Beheeyem

I can't pronounce Beheeyem. Am I still qualified to write this?
Edit: Ibo taught me it's pronounced B-E-M, so I'm ready to finish this shit!

QC Approved: Oglemi, Honko, zdrup15
GP Approved: SuperJOCKE, komodo



[Overview]

<p>At first glance, Beheeyem is a rather disappointing Pokemon. Largely outclassed by Reuniclus, both in utility and cuteness, he is fairly forgettable. However, our bug-eyed friend has a few aspects that are worth looking into deeper. An excellent Special Attack, respectable bulk, and pitiful Speed make him a perfect candidate for any Trick Room team. Access to Nasty Plot means he is not completely eclipsed by Reuniclus, either. It is in RU, though, where he can truly shine. In this tier, the hits are softer and the walls are easier to break, meaning a Pokemon like Beheeyem can easily set up and rip things apart.</p>

[SET]
name: 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 / 252 SpA / 4 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Trick Room is this set's namesake; it provides Beheeyem with the ability to outspeed pretty much everything in the tier. If given the chance to continue setting up, or if Trick Room was already put into play by a teammate, Nasty Plot is the perfect way to turn Beheeyem into a complete monster. After a single boost, his Special Attack reaches a devastating 766. At that point, even Pokemon that resist his STAB Psychic will be given a severe thrashing. Unfortunately, Dark-types are immune to Psychic, so a good coverage move is a definite necessity.</p>

<p>Thunderbolt is usually the preferable secondary attack, as it can OHKO the likes of Honchkrow, Sharpedo, and Crawdaunt without a boost. This sadly makes Beheeyem 100% countered by Krookodile, who is immune to both moves. Claydol, Steelix, and Ferroseed also resist this combination, but there is little those three can do to Beheeyem while he sets up. If Krookodile worries you, Hidden Power Fighting is an option, though Psychic-types will wall both attacks. Thankfully, Beheeyem is often equally capable of walling opposing Psychic-types.</p>

[ADDITIONAL COMMENTS]

<p>Synchronize is a surprisingly useful ability, as the few Pokemon that can survive Beheeyem's assaults will be too afraid to status him without statusing themselves. Minimum Speed and maximum Special Attack ensure that Beheeyem can easily sweep under Trick Room. Maximum HP EVs and 4 SpD EVs are used to increase his bulk, making it easier to set up. If you don't want to run two set-up moves on one set, Shadow Ball is a good choice for replacing Nasty Plot; if you do opt for this, Hidden Power Fighting is advisable due to the perfect coverage it provides. Leftovers is a viable item over Life Orb, as it gives Beheeyem some form of recovery. However, the lack of Life Orb makes him much less ferocious. A few damage calculations are listed below to prove the effectiveness of Beheeyem with Life Orb.</p>

<ul class="damage_calculation">
<li>+2 Psychic vs. 252/80 Clefable 103.55% - 122.08%</li>
<li>+2 Psychic vs. 252/252+ Rotom-C 101.64% - 119.74%</li>
<li>+2 Psychic vs. 136/248+ Eviolite Munchlax 49.21% - 57.98%</li>
<li>+2 Psychic vs. 252/160 Steelix 66.1% - 77.68%</li>
<li>+2 Psychic vs. 252/0 Claydol 53.7% - 63.27%</li>
<li>Psychic vs. 12/252+ Hariyama 93.06% - 109.72%</li>
<li>+2 Psychic vs. 252/4 Eviolite Gligar 115.27% - 135.63%</li>
<li>+2 Psychic vs. 252/252+ Eviolite Ferroseed 36.99% - 43.49%</li>
<li>Thunderbolt vs. 0/64 Sharpedo 182.92% - 214.95%</li>
<li>Thunderbolt vs. 20/0 Honchkrow 140.46% - 165.32%</li>
<li>Thunderbolt vs. 0/0 Crawdaunt 174.53% - 205.24%</li>
</ul>

