BH Balanced Hackmons

I want to share another set I had great success with:

Gyarados-Mega @ Choice Band
Ability: Tough Claws
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Pursuit
- Knock Off
- U-turn
- Ice Hammer

With the combined power of 155 base attack, choice band and tough claws, it really hits like a truck. Some calcs:

252+ Atk Choice Band Tough Claws Gyarados-Mega Knock Off (97.5 BP) vs. 252 HP / 252 Def Registeel: 229-271 (62.9 - 74.4%) -- guaranteed 2HKO
252+ Atk Choice Band Tough Claws Gyarados-Mega Pursuit vs. 252 HP / 252 Def Aegislash-Shield: 378-446 (116.6 - 137.6%) -- guaranteed OHKO
252+ Atk Choice Band Tough Claws Gyarados-Mega Knock Off (97.5 BP) vs. 252 HP / 252+ Def Giratina: 492-582 (97.6 - 115.4%) -- 87.5% chance to OHKO
252+ Atk Choice Band Tough Claws Gyarados-Mega Pursuit vs. 252 HP / 252+ Def Giratina: 408-480 (80.9 - 95.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tough Claws Gyarados-Mega Ice Hammer vs. 252 HP / 252+ Def Fur Coat Zygarde-Complete: 336-396 (52.8 - 62.2%) -- guaranteed 2HKO
252+ Atk Choice Band Tough Claws Gyarados-Mega Pursuit vs. 252 HP / 252+ Def Kyogre-Primal: 246-291 (60.8 - 72%) -- guaranteed 2HKO

Pursuit allows it to kill mons that want to switch out, like Giratina, Aegislash, MMY that is choice-locked into Psystrike, and poison healers that got their ability suppressed but didn't switch out immediately.
Knock Off hits insanely hard, provides utility in removing items and is the main attacking move, while Ice Hammer nails Yveltal and Zygod who want to absorb a Knock Off and U-turn provides momentum and allows to bluff a RegenVest set early in the battle.
 
I want to share another set I had great success with:

Gyarados-Mega @ Choice Band
Ability: Tough Claws
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Pursuit
- Knock Off
- U-turn
- Ice Hammer

With the combined power of 155 base attack, choice band and tough claws, it really hits like a truck. Some calcs:

252+ Atk Choice Band Tough Claws Gyarados-Mega Knock Off (97.5 BP) vs. 252 HP / 252 Def Registeel: 229-271 (62.9 - 74.4%) -- guaranteed 2HKO
252+ Atk Choice Band Tough Claws Gyarados-Mega Pursuit vs. 252 HP / 252 Def Aegislash-Shield: 378-446 (116.6 - 137.6%) -- guaranteed OHKO
252+ Atk Choice Band Tough Claws Gyarados-Mega Knock Off (97.5 BP) vs. 252 HP / 252+ Def Giratina: 492-582 (97.6 - 115.4%) -- 87.5% chance to OHKO
252+ Atk Choice Band Tough Claws Gyarados-Mega Pursuit vs. 252 HP / 252+ Def Giratina: 408-480 (80.9 - 95.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tough Claws Gyarados-Mega Ice Hammer vs. 252 HP / 252+ Def Fur Coat Zygarde-Complete: 336-396 (52.8 - 62.2%) -- guaranteed 2HKO
252+ Atk Choice Band Tough Claws Gyarados-Mega Pursuit vs. 252 HP / 252+ Def Kyogre-Primal: 246-291 (60.8 - 72%) -- guaranteed 2HKO

