Going first Insect Pile post-ROTA. The main goal is get to Rapier the Onslaught, which can be done via Sting the Poison or Armed Rebeelion for Resonance Insect to search Rapier. The deck plays 15 starters with Rapier and the ways to get to it being the first 9 and Evil Seed and Bloom being the other 6. Originally I had played duplicate copies of extenders sich as Pin the Bullseye, Scale Bomer and Wicked Butterfly, but the deck plays so many powerful starters now that 2 insects in hand can often be enough to go full combo and still potentially bait an interruption.
The ideal end board the deck goes for is: Grand Partisan, Heavy Cavalry, Stag Sovereign, Cicada King, either Wisteria of Woe or Hunting Dance set, a Scary Moth in grave and at least one handtrap in hand, ideally drawn off of Picofalena or Wicked Butterfly. Use Cicada King to negate your opponents normal then summon the Scary Moth and, if your opponent has allowed you to get to this stage, most likely win the duel.
Since Resonance Insect is perhaps the most important card to the deck, I'll briefly explain its targets. Your first Resonance target should always be Rapier if you have not opened it or one of the ways to get to it. If you open Resonance and a way to get to Rapier, then your Resonance search goes to Krawler Soma for an overwhelming amount of extension. However if you do not open Resonance or a way to get to it besides the Picofalena search, then use your one Resonance search to get to Supply Squad, which then leads to Heavy Cavalry, a vital piece of endboard. If you get to a turn 3 situation, or are going second, Beargram is a fantastic way of wiping an opponents board after getting through any interaction they may have.
For going second, side out the Scary Moth, Ballgame, a Gokipole and the Krawler package and lay on the handtraps, including both the "C" monsters. As for the rest of the side deck, Rivalry is there as a floodgate that can be very effective against the right decks, as can Chain Coils against the likes of Danger! Darkworld. The Drolls and the Nib are useful as going second tools but are also effective as Crossout targets if your opponent is running either, as these handtraps are perhaps the most effective against the deck.
The deck has a number of weaknesses however, mainly in an inability to correctly counter Spell and Traps, as there are no Insect monsters that can negate the cards specifically. This is why I have included Atypus in the extra, as the card can negate face up Spells and Traps and even destroy them to help get out of sticky situations. This also explains the Selene Snapper I have included in the side. The other problem the deck can have is grind games. This deck aims to have things wrapped up by turn 3, but if this is not the case, your only way of recycling cards is Picofalena. This means your resources can run very dry if a duel begans to last a while, so siding copies of Insect Invitation or Beetrooper Might Neptune may be appropriate if you see fit. Perhaps the biggest problem the deck now has with the new Battlewasp support is zone management, not in the sense of link arrows, but more in that the deck often runs out of usable monster zones long before it could potentially finish its combos. While this does give you a margin of error for which you can misplay, it is vital to think ahead mid combo as to not run out of usable monster zones and completely stall out mid combo.
If you prefer to run a consistent 40 card build, simply remove the Ragnaraika package in the main deck, the extra copies of Gokipole, Formation, Ballgame, some non-engine the Triple Tactics cards and have a blast.