OU Beedrill

Leo

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Wow, must compliment your ability to make a case for your belief. Well done.

I'd like to add that if, in your simulation, you had switched Mega Bee into SR one more time, it would have been left with exactly 1 HP due to the fact that it had a Stealth Rock number in its HP. Now, in this particular scenario, Hippowdon's sand would've killed it before it got the chance to fire off that Knock Off, but imagine Mega Bee is being paired with something like Landorus T or Zygarde or something that struggles to break down Hippowdon. You just opened up a clear path for them to sweep by allowing them to come in and immediately finish it off.

Imagine this for something like Skarmory or Toxapex that Mega Bee would be able to finish off the next turn.

This is a bit situational and requires very good play to pull off, so I'd still only make it an OO, but it's a fine OO at that.
To add to this, you can also break down some sturdier and more annoying checks such as Skarmory on Stall or Celesteela on bulky offense/balance and open holes for teammates such as Tapu Bulu. Keeping Bee is always nice for the lategame but against bulkier teams Endeavor is a nice tech
 
Wow, must compliment your ability to make a case for your belief. Well done.

I'd like to add that if, in your simulation, you had switched Mega Bee into SR one more time, it would have been left with exactly 1 HP due to the fact that it had a Stealth Rock number in its HP. Now, in this particular scenario, Hippowdon's sand would've killed it before it got the chance to fire off that Knock Off, but imagine Mega Bee is being paired with something like Landorus T or Zygarde or something that struggles to break down Hippowdon. You just opened up a clear path for them to sweep by allowing them to come in and immediately finish it off.

Imagine this for something like Skarmory or Toxapex that Mega Bee would be able to finish off the next turn.

This is a bit situational and requires very good play to pull off, so I'd still only make it an OO, but it's a fine OO at that.
Oh! I had no idea, I'll keep that in mind from now, and thanks for the compliment ^^

Ah, yes, that's true...maybe Hippowdown wasn't the best example after all (oops). And you're right, the move does open more [potential] partners for Mega Beedrill (I hadn't even noticed, lol ^^).

Awww thank you. Appreciate your compliment, feedback, and support on the idea :)
 
To add to this, you can also break down some sturdier and more annoying checks such as Skarmory on Stall or Celesteela on bulky offense/balance and open holes for teammates such as Tapu Bulu. Keeping Bee is always nice for the lategame but against bulkier teams Endeavor is a nice tech
Hi Leooo_33

Thanks for the feedback and I completely agree (more partners for Mega Beedrill, noice ^ω^)b
 
Just to mention, Pheromosa's (apologies if misspelt) been banned so your point about it being outclassed should probably be removed.
And just when I had a dream-core going with Pheromosa and Beedrill ;-;
#RIP_Dreams.

P.s. the plan was to pressure with both U-turners and check each others counters e.g. a Landorus-T switching into Mega Beedrill would find itself up against Pheromosa (just saiyan). The same could be said with Pheromosa's counters as well e.g. Alolan Marowak. Upon switching into Pheromosa's U-Turn, it would find itself against Mega Beedrill and expect a nasty Knock Off or Drill Run (only to be trapped by Pursuit or outright KO'd). Similar could've been said about Toxapex.

Aw well ^^
 
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And just when I had a dream-core going with Pheromosa and Beedrill ;-;
#RIP_Dreams.

P.s. the plan was to pressure with both U-turners and check each others counters e.g. a Landorus-T switching into Mega Beedrill would find itself up against Pheromosa (just saiyan). The same could be said with Pheromosa's counters as well e.g. Alolan Marowak. Upon switching into Pheromosa's U-Turn, it would find itself against Mega Beedrill and expect a nasty Knock Off or Drill Run (only to be trapped by Pursuit or outright KO'd). Similar could've been said about Toxapex.

Aw well ^^
My bug spam core I'd be fooling around with worked in a similar manner.

I think Volcarona could be included as a good teammate for Mega Bee. They both synergize quite well with each other, with Volcarona tearing down most of Mega Bee's checks and Mega Bee doing the same for Volcarona, given that one is a special and the other is a physical attacker.

Really, though, it seems like most special attackers that aren't helpless against Steel types go well with Mega Bee. With Phero out of the picture, it really seems like Mega Bee's stock is on the rise.
 

Ragnarock

Banned deucer.
Looks fine, I think the only things to add on is for teammate partners, consider voltturners like rotom-w as it has great type syngery and comes in on the weaknesses beedrill has as well as lure in things to volt switch on into beedrill To consistently gain momentum. Rotom also checks pinsir which beedrill hates. Also I think the Steel Type section under checks/counters should have a title edit to "Steel Types that aren't ground weak" so it won't be confusing to the reader since beedrill can smack grounded steel types with a boosted drill run.

3/3 QC
 
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Eyan

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doing an am check; it doesn't count as an official GP check.
shoutouts bee47

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[OVERVIEW]

With Adaptability and the ridiculous offensive stats Beedrill gains upon Mega Evolution, Beedrill becomes it performs as a fearsome U-turn user that forces in slower checks such as Zapdos and Toxapex for teammates to take advantage of. Mega Beedrill's unique movepool lets it support the team in various ways such as breaking with Swords Dance, trapping with Pursuit, and even setting up Toxic Spikes. That's where the good news ends. (RP) However, (AC) Beedrill's niche is contrary to fits poorly with its typing (contrary is a little vague), (AC) as it gives it a nasty weakness to Stealth Rock, even which is made worse when Spikes are taken into account. Beedrill also struggles in a metagame where Landorus-T runs rampant.

[SET]
name: Offensive Pivot
move 1: U-turn
move 2: Poison Jab
move 3: Drill Run
move 4: Swords Dance / Knock Off / Pursuit
item: Beedrillite
ability: Swarm
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
(add line of space)
U-turn is a powerful move that forces many switches; it provides free turns for powerful strong breakers such as Tapu Lele and Kyurem-B because of how Mega Beedrill tends to force in slower Pokemon such as Landorus-T and Toxapex. Poison Jab is Beedrill's strongest attack, easily 2HKOing Pokemon such as like Mega Charizard X and Tornadus-T. Poison Jab It even has a 30% chance to poison, (AC) meaning it has applications as a fail-safe (add hyphen) move (I think you're implying using the odds to come back from unfavourable situations, but it needs to be clarified.). Drill Run is mandatory as Magearna, Mega Mawile, Heatran, Magnezone, and specially defensive Toxapex would otherwise wall it Beedrill. Swords Dance is the preferred filler to allow it to break Pokemon such as like Zapdos and Toxapex, (RC) while making it a more immediate threat to defensive teams. Knock Off can be used for removing items such as Shed Shell, which is instrumental for teammates such as like Magnezone. Finally, Pursuit can be used is an option in the last slot to trap Gengar and get vital chip damage on targets such as Tapu Lele and Heatran.

Set Details
========
(add line of space)
Maximum Attack EVs are necessary to hit as hard as possible. A Jolly nature is mandatory, (AC) as Mega Beedrill cannot outpace Pokemon such as like Tapu Koko and slower Choice Scarf users such as Tapu Bulu, Hoopa-U, and Heatran with an Adamant nature. Swarm is used over Sniper as it to gives Mega Alakazam and Porygon-2 Porygon2 useless abilities if Beedrill were to be used as sack death fodder prior to Mega Evolution.