Pursuit allows it to kill mons that want to switch out, like Giratina, Aegislash, MMY that is choice-locked into Psystrike, and poison healers that got their ability suppressed but didn't switch out immediately.
Knock Off hits insanely hard, provides utility in removing items and is the main attacking move, while Ice Hammer nails Yveltal and Zygod who want to absorb a Knock Off and U-turn provides momentum and allows to bluff a RegenVest set early in the battle.
I think this should go to Creative and Underrated sets. Btw you can go for Strong Jaw with Crunch and deal even more damage. You can also deal nasty damage with bite moves to switchins if you predict correctly. Like on Yveltal: 252+ Atk Choice Band Strong Jaw Gyarados-Mega Ice Fang vs. 252 HP / 252+ Def Yveltal: 294-348 (64.4 - 76.3%) -- guaranteed 2HKO.
Or since you main attacking type is Dark you can opt for Adaptability for that juicy 2.3% more damage. It actually matters on Giratina:
252+ Atk Choice Band Adaptability Gyarados-Mega Knock Off (97.5 BP) vs. 252 HP / 252 Def Registeel: 236-278 (64.8 - 76.3%) -- guaranteed 2HKO
Aegislsh died before, now it's dead as well.
252+ Atk Choice Band Adaptability Gyarados-Mega Knock Off (97.5 BP) vs. 252 HP / 252+ Def Giratina: 504-596 (100 - 118.2%) -- guaranteed OHKO
252+ Atk Choice Band Adaptability Gyarados-Mega Pursuit vs. 252 HP / 252 Def Giratina: 456-540 (90.4 - 107.1%) -- 43.8% chance to OHKO
252+ Atk Choice Band Gyarados-Mega Ice Hammer vs. 252 HP / 252+ Def Fur Coat Zygarde-Complete: 260-308 (40.8 - 48.4%) -- guaranteed 3HKO
252+ Atk Choice Band Adaptability Gyarados-Mega Pursuit vs. 252 HP / 252+ Def Kyogre-Primal: 252-298 (62.3 - 73.7%) -- guaranteed 2HKO
 
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Strong Jaw is a pretty crummy ability outside of Crunch and Psychic Fangs. Your only other options are Hyper Fang, Fire Fang, Poison Fang, Ice Fang, Thunder Fang, and Bite. You're looking at effective BP 97 elemental fangs and BP 75 Poison Fang. Hyper Fang at 120 isn't too shabby though, but poor coverage. For reference, Crunch is at 120 as well and Psychic Fangs at 127.5.

For comparison to Tough Claws...

Pursuit (no switch): 53
Pursuit (Switch): 106.4
Knock Off (no item): 86
Knock Off (item): 172
U-Turn: 93
Ice Hammer: 133

(Screwed up some math here, please ignore.)

Weaker STAB, barring Koffing an item, but the coverage is equal or stronger. And this isn't even considering the biggest point: Tough Claws functions with many, many more moves whereas Strong Jaw functions with eight moves, some of which with debatable viability and one that's largely outclassed.


...still though, I could see an Xtwo or something running Strong Jaw, but Semako's set is certainly better served with Tough Claws, IMO.
 
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Strong Jaw is a pretty crummy ability outside of Crunch and Psychic Fangs. Your only other options are Hyper Fang, Fire Fang, Poison Fang, Ice Fang, Thunder Fang, and Bite. You're looking at effective BP 97 elemental fangs and BP 75 Poison Fang. Hyper Fang at 120 isn't too shabby though, but poor coverage. For reference, Crunch is at 120 as well and Psychic Fangs at 127.5.

For comparison to Tough Claws...

Pursuit (no switch): 53
Pursuit (Switch): 106.4
Knock Off (no item): 86
Knock Off (item): 172
U-Turn: 93
Ice Hammer: 133

Weaker STAB, barring Koffing an item, but the coverage is equal or stronger. And this isn't even considering the biggest point: Tough Claws functions with many, many more moves whereas Strong Jaw functions with eight moves, some of which with debatable viability and one that's largely outclassed.


...still though, I could see an Xtwo or something running Strong Jaw, but Semako's set is certainly better served with Tough Claws, IMO.
Yeah just brainstorming. Adaptability looks a very little bit better after all.

Pursuit (No switch): 53.(3)
Pursuit (Switch): 106.(6)
Knock Off (No item): 86.(6)
Knock Off (Item): 130
U-Turn: 70
Ice Hammer: 100
(I'm guessing you got your number wrong up there because some of them are higher than they should)

That very little extra bit hurts Giratina enough to score OHKOs.
 
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Your numbers are off on Adapt, since it doubles the STAB boost. Note I didn't include STAB in my numbers, which I probably should have.

Tough Claws no switch STAB Pursuit: 40 * 1.5 = 60 * 1.33 = 79.8 ...or 79 since I believe the game simply drops the decimal point.

Adapt no switch STAB Pursuit: 40 * 2 = 80 Note that Adapt doubles the STAB bonus rather than applying its own, separate bonus.

