[OVERVIEW]
Beedrill is an absolutely terrible Pokemon. It has a few good points such as its decent Attack stat and good support movepool, but it's also plagued with a terrible offensive and defensive typing as well as low Speed and abysmal bulk. It's hopelessly outclassed by other suicide leads such as Glalie and Leavanny due to their higher Speed and actual offensive presence, and by Venipede for its ability to outspeed common Taunt and Encore users at +1. It may have a small niche in the combination of Toxic Spikes and Tailwind, but even that isn't enough to make it even a remotely good Pokemon.
[SET]
name: Suicide Lead
move 1: Toxic Spikes
move 2: Endeavor
move 3: X-Scissor
move 4: Tailwind
item: Focus Sash
ability: Swarm
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
Toxic Spikes wears down bulky Pokemon that could otherwise wall your team. Endeavor lets Beedrill heavily weaken a foe, as once Beedrill's down to its Focus Sash, the move leaves the foe with exactly 1 HP. X-Scissor is a nice STAB attack to get chip damage before Beedrill faints. Finally, Tailwind lets Beedrill outspeed Pokemon like Simipour and Monferno and give its teammates a Speed boost before it faints.
Set Details
========
Focus Sash lets Beedrill survive one attack and set up at least one layer of Toxic Spikes before fainting. Maximum Speed with a Jolly nature lets Beedrill outspeed other leads and get entry hazards up quickly. Maximum Attack lets Beedrill deal decent damage with X-Scissor so its teammates can sweep. Swarm buffs X-Scissor once Beedrill is down to its Focus Sash.
Usage Tips
========
Use Beedrill as a lead, as that's all it's good at doing, but beware of fast Taunt users and Pokemon with multi-hit moves. If your opponent leads with a faster Pokemon like Raichu, have Beedrill use Tailwind immediately and go for a layer of Toxic Spikes on the next turn. Otherwise, go for Toxic Spikes right away. If up against a really fast foe like Ninjask, leave Beedrill in as death fodder so nothing viable takes damage. Generally, one layer of Toxic Spikes is preferred against offensive teams, but two against defensive ones, as bulkier Pokemon stay in for longer.
Team Options
========
Pawniard, Purugly, and spinblockers such as Gourgeist-XL and Misdreavus can deter or outright stop hazard removers, keeping Beedrill's entry hazards on the field. Fast, strong offensive Pokemon like Kadabra appreciate Toxic Spikes support to wear down bulky Pokemon like Audino. Stealth Rock setters such as Gabite can set up their entry hazards alongside Beedrill's for a really annoying combination that wears the foes down every turn. Finally, late-game cleaners such as Mightyena appreciate Toxic Spikes support, as it cripples the foes and makes it easier for them to sweep.
[STRATEGY COMMENTS]
Other Options
=============
An all-out attacking set with Drill Run can be used, but unless Beedrill is carrying a Focus Sash it's useless, as anything faster than the insect will OHKO it before it can do anything, and it is outclassed by Ninjask. Knock Off is always a good idea to remove items, but this is best left up to Beedrill's teammates. U-turn can be used to preserve Beedrill, letting it set up Toxic Spikes later in the match; however, you usually won't want to have something viable take damage when you could just sack your useless bee. Finally, Giga Drain can 2HKO lead Golem, but it has limited use outside of this due to Beedrill's terrible Special Attack stat.
Checks and Counters
===================
**Faster Pokemon**: Pokemon like Monferno that are faster than Beedrill will almost always 2HKO it, preventing it from using any of its other moves.
**Entry Hazard Removal**: Defog users such as Swanna can easily remove Beedrill's entry hazards, making it completely useless. Vullaby can also Taunt Beedrill and prevent it from setting up more hazards, but specially defensive variants should be wary of X-Scissor. Armaldo and Avalugg can easily remove Beedrill's hazards with Rapid Spin and nullify its Focus Sash in the process. Avalugg can also force Beedrill out with Roar if needed.
**Taunt**: Fast Taunt users prevent Beedrill from setting up Toxic Spikes and Tailwind, although some like Murkrow and Simipour should be wary of X-Scissor. Misdreavus is also immune to Endeavor and Toxic Spikes and resists X-Scissor.
**Multi-hit Moves**: Pokemon with multi-hit moves like Golem can technically OHKO Beedrill because they hit multiple times in one turn, thus rendering Beedrill's Focus Sash useless. Common examples are Rock Blast Golem and Bonerang Marowak
**Poison-types**: Grounded Poison-types such as Roselia and Arbok nullify Toxic Spikes as soon as they switch in, making Beedrill useless.
