PU Beheeyem

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
[OVERVIEW]

Beheeyem possesses a huge base Special Attack stat, making it a powerful wallbreaker. This is further augmented by Analytic boosting the power of Beheeyem's attacks when it moves last. Due to its access to both Trick Room and Nasty Plot, Beheeyem can effectively function versus offensive and defensive teams alike. This is furthered by Beheeyem's incredibly low Speed stat of 40, which allows it to outspeed virtually the entire tier under Trick Room and take full advantage of Analytic when outside of Trick Room. However, only passable bulk in addition to its terrible Speed stat mean that Beheeyem finds few opportunities to set up and is easily forced out by many offensive threats. This is further exacerbated by a poor defensive typing in Psychic, which bestows few useful resistances outside of Fighting. Psychic also isn't a great offensive typing to have in a tier rife with powerful Dark-types such as Skuntank and Spiritomb and their STAB Sucker Punch. Compounding these issues, Beheeyem lacks any recovery, leaving it easily worn down throughout the match and vulnerable to priority. Beheeyem also faces heavy competition from Mesprit and Musharna outside of Trick Room, with Mesprit having a much better speed tier and more versatile movepool, while Musharna has much better bulk and makes for a more potent slow setup sweeper. Lastly, Beheeyem faces competition as a dedicated Trick Room special sweeper from Pokemon with better offensive and defensive typings such as Wishiwashi, which hits harder with better bulk, and Alolan Exeggutor, which also has better coverage and access to Trick Room.

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic / Psyshock
move 3: Nasty Plot
move 4: Signal Beam / Hidden Power Ground
item: Psychium Z / Colbur Berry
ability: Analytic
nature: Quiet
evs: 248 HP / 8 Def / 252 SpA
IVs: 0 Spe

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

Trick Room allows Beheeyem to take advantage of its terrible Speed stat and attempt to sweep. Under Trick Room, it outspeeds virtually the entire tier. Psychic is Beheeyem's STAB attack of choice, dealing heavy damage to anything that doesn't resist it and outright OHKOing many frailer offensive Pokemon. Psyshock is an alternative option that deals significantly more damage to specially defensive Pokemon such as Clefairy and Audino at the cost of not OHKOing offensive Pokemon such as Pinsir after Stealth Rock damage when unboosted, which can potentially OHKO it in return. Psyshock also slightly weakens the power of Shattered Psyche, which means it has no chance to OHKO Type: Null after Stealth Rock damage even at +2, while Shattered Psyche from Psychic does. Nasty Plot boosts Beheeyem's Special Attack to absurd levels, allowing it to break specially defensive walls such as Audino with ease, especially if running Psyshock. Signal Beam allows Beheeyem to hit the Dark- and Psychic-types such as Musharna and Absol that would be able to stomach a Psychic. Alternatively, Hidden Power Ground hits Skuntank and Steel-types such as Aggron and Probopass. It should be noted, however, that Skuntank already falls to an analytic boosted +2 Signal Beam; nonetheless, Hidden Power Ground is a much more threatening option against it when unboosted.

Set Details
========

Maximum Special Attack investment and a Quiet nature maximize Beheeyem's offensive presence while minimizing Speed, which allows Beheeyem to outspeed as much as possible under Trick Room, while maximum HP investment increases Beheeyem's mixed bulk and makes setting up slightly easier as a result. Psychium Z powers up Psychic or Psyshock into Shattered Psyche, which is incredibly powerful at +2, having a chance to KO some bulky Psychic resistant foes such as Mesprit and Probopass with an Analytic boost or some prior chip damage and otherwise handily OHKOing virtually anything that doesn't resist. Psychium Z also weakens Knock Off due to Beheeyem's item being unable to be removed, which is useful for revenge killing certain Pokemon such as +1 Gurdurr. Colbur Berry is an alternative option that allows Beheeyem easier setup against Dark-types and acts as a one-time insurance against Pursuit trapping. It also lures Skuntank, allowing Beheeyem to take a Dark-type move and then retaliate with either Hidden Power Ground or Signal Beam, the former of which will always OHKO at +2, while the latter which deals heavy damage at +2 and can OHKO with some chip. Analytic punishes switching, dealing heavier damage than usual to potential switch-ins.

Usage Tips
========

Going for a Trick Room sweep while Beheeyem's counters are still healthy is a waste of time. While Beheeyem can punch holes in the opponent's team early-game, its HP should be conserved to maximize the chance of using Trick Room and sweeping unless it is paired with a Healing Wish user such as Audino or Musharna; in this case, it can be used as a de-facto wallbreaker until it is required to sweep. Due to this, focus on wearing down and KOing Pokemon such as Spiritomb and Skuntank in order to facilitate a sweep. Later in the game when these checks and counters are weakened or eliminated, going for the sweep with Trick Room is the way to go. Emphasize on eliminating Dark-types, as they prevent Beheeyem from spamming its STAB Psychic and waste valuable Trick Room turns in the process. The choice of whether to use Nasty Plot or Trick Room first depends on the situation. Nasty Plot, if used before Trick Room, gives Beheeyem one more turn to attack under Trick Room. However, using Trick Room first gives Beheeyem more flexibility in choosing whether to attack or boost, which is more advantageous against more offensive teams where a Nasty Plot boost may not be required to sweep. Bring Beheeyem in with a slow pivot or after a teammate has been sacrificed, as it needs as much HP as possible to pull off the two-turn setup of Trick Room and Nasty Plot. Beheeyem can take advantage of passive Pokemon such as defensive Mesprit, Audino, and Clefairy and set up on them, as it is not immediately threatened by any of their offensive options. It should be wary of Toxic from these Pokemon, however, as the residual poison damage can easily cut the sweep short. Lastly, make sure to save the Z-Move for Beheeyem's checks or counters, as Beheeyem hits plenty hard enough at +2 to KO neutral targets.

Team Options
========

If running a dedicated Trick Room team, Trick Room setters such as Carbink and Audino are important teammates, as they can set Trick Room for Beheeyem, which allows it to set up or threaten the opposing team without wasting a turn and precious HP on setting Trick Room, with Carbink's Stealth Rock chipping targets such as Gurdurr into guaranteed OHKO range and Audino's Healing Wish granting Beheeyem a safe switch-in and another chance to set up after being worn down. However, Beheeyem can still function as a self-sufficient offensive Trick Room sweeper on more traditional builds. Having another slow, powerful Pokemon to take advantage of Trick Room, such as Crabominable or Wishiwashi, is nice to have in the situation that Beheeyem is forced out with Trick Room still active. Crabominable in particular breaks through most of Beheeyem's counters while Beheeyem does the same for it in turn, with Crabominable easily taking out Dark- and Steel-types such as Skuntank and Aggron, and Beheeyem steamrolling Poison- and Psychic-types such as Qwilfish, Weezing, and Mesprit if it has Signal Beam. Skuntank and Spiritomb trap Psychic- and Ghost-types that would otherwise annoy Beheeyem and ease the need to run Signal Beam, opening Beheeyem up to running Hidden Power Ground. Fighting-types such as Gurdurr and Primeape handle the Dark-types that Beheeyem would enjoy having removed before a sweep while also beating down Steel-types such as Aggron and Probopass. Gurdurr also uses the Dark-types that Beheeyem lures in as setup fodder. Beheeyem supports them in turn by beating down checks and counters such as Weezing, Mesprit, and Clefairy. Entry hazards from Pokemon such as Qwilfish, Mesprit, and Carbink are very useful in order help put checks into KO range for Beheeyem. Silvally-Fairy checks Dark-types, provides Defog support, and helps bring Beheeyem in more safely with Parting Shot.