Usage Tips
========
(add line of space)
U-turn should be used most of the time because Mega Beedrill's purpose is to provide free switches. Beedrill will naturally become a threat as it wears down its checks with the combination of Knock Off and U-turn, so it is recommended to treat Beedrill it as a supplemental team member more than a standalone Pokemon. Analyze the risk and reward of clicking Poison Jab.; (period->semicolon) it can be the difference between getting a KO or and losing momentum, the latter being the opposite of what Beedrill should be doing. Similarly, if Pursuit were to be used over Drill Run, (RC) try not to gamble too much with it Pursuit when deciding between using it and Drill Run(assuming this is what you meant.).

Swords Dance should be used in matchups where teams rely on pivoting in to beat Beedrill with Pokemon such as like Ferrothorn and Zapdos. Swords Dance It is also important for forcing Skarmory in when playing against stall.; (period->semicolon) many players will be resilient unwilling to bring it in and will just recover with their Mega Sableye or Toxapex, (AC) since going into Skarmory completely saps momentum, (AC) especially if Stealth Rock is taken into account. Swords Dance completely eliminates this factor in actual gameplay, making it important because breakers such as like Garchomp cannot set up on Sableye for example. Despite what the type chart is the weakness to Rock, prioritize getting Beedrill in even if Stealth Rock is up.; (period->semicolon) Beedrill is amazing at maintaining momentum, (AC) and entry hazards can always be removed when Beedrill it actually needs its health. Remember that Beedrill can still come in on Pokemon such as like Tapu Fini, Tangrowth, Tapu Bulu, and Clefable, (AC) so take advantage of these Pokemon them.

Team Options
========
(add line of space)
Magnezone is an excellent teammate, (AC) since it traps Mega Scizor (as far as I know, non-Mega Scizor is irrelevant in OU; remove this otherwise), Celesteela, and Ferrothorn, Pokemon that would otherwise comfortably come in on Mega Beedrill. Beedrill synergizes well with Magnezone, (AC) as it can Knock Off Skarmory's Shed Shell and destroy Heatran with Drill Run, Pokemon Magnezone cannot trap (might want to rephrase this, since it can trap Heatran; it just can't beat it after doing so.). Even if entry hazard control is one of the more controversial terms difficult to make use of right now (just trying to decipher what exactly this means, but feel free to clarify because I'm not sure) due to the prevalence of offensive hazard setters and spin blockers spinblockers such as Greninja and Gengar, respectively, hazard control it will still be a necessity, especially late-game (add hyphen). More offensively inclined options of hazard removal are preferred., (period->comma) so Kartana, (RC) Pheromosa, (RC) (iirc it's banned now) and Latios fill this role quite nicely.

Without a solid breaker, Beedrill is useless. Beedrill It is great at giving free switches, (AC) so look no further for teammates than slapping on some of the deadliest breakers in the tier: Tapu Lele, Kyurem-B, Hoopa-U, Greninja, Choice Band Zygarde, Gengar, and Crawdaunt are some of the many examples. Having hazards up makes the game much quicker., (period->comma) so Spikes Greninja, whether Ash or Protean regardless of its ability, is a premier teammate. and Stealth Rock users include such as Landorus-T and Heatran make for great teammates. Finally, Rotom-W forms a potent VoltTurn core with Beedrill, (AC) as Rotom-W can pivot into Pokemon such as like Landorus-T and Mega Pinsir, proceeding to force them out and gain momentum with Volt Switch. Other VoltTurn teammates include Magearna and Tapu Koko. Ice Beam Magearna, (AC) in particular, (AC) can lure in Landorus-T, even better especially if it is holding a Shuca Berry.

[STRATEGY COMMENTS]
Other Options
=============
(add line of space)
X-Scissors, Fell Stinger, and Tailwind are all appealing options, but they fail to address any of the issues Mega Beedrill currently has. Beedrill will should more often U-turn than Pursuit for chip damage, (AC) as the loss in momentum is detrimental to the types of teams Beedrill it is on (if this is what you're trying to say, this probably belongs in Usage Tips, although there is a line there regarding using Pursuit or Drill Run.). Toxic Spikes is an option to put pressure on teams that rely on defensive cores with Tangrowth, Zygarde, and / or Tapu Fini.

Checks and Counters
===================
(add line of space)
**Stealth Rock**: Beedrill can only keep up momentum for so long with Stealth Rock up on the field (this isn't clear in telling readers how Stealth Rock hinders Mega Beedrill) Mega Beedrill uses U-turn frequently to keep up momentum, so passive damage from Stealth Rock wears it down quickly.

**Bulky Ground-types**: Landorus-T completely walls Mega Beedrill., (period->comma) setting up Stealth Rock or using it as setup bait if it Beedrill decides to uses a different move (i think you're missing some words here, though, because it doesn't make sense at the moment), (RC) Landorus-T can set up Stealth Rock or use it as set up bait. Rocky Helmet Garchomp and Hippowdon can punish Beedrill for using U-turn (does Hippowdon also carry Rocky Helmet? Otherwise, I'm not sure how it punishes Beedrill for using U-turn). Gliscor also walls Beedrill, (AC) but it has to be wary of Knock Off if its Toxic Orb is not activated.

**Priority and Choice Scarf Users**: Mega Beedrill's abysmal physical Defense means it can be easily picked off by priority from the likes of Mega Mawile or Zygarde. Choice Scarf users such as Garchomp and Greninja can also easily revenge kill it.

**Steel-types not weak to Ground**: If Magnezone is not paired with Mega Beedrill, they Steel-types not weak to Ground are universal switch-ins. Mega Scizor, physically defensive Ferrothorn, Celesteela, and Skarmory completely wall Beedrill, (AC) as they take minimal little to no damage, (RC) if not being immune, (RC) from Drill Run.

**Toxapex**: Drill Run bounces off of Toxapex. Specially defensive variants are softer checks, (AC) but they can still usually force Mega Beedrill out with the threat of a Scald burn.

e: you should post this in the GP queue btw
 
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doing an am check; it doesn't count as an official GP check.

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[OVERVIEW]

With Adaptability and the ridiculous offensive stats Beedrill gains upon Mega Evolution, Beedrill becomes it performs as a fearsome U-turn user that forces in slower checks such as Zapdos and Toxapex for teammates to take advantage of. Mega Beedrill's unique movepool lets it support the team in various ways such as breaking with Swords Dance, trapping with Pursuit, and even setting up Toxic Spikes. That's where the good news ends. (RP) However, (AC) Beedrill's niche is contrary to fits poorly with its typing (contrary is a little vague), (AC) as it gives it a nasty weakness to Stealth Rock, even which is made worse when Spikes are taken into account. Beedrill also struggles in a metagame where Landorus-T runs rampant.