<p>Partners that function well under Trick Room, or that can set it up themselves, make the best teammates for Beheeyem. Dusknoir and Cofagrigus are wonderful Trick Room users, and their STAB Ghost-type moves allow them to easily defeat the Psychic-types that resist Beheeyem's own STAB. Dusknoir has the added benefit of good priority in the form of Shadow Sneak, meaning it can still attack first outside of Trick Room. Audino is another good teammate as it is bulky enough to set up Trick Room later in the game. It can then use Healing Wish to fully heal Beheeyem, giving him a second shot at sweeping. Slow but powerful Dark- and Fighting-types make excellent partners for removing Beheeyem's counters; Hariyama and Crawdaunt both immediately spring to mind. Hariyama easily plows through Munchlax, Krookodile, Ferroseed, and Steelix. Crawdaunt also takes care of Krookodile and Steelix, as well as Claydol. In general, any powerful attackers with low Speed and decent defenses are worthy of consideration for a slot on your team alongside Beheeyem.</p>

[Other Options]

<p>Calm Mind is inadvisable on a Trick Room set, as setting it up wastes too many precious turns. Outside of Trick Room, a a set with Calm Mind and Recover can cause headaches to stall teams. A simple set with three attacks and Recover is also usable, but the lack of stat boosts makes Beheeyem
much easier to wall. He makes a decent offensive dual screener, though his low Speed means he'll usually get hit before he can put up the screens. Energy Ball gives you a way to hit Krookodile and Claydol hard, but does little else to improve coverage. Psyshock can be used to hit Pokemon on the physical side, but its Base Power is lower and it is unnecessary in a tier without Blissey or Chansey. Finally, Toxic and Thunder Wave are other support options, however, the former is often less effective than just attacking and the latter will only act as a Speed boost for your opponents if you wish to run Trick Room.</p>

[Checks and Counters]

<p>Krookodile is the ultimate counter to Beheeyem. Its immunity to Psychic and Thunderbolt, coupled with its powerful Dark-type moves such as Crunch and Pursuit, means that it can easily switch in and slaughter Beheeyem. While Honchkrow cannot switch in safely thanks to Thunderbolt, once in, it can outspeed and OHKO with Sucker Punch regardless of whether or not Trick Room is set up. Ferroseed, Claydol, and Steelix all resist both of Beheeyem's main attacks, but after a Nasty Plot boost they become shaky checks at best. Munchlax is specially defensive enough to stall out Trick Room's timer, but there's not much it can do besides that. Dusknoir and Cofagrigus function well inside of Trick Room and have STAB Ghost-type attacks to dispatch of Beheeyem. If all else fails, just wait for Trick Room to end. At that point, Beheeyem is easily outsped and KOed.</p>

[Dream World]

<p>Analytic acts as a pseudo-Life Orb boost when Beheeyem moves last, which is pretty much anytime that Trick Room is not in play. Any offensive set will definitely enjoy this added power, though more defensive sets will probably find Synchronize preferable.</p>
 
This is a very good skeleton.

Mention Dark- and Fighting-types as teammates for Beheeyem to eliminate Krookodile, Claydol, Steelix, and Ferroseed.
 
Maybe a basic Calm Mind set would work? He gets Recover along with not-awful defenses, makes it easier to set up. Plus, Syncronize discourages status moves, which is nice.
 
I might have to test this, but Dual Screens does sound a little more viable than sole mention in AC. Noted that the only situation this isn't done better by Musharna is vs. Hail, but that doesn't mean it isn't viable. Also, the gimmicky player in me wants to look into TWave+Disable, because that might be fairly interesting.
 
