Beldum (Analysis)

http://www.smogon.com/dp/pokemon/beldum

[Overview]

<p>Beldum is one of the more interesting Pokemon in Little Cup; its unique dual typing, impressive defenses, and decent Attack makes you ask yourself: "why isn't it more commonly used?". Unfortunately for Beldum, the lack of any support moves (and a narrow movepool in general) to make use of its bulk leave it with little it can do. Despite the aforementioned drawbacks, Beldum's decent stats and access to two solid STAB attacks give it reason enough to be considered as a member of your team.</p>

[SET]
Name: Offensive Steel
Move 1: Iron Head
Move 2: Zen Headbutt
Move 3: Headbutt / Take Down
Move 4: Iron Defense
Item: Oran Berry / Life Orb
Ability: Clear Body
Nature: Adamant
EVs: 236 Atk / 236 Def / 38 Spe

[SET COMMENTS]

<p>This is the best set that Beldum can run. Iron Head is Beldum's primary STAB attack, though it has mediocre coverage alongside Zen Headbutt; the combination is resisted by a number of common LC Pokemon, such as Houndour and Bronzor. The move in the third slot depends on how much you value the extra power Take Down has over Headbutt. When making your choice, however, keep in mind that Take Down's accuracy is unreliable, and that Beldum must suffer recoil damage from using it. Headbutt can be useful at times due to its 30% flinch rate. Iron Defense is Beldum's only option for its 4th moveslot, and with +2 Defense, rest assured that Beldum can take any physical attack thrown at it regardless of power and effectiveness. Oran Berry is the primary item choice as it allows Beldum to regain roughly 50% of its health instantaneously. Life Orb is a good alternative, although it's worth noting that Beldum can take a hit or two, so the Life Orb recoil damage probably isn't worth the boost in power, not to mention Beldum's poor Speed.</p>

[ADDITIONAL COMMENTS]

<p>The given EVs maximize Beldum's Attack stat, as this is all Beldum has going for it. The remaining EVs are dumped into Defense, adding to Beldum's already decent bulk, and Speed, allowing Beldum to outspeed other base 30 Pokemon. If you'd rather Beldum was able to take special attacks better, you could shift the Defense EVs into Special Defense.</p>

<p>Diglett makes a great teammate for Beldum, being able to trap slower Fire- and Electric-types, and then dispose of them with its STAB Earthquake, thus allowing Beldum to navigate the battlefield more freely. Paralysis support is useful, as Beldum is significantly lacking in the Speed department; good teammates to provide this include Nosepass and Chingling. Entry hazards support is also a necessity, as most of Beldum's counters are weak to Stealth Rock, most notably Fire-types such as Houndour and Ponyta. Phanpy and Baltoy can both set up Stealth Rock, and are able to remove the opponent's entry hazards with Rapid Spin.</p>

[Team Options]

<p>Due to its poor movepool, Beldum is prone to being set up on; therefore, it is key to have teammates who can check its counters. Croagunk and Mantyke can deal with Water-types such as Dragon Dance Totodile thanks to their abilities, the latter having great defensive synergy with Beldum, being immune to Ground-type attacks as well as checking Fire-types to a certain extent. Gligar is another good teammate; in addition to having great synergy with Beldum, it can set up Stealth Rock. Scarf Gligar variants can also make short work of Fire- and Electric-types with STAB Earthquake, as well as scout the opposing team with U-turn. Houndour loves switching into Fire-type attacks and gaining a Flash Fire boost; additionally, it can singe the ever-annoying Bronzor with Fire Blast.</p>

[Optional Changes]

<p>Due to its extremely narrow movepool consisting of only 5 moves, there are no other options for Beldum. Regarding other set options, it lacks any support moves to play as an effective supporter, or any stat boosting moves to function as a set-up sweeper.</p>

[Counters]

<p>Due to Beldum's shallow and predictable movepool, it is not too hard to counter. Magnemite comes out as the number one counter to Beldum, resisting all its attacks and having the ability to trap it with Magnet Pull. STAB Thunderbolt or Hidden Power Fire can be used to finish Beldum off (depending on Magnemite's set). Bronzor also takes a negligible amount from Beldum's attacks, thanks to its great resistances and impressive bulk, and can hit back with Earthquake, or even use Beldum as fodder to set up entry hazards or dual screens. Fire-types can deal with Beldum provided they steer clear of Zen Headbutt. Houndour has a secondary Dark-typing in addition to its Fire-typing, granting it an immunity and resistance to both Zen Headbutt and Iron Head, respectively. Ponyta, Houndour, and Growlithe all outspeed Beldum and can easily nail it with STAB Fire Blast or Flare Blitz, so having a safe switch-in for these attacks is important.</p>
 
This is setup fodder for things like Bronzor. Why would I use this over Aron or something? Sure, better defensive typing, but Aron has access to STAB Head Smash with Rock Head and much higher stats all around. IMO, Beldum doesn't deserve an analysis.
 
