Beeheeyem (GP 2/2)

[Overview]

<p>At first glance, there is almost no reason to use Beheeyem over other powerful special attackers in NU, such as Gorebyss and Magmortar. However, it can put its brilliant base 125 Special Attack to good use, as access to Trick Room enables it to use its low Speed to its advantage. Furthermore, Beheeyem is able to use Nasty Plot, allowing it to send its Special Attack through the roof and 2HKO every Pokemon in the tier with the correct move. Psychic actually has decent type coverage in NU, as it hits all but a few Pokemon for neutral damage. Thankfully, these threats can all be hit by an appropriate coverage move, allowing Beheeyem to keep up offensive pressure.</p>

<p>Despite all this, many Pokemon can take advantage of Beheeyem. Its Psychic typing doesn't do it much good defensively, allowing many physical attackers to prey on its subpar Defense outside of Trick Room's safety. Users of Sucker Punch are even worse to face, as they go before Beheeyem even in Trick Room. Look past these shortcomings, however, and Beheeyem can easily use its powers to literally blow your opponent's mind.</p>

[SET]
name: Nasty Plot + Trick Room
move 1: Trick Room
move 2: Nasty Plot
move 3: Psychic
move 4: Thunderbolt / Hidden Power Fighting
item: Life Orb / Leftovers
ability: Synchronize
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Spe

[SET COMMENTS]

<p>Access to Nasty Plot and Trick Room is what really sets Beheeyem apart from other special attackers, as it can out-slow the opposition and demolish the entire metagame with boosted attacks. Psychic is Beheeyem's preferred STAB move, due to its good coverage over most of the prominent threats in NU, bar Dark-types, Jynx, and Mesprit. Thunderbolt hits all of these Pokemon for neutral damage, while also scoring an OHKO on almost every Water-type in the tier after a boost. However, Hidden Power Fighting will hit Probopass much harder, and also score a super effective hit on Dark-types such as Absol. Beheeyem will miss hitting some Psychic-types for neutral damage, though.</p>

[ADDITIONAL COMMENTS]

<p>Beheeyem's EVs reflect its purpose quite well; maximizing Special Attack allows Beheeyem to put as much power behind its attacks as it can, while HP is also fully invested so as to give it some more overall bulk. A Quiet nature is preferred for lowering Beheeyem's Speed. Beheeyem's Speed IV should also be set to 0 to reduce its Speed further, making it almost impossible to out-slow in Trick Room. However, a Speed IV of 2 should be used if you opt for Hidden Power Fighting; this lowers Beheeyem's Speed IV as far as possible while still retaining a 70 Base Power Hidden Power Fighting. Life Orb is the preferred item for the power it brings to the table, though Leftovers is also an option to give Beheeyem a constant source of recovery each turn. Synchronize is the only ability you should be running; although it isn't particularly useful, it's much better than Telepathy.</p>

<p>Shadow Ball is one option you can try over Beheeyem's coverage move, as it hits opposing Psychic- and Ghost-types super effectively. However, Dark-types become much more of a problem for Beheeyem, as it can no longer hit them even neutrally. Psyshock is another interesting option to try over Psychic; it scores solid hits on many special walls, especially Cryogonal, who is OHKOed. However, most walls in NU are physical, so Psyshock isn't a good idea in general.</p>

<p>Beheeyem works fantastically on teams that can support it with Trick Room before it even comes onto the field; this allows it to use Nasty Plot right away. Such teams would also do well to pack Pokemon that take out Beheeyem's counters beforehand. Emboar, in particular, is a cool teammate to run in conjunction with Beheeyem on a Trick Room team, as it can take out Absol with STAB Fighting-type attacks, while also hitting most of NU's special walls for heavy damage. Ursaring is another physical attacker to choose from, as it can take advantage of Trick Room to bash the opponent with Guts-boosted attacks, weakening the opponent to the point where Beheeyem can sweep easily.</p>

[Other Options]

<p>Recover is a nice move that Beheeyem has in its arsenal, but it can't use it effectively most of the time due to its dependence on Trick Room. Trick Room + 3 Attacks is a nice idea for a set, as Beheeyem has the Special Attack to pull it off effectively even without boosts. Any set without Trick Room, however, is usually done better by another Pokemon in NU. Calm Mind sets are taken advantage of by physical attackers; Nasty Plot without Trick Room in any form is something done better by virtually all other sweepers, such as Gorebyss. Beheeyem can also provide dual screen support, but it is hopelessly outclassed by Pokemon much better suited for that role, such as Mesprit.</p>

