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Underused Pokemon Matchmaking Phase 2 [Week 29 - Nasty Plot Infernape]

Beedrill and Donphan Core

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Beedrill @ Beedrillite
Ability: Swarm --> Adaptability
EVs: 252 Att / 4 Def / 252 Spe
Adamant Nature
- U-turn
- Poison Jab
- Knock Off / Drill Run
- Protect

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Donphan @ Leftovers
Ability: Sturdy
EVs: 252 Hp / 252 Att / 4 Def
Adamant Nature
- Earthquake
- Stealth Rock
- Rapid Spin
- Knock Off / Seed Bomb

So I think Donphan and Mega-Beedrill have some pretty good synergy together. Donphan can spin away rocks that Mega-Beedrill does not like and can set up rocks to increase its sweeping/late game clean-up potential. Seed Bomb on Donphan is also another option to catch water-types off guard (but it most likely won't kill them soo). Donphan can also do a good amount on Steel types that wall Mega-Beedrill as well. Mega-Beedrill on the other hand can deal with grass types that threaten Donphan as well as being able to outspeed and damage popular setup mons such as Krookodile and Abomasnow.
 
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Reserving Magneton

H
ere we got MEGA-BEEDRILL and MAGNETON

beedrill-mega.png

Wasp Up? (Beedrill-Mega) @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Poison Jab
- Drill Run
- Protect
magneton.png

Swagneton (Magneton) @ Choice Specs
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]

This is one of my FAVORITE Volt-turn cores, and in my opinion one of the best. Beedrill and Magneton work so well together because of their ability to grab momentum, and their type synergy as well, offensively, and defensively. Magnetons ability is what really seals the deal, as it can trap steel types that give Beedrill trouble, such as Forretress and Mega-Aggron. Magneton can get rid of them, and bring Beedrill in safely to wallbreak, grab momentum, or late game sweep. Magnetons offensive capabilites are also very good, as it has a very high special attack set, and great offensive typing to check a lot of the current meta, and pokemon that give beedrill trouble such as bulky waters, rock types, and mons like crobat and gligar as well. The moves on each of the mons work very well together, as hidden power grass on magneton checks water-ground types, which give both of these mons trouble, and electric+steel stab combo is amazing, as choice specs Magneton hits like a TRUCK. Beedrill is very standard, but I like to go with drill run over knock off, as both of these mons are weak to fire types, and hits switch ins harder like Coballion. Not to mention Beedrill also hits like a TRUCK with base 150 attack and an adaptability boost, this guy is a monster

Overall this core is amazing and I actually used it in my first RMT Bees and Magnets Which you should definitely check out as it utilizes voltturn with Mega-Beedrill and Magneton. =)
 
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Reserving zapdos
Mega Beedrill and Zapdos
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Beedrill @ Beedrillite
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- U-turn
- Poison Jab
- Knock Off

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Zapdos @ Life Orb / Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Heat Wave
- EDIT: VOLT SWITCH
- Roost

Pretty simple offensive VoltTurn yellow core here with some pretty nice synergy. Zapdos can handle any bulky Water-Types such as Suicune, Alomomola, Milotic, etc that Beedrill has trouble with and Mega Beedrill can handle any Dragon-Types that Zapdos has trouble with (if not running HP Ice ofc) such as Goodra, Hydreigon, and Salamence to an extent. But yeah, I'm a big fan of VoltTurn cores so once Zapdos dropped it was pretty much a blessing for a lot of my teams. Pretty nice one here that everyone should try out here :]
 
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beedrill-mega.gif

Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Protect
- Poison Jab
- Knock Off

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Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Taunt
- Will-O-Wisp
- Recover
- Scald

I've been using this core a lot recently and I really like how they work together. If you look at common switch-ins to Bee, you get mainly bulky Pokemon that resist its STABs, such as Mega Aggron, Forry, Mega Aero, Empoleon, Cobalion, Donphan, Doublade, and so on. Jellicent not only beats them all but it also outspeeds most of them and prevents hazards, which a lot of these guys usually carry, from being set up. Seeing as Bee is going to be U-turning in and out of battle quite often, it really appreciates Jelli's ability to do this. Bee itself appreciates hazards being up on the opponent's side, so Jelli being able to block spin and Taunt slower Defog users helps it immensely. Jelli also easily defeats most bulky Waters such as Cune (you can bump up Jelli's investment to outspeed it), Mola, and Pert one on one, the likes of which Bee struggles to break through. These two together are hell for more defensive teams to face as well with Bee's wallbreaking and Jelli's stallbreaking capabilities. Knock Off + Taunt + Will-O-Wisp is really difficult to play around.

From a defensive point of view Jelli takes on the Fire-types and Rock-types that threaten Bee, and also easily switches in into priority users like Toxicroak, Entei, and Lucario. Together they offer teams a great buffer against Fighting, one of the most threatening offensive types in the tier. Bee helps out by absorbing Toxic Spikes which Jelli really hates and by checking the Grass-types and Dark-types that threaten Jelli. A Pokemon that I've found works particularly well with this core is Forry, which can spin away hazards that threaten Bee, set up hazards itself for both these guys to take advantage of, and use its slow Volt Switch to get Bee in safely.
 
After looking over all of the possible choices, I must say IronBullet gets my vote, Jellicent is actually an awesome partner for Beedrill, and now that I look at it, Jellicent really does shut down some of his switch ins, and provides a form of hazard control as well. Nice job IronBullet! =)
 
IB ofc, although that is the RU spread posted. Needs to at least creep florges.
^ this. 124 evs for 0 speed Florges. Don't bother to creep Suicune, you need like 248 to outrun 12 speed sets.

edit: yeah, as spoof says, your bulk becomes 0 with all that speed. The best Cune can do is PP stall you anyway, which is unreliable and doesn't work until late game in some cases.
 
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IB ofc, although that is the RU spread posted. Needs to at least creep florges.
Actually I use that spread because it outspeeds Mola which is a relevant enough threat, and gives Jelli an easier time vs Vapo and defensive Chesnaught. In fact I think it should probably be the recommended spread for the UU analysis too because it sacrifices very little bulk while hitting a useful tier.

Outspeeding Florges meanwhile takes a lot away from its bulk (e.g. the current spread is never 2HKOed by Mega Swampert EQ and has a small chance with rocks, while if you creep Florges it's a guaranteed 2HKO with rocks). Furthermore the other member of the core is Bee which has no problems with Florges, so Jelli being slower isn't too big a deal in this case since you can still pressurise it fairly easily. That's not to say creeping Florges or even Cune isn't viable though, it definitely is but then be sure to pack reliable checks to the threats Jelli can't handle now due to its reduced bulk.

Anyway thanks for the votes everyone, glad you like the core and hope you try it out! :toast:
 
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