Resubbing some things.
haha just kidding this one already won what a silly mistake whoops!!!
Type: Psychic/Steel
Abilities: Levitate, Heat Shield [Levitate clone for Fire moves], Motor Drive
105/75/115/143/71/91 - 600
New moves: Flash Cannon, Magnet Rise, Gamma Ray Burst
Gamma Ray Burst - 110 power, 100% Accuracy, 5 PP, Psychic type, Special. 10% chance to badly poison the opponent. Z-Move: 185 BP
Flavor: I originally designed this as a straight-up PDon check/possible counter before realizing exactly how many of those we already have, and a lot of that still shows in the final design. Since the Beheeyem line draws heavy inspiration from aliens, Area 51 (haha funny meme), UFO sightings (especially Roswell) and “Men in Black”-type conspiracies, I decided to make Beheeyem into a UFO itself. The Abilities work well for both flavor and typing—it would make sense for a spaceship to levitate and have heat shielding to protect it from reentry, and Motor Drive represents some super-advanced technology that lets it draw energy from static electricity.
Competitive: Beheeyem deals lots of damage to a good chunk of the meta with its powerful Psychic STAB, has good setup options in Calm Mind and Nasty Plot, and has good physical bulk and a defensive typing that is augmented massively by its Abilities combined with Recover, Stealth Rocks resistance and Toxic immunity, making it very versatile and good against some of the meta’s top threats. Unfortunately, it can’t have its cake and eat it too—it has to choose between immunity to Ground, Fire or Electric (but seriously, don’t pick Motor Drive, it’s there for flavor), leaving it weak to some commonly used Pokémon depending on the set. Heat Shield with an Air Balloon allows Beheeyem to briefly get the best of both worlds (or you can use Magnet Rise if you want to meme), but ultimately you still have to choose. Beheeyem is also slightly hindered by a lack of coverage, finding it difficult to break through some of the more defensive Pokémon in the meta without setting up and/or running Hidden Power, and its relatively low Special Defense makes Beheeyem a prime target of special attackers. A set with Heat Shield and Air Balloon can safely switch into Pokémon like Primal Groudon (because we totally needed another check to that huehuehue), Ho-oh and most Arceus variants, while Levitate sets have a Fire weakness but can safely switch in against the many, many Pokémon with Ground coverage. However, it struggles against Dark-, Ghost- and Steel-type Pokémon, especially Lunala, Mega Gengar, Yveltal and Necrozma-Dusk-Mane.
Abilities: Levitate, Heat Shield [Levitate clone for Fire moves], Motor Drive
105/75/115/143/71/91 - 600
New moves: Flash Cannon, Magnet Rise, Gamma Ray Burst
Gamma Ray Burst - 110 power, 100% Accuracy, 5 PP, Psychic type, Special. 10% chance to badly poison the opponent. Z-Move: 185 BP
Flavor: I originally designed this as a straight-up PDon check/possible counter before realizing exactly how many of those we already have, and a lot of that still shows in the final design. Since the Beheeyem line draws heavy inspiration from aliens, Area 51 (haha funny meme), UFO sightings (especially Roswell) and “Men in Black”-type conspiracies, I decided to make Beheeyem into a UFO itself. The Abilities work well for both flavor and typing—it would make sense for a spaceship to levitate and have heat shielding to protect it from reentry, and Motor Drive represents some super-advanced technology that lets it draw energy from static electricity.
Competitive: Beheeyem deals lots of damage to a good chunk of the meta with its powerful Psychic STAB, has good setup options in Calm Mind and Nasty Plot, and has good physical bulk and a defensive typing that is augmented massively by its Abilities combined with Recover, Stealth Rocks resistance and Toxic immunity, making it very versatile and good against some of the meta’s top threats. Unfortunately, it can’t have its cake and eat it too—it has to choose between immunity to Ground, Fire or Electric (but seriously, don’t pick Motor Drive, it’s there for flavor), leaving it weak to some commonly used Pokémon depending on the set. Heat Shield with an Air Balloon allows Beheeyem to briefly get the best of both worlds (or you can use Magnet Rise if you want to meme), but ultimately you still have to choose. Beheeyem is also slightly hindered by a lack of coverage, finding it difficult to break through some of the more defensive Pokémon in the meta without setting up and/or running Hidden Power, and its relatively low Special Defense makes Beheeyem a prime target of special attackers. A set with Heat Shield and Air Balloon can safely switch into Pokémon like Primal Groudon (because we totally needed another check to that huehuehue), Ho-oh and most Arceus variants, while Levitate sets have a Fire weakness but can safely switch in against the many, many Pokémon with Ground coverage. However, it struggles against Dark-, Ghost- and Steel-type Pokémon, especially Lunala, Mega Gengar, Yveltal and Necrozma-Dusk-Mane.
Type: Water/Steel
Abilities: Analytic, Sniper, Mega Cannon
95/105/105/145/105/45 - 600
Mega Cannon: Ball and bomb moves used by this Pokémon have 1.5x power and do not check accuracy. [Ball/bomb moves: anything affected by Bulletproof - Acid Spray, Aura Sphere, Barrage, Beak Blast, Bullet Seed, Egg Bomb, Electro Ball, Energy Ball, Focus Blast, Gyro Ball, Ice Ball, Magnet Bomb, Mist Ball, Mud Bomb, Octazooka, Pollen Puff, Rock Blast, Rock Wrecker, Searing Shot, Seed Bomb, Shadow Ball, Sludge Bomb, Weather Ball, Zap Cannon]
New moves: Beak Blast, Egg Bomb, Gyro Ball, Ice Ball, Mist Ball, Mud Bomb, Pollen Puff, Searing Shot, Shadow Ball, Weather Ball, Zap Cannon
New item: Octillerium Z - If held by an Octillery with Octazooka, allows it to use Apoctolypse Cannon.