@ Heysup Yeah I agree poor Beldum given only 5 moves to work with lol, this set worked out but not on a constant pace(I get a hit denting a Pokemon then have to switch almost immediately). I'll try a more defensive approach as that is the only alternative I can see.

This is setup fodder for things like Bronzor. Why would I use this over Aron or something? Sure, better defensive typing, but Aron has access to STAB Head Smash with Rock Head and much higher stats all around. IMO, Beldum doesn't deserve an analysis.
...A Pokemon is not rejected from an having an on-site analysis on the basis of whether it is outclassed. Also note that this is the only moveset Beldum can run and its typing gives it many advtanges over Aron. Furthermore with Two reliable STAB moves and decent defenses there is no reason why Beldum cannot work well in LC.
 
should mention magnemite as a counter - actually, THE PERFECT counter. It resists Beldum's entire movepool, and can trap and kill it with ease.

Edit: I was gonna take beldum, but I have 3 analyses up already
 

Oglemi

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I'm sure you were going to do this, but you may want to make it clear that your opponent will always know what Beldum is going to do. So, even if Beldum has a good typing and OK moves, they are always going to be the same moves, making it even more counterable than most other Pokemon, as there is simply no prediction involved at all really.
 

macle

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-Dugtrio can rid the field of Electric- and Fire-types allowing Beldum to navigate more freely.

do you see the problem?
 
-Dugtrio can rid the field of Electric- and Fire-types allowing Beldum to navigate more freely.

do you see the problem?
Sorry lol, this is the second time I mention an Overused Pokemon in a LC analysis;p God help me with my clumsiness.

Also thanks ETE, I can't think of anything better to use since this is all its movepool has to offer and without being offensive, it is only more of a liability to the team as it has no way to support itself/team.
 
Hmmmm....well, Beldum is completely outclassed in everything it can do, just saying. But with only 4 attacks, would a CB set work? Possibly an Iron Defense set with Leftovers? It has decent defense after all.....
 
Hmmmm....well, Beldum is completely outclassed in everything it can do, just saying. But with only 4 attacks, would a CB set work? Possibly an Iron Defense set with Leftovers? It has decent defense after all.....
I see what you mean man, but with 2 Attacks both being Normal-type and Beldum lacking solid coverage a banded set will only make it more of a liability on its team. In other words locking itself on one move is too risky as with only 3 different type moves, the opponent can pretty easily predict and use Beldum as set up fodder. Also yeah I slashed Leftovers in the item slot and Iron Defense is in the 4th moveslot. I cannot move Attack EVs into Sp.D since it needs all the offense it can get to hit the few Pokemon it can severely dent or KO.

EDIT: I'm gone slightly blind and lost some brain cells in the process, my bad about saying leftovers was on. In LC Oran Berry is more beneficial as matches tend to go quite fast compared to other metagames. Also it replenishes half your health at one go which is a plus.
 
-Despite that, it has respectable defenses, and great Attack.
i think youre mixing up beldum's atk and def-- its attack isnt that grea its only base 55. however its def is a great base 80
 
Maybe include that it works fairly well as a tank in SS stall being able to nab some Flinches to rack up extra HP points thanks to the weather.
 

Komodo

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http://www.smogon.com/dp/pokemon/beldum

[Overview]

<p>Beldum comes out as is one of the more interesting Pokemon in Little Cup;(semi colon) With its unique dual typing, impressive defenses, and decent Attack, it might cause makes you to ask yourself 'why isn't it commonly used?'. Well, Unfortunately for Beldum, with the lack of any support moves to make use of its bulk,(comma) and an insanely narrow movepool, there is leave it with little it can do. Despite the aforementioned drawbacks, its decent stats and access to two solid STAB attacks give it reason to be considered as a team member on your team.</p>

[SET]
Name: Offensive Steel
Move 1: Iron Head
Move 2: Zen Headbutt
Move 3: Headbutt / Take Down
Move 4: Iron Defense
Item: Oran Berry / Life Orb
Ability: Clear Body
Nature: Adamant
EVs: 236 Atk / 236 Def / 38 Spe

[SET COMMENTS]