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

Thunderbolt is a decently powerful coverage move that hits many Psychic-resistant Pokemon for neutral damage, but it often does not hit hard enough to justify its usage over other coverage moves that can hit checks super effectively. A bulky Nasty Plot set with maximum HP and Defense investment and a Colbur Berry can function as an effective wallbreaker; while certainly devastating against slower, bulkier teams, it struggles to find opportunities to set up against offense and is easily revenge killed. Choice Specs turns Beheeyem into an immediately devastating breaker, but this set suffers from an abysmal offense matchup while being easy to revenge kill, especially with Dark-types such as Spiritomb and Skuntank exploiting Beheeyem's STAB attack and trapping with Pursuit in turn. Choice Specs Mesprit, while weaker, has much better Speed and a wider movepool to utilize and is therefore typically the better choice. Leftovers can also be run over Colbur Berry or Psychium Z in order to offset chip damage and function better against more defensive teams, but fares more poorly against other archetypes where Dark-type attacks are of more concern.

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

**Dark-types**: Dark-types such as Skuntank and Shiftry are immune to Psychic-type and force Beheeyem into mind games while they are still present on the opposing team and potentially waste Trick Room turns in the process. Spiritomb and Skuntank's typing in particular allows them to switch into Beheeyem's STAB and coverage moves while trapping Beheeyem with Pursuit or picking it off with Sucker Punch. Spiritomb particularly stands out for being able to take a +2 Analytic-boosted Signal Beam, but it should be noted that the other Dark-types in the tier that take neutral damage from Bug-type moves such as Sableye and Skuntank aren't bulky enough to stomach an +2 Analytic-boosted Signal Beam.

**Steel-types**: Steel-type Pokemon such as Probopass and Aggron resist Beheeyem's STAB move and only really fear +2 Shattered Psyche or Hidden Power Ground. Bronzor deserves a special mention for being immune to Hidden Power Ground and 4x resisting Beheeyem's STAB move, but it is not a common sight outside of stall due to its passivity, as it is overall a mediocre Pokemon.

**Faster Pokemon**: The second Trick Room turns are over, Beheeyem is phenomenally easy to revenge kill due to its abysmal Speed stat, with Pokemon such as Skuntank, Froslass, Oricorio, and Aggron all dealing very heavy damage to it or outright OHKOing it. It should be noted, however, that a select few Pokemon have even worse Speed than Beheeyem, such as minimum Speed Drampa and Wishiwashi, and can outspeed and KO it while under Trick Room, but they are uncommon outside of opposing Trick Room teams.

**Priority**: Powerful priority moves from Pokemon such as Alolan Raticate, Kangaskhan, Spiritomb, Shiftry, and Skuntank can revenge kill Beheeyem with little to no chip damage even while Trick Room is up. Kangaskhan in particular can waste a turn with Fake Out and KO Beheeyem with Sucker Punch after some chip damage. If running Colbur Berry, however, Beheeyem can effectively take a hit and eliminate all of these Pokemon sans Shadow Sneak Spiritomb.

[CREDITS]
- Written by: [[leonard (from big bang theory), 295686]]
- Quality checked by: [[allstarapology, 400292], [Megazard, 202117], [Darkinium, 448296]]
- Grammar checked by: [[allstarapology, 400292], [<username2>, <username2>]]
 
Last edited:

asa

is a Site Content Manageris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnus
PU Leader
[OVERVIEW]

  • Beheeyem possesses a huge Special Attack stat of 125 alongside Analytic, making it a powerful wallbreaker.
  • Access to Trick Room and Nasty Plot allows Beheeyem to function versus offensive and defensive teams alike.
  • Only passable bulk in addition to a terrible Speed stat means that Beheeyem finds few opportunities to set up and is easily forced out by many offensive threats.
  • Faces heavy competition from Mespirit and Musharna, with Mespirit having a much better speed tier and more versatile movepool while Musharna has much better bulk and makes for a more potent slow setup sweeper.
  • This overview really needs more detail. There's nothing here about Beheeyem's meh defensive typing in combination with its lack of useful resistances bar Fighting, its lack of recovery, and vulnerability to Dark-types and moves like Sucker Punch and Pursuit. Possibly also mention that Trick Room teams have more consistent options for special sweepers like Alolan Exeggutor, which can also set its own Trick Room, and Wishiwashi.
[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Signal Beam / Hidden Power Ground
move 4: Nasty Plot
item: Psychium Z / Colbur Berry
ability: Analytic
nature: Quiet
evs: 248 HP / 8 Def / 252 SpA
IVs: 0 Spe

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

  • Trick Room allows Beheeyem to take advantage of its terrible speed stat and attempt to sweep. (outspeeds damn near the entire tier under trick room, important to note.)
  • Psychic is Beheeyem's STAB attack of choice, dealing heavy damage to anything that doesn't resist it and outright OHKOing many frailer pokemon.
  • Signal Beam allows Beheeyem to hit the Dark and Psychic-types that would be able to stomach a Psychic
  • Nasty Plot boosts Beheeyem's Special Attack to absurd levels, allowing it to break specially defensive walls such as Audino with ease.
  • Hidden Power Ground hits Skuntank and Steel-types such as.... This is especially important in Skuntank's case as there is no chance to OHKO with Signal Beam at +2 without the Analytic boost. (this should be after the point about signal beam.) (i might be remembering the mechanics of analytic incorrectly, but don't you still hit it for analytic damage under tr? if so, that means that the last bit saying that you can't ohko it at +2 without the boost doesn't make sense. let me know if this is wrong, tho.)
Set Details
========

  • Maximum SpA and a Quiet nature maximizes special attack while minimizing Speed. (which allows it to outspeed a bunch under trick room, yadda yadda.)
  • Max HP increases Beheeyem's bulk on both sides of the spectrum and makes setting up slightly easier as a result.
  • Psychium Z is stupidly powerful at +2, having a chance to KO some checks such as Mespirit or Probopass with an Anlaytic boost or some prior chip and otherwise nuking virtually anything that doesn't resist off the face of the planet. Also weakens Knock Off, which is cool (lol, chill with the casual language. ik it's 1/3, but still.)
  • Colbur Berry is an alternative option that allows Beheeyem easier setup against Dark-types or to act as a one-time insurance against Pursuit trapping. It also lures Skuntank, allowing Beheeyem to live a Dark attack and then retaliate with a Hidden Power Ground, which will always OHKO at +2 Special Attack.
  • Life Orb should have a mention here.
  • Analytic punishes switching and also allows Beheeyem to hit Ferroseed harder in Trick Room, as standard Ferroseed (somehow) underspeeds Beheeyem. (what specifically does analytic do?)

Usage Tips
========

  • Use it to punch holes early on with Analytic-boosted attacks, as going for a Trick Room sweep while its checks and counters are still healthy is a waste of time.
  • Later in the game when the checks and counters are weakened or eliminated going for the Trick Room sweep is the way to go.
  • Optimally Nasty Plot should be used before Trick Room, as this gives Beheeyem 1 more turn to attack under Trick Room. (not always true. sometimes it can be a lot easier to just set trick room.) However, using Trick Room first gives Beheeyem more flexibility in choosing whether to attack or boost.
  • Bring Beheeyem in on a slow pivot or sack as Beheeyem needs as much HP as possible to pull off the 2-turn setup of Trick Room and Nasty Plot
  • Make sure to save your Z-Move for Beheeyem's checks or counters, as Beheeyem hits plenty hard enough at +2 to KO neutral targets.
  • Mention instances where it may not be necessary to use Nasty Plot.
  • Mention Pokemon that Beheeyem can set up on.

