Belly Drum Guide

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Xia

On porpoise
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Status: Complete!

Approved by Jimbo

Since there wasn't an article written about Belly Drum for DPP, I decided to take the old RSE one and revamp sections of it so it reflects this metagame. I decided to leave the introduction exactly the same, because it's a great analogy and I couldn't come up with a better one. =3

If people feel that there are any better Belly Drum users that they would like to have included, PM me and we'll talk about it. For the other sections, though, feel free to post here so I can see how other members of the community feel about it.
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Table of Contents
1. Introduction
2. Masters of the Craft
---2.1. Charizard
---2.2. Linoone
---2.3. Smeargle
---2.4. Other Belly Drummers
3. The Finisher Function
---3.1. Field Status
---3.2. Pokemon Effect
---3.3. Sacrificial Moves
4. Beating the Drum
5. Closing Words

1. Introduction

<p>In the card game Hearts, certain cards are worth points, and if a player is holding a point card at the end of a round, he or she receive the appropriate number of points, one for each Heart, and 13 for the Queen of Spades. Contrary to many other games, players attempt to receive the lowest score possible, and therefore usually try to avoid holding point cards at the end of a round. However, if a certain player receives all thirteen Hearts and the Queen of Spades, that player gains zero points, whereas all other players accept a 26-point acquisition each, giving the player who obtained all the point cards a substantial advantage. This is called "shooting the moon" and is a very dynamic strategy that has huge rewards, but also enormous risk; if the player attempting to "shoot the moon" is missing even one point card, the scores are calculated regularly, and oftentimes the would-be shooter is burdened with a gigantic point gain if the strategy isn't executed perfectly.</p>

<p>The concept of "shooting the moon" is analogous to using the move Belly Drum in Pokémon. Belly Drum is a risky move that raises the user's Attack stage to the maximum level of +6 regardless of the original stage, but in return for such an explosive boost rids the user of 50% of its maximum HP, leaving it open to being easily knocked out in subsequent turns. If the strategy succeeds, the Belly Drummer is set to sweep, especially if it receives a Speed boost from a Salac Berry, but if the strategy is somehow foiled, the Belly Drummer's team is put at an immediate disadvantage, leaving it with one fewer member and often at little or no cost to the opposition.</p>

<p>There are two main formats for sets with Belly Drum: those with Substitute, and those without it. Substitute is an excellent choice to use with Belly Drum, as it allows the user to scout for unfavorable switches so it doesn't waste its Belly Drum on something it can't beat anyways. Substitute also takes 25% of the user's HP, which may at first appear to lack synergy with Belly Drum; however, if the user's HP is set at a number divisible by 4, a Substitute followed by a Belly Drum is enough to activate the Salac Berry, opening a pathway for a clean sweep. Unfortunately, using Substitute only leaves the Belly Drummer with two slots for offensive moves, and oftentimes two slots doesn't offer sufficient type coverage. Sets without Substitute don't usually have problems with type coverage, but are incredibly risky and aren't nearly as easy to use because of how difficult it is to set the user's HP under 25% and over 0% after a Belly Drum. A relatively weak attack from a wall that would switch out from a given Pokémon, such as a Skarmory Drill Peck on an incoming Charizard, will suffice, as it deals over 25% but under 50% damage.</p>

<p>The subsequent portions of this article will discuss three main Pokémon: Charizard, Linoone and Smeargle. In general, these are the most effective Belly Drummers; most other Belly Drummers are either too slow, too limited in movepool, or too weak.</p>

2. Masters of the Craft


2.1. Charizard

<p>Thanks to the physical / special split at the advent of the fourth generation, casting Charizard as a Belly Drummer has never been more rewarding. A very diverse physical movepool and various support moves allow Charizard to play two highly successful movesets: the standard BellyZard and Recoil BellyZard. Though both focus on capitalizing on the +6 Attack boost, they play somewhat differently and have advantages over one another.</p>

<p>The standard BellyZard set attempts to provide Charizard with both a Belly Drum and Salac Berry boost, heightening both its Attack and Speed stats respectively. After maximizing its Attack, Charizard is free to plow through much of the metagame, firing off STAB Fire Punches and either Earthquake (for Rock and fellow Fire-types) or Thunderpunch (primarily for Water-types). Charizard's ability, Blaze, makes Fire Punch extremely lethal; the Base Power is multiplied by 1.5x after Charizard is able to Substitute and Belly Drum (Blaze activates whenever Charizard is at 1/3 HP or less).</p>

<p>Unlike other Pokemon who utilize a combination of Substitute and a stat boosting move only to avoid damage, a BellyZard's Substitute also helps activate the pinch Berry's effect. To guarentee that the pinch Berry activates, those who play BellyZard must create an EV spread that makes Charizard's HP a number divisable by four. This is easily done by lowering the IV stat from 31 to 30, putting Charizard at 296 HP. The end result is a +6 Attack, +1 Speed Charizard with 25% health left--the best situation one could hope to be in when playing BellyZard.</p>

<p>The problem many players encounter when using the standard BellyZard is that two attacks is hardly enough to conquer a well-built team without running into a problematic wall that can sponge both attack choices (such as Lanturn if BellyZard chooses both Fire Punch and ThunderPunch). To combat such Pokemon, players opted to drop the comfort of a Substitute for a third attack, and with it, better type coverage. The lack of Substitute leaves Charizard open to status, priority, faster Choice Scarf users, and the off chance that the Salac Berry held by most BellyZard does not activate. These facts force players to adopt a more "suicidal" form of sweping, thus making Double-Edge a great attack choice. Double-Edge also has the added benefit of lowering Charizard's total HP, possibly forcing it into pinch Berry range (hence the set's name, Recoil BellyZard). A bit more prediction is needed to set up the Recoil BellyZard, though if it is done correctly, very few Pokemon can stop its sweep cold.</p>