Musharna does it better in her sleep.
iseewutyadidthere

Anywho, this may be a bit presumptuous, but I was playing around with TWave+Disable, and it's sorta a whole lotta fun to play with. Beheeyem is rather bulky really, and Disable can allow u to force out Choiced pokes or prevent a poke from hitting with an SE move. Most of the time it would play out like this: Player switches in poke (lets just say Gallade, for argument's sake) as I switch in Beheyeem. Player goes straight for the Night Slash, I Twave. I note the LO recoil, and it does about 55%. Now being faster, I Disable the Night Slash. Then I just Recover of the damage as the player likely switches out. In addition to spreading paralysis fairly well, it really racks up the hazard damage (I was running SR and Spikes). If you want to play around with it, this is the gist of it so far:
name: Thunder Wave+Disable
move 1: Psychic / Psyshock
move 2: Thunder Wave
move 3: Disable
move 4: Recover
item: Leftovers
ability: Synchronize
nature: Bold
evs: 252 Hp / 252 Def / 4 SpD

Obviously certain threats (Krook, Sub Honch, etc.) are troublesome, but with proper support it is quite irritating. I dunno if it's getting outclassed anywhere, but I just thought I'd throw it out there for consideration.
 
Musharna does it better in her sleep.
Correction: she only does it better while asleep. RestTalk isn't nearly as reliable as it was last gen. Not to mention that Beheeym has a higher SpA stat that Musharna as well. Access to Recover is just a good point towards using CM sets. Musharna may be bulkier, but Beheeym has a lot more power. Musharna is better for exceptionally bulky CM sets, but Beheeym can still run something with just max Hp and SpA effectively.

An offensive 3 Attacks + Recover set would also be warranted. Don't even say Musharna does that better Andy, you yourself said that wasn't true in your thread when you tried to remove the set.
 

November Blue

A universe where hot chips don't exist :(
is a Contributor Alumnus
20 bucks says you were drunk when you wrote this Jellicent. :P

No mention of Honchkrow?
 
Even with Leftovers instead of Life Orb and no NP boost, Thunderbolt does 108.1% - 127.2% to standard 20 HP Adamant Honch. If you've got TR up, or hit him on the switch, he's busted. That said, outside of TR, he can prove to be a bit of a bitch, so I guess he's worth a mention.
 
Should I add in some damage calculations for this set? He's got the same power as NP LO Azelf, so he's capable of ripping quite a few 'mons up, especially after the boost.
 

Honko

he of many honks
is a Site Content Manager Alumnusis a Programmer Alumnusis a Top Contributor Alumnus
On Honchkrow, he kills you with Sucka Punch whether Trick Room is up or not, so you pretty much have to hit him on the switch.

Excellent job.

QC APPROVED 2/3
 

sandshrewz

POTATO
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[Overview]

<p>At a quick first preferential? glance, Beheeyem is a rather disappointing Pokemon. Largely outclassed by Reuniclus, both in usefulness utility and cuteness, he is fairly forgettable. However, our bug-eyed friend has a few aspects that are worth looking into deeper. An excellent Special Attack, respectable bulk, and pitiful Speed make him a perfect candidate for any Trick Room team. Access to Nasty Plot means he is not completely eclipsed by Reuniclus, either. It is in RU, though, that where he can truly shine. In this tier, the hits are softer and the walls are easier to break, meaning a Pokemon like Beheeyem can easily set up and rip things apart.</p>

[SET]
name: 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 / 252 SpA / 4 SpD
ivs: 0 Spe

[SET COMMENTS]
<space>
<p>Trick Room is this set's namesake; it provides Beheeyem with the ability to outspeed pretty much anything everything in the tier. If given the chance to continue setting up, or if Trick Room was already put into play by a teammate, Nasty Plot is the perfect way to turn Beheeyem into a complete monster. After a single boost, his Special Attack reaches a devastating 766. At that point, even Pokemon that resist his STABed Psychic will be given a severe thrashing. Unfortunately, Dark-types are immune to Psychic-type attacks, so a good coverage move is a definite necessity.</p>