Team Options
========

  • Skuntank traps Psychics and Ghosts that would otherwise annoy Beheeyem and eases the need to run Signal Beam, opening up Beheeyem to running Hidden Power Ground.
  • Fighting-types such as Gurdurr and Primeape handle the Dark-types that Beheeyem would enjoy having off the field before a sweep, beating down Ferroseed and Probopass. Gurdurr also uses the Dark-types that Beheeyem attracts in as effective setup fodder. (nothing about how beheeyem beats weezing as well as other checks like spiritomb and clefairy.)
  • Entry hazards from Pokemon such as Ferroseed, Mesprit, and Weezing really help put checks into KO range for Beheeyem (provide specific examples of kos that beheeyem no longer misses out on with the help of entry hazards.)
  • Magnet Pull users Golem-Alola and Probopass can trap and remove Steel-types such as Ferroseed and Bronzor that would otherwise prevent a sweep. (drop this point, a fellow trick room abuser could just as easily do this.)
  • Silvally-Fairy is a really neat teammate for being able to check dark-types, provide defog support, and bring Beheeyem in more safely with Parting Shot.
  • Having another slow, powerful Pokemon to take advantage of trick room, such as Crabominable and Drampa can be nice to have in the situation that Beheeyem is forced out with Trick Room still active. (mention that crabominable checks p much every dark-type and that it dunks on p much every special wall for beheeyem.)
  • Despite this being a Trick Room wallbreaker / sweeper, there are no mentions here about Trick Room setters anywhere.

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

  • Thunderbolt is a decently powerful coverage move that hits many Psychic resists for neutral damage, but often does not hit hard enough to justify its usage over a other coverage moves that can hit checks super-effectively.
  • A bulky Nasty Plot set with max HP and Defense investment and a Colbur Berry can function as an effective wallbreaker. (downsides to such a set?)
  • Choice Specs turns Beheeyem into an immediately powerful breaker, but the set suffers from an abysmal offense matchup and being easy to revenge kill. (also more vulnerable to sucker punch and pursuit depending on what move it locks itself into, and such a set faces competition from specsprit.)
  • Leftovers.

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

**Dark-types**: Skuntank's unique typing allows it to comfortably switch into Beheeyem's STAB and coverage moves, (not necessarily 'comfortably', it can just switch in.) only really fearing Hidden Power Ground and trapping Beheeyem with Pursuit in return. Spiritomb has a similarly effective typing for dealing with Beheeyem's coverage, and has powerful priority options for stopping Beheeyem's sweep short. It should be noted, however, that other bug-neutral Dark-types in the tier such as Sableye and Pawniard aren't bulky enough to stomach an +2 Analytic-boosted Signal Beam.

**Steel-types**: Specially bulky Steel-type pokemon such as Probopass and Ferroseed resist Beheeyem's STAB and only really fear a +2 Shattered Psyche or Hidden Power Ground. Ferroseed also hilariously underspeeds you so it goes first in Trick Room. Bronzor deserves special mention for being immune to Hidden Power Ground and doubly resisting Beheeyem's STAB.

**4 Turns** (you could make this point about faster pokemon instead.): The second Trick Room is over Beheeyem is phenomenally easy to revenge kill. Kangaskhan in particular can waste a turn with Fake Out and can KO with Sucker Punch after some chip. (drop the mention about kangaskhan, you mention it below. instead, bring up pokemon that outspeed and threaten it outside of tr and pokemon that outspeed it under tr, like wishiwashi.)

**Priority**: Powerful priority from Pokemon such as Raticate-Alola, Kangaskhan, Spiritomb, Shiftry, and Skuntank ignore the speed advantage Beheeyem has under Trick Room and can revenge kill it with little to no chip. (mention that kanga can stall out a turn of tr with fake out.) (colbur beheeyem says hello to all of these examples.)
tag me after you implement this and i'll stamp.
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
allstarapology implemented. Seems some of the more... colloquial writing from the WIP stage passed over me. Also reworded the Signal Beam OHKOing Skunk point to clarify that it only worked while it was switching in.
 

asa

is a Site Content Manageris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnus
PU Leader
don't call the set the 'standard set', just say that it doesn't have the room for recover.

the order of the moves hasn't been fixed.

you still haven't provided an actual mention of what analytic does. like, it's as simple as 'it further increases the power of beheeyem's attacks if it moves last, allowing it to take advantage of its poor speed.' or smth to that effect.

mention that it has to be careful about toxic from audino and clefairy.

i feel like trick room should be more emphasized in team options, since it is a trick room sweeper. mention that other setters also take pressure off of it, since it doesn't have to use 2 turns to set + use np.

there's still a bit of overly casual language. (see, ferroseed (somehow)...) fix it :c

after that, 1/3.
smallfutaba.gif
 
Last edited:

yogi

I did not succumb...
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[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Nasty Plot
move 4: Signal Beam
/ Hidden Power Ground
item: Psychium Z / Colbur Berry
ability: Analytic
nature: Quiet
evs: 248 HP / 8 Def / 252 SpA
IVs: 0 Spe

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


  • Trick Room allows Beheeyem to take advantage of its terrible speed stat and attempt to sweep. Under Trick Room it outspeeds virtually the entire tier.
  • Psychic is Beheeyem's STAB attack of choice, dealing heavy damage to anything that doesn't resist it and outright OHKOing many frailer pokemon.
  • Signal Beam allows Beheeyem to hit the Dark and Psychic-types that would be able to stomach a Psychic
  • Nasty Plot boosts Beheeyem's Special Attack to absurd levels, allowing it to break specially defensive walls such as Audino with ease.
  • Hidden Power Ground hits Skuntank and Steel-types such as Probopass. This is especially important in Skuntank's case as there is no chance to OHKO with Signal Beam at +2 without the Analytic boost from Skuntank switching in.
Just a heads up, moves should directly correlate with the order shown in the sample set.
 

MZ

And now for something completely different
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[OVERVIEW]

  • Beheeyem possesses a huge Special Attack stat of 125, making it a powerful wallbreaker. This is further augmented by the ability Analytic, boosting the power of Beheeyem's attacks when it moves last.
  • Access to Trick Room and Nasty Plot allows Beheeyem to function versus offensive and defensive teams alike. This is furthered by Beheeyem's incredibly low Speed stat of 40, which outspeeds virtually the entire tier under Trick Room and take full advantage of Analytic when outside of Trick Room.
  • Only passable bulk in addition to a terrible Speed stat means that Beheeyem finds few opportunities to set up and is easily forced out by many offensive threats.
  • This is further exacerbated by a weak defensive typing in Psychic with few useful resistances outside of Fighting. Psychic also isn't a great offensive typing to have in a tier rife with powerful Dark-types. Beheeyem also lacks room for Recover, making it easily worn down throughout the match. definitely worth mentioning the prevalence of sucker punch alongside dark types
  • Faces heavy competition from Mespirit and Musharna, with Mespirit having a much better speed tier and more versatile movepool while Musharna has much better bulk and makes for a more potent slow setup sweeper.
  • Lastly, Beheeyem is faces competition as a dedicated Trick Room special sweeper by Pokemon such as Wishiwashi, which hits harder with better coverage, and especially Exeggutor-Alola which also has better coverage and access to Trick Room.
[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Nasty Plot
move 4: Signal Beam / Hidden Power Ground
item: Psychium Z / Colbur Berry
ability: Analytic
nature: Quiet
evs: 248 HP / 8 Def / 252 SpA
IVs: 0 Spe

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

  • Trick Room allows Beheeyem to take advantage of its terrible speed stat and attempt to sweep. Under Trick Room it outspeeds virtually the entire tier.
  • Psychic is Beheeyem's STAB attack of choice, dealing heavy damage to anything that doesn't resist it and outright OHKOing many frailer pokemon.
  • Signal Beam allows Beheeyem to hit the Dark and Psychic-types that would be able to stomach a Psychic
  • Nasty Plot boosts Beheeyem's Special Attack to absurd levels, allowing it to break specially defensive walls such as Audino with ease.
  • Hidden Power Ground hits Skuntank and Steel-types such as Probopass. This is especially important in Skuntank's case as there is no chance to OHKO with Signal Beam at +2 without the Analytic boost from Skuntank switching in. ???
+2 252+ SpA Analytic Beheeyem Signal Beam vs. 4 HP / 0 SpD Skuntank: 340-401 (97.7 - 115.2%) -- guaranteed OHKO after Stealth Rock and Black Sludge recovery

Set Details
========

  • Maximum SpA and a Quiet nature maximizes special attack while minimizing Speed, which allows Beheeyem to outspeed as much as possible under Trick Room
  • Max HP increases Beheeyem's bulk on both sides of the spectrum and makes setting up slightly easier as a result.
  • Psychium Z is stupidly powerful at +2, having a chance to KO some checks such as Mespirit or Probopass with an Anlaytic boost or some prior chip and otherwise nuking virtually anything that doesn't resist off the face of the planet. Also weakens Knock Off, which is useful for revenge killing certain Pokemon such as +1 Attack Gurdurr.
  • Colbur Berry is an alternative option that allows Beheeyem easier setup against Dark-types or to act as a one-time insurance against Pursuit trapping. It also lures Skuntank, allowing Beheeyem to live a Dark attack and then retaliate with a Hidden Power Ground, which will always OHKO at +2 Special Attack.
  • Analytic punishes switching and also allows Beheeyem to hit Ferroseed harder in Trick Room, as standard Ferroseed underspeeds Beheeyem.