<p>Though DP brought the long-awaited attack type split, it also brought with it the demise of Charizard: Stealth Rock. If Charizard switches in while Stealth Rock is in play, it automatically loses 50% of its total HP, making it impossible for it to Belly Drum without KOing itself. Rendered useless, the BellyZard can only try to attack, but without a +6 boost, these attacks can easily be sponged by walls, such as Uxie. Any team that showcases a BellyZard must be able to rid the field of Stealth Rock consistantly and keep them off the field for the duration of the match. Some of the most common Spinners that Charizard could be paired up with are Hitmontop, Donphan, and Claydol, though the shared weakness to Water that both latter options posses can be challenging to overcome. Being weak to one of the most common forms of damage in the metagame has slowly pushed BellyZard off its pedestal and into the lower tiers.</p>


2.2. Linoone

<p>Though it appears to be completely outclassed both offensively and defensively by Charizard, Linoone has a few tricks up its sleeves that differentiate it from the Fire-type. One of the main reasons to use Linoone over Charizard is its access to Extremespeed, and with it, priority. Having a priority attack allows Linoone to pick off its counters before they are able to attack--something Charizard very much lacks. Priority also diminishes the usefulness of holding a Salac Berry, freeing Linone up to hold Leftovers. Leftovers helps keep Linoone healthy in sandstorm and hail, as well as gradually increase its HP in the absence of these weather effects. Its ability, Gluttony, is also very useful for Belly Drumming. If, however, a Speed boost is sought, Linoone's ability, Gluttony, allows it to consume pinch Berries when its HP drops to or below 50%, instead of the normal 25%. Therefore, Linoone doesn't need to Substitute and Belly Drum to complete its setting up. A third moveslot is also opened, granting Linoone more type coverage.</p>

<p>To maximize Linoone's sweeping potential, many players opt to use the attacks Extremespeed, Seed Bomb, and either Return or Shadow Claw. Though all of the non-STAB attacks are powerful, they are used primarily as answers to the Pokemon who could not otherwise be taken down by Extremespeed, whether due to resistance, immunity, high Defense, or a combination of these traits.</p>

<p>A lesser option available to Linoone involves a combination of Belly Drum and Flail. The tactic--commonly seen in ADV play, but rarely in the current metagame--sought to increase Flail's Base Power by Belly Drumming twice. In order to keep Linoone alive after two Belly Drums, players would manipulate the HP stat so it was not divisible by four. In doing so, they ensured that Linoone would always survive two Belly Drums with 1-3 HP left, and maximizing Flail's Base Power to 200. To combat priority attackers, Extremespeed saw use on this set as well. The downfall of this set was the popularization of all entry hazards, as well as the fact that the set only functioned correctly under the most perfect conditions.</p>


2.3. Smeargle

<p>Smeargle's ability to Sketch any move in Pokemon makes it the most versatile Belly Drummer in the game. The drawback, however, is the fact that Smeargle itself can't do anything with a +6 Attack boost and the often seen +1 Speed boost from its held Salac Berry. Therefore, much of Smeargle's strategy is based around the Baton Pass team strategy.</p>

<p>Though Smeargle has separate sets for both OU and Ubers, both share the same exact moveset and strategy. Upon entering battle, Smeargle does what every other Smeargle does: Spore. After lulling an opponent to sleep, it then sets up a Substitute, Belly Drums, and attempts to Baton Pass the boost before falling prey to speedier opponents.</p>

<p>As anyone who has ever used Smeargle can tell you, it's not the strategy that is difficult to pull off, it's keeping Smeargle alive long enough to Pass its boosts. Due to its versatile roles, it cannot compete in the lower tiers, and must face some of the most fearome Pokemon in the game. Many of these threats pack priority attacks or pseudo-Haze moves that effectively stop Smeargle in its tracks. The only answers to counter these strategies, Taunt and Extremespeed, must take the place of Substitute in the moveslot in order to be used. Doing so hampers Smeargle's ability to grab the pinch Berry boost, and are therefore left unused.</p>

2.4. Other Belly Drummers



Clefable

<p>Clefable is able to abuse its huge support movepool to end up at +6 Attack with 100% health. By using Wish the turn before belly Drumming, Clefable is able to avoid the crippling HP cut experienced by many other Belly Drummers. It can then use STAB Double-Edge to sweep; the recoil damage Double-Edge inflicts is ignored, thanks to Magic Guard.</p>


Hariyama

<p>Hariyama's bulkiness and superb base 120 Attack make running a Belly Drum set viable. By running Guts as the ability, Hariyama has little to fear from being burnt, aside from the residual damage. A low Speed stat, however, leaves Hariyama open to assaults from Honchkrow, Espeon, and the like; passing Hariyama a Substitute is very much appreciated.</p>


Hypno

<p>Hypno employs the same Wish and Belly Drum strategy as Clefable. Hypno's STAB Zen Headbutt (and useful flinch chance), as well as its high base 115 Special Defense make Hypno a sturdy Belly Drummer.</p>


Slowbro

<p>Belly Drum Slowbro is typically seen only on Trick Room teams, since its pathetic Speed stat would leave it open to attacks from nearly every sweeper in the metagame. Slack Off helps it recover lost HP, though wasting turns setting up and healing will quickly extinguish Trick Room, leaving Slowbro open to attack once again.</p>


Snorlax

<p>Snorlax is one of the few reliable OU Belly Drummers. Both of its abilities, Thick Fat and Immunity, are helpful, halving the dmage caused by the ever-present Ice- and Fire-type attacks and granting Immunity to the crippling effects of Toxic respectively. His walling capabilities also make it a worthwhile option if one wants to use the Belly Drum strategy in the higher tiers.</p>


Ursaring

<p>Ursaring who use Belly Drum tend to stray from the beaten path as far as items are concerned; instead of holding a Salac Berry or Leftovers, it opts instead for Toxic Orb. Toxic Orb is a great item to have Ursaring hold, thanks to its abilities, Guts and Quick Feet. Guts automatically increases Ursaring's Attack stat when it is afflicted with status, while Toxic Orb and Quick feet results in a +1 Speed, +6 Attack Ursaring after one turn of setting up.</p>

3. The Finisher Function

<p>Belly Drummers are very powerful if set up correctly, but there is an anecdote to their usage that relates back to the game of Hearts. If a player realizes his or her opponent is attempting to "shoot the moon" and has the opportunity to stop it, but at the expense of taking the Queen of Spades, the player is more likely than not going to take the chance anyways. At worst, he or she gains 13 points, as opposed to the 26-point gain that would have occurred otherwise. This is why the user of the Belly Drummer should never over- or underestimate the opponent, especially on a second attempt at Belly Drumming, or with a well-known Belly Drummer such as Charizard. A predicted switch might very well not happen. For example, a Charizard that has just switched into a Skarmory's Drill Peck might suffer a fatal one while Belly Drumming on an incorrectly predicted switch. It is vital while using a Belly Drummer to not only consider the risks involved with the Belly Drummer, but also the risks run by the opponent.</p>