[SET]
name: Offensive Pivot
move 1: U-turn
move 2: Poison Jab
move 3: Drill Run
move 4: Swords Dance / Knock Off / Pursuit
item: Beedrillite
ability: Swarm
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
(add line of space)
U-turn is a powerful move that forces many switches; it provides free turns for powerful strong breakers such as Tapu Lele and Kyurem-B because of how Mega Beedrill tends to force in slower Pokemon such as Landorus-T and Toxapex. Poison Jab is Beedrill's strongest attack, easily 2HKOing Pokemon such as like Mega Charizard X and Tornadus-T. Poison Jab It even has a 30% chance to poison, (AC) meaning it has applications as a fail-safe (add hyphen) move (I think you're implying using the odds to come back from unfavourable situations, but it needs to be clarified.). Drill Run is mandatory as Magearna, Mega Mawile, Heatran, Magnezone, and specially defensive Toxapex would otherwise wall it Beedrill. Swords Dance is the preferred filler to allow it to break Pokemon such as like Zapdos and Toxapex, (RC) while making it a more immediate threat to defensive teams. Knock Off can be used for removing items such as Shed Shell, which is instrumental for teammates such as like Magnezone. Finally, Pursuit can be used is an option in the last slot to trap Gengar and get vital chip damage on targets such as Tapu Lele and Heatran.

Set Details
========
(add line of space)
Maximum Attack EVs are necessary to hit as hard as possible. A Jolly nature is mandatory, (AC) as Mega Beedrill cannot outpace Pokemon such as like Tapu Koko and slower Choice Scarf users such as Tapu Bulu, Hoopa-U, and Heatran with an Adamant nature. Swarm is used over Sniper as it to gives Mega Alakazam and Porygon-2 Porygon2 useless abilities if Beedrill were to be used as sack death fodder prior to Mega Evolution.

Usage Tips
========
(add line of space)
U-turn should be used most of the time because Mega Beedrill's purpose is to provide free switches. Beedrill will naturally become a threat as it wears down its checks with the combination of Knock Off and U-turn, so it is recommended to treat Beedrill it as a supplemental team member more than a standalone Pokemon. Analyze the risk and reward of clicking Poison Jab.; (period->semicolon) it can be the difference between getting a KO or and losing momentum, the latter being the opposite of what Beedrill should be doing. Similarly, if Pursuit were to be used over Drill Run when deciding whether to use Pursuit or Drill Run, try not to gamble too much with it the former (assuming this is what you meant.).

Swords Dance should be used in matchups where teams rely on pivoting in to beat Beedrill with Pokemon such as like Ferrothorn and Zapdos. Swords Dance It is also important for forcing Skarmory in when playing against stall.; (period->semicolon) many players will be resilient unwilling to bring it in and will just recover with their Mega Sableye or Toxapex, (AC) since going into Skarmory completely saps momentum, (AC) especially if Stealth Rock is taken into account. Swords Dance completely eliminates this factor in actual gameplay, making it important because breakers such as like Garchomp cannot set up on Sableye for example. Despite what the type chart is the weakness to Rock, prioritize getting Beedrill in even if Stealth Rock is up.; (period->semicolon) Beedrill is amazing at maintaining momentum, (AC) and entry hazards can always be removed when Beedrill it actually needs its health. Remember that Beedrill can still come in on Pokemon such as like Tapu Fini, Tangrowth, Tapu Bulu, and Clefable, (AC) so take advantage of these Pokemon them.

Team Options
========
(add line of space)
Magnezone is an excellent teammate, (AC) since it traps Mega Scizor (as far as I know, non-Mega Scizor is irrelevant in OU; remove this otherwise), Celesteela, and Ferrothorn, Pokemon that would otherwise comfortably come in on Mega Beedrill. Beedrill synergizes well with Magnezone, (AC) as it can Knock Off Skarmory's Shed Shell and destroy Heatran with Drill Run, Pokemon Magnezone cannot trap (might want to rephrase this, since it can trap Heatran; it just can't beat it after doing so.). Even if entry hazard control is one of the more controversial terms difficult to make use of right now (just trying to decipher what exactly this means, but feel free to clarify because I'm not sure) due to the prevalence of offensive hazard setters and spin blockers spinblockers such as Greninja and Gengar, respectively, hazard control it will still be a necessity, especially late-game (add hyphen). More offensively inclined options of hazard removal are preferred., (period->comma) so Kartana, (RC) Pheromosa, (RC) (iirc it's banned now) and Latios fill this role quite nicely.

Without a solid breaker, Beedrill is useless. Beedrill It is great at giving free switches, (AC) so look no further for teammates than slapping on some of the deadliest breakers in the tier: Tapu Lele, Kyurem-B, Hoopa-U, Greninja, Choice Band Zygarde, Gengar, and Crawdaunt are some of the many examples. Having entry hazards up makes the game much quicker., (period->comma) so Spikes Greninja, whether Ash or Protean regardless of its ability, is a premier teammate. and Stealth Rock users include such as Landorus-T and Heatran make for great teammates. Finally, Rotom-W forms a potent VoltTurn core with Beedrill, (AC) as Rotom-W can pivot into Pokemon such as like Landorus-T and Mega Pinsir, proceeding to force them out and gain momentum with Volt Switch. Other VoltTurn teammates include Magearna and Tapu Koko. Ice Beam Magearna, (AC) in particular, (AC) can lure in Landorus-T, even better especially if it is holding a Shuca Berry.

[STRATEGY COMMENTS]
Other Options
=============
(add line of space)
X-Scissors, Fell Stinger, and Tailwind are all appealing options, but they fail to address any of the issues Mega Beedrill currently has. Beedrill will should more often U-turn than Pursuit for chip damage, (AC) as the loss in momentum is detrimental to the types of teams Beedrill it is on (if this is what you're trying to say, this probably belongs in Usage Tips, although there is a line there regarding using Pursuit or Drill Run.). Toxic Spikes is an option to put pressure on teams that rely on defensive cores with Tangrowth, Zygarde, and / or Tapu Fini.

Checks and Counters
===================
(add line of space)
**Stealth Rock**: Beedrill can only keep up momentum for so long with Stealth Rock up on the field (this isn't clear in telling readers how Stealth Rock hinders Mega Beedrill) Mega Beedrill uses U-turn frequently to keep up momentum, so passive damage from Stealth Rock wears it down quickly.

**Bulky Ground-types**: Landorus-T completely walls Mega Beedrill., (period->comma) setting up Stealth Rock or using it as setup bait if it Beedrill decides to uses a different move (i think you're missing some words here, though, because it doesn't make sense at the moment), (RC) Landorus-T can set up Stealth Rock or use it as set up bait. Rocky Helmet Garchomp and Hippowdon can punish Beedrill for using U-turn (does Hippowdon also carry Rocky Helmet? Otherwise, I'm not sure how it punishes Beedrill for using U-turn). Gliscor also walls Beedrill, (AC) but it has to be wary of Knock Off if its Toxic Orb is not activated.

**Priority and Choice Scarf Users**: Mega Beedrill's abysmal physical Defense means it can be easily picked off by priority from the likes of Mega Mawile or Zygarde. Choice Scarf users such as Garchomp and Greninja can also easily revenge kill it.

**Steel-types not weak to Ground**: If Magnezone is not paired with Mega Beedrill, they Steel-types not weak to Ground are universal switch-ins. Mega Scizor, physically defensive Ferrothorn, Celesteela, and Skarmory completely wall Beedrill, (AC) as they take minimal little to no damage, (RC) if not being immune, (RC) from Drill Run.