Usage Tips
========

  • Use it to punch holes early on with Analytic-boosted attacks, as going for a Trick Room sweep while its checks and counters are still healthy is a waste of time. i think this sends the wrong message, u dont want to sweep early on but like, it should rly only be used late game. early game wallbreaker is not what BEM excels at at all.
  • Later in the game when the checks and counters are weakened or eliminated going for the Trick Room sweep is the way to go.
  • The choice of whether to use Nasty Plot or Trick Room first depends on the sitaution. Nasty Plot, if used before Trick Room, gives Beheeyem 1 more turn to attack under Trick Room. However, using Trick Room first gives Beheeyem more flexibility in choosing whether to attack or boost which is more advantageous against more offensive teams, where a Nasty Plot may not be required to sweep.
  • Bring Beheeyem in on a slow pivot or sack as Beheeyem needs as much HP as possible to pull off the 2-turn setup of Trick Room and Nasty Plot.
  • Beheeyem can take advantage of passive Pokemon such as Defensive Mesprit, Audino, Gastrodon, and Clefairy and set up on them. It should be wary of Toxic from these Pokemon, however, as the residual poison damage can easily cut the sweep short.
  • Make sure to save your Z-Move for Beheeyem's checks or counters, as Beheeyem hits plenty hard enough at +2 to KO neutral targets.
prolly best thing to add here is what mons ur looking to weaken/eliminate before BEM can go for the sweep

Team Options
========


  • Trick Room setters such as Carbink and Audino are important teammates, as they ease Beheeyem's need to set Trick Room, allowing Beheeyem to set up or threaten the opposing team without wasting a turn and precious HP on setting Trick Room. specifically if ur running BEM on TR and not as a solo TR poke
  • Having another slow, powerful Pokemon to take advantage of trick room, such as Crabominable and Wishiwashi is nice to have in the situation that Beheeyem is forced out with Trick Room still active. Crabominable in particular breaks through most of Beheeyem's counters while Beheeyem does the same for it in turn.
  • Skuntank traps Psychics and Ghosts that would otherwise annoy Beheeyem and eases the need to run Signal Beam, opening up Beheeyem to running Hidden Power Ground.
  • Fighting-types such as Gurdurr and Primeape handle the Dark-types that Beheeyem would enjoy having off the field before a sweep, beating down Ferroseed and Probopass. Gurdurr also uses the Dark-types that Beheeyem attracts in as effective setup fodder. Beheeyem supports them in turn by beating down checks and counters such as Weezing, Clefairy, and weakens Spiritomb.
  • Entry hazards from Pokemon such as Ferroseed, Mesprit, and Weezing really help put checks into KO range for Beheeyem
  • Silvally-Fairy checks dark-types, provides defog support, and helps bring Beheeyem in more safely with Parting Shot.

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

  • Thunderbolt is a decently powerful coverage move that hits many Psychic resists for neutral damage, but often does not hit hard enough to justify its usage over a other coverage moves that can hit checks super-effectively.
  • A bulky Nasty Plot set with max HP and Defense investment and a Colbur Berry can function as an effective wallbreaker. While certainly devestating against slower, bulkier teams, it struggles to find opportunities to set up against Offense and is easily revenge killed.
  • Choice Specs turns Beheeyem into an immediately powerful breaker, but the set suffers from an abysmal offense matchup and being easy to revenge kill, especially with Dark-types such as Spiritomb and Skuntank exploiting Beheeyem's STAB attack and trapping with Pursuit in turn. also mesprit might be weaker, but movepool and speed still makes it a much better option for this
  • Leftovers can also be ran to offset chip damage and function better against very defensive teams, but fares more poorly against other archetypes where Dark attacks are of more concern.

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

**Dark-types**: Skuntank's unique typing allows it to switch into Beheeyem's STAB and coverage moves, only really fearing Hidden Power Ground and trapping Beheeyem with Pursuit in return. Spiritomb has a similarly effective typing for dealing with Beheeyem's coverage, and has powerful priority options for stopping Beheeyem's sweep short. It should be noted, however, that other bug-neutral Dark-types in the tier such as Sableye and Pawniard aren't bulky enough to stomach an +2 Analytic-boosted Signal Beam neither is skuntank.

**Steel-types**: Specially bulky Steel-type pokemon such as Probopass and Ferroseed resist Beheeyem's STAB and only really fear a +2 Shattered Psyche or Hidden Power Ground. Ferroseed also underspeeds you so it goes first in Trick Room. Bronzor deserves special mention for being immune to Hidden Power Ground and doubly resisting Beheeyem's STAB.

**Faster Pokemon**: The second Trick Room is over Beheeyem is phenomenally easy to revenge kill with its abysmal Speed stat. It should be noted, however, that a select few Pokemon have even worse Speed, such as minimum Speed Drampa and Wishiwashi, and can outspeed and KO while under Trick Room.

**Priority**: Powerful priority from Pokemon such as Raticate-Alola, Kangaskhan, Spiritomb, Shiftry, and Skuntank ignore the speed advantage Beheeyem has under Trick Room and can revenge kill it with little to no chip. Kangaskhan in particular can waste a turn with Fake Out and can KO with Sucker Punch after some chip. If running Colbur Berry, however, Beheeyem can effectively lure and eliminate all of these Pokemon sans Shadow Sneak Spiritomb.
stamp.gif
2/3
 

Darkinium

the mighty nuaguunibi
amcheck, talked with jklioe and they said I can go ahead.
[OVERVIEW]

Beheeyem possesses a huge Special Attack stat of 125, making it a powerful wallbreaker. This is further augmented by the ability Analytic, boosting the power of Beheeyem's attacks when it moves last. Due to its access to both Trick Room and Nasty Plot, Beheeyem can effectively function versus offensive and defensive teams alike. This is furthered by Beheeyem's incredibly low Speed stat of 40, which outspeeds virtually the entire tier under Trick Room and take full advantage of Analytic when outside of Trick Room. However, only passable bulk in addition to a terrible Speed stat means that Beheeyem finds few opportunities to set up and is easily forced out by many offensive threats. This is further exacerbated by a weak defensive typing in Psychic which bestows few useful resistances outside of Fighting. Psychic also isn't a great offensive typing to have in a tier rife with powerful Dark-types (such as?) and their STAB Sucker Punches. Compounding these issues, Beheeyem also lacks room for Recover, making it easily worn down throughout the match. (Unsure about mentioning Recover since it's not on the main set, perhaps just talk about lack of longevity.) Beheeyem also faces heavy competition from Mespirit and Musharna (outside of TR), with Mespirit having a much better speed tier and more versatile movepool while Musharna has much better bulk and makes for a more potent slow setup sweeper. Lastly, Beheeyem is faces competition as a dedicated Trick Room special sweeper by Pokemon such as Wishiwashi, which hits harder with better coverage (Dunno about more coverage, maybe say better bulk instead), and Exeggutor-Alola which also has better coverage and access to Trick Room. (Both also have better offensive and/or defensive typings.)