<p>There are a few ways for one to force his or her opponent to keep the Belly Drummer alive. This section will also include general support for Belly Drummers.</p>

3.1. Field Status

Substitute

<p>Having a Substitute Baton Passed to your Belly Drummer will help it immensely. Not only will it to set up without worry, but also protect it from crippling status effects, such as paralysis.</p>

Pseudo-Passing

<p>Creating a safe environment for your Baton Passer is highly important, since the +6 Attack boost means nothing to a fainted Pokemon. Having support from dual screens, Safeguard, and even Leech Seed will go a long way towards keeping your Belly Drummer alive long enought to sweep.</p>

Entry Hazards

<p>This generation brought with it a very high reliance on Spikes and the new Stealth Rock. These two hazards work together to strip the HP off of anything that switches in, and it doesn't take a rocket scientist to realize that a weakened foe is easier to defeat than a foe with full health. Since many teams utilize these entry hazards, it does very little to give away the fact that you have a Belly Drummer in the wings, and makes sweeping these weakened foes much more easy.</p>

3.2. Pokemon Effect

Choiced Opponents

<p>Charizard would like nothing more than to be able to switch in for free on a Pokemon locked into Earthquake. Abusing the secondary effect of Choice items is a great strategy to employ, since these Pokemon will be forced to switch out should they not be able to do much damage to the Belly Drummer.</p>

Perish Song

<p>By using Perish Song on an opponent's Pokemon, a player can easily create an environment suitable for Belly Drumming. After the Perish Song counter drops to two, switch in your Belly Drummer; the opponent is then forced to either allow their Pokemon to fait or switch out and let your Pokemon Belly Drum.</p>

Status

<p>Hindering your opponent before Belly Drumming goes a long way in keeping the sweeper alive. Sleep and freeze are the most valuable statuses to cause, though the chances of freezing an opponent are slim and only one of your opponent's Pokemon can be asleep at a time. Paralysis can result in immobilization for a turn, in addition to halving th eSpeed stat of the paralyzed Pokemon. Inflicting burn hampers your opponent's physical sweepers, allowing your Belly Drummer to tank the hit and retaliate with great force. Poison, though useful, does nothing to keep your oppoonent from attacing your Pokemon; however, no sweeper would turn away increasing the total damage done each turn.</p>

Trapping

<p>Pokemon with Arena Trap or Magnet Pull for abilities, like Dugtrio and Magneton respectively, go a long way in preparing a Belly Drum-fueled sweep. They act as insurance policies against those Pokemon who would be able to KO the sweeper, such as Bullet Punch Scizor in OU and Aqua Jet Feraligatr in UU. By trapping and KOing these threats, the chances of Charizard, Linoone, or Smeargle's recipient being stopped is very low.</p>

Wish

<p>Since Belly Drum forces the user to sacrifice 50% of their HP, having a way to regain this lost HP is beneficial for attempting multiple Belly Drum sweeps during the course of the match. Pokemon, like Blissey, Chansey, Clefable, and the Eeveelutions, can pass Wish, and can provide free turns to switch in should your opponent use Ground- (in the case of Charizard) or Dark-type (in the case of Linoone and Smeargle) attacks against the Wish passer.</p>

3.3. Sacrificial Moves

Selfdestruct / Explosion

<p>Exposion is a risky, though rewarding, strategy to employ in conjuntion with Belly Drum. On one hand, it opens the playing field up for your Belly Drummer to switch in free, hopefully on wither an extremely weakened foe or on a blind double-switch. On the other hand, however, you automatically put yourself down one Pokemon who could have helped defend your Belly Drummer.</p>

Grudge

<p>Grudge is most effective against Pokemon holding Choice items. If your Grudge user is KOed, your opponent looses all PP for the move that dealt the final blow. A Belly Drummer can easily switch in on these Pokemon, since they are forced either to Struggle or switch.</p>

Memento

<p>Memento is used to it maximum potential when it is employed against sweepers. The offensive reduction (-2 stages to both Attack and Special Attack) is a crippling blow that quickly opens the field for a Belly Drummer. Be wary of Clear Body Pokemon, such as Metagross, who will not have their stats lowered.</p>

4. Beating the Drum

<p>Though the power behind Belly Drum is enormous, there are a few tried-and-true methods to defeat those who attempt the strategy.</p>

Priority Attacks

<p>Priority attacks are very common in today's metagame. Pokemon who run attacks like Aqua Jet, Bullet Punch, Extremespeed, Fake Out, and Mach Punch are able to bypass the common +1 Speed boost Belly Drummers attempt to gain, though their weak Base Power oftentimes leave their users KOed. Those Pokemon with access to priority and boast the Technician ability are the best choices, since their priority attacks will see a huge increase in power. Pokemon who are capable of combining priority and Technician include Scizor, Scyther, and Ambipom, among others.</p>

Auto-Weather Effects

<p>By summoning permanent hail or a sandstorm players can attempt to outstall Belly Drummers until the faint. While this strategy is effective against Belly Drummers who utilize pinch Berries, those that pack Leftovers simply negate the weather damage. Since no Uber Pokemon boast either Sand Stream or Snow Warning, players can utilize the effects in OU with either Abomasnow, Hippowdon, or Tyranitar, and any lower tier with Snover or Hippopotas.</p>

Trick

<p>Being locked into one move is very difficult for any Pokemon, and Belly Drummers are no exception. If a player can find a time when Tricking a Choice item onto the Belly Drummer is possible (no Substitute, little to fear from priority attacks, ect.) it can very easily stop a sweep in its tracks. For example, having a Rotom Trick a Linoone running Return forces the opponent to either sacrifice their Pokemon or switch out and loose the +6 boost it amassed.</p>

5. Closing Words

<p>Though a lesser seen strategy, with the proper team support and preparation, players can expect great success from Belly Drumming. Good luck, and be sure of your aim when trying to "shoot the moon".</p>
 
<p>To maximize Linoone's sweeping potential, many players opt to combine the attacks Extremespeed, Seed Bomb, and either Return or Shadow Claw. Though all of the non-STAB attacks are powerful, they are used primarily as answers to the Pokemon who could not otherwise be taken down by Extremespeed, whether due to resistance, immunity, high Defense, or a combination of these traits.</p>
 
Good work overall, I just corrected some typos and made a few notes.