[Checks and Counters]

<p>Sucker Punch is a great way to put Beheeyem in a checkmate position, as it will always bypass Beheeyem's attacks, inside Trick Room or otherwise. Absol is a nice check, as it can use its base 130 Attack and super effective STAB to demolish Beheeyem using Night Slash or Sucker Punch. Skuntank is a wonderful tool in taking out Psychic-types; Beheeyem falls into this category as well. Skuntank takes little to no damage from Beheeyem's attacks, making it a great switch-in the moment Beheeyem is sent out. Outside of Trick Room, Beheeyem's list of counters goes up considerably. Most physical attackers, bar Fighting-types such as Sawk, can immediately 2HKO Beheeyem with just their STAB attacks. If you're looking for a defensive counter to Beheeyem, Mesprit is a good choice, as it doesn't take too much damage from Beheeyem's attacks. Quagsire is another option, as it ignores any Nasty Plot boosts thanks to Unaware while hitting Beheeyem hard with Earthquake.</p>

[Dream World]

<p>The Dream World will bestow Beheeyem with the ability Analytic at some unknown date. This helps any set not running Trick Room, as it gives the same boost as Life Orb. Synchronize has much more utility, however, as Beheeyem has to let the opponent move first to receive any boost from Analytic.</p>
 

[Overview]

<p>At first glance, there is almost no reason to use Beheeyem over other powerful special attackers in NU, such as Gorebyss and Magmortar. However, it can put its brilliant base 125 Special Attack to good use as well, having access to Trick Room to use its low Speed to its advantage. Furthermore, Beheeyem is able to use Nasty Plot, allowing it to send its Special Attack through the roof and 2HKO every Pokemon in the tier with the correct move. Psychic is actually ahas decent type coverage-wise in NU, only missing out onas it hits all bar a few Pokemon for neutral damage. Thankfully, these threats can all be hit by an appropriate coverage move, allowing Beheeyem to keep up offensive pressure.</p>

<p>Despite all this, many Pokemon can take advantage of Beheeyem. Its Psychic typing doesn't do it much good defensively, allowing many physical attackers to prey on its subpar Defense outside of Trick Room's safety. Users of Sucker Punch are even worse to face, as they still go before Beheeyem, even in Trick Room. GetLook past these downfallshortcomings, however, and Beheeyem can easily use its powers to literally blow your opponent's mind.</p>

[SET]
name: Nasty Plot + Trick Room
move 1: Trick Room
move 2: Nasty Plot
move 3: Psychic
move 4: Thunderbolt / Hidden Power [Fighting]
item: Life Orb / Leftovers
ability: Synchronize
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Spe

[SET COMMENTS]

<p>Access to Nasty Plot and Trick Room is what really sets Beheeyem apart from other special attackers, as it can "out-slow" the opposition and demolish the entire metagame with boosted attacks. Psychic is Beheeyem's STAB move of choice — it hafor its good coverage over most of the prominent threats in NU, bar Dark-types and Mesprit. Thunderbolt hits all of these for neutral damage, while also scoring an OHKO on almost every Water-type in the tier after a boost. However, Hidden Power Fighting will hit Probopass much harder, as well asnd also score a super effective hit on Dark-types likesuch as Absol and Skuntank. Beheeyem will miss hitting some Psychic-types neutrally, though.</p>

[ADDITIONAL COMMENTS]

<p>Beheeyem's EVs reflect its purpose quite well; maximizing Special Attack lets Beheeyem put as much power behind its attacks as it can, while HP is also fully invested in to give it some more overall bulk. A Quiet nature is preferred for lowering Beheeyem's Speed as much as possible. Beheeyem's Speed IV should also be set to 0 to reduce its Speed further, making it almost impossible to "out-slow" in Trick Room. However, a Speed IV of 2 can alsoshould be used if you opt for Hidden Power Fighting. This gives Beheeyem the lowest Speed IV; this lowers Beheeyem's Speed IV as far as possible while still retaining the highest possiblea 70 Base Power for Hidden Power Fighting. Life Orb is the preferred item for the power it brings to the table, though Leftovers is also an option to give Beheeyem a constant source of recovery each turn. Synchronize is the only ability you should be running, as although it isn't particularly useful, it's much better than Telepathy. Beheeyem's EVs reflect its purpose quite well; maximizing Special Attack lets Beheeyem put as much power behind its attacks as possible, while HP is also fully invested in to give it some more overall bulk.</p>