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Nasty Plot
move 4: Signal Beam / Hidden Power Ground
item: Psychium Z / Colbur Berry
ability: Analytic
nature: Quiet
evs: 248 HP / 8 Def / 252 SpA
IVs: 0 Spe

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

Trick Room allows Beheeyem to take advantage of its terrible speed stat and attempt to sweep. Under Trick Room it outspeeds virtually the entire tier. Psychic is Beheeyem's STAB attack of choice, dealing heavy damage to anything that doesn't resist it and outright OHKOing many frailer pokemon. Psyshock is an alternative option that deals significantly more damage to specially defensive pokemon such as Clefairy or Audino. (And Psychic is still used over it because...? If the reasoning isn't particularly strong, maybe Psyshock should get a slash.) Nasty Plot boosts Beheeyem's Special Attack to absurd levels, allowing it to break specially defensive walls such as Audino with ease. Signal Beam allows Beheeyem to hit the Dark and Psychic-types (examples?) that would be able to stomach a Psychic. Alternatively, didden Power Ground hits Skuntank and Steel-types such as Probopass. It should be noted, however, that Skuntank already falls to a +2 Signal Beam, but nonetheless Hidden Power Ground is a much more threatening option against it when unboosted.

Set Details
========

Maximum SpA and a Quiet nature maximizes special attack while minimizing Speed, which allows Beheeyem to outspeed as much as possible under Trick Room, while max HP increases Beheeyem's bulk on both sides of the spectrum and makes setting up slightly easier as a result. Psychium Z powers up Psychic into Shattered Psyche, which is incredibly powerful at +2, having a chance to KO some bulky resists such as Mespirit or Probopass with an Anlaytic boost or some prior chip and otherwise handily OHKOing virtually anything that doesn't resist (useful when Beheeyem can't set up). Also weakens Knock Off, which is useful for revenge killing certain Pokemon such as +1 Attack Gurdurr. Colbur Berry is an alternative option that allows Beheeyem easier setup against Dark-types or to act as a one-time insurance against Pursuit trapping. It also lures Skuntank, allowing Beheeyem to live a Dark attack and then retaliate with a Hidden Power Ground, which will always OHKO at +2 Special Attack (if we're assuming +2 SpA, mention Signal Beam OHKOs most of the time. Maybe say that HP Ground is better unboosted, too). Analytic punishes switching and also allows Beheeyem to hit Ferroseed harder in Trick Room, as standard Ferroseed underspeeds Beheeyem.

Usage Tips
========

Going for a Trick Room sweep while its checks and counters are still healthy is a waste of time. (Not 100% certain about this point because Beheeyem can still blast through "checks" with its stupid power, especially when boosted.This also ties in with my next point below.) While Beheeyem can punch holes in the opponent's team early game, its HP should be conserved to maximize the chance of getting off a Trick Room and sweeping. Due to this, focus on wearing down and KOing Pokemon such as Spiritomb, Skuntank, and Ferroseed in order to facilitate a sweep. Later in the game when these checks and counters are weakened or eliminated going for the Trick Room sweep is the way to go. (It might also be worth mentioning that Beheeyem can be played a bit recklessly early-game because it's often paired with Healing Wish users such as Audino and Musharna.) Emphasis on eliminating Dark-types as they prevent Beheeyem from spamming its STAB Psychic and wasting valuable Trick Room turns in the process. The choice of whether to use Nasty Plot or Trick Room first depends on the sitaution. Nasty Plot, if used before Trick Room, gives Beheeyem 1 more turn to attack under Trick Room. However, using Trick Room first gives Beheeyem more flexibility in choosing whether to attack or boost which is more advantageous against more offensive teams, where a Nasty Plot may not be required to sweep. Bring Beheeyem in on a slow pivot or sack as Beheeyem needs as much HP as possible to pull off the 2-turn setup of Trick Room and Nasty Plot. Beheeyem can take advantage of passive Pokemon such as Defensive Mesprit, Audino, Gastrodon, and Clefairy and set up on them. (In what way does it take advantage of them?) It should be wary of Toxic from these Pokemon, however, as the residual poison damage can easily cut the sweep short. Lastly, make sure to save your Z-Move for Beheeyem's checks or counters, as Beheeyem hits plenty hard enough at +2 to KO neutral targets.

Team Options
========

If running a dedicated Trick Room team, setters such as Carbink and Audino are important teammates, as they ease Beheeyem's need to set Trick Room, allowing Beheeyem to set up or threaten the opposing team without wasting a turn and precious HP on setting Trick Room. (Mention it either here or in the point about hazards, but Beheeyem loves Carbink's SR. Here I'd also talk about how good Audino's HW is for Beheeyem, too) However, Beheeyem can still function as a self-sufficient OTR sweeper on more traditional builds. Having another slow, powerful Pokemon to take advantage of trick room, such as Crabominable or Wishiwashi is nice to have in the situation that Beheeyem is forced out with Trick Room still active. Crabominable in particular breaks through most of Beheeyem's counters while Beheeyem does the same for it in turn. (Which Pokemon do they help each other against?) Skuntank and Spiritomb traps Psychics and Ghosts that would otherwise annoy Beheeyem and eases the need to run Signal Beam, opening up Beheeyem to running Hidden Power Ground. Fighting-types such as Gurdurr and Primeape handle the Dark-types that Beheeyem would enjoy having off the field before a sweep, while also beating down Steel-types such as Ferroseed and Probopass. Gurdurr also uses the Dark-types that Beheeyem attracts in as effective setup fodder. Beheeyem supports them in turn by beating down checks and counters such as Weezing, Mesprit and Clefairy. Entry hazards from Pokemon such as Ferroseed, Mesprit, and Weezing are very useful in order help put checks into KO range for Beheeyem. Silvally-Fairy checks dark-types, provides defog support, and helps bring Beheeyem in more safely with Parting Shot.

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

Thunderbolt is a decently powerful coverage move that hits many Psychic resists for neutral damage, but often does not hit hard enough to justify its usage over a other coverage moves that can hit checks super-effectively. A bulky Nasty Plot set with maximum HP and Defense investment and a Colbur Berry can function as an effective wallbreaker. While certainly devestating against slower, bulkier teams, it struggles to find opportunities to set up against Offense and is easily revenge killed. Choice Specs turns Beheeyem into an immediately devastating breaker, but the set suffers from an abysmal offense matchup while being easy to revenge kill, especially with Dark-types such as Spiritomb and Skuntank exploiting Beheeyem's STAB attack and trapping with Pursuit in turn. Due to this, Choice Specs Mespirit, while weaker, has much better Speed and a wider movepool to utilize and is therefore typically the better choice. Leftovers can also be ran over Colbur Berry or Psychium Z in order to offset chip damage and function better against more defensive teams, but fares more poorly against other archetypes where Dark attacks are of more concern.

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

**Dark-types**: Dark-types (List examples here) are immune to Psychic, forcing Beheyeem into 50/50 situations while they are still alive on the opposing team and potentially wasting Trick Room turns in the process. Spiritomb's typing in particular allows it to switch into Beheeyem's STAB and coverage moves while trapping Beheeyem with Pursuit or picking it off with Sucker Punch. (Skuntank does the same, but is a bit more fearful of coverage). It should be noted, however, that other bug-neutral Dark-types in the tier such as Sableye and Skuntank aren't bulky enough to stomach an +2 Analytic-boosted Signal Beam.

**Steel-types**: Specially bulky Steel-type pokemon such as Probopass and Ferroseed resist Beheeyem's STAB and only really fear a +2 Shattered Psyche or Hidden Power Ground. Ferroseed also underspeeds in Trick Room. Bronzor deserves special mention for being immune to Hidden Power Ground and doubly resisting Beheeyem's STAB. (Although I'd also talk about Bronzor not being great overall lol)

**Faster Pokemon**: The second Trick Room is over Beheeyem is phenomenally easy to revenge kill with its abysmal Speed stat. (Name some offensive threats that can do that.) It should be noted, however, that a select few Pokemon have even worse Speed, such as minimum Speed Drampa and Wishiwashi, and can outspeed and KO while under Trick Room. (But are uncommon outside of opposing TR.)

