Shuckle @ Mental Herb / Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Sticky Web
- Encore
- Knock Off / Toxic

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Poison Jab
- Earthquake
- Protect

Hope these changes helped!
Thanks for rating my team! I always wanted to use Forretress since Armaldo is so common and I wanted to diverge from that. I also wasn't entirely sure about Defog on Bug teams, where they would normally prefer to keep their hazards up against the opponent, but I've been liking it. Here are some replays I got from the team:



Thanks again for the suggestions :)
 
As someone who uses this mon religiously, I can immediately pick out one of your biggest threats:


Togekiss isn't so bad if it's a cleric or a life orb or whatever other alternative, but Serene Grace/Choice Scarf might be a game over. Choice Scarf Togekiss will 100% have Air Slash, which has such a high flinch rate that I've managed to rack up a record of 14 flinches in a row.
Against a 0SpDef Forretress, you have a 3HKO from a 0SpAtk Togekiss, possibly a 2HKO from a fully invested Sp Attacker. You will probably flinch and become powerless against it.
It's a 2HKO against Leftovers Araquanid, a 3HKO against AssaultVest.
It's faster than Galvantula and will 2HKO it.

Your only hope is Scolipede, but if it's not faster than Togekiss after one Protect + Speed Boost, Air Slash is a guaranteed OHKO.

If you stick with the team you have, you will lose every time to Choiced Togekiss, I swear.

Basically what I'm trying to say is, you need a Scizor and you need it bad.
 
As someone who uses this mon religiously, I can immediately pick out one of your biggest threats:
<img src="http://play.pokemonshowdown.com/sprites/xyani/togekiss.gif">

Togekiss isn't so bad if it's a cleric or a life orb or whatever other alternative, but Serene Grace/Choice Scarf might be a game over. Choice Scarf Togekiss will 100% have Air Slash, which has such a high flinch rate that I've managed to rack up a record of 14 flinches in a row.
Against a 0SpDef Forretress, you have a 3HKO from a 0SpAtk Togekiss, possibly a 2HKO from a fully invested Sp Attacker. You will probably flinch and become powerless against it.
It's a 2HKO against Leftovers Araquanid, a 3HKO against AssaultVest.
It's faster than Galvantula and will 2HKO it.

Your only hope is Scolipede, but if it's not faster than Togekiss after one Protect + Speed Boost, Air Slash is a guaranteed OHKO.

If you stick with the team you have, you will lose every time to Choiced Togekiss, I swear.

Basically what I'm trying to say is, you need a Scizor and you need it bad.
The thing is that after a Protect, Scolipede actually IS faster after a single Speed Boost, and can proceed to threaten any potential switch-in with either Earthquake or Poison Jab(Poison Jab was suggested by Tyke). Scizor was already suggested by Tyke previously, so there's that. If I can manage to set up with Volcarona against anything else on that Flying/Fairy team, Togekiss can be very easily dealt with. I do agree that Togekiss is a serious threat, though.
 

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