<p>Shadow Ball is one option you can try over Beheeyem's coverage move of choice, as it hits opposing Psychic- and Ghost-types super effectively. However, Dark-types become much more of a problem for Beheeyem, since it can no longer hit them even neutrally. Psyshock is another interesting option to try over Psychic; it scores solid hits on many special walls, especially Cryogonal, who is OHKOed. However, most walls in NU are physical, so Psyshock isn't a good idea in general.</p>

<p>Beheeyem works greatfantastically on teams that can support it with Trick Room before it even comes onto the field; this allows it to use Nasty Plot right away. Teams like theseSuch teams would also do goodwell to pack Pokemon that take out Beheeyem's counters beforehand. Emboar in particular is a cool teammate to run in conjunction with Beheeyem on a Trick Room team, as it can take out Absol with STAB Fighting-type attacks, while also hitting most of NU's special walls for heavy damage. Ursaring is another physical attacker to choose from, taking advantage of Trick Room to bash the opponent with Guts-boosted attacks, weakening the opponent to the point where Beheeyem can sweep easily.</p>

<p>Shadow Ball is one option you can try over Beheeyem's coverage move of choice, as it hits opposing Psychic- and Ghost-types super effectively. However, Dark-types become that much more of a problem for Beheeyem, since it can no longer hit them even neutrally. Psyshock is another interesting option to try over Psychic; it scores solid hits on many special walls, especially Cryogonal, who is OHKOed. However, most walls in NU are physical, so Psyshock isn't a good idea in general.</p>

[Other Options]

<p>Trick Room and three+ 3 attacks is a nice idea for a set, as Beheeyem still has the Special Attack to pull it off effectively <or "to hit hard without boosts">. Any set without Trick Room, however, is usually outclasseddone better by another Pokemon in NU. Calm Mind sets are taken advantage of by physical attackers; Nasty Plot without Trick Room in any form is something done better by virtually all other sweepers, like Gorebyss. Dual Screen supportsuch as Gorebyss. Beheeyem can also be provided by Beheeyem, but that is also dual screen support, but it is hopelessly outclassed by Pokemon much better suited for that role, such as Mesprit.</p>

[Checks and Counters]

<p>Sucker Punch is a great way to put Beheeyem in a checkmate position, as it will always bypass Beheeyem's attacks, inside Trick Room or otherwise. Absol is a nice check, as it can use its base 130 Attack to demolish Beheeyem using Night Slash or Sucker Punch. Skuntank is a wonderful tool in taking out Psychic-types; Beheeyem falls into this category as well. Skuntank takes little to no damage from Beheeyem's attacks, making it a great switch-in the moment Beheeyem is sent out. Outside of Trick Room, Beheeyem's list of counters goes up considerably. Most physical attackers, bar Fighting-types likesuch as Sawk, can immediately 2HKO Beheeyem with just their STAB attacks. If you want to fit're looking for a defensive counter to Beheeyem, Mesprit is a good choice, as it doesn't take too much damage from Beheeyem's attacks. Quagsire is another option, as it ignores any Nasty Plot boosts thanks to Unaware, while hitting Beheeyem hard with Earthquake.</p>

[Dream World]

<p>The Dream World will bestow Beheeyem with the ability Analytic at some unknown date. This helps any set not running Trick Room, as it gives the same boost as Life Orb. Synchronize has much more utility, however, as Beheeyem has to let the opponent move first to receive any boost from Analytic.</p>


gpstamp


GP APPROVED 1/2

[Overview]

<p>At first glance, there is almost no reason to use Beheeyem over other powerful special attackers in NU, such as Gorebyss and Magmortar. However, it can put its brilliant base 125 Special Attack to good use as well, having access to Trick Room to use its low Speed to its advantage. Furthermore, Beheeyem is able to use Nasty Plot, allowing it to send its Special Attack through the roof and 2HKO every Pokemon in the tier with the correct move. Psychic actually has decent type coverage in NU, as it hits all bar a few Pokemon for neutral damage. Thankfully, these threats can all be hit by an appropriate coverage move, allowing Beheeyem to keep up offensive pressure.</p>