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Maybe its worth it to look into a Little Cup Section for this guide. Belly Drum Poliwag is a really good there because he outspeeds just about anything after a Salac Berry, and it is also quite easy for Gligar to pass a Rock Polish to him. I would help you here, but I'm still learning Little Cup, so maybe ask around the LC forum. We have a thread on Bellywag itself.

Table of Contents
1. Introduction
2. Masters of the Craft
---2.1. Charizard
---2.2. Linoone
---2.3. Smeargle
3. The Finisher Function
---3.1. Field Status
---3.2. Pokemon Effect
---3.3. Sacrificial Moves
4. Beating the Drum
5. Closing Words

1. Introduction

<p>In the card game Hearts, certain cards are worth points, and if a player is holding a point card at the end of a round, he or she receive the appropriate number of points, one for each Heart, and 13 for the Queen of Spades. Contrary to many other games, players attempt to receive the lowest score possible, and therefore usually try to avoid holding point cards at the end of a round. However, if a certain player receives all thirteen Hearts and the Queen of Spades, that player gains zero points, whereas all other players accept a 26-point acquisition each, giving the player who obtained all the point cards a substantial advantage. This is called "shooting the moon" and is a very dynamic strategy that has huge rewards, but also enormous risk; if the player attempting to "shoot the moon" is missing even one point card, the scores are calculated regularly, and oftentimes the would-be shooter is burdened with a gigantic point gain if the strategy isn't executed perfectly.</p>

<p>The concept of "shooting the moon" is analogous to using the move Belly Drum in Pokémon. Belly Drum is a risky move that raises the user's Attack stage to the maximum level of +6 regardless of the original stage, but in return for such an explosive boost rids the user of 50% of its maximum HP, leaving it open to being easily knocked out in subsequent turns. If the strategy succeeds, the Belly Drummer is set to sweep, especially if it receives a Speed boost from a Salac Berry, but if the strategy is somehow foiled, the Belly Drummer's team is put at an immediate disadvantage, leaving it with one fewer member and often at little or no cost to the opposition.</p>

<p>There are two main formats for sets with Belly Drum: those with Substitute, and those without it. Substitute is an excellent choice to use with Belly Drum, as it allows the user to scout for unfavorable switches so it doesn't waste its Belly Drum on something it can't beat anyways. Substitute also takes 25% of the user's HP, which may at first appear to lack synergy with Belly Drum; however, if the user's HP is set at a number divisible by 4, a Substitute followed by a Belly Drum is enough to activate the Salac Berry, opening a pathway for a clean sweep. Unfortunately, using Substitute only leaves the Belly Drummer with two slots for offensive moves, and oftentimes two slots doesn't offer sufficient type coverage. Sets without Substitute don't usually have problems with type coverage, but are incredibly risky and aren't nearly as easy to use because of how difficult it is to set the user's HP under 25% and over 0% after a Belly Drum. A relatively weak attack from a wall that would switch out from a given Pokémon, such as a Skarmory Drill Peck on an incoming Charizard, will suffice, as it deals over 25% but under 50% damage.</p>

<p>The subsequent portions of this article will discuss three main Pokémon: Charizard, Linoone and Smeargle. In general, these are the most effective Belly Drummers; most other Belly Drummers are either too slow, too limited in movepool, or too weak.</p>

2. Masters of the Craft


2.1. Charizard

<p>Thanks to the physical / special split at the advent of the fourth generation, casting Charizard as a Belly Drummer has never been more rewarding. A very diverse physical movepool and various support moves allow Charizard to play two highly successful (typo) movesets: the standard BellyZard and Recoil BellyZard. Though both focus on capitalizing on the +6 Attack boost, they play somewhat differently and have advantages over one another.</p>

<p>The standard BellyZard set attempts to provide Charizard with both a Belly Drum and Salac (more specific) Berry boost, heightening both its Attack and Speed stats respectively. After maximizing its Attack, Charizard is free to plow through much of the metagame, firing off STAB Fire Punches and either Earthquake (for Rock and fellow Fire-types) or Thunderpunch (primarily for Water-types).</p>

<p>Unlike other Pokemon who utilize a combination of Substitute and a stat boosting move only to avoid damage, a BellyZard's Substitute also helps activate the pinch Berry's effect. To guarentee that the pinch Berry activates, those who play BellyZard must create an EV spread that makes Charizard's HP a number divisable by four. This is easily done by lowering the IV stat from 31 to 30, putting Charizard at 269 HP. The end result is a +6 Attack, +1 Speed Charizard with 25% health left--the best situation one could hope to be in when playing BellyZard.</p>

<p>The problem many players encounter when using the standard BellyZard is that two attacks is hardly enough to conquer a well-built team without running into a problematic wall that can sponge both attack choices (such as Lanturn if BellyZard chooses both Fire Punch and ThunderPunch). To combat such Pokemon, players opted to drop the comfort of a Substitute for a third attack, and with it, better type coverage. The lack of Substitute leaves Charizard open to status, priority, a faster Choice Scarf user, and the off chance that the Salac Berry held by most BellyZard does not activate. These facts force players to adopt a more "suicidal" form of sweping, thus making Double-Edge a great attack choice. Double-Edge also has the added benefit of lowering Charizard's total HP, possibly forcing it into pinch Berry range (hence the set's name, Recoil BellyZard). A bit more prediction is needed to set up the Recoil BellyZard, though if it is done correctly, very few Pokemon can stop its sweep cold.</p>