<p>Thunderbolt is usually the preferable secondary attack, as it can OHKO the likes of Honchkrow, Sharpedo, and Crawdaunt without a boost. This sadly makes Beheeyem 100% countered by Krookodile, who is immune to both moves. Claydol, Steelix, and Ferroseed also resist this combination, but there is little those three can do to Beheeyem while he sets up. If Krookodile is too scary for worries you greatly, Hidden Power Fighting is an option, though every Psychic-types will wall both attacks. Thankfully, Beheeyem is often equally capable of walling opposing Psychic-types.</p>

[ADDITIONAL COMMENTS]
<space>
<p>Synchronize is a surprisingly useful ability, as the few Pokemon that can survive Beheeyem's assaults will be too afraid to status him without statusing themselves. Minimum Speed and maximum Special Attack ensures that Beheeyem can easily sweep under Trick Room. The rest of the EVs go into HP to increase his bulk Maximum HP EVs are used and the leftover EVs are placed into Special Defense to increase his bulk, making it easier to set up. If you don't want to run two set-up moves on one set, Shadow Ball is a good choice for replacing Nasty Plot; if you do opt for this, Hidden Power Fighting is advisable due to the perfect coverage it provides. Leftovers is an optional viable item over Life Orb inferring you can have more than one item >.>, as it gives Beheeyem some form of recovery. The lack of Life Orb makes him much less ferocious, however. A few damage calculations are listed below to prove the effectiveness of a Beheeyem with Life Orb set.</p>

<ul class="damage_calculation">
<li>+2 Psychic vs. 252/80 Clefable 103.55% - 122.08%</li>
<li>+2 Psychic vs. 252/252+ Rotom-C 101.64% - 119.74%</li>
<li>+2 Psychic vs. 136/248+ Eviolite Munchlax 49.21% - 57.98%</li>
<li>+2 Psychic vs. 252/160 Steelix 66.1% - 77.68%</li>
<li>+2 Psychic vs. 252/0 Claydol 53.7% - 63.27%</li>
<li>Psychic vs. 12/252+ Hariyama 93.06% - 109.72%</li>
<li>+2 Psychic vs. 252/4 Eviolite Gligar 115.27% - 135.63%</li>
<li>+2 Psychic vs. 252/252+ Eviolite Ferroseed 36.99% - 43.49%</li>
<li>Thunderbolt vs. 0/64 Sharpedo 182.92% - 214.95%</li>
<li>Thunderbolt vs. 20/0 Honchkrow 140.46% - 165.32%</li>
<li>Thunderbolt vs. 0/0 Crawdaunt 174.53% - 205.24%</li>
</ul> removed spacing for + 2 to +2

<p>Partners that function well under Trick Room, or that can set it up themselves, make the best teammates for Beheeyem. Dusknoir and Cofagrigus are wonderful Trick Roomers users, and their STAB Ghost-type STAB moves allow them to easily defeat the Psychic-types that resist Beheeyem's own STAB. Dusknoir has the added benefit of good priority in the form of Shadow Sneak, meaning it can still attack first outside of Trick Room. Audino is another good teammate as it is bulky enough to set up Trick Room later in the game. It can then use Healing Wish to kill itself and fully heal Beheeyem, giving him a second shot at sweeping. Slow but powerful Dark- and Fighting-types make excellent partners for removing Beheeyem's counters; Hariyama and Crawdaunt both immediately spring to mind. Hariyama easily plows through Munchlax, Krookodile, Ferroseed, and Steelix. Crawdaunt also takes care of Krookodile and Steelix, as well as Claydol. In general, any powerful attackers with low Speed and decent defenses are worthy of consideration for a slot on your team alongside Beheeyem.</p>

[Other Options]

<p>Calm Mind is inadvisable on a Trick Room set, as setting it up wastes too many precious turns. Outside of Trick Room, a Calm Mind and Recover set a set with Calm Mind and Recover can cause quite a few headaches to stall-oriented teams. A simple Recover and three attack set with three attacks and Recover is also usable, but this makes Beheeyem is much easier to wall without the stat boosts. He makes a decent offensive dual screener, though his low Speed means he'll usually get hit before he can soften the blow put up the screens. Energy Ball gives you a way to hit Krookodile and Claydol hard, but does little else to improve coverage. Psyshock can be used to hit Pokemon on the physical side, but it's Base Power is lower and it is unnecessary in a tier without Blissey or Chansey. Finally, Toxic and Thunder Wave are other support options, however, the former is often less effective than just attacking and the latter will only act as a Speed boost for your opponents if you wish to run Trick Room.