**Toxapex**: Drill Run bounces off of Toxapex. Specially defensive variants are softer checks, (AC) but they can still usually force Mega Beedrill out with the threat of a Scald burn from Scald.
I wanna take a moment to commend you for your incredible editing efforts. It really looks like you put a lot of work into this. Very nice!
 

fleurdyleurse

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hey! a few things the above post by Vertex stated are wrong.

hello Eyan
the first thing is the use of "like" vs "such as." the word "like" is only used in similes aka figurative language. i am aware it is used over "such as" when listing things in english vernacular, but you don't use "like" for lists. in this analysis, i am listing examples but i am not comparing anything. "such as" should be used over "like" in every instance. "like" is also used in conjunction with prepositions but i didn't see any of these when i was rereading this.
this is really not correct. "like" can definitely be used to list. after all, it does mean "similar to"; if i list using "like", i mean "Pokemon similar to x, y, and z". "such as" is just used to state inclusion (although i note that currently "like" is used in the same way as "such as" but that is a more contentious issue that isn't too pertinent in this case). is it really appropriate to use "such as" over "like" in every instance, then?

nope. eyan generally changed "such as" to "like" in a case when you said "Pokemon such as"; "Pokemon like" here is more specific (so now you're saying Pokemon similar to x and y). so in this case his changes were fine (unnecessary? perhaps. wrong? definitely not.)

the second thing was when to use "mega beedrill" and "beedrill."

"Mega Beedrill's unique movepool lets it support the team in various ways such as breaking with Swords Dance, trapping with Pursuit, and even setting up Toxic Spikes."

on the other hand, this is incorrect because beedrill does not gain a unique movepool upon mega evolution. mega beedrill has the same movepool as regular beedrill's movepool. i agree these are very confusing so i decided to just go through each example of beedrill vs mega beedrill myself.
that change, too, isn't incorrect. the sentence states that "Beedrill's unique movepool lets it support the team", but it's really not regular beedrill that's supporting the team -- it's mega beedrill. it's not about whether beedrill gains the movepool or not; it's about it supporting the team.

i hope this clarifies things!
 

dhelmise

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no one uses "like" over "such as" in professional writing. it is wrong. perceive this how you want but either way i'm not implementing it because it is not necessary.

the second change is incorrect because you are using possession.

take this how you will but to say i'm just blatantly wrong and then backing up with incorrect statements yourself is rude and kinda makes me wonder....not here to start any arguments, so i'll just say that both versions are correct, but people use "such as" over "like" for a reason.
Hey there ballislife, believe it or not, "like" is one of the most common words in the English language, regardless of context, which includes professional writing. Even then, there is absolutely zero reason for you to blatantly deny an amcheck and the extremely correct reasoning that fleurdyleurse has provided. "like" and "such as" are not the same thing. There are several distinctions, which Eyan properly addressed in his check, that you had wrong. As fleur said, "like" means "similar to", and "such as" is just a way to introduce a list of examples. The Merriam-Webster dictionary states the definitions, uses, and differences between the two, so I'm PRETTY sure that Eyan, fleurdyleurse, and myself are not wrong here. Can you please provide reasoning besides "like is not serious lol" to make us believe why you shouldn't implement Eyan's amcheck? It was really quite rude of you to say this because of such a little difference that still has purpose and to provoke GPers and sit as a nuisance because of it. Sorry that you don't think that "like" is serious, but your opinion does not match the definitions of the two phrases, nor does the "evidence" that you provided (not used in professional writing). Like I said before, please provide reasoning as to why you shouldn't use "like", and we will reconsider the amateur check. Until then, good day.

the second change is incorrect because you are using possession.
What even?
 

fleurdyleurse

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hey: the dictionary does state that "While the present objection to it is perhaps more heated than rational". you're not proven entirely correct, because it still states this definition:

"Definition of like
  1. 1a : having the characteristics of : similar to his house is like a barn it's like when we were kidsb : typical of was like him to do thatc : comparable to : approximating costs something like fifty cents

  2. 2: in the manner of : similarly to acts like a fool

  3. 3: as though there would be looks like rain

  4. 4: such as a subject like physics"
it's pretty disingenuous if you don't quote the fact that the definition is still there. it's definitely not incorrect to use like (based on that source, which we both agree is factual), and it's definitely accepted on smogon -- where you're writing an analysis on. (unless you want to "ignore pure fact")
 

Colonel M

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The next person to argue the point is getting an infraction. Not only is the exchange (outside of fleur) petty it's an am check that we're arguing over.

Implement the check if GP requests to implement it. While you're more than free to disagree on a check, no one here stated that anyone was "blatantly" wrong. I mean we're arguing over the term "like" here ffs.

I cannot believe I'm actually reading this exchange. If there is a future issue with this please talk it over either like civil people or in private.
 

dhelmise

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[OVERVIEW]

With Adaptability and the ridiculous offensive stats that Beedrill gains upon Mega Evolution, Beedrill becomes it performs as a fearsome U-turn user that forces in slower checks such as Zapdos and Toxapex for teammates to take advantage of. Mega Beedrill's (this isn't incorrect, they have the same movepool) unique movepool lets it support the team in various ways such as breaking with Swords Dance, trapping with Pursuit, and even setting up Toxic Spikes. That's where the good news ends. (RP) However, (AC) Beedrill's niche is contrary to fits poorly with its typing (contrary is a little vague), (AC) as it gives it a nasty weakness to Stealth Rock, even which is made worse when Spikes are is taken into account. Beedrill also struggles in a metagame where Landorus-T runs rampant.

[SET]
name: Offensive Pivot
move 1: U-turn
move 2: Poison Jab
move 3: Drill Run
move 4: Swords Dance / Knock Off / Pursuit
item: Beedrillite
ability: Swarm
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
(add line of space)
U-turn is a powerful move that forces many switches; it provides free turns for powerful strong breakers such as Tapu Lele and Kyurem-B because of how Mega Beedrill tends to force in slower Pokemon such as Landorus-T and Toxapex. Poison Jab is Mega Beedrill's strongest attack, easily 2HKOing Pokemon such as like Mega Charizard X and Tornadus-T. Poison Jab It even has a 30% chance to poison, (AC) meaning that it has applications as a fail-safe (add hyphen) move (I think you're implying using the odds to come back from unfavourable situations, but it needs to be clarified.). Drill Run is mandatory, (AC) as Magearna, Mega Mawile, Heatran, Magnezone, and specially defensive Toxapex would otherwise wall it Beedrill. Swords Dance is the preferred filler move in the fourth slot to allow it to break Pokemon such as like Zapdos and Toxapex, (RC) while making it a more immediate threat to defensive teams. Knock Off can be used for removing items such as Shed Shell, which is instrumental for teammates such as like Magnezone. Finally, Pursuit can be used is an option (don't implement this) in the last slot to trap Gengar and get vital chip damage on targets such as Tapu Lele and Heatran.

Set Details
========
(add line of space)
Maximum Attack EVs are necessary to hit as hard as possible. A Jolly nature is mandatory, (AC) as Mega Beedrill cannot outpace Pokemon such as like Tapu Koko and slower Choice Scarf users such as Tapu Bulu, Hoopa-U, and Heatran with an Adamant nature. Swarm is used over Sniper as it to gives Mega Alakazam and Porygon-2 Porygon2 useless abilities if Beedrill were to be used as sack death fodder prior to Mega Evolution.