<p>Despite all this, many Pokemon can take advantage of Beheeyem. Its Psychic typing doesn't do it much good defensively, allowing many physical attackers to prey on its subpar Defense outside of Trick Room's safety. Users of Sucker Punch are even worse to face, as they go before Beheeyem even in Trick Room. Look past these shortcomings, however, and Beheeyem can easily use its powers to literally blow your opponent's mind.</p>

[SET]
name: Nasty Plot + Trick Room
move 1: Trick Room
move 2: Nasty Plot
move 3: Psychic
move 4: Thunderbolt / Hidden Power Fighting
item: Life Orb / Leftovers
ability: Synchronize
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Spe

[SET COMMENTS]

<p>Access to Nasty Plot and Trick Room is what really sets Beheeyem apart from other special attackers, as it can out-slow the opposition and demolish the entire metagame with boosted attacks. Psychic is Beheeyem's STAB move of choice for its good coverage over most of the prominent threats in NU, bar Dark-types and Mesprit. Thunderbolt hits all of these for neutral damage, while also scoring an OHKO on almost every Water-type in the tier after a boost. However, Hidden Power Fighting will hit Probopass much harder, and also score a super effective hit on Dark-types such as Absol and Skuntank. Beheeyem will miss hitting some Psychic-types neutrally, though.</p>

[ADDITIONAL COMMENTS]

<p>Beheeyem's EVs reflect its purpose quite well; maximizing Special Attack lets Beheeyem put as much power behind its attacks as it can, while HP is also fully invested in to give it some more overall bulk. A Quiet nature is preferred for lowering Beheeyem's Speed. Beheeyem's Speed IV should also be set to 0 to reduce its Speed further, making it almost impossible to out-slow in Trick Room. However, a Speed IV of 2 should be used if you opt for Hidden Power Fighting; this lowers Beheeyem's Speed IV as far as possible while still retaining a 70 Base Power Hidden Power Fighting. Life Orb is the preferred item for the power it brings to the table, though Leftovers is also an option to give Beheeyem a constant source of recovery each turn. Synchronize is the only ability you should be running, as although it isn't particularly useful, it's much better than Telepathy.</p>

<p>Shadow Ball is one option you can try over Beheeyem's coverage move of choice, as it hits opposing Psychic- and Ghost-types super effectively. However, Dark-types become much more of a problem for Beheeyem, since it can no longer hit them even neutrally. Psyshock is another interesting option to try over Psychic; it scores solid hits on many special walls, especially Cryogonal, who is OHKOed. However, most walls in NU are physical, so Psyshock isn't a good idea in general.</p>

<p>Beheeyem works fantastically on teams that can support it with Trick Room before it even comes onto the field; this allows it to use Nasty Plot right away. Such teams would also do well to pack Pokemon that take out Beheeyem's counters beforehand. Emboar in particular is a cool teammate to run in conjunction with Beheeyem on a Trick Room team, as it can take out Absol with STAB Fighting-type attacks, while also hitting most of NU's special walls for heavy damage. Ursaring is another physical attacker to choose from, taking advantage of Trick Room to bash the opponent with Guts-boosted attacks, weakening the opponent to the point where Beheeyem can sweep easily.</p>

[Other Options]

<p>Trick Room + 3 attacks is a nice idea for a set, as Beheeyem still has the Special Attack to pull it off effectively <or "to hit hard without boosts?">. Any set without Trick Room, however, is usually done better by another Pokemon in NU. Calm Mind sets are taken advantage of by physical attackers; Nasty Plot without Trick Room in any form is something done better by virtually all other sweepers, such as Gorebyss. Beheeyem can also provide dual screen support, but it is hopelessly outclassed by Pokemon much better suited for that role, such as Mesprit.</p>

[Checks and Counters]

<p>Sucker Punch is a great way to put Beheeyem in a checkmate position, as it will always bypass Beheeyem's attacks, inside Trick Room or otherwise. Absol is a nice check, as it can use its base 130 Attack to demolish Beheeyem using Night Slash or Sucker Punch. Skuntank is a wonderful tool in taking out Psychic-types; Beheeyem falls into this category as well. Skuntank takes little to no damage from Beheeyem's attacks, making it a great switch-in the moment Beheeyem is sent out. Outside of Trick Room, Beheeyem's list of counters goes up considerably. Most physical attackers, bar Fighting-types such as Sawk, can immediately 2HKO Beheeyem with just their STAB attacks. If you're looking for a defensive counter to Beheeyem, Mesprit is a good choice, as it doesn't take too much damage from Beheeyem's attacks. Quagsire is another option, as it ignores any Nasty Plot boosts thanks to Unaware while hitting Beheeyem hard with Earthquake.</p>