<p>Though DP brought the long-awaited attack type split, it also brought with it the demise of Charizard: Stealth Rock. If Charizard switches in while Stealth Rock is in play, it automatically loses 50% of its total HP, making it impossible for it to Belly Drum without KOing itself. Rendered useless, the BellyZard can only try to attack, but without a +6 boost, these attacks can easily be sponged by walls, such as Uxie. Any team that showcases a BellyZard must be able to rid the field of Stealth Rock consistantly and keep them off the field for the duration of the match. Perhaps mention Hitmontop/Claydol/Donphan as ways to use Rapid Spin. Being weak to one of the most common forms of damage in the metagame has slowly pushed BellyZard off its pedestal and into the lower tiers.</p>


2.2. Linoone

<p>Though it appears to be completely outclassed both offensively and defensively by Charizard, Linoone has a few tricks up its sleeves that differentiate it from the Fire-type. One of the main reasons to use Linoone over Charizard is its access to Extremespeed, and with it, priority. Having a priority attack allows Linoone to pick off its counters before they are able to attack--something Charizard very much lacks. Priority also diminishes the usefulness of holding a Salac Berry, freeing Linone up to hold Leftovers. Leftovers helps keep Linoone healthy in sandstorm and hail, as well as gradually increase its HP in the absence of these weather effects. Its ability, Gluttony, is also very useful for Belly Drumming. By using Gluttony, Linoone consumes pinch Berries when its HP drops to or below 50%, instead of the normal 25%. Therefore, Linoone doesn't need to Substitute and Belly Drum to complete its setting up. A third moveslot is also opened, granting Linoone more type coverage.</p>

<p>To maximize Linoone's sweeping potential, many players opt to use the attacks Extremespeed, Seed Bomb, and either Return or Shadow Ball. Though all of the non-STAB attacks are powerful, they are used primarily as answers to the Pokemon who could not otherwise be taken down by Extremespeed, whether due to resistance, immunity, high Defense, or a combination of these traits.</p>

<p>A lesser option available to Linoone involves a combination of Belly Drum and Flail. The tactic--commonly seen in ADV play, but rarely in the current metagame--sought to increase Flail's Base Power by Belly Drumming twice. In order to keep Linoone alive after two Belly Drums, players would manipulate the HP stat so it was not divisible by four. In doing so, they ensured that Linoone would always survive two Belly Drums with 1-3 HP left, and maximizing Flail's Base Power to 200. To combat priority attackers, Extremespeed saw use on this set as well. The downfall of this set was the popularization of all entry hazards, as well as the fact that the set only functioned correctly under the most perfect conditions. Sucker Punch, too, helped reign in Linoone's options as a Belly Drummer.</p>


2.3. Smeargle

<p>Smeargle's ability to Sketch any move in Pokemon makes it the most versatile Belly Drummer in the game. The drawback, however, is the fact that Smeargle itself can't do anything with a +6 Attack boost and the often seen +1 Speed boost from its held Salac Berry. Therefore, much of Smeargle's strategy is based around the Baton Pass team strategy.</p>

<p>Though Smeargle has separate (sp) sets for both OU and Ubers, oth share the same exact moveset and strategy. Upon entering battle, Smeargle does what every other Smeargle does: Spore. After lulling an opponent to sleep, it then sets up a Substitute, Belly Drums, and attempts to Baton Pass the boost before falling prey to speedier opponents.</p>

<p>As anyone who has ever used Smeargle can tel you, it's not the strategy that is difficult to pull off, it's keeping Smeargle alive long enough to Pass its boosts. Due to its versatile roles, it cannot compete in the lower tiers, and must face some of the most fearome Pokemon in the game. Many of these threats pack priority attacks or pseudo-Haze moves that effectively stop Smeargle in its tracks. The only answers to counter these strategies, Taunt and Extremespeed, must take the place of Substitute in the moveslot in order to be used. Doing so hampers Smeargle's ability to grab the pinch Berry boost, and are therefore left unused.</p>

3. The Finisher Function

<p>Belly Drummers are very powerful if set up correctly, but there is an anecdote to their usage that relates back to the game of Hearts. If a player realizes his or her opponent is attempting to "shoot the moon" and has the opportunity to stop it, but at the expense of taking the Queen of Spades, the player is more likely than not going to take the chance anyways. At worst, he or she gains 13 points, as opposed to the 26-point gain that would have occurred otherwise. This is why the user of the Belly Drummer should never over- or underestimate the opponent, especially on a second attempt at Belly Drumming, or with a well-known Belly Drummer such as Charizard. A predicted switch might very well not happen. For example, a Charizard that has just switched into a Skarmory's Drill Peck might suffer a fatal one while Belly Drumming on an incorrectly predicted switch. It is vital while using a Belly Drummer to not only consider the risks involved with the Belly Drummer, but also the risks run by the opponent.</p>

<p>There are a few ways for one to force his or her opponent to keep the Belly Drummer alive. This section will also include general support for Belly Drummers.</p>

3.1. Field Status

Substitute

<p>Having a Substitute Baton Passed to your Belly Drummer will help it immensely. Not only will it to set up without worry, but also protect it from crippling status effects, such as burn and paralysis. Just paralysis, Charizard can't be burned and Smeargle doesn't care.</p>

Pseudo-Passing

<p>Creating a safe environment for Charizard, Linoone, or Smeargle is highly important, since the +6 Attack boost means nothing to a fainted Pokemon. Having support from dual screens, Safeguard, and even Leech Seed will go a long way towards keeping your Belly Drummer alive long enought to sweep. How about Wish?</p>

Entry Hazards

<p>This generation brought with it a very high reliance on Spikes and the new Stealth Rock. These two hazards work together to strip the HP off of anything that switches in, and it doesn't take a rocket scientist to realize that a weakened foe is easier to defeat than a foe with full health. Since many teams utilize these entry hazards, it does very little to give away the fact that you have a Belly Drummer in the wings, and makes sweeping these weakened foes much more easy.</p>

3.2. Pokemon Effect

Choiced Opponents

<p>Charizard would like nothing more than to be able to switch in for free on a Pokemon locked into Earthquake. Abusing the secondary effect of Choice items is a great strategy to employ, since these Pokemon will be forced to switch out should they not be able to do much damage to the Belly Drummer.</p>

Perish Song

<p>By using Perish Song on an opponent's Pokemon, a player can easily create an environment suitable for Belly Drumming. After the Perish Song counter drops to two, switch in your Belly Drummer; the opponent is then forced to either allow their Pokemon to fait or switch out and let your Pokemon Belly Drum.</p>