Beedrill is an absolutely terrible Pokemon. It has a few good points such as its decent Attack stat and good support movepool, but it's also plagued with a terrible offensive and defensive typing as well as low Speed and abysmal bulk. It's hopelessly outclassed by other suicide leads such as Glalie and Leavanny due to their higher Speed and actual offensive presence, and by Venipede for its ability to outspeed common Taunt and Encore users at +1. It may have a small niche in the combination of Toxic Spikes and Tailwind, but even that isn't enough to make it even a remotely good Pokemon.
[SET]
name: Suicide Lead
move 1: Toxic Spikes
move 2: Endeavor
move 3: X-Scissor
move 4: Tailwind
item: Focus Sash
ability: Swarm
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
Toxic Spikes wears down bulky Pokemon that could otherwise wall your team. Endeavor lets Beedrill heavily weaken a foe, as once Beedrill's down to its Focus Sash, the move leaves the foe with exactly 1 HP. X-Scissor is a nice STAB attack to get chip damage before Beedrill faints. Finally, Tailwind lets Beedrill outspeed Pokemon like Simipour and Monferno and give its teammates a Speed boost before it faints.
Set Details
========
Focus Sash lets Beedrill survive one attack and set up at least one layer of Toxic Spikes before fainting. Maximum Speed with a Jolly nature lets Beedrill outspeed other leads and get entry hazards up quickly. Maximum Attack lets Beedrill deal decent damage with X-Scissor so its teammates can sweep. Swarm buffs X-Scissor once Beedrill is down to its Focus Sash.
Usage Tips
========
Use Beedrill as a lead, as that's all it's good at doing, but beware of fast Taunt users and Pokemon with multi-hit moves. If your opponent leads with a faster Pokemon like Raichu, have Beedrill use Tailwind immediately and go for a layer of Toxic Spikes on the next turn. Otherwise, go for Toxic Spikes right away. If up against a really fast foe like Ninjask, leave Beedrill in as death fodder so nothing viable takes damage. Generally, one layer of Toxic Spikes is preferred against offensive teams, but two against defensive ones, as bulkier Pokemon stay in for longer.
Team Options
========
Pawniard, Purugly, and spinblockers such as Gourgeist-XL and Misdreavus can deter or outright stop hazard removers, keeping Beedrill's entry hazards on the field. Fast, strong offensive Pokemon like Kadabra appreciate Toxic Spikes support to wear down bulky Pokemon like Audino. Stealth Rock setters such as Gabite can set up their entry hazards alongside Beedrill's for a really annoying combination that wears the foes down every turn. Finally, late-game cleaners such as Mightyena appreciate Toxic Spikes support, as it cripples the foes and makes it easier for them to sweep.
[STRATEGY COMMENTS]
Other Options
=============
An all-out attacking set with Drill Run can be used, but unless Beedrill is carrying a Focus Sash it's useless, as anything faster than the insect will OHKO it before it can do anything, and it is outclassed by Ninjask. Knock Off is always a good idea to remove items, but this is best left up to Beedrill's teammates. U-turn can be used to preserve Beedrill, letting it set up Toxic Spikes later in the match; however, you usually won't want to have something viable take damage when you could just sack your useless bee. Finally, Giga Drain can 2HKO lead Golem, but it has limited use outside of this due to Beedrill's terrible Special Attack stat.
Checks and Counters
===================
**Faster Pokemon**: Pokemon like Monferno that are faster than Beedrill will almost always 2HKO it, preventing it from using any of its other moves.
**Entry Hazard Removal**: Defog users such as Swanna can easily remove Beedrill's entry hazards, making it completely useless. Vullaby can also Taunt Beedrill and prevent it from setting up more hazards, but specially defensive variants should be wary of X-Scissor. Armaldo and Avalugg can easily remove Beedrill's hazards with Rapid Spin and nullify its Focus Sash in the process. Avalugg can also force Beedrill out with Roar if needed.
**Taunt**: Fast Taunt users prevent Beedrill from setting up Toxic Spikes and Tailwind, although some like Murkrow and Simipour should be wary of X-Scissor. Misdreavus is also immune to Endeavor and Toxic Spikes and resists X-Scissor.
**Multi-hit Moves**: Pokemon with multi-hit moves like Golem can technically OHKO Beedrill because they hit multiple times in one turn, thus rendering Beedrill's Focus Sash useless. Common examples are Rock Blast Golem and Bonerang Marowak
**Poison-types**: Grounded Poison-types such as Roselia and Arbok nullify Toxic Spikes as soon as they switch in, making Beedrill useless.
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