[Checks and Counters]
<space>
<p>Krookodile is the ultimate counter to Beheeyem. Possessing an immunity to Psychic and Thunderbolt, coupled with powerful Dark-type moves such as Crunch and Pursuit, means Beheeyem will quickly be slaughtered. While Honchkrow cannot switch in safely thanks to Thunderbolt, once in, it can outspeed and OHKO with Sucker Punch regardless of whether or not Trick Room is set up. Ferroseed, Claydol, and Steelix all resist both of Beheeyem's main attacks, but after a Nasty Plot boost they become shaky checks at best. Munchlax is specially defensive enough to stall out Trick Room's timer, but there's not much it can do besides that. Dusknoir and Cofagrigus function well inside of Trick Room and have STAB Ghost-type attacks to dispatch of Beheeyem. If all else fails, just wait for Trick Room to end. At that point, Beheeyem is easily outsped and KOed.</p>

[Dream World]

<p>Analytic acts as a pseudo-Life Orb boost when Beheeyem moves second last, which is pretty much any everytime time when Trick Room is not in play. Any Offensive set will definitely enjoy this added power, though more defensive sets will probably find Synchronize preferable.</p>


good job! :)
 

JockeMS

formerly SuperJOCKE
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[Overview]

<p>At a quick first preferential? glance, Beheeyem is a rather disappointing Pokemon. Largely outclassed by Reuniclus, both in usefulness utility and cuteness, he is fairly forgettable. However, our bug-eyed friend has a few aspects that are worth looking into deeper. An excellent Special Attack, respectable bulk, and pitiful Speed make him a perfect candidate for any Trick Room team. Access to Nasty Plot means he is not completely eclipsed by Reuniclus, either. It is in RU, though, that where he can truly shine. In this tier, the hits are softer and the walls are easier to break, meaning a Pokemon like Beheeyem can easily set up and rip things apart.</p>

[SET]
name: 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 / 252 SpA / 4 SpD
ivs: 0 Spe

[SET COMMENTS]
<space>
<p>Trick Room is this set's namesake; it provides Beheeyem with the ability to outspeed pretty much anything everything in the tier. If given the chance to continue setting up, or if Trick Room was already put into play by a teammate, Nasty Plot is the perfect way to turn Beheeyem into a complete monster. After a single boost, his Special Attack reaches a devastating 766. At that point, even Pokemon that resist his STABed Psychic will be given a severe thrashing. Unfortunately, Dark-types are immune to Psychic-type attacks, so a good coverage move is a definite necessity.</p>

<p>Thunderbolt is usually the preferable secondary attack, as it can OHKO the likes of Honchkrow, Sharpedo, and Crawdaunt without a boost. This sadly makes Beheeyem 100% countered by Krookodile, who is immune to both moves. Claydol, Steelix, and Ferroseed also resist this combination, but there is little those three can do to Beheeyem while he sets up. If Krookodile is too scary for worries you, Hidden Power Fighting is an option, though every Psychic-types will wall both attacks. Thankfully, Beheeyem is often equally capable of walling opposing Psychic-types.</p>

[ADDITIONAL COMMENTS]
<space>
<p>Synchronize is a surprisingly useful ability, as the few Pokemon that can survive Beheeyem's assaults will be too afraid to status him without statusing themselves. Minimum Speed and[space]maximum Special Attack[space]ensures that Beheeyem can easily sweep under Trick Room. The rest of the EVs go into HP to increase his bulk Maximum HP EVs are used and the leftover EVs are placed into Special Defense to increase his bulk, making it easier to set up. If you don't want to run two set-up moves on one set, Shadow Ball is a good choice for replacing Nasty Plot; if you do opt for this, Hidden Power Fighting is advisable due to the perfect coverage it provides. Leftovers is an optional viable item over Life Orb inferring you can have more than one item >.>, as it gives Beheeyem some form of recovery. However, The lack of Life Orb makes him much less ferocious, however. A few damage calculations are listed below to prove the effectiveness of a Beheeyem with Life Orb set.</p>