<p>This is Beldum at its best,(comma) Iron Head is Beldum's primary STAB attack,(comma) having mediocre coverage with Zen Headbutt being resisted by a number of common LC Pokemon such as Houndour and Bronzor. The choice on what move you want in the third slot depends on whether you prefer the extra power Take Down has over Headbutt, although you gain residual damage in the process and its accuracy is not reliable. Headbutt can be useful at times due to its 30% flinch rate. Iron Defense is Beldum's only option for its 4th moveslot,(comma) with +2 Defense, Beldum can take any physical attack thrown at it regardless of whether it is super effective of its power and effectiveness, and hit back with either any of its 3 attacking options. Oran Berry is the primary item choice,(space)as it allows Beldum to regain roughly 50% of its health instantaneously. Life Orb is a good alternative,(comma) although it's worth noting that Beldum can take a hit or two so it may not be worth getting the residual damage each turn for some probably isn't worth the boost in power, not to mention Beldum's poor Speed.</p>

[ADDITIONAL COMMENTS]

<p>The set EVs maximize Beldum's Attack stat as it is all Beldum can do. The rest are dumped into Defense and Speed to add to Beldum's already decent bulk,(comma) and allows it to outspeed other base 30 Speed Pokemon. If you prefer for rather Beldum to take special attacks better, you could shift the EVs invested in Defense EVs into Special Defense.</p>

<p>Diglett makes a great teammate for Beldum, being able to dispose of slower Fire- and Electric-types with its STAB Earthquake,(comma) thanks to and its ability will stop them escaping. allowing Beldum to navigate more freely. Paralysis support is useful as Beldum lacks is significantly lacking in the Speed department;(semi colon) good examples are include Nosepass and Chingling. Entry hazard support is also a necessity as most of Beldum's counters who would usually switch-in on it are weak to Stealth Rock, most notably common Fire-types such as Houndour and Ponyta. Phanphy and Baltoy can both set up Stealth Rock as well Rapid Spin any set by the opponent as removing the opponent's entry hazards with Rapid Spin.</p>

[Team Options]

<p>Due to its concise movepool, Beldum is prone to be set upon,(comma) therefore it is key to have teammates who can check its counters. Both Croagunk and Mantyke can deal with Water-types such as Dragon Dance Totodile thanks to their abilities, the latter having great synergy with Beldum, being immune to Ground-type attacks as well as being able to check Fire-types to a certain extent. Gligar is another good teammate;(semi colon) since in addition to having great synergy with the Steel relic, it can set up Stealth Rock. Scarf Gligar variants can also make short work of the Fire- and Electric-types with STAB Earthquake as well scouting the opposing team with U-turn. Houndour loves switching into on Fire-type attacks aimed at Beldum and get a as it gains a Flash Fire boost and can also burn Bronzor to cinders with Fire Blast.</p>

[Optional Changes]

<p>Due to its extremely narrow movepool consisting of only 5 moves, there are no other options for Beldum sadly. Also,(comma) regarding other set options, it lacks any support moves to play as an effective supporter,(comma) or any stat boosting moves to function as a sweeper.</p>

[Counters]

<p>Due to Beldum's shallow and predictable movepool, it is not too hard to counter. Magnemite comes out as the number one counter to Beldum, resisting all its attacks and having the ability to trap it in with Magnet Pull. It then can finish it off with STAB Thunderbolt or Hidden Power Fire can be used to finish it off, depending on its set. Bronzor also resists all four of Beldum's attacks,(comma) and combined with its sheer bulk, takes a negligible amount from them, and can hit back with Earthquake, or even use Beldum as set up fodder, and to set up entry hazards or dual screens. Fire-types can deal with Beldum well provided they stay clear from STAB Zen Headbutt. Houndour has a secondary Dark-typing, granting it an immunity and resistance to both Zen Headbutt and Iron Head respectively. Ponyta, Houndour,(comma) and Growlithe all outspeed Beldum and can easily nail Beldum it with a STAB Fire Blast or Flare Blitz, so getting a safe switch-in is important.</p>

Red is remove
Blue is change / add
 

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[Overview]

<p>Beldum is one of the more interesting Pokemon in Little Cup; its unique dual typing, impressive defenses, and decent Attack makes you to ask yourself: 'why "why isn't it commonly used?' used?". Unfortunately for Beldum, the lack of any support moves (and a narrow movepool in general) to make use of its bulk, and an insanely narrow movepool bulk leave it with little it can do. Despite the aforementioned drawbacks, its Beldum's decent stats and access to two solid STAB attacks give it reason to be considered as a member on of your team.</p>