Status

<p>Hindering your opponent before Belly Drumming goes a long way in keeping the sweeper alive. Sleep and freeze are the most valuable statuses to cause, though the chances of freezing an opponent are slim and only one of your opponent's Pokemon can be asleep at a time. Paralysis can result in immobilization for a turn, in addition to halving th eSpeed stat of the paralyzed Pokemon. Inflicting burn hampers your opponent's physical sweepers, allowing your Belly Drummer to tank the hit and retaliate with great force. Poison, though useful, does nothing to keep your oppoonent from attacing your Pokemon; however, no sweeper would turn away increasing the total damage done each turn.</p>

Trapping

<p>Pokemon with Arena Trap or Magnet Pull for abilities, like Dugtrio and Magneton respectively, go a long way in preparing a Belly Drum-fueled sweep. They act as insurance policies against those Pokemon who would be able to KO the sweeper, such as Bullet Punch Scizor in OU and Aqua Jet Feraligatr in UU. By trapping and KOing these threats, the chances of Charizard, Linoone, or Smeargle's recipient being stopped is very low.</p>

Wish

<p>Since Belly Drum forces the user to sacrifice 50% of their HP, having a way to regain this lost HP is beneficial for attempting multiple Belly Drum sweeps during the course of the match. Pokemon, like Blissey, Chansey, Clefable, and the Eeveelutions, can pass Wish, and can provide free turns to switch in should your opponent use Ground- (in the case of Charizard) or Dark-type (in the case of Linoone and Smeargle) attacks against the Wish passer.</p>

3.3. Sacrificial Moves

Selfdestruct / Explosion

<p>Exposion is a risky, though rewarding, strategy to employ in conjuntion with Belly Drum. On one hand, it opens the playing field up for your Belly Drummer to switch in free, hopefully on wither an extremely weakened foe or on a blind double-switch. On the other hand, however, you automatically put yourself down one Pokemon who could have helped defend your Belly Drummer.</p>

Grudge

<p>Grudge is most effective against Pokemon holding Choice items. If your Grudge user is KOed, your opponent looses all PP for the move that dealt the final blow. A Belly Drummer can easily switch in on these Pokemon, since they are forced either to Struggle or switch.</p>

Memento

<p>Memento is used to it maximum potential when it is employed against sweepers. The offensive reduction (-2 stages to both Attack and Special Attack) is a crippling blow that quickly opens the field for a Belly Drummer. Be wary of Clear Body Pokemon, such as Metagross, who will not have their stats lowered.</p>

4. Beating the Drum

<p>Though the power behind Belly Drum is enormous, there are a few tried-and-true methods to defeat those who attempt the strategy.</p>

Priority Attacks

<p>Priority attacks are very common in today's metagame. Pokemon who run attacks like Aqua Jet, Bullet Punch, Extremespeed, Fake Out, and Mach Punch are able to bypass the common +1 Speed boost Belly Drummers attempt to gain, though their weak Base Power oftentimes leave their users KOed. Those Pokemon with access to priority and boast the Technician ability are the best choices, since their priority attacks will see a huge increase in power. Pokemon who are capable of combining priority and Technician include Scizor, Scyther, and Ambipom, among others.</p>

Auto-Weather Effects

<p>By summoning permanent hail or a sandstorm players can attempt to outstall Belly Drummers until the faint. While this strategy is effective against Belly Drummers who utilize pinch Berries, those that pack Leftovers simply negate the weather damage. Since no Uber Pokemon boast either Sand Stream or Snow Warning, players can utilize the effects in OU with either Abomasnow, Hippowdon, or Tyranitar, and any lower tier with Snover or Hippopotas.</p>

Trick

<p>Being locked into one move is very difficult for any Pokemon, and Belly Drummers are no exception. If a player can find a time when Tricking a Choice item onto the Belly Drummer is possible (no Substitute, little to fear from priority attacks, ect.) it can very easily stop a sweep in its tracks. For example, having a Rotom Trick a Linoone running Return forces the opponent to either sacrifice their Pokemon or switch out and loose the +6 boost it amassed.</p>

5. Closing Words

<p>Though a lesser seen strategy, with the proper team support and preparation, players can expect great success from Belly Drumming. Good luck, and be sure of your aim when trying to "shoot the moon".</p>
 

Xia

On porpoise
is a Contributor Alumnus
Thank you mtr and Exclamation Point.

@mtr: The reason (as I'm sure you noticed) that I didn't include Wish as part of the Pseudo-Passing group is because I felt is was important enough to warrant a whole section to itself.
 

eric the espeon

maybe I just misunderstood
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Maybe shorter mentions of some of the other viable Drummers, especially the ones that function very differently like Toxic Orb Ursaring (does not use Salac, sets up in one turn), TR+BD Slowbro, and the bulky Drummers like Clefable and Hariyama.

If you wanted to include a bit about Belly Drum in LC the the main thing to note is that the extreme prevalence of Priority moves makes life hard for Drummers, although the fact that its easy to 1KO everything after drumming helps as well as Oran being available for effectively free Drumming. Makuhita has its own (not ideal, non STAB Bullet Punch is kinda meh) priority and bulk to survive opposing priority, but is a bit slow. Poliwag is fast but relies largely on the inaccurate hypnosis to get the turn to set up, and depending on if it chooses Oran or Salac berry has major problems with either Scarfers or Priority users.
 

Xia

On porpoise
is a Contributor Alumnus
Maybe shorter mentions of some of the other viable Drummers, especially the ones that function very differently like Toxic Orb Ursaring (does not use Salac, sets up in one turn), TR+BD Slowbro, and the bulky Drummers like Clefable and Hariyama.

If you wanted to include a bit about Belly Drum in LC the the main thing to note is that the extreme prevalence of Priority moves makes life hard for Drummers, although the fact that its easy to 1KO everything after drumming helps as well as Oran being available for effectively free Drumming. Makuhita has its own (not ideal, non STAB Bullet Punch is kinda meh) priority and bulk to survive opposing priority, but is a bit slow. Poliwag is fast but relies largely on the inaccurate hypnosis to get the turn to set up, and depending on if it chooses Oran or Salac berry has major problems with either Scarfers or Priority users.
Thanks for mentioning those Pokemon eric, I'll try to fit them in. I'll probably do a seperate <h3> heading with something like "Other Drummers" as the title.