<ul class="damage_calculation">
<li>+2 Psychic vs. 252/80 Clefable 103.55% - 122.08%</li>
<li>+2 Psychic vs. 252/252+ Rotom-C 101.64% - 119.74%</li>
<li>+2 Psychic vs. 136/248+ Eviolite Munchlax 49.21% - 57.98%</li>
<li>+2 Psychic vs. 252/160 Steelix 66.1% - 77.68%</li>
<li>+2 Psychic vs. 252/0 Claydol 53.7% - 63.27%</li>
<li>Psychic vs. 12/252+ Hariyama 93.06% - 109.72%</li>
<li>+2 Psychic vs. 252/4 Eviolite Gligar 115.27% - 135.63%</li>
<li>+2 Psychic vs. 252/252+ Eviolite Ferroseed 36.99% - 43.49%</li>
<li>Thunderbolt vs. 0/64 Sharpedo 182.92% - 214.95%</li>
<li>Thunderbolt vs. 20/0 Honchkrow 140.46% - 165.32%</li>
<li>Thunderbolt vs. 0/0 Crawdaunt 174.53% - 205.24%</li>
</ul> removed spacing for + 2 to +2

<p>Partners that function well under Trick Room, or that can set it up themselves, make the best teammates for Beheeyem. Dusknoir and Cofagrigus are wonderful Trick Roomers users, and their STAB Ghost-typeSTAB moves allow them to easily defeat the Psychic-types that resist Beheeyem's own STAB. Dusknoir has the added benefit of good priority in the form of Shadow Sneak, meaning it can still attack first outside of Trick Room. Audino is another good teammate as it is bulky enough to set up Trick Room later in the game. It can then use Healing Wish to kill itself and fully heal Beheeyem, giving him a second shot at sweeping. Slow but powerful Dark- and Fighting-types make excellent partners for removing Beheeyem's counters; Hariyama and Crawdaunt both immediately spring to mind. Hariyama easily plows through Munchlax, Krookodile, Ferroseed, and Steelix. Crawdaunt also takes care of Krookodile and Steelix, as well as Claydol. In general, any powerful attackers with low Speed and decent defenses are worthy of consideration for a slot on your team alongside Beheeyem.</p>

[Other Options]

<p>Calm Mind is inadvisable on a Trick Room set, as setting it up wastes too many precious turns. Outside of Trick Room, a Calm Mind and Recover set a set with Calm Mind and Recover can cause quite a few headaches to stall-oriented teams. A simple Recover and three attack set with three attacks and Recover is also usable, but this makes Beheeyem is much easier to wall without the stat boosts. He makes a decent offensive dual screener, though his low Speed means he'll usually get hit before he can soften the blow put up the screens. Energy Ball gives you a way to hit Krookodile and Claydol hard, but does little else to improve coverage. Psyshock can be used to hit Pokemon on the physical side, but it's Base Power is lower and it is unnecessary in a tier without Blissey or Chansey. Finally, Toxic and Thunder Wave are other support options, however, the former is often less effective than just attacking and the latter will only act as a Speed boost for your opponents if you wish to run Trick Room.