Usage Tips
========
(add line of space)
U-turn should be used most of the time because Mega Beedrill's purpose is to provide free switches. Beedrill will naturally become a threat, (AC) as it wears down its checks with the combination of Knock Off and U-turn, so it is recommended to treat Beedrill it as a supplemental team member more than a standalone Pokemon. Analyze the risk and reward of clicking Poison Jab.; (period->semicolon) it can be the difference between getting a KO or and losing momentum, the latter being the opposite of what Beedrill should be doing. Similarly, if Pursuit were to be used over Drill Run, (RC) try not to gamble too much with it Pursuit when deciding between using it and Drill Run(assuming this is what you meant.).

Swords Dance should be used in matchups where teams rely on pivoting in to beat Mega Beedrill with Pokemon such as like Ferrothorn and Zapdos. Swords Dance It is also important for forcing Skarmory in when playing against stall.; (period->semicolon) many players will be resilient unwilling to bring it in and will just recover with their Mega Sableye or Toxapex, (AC) since going into Skarmory completely saps momentum, (AC) especially if Stealth Rock is taken into account. Swords Dance completely eliminates this factor in actual gameplay, making it important because breakers such as like Garchomp cannot set up on Sableye for example. Despite what the type chart is the weakness to Rock, prioritize getting Mega Beedrill in even if Stealth Rock is up.; (period->semicolon) Mega Beedrill is amazing at maintaining momentum, (AC) and entry hazards can always be removed when Beedrill it actually needs its health. Remember that Mega Beedrill can still come in on Pokemon such as like Tapu Fini, Tangrowth, Tapu Bulu, and Clefable, (AC) so take advantage of these Pokemon them.

Team Options
========
(add line of space)
Magnezone is an excellent teammate, (AC) since it traps Mega Scizor (as far as I know, non-Mega Scizor is irrelevant in OU; remove this otherwise), Celesteela, and Ferrothorn, Pokemon that would otherwise comfortably come in on Mega Beedrill. Mega Beedrill synergizes well with Magnezone, (AC) as it can Knock Off remove (avoid using moves as actions) Skarmory's Shed Shell with Knock Off and destroy Heatran with Drill Run, which are Pokemon that Magnezone cannot trap (might want to rephrase this, since it can trap Heatran; it just can't beat it after doing so.). Even if entry hazard control is one of the more controversial terms difficult to make use of right now (No time-related terms) (just trying to decipher what exactly this means, but feel free to clarify because I'm not sure) due to the prevalence of offensive hazard setters and spin blockers spinblockers such as Greninja and Gengar, respectively, hazard control it will can still be a necessity, especially late-game (add hyphen). More offensively inclined options of hazard removal are preferred., (period->comma) so Kartana, (RC) Pheromosa, (RC) (iirc it's banned now) (yes) and Latios fill this role quite nicely.

Without a solid breaker, Beedrill is useless. Beedrill It is great at giving free switches, (AC) so look no further for teammates than slapping on some of the deadliest breakers threats (repetition) in the tier: Tapu Lele, Kyurem-B, Hoopa-U, Greninja, Choice Band Zygarde, Gengar, and Crawdaunt are some of the many examples. Having hazards up makes the game much quicker., (period->comma) so Spikes Greninja, whether Ash or Protean regardless of its ability, is a premier teammate. and Stealth Rock users include such as Landorus-T and Heatran make for great teammates. Finally, Rotom-W forms a potent VoltTurn core with Beedrill, (AC) as Rotom-W can pivot into Pokemon such as like Landorus-T and Mega Pinsir, proceeding to force them out and gain momentum with Volt Switch. Other VoltTurn teammates include Magearna and Tapu Koko. Ice Beam Magearna, (AC) in particular, (AC) can lure in Landorus-T, even better especially if it is holding a Shuca Berry.

[STRATEGY COMMENTS]
Other Options
=============
(add line of space)
X-Scissors, Fell Stinger, and Tailwind are all appealing options, but they fail to address any of the issues Mega Beedrill currently has. Beedrill will should more often use U-turn than Pursuit for chip damage, (AC) as the loss in momentum is detrimental to the types of teams Beedrill it is on (if this is what you're trying to say, this probably belongs in Usage Tips, although there is a line there regarding using Pursuit or Drill Run.). Toxic Spikes is an option to put pressure on teams that rely on defensive cores with Tangrowth, Zygarde, and / or Tapu Fini.

Checks and Counters
===================
(add line of space)
**Stealth Rock**: Beedrill can only keep up momentum for so long with Stealth Rock up on the field (this isn't clear in telling readers how Stealth Rock hinders Mega Beedrill) Mega Beedrill uses U-turn frequently to keep up momentum, so passive damage from Stealth Rock wears it down quickly.

**Bulky Ground-types**: Landorus-T completely walls Mega Beedrill., (period->comma) setting up Stealth Rock or using it as setup bait if it Beedrill decides to uses a different move (i think you're missing some words here, though, because it doesn't make sense at the moment), (RC) Landorus-T can set up Stealth Rock or use it as set up bait. Rocky Helmet Garchomp and Hippowdon can punish Mega Beedrill for using U-turn (does Hippowdon also carry Rocky Helmet? Otherwise, I'm not sure how it punishes Beedrill for using U-turn). Gliscor also walls Beedrill, (AC) but it has to be wary of Knock Off if its Toxic Orb is not activated.

**Priority and Choice Scarf Users**: Mega Beedrill's abysmal physical Defense means it can be easily picked off by priority from the likes of Mega Mawile or Zygarde. Choice Scarf users such as Garchomp and Greninja can also easily revenge kill it.

**Non-Ground-weak Steel-types not weak to Ground**: If Magnezone is not paired with Mega Beedrill, they non-Ground-weak Steel-types not weak to Ground are universal switch-ins. Mega Scizor, physically defensive Ferrothorn, Celesteela, and Skarmory completely wall Beedrill, (AC) as they take minimal little to no damage, (RC) if not being immune, (RC) from Drill Run.

**Toxapex**: Drill Run bounces off of (leave "of") Toxapex. Specially defensive variants are softer checks, (AC) but they can still usually force Mega Beedrill out with the threat of a Scald burn from Scald (leave "Scald burn").


Normally I provide two different checks: one for the amchecker to look over, and one for the writer to implement. However, I'm not doing this, as all of my changes were minimal, therefore making it virtually the same to implement.

Eyan regarding the whole "like" versus "such as" controversy: while they do mean different things and have different situational uses, on analyses they're all used in virtually the same context, so there's no need to change every such as into like, and vice versa. Vertex apologies for the rudeness I portrayed earlier, feel free to implement the "such as" -> "like" changes if you want, but I'm not stopping you. In the future, however, please don't target an amchecker's changes; if you have questions about it, PM a GPer or GP leader, or just wait for someone to go over it. If nobody goes over it, then I'd proceed to PM a GPer/GP leader.

I'll go ahead and stamp this Eyan, but in the future, keep in mind that "such as" does not need to be changed into "like".

GP 1/2
 
Last edited:

Sobi

Banned deucer.
Amcheck; doesn't count unless stamped; implement with reply button!
Additions
Removals
Comments
[OVERVIEW]

With Adaptability and the ridiculous offensive stats that Beedrill gains upon Mega Evolution, it performs as a fearsome U-turn user that forces in slower checks such as Zapdos and Toxapex for teammates to take advantage of. Mega Beedrill's unique movepool lets it support the team in various ways such as breaking with Swords Dance, trapping with Pursuit, and even setting up Toxic Spikes. However, Beedrill's niche fits poorly with its typing, as it gives it a nasty weakness to Stealth Rock, which is made worse when Spikes is taken into account. Beedrill also struggles in a metagame where Landorus-T runs rampant.