**Priority**: Powerful priority from Pokemon such as Raticate-Alola, Kangaskhan, Spiritomb, Shiftry, and Skuntank ignore the speed advantage Beheeyem has under Trick Room and can revenge kill it with little to no chip. Kangaskhan in particular can waste a turn with Fake Out and can KO with Sucker Punch after some chip. If running Colbur Berry, however, Beheeyem can effectively lure (I'm not sure if "lure" is the right word here, maybe something like "take a hit", given that Colbur Beheeyem isn't exactly a surprise.) and eliminate all of these Pokemon sans Shadow Sneak Spiritomb.
Remember to remove all mentions of drops (EDIT: rises, sorry :bloblul:), and sprinkle in some drops.
 
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Darkinium

the mighty nuaguunibi
Alright, since I'm QC now, implement the rest of the check (if you left some stuff behind), and consider this 3/3! :blobthumbsup:
 

asa

is a Site Content Manageris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnus
PU Leader
add/change remove comments
[OVERVIEW]

Beheeyem possesses a huge Special Attack stat of 125, making it a powerful wallbreaker. This is further augmented by the ability Analytic, (RC) boosting the power of Beheeyem's attacks when it moves last. Due to its access to both Trick Room and Nasty Plot, Beheeyem can effectively function versus offensive and defensive teams alike. This is furthered by Beheeyem's incredibly low Speed stat of 40, which allows it to outspeeds virtually the entire tier under Trick Room and take full advantage of Analytic when outside of Trick Room. However, only passable bulk in addition to a terrible Speed stat means that Beheeyem finds few opportunities to set up and is easily forced out by many offensive threats. This is further exacerbated by a weak poor defensive typing in Psychic, (AC) which bestows few useful resistances outside of Fighting. Psychic also isn't a great offensive typing to have in a tier rife with powerful Dark-types such as Skuntank and Spiritomb and their STAB Sucker Punches. Compounding these issues, Beheeyem lacks any recovery, making leaving it easily worn down throughout the match and vulnerable to priority. Beheeyem also faces heavy competition from Mespirit Mesprit and Musharna outside of Trick Room, with Mespirit Mesprit having a much better speed tier and more versatile movepool, (AC) while Musharna has much better bulk and makes for a more potent slow setup sweeper. Lastly, Beheeyem is faces competition as a dedicated Trick Room special sweeper by from Pokemon with better offensive and defensive typings such as Wishiwashi, which hits harder with better bulk, and Exeggutor-Alola Alolan Exeggutor, (AC) which also has better coverage and access to Trick Room.

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic / Psyshock
move 3: Nasty Plot
move 4: Signal Beam / Hidden Power Ground
item: Psychium Z / Colbur Berry
ability: Analytic
nature: Quiet
evs: 248 HP / 8 Def / 252 SpA
IVs: 0 Spe

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

Trick Room allows Beheeyem to take advantage of its terrible Speed stat and attempt to sweep. Under Trick Room, (AC) it outspeeds virtually the entire tier. Psychic is Beheeyem's STAB attack of choice, dealing heavy damage to anything that doesn't resist it and outright OHKOing many frailer offensive Pokemon. Psyshock is an alternative option that deals significantly more damage to specially defensive Pokemon such as Clefairy or and Audino at the cost of not OHKOing offensive Pokemon such as Pinsir (after Stealth Rock damage) when unboosted, who which can potentially OHKO in return. It Psyshock also slightly weakens the power of Shattered Psyche, which mean a +2 Z-Psyshock has no chance to OHKO Type-Null Type: Null after Stealth Rock damage while Z-Psychic does which means it has no chance to OHKO Type: Null after Stealth Rock damage even at +2, while Shattered Psyche from Psychic does. (s/o eien.) Nasty Plot boosts Beheeyem's Special Attack to absurd levels, allowing it to break specially defensive walls such as Audino with ease. Signal Beam allows Beheeyem to hit the Dark- (AH)and Psychic-types such as Musharna and Absol that would be able to stomach a Psychic. Alternatively, Hidden Power Ground hits Skuntank and Steel-types such as Probopass. (bit of a personal preference, but please add aggron to this.) It should be noted, however, that Skuntank already falls to a +2 Signal Beam; , (ASC, RC) but nonetheless, (AC) Hidden Power Ground is a much more threatening option against it when unboosted.

Set Details
========

Maximum SpA Special Attack investment and a Quiet nature maximizes special attack Beheeyem's offensive presence (bit less repetitive.) while minimizing Speed, which allows Beheeyem to outspeed as much as possible under Trick Room, while max HP increases Beheeyem's mixed bulk on both sides of the spectrum and makes setting up slightly easier as a result. Psychium Z powers up Psychic into Shattered Psyche, which is incredibly powerful at +2, having a chance to KO some bulky Psychic-type resists such as Mespirit Mesprit or and Probopass with an Anlaytic Analytic boost or some prior chip damage and otherwise handily OHKOing virtually anything that doesn't resist. Psychium Z also weakens Knock Off, which is useful for revenge killing certain Pokemon such as +1 Attack Gurdurr. Colbur Berry is an alternative option that allows Beheeyem easier setup against Dark-types or to and acts as a one-time insurance against Pursuit trapping. It also lures Skuntank, allowing Beheeyem to live a Dark attack take a Dark-type move and then retaliate with a either Hidden Power Ground or Signal Beam, the former of which will always OHKO at +2 Special Attack, or a boosted Signal Beam, which while the latter deals heavy damage at +2 and can OHKO with some chip. Analytic punishes switching, dealing heavier damage than usual to potential switch-ins.

Usage Tips
========

Going for a Trick Room sweep while its Beheeyem's counters are still healthy is a waste of time. While Beheeyem can punch holes in the opponent's team early-(AH)game, its HP should be conserved to maximize the chance of getting off a using Trick Room and sweeping unless it is paired with a Healing Wish user such as Audino and Musharna; , (ASC, RC) in which this case, (AC) it can be used as a de-facto wallbreaker until it is required to sweep. Due to this, focus on wearing down and KOing Pokemon such as Spiritomb and Skuntank in order to facilitate a sweep. Later in the game when these checks and counters are weakened or eliminated, (AC) going for the Trick Room sweep with Trick Room is the way to go. Emphasis Emphasize on eliminating Dark-types, (AC) as they prevent Beheeyem from spamming its STAB Psychic and wasting waste valuable Trick Room turns in the process. The choice of whether to use Nasty Plot or Trick Room first depends on the sitaution situation. Nasty Plot, if used before Trick Room, gives Beheeyem 1 one more turn to attack under Trick Room. However, using Trick Room first gives Beheeyem more flexibility in choosing whether to attack or boost, (AC) which is more advantageous against more offensive teams, (RC) where a Nasty Plot boost may not be required to sweep. Bring Beheeyem in on with a slow pivot or sack after a teammate has been sacrificed, as Beheeyem needs as much HP as possible to pull off the 2-turn two-turn setup of Trick Room and Nasty Plot. Beheeyem can take advantage of passive Pokemon such as defensive Mesprit, Audino, and Clefairy and set up on them, (AC) as it is not immediately threatened by any of their offensive options. It should be wary of Toxic from these Pokemon, however, as the residual poison damage can easily cut the sweep short. Lastly, make sure to save your the Z-Move for Beheeyem's checks or counters, as Beheeyem hits plenty hard enough at +2 to KO neutral targets.