[Checks and Counters]
<space>
<p>Krookodile is the ultimate counter to Beheeyem. Possessing an immunity to Psychic and Thunderbolt, coupled with powerful Dark-type moves such as Crunch and Pursuit, means Beheeyem will quickly be slaughtered. While Honchkrow cannot switch in safely thanks to Thunderbolt, once in, it can outspeed and OHKO with Sucker Punch regardless of whether or not Trick Room is set up. Ferroseed, Claydol, and Steelix all resist both of Beheeyem's main attacks, but after a Nasty Plot boost they become shaky checks at best. Munchlax is specially defensive enough to stall out Trick Room's timer, but there's not much it can do besides that. Dusknoir and Cofagrigus function well inside of Trick Room and have STAB Ghost-type attacks to dispatch of Beheeyem. If all else fails, just wait for Trick Room to end. At that point, Beheeyem is easily outsped and KOed.</p>

[Dream World]

<p>Analytic acts as a pseudo-Life Orb boost when Beheeyem moves second last, which is pretty much any everytime time when Trick Room is not in play. Any offensive set will definitely enjoy this added power, though more defensive sets will probably find Synchronize preferable.</p>


good job! :)
Working on top sandshrewz's check.

GP Approved 1/2

 
Thanks to both of you! I implemented most of the changes, but some of the sentences getting double checked resulted in awkward phrasing, I think, and my inner GP checker kicked in to fix it.

Ready for the final check!
 

Komodo

Huff
is a Site Content Manager Alumnusis an Artist Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Post. Placeholder.

Edit - By the looks of things, Engineer Pikachu has stepped on my toes again, so I'll just leave him to it.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Amateur GP check.

add
remove


[Overview]

<p>At first glance, Beheeyem is a rather disappointing Pokemon. Largely outclassed by Reuniclus, both in utility and cuteness, he is fairly forgettable. However, our bug-eyed friend has a few aspects that are worth looking into deeper. An excellent Special Attack, respectable bulk, and pitiful Speed make him a perfect candidate for any Trick Room team. Access to Nasty Plot means he is not completely eclipsed by Reuniclus, either. It is in RU, though, where he can truly shine. In this tier, the hits are softer and the walls are easier to break, meaning a Pokemon like Beheeyem can easily set up and rip things apart.</p>

[SET]
name: 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 / 252 SpA / 4 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Trick Room is this set's namesake; it provides Beheeyem with the ability to outspeed pretty much everything in the tier. If given the chance to continue setting up, or if Trick Room was already put into play by a teammate, Nasty Plot is the perfect way to turn Beheeyem into a complete monster. After a single boost, his Special Attack reaches a devastating 766. At that point, even Pokemon that resist his STAB Psychic will be given a severe thrashing. Unfortunately, Dark-types are immune to Psychic, so a good coverage move is a definite necessity.</p>

<p>Thunderbolt is usually the preferable secondary attack, as it can OHKO the likes of Honchkrow, Sharpedo, and Crawdaunt without a boost. This sadly makes Beheeyem 100% completely countered by Krookodile, who is immune to both moves. Claydol, Steelix, and Ferroseed also resist this combination, but there is little those three can do to Beheeyem while he sets up. If Krookodile worries you, Hidden Power Fighting is an option, though Psychic-types will wall both attacks. Thankfully, Beheeyem is often equally capable of walling opposing Psychic-types.</p>

[ADDITIONAL COMMENTS]

<p>Synchronize is a surprisingly useful ability, as the few Pokemon that can survive Beheeyem's assaults will be too afraid to status him without statusing themselves. Minimum Speed and maximum Special Attack ensure that Beheeyem can easily sweep under Trick Room. Maximum HP EVs and 4 SpD EVs are used to increase his bulk, making it easier to set up. If you don't want to run two set-up moves on one set, Shadow Ball is a good choice for replacing Nasty Plot; if you do opt for this, Hidden Power Fighting is advisable due to the perfect coverage it provides. Leftovers is a viable item over Life Orb, as it gives Beheeyem some form of recovery. However, the lack of Life Orb makes him much less ferocious. A few damage calculations are listed below to prove the effectiveness of Beheeyem with Life Orb.</p>