[SET]
Name: Offensive Steel
Move 1: Iron Head
Move 2: Zen Headbutt
Move 3: Headbutt / Take Down
Move 4: Iron Defense
Item: Oran Berry / Life Orb
Ability: Clear Body
Nature: Adamant
EVs: 236 Atk / 236 Def / 38 Spe

[SET COMMENTS]

<p>This is Beldum at its the best set that Beldum can run. best, Iron Head is Beldum's primary STAB attack, having mediocre coverage with though it has mediocre coverage alongside Zen Headbutt; the combination is being resisted by a number of common LC Pokemon such as Houndour and Bronzor. The move in the third slot depends on whether you prefer the extra power Take Down has over Headbutt, Headbutt. When making your choice, however, keep in mind that Take Down's accuracy is unreliable, and that Beldum must suffer recoil damage from using it. although you gain residual damage in the process and its accuracy is not reliable. Headbutt can be useful at times due to its 30% flinch rate. Iron Defense is Beldum's only option for its 4th moveslot, and with +2 Defense, Beldum can take any physical attack thrown at it regardless of its power and effectiveness, and hit back with any of its 3 attacking options. effectiveness. Oran Berry is the primary item choice as it allows Beldum to regain roughly 50% of its health instantaneously. Life Orb is a good alternative, although it's worth noting that Beldum can take a hit or two, so the residual damage probably isn't worth the boost in power, not to mention Beldum's poor Speed.</p>

[ADDITIONAL COMMENTS]

<p>The set given EVs maximize Beldum's Attack stat, as it this is all Beldum can do has going for it. The rest remaining EVs are dumped into Defense, and Speed to add adding to Beldum's already decent bulk, and Speed, allows it allowing Beldum to outspeed other base 30 Pokemon. If you'd rather Beldum was able to take special attacks better, you could shift the Defense EVs into Special Defense.</p>

<p>Diglett makes a great teammate for Beldum, being able to trap dispose of slower Fire- and Electric-types, then dispose of them with its STAB Earthquake, thanks to its ability, allowing Beldum to navigate more freely. Paralysis support is useful, as Beldum is significantly lacking in the Speed department; good examples teammates to provide this include Nosepass and Chingling. Entry hazard support is also a necessity, as most of Beldum's counters are weak to Stealth Rock, most notably Fire-types such as Houndour and Ponyta. Phanphy and Baltoy can both set up Stealth Rock, as well as removing and are able to remove the opponent's entry hazards with Rapid Spin.</p>

[Team Options]

<p>Due to its concise poor movepool, Beldum is prone to being set up on; upon, therefore, it is key to have teammates who can check its counters. Croagunk and Mantyke can deal with Water-types such as Dragon Dance Totodile thanks to their abilities, the latter having great defensive synergy with Beldum, being immune to Ground-type attacks as well as being able to checking Fire-types to a certain extent. Gligar is another good teammate; in addition to having great synergy with the Steel relic Beldum, it can set up Stealth Rock. Scarf Gligar variants can also make short work of Fire- and Electric-types with STAB Earthquake, as well as scouting the opposing team with U-turn. Houndour loves switching into Fire-type attacks as it gains and gaining a Flash Fire boost; additionally, it can singe Bronzor and can also burn Bronzor to cinders with Fire Blast.</p>

[Optional Changes]

<p>Due to its extremely narrow movepool consisting of only 5 moves, there are no other options for Beldum sadly. Also, regarding Regarding other set options, it lacks any support moves to play as an effective supporter, or any stat boosting moves to function as a sweeper.</p>

[Counters]

<p>Due to Beldum's shallow and predictable movepool, it is not too hard to counter. Magnemite comes out as the number one counter to Beldum, resisting all its attacks and having the ability to trap it with Magnet Pull. STAB Thunderbolt or Hidden Power Fire can be used to finish it Beldum off, off (depending on its set). Bronzor also resists all four of Beldum's attacks, and combined with its sheer bulk, takes a negligible amount from them thanks to its great bulk, and can hit back with Earthquake, or even use Beldum as fodder to set up entry hazards or dual screens. Fire-types can deal with Beldum provided they stay steer clear from STAB Zen Headbutt. Houndour has a secondary Dark-typing, granting it an immunity and resistance to both Zen Headbutt and Iron Head, respectively. Ponyta, Houndour, and Growlithe all outspeed Beldum and can easily nail it with STAB Fire Blast or Flare Blitz, so getting a safe switch-in is important.</p>


grammar issues throughout, but nothing major

 

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[Overview]