TC Switch STAB Pursuit: 156

Adapt Switch STAB Pursuit: 160

Either way, Tough Claws is very close on STAB moves. And since it boosts non-stab, it's better for contact-making physical attackers. You can check my math using some custom moves in the calculator. Just remember to use a non-STAB typing for the calculated effective BPs and a STAB typing for the base moves.
 
Your numbers are off on Adapt, since it doubles the STAB boost. Note I didn't include STAB in my numbers, which I probably should have.

Tough Claws no switch STAB Pursuit: 40 * 1.5 = 60 * 1.33 = 79.8 ...or 79 since I believe the game simply drops the decimal point.

Adapt no switch STAB Pursuit: 40 * 2 = 80 Note that Adapt doubles the STAB bonus rather than applying its own, separate bonus.

TC Switch STAB Pursuit: 156

Adapt Switch STAB Pursuit: 160

Either way, Tough Claws is very close on STAB moves. And since it boosts non-stab, it's better for contact-making physical attackers. You can check my math using some custom moves in the calculator. Just remember to use a non-STAB typing for the calculated effective BPs and a STAB typing for the base moves.
I know I didn't applied STAB (since you didn't); Adaptability is effectively a 33% boost on STAB moves (200/150=4/3); that's what I was referring to.
Your initials numbers are bad because of Knock Off, U-turn and Ice Hammer; it's 86*1.5, not 86*2 for Knock Off with the item, 91 and not 93 for U-turn, 130 and not 133 for Ice Hammer. And that it's better it's debatable; sure you have better power on coverage but by looking at Giratina we can see that Adaptability has the extra strength to transform a 2KHO to a possible OHKO for Pursuit and a possible OHKO to a guaranteed OHKO for Knock Off. It's a matter of choice; nailing Giratina better or nailing everything else better.
 
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I know I didn't applied STAB (since you didn't); Adaptability is effectively a 33% boost on STAB moves (200/150=4/3); that's what I was referring to.
Your initials numbers are bad because of Knock Off, U-turn and Ice Hammer; it's 86*1.5, not 86*2 for Knock Off with the item, 91 and not 93 for U-turn, 130 and not 133 for Ice Hammer. And that it's better it's debatable; sure you have better power on coverage but by looking at Giratina we can see that Adaptability has the extra strength to transform a 2KHO to a possible OHKO for Pursuit and a possible OHKO to a guaranteed OHKO for Knock Off. It's a matter of choice; nailing Giratina better or nailing everything else better.


You're not wrong about Adapt being an effective 33% boost on STAB moves, but, to be blunt, you're wrong about calculating it as 33% boost. Adapt turns a 1.5x into a 2x. Or 150% into 200%. If it was a literal 33% boost, it'd be 183%. If Adapt were to somehow function without a STAB being present, it'd pretty much a 1.5 multiplier on its own, not a 1.333333. Otherwise, Tough Claws would only be a 22% boost, since that's its effective boost after STAB. As such, your STABless Adapt numbers are actually too low. And also demonstrates why I hate it when people run around spouting "Adapt is only a 33% increase!" It's "true", but also incredibly misleading without the full explanation.

I'll give you the inaccuracies for Ice Hammer and U-Turn, since I calculated at 33% instead of 30% by mistake.
 
You're not wrong about Adapt being an effective 33% boost on STAB moves, but, to be blunt, you're wrong about calculating it as 33% boost. Adapt turns a 1.5x into a 2x. Or 150% into 200%. If it was a literal 33% boost, it'd be 183%. If Adapt were to somehow function without a STAB being present, it'd pretty much a 1.5 multiplier on its own, not a 1.333333. Otherwise, Tough Claws would only be a 22% boost, since that's its effective boost after STAB. As such, your STABless Adapt numbers are actually too low. And also demonstrates why I hate it when people run around spouting "Adapt is only a 33% increase!" It's "true", but also incredibly misleading without the full explanation.

I'll give you the inaccuracies for Ice Hammer and U-Turn, since I calculated at 33% instead of 30% by mistake.
( 1.3 * 1.5 / 1 *1.5) * 100% = 130%

where are you getting the 22% for tough claws..
 