[SET]
name: Offensive Pivot
move 1: U-turn
move 2: Poison Jab
move 3: Drill Run
move 4: Swords Dance / Knock Off / Pursuit
item: Beedrillite
ability: Swarm
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

U-turn is a powerful move that provides free turns for strong breakers such as Tapu Lele and Kyurem-B because of how Mega Beedrill tends to force in slower Pokemon such as Landorus-T and Toxapex. Poison Jab is Mega Beedrill's strongest attack, easily 2HKOing Pokemon such as Mega Charizard X and Tornadus-T. It even has a 30% chance to poison, meaning that it has applications as a fail-safe move. Drill Run is mandatory, as Magearna, Mega Mawile, Heatran, Magnezone, and specially defensive Toxapex would otherwise wall Beedrill. Swords Dance is the preferred move in the fourth slot to allow it to break Pokemon such as Zapdos and Toxapex while making it a more immediate threat to defensive teams. Knock Off can be used for removing items such as Shed Shell, which is instrumental for teammates such as Magnezone. Finally, Pursuit can be used in the last slot to trap Gengar and get vital chip damage on targets such as Tapu Lele and Heatran.

Set Details
========

Maximum Attack EVs are necessary to hit as hard as possible. A Jolly nature is mandatory, as Mega Beedrill cannot outpace Pokemon such as Tapu Koko and slower Choice Scarf users such as Tapu Bulu, Hoopa-U, and Heatran with an Adamant nature. Swarm is used over Sniper to give Mega Alakazam and Porygon2 useless abilities if Beedrill were to be used as death fodder prior to Mega Evolution.

Usage Tips
========

U-turn should be used most of the time because Mega Beedrill's purpose is to provide free switches. Beedrill will naturally become a threat, (AC) (keep comma but remove the comment) as it wears down its checks with the combination of Knock Off and U-turn, so it is recommended to treat it as a supplemental team member more than a standalone Pokemon. Analyze the risk and reward of clicking Poison Jab; it can be the difference between getting a KO and losing momentum, the latter being the opposite of what Beedrill should be doing. Similarly, try not to gamble too much with Pursuit when deciding between using it and Drill Run.

Swords Dance should be used in matchups where teams rely on pivoting in to beat Mega Beedrill with Pokemon such as Ferrothorn and Zapdos. It is also important for forcing Skarmory in when playing against stall; many players will be unwilling to bring it in and will just recover with their Mega Sableye or Toxapex, since going into Skarmory completely saps momentum, especially if Stealth Rock is taken into account. Swords Dance completely eliminates this factor in actual gameplay, making it important because breakers such as Garchomp cannot set up on Mega Sableye for example. Despite the weakness to Rock, prioritize getting Mega Beedrill in even if Stealth Rock is up; Mega Beedrill is amazing at maintaining momentum, and entry hazards can always be removed when it actually needs its health. Remember that Mega Beedrill can still come in on Pokemon like Tapu Fini, Tangrowth, Tapu Bulu, and Clefable, so take advantage of them.

Team Options
========

Magnezone is an excellent teammate, since it traps Scizor, Celesteela, and Ferrothorn, Pokemon that would otherwise comfortably come in on Mega Beedrill. Mega Beedrill synergizes well with Magnezone, as it can remove Skarmory's Shed Shell with Knock Off and destroy Heatran with Drill Run, which are Pokemon that Magnezone cannot trap. Even if entry hazard control is difficult to make use of due to the prevalence of offensive hazard setters and spinblockers such as Greninja and Gengar, respectively, it can still be a necessity, especially late-game. More offensively inclined options of hazard removal are preferred, so Kartana and Latios fill this role quite nicely.

Without a solid breaker, Beedrill is useless. It is great at giving free switches, so look no further for teammates than some of the deadliest threats in the tier: tier, such as Tapu Lele, Kyurem-B, Hoopa-U, Greninja, Choice Band Zygarde, Gengar, and Crawdaunt. Crawdaunt are some of the many examples. Having hazards up makes the game much quicker, so Spikes Greninja, regardless of its ability, and Stealth Rock users such as Landorus-T and Heatran make for great teammates. Finally, Rotom-W forms a potent VoltTurn core with Beedrill, as Rotom-W can pivot into Pokemon such as Landorus-T and Mega Pinsir, proceeding to force them out and gain momentum with Volt Switch. Other VoltTurn teammates include Magearna and Tapu Koko. Ice Beam Magearna, in particular, can lure in Landorus-T, Landorus-T and hit it super effectively, especially if it is holding a Shuca Berry. (what does magearna do after luring in lando-t? replace that with my change because it doesn't lure it and do nothing)

[STRATEGY COMMENTS]
Other Options
=============

X-Scissor, Fell Stinger, and Tailwind are all appealing options, but they fail to address any of the issues Mega Beedrill currently has. Beedrill should more often use U-turn than Pursuit for chip damage, as the loss in momentum is detrimental to the types of teams it is on. Toxic Spikes is an option to put pressure on teams that rely on defensive cores with Tangrowth, Zygarde, or Tapu Fini.

Checks and Counters
===================

**Stealth Rock**: Mega Beedrill uses U-turn frequently to keep up momentum, so damage from Stealth Rock wears it down quickly.

**Bulky Ground-types**: Landorus-T completely walls Mega Beedrill, setting up Stealth Rock or using it as setup bait if it uses a different move. Rocky Helmet Garchomp and Hippowdon can punish Mega Beedrill for using U-turn. Gliscor also walls Beedrill, but it has to be wary of Knock Off if its Toxic Orb is not activated.

**Priority and Choice Scarf Users**: Mega Beedrill's abysmal Defense means it can be easily picked off by priority from the likes of Mega Mawile or Zygarde. Choice Scarf users such as Garchomp and Greninja can also easily revenge kill it.

**Non-Ground weak **Non-Ground-weak Steel-types**: If Magnezone is not paired with Mega Beedrill, non-Ground-weak Steel-types are universal switch-ins. Mega Scizor, physically defensive Ferrothorn, Celesteela, and Skarmory completely wall Beedrill, as they take little to no damage from Drill Run.

**Toxapex**: Drill Run bounces off of Toxapex. Specially defensive variants are softer checks, but they can still usually force Mega Beedrill out with the threat of a Scald burn.
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
Fireflame479: Remove Add Comments Delete Amcheck (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
Sobi: Additions Removals Comments
[OVERVIEW]

With Adaptability and the ridiculous offensive stats that Beedrill gains upon Mega Evolution, it performs as a fearsome U-turn user that forces in slower checks such as Zapdos and Toxapex for teammates to take advantage of. Mega Beedrill's unique movepool lets it support the team in various ways such as wallbreaking with Swords Dance, trapping with Pursuit, and even setting up Toxic Spikes. However, Mega Beedrill's niche fits poorly with its typing, as it gives it a nasty weakness to Stealth Rock, which is made worse when Spikes is taken into account. Mega Beedrill also struggles in a metagame where Landorus-T runs rampant.