<p>Beldum is one of the more interesting Pokemon in Little Cup; its unique dual typing, impressive defenses, and decent Attack makes you to ask yourself: "why isn't it more commonly used?". Unfortunately for Beldum, the lack of any support moves (and a narrow movepool in general) to make use of its bulk leave it with little it can do. Despite the aforementioned drawbacks, Beldum's decent stats and access to two solid STAB attacks give it reason enough to be considered as a member of your team.</p>

[SET]
Name: Offensive Steel
Move 1: Iron Head
Move 2: Zen Headbutt
Move 3: Headbutt / Take Down
Move 4: Iron Defense
Item: Oran Berry / Life Orb
Ability: Clear Body
Nature: Adamant
EVs: 236 Atk / 236 Def / 38 Spe

[SET COMMENTS]

<p>This is the best set that Beldum can run. Iron Head is Beldum's primary STAB attack, though it has mediocre coverage alongside Zen Headbutt; the combination is resisted by a number of common LC Pokemon, such as Houndour and Bronzor. The move in the third slot depends on how much you value whether you prefer the extra power Take Down has over Headbutt. When making your choice, however, keep in mind that Take Down's accuracy is unreliable, and that Beldum must suffer recoil damage from using it. Headbutt can be useful at times due to its 30% flinch rate. Iron Defense is Beldum's only option for its 4th moveslot, and with +2 Defense, rest assured that Beldum can take any physical attack thrown at it regardless of its power and effectiveness. Oran Berry is the primary item choice as it allows Beldum to regain roughly 50% of its health instantaneously. Life Orb is a good alternative, although it's worth noting that Beldum can take a hit or two, so the residual Life Orb recoil damage probably isn't worth the boost in power, not to mention Beldum's poor Speed.</p>

[ADDITIONAL COMMENTS]

<p>The given EVs maximize Beldum's Attack stat, as this is all Beldum has going for it. The remaining EVs are dumped into Defense, adding to Beldum's already decent bulk, and Speed, allowing Beldum to outspeed other base 30 Pokemon. If you'd rather Beldum was able to take special attacks better, you could shift the Defense EVs into Special Defense.</p>

<p>Diglett makes a great teammate for Beldum, being able to trap slower Fire- and Electric-types, and then dispose of them with its STAB Earthquake, thus allowing Beldum to navigate the battlefield more freely. Paralysis support is useful, as Beldum is significantly lacking in the Speed department; good teammates to provide this include Nosepass and Chingling. Entry hazards support is also a necessity, as most of Beldum's counters are weak to Stealth Rock, most notably Fire-types such as Houndour and Ponyta. Phanphy Phanpy and Baltoy can both set up Stealth Rock, and are able to remove the opponent's entry hazards with Rapid Spin.</p>

[Team Options]

<p>Due to its poor movepool, Beldum is prone to being set up on; therefore, it is key to have teammates who can check its counters. Croagunk and Mantyke can deal with Water-types such as Dragon Dance Totodile thanks to their abilities, the latter having great defensive synergy with Beldum, being immune to Ground-type attacks as well as checking Fire-types to a certain extent. Gligar is another good teammate; in addition to having great synergy with Beldum, it can set up Stealth Rock. Scarf Gligar variants can also make short work of Fire- and Electric-types with STAB Earthquake, as well as scouting scout the opposing team with U-turn. Houndour loves switching into Fire-type attacks and gaining a Flash Fire boost; additionally, it can singe the ever-annoying Bronzor with Fire Blast.</p>

[Optional Changes]

<p>Due to its extremely narrow movepool consisting of only 5 moves, there are no other options for Beldum. Regarding other set options, it lacks any support moves to play as an effective supporter, or any stat boosting moves to function as a set-up sweeper.</p>

[Counters]

<p>Due to Beldum's shallow and predictable movepool, it is not too hard to counter. Magnemite comes out as the number one counter to Beldum, resisting all its attacks and having the ability to trap it with Magnet Pull. STAB Thunderbolt or Hidden Power Fire can be used to finish Beldum off (depending on its Magnemite's set). Bronzor also takes a negligible amount from Beldum's attacks, thanks to its great resistances and impressive bulk resists all four of Beldum's attacks, takes a negligible amount from them thanks to its great bulk, and can hit back with Earthquake, or even use Beldum as fodder to set up entry hazards or dual screens. Fire-types can deal with Beldum provided they steer clear from of Zen Headbutt. Houndour has a secondary Dark-typing in addition to its Fire-typing, granting it an immunity and resistance to both Zen Headbutt and Iron Head, respectively. Ponyta, Houndour, and Growlithe all outspeed Beldum and can easily nail it with STAB Fire Blast or Flare Blitz, so getting having a safe switch-in for these attacks is important.</p>


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