Team Options
========

If running a dedicated Trick Room team, Trick Room setters such as Carbink and Audino are important teammates, as they ease Beheeyem's need to set Trick Room can set Trick Room for Beheeyem, which allowing allows Beheeyem it to set up or threaten the opposing team without wasting a turn and precious HP on setting Trick Room, with Carbink's Stealth Rock chipping targets such as Gurdurr into guaranteed OHKO range and Audino's Healing Wish granting Beheeyem a safe switch-(RH)in and another chance to set up after being chipped worn down. However, Beheeyem can still function as a self-sufficient OTR offensive Trick Room sweeper on more traditional builds. Having another slow, powerful Pokemon to take advantage of trick room, such as Crabominable or Wishiwashi, (AC) is nice to have in the situation that Beheeyem is forced out with Trick Room still active. Crabominable in particular breaks through most of Beheeyem's counters while Beheeyem does the same for it in turn, with Crabominable easily taking out Dark- and Steel-types such as Skuntank and Probopass, (AC) while and Beheeyem steamrolls steamrolling Poison- and (if running Signal Beam) Psychic-types such as Qwilfish, Weezing, and Mesprit if it has Signal Beam. Skuntank and Spiritomb traps Psychics and Ghosts Psychic- and Ghost-types that would otherwise annoy Beheeyem and eases the need to run Signal Beam, opening up Beheeyem up to running Hidden Power Ground. Fighting-types such as Gurdurr and Primeape handle the Dark-types that Beheeyem would enjoy having off the field removed before a sweep, (RC) while also beating down Steel-types such as Aggron and Probopass. Gurdurr also uses the Dark-types that Beheeyem attracts in as effective setup fodder. Beheeyem supports them in turn by beating down checks and counters such as Weezing, Mesprit, (AC) and Clefairy. Entry hazards from Pokemon such as Qwilfish, Mesprit, and Carbink are very useful in order help put checks into KO range for Beheeyem. Silvally-Fairy checks Dark-types, provides Defog support, and helps bring Beheeyem in more safely with Parting Shot.

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

Thunderbolt is a decently powerful coverage move that hits many Psychic-type resists for neutral damage, but often does not hit hard enough to justify its usage over a other coverage moves that can hit checks super-(RH)effectively. A bulky Nasty Plot set with maximum HP and Defense investment and a Colbur Berry can function as an effective wallbreaker. While certainly devestating devastating against slower, bulkier teams, it struggles to find opportunities to set up against offense and is easily revenge killed. Choice Specs turns Beheeyem into an immediately devastating breaker, but the this set suffers from an abysmal offense matchup while being easy to revenge kill, especially with Dark-types such as Spiritomb and Skuntank exploiting Beheeyem's STAB attack and trapping with Pursuit in turn. Due to this, Choice Specs Mespirit Mesprit, while weaker, has much better Speed and a wider movepool to utilize and is therefore typically the better choice. Leftovers can also be ran over Colbur Berry or Psychium Z in order to offset chip damage and function better against more defensive teams, but fares more poorly against other archetypes where Dark-type attacks are of more concern.

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

**Dark-types**: Dark-types such as Skuntank and Shiftry are immune to Psychic, (RC) and forcing force Beheyeem Beheeyem into 50/50 situations mind games while they are still alive present on the opposing team and potentially wasting waste Trick Room turns in the process. Spiritomb and Skuntank's typing in particular allows them to switch into Beheeyem's STAB move and coverage moves while trapping Beheeyem with Pursuit or picking it off with Sucker Punch. Spiritomb particularly stands out for being able to take a +2 Analytic-boosted Signal Beam, but it should be noted that the other bug-neutral Dark-types in the tier that take neutral damage from Bug-type moves such as Sableye and Skuntank aren't bulky enough to stomach an +2 Analytic-boosted Signal Beam.

**Steel-types**: Steel-type Pokemon such as Probopass and Aggron resist Beheeyem's STAB move and only really fear a +2 Shattered Psyche or Hidden Power Ground. Bronzor deserves special mention for being immune to Hidden Power Ground and doubly resisting Beheeyem's STAB move, but it is not a common sight outside of stall due to its passivity and is overall a mediocre Pokemon.

**Faster Pokemon**: The second Trick Room is over, (AC) Beheeyem is phenomenally easy to revenge kill with due to its abysmal Speed stat, with Pokemon such as Skuntank, Froslass, Oricorio, and Aggron all dealing very heavy damage or outright OHKOing it. It should be noted, however, that a select few Pokemon have even worse Speed than Beheeyem, such as minimum Speed Drampa and Wishiwashi, and can outspeed and KO it while under Trick Room, (AC) but they are uncommon outside of opposing Trick Room teams.

**Priority**: Powerful priority from Pokemon such as Raticate-Alola Alolan Raticate, Kangaskhan, Spiritomb, Shiftry, and Skuntank ignore the speed advantage Beheeyem has under Trick Room and can revenge kill it with little to no chip even while Trick Room is up. Kangaskhan in particular can waste a turn with Fake Out and can KO with Sucker Punch after some chip. If running Colbur Berry, however, Beheeyem can effectively take a hit and eliminate all of these Pokemon sans Shadow Sneak Spiritomb.
 
Last edited:

autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
GP 2/2
[OVERVIEW]

Beheeyem possesses a huge base Special Attack stat of 125, (drop the of 125 if you want bc stats show right above this) making it a powerful wallbreaker. This is further augmented by the ability Analytic boosting the power of Beheeyem's attacks when it moves last. Due to its access to both Trick Room and Nasty Plot, Beheeyem can effectively function versus offensive and defensive teams alike. This is furthered by Beheeyem's incredibly low Speed stat of 40, which allows it to outspeed virtually the entire tier under Trick Room and take full advantage of Analytic when outside of Trick Room. However, only passable bulk in addition to a its terrible Speed stat mean that Beheeyem finds few opportunities to set up and is easily forced out by many offensive threats. This is further exacerbated by a poor defensive typing in Psychic, which bestows few useful resistances outside of Fighting. Psychic also isn't a great offensive typing to have in a tier rife with powerful Dark-types such as Skuntank and Spiritomb and their STAB Sucker Punch. Compounding these issues, Beheeyem lacks any recovery, leaving it easily worn down throughout the match and vulnerable to priority. Beheeyem also faces heavy competition from Mesprit and Musharna outside of Trick Room, with Mesprit having a much better Speed tier and more versatile movepool, while Musharna has much better bulk and makes for a more potent slow setup sweeper. Lastly, Beheeyem faces competition as a dedicated Trick Room special sweeper from Pokemon with better offensive and defensive typings such as Wishiwashi, which hits harder with better bulk, and Alolan Exeggutor, which also has better coverage and access to Trick Room.

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic / Psyshock
move 3: Nasty Plot
move 4: Signal Beam / Hidden Power Ground
item: Psychium Z / Colbur Berry
ability: Analytic
nature: Quiet
evs: 248 HP / 8 Def / 252 SpA
IVs: 0 Spe

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

Trick Room allows Beheeyem to take advantage of its terrible Speed stat and attempt to sweep. Under Trick Room, it outspeeds virtually the entire tier. Psychic is Beheeyem's STAB attack of choice, dealing heavy damage to anything that doesn't resist it and outright OHKOing many frailer offensive Pokemon. Psyshock is an alternative option that deals significantly more damage to specially defensive Pokemon such as Clefairy and Audino at the cost of not OHKOing offensive Pokemon such as Pinsir after Stealth Rock damage when unboosted, which can potentially OHKO it in return. Psyshock also slightly weakens the power of Shattered Psyche, which means it has no chance to OHKO Type: Null after Stealth Rock damage even at +2, while Shattered Psyche from Psychic does. Nasty Plot boosts Beheeyem's Special Attack to absurd levels, allowing it to break specially defensive walls such as Audino with ease. (even w psychic? you use these spdef walls as examples for stuff psyshock beats then you're saying just np beats) Signal Beam allows Beheeyem to hit the Dark- and Psychic-types such as Musharna and Absol that would be able to stomach a Psychic. Alternatively, Hidden Power Ground hits Skuntank and Steel-types such as Aggron and Probopass. It should be noted, however, that Skuntank already falls to a +2 Signal Beam; nonetheless, Hidden Power Ground is a much more threatening option against it when unboosted.