[Dream World]

<p>The Dream World will bestow Beheeyem with the ability Analytic at some unknown date. This helps any set not running Trick Room, as it gives the same boost as Life Orb. Synchronize has much more utility, however, as Beheeyem has to let the opponent move first to receive any boost from Analytic.</p>
 
[23:52] NatGeo sirn
[23:52] sirndpt nat
[23:52] NatGeo wtf is with that check !_!
[23:52] sirndpt shifted things around
[23:52] sirndpt x_x
[23:52] NatGeo o
[23:52] NatGeo looks scary
[23:52] NatGeo :x
[23:53] sirndpt nah
[23:53] sirndpt i moved the
[23:53] NatGeo you could have just
[23:53] sirndpt paragraph about other coverage moves
[23:53] NatGeo said
[23:53] NatGeo move to paragraph
[23:53] NatGeo !
[23:53] sirndpt but then you wouldn't get a copypasta
[23:53] NatGeo :<
[23:53] sirndpt xD

! implementing

edit: @ below OH DAM
 
MINE

[Overview]

<p>At first glance, there is almost no reason to use Beheeyem over other powerful special attackers in NU, such as Gorebyss and Magmortar. However, it can put its brilliant base 125 Special Attack to good use, as well, having access to Trick Room enables it to use its low Speed to its advantage. Furthermore, Beheeyem is able to use Nasty Plot, allowing it to send its Special Attack through the roof and 2HKO every Pokemon in the tier with the correct move. Psychic actually has decent type coverage in NU, as it hits all bar a few Pokemon for neutral damage. Thankfully, these threats can all be hit by an appropriate coverage move, allowing Beheeyem to keep up offensive pressure.</p>

<p>Despite all this, many Pokemon can take advantage of Beheeyem. Its Psychic typing doesn't do it much good defensively, allowing many physical attackers to prey on its subpar Defense outside of Trick Room's safety. Users of Sucker Punch are even worse to face, as they go before Beheeyem even in Trick Room. Look past these shortcomings, however, and Beheeyem can easily use its powers to literally blow your opponent's mind.</p>

[SET]
name: Nasty Plot + Trick Room
move 1: Trick Room
move 2: Nasty Plot
move 3: Psychic
move 4: Thunderbolt / Hidden Power Fighting
item: Life Orb / Leftovers
ability: Synchronize
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Spe

[SET COMMENTS]

<p>Access to Nasty Plot and Trick Room is what really sets Beheeyem apart from other special attackers, as it can out-slow the opposition and demolish the entire metagame with boosted attacks. Psychic is Beheeyem's STAB move of choice forpreferred STAB move, due to its good coverage over most of the prominent threats in NU, bar Dark-types and Mesprit. Thunderbolt hits all of these Pokemon for neutral damage, while also scoring an OHKO on almost every Water-type in the tier after a boost. However, Hidden Power Fighting will hit Probopass much harder, and also score a super effective hit on Dark-types such as Absol and Skuntank. Beheeyem will miss hitting some Psychic-types for neutrally damage, though.</p>

[ADDITIONAL COMMENTS]

<p>Beheeyem's EVs reflect its purpose quite well; maximizing Special Attack letallows Beheeyem to put as much power behind its attacks as it can, while HP is also fully invested inso as to give it some more overall bulk. A Quiet nature is preferred for lowering Beheeyem's Speed. Beheeyem's Speed IV should also be set to 0 to reduce its Speed further, making it almost impossible to out-slow in Trick Room. However, a Speed IV of 2 should be used if you opt for Hidden Power Fighting; this lowers Beheeyem's Speed IV as far as possible while still retaining a 70 Base Power Hidden Power Fighting. Life Orb is the preferred item for the power it brings to the table, though Leftovers is also an option to give Beheeyem a constant source of recovery each turn. Synchronize is the only ability you should be running, as; although it isn't particularly useful, it's much better than Telepathy.</p>