You're not wrong about Adapt being an effective 33% boost on STAB moves, but, to be blunt, you're wrong about calculating it as 33% boost. Adapt turns a 1.5x into a 2x. Or 150% into 200%. If it was a literal 33% boost, it'd be 183%. If Adapt were to somehow function without a STAB being present, it'd pretty much a 1.5 multiplier on its own, not a 1.333333. Otherwise, Tough Claws would only be a 22% boost, since that's its effective boost after STAB. As such, your STABless Adapt numbers are actually too low. And also demonstrates why I hate it when people run around spouting "Adapt is only a 33% increase!" It's "true", but also incredibly misleading without the full explanation.

I'll give you the inaccuracies for Ice Hammer and U-Turn, since I calculated at 33% instead of 30% by mistake.
In pokemon, boosts are what we like to call multiplicative, not additive.
( 1.3 * 1.5 / 1 *1.5) * 100% = 130%

where are you getting the 22% for tough claws..
(1.3 * 1.5 / 1 *1.5) * 100%= 292.5%

you need parenthesis

1.3 * 1.5 / (1 *1.5) * 100%=130%
 
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In pokemon, boosts are what we like to call multiplicative, not additive.

I goofed on my math, 'tis what I get for posting right before work and not having the time to check it myself or right after and being too tired to catch it. So ignore the 22% bit.

Still though, the math of using Adapt as a 33% boost isn't quite accurate, since it doubles the STAB boost rather than being applied separately, so calcing it as a 33% boost will jack up your math, especially if you need to factor other boosts like item, weather, etc. (BP 100 Adapt + weather should come to 300, but calcing with a 33% boost instead of doubling STAB boost gives 292.5, which is wrong.) Anyway, my math issues from earlier aside, the correct numbers should be Pursuit (no switch) 78 for Tough Claws and 80 for Adaptability. On switch, 156 for TC, 160 for Adapt. 126.75 for TC Knock Off no item, 130 for Adapt. And finally, Koff Item TC 190.125, Adapt 195.

Which means...

252+ Atk Choice Band Adaptability Gyarados-Mega Pursuit vs. 252 HP / 252 Def Giratina: 456-540 (90.4 - 107.1%) -- 43.8% chance to OHKO

252+ Atk Choice Band Tough Claws Gyarados-Mega Pursuit vs. 252 HP / 252 Def Giratina: 444-524 (88 - 103.9%) -- 31.3% chance to OHKO

252+ Atk Choice Band Adaptability Gyarados-Mega Pursuit vs. 252 HP / 252+ Def Giratina: 416-492 (82.5 - 97.6%) -- guaranteed 2HKO

252+ Atk Choice Band Tough Claws Gyarados-Mega Pursuit vs. 252 HP / 252+ Def Giratina: 408-480 (80.9 - 95.2%) -- guaranteed 2HKO

This is on the switch, mind.

252+ Atk Choice Band Adaptability Gyarados-Mega Knock Off vs. 252 HP / 252 Def Giratina: 552-652 (109.5 - 129.3%) -- guaranteed OHKO

252+ Atk Choice Band Tough Claws Gyarados-Mega Knock Off vs. 252 HP / 252 Def Giratina: 540-636 (107.1 - 126.1%) -- guaranteed OHKO

252+ Atk Choice Band Adaptability Gyarados-Mega Knock Off vs. 252 HP / 252+ Def Giratina: 504-596 (100 - 118.2%) -- guaranteed OHKO

252+ Atk Choice Band Tough Claws Gyarados-Mega Knock Off vs. 252 HP / 252+ Def Giratina: 492-578 (97.6 - 114.6%) -- 81.3% chance to OHKO

With item removal. The only major difference is Tough Claws only has a 80% chance to OHKO. I don't think the loss of power on coverage is really worthwhile, especially on stuff like Furry Ziggy who switches from a comfortable 2HKO with TC to a 3HKO with Adapt on this particular set.


So yeah, anyway, please ignore my bad math earlier. >.>


Edit: Actually, going back and rereading, my math on everything except the 22% thing and accidentally calcing TC at 1.33 at one point was right, my equations were just less... uhh... less advanced I guess is the term I'm looking for? I mean, the final numbers still came out correct...
 