Since I have next to no experience, I feel that anything mentioning Little Cup should be written by someone with experience in that tier. As far as allowing it, though, I have no problem.
 
Yeah, following up on Eric, one good strategy of dealing with Poliwag is the (my name given) 'Croagunk Dance', where the ever-so common Croagunk (4th in usage) first uses Fake Out, then switches to whatever on the Normal-type attack, then tries to go to Croagunk on the Water-type move, and proceeds to use Fake Out + Vaccuum Wave to KO.

Of course, if you mispredict, then you're screwed, so its not going to work all the time. Other than that, the generally large amount of priority, scarfers, and strong, high speed attackers such as Misdreavus, Gligar, Elekid, Gastly, and more make it difficult for Poliwag to setup without a bit of support. But if it can be pulled off, you'll almost automatically win.
 

Xia

On porpoise
is a Contributor Alumnus
Unless someone is willing to write up analyses for Little Cup, this guide is (for the most part) complete.

A proofread would be appreciated, for anyone who is willing. =]
 

Alaka

formerly Alakapimp
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The first paragraph of Linoone is rather confusing. You go immediately from discussing how Linoone doesn't have to hold a pinch berry to mentioning that it gets its pinch berry boost easier, which contradicts itself obviously.
 

Xia

On porpoise
is a Contributor Alumnus
I edited the paragraph so it flowed better. Thanks for pointing that out Alakapimp.
 

Lee

@ Thick Club
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Sucker Punch, too, helped reign in Linoone's options as a Belly Drummer
I don't understand this line - why would Sucker Punch bother Linoone? Extremespeed easily OHKOs just about every Sucker Puncher on the game (the only one you should worry about is 'tomb). And in order to outrun the Extremespeed to use your Sucker Punch first you'd need 406 Spe (and that's assuming you're against the 136 Spe Linoone).

In fact, the increased usage of Sucker Punch and priority attackers is more reason to use Linoone. So many teams rely on priority and super-fast Scarfers for revenge killing duties that Linoone pretty much throws out the rulebook once he sets up.

Or are you saying that Linoone can use Sucker Punch? Because he can't; he doesn't learn it.

Will have a better look over this later...I've been using a Belly Drum team recently.

Edit: No mention of Blaze for Charizard? It's one of his biggest selling points.
 
Unlike Clefable, though, Hypno is immune to sleep, effectively stopping one of the most commonly used counter-strategies to Belly Drummers.
After one full turn has passed, Clefable is also immune to sleep thanks to Toxic Orb, so this is really a moot point. I also have to question the idea of sleep being a common counter to Belly Drummers; in fact, it makes very little sense. A Belly Drummer is either behind a Sub, statused, or already at +1 speed by the time a sleep inducer comes in.
 
Status: Complete!

Approved by Jimbo

Since there wasn't an article written about Belly Drum for DPP, I decided to take the old RSE one and revamp sections of it so it reflects this metagame. I decided to leave the introduction exactly the same, because it's a great analogy and I couldn't come up with a better one. =3

If people feel that there are any better Belly Drum users that they would like to have included, PM me and we'll talk about it. For the other sections, though, feel free to post here so I can see how other members of the community feel about it.
___________ ______________

Table of Contents
1. Introduction
2. Masters of the Craft
---2.1. Charizard
---2.2. Linoone
---2.3. Smeargle
---2.4. Other Belly Drummers
3. The Finisher Function
---3.1. Field Status
---3.2. Pokemon Effect
---3.3. Sacrificial Moves
4. Beating the Drum
5. Closing Words

1. Introduction

<p>In the card game Hearts, certain cards are worth points, and if a player is holding a point card at the end of a round, he or she receive the appropriate number of points, one for each Heart, and 13 for the Queen of Spades. Contrary to many other games, players attempt to receive the lowest score possible, and therefore usually try to avoid holding point cards at the end of a round. However, if a certain player receives all thirteen Hearts and the Queen of Spades, that player gains zero points, whereas all other players accept a 26-point acquisition each, giving the player who obtained all the point cards a substantial advantage. This is called "shooting the moon" and is a very dynamic strategy that has huge rewards, but also enormous risk; if the player attempting to "shoot the moon" is missing even one point card, the scores are calculated regularly, and oftentimes the would-be shooter is burdened with a gigantic point gain if the strategy isn't executed perfectly.</p>

<p>The concept of "shooting the moon" is analogous to using the move Belly Drum in Pokémon. Belly Drum is a risky move that raises the user's Attack stage to the maximum level of +6 regardless of the original stage, but in return for such an explosive boost rids the user of 50% of its maximum HP, leaving it open to being easily knocked out in subsequent turns. If the strategy succeeds, the Belly Drummer is set to sweep, especially if it receives a Speed boost from a Salac Berry, but if the strategy is somehow foiled, the Belly Drummer's team is put at an immediate disadvantage, leaving it with one fewer member and often at little or no cost to the opposition.</p>

<p>There are two main formats for sets with Belly Drum: those with Substitute, and those without it. Substitute is an excellent choice to use with Belly Drum, as it allows the user to scout for unfavorable switches so it doesn't waste its Belly Drum on something it can't beat anyways. Substitute also takes 25% of the user's HP, which may at first appear to lack synergy with Belly Drum; however, if the user's HP is set at a number divisible by 4, a Substitute followed by a Belly Drum is enough to activate the Salac Berry, opening a pathway for a clean sweep. Unfortunately, using Substitute only leaves the Belly Drummer with two slots for offensive moves, and oftentimes two slots doesn't offer sufficient type coverage. Sets without Substitute don't usually have problems with type coverage, but are incredibly risky and aren't nearly as easy to use because of how difficult it is to set the user's HP under 25% and over 0% after a Belly Drum. A relatively weak attack from a wall that would switch out from a given Pokémon, such as a Skarmory Drill Peck on an incoming Charizard, will suffice, as it deals over 25% but under 50% damage.</p>

<p>The subsequent portions of this article will discuss three main Pokémon: Charizard, Linoone and Smeargle. In general, these are the most effective Belly Drummers; most other Belly Drummers are either too slow, too limited in movepool, or too weak.</p>