<p>Shadow Ball is one option you can try over Beheeyem's coverage move of choice, as it hits opposing Psychic- and Ghost-types super effectively. However, Dark-types become much more of a problem for Beheeyem, sinceas it can no longer hit them even neutrally. Psyshock is another interesting option to try over Psychic; it scores solid hits on many special walls, especially Cryogonal, who is OHKOed. However, most walls in NU are physical, so Psyshock isn't a good idea in general.</p>

<p>Beheeyem works fantastically on teams that can support it with Trick Room before it even comes onto the field; this allows it to use Nasty Plot right away. Such teams would also do well to pack Pokemon that take out Beheeyem's counters beforehand. Emboar, in particular, is a cool teammate to run in conjunction with Beheeyem on a Trick Room team, as it can take out Absol with STAB Fighting-type attacks, while also hitting most of NU's special walls for heavy damage. Ursaring is another physical attacker to choose from, takingas it can take advantage of Trick Room to bash the opponent with Guts-boosted attacks, weakening the opponent to the point where Beheeyem can sweep easily.</p>

[Other Options]

<p>Trick Room + 3 Attacks is a nice idea for a set, as Beheeyem has the Special Attack to pull it off effectively even without boosts. Any set without Trick Room, however, is usually done better by another Pokemon in NU. Calm Mind sets are taken advantage of by physical attackers; Nasty Plot without Trick Room in any form is something done better by virtually all other sweepers, such as Gorebyss. Beheeyem can also provide dual screen support, but it is hopelessly outclassed by Pokemon much better suited for that role, such as Mesprit.</p>

[Checks and Counters]

<p>Sucker Punch is a great way to put Beheeyem in a checkmate position, as it will always bypass Beheeyem's attacks, inside Trick Room or otherwise. Absol is a nice check, as it can use its base 130 Attack and super effective STAB to demolish Beheeyem using Night Slash or Sucker Punch. Skuntank is a wonderful tool in taking out Psychic-types; Beheeyem falls into this category as well. Skuntank takes little to no damage from Beheeyem's attacks, making it a great switch-in the moment Beheeyem is sent out. Outside of Trick Room, Beheeyem's list of counters goes up considerably. Most physical attackers, bar Fighting-types such as Sawk, can immediately 2HKO Beheeyem with just their STAB attacks. If you're looking for a defensive counter to Beheeyem, Mesprit is a good choice, as it doesn't take too much damage from Beheeyem's attacks. Quagsire is another option, as it ignores any Nasty Plot boosts thanks to Unaware while hitting Beheeyem hard with Earthquake.</p>

[Dream World]

<p>The Dream World will bestow Beheeyem with the ability Analytic at some unknown date. This helps any set not running Trick Room, as it gives the same boost as Life Orb. Synchronize has much more utility, however, as Beheeyem has to let the opponent move first to receive any boost from Analytic.</p>

[Overview]

<p>At first glance, there is almost no reason to use Beheeyem over other powerful special attackers in NU, such as Gorebyss and Magmortar. However, it can put its brilliant base 125 Special Attack to good use, as access to Trick Room enables it to use its low Speed to its advantage. Furthermore, Beheeyem is able to use Nasty Plot, allowing it to send its Special Attack through the roof and 2HKO every Pokemon in the tier with the correct move. Psychic actually has decent type coverage in NU, as it hits all bar a few Pokemon for neutral damage. Thankfully, these threats can all be hit by an appropriate coverage move, allowing Beheeyem to keep up offensive pressure.</p>

<p>Despite all this, many Pokemon can take advantage of Beheeyem. Its Psychic typing doesn't do it much good defensively, allowing many physical attackers to prey on its subpar Defense outside of Trick Room's safety. Users of Sucker Punch are even worse to face, as they go before Beheeyem even in Trick Room. Look past these shortcomings, however, and Beheeyem can easily use its powers to literally blow your opponent's mind.</p>

[SET]
name: Nasty Plot + Trick Room
move 1: Trick Room
move 2: Nasty Plot
move 3: Psychic
move 4: Thunderbolt / Hidden Power Fighting
item: Life Orb / Leftovers
ability: Synchronize
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Spe

[SET COMMENTS]