[SET]
name: Offensive Pivot
move 1: U-turn
move 2: Poison Jab
move 3: Drill Run
move 4: Swords Dance / Knock Off / Pursuit
item: Beedrillite
ability: Swarm
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

U-turn is a powerful move that provides free turns for strong wallbreakers such as Tapu Lele and Kyurem-B because of how Mega Beedrill tends to force in slower Pokemon such as Landorus-T and Toxapex. Poison Jab is Mega Beedrill's strongest attack, easily 2HKOing Pokemon such as Mega Charizard X and Tornadus-T. It even has a 30% chance to poison, meaning that it has applications as a fail-safe move. Drill Run is mandatory, as Magearna, Mega Mawile, Heatran, Magnezone, and specially defensive Toxapex would otherwise wall Mega Beedrill. Swords Dance is the preferred move in the fourth slot to allow it to break Pokemon such as Zapdos and Toxapex while making it a more immediate threat to defensive teams. Knock Off can be used for removing items such as Shed Shell, which is instrumental for teammates such as Magnezone. Finally, Pursuit can be used in the last slot to trap Gengar and get vital chip damage on targets such as Tapu Lele and Heatran.

Set Details
========

Maximum Attack EVs are necessary to hit as hard as possible. A Jolly nature is mandatory, as Mega Beedrill cannot outpace Pokemon such as Tapu Koko and slower Choice Scarf users such as Tapu Bulu, Hoopa-U, and Heatran with an Adamant nature. Swarm is used over Sniper to give Mega Alakazam and Porygon2 useless abilities if Beedrill were to be used as death fodder prior to Mega Evolution.

Usage Tips
========

U-turn should be used most of the time because Mega Beedrill's purpose is to provide free switches. Mega Beedrill will naturally become a threat, (AC) (keep comma but remove the comment) as it wears down its checks with the combination of Knock Off and U-turn, so it is recommended to treat it as a supplemental team member more than a standalone Pokemon. Analyze the risk and reward of clicking Poison Jab; it can be the difference between getting a KO and losing momentum, the latter being the opposite of what Mega Beedrill should be doing. Similarly, try not to gamble too much with Pursuit when deciding between using it and Drill Run.

Swords Dance should be used in matchups where teams rely on pivoting in to beat Mega Beedrill with Pokemon such as Ferrothorn and Zapdos. It is also important for forcing Skarmory in when playing against stall; many players will be unwilling to bring it in and will just recover with their Mega Sableye or Toxapex, since going into Skarmory completely saps momentum, especially if Stealth Rock is taken into account. Swords Dance completely eliminates this factor in actual gameplay, making it important because wallbreakers such as Garchomp cannot set up on Mega Sableye for example. Despite the weakness to Rock, prioritize getting Mega Beedrill in even if Stealth Rock is up; Mega Beedrill is amazing at maintaining momentum, and entry hazards can always be removed when it actually needs its health. Remember that Mega Beedrill can still come in on Pokemon like Tapu Fini, Tangrowth, Tapu Bulu, and Clefable, so take advantage of them.

Team Options
========

Magnezone is an excellent teammate, since it traps Mega Scizor, Celesteela, and Ferrothorn, Pokemon that would otherwise comfortably come in on Mega Beedrill. Mega Beedrill synergizes well with Magnezone, as it can remove Skarmory's Shed Shell with Knock Off and destroy Heatran with Drill Run, which are Pokemon that Magnezone cannot trap (I'm surprised the VoltTurn core isn't mentioned here but it's whatever. Add it if you want to.). Even if entry hazard control is difficult to make use of due to the prevalence of offensive hazard setters and spinblockers such as Greninja and Gengar, respectively, it can still be a necessity, especially late-game. More offensively inclined options of hazard removal are preferred, so Kartana and Latios fill this role quite nicely.

Without a solid wallbreaker, Mega Beedrill is useless. It is great at giving free switches, so look no further for teammates than some of the deadliest threats in the tier: tier, such as Tapu Lele, Kyurem-B, Hoopa-U, Greninja, Choice Band Zygarde, Gengar, and Crawdaunt. Crawdaunt are some of the many examples. Having hazards up makes the game much quicker, so Spikes Greninja, regardless of its ability, and Stealth Rock users such as Landorus-T and Heatran make for great teammates. Finally, Rotom-W forms a potent VoltTurn core with Mega Beedrill, as Rotom-W can pivot into Pokemon such as Landorus-T and Mega Pinsir, proceeding to force them out and gain momentum with Volt Switch. Other VoltTurn teammates include Magearna and Tapu Koko. Ice Beam Magearna, in particular, can lure in Landorus-T, Landorus-T and hit it super effectively, especially if it is holding a Shuca Berry. (what does magearna do after luring in lando-t? replace that with my change because it doesn't lure it and do nothing) (I assume you are correct in your change; I can't think of anything else Magearna specifically with Ice Beam might do)

[STRATEGY COMMENTS]
Other Options
=============

X-Scissor, Fell Stinger, and Tailwind are all appealing options, but they fail to address any of the issues Mega Beedrill currently has. Mega Beedrill should more often use U-turn than Pursuit for chip damage, as the loss in momentum is detrimental to the types of teams it is on. Toxic Spikes is an option to put pressure on teams that rely on defensive cores with Tangrowth, Zygarde, or Tapu Fini.

Checks and Counters
===================

**Stealth Rock**: Mega Beedrill uses U-turn frequently to keep up momentum, so damage from Stealth Rock wears it down quickly.

**Bulky Ground-types**: Landorus-T completely walls Mega Beedrill, setting up Stealth Rock or using it as setup bait if it uses a different move. Rocky Helmet Garchomp and Hippowdon can punish Mega Beedrill for using U-turn. Gliscor also walls Beedrill, but it has to be wary of Knock Off if its Toxic Orb is not activated.

**Priority and Choice Scarf Users**: Mega Beedrill's abysmal Defense means it can be easily picked off by priority from the likes of Mega Mawile or and Zygarde. Choice Scarf users such as Garchomp and Greninja can also easily revenge kill it.

**Non-Ground weak **Non-Ground-weak Steel-types**: If Magnezone is not paired with Mega Beedrill, non-Ground-weak Steel-types are universal switch-ins. Mega Scizor, physically defensive Ferrothorn, Celesteela, and Skarmory completely wall Mega Beedrill, as they take little to no damage from Drill Run.

**Toxapex**: Drill Run bounces off of Toxapex (I would rephrase this; it's a little awkward, and rewording it will improve clarity). Specially defensive variants are softer checks, but they can still usually force Mega Beedrill out with the threat of a Scald burn.
GP 2/2


Just be sure to refer to Beedrill as "Mega Beedrill" whenever not explicitly talking about the pre-Mega Evolution

Nice work Sobi
 
Last edited:

dhelmise

everything is embarrassing
is a Site Content Manageris a Battle Simulator Administratoris a Top Social Media Contributoris a Community Leaderis a Programmeris a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris a Top Dedicated Tournament Hostis a Smogon Discord Contributor Alumnus
Social Media Head
Fireflame479: Remove Add Comments Delete Amcheck (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
Sobi: Additions Removals Comments
[OVERVIEW]

With Adaptability and the ridiculous offensive stats that Beedrill gains upon Mega Evolution, it performs as a fearsome U-turn user that forces in slower checks such as Zapdos and Toxapex for teammates to take advantage of. Mega Beedrill's unique movepool lets it support the team in various ways such as wallbreaking with Swords Dance, trapping with Pursuit, and even setting up Toxic Spikes. However, Mega Beedrill's niche fits poorly with its typing, as it gives it a nasty weakness to Stealth Rock, which is made worse when Spikes is taken into account. Mega Beedrill also struggles in a metagame where Landorus-T runs rampant.

