Scolistampede
Scolipede@Focus Sash
Adamant nature
Speed Boost
252 Attack/252 Speed/4 HP
~Swords Dance
~Megahorn
~Poison Jab
~Earthquake
My favorite Bug-type, in terms of both looks and usability. Swords Dance up on the first turn, and you're at +2 Attack and +1 Speed. And from there, sweep like you've never swept before. Megahorn and Poison Jab are pure devastation with a Swords Dance and STAB backing them up, and Earthquake is a solid move that needs no introduction or explanation.
Item ensures Scolipede survives the setup turn. Ability makes it fast enough to reliably sweep.
Scolipass
Scolipede@Leftovers/Liechi Berry
Jolly nature
Speed Boost
252 HP/252 Speed/4 Defense
~Swords Dance/Megahorn
~Substitute
~Protect
~Baton Pass
Scolipede is also a workable Baton Passer. Swords Dance gives you Attack buffs to pass, though Megahorn is an option to stop you from being complete Taunt bait, good if you're packing the Liechi Berry. Substitute gives you something else to pass, and can also activate a Liechi Berry. It and Protect are also good for stalling for more Speed Boosts to pass. And of course, Baton Pass, for getting all these buffs to their intended destination. Me, personally, I use Ninjask for Baton Pass and let Scolipede do the sweeping, but make no mistake, Scolipede can take on this role as well.
Item either gives Scolipede more Substitute usasge or another Attack boost to Baton Pass. Ability should be obvious.
Other options:
*The Baton Pass set has other options, such as
Iron Defense and... I guess
Double Team? Yeah, OK, pretty much just Iron Defense outside of what I already mentioned.
*In terms of coverage, however, Scolipede does have options.
Superpower,
Aqua Tail,
Throat Chop, and
Rock Slide are all there for the taking if you feel the need to use any of them.
*Scolipede also gets
Spikes and
Toxic Spikes. Make of that what you will.
Abilities:
*
Poison Point: Making physical contact with Scolipede incurs a 30% chance of being poisoned. While it would make foes think twice about such devastating super effective options as Flare Blitz and Brave Bird... really, really not worth it when you consider the alternative.
*
Swarm: When Scolipede's health is at a third of its maximum, its Bug moves are 50% stronger. It's an interesting idea- Focus Sash Swords Dance, now you're at +2 AND your Megahorn is even stronger. If you really want to go with that, Scolipede does naturally outspeed a lot of stuff, but if you really want to hold out for what makes Scolipede such an unstoppable force in battle, then you want...
*
Speed Boost: Scolipede's Hidden Ability. At the end of each turn, Scolipede's Speed goes up one stage. Now THIS is what I'm talking about! Scolipede is fast to begin with, this takes it to the next level. It's of immense use whether you're using it as a sweeper or a Baton Passer. Little note, by the way- originally, Scolipede's Hidden Ability was
Quick Feet, which... quite frankly sucked for it, considering it couldn't be poisoned anyway (no Corrosion back then) and a burn would cut its Attack, making paralysis the most feasible option. And considering the ever-present threat of being fully paralyzed, I use the term "feasible" loosely. No, they made the right choice, changing that to Speed Boost.
Partners:
Considering the sweeper's reliance on Focus Sash much of the time, I'd say Rapid Spin support is your friend. Preferably Rapid Spin support that can also get up a hazard or two itself. Forretress with Rapid Spin and Stealth Rock springs readily to mind. For the Baton Passer set, just pick whichever physical sweeper you'd use if it just had a little more in the stats department, like Stantler or Basculin. Or go with something already powerful and make it unstoppable, like Metagross or Salamence.
Counters:
Scolipede's all about hitting hard and fast, compensating for "meh" defenses by ripping through enemies before they rip through it. Ergo, priority moves are a big problem for it, particularly the stronger ones like Sucker Punch and Extreme Speed. Be wary of those. Also note that Mega Pinsir's Quick Attack is both powered up and made super effective (and given STAB!) by Aerilate. Not a combination you want to have to deal with. Also, if you haven't busted the Disguise of any Mimikyu on your opponent's team, it can put a stop to your sweep. Also be on the lookout for Trick Room. Anything that gets a chance to use it will instantly turn Speed Boost into a crippling disadvantage. Oh, and Taunt from anything that resists whatever attacking move you may have slapped onto it shuts down the Baton Pass set cold.
Opinion:
THIS. THING. IS.
AWESOME!!! I want one in real life, and I want to ride on its back. I want Ride Pokémon to remain a thing in future games and I want Scolipede to be a Ride Pokémon. It looks cool, it fights like a champ, and- and- and- *faints*
Pre-Evolution Corner:
Give It A Whirl
Whirlipede@Eviolite
Jolly nature
Speed Boost
252 HP/252 Speed/4 Attack
~Protect
~Toxic Spikes/Spikes/Toxic
~Toxic Spikes/Spikes/Toxic
~Bug Bite
Whirlipede's defenses are hardly what one would call the best ever, but they're better than Scolipede's, so this could have some legitimate merit. Protect to get that Speed Boost going, and then do what you gotta do, be it setting up entry hazards, or just one hazard and also hitting the foe with Toxic. Bug Bite does get STAB, but its main use is for ridding opponents of their berries. Basically, this helps set the stage for the rest of the team.
Item beefs up Whirlipede's defenses. Ability beefs up its Speed.
Other options:
*If you want to just Toxic stall, you can supplement Toxic with
Infestation- keeps foes from switching, and piles on further damage. OF course, Whirlipede's got precious few options for recovery, so this may not be the smartest idea.
*Actually, speaking of recovery, you could always teach it
Rest.
Abilities:
*
Poison Point: Making physical contact with Whirlipede incurs a 30% chance of being poisoned. If you don't really care whether Whirlipede outspeeds stuff, you could go with this, just bear in mind that you can't badly poison foes with it.
*
Swarm: When Whirlipede's health is at a third of its maximum, its Bug moves are 50% stronger. Could be nice, give Bug Bite a bit of a boost when you're on your way out, but probably won't give it any significant buffs.
*
Speed Boost: Whirlipede's Hidden Ability. At the end of each turn, Whirlipede's Speed goes up one stage. Yeah, if you want Whirlipede to be going first with its hazard setting, or Toxic usage, or Bug Bite, or pretty much whatever you're trying to do with it, go with this.
Partners:
Pretty much anything that'll want Spikes or Toxic Spikes set up will like having Whirlipede as a teammate. In fact, this'd be a decent teammate for Scolipede!
Counters:
Whirlipede's defenses are respectable, not impenetrable. A strong enough attacker can take it out. A special attacker especially, due to its lower Sp. Def. Alakazam almost certainly destroys this thing with Psychic, but if it's gotten enough Speed Boosts, Whirlipede might be able to deal some heavy damage with Bug Bite beforehand.
Opinion:
I actually really like Whirlipede. I like Scolipede better, but Whirlipede's got its own unique charm to it.
Prediction for next week:
Basculin.