Set Details
========

Maximum Special Attack investment and a Quiet nature maximize Beheeyem's offensive presence while minimizing Speed, which allows Beheeyem to outspeed as much as possible under Trick Room, while maximum HP investment increases Beheeyem's mixed bulk and makes setting up slightly easier as a result. Psychium Z powers up Psychic (or Psyshock?) into Shattered Psyche, which is incredibly powerful at +2, having a chance to KO some bulky Psychic-type resists Psychic-resistant foes such as Mesprit and Probopass with an Analytic boost or some prior chip damage and otherwise handily OHKOing virtually anything that doesn't resist it. Psychium Z also weakens Knock Off due to Beheeyem's item being unable to be removed (or similar just explain it), which is useful for revenge killing certain Pokemon such as +1 Gurdurr. Colbur Berry is an alternative option that allows Beheeyem easier setup against Dark-types and acts as a one-time insurance against Pursuit trapping. It also lures Skuntank, allowing Beheeyem to take a Dark-type move and then retaliate with either Hidden Power Ground or Signal Beam, the former of which will always OHKO at +2, while the latter which deals heavy damage at +2 and can OHKO with some chip. Analytic punishes switching, dealing heavier damage than usual to potential switch-ins. ("It should be noted, however, that Skuntank already falls to a +2 Signal Beam" you're contradicting yourself by just saying it does heavy damage here)

Usage Tips
========

Going for a Trick Room sweep while Beheeyem's counters are still healthy is a waste of time. While Beheeyem can punch holes in the opponent's team early-game, its HP should be conserved to maximize the chance of using Trick Room and sweeping unless it is paired with a Healing Wish user such as Audino and or Musharna; in this case, it can be used as a de-facto wallbreaker until it is required to sweep. Due to this, focus on wearing down and KOing Pokemon such as Spiritomb and Skuntank in order to facilitate a sweep. Later in the game when these checks and counters are weakened or eliminated, going for the sweep with Trick Room is the way to go. Emphasize on eliminating Dark-types, as they prevent Beheeyem from spamming its STAB Psychic and waste valuable Trick Room turns in the process. The choice of whether to use Nasty Plot or Trick Room first depends on the situation. Nasty Plot, if used before Trick Room, gives Beheeyem one more turn to attack under Trick Room. However, using Trick Room first gives Beheeyem more flexibility in choosing whether to attack or boost, which is more advantageous against more offensive teams where a Nasty Plot boost may not be required to sweep. Bring Beheeyem in with a slow pivot or after a teammate has been sacrificed, as Beheeyem it needs as much HP as possible to pull off the two-turn setup of Trick Room and Nasty Plot. Beheeyem can take advantage of passive Pokemon such as defensive Mesprit, Audino, and Clefairy and set up on them, as it is not immediately threatened by any of their offensive options. It should be wary of Toxic from these Pokemon, however, as the residual poison damage can easily cut the sweep short. Lastly, make sure to save the Z-Move for Beheeyem's checks or counters, as Beheeyem hits plenty hard enough at +2 to KO neutral targets.

Team Options
========

If running a dedicated Trick Room team, Trick Room setters such as Carbink and Audino are important teammates, as they can set Trick Room for Beheeyem, which allows it to set up or threaten the opposing team without wasting a turn and precious HP on setting Trick Room, with Carbink's Stealth Rock chipping targets such as Gurdurr into guaranteed OHKO range and Audino's Healing Wish granting Beheeyem a safe switch-(AH)in and another chance to set up after being worn down. However, Beheeyem can still function as a self-sufficient offensive Trick Room sweeper on more traditional builds. Having another slow, powerful Pokemon to take advantage of trick room Trick Room, such as Crabominable or Wishiwashi, is nice to have in the situation that Beheeyem is forced out with Trick Room still active. Crabominable in particular breaks through most of Beheeyem's counters while Beheeyem does the same for it in turn, with Crabominable easily taking out Dark- and Steel-types such as Skuntank and Aggron, and Beheeyem steamrolling Poison- and Psychic-types such as Qwilfish, Weezing, and Mesprit if it has Signal Beam. Skuntank and Spiritomb trap Psychic- and Ghost-types that would otherwise annoy Beheeyem and ease the need to run Signal Beam, opening Beheeyem up to running Hidden Power Ground. Fighting-types such as Gurdurr and Primeape handle the Dark-types that Beheeyem would enjoy having removed before a sweep while also beating down Steel-types such as Aggron and Probopass. Gurdurr also uses the Dark-types that Beheeyem attracts lures in as setup fodder. Beheeyem supports them in turn by beating down checks and counters such as Weezing, Mesprit, and Clefairy. Entry hazards from Pokemon such as Qwilfish, Mesprit, and Carbink are very useful in order help put checks into KO range for Beheeyem. Silvally-Fairy checks Dark-types, provides Defog support, and helps bring Beheeyem in more safely with Parting Shot.

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

Thunderbolt is a decently powerful coverage move that hits many Psychic-resistant Pokemon resists for neutral damage, but it often does not hit hard enough to justify its usage over other coverage moves that can hit checks super- (RH) effectively. A bulky Nasty Plot set with maximum HP and Defense investment and a Colbur Berry can function as an effective wallbreaker. While wallbreaker; while certainly devastating against slower, bulkier teams, it struggles to find opportunities to set up against offense and is easily revenge killed. Choice Specs turns Beheeyem into an immediately devastating breaker, but this set suffers from an abysmal offense matchup while being easy to revenge kill, especially with Dark-types such as Spiritomb and Skuntank exploiting Beheeyem's STAB attack and trapping with Pursuit in turn. Choice Specs Mesprit, while weaker, has much better Speed and a wider movepool to utilize and is therefore typically the better choice. Leftovers can also be ran run over Colbur Berry or Psychium Z in order to offset chip damage and function better against more defensive teams, but it fares more poorly against other archetypes where Dark-type attacks are of more concern.

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

**Dark-types**: Dark-types such as Skuntank and Shiftry are immune to Psychic-type and force Beheeyem into mind games while they are still present on the opposing team and potentially waste Trick Room turns in the process. Spiritomb and Skuntank's typing in particular allows them to switch into Beheeyem's STAB move and coverage moves while trapping Beheeyem with Pursuit or picking it off with Sucker Punch. Spiritomb particularly stands out for being able to take a +2 Analytic-boosted Signal Beam, but it should be noted that the other Dark-types in the tier that take neutral damage from Bug-type moves such as Sableye and Skuntank aren't bulky enough to stomach an +2 Analytic-boosted Signal Beam.

**Steel-types**: Steel-type Pokemon such as Probopass and Aggron resist Beheeyem's STAB move and only really fear +2 Shattered Psyche or Hidden Power Ground. Bronzor deserves a special mention for being immune to Hidden Power Ground and doubly 4x resisting Beheeyem's STAB move, but it is not a common sight outside of stall due to its passivity, (AC) as it and is overall a mediocre Pokemon.

**Faster Pokemon**: The second Trick Room is turns are over, Beheeyem is phenomenally easy to revenge kill due to its abysmal Speed stat, with Pokemon such as Skuntank, Froslass, Oricorio, and Aggron all dealing very heavy damage to it or outright OHKOing it. It should be noted, however, that a select few Pokemon have even worse Speed than Beheeyem, such as minimum Speed Drampa and Wishiwashi, and can outspeed and KO it while under Trick Room, but they are uncommon outside of opposing Trick Room teams.

**Priority**: Powerful priority moves from Pokemon such as Alolan Raticate, Kangaskhan, Spiritomb, Shiftry, and Skuntank can revenge kill it Beheyeem with little to no chip damage even while Trick Room is up. Kangaskhan in particular can waste a turn with Fake Out and KO Beheyeem with Sucker Punch after some chip damage. If running Colbur Berry, however, Beheeyem can effectively take a hit and eliminate all of these Pokemon sans Shadow Sneak Spiritomb.

[CREDITS]
- Written by: [[leonard (from big bang theory), 295686]]
- Quality checked by: [[allstarapology, 400292], [Megazard, 202117], [Darkinium, 448296]]
- Grammar checked by: [[allstarapology, 400292], [<username2>, <username2>]]
 

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