[SET]
name: Offensive Pivot
move 1: U-turn
move 2: Poison Jab
move 3: Drill Run
move 4: Swords Dance / Knock Off / Pursuit
item: Beedrillite
ability: Swarm
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

U-turn is a powerful move that provides free turns for strong wallbreakers such as Tapu Lele and Kyurem-B because of how Mega Beedrill tends to force in slower Pokemon such as Landorus-T and Toxapex. Poison Jab is Mega Beedrill's strongest attack, easily 2HKOing Pokemon such as Mega Charizard X and Tornadus-T. It even has a 30% chance to poison, meaning that it has applications as a fail-safe move. Drill Run is mandatory, as Magearna, Mega Mawile, Heatran, Magnezone, and specially defensive Toxapex would otherwise wall Mega Beedrill. Swords Dance is the preferred move in the fourth slot to allow it to break Pokemon such as Zapdos and Toxapex while making it a more immediate threat to defensive teams. Knock Off can be used for removing items such as Shed Shell, which is instrumental for teammates such as Magnezone. Finally, Pursuit can be used in the last slot to trap Gengar and get vital chip damage on targets such as Tapu Lele and Heatran.

Set Details
========

Maximum Attack EVs are necessary to hit as hard as possible. A Jolly nature is mandatory, as Mega Beedrill cannot outpace Pokemon such as Tapu Koko and slower Choice Scarf users such as Tapu Bulu, Hoopa-U, and Heatran with an Adamant nature. Swarm is used over Sniper to give Mega Alakazam and Porygon2 useless abilities if Beedrill were to be used as death fodder prior to Mega Evolution.

Usage Tips
========

U-turn should be used most of the time because Mega Beedrill's purpose is to provide free switches. Mega Beedrill will naturally become a threat, (AC) (keep comma but remove the comment) as it wears down its checks with the combination of Knock Off and U-turn, so it is recommended to treat it as a supplemental team member more than a standalone Pokemon. Analyze the risk and reward of clicking Poison Jab; it can be the difference between getting a KO and losing momentum, the latter being the opposite of what Mega Beedrill should be doing. Similarly, try not to gamble too much with Pursuit when deciding between using it and Drill Run.

Swords Dance should be used in matchups where teams rely on pivoting in to beat Mega Beedrill with Pokemon such as Ferrothorn and Zapdos. It is also important for forcing Skarmory in when playing against stall; many players will be unwilling to bring it in and will just recover with their Mega Sableye or Toxapex, since going into Skarmory completely saps momentum, especially if Stealth Rock is taken into account. Swords Dance completely eliminates this factor in actual gameplay, making it important because wallbreakers such as Garchomp cannot set up on Mega Sableye for example. Despite the weakness to Rock, prioritize getting Mega Beedrill in even if Stealth Rock is up; Mega Beedrill is amazing at maintaining momentum, and entry hazards can always be removed when it actually needs its health. Remember that Mega Beedrill can still come in on Pokemon like Tapu Fini, Tangrowth, Tapu Bulu, and Clefable, so take advantage of them.

Team Options
========

Magnezone is an excellent teammate, since it traps Mega Scizor, Celesteela, and Ferrothorn, Pokemon that would otherwise comfortably come in on Mega Beedrill. Mega Beedrill synergizes well with Magnezone, as it can remove Skarmory's Shed Shell with Knock Off and destroy Heatran with Drill Run, which are Pokemon that Magnezone cannot trap (I'm surprised the VoltTurn core isn't mentioned here but it's whatever. Add it if you want to.). Even if entry hazard control is difficult to make use of due to the prevalence of offensive hazard setters and spinblockers such as Greninja and Gengar, respectively, it can still be a necessity, especially late-game. More offensively inclined options of hazard removal are preferred, so Kartana and Latios fill this role quite nicely.

Without a solid wallbreaker, Mega Beedrill is useless. It is great at giving free switches, so look no further for teammates than some of the deadliest threats in the tier: tier, such as Tapu Lele, Kyurem-B, Hoopa-U, Greninja, Choice Band Zygarde, Gengar, and Crawdaunt. Crawdaunt are some of the many examples. Having hazards up makes the game much quicker, so Spikes Greninja, regardless of its ability, and Stealth Rock users such as Landorus-T and Heatran make for great teammates. Finally, Rotom-W forms a potent VoltTurn core with Mega Beedrill, as Rotom-W can pivot into Pokemon such as Landorus-T and Mega Pinsir, proceeding to force them out and gain momentum with Volt Switch. Other VoltTurn teammates include Magearna and Tapu Koko. Ice Beam Magearna, in particular, can lure in Landorus-T, Landorus-T and hit it super effectively, especially if it is holding a Shuca Berry. (what does magearna do after luring in lando-t? replace that with my change because it doesn't lure it and do nothing) (I assume you are correct in your change; I can't think of anything else Magearna specifically with Ice Beam might do)

[STRATEGY COMMENTS]
Other Options
=============

X-Scissor, Fell Stinger, and Tailwind are all appealing options, but they fail to address any of the issues Mega Beedrill currently has. Mega Beedrill should more often use U-turn than Pursuit for chip damage, as the loss in momentum is detrimental to the types of teams it is on. Toxic Spikes is an option to put pressure on teams that rely on defensive cores with Tangrowth, Zygarde, or Tapu Fini.

Checks and Counters
===================

**Stealth Rock**: Mega Beedrill uses U-turn frequently to keep up momentum, so damage from Stealth Rock wears it down quickly.

**Bulky Ground-types**: Landorus-T completely walls Mega Beedrill, setting up Stealth Rock or using it as setup bait if it uses a different move. Rocky Helmet Garchomp and Hippowdon can punish Mega Beedrill for using U-turn. Gliscor also walls Beedrill, but it has to be wary of Knock Off if its Toxic Orb is not activated.

**Priority and Choice Scarf Users**: Mega Beedrill's abysmal Defense means it can be easily picked off by priority from the likes of Mega Mawile or and Zygarde. Choice Scarf users such as Garchomp and Greninja can also easily revenge kill it.

**Non-Ground weak **Non-Ground-weak Steel-types**: If Magnezone is not paired with Mega Beedrill, non-Ground-weak Steel-types are universal switch-ins. Mega Scizor, physically defensive Ferrothorn, Celesteela, and Skarmory completely wall Mega Beedrill, as they take little to no damage from Drill Run.

**Toxapex**: Drill Run bounces off of Toxapex (I would rephrase this; it's a little awkward, and rewording it will improve clarity). Specially defensive variants are softer checks, but they can still usually force Mega Beedrill out with the threat of a Scald burn.
GP 2/2


Just be sure to refer to Beedrill as "Mega Beedrill" whenever not explicitly talking about the pre-Mega Evolution

Nice work Sobi
Sobi why did you remove "Mega" from Mega Scizor? Regular scizor is nigh irrelevant in OU so it should remain mega.
 

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