Mothim [Optimized]
Abilities: Swarm | Sheer Force | [HA]
Tinted Lens
Stats: 90 HP / 104 Atk / 60 Def / 104 SpA / 60 SpD / 116 Spe (BST: 534)
Added Moves: Dark Pulse, Sucker Punch, Work Up, Taunt, Switcheroo, Torment, Pursuit, Flash Cannon, Moonlight, Defog (legal with Tinted Lens)
Summary of Changes: +20 HP, +10 Atk, +10 Def, +10 SpA, +10 SpD, +50 Spe
You know what Mothim needs? Speed, a better typing, and some coverage wouldn't hurt. So, I gave it that and a little more. Mothim now sports the somehow-unique-like-how-hasn't-this-typing-been-done-yet-Game-Freak-you-made-3-spider-Pokemon typing Bug/Dark, which sports good neutral coverage (especially with Tinted Lens or paired with Psychic for coverage) and only a 2x weakness to Stealth Rock. With it's new Dark STAB comes nice moves in a powerful Dark Pulse, priority in Sucker Punch, utility in Taunt, and trapping in Pursuit. Mothim also now has 116 Speed, a great speed tier for any offensive Pokemon trying to breathe in OU, outspeeding and easily taking out Latios, Mega Latias, Gengar, Serperior, and depending on your coverage, Mega Diancie, Keldeo, and Kartana. In fact, not counting Optimized Mons, Mothim is the 8th fastest thing in the tier (10th if BL is counted and Mega Alakazam and Alakazam are counted separately). Now, the best part, abilities. Mothim retains Tinted Lens, allowing most of it's moves to hit at least neutrally, which is pretty scary off of 104 in both offenses (I'll love anyone who uses Banded Mothim forever) and even scarier if it Quiver Dances. But, as another option, Mothim now gets Sheer Force, boosting it's STABs, allowing you to run Life Orb without recoil, and boosting 3/4 of it's best coverage moves (Psychic, Flash Cannon, Energy Ball, the other best coverage move being Hidden Power.) Think of it like this: Special Nidoking is ludicrously strong. Now, imagine that it had 104 Special Attack, was frailer, and had 116 Speed. Yeah, that's the power Mothim packs now. Enjoy you're new and improved aDrive!
Wormadam-Grassy [Optimized]
Abilities: Adaptability | [HA]
Flower Veil
Stats: 90 HP / 79 Atk / 105 Def / 99 SpA / 115 SpD / 46 Spe (BST: 534)
Added Moves: Sticky Web, Morning Sun, Grassy Terrain, Taunt, Rapid Spin, Agility, Sucker Punch (legal with Flower Veil)
Summary of Changes: +30 HP, +20 Atk, +20 Def, +20 SpA, +10 SpD, +10 Spe
Well, Wormadam-Grassy is kinda doomed because of it's typing and it's required stat similarity to the other two better forms, but hey, let's work with what we got here. And what we have is a nice and bulky Special Wall. With Flower Veil preventing status, great status moves (Sticky Web (remember njnp Webs? Good times...), Synthesis/Morning Sun for recovery, Taunt to cripple opposing walls, and even Skill Swap to mess up Sableye), and nice 90/105/115 bulk, Wormadam can effectively wall and support for the team. It even gets Rapid Spin to keep away hazards. Or, heck, go the offensive route with Adaptability and either Agility or Quiver Dance. 99 Special Attack with Adaptability isn't so bad, you know. Ask Dragalge.
Wormadam-Sandy [Optimized]
Abilities: Adaptability | [HA]
Skill Link
Stats: 90 HP / 99 Atk / 115 Def / 79 SpA / 105 SpD / 46 Spe (BST: 534)
Added Moves: Spikes, Morning Sun, Gravity, Taunt, Lunge, Rock Polish, Sucker Punch (legal with Skill Link)
Summary of Changes: +30 HP, +20 Atk, +10 Def, +20 SpA, +20 SpD, +10 Spe
With a pretty decent defensive typing in Bug/Ground, Spikes and Stealth Rock, Taunt, reliable reocvery, and Lunge to weaken physical attackers, Wormadam-Sandy can be a great physical wall. 90/115/105 bulk is very nice, backed up by Morning Sun and Adaptability-boosted Lunge to further weaken physical foes. Also, this Wormadam is probably the best at going on the offensive, with Rock Polish and STAB Lunge and Earthquake, with possibly Skill Link boosted Rock Blast to complete EdgeQuake coverage. Overall, a nice physical wall that can quite easily go on the offensive.
Wormadam-tresh [Optimized]
Abilities: Adaptability | [HA]
Filter
Stats: 90 HP / 89 Atk / 110 Def / 89 SpA / 110 SpD / 46 Spe (BST: 534)
Added Moves: Toxic Spikes, Morning Sun, Sludge Bomb, Taunt, Autotomize, Sucker Punch (legal with Filter)
Summary of Changes: +30 HP, +20 Atk, +15 Def, +20 SpA, +15 SpD, +10 Spe
What would happen if you took Scizor, took away it's power and Defog, and added hazards, all of the bulk in the world, and a better defensive ability? You get the new and improved Wormadam-Trashy. With only 1 Weakness in Fire (that gets weakened by Filter and maybe even rain) and great 90/110/110 bulk, Wormadam is pretty hard to break through, especially since it has Morning Sun and Taunt to get an edge on setup sweepers. Other than that, Wormadam can setup Stealth Rock and Toxic Spikes to weaken opposing teams, run Metal Burst to surprise faster foes, or maybe go on the offensive with Adaptability and Quiver Dance/Autotomize, though it's probably the worst of the Wormadam forms at being offensive. Overall, a great Bug/Steel wall that many teams can appreciate.