<p>Access to Nasty Plot and Trick Room is what really sets Beheeyem apart from other special attackers, as it can out-slow the opposition and demolish the entire metagame with boosted attacks. Psychic is Beheeyem's preferred STAB move, due to its good coverage over most of the prominent threats in NU, bar Dark-types and Mesprit. Thunderbolt hits all of these Pokemon for neutral damage, while also scoring an OHKO on almost every Water-type in the tier after a boost. However, Hidden Power Fighting will hit Probopass much harder, and also score a super effective hit on Dark-types such as Absol. Beheeyem will miss hitting some Psychic-types for neutral damage, though.</p>

[ADDITIONAL COMMENTS]

<p>Beheeyem's EVs reflect its purpose quite well; maximizing Special Attack allows Beheeyem to put as much power behind its attacks as it can, while HP is also fully invested so as to give it some more overall bulk. A Quiet nature is preferred for lowering Beheeyem's Speed. Beheeyem's Speed IV should also be set to 0 to reduce its Speed further, making it almost impossible to out-slow in Trick Room. However, a Speed IV of 2 should be used if you opt for Hidden Power Fighting; this lowers Beheeyem's Speed IV as far as possible while still retaining a 70 Base Power Hidden Power Fighting. Life Orb is the preferred item for the power it brings to the table, though Leftovers is also an option to give Beheeyem a constant source of recovery each turn. Synchronize is the only ability you should be running; although it isn't particularly useful, it's much better than Telepathy.</p>

<p>Shadow Ball is one option you can try over Beheeyem's coverage move, as it hits opposing Psychic- and Ghost-types super effectively. However, Dark-types become much more of a problem for Beheeyem, as it can no longer hit them even neutrally. Psyshock is another interesting option to try over Psychic; it scores solid hits on many special walls, especially Cryogonal, who is OHKOed. However, most walls in NU are physical, so Psyshock isn't a good idea in general.</p>

<p>Beheeyem works fantastically on teams that can support it with Trick Room before it even comes onto the field; this allows it to use Nasty Plot right away. Such teams would also do well to pack Pokemon that take out Beheeyem's counters beforehand. Emboar, in particular, is a cool teammate to run in conjunction with Beheeyem on a Trick Room team, as it can take out Absol with STAB Fighting-type attacks, while also hitting most of NU's special walls for heavy damage. Ursaring is another physical attacker to choose from, as it can take advantage of Trick Room to bash the opponent with Guts-boosted attacks, weakening the opponent to the point where Beheeyem can sweep easily.</p>

[Other Options]

<p>Trick Room + 3 Attacks is a nice idea for a set, as Beheeyem has the Special Attack to pull it off effectively even without boosts. Any set without Trick Room, however, is usually done better by another Pokemon in NU. Calm Mind sets are taken advantage of by physical attackers; Nasty Plot without Trick Room in any form is something done better by virtually all other sweepers, such as Gorebyss. Beheeyem can also provide dual screen support, but it is hopelessly outclassed by Pokemon much better suited for that role, such as Mesprit.</p>

[Checks and Counters]

<p>Sucker Punch is a great way to put Beheeyem in a checkmate position, as it will always bypass Beheeyem's attacks, inside Trick Room or otherwise. Absol is a nice check, as it can use its base 130 Attack and super effective STAB to demolish Beheeyem using Night Slash or Sucker Punch. Skuntank is a wonderful tool in taking out Psychic-types; Beheeyem falls into this category as well. Skuntank takes little to no damage from Beheeyem's attacks, making it a great switch-in the moment Beheeyem is sent out. Outside of Trick Room, Beheeyem's list of counters goes up considerably. Most physical attackers, bar Fighting-types such as Sawk, can immediately 2HKO Beheeyem with just their STAB attacks. If you're looking for a defensive counter to Beheeyem, Mesprit is a good choice, as it doesn't take too much damage from Beheeyem's attacks. Quagsire is another option, as it ignores any Nasty Plot boosts thanks to Unaware while hitting Beheeyem hard with Earthquake.</p>

[Dream World]

<p>The Dream World will bestow Beheeyem with the ability Analytic at some unknown date. This helps any set not running Trick Room, as it gives the same boost as Life Orb. Synchronize has much more utility, however, as Beheeyem has to let the opponent move first to receive any boost from Analytic.</p>
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GP [2/2]
 
Apparently way back before this was handed over QC forgot to add Recover into AC or even OO. Can an explanation be added as to why it is useful but not neccessary for Beeheeyem?
 
Yeah I'll add that into OO i guess, you don't have much use for it since you can only fit it on a non TR set
 
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