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[...]If it was a literal 33% boost, it'd be 183%.[...]
It's 33% multiplicative. Searing Shot, for example, is a 100 BP move. With STAB it's like 150. With Adaptability and STAB is like 200. 200/150=1.(3), which is said 33%.
Also don't worry about the 1.33 of Tough Claws. I had sources giving me both 1.3 and 1.33, but the first one is, in fact, correct.
 
Still though, the math of using Adapt as a 33% boost isn't quite accurate, since it doubles the STAB boost rather than being applied separately, so calcing it as a 33% boost will jack up your math, especially if you need to factor other boosts like item, weather, etc. (BP 100 Adapt + weather should come to 300, but calcing with a 33% boost instead of doubling STAB boost gives 292.5, which is wrong.)
I do not see the problem with treating it as a 33% boost. BP 100 * 1.5 (STAB) * (4/3) (Adapt) * 1.5 (weather or whatever)=300. Since boosts are multiplicative, and multiplicativity does not care about the order of multiplication, there should be no problem with treating Adapt as a 33% boost.
 
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Well I didn't know that this thread turned from balanced hackmons discussion to elementary mathematics discussion. Anyway motherlove is right. ttar has a slightly higher attack stat so it kinda outclasses mgyara. Not to mention it gets stronger secondary stab with tc boosted head smash. Only main benefit of mgyara is it is slightly faster but ttar has better physical bulk which is neat. I guess water typing could be good to resist refrigerate but it sacrifices resisting aerilate. Offensively water does nothing that rock+dark can't. (Threaten maybe mdiancie not to come in idk) Just my 2 cents on the whole mgyara thing.
 
oh jesus christ i feel like whenever anyone says anything about how much adapt boosts, there is invariably an argument that doesnt matter spurred by one person not understanding how this works. it doesnt really matter if you know why adapt boosts as long as you can literally plug it into the damage calculator whenever you need to so dont fret it.
 
Hmmm, not sure what I'm doing wrong to get 300 when applying Adapt to STAB vs 292 when calculating at 33%.


Randompizza That's not necessarily true because of typing. On this particular set, the offensive-advantage of Rock-typing isn't present at all since the set is Dark/Dark/Ice/Bug. (And Head Smash murders the living hell out of T-Tar's potential bulk if it's not Magic Guard.) T-Tar trades speed for power in a speed tier where it's mostly advantageous to do so, but it suffers defensively as Rock is a pretty crummy defensive typing. Resisting Normal and Flying is nice, but being weak to Water (Kyogre), Ground (Primaldon and tons of coverage move for Steels), Steel (Sunsteel Strike), and 4x to Fighting (not common, but a Low Kick practically ends T-Tar) kinda sucks. T-Tar has the advantage in not being Galvanize weak, but Gyarados resists Refrigerate to compensate, which I believe is more common. Unless I'm forgetting one, both share the rest of their weaknesses (Fairy, Bug, Grass) and both resist Fire. Gyra also synergizes fairly well defensively with Primaldon and Ziggy, since it resist both of their main weaknesses, and is noteworthy since those are two of the top Pokemon in the tier. T-Tar, on the other hand, mostly synergizes with Psychic, Ghost, Dark, and Flying-weak stuff like Giratina or X-two, and even then not perfectly since a lot of its best defensive partners are also Fairy weak. (It pairs very well with Venusaur, but that's an uncommon pick at best.) Gyarados also resisting Stored Power Trip AND Sungeist is also very noteworthy.

Really, the superior choice depends on team composition. I'd be hesitant to run T-Tar on a team that already has Ground and Fighting weaknesses, for example. Likewise though, I'd probably not run Gyra on the same team as Kyo-P in most cases.
 
Is Meloetta-Priloutte any good as a shell smasher? It's a normal type so no specteral thief and has decent (as far as bh goes) attack and speed. It also gets stab mach punch and extreme speed so you could run adaptability to get a power boost and not have to worry about priority
 
After many hours of careful observation and thorough analysis, I have come to the conclusion that Primal Kyogre should be banned immediately. Water Bubble wasn't the problem. It was Pogre. Kyogre is practically invincible and can do some serious damge. The only battles I lose are to people that use Pogre. If it was banned I could actually be good. I think Primal Groudon is balanced though. It's a strong attacker, but is still walled by Giratina and Zygarde-C. Anyways here's a fun troll team that wins sometimes.
GG No Re (Gengar) @ Gengarite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Substitute
- Acupressure
- Baton Pass