2. Masters of the Craft


2.1. Charizard

<p>Thanks to the physical / special split at the advent of the fourth generation, casting Charizard as a Belly Drummer has never been more rewarding. A very diverse physical movepool and various support moves allow Charizard to play two highly successful movesets: the standard BellyZard and Recoil BellyZard. Though both focus on capitalizing on the +6 Attack boost, they play somewhat differently and have advantages over one another.</p>

<p>The standard BellyZard set attempts to provide Charizard with both a Belly Drum and Salac Berry boost, heightening both its Attack and Speed stats respectively. After maximizing its Attack, Charizard is free to plow through much of the metagame, firing off STAB Fire Punches and either Earthquake (for Rock and fellow Fire-types) or Thunderpunch (primarily for Water-types).</p>

<p>Unlike other Pokemon who utilize a combination of Substitute and a stat boosting move only to avoid damage, a BellyZard's Substitute also helps activate the pinch Berry's effect. To guarentee that the pinch Berry activates, those who play BellyZard must create an EV spread that makes Charizard's HP a number divisable by four. This is easily done by lowering the IV stat from 31 to 30, putting Charizard at 269 HP. The end result is a +6 Attack, +1 Speed Charizard with 25% health left--the best situation one could hope to be in when playing BellyZard.</p>
I don't think that is correct. 269 is not divisible by four. I think you mean 296. A Charizard with 30 HP IVs has 296 HP, not 269. Of course, it was just a typographical error.
 

Darkmalice

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Great analysis

Could we split up the Belly Drummers into frail belly drummers e.g. Charizard, Smeargle, and bulky belly drummers like Hypno, Slowbro, and Hariyama? The former type try not to take a hit in the process and usually focus their EVs in Speed, whilst the latter may take a hit, and usually don't have a focus in absuing their Speed.

Also, why is Snorlax absent? He can easily take some hits with his massive HP and SpD and Thick Fat (or Immunity for a Toxic Spikes immunity).
 

Xia

On porpoise
is a Contributor Alumnus
Charizard gets 296, not 269 hp with a 30 hp IV.
Thank you for pointing that out.
I don't understand this line - why would Sucker Punch bother Linoone? Extremespeed easily OHKOs just about every Sucker Puncher on the game (the only one you should worry about is 'tomb). And in order to outrun the Extremespeed to use your Sucker Punch first you'd need 406 Spe (and that's assuming you're against the 136 Spe Linoone).

In fact, the increased usage of Sucker Punch and priority attackers is more reason to use Linoone. So many teams rely on priority and super-fast Scarfers for revenge killing duties that Linoone pretty much throws out the rulebook once he sets up.

Or are you saying that Linoone can use Sucker Punch? Because he can't; he doesn't learn it.

Will have a better look over this later...I've been using a Belly Drum team recently.

Edit: No mention of Blaze for Charizard? It's one of his biggest selling points.
I must've overlooked the Speed condition with Sucker Punch. Thanks for reminding me Lee.

I'll throw in a mention of Charizard's Blaze as well.
After one full turn has passed, Clefable is also immune to sleep thanks to Toxic Orb, so this is really a moot point. I also have to question the idea of sleep being a common counter to Belly Drummers; in fact, it makes very little sense. A Belly Drummer is either behind a Sub, statused, or already at +1 speed by the time a sleep inducer comes in.
Ok. I'll change it.
Great analysis

Could we split up the Belly Drummers into frail belly drummers e.g. Charizard, Smeargle, and bulky belly drummers like Hypno, Slowbro, and Hariyama? The former type try not to take a hit in the process and usually focus their EVs in Speed, whilst the latter may take a hit, and usually don't have a focus in absuing their Speed.

Also, why is Snorlax absent? He can easily take some hits with his massive HP and SpD and Thick Fat (or Immunity for a Toxic Spikes immunity).
Thanks.

I'm going to refrain from reordering the Belly Drummers, since they are already seperated based on popularity (since Charizard, Linoone, and Smeargle are the most common/proficient Belly Drummers their analyses are longer, while the analyses of the other, lesser seen Drummers are shorter). If other people would like to see it changed, though, I'm not going to fight it.

I'll put in Snorlax in the Other Drummers section; thanks for mentioning it.

EDIT: If no one objects/posts here in the next day, I'm going to start HTMLizing the article.

EDIT2: Actually, since it's been three days since anyone's said anything, I'm just going to throw up the HTMLized version.
 

Skymin_Flower

It's Seed Flare time.
Wish

<p>Since Belly Drum forces the user to sacrifice 50% of their HP, having a way to regain this lost HP is beneficial for attempting multiple Belly Drum sweeps during the course of the match. Pokemon, like Blissey, Chansey, Clefable, and the Eeveelutions, can pass Wish, and can provide free turns to switch in should your opponent use Ground- (in the case of Charizard) or Dark-type (in the case of Linoone and Smeargle) attacks against the Wish passer.</p>
I believe that should be Ghost type
 

Xia

On porpoise
is a Contributor Alumnus
Yes, it should. Thanks for catching that skymin_flower; I'll update the SCMS so it is correct on-site.

EDIT: Done (should be cached by now). =]
 
It's probably worth noting that Hariyama gets Bullet Punch. Also damage is spelled without an 'a' in the Snorlax paragraph.
 
Err...

I was just reading this article (the on-site version, not this one), and I noticed a small error.

The on-site version says:
Code:
This is easily done by lowering the IV stat from 31 to 30, putting Charizard at [B]269 [/B]HP.
Which should be:
Code:
This is easily done by lowering the IV stat from 31 to 30, putting Charizard at [B]296[/B] HP.
It is fixed in the forum version here, so I'm guessing you either haven't updated it or made a typo when copying it to the on-site one.

Either way, I suggest switching the on-site one to have the proper number.
 
The on-site article ...

Some of the most common Spinners that Charizard could be paired up with are Hitmontop, Donphan, and Claydol, though the shared weakness to Water that both latter options posses can be challenging to overcome.
Is spelled wrong.

And another typo ...

Sucker Punch, too, helped reign in Linoone's options as a Belly Drummer.
Should be "rein".
 
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