<ul class="damage_calculation">
<li>+2 Psychic vs. 252/80 Clefable 103.55% - 122.08%</li>
<li>+2 Psychic vs. 252/252+ Rotom-C 101.64% - 119.74%</li>
<li>+2 Psychic vs. 136/248+ Eviolite Munchlax 49.21% - 57.98%</li>
<li>+2 Psychic vs. 252/160 Steelix 66.1% - 77.68%</li>
<li>+2 Psychic vs. 252/0 Claydol 53.7% - 63.27%</li>
<li>Psychic vs. 12/252+ Hariyama 93.06% - 109.72%</li>
<li>+2 Psychic vs. 252/4 Eviolite Gligar 115.27% - 135.63%</li>
<li>+2 Psychic vs. 252/252+ Eviolite Ferroseed 36.99% - 43.49%</li>
<li>Thunderbolt vs. 0/64 Sharpedo 182.92% - 214.95%</li>
<li>Thunderbolt vs. 20/0 Honchkrow 140.46% - 165.32%</li>
<li>Thunderbolt vs. 0/0 Crawdaunt 174.53% - 205.24%</li>
</ul>

<p>Partners that either function well under Trick Room, or those that can set it up themselves, make the best teammates for Beheeyem. Dusknoir and Cofagrigus are wonderful Trick Room users, and their STAB Ghost-type moves allow them to easily defeat the Psychic-types that resist Beheeyem's own STAB. Dusknoir has the added benefit of good priority in the form of Shadow Sneak, meaning it can still attack first outside of Trick Room. Audino is another good teammate as it is bulky enough to set up Trick Room later in the game. It can then use Healing Wish to fully heal Beheeyem, giving him a second shot at sweeping. Slow but powerful Dark- and Fighting-types make excellent partners for removing Beheeyem's counters; both Hariyama and Crawdaunt both immediately spring to mind. Hariyama easily plows through Munchlax, Krookodile, Ferroseed, and Steelix. Crawdaunt also takes care of Krookodile and Steelix, as well as Claydol. In general, any powerful attackers with low Speed and decent defenses are worthy of consideration for a slot on your team alongside Beheeyem.</p>

[Other Options]

<p>Calm Mind is inadvisable on a Trick Room set, as setting it up wastes too many precious turns. Outside of Trick Room, a a set with Calm Mind and Recover can cause headaches to for stall teams. A simple set with three attacks and Recover is also usable, but the lack of stat boosts makes Beheeyem
much easier to wall. He makes a decent offensive dual screener, though his low Speed means he'll usually get hit before he can put up the screens. Energy Ball gives you a way to hit Krookodile and Claydol hard, but does little else to improve coverage. Psyshock can be used to hit Pokemon on the physical side, but it's its Base Power is lower and it is unnecessary in a tier without Blissey or Chansey. Finally, Toxic and Thunder Wave are other support options, however, the former is often less effective than just attacking and the latter will only act as a Speed boost for your opponents if you wish to run Trick Room.

[Checks and Counters]

<p>Krookodile is the ultimate counter to Beheeyem. Its immunity to Psychic and Thunderbolt, coupled with its powerful Dark-type moves such as Crunch and Pursuit, means that it can easily switch in and slaughter Beheeyem. While Honchkrow cannot switch in safely thanks to Thunderbolt, once in, it can outspeed and OHKO with Sucker Punch regardless of whether or not Trick Room is set up. Ferroseed, Claydol, and Steelix all resist both of Beheeyem's main attacks, but after a Nasty Plot boost they become shaky checks at best. Munchlax is specially defensive enough to stall out Trick Room's timer, but there's not much it can do besides that. Dusknoir and Cofagrigus function well inside of Trick Room and have STAB Ghost-type attacks to dispatch of Beheeyem. If all else fails, just wait for Trick Room to end. At that point, Beheeyem is easily outsped and KOed.</p>

[Dream World]

<p>Analytic acts as a pseudo-Life Orb boost when Beheeyem moves last, which is pretty much anytime that Trick Room is not in play. Any offensive set will definitely enjoy this added power, though more defensive sets will probably find Synchronize preferable.</p>


e: woops, sorry!
 

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