The Demon (Giratina) @ Safety Goggles
Ability: Normalize
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Impish Nature
- Thousand Waves
- Skill Swap
- Ingrain
- Baton Pass

Unstoppable (Tyranitar-Mega) @ Protective Pads
Ability: Magic Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant Nature
- Imprison
- Haze
- Destiny Bond
- Power Trip

Something New (Steelix-Mega) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Spectral Thief
- Nuzzle
- Rapid Spin

Ya Dun Goofed (Pikachu) @ Light Ball
Ability: Imposter
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Fake Out
- Extreme Speed
- Volt Switch
- Lunar Dance

KABOOM!!! (Zygarde-Complete) @ Choice Scarf
Ability: Scrappy
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Final Gambit
- Switcheroo
- Lunar Dance
- Memento
 
Tobias70 Base 128 attack is a little on the low side for a sweeper, even a smash sweeper. Type combination and decent base 128 speed are all it really has going for it. It can function, but it'd be one of those extreme niche Pokemon. You're usually better with Arceus, Regigas, or Slaking for a Normal-type and typically Mewtwo-X for Fighting (though I can see some like Lucario-M having some good niches.)

Duckymomo Senior Wrong topic. Look for the Suspects thread to discuss suspecting Kyo-P.
 
@duckamono senior you should change the tyranitar to imprison so that after it gets its boosts, you can imprison before a prankster haze user stops you.
 
@duckamono senior you should change the tyranitar to imprison so that after it gets its boosts, you can imprison before a prankster haze user stops you.
It has imprison.



Also Mega Lop has the same typing but slightly better offensive stats then meloetta if that's worth anything.
 
Yeah but if done right their mon will have been trapped from the gengar and u get a free turn to use imprison. And if the trapped mon has haze then u lost anyway.
 
rate this
Beedrill-Mega @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Fell Stinger
- Gunk Shot
- Sacred Fire
778 speed is pretty cool with a 1314 attack stat (after shift gear and fell stinger boost)
could be another poison move instead o Gunk Shot because of accuracy but i prefer the damage
Sacred fire for steel (also the burn chance is always good)
 
rate this
Beedrill-Mega @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Fell Stinger
- Gunk Shot
- Sacred Fire
778 speed is pretty cool with a 1314 attack stat (after shift gear and fell stinger boost)
could be another poison move instead o Gunk Shot because of accuracy but i prefer the damage
Sacred fire for steel (also the burn chance is always good)


idk why ur using mega bee but w/e
First off, idk why ur using magic bounce, like the surprise factor is iffy at best and there are way better mons that abuse this ability. I guess it could be used to block prankster topsy-turvy but there is always dazzling for that and dazzling has the benefit of not losing to -ates (which this mon kinda does) As another option, adaptability could be considered to do considerably more damage. Onto the moveset: shift gear is kinda meh. Like shell smash outclasses it as a booster and since this mon is so frail anyway it doesn't mind the def drops. Fell stinger is kinda meh as it does zilch esp considering your set doesn't even have adaptibility anyway. So I'd consider stronger bug stab like megahorn or leech life. Also I would consider spore over sacred fire since it doesn't even 2hko registeel or aegi and they can just recover it all off. Also spore provides turns to setup anyway (unless magic bounce or goggles, which are fairly common)
252+ Atk Beedrill-Mega Sacred Fire vs. 252 HP / 252+ Def Registeel: 146-172 (40.1 - 47.2%) -- guaranteed 3HKO
252+ Atk Beedrill-Mega Sacred Fire vs. 252 HP / 252+ Def Aegislash-Shield: 146-172 (45 - 53%) -- 0.4% chance to 2HKO after Leftovers recovery
Alternatively you can run v-create specifically to hit these mons, though you would be a little weak to sturdinja without sacred fire so I can understand why it's there, so spore or v-create are just optional. Also jolly could be considered an option for the nature since you outspeed both mega mewtwos with it, which could be handy.

The new set would look something like this with the new changes:


Beedrill-Mega @ Focus Sash
Ability: Dazzling / Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Megahorn / Leech Life
- Gunk Shot
- Shell Smash
- Sacred Fire / Spore / V-create
 
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