New Z-move: Apoctolypse Cannon - 180 power, Water type, Special. Summons rain before use, overwriting any active weather, including Desolate Land, Primordial Sea, and Delta Stream.
Flavor: Octillery is supposed to be a sort of tank or self-propelled howitzer. I decided to play up that aspect of it, but I felt like I had to make the gun bigger, so I gave it an Ability that’s effectively the opposite of Bulletproof to emphasize how strong this gun is (and partially because Octazooka is one of the best attack names ever and I wanted to make it viable). This brings a lot of less powerful or rarely used moves into the spotlight, such as Zap Cannon, Mist Ball and Beak Blast (it’s an octopus, it has a beak). I chose to omit a couple ball/bomb moves from its movepool, either because nobody would use them (Barrage, Electro Ball, Rock Wrecker, Magnet Bomb), or because everyone would use them instead of coming up with more creative movesets (Aura Sphere, Focus Blast). Apoctolypse Cannon represents an all-out nuclear blast so powerful it even affects the weather.
Competitive: A very strong special attacker that becomes absolutely terrifying under Trick Room. Mega Cannon Octazooka is a force to be reckoned with, as are the boosted Searing Shot, Zap Cannon, Shadow Ball and even Mist Ball and Mud Bomb. Octillery works best as an all-out attacker. It can be equipped with an Assault Vest or Leftovers to improve its longevity, or you can slap Choice Specs on it if you just want to watch your opponent’s team crumble before you. Octillerium Z gives Octillery a one-time literal nuke that sets up weather; it also prevents Primal Groudon from safely switching in on it and removes Wailord’s Delta Stream protection. Physical attacks can also be run on it if you want, including the quite powerful STAB Gyro Ball, but it’s better as a dedicated special wallbreaker. Octillery suffers from a lack of setup or recovery as well as painfully low Speed, but it has enough bulk to make up for that, and if you can set up a Trick Room it becomes one of the most terrifying sweepers in Ubers.
Abilities: Analytic, Sniper, Mega Cannon
95/105/105/145/105/45 - 600
Mega Cannon: Ball and bomb moves used by this Pokémon have 1.5x power and do not check accuracy. [Ball/bomb moves: anything affected by Bulletproof - Acid Spray, Aura Sphere, Barrage, Beak Blast, Bullet Seed, Egg Bomb, Electro Ball, Energy Ball, Focus Blast, Gyro Ball, Ice Ball, Magnet Bomb, Mist Ball, Mud Bomb, Octazooka, Pollen Puff, Rock Blast, Rock Wrecker, Searing Shot, Seed Bomb, Shadow Ball, Sludge Bomb, Weather Ball, Zap Cannon]
New moves: Beak Blast, Egg Bomb, Gyro Ball, Ice Ball, Mist Ball, Mud Bomb, Pollen Puff, Searing Shot, Shadow Ball, Weather Ball, Zap Cannon
New item: Octillerium Z - If held by an Octillery with Octazooka, allows it to use Apoctolypse Cannon.
New Z-move: Apoctolypse Cannon - 180 power, Water type, Special. Summons rain before use, overwriting any active weather, including Desolate Land, Primordial Sea, and Delta Stream.
Flavor: Octillery is supposed to be a sort of tank or self-propelled howitzer. I decided to play up that aspect of it, but I felt like I had to make the gun bigger, so I gave it an Ability that’s effectively the opposite of Bulletproof to emphasize how strong this gun is (and partially because Octazooka is one of the best attack names ever and I wanted to make it viable). This brings a lot of less powerful or rarely used moves into the spotlight, such as Zap Cannon, Mist Ball and Beak Blast (it’s an octopus, it has a beak). I chose to omit a couple ball/bomb moves from its movepool, either because nobody would use them (Barrage, Electro Ball, Rock Wrecker, Magnet Bomb), or because everyone would use them instead of coming up with more creative movesets (Aura Sphere, Focus Blast). Apoctolypse Cannon represents an all-out nuclear blast so powerful it even affects the weather.
Competitive: A very strong special attacker that becomes absolutely terrifying under Trick Room. Mega Cannon Octazooka is a force to be reckoned with, as are the boosted Searing Shot, Zap Cannon, Shadow Ball and even Mist Ball and Mud Bomb. Octillery works best as an all-out attacker. It can be equipped with an Assault Vest or Leftovers to improve its longevity, or you can slap Choice Specs on it if you just want to watch your opponent’s team crumble before you. Octillerium Z gives Octillery a one-time literal nuke that sets up weather; it also prevents Primal Groudon from safely switching in on it and removes Wailord’s Delta Stream protection. Physical attacks can also be run on it if you want, including the quite powerful STAB Gyro Ball, but it’s better as a dedicated special wallbreaker. Octillery suffers from a lack of setup or recovery as well as painfully low Speed, but it has enough bulk to make up for that, and if you can set up a Trick Room it becomes one of the most terrifying sweepers in Ubers.
Type: Bug/Grass
Abilities: Chlorophyll, Filter
104/47/64/136/197/52 - 600
New moves: Powder, Leech Seed, Synthesis, Strength Sap, Sticky Web, Toxic Spikes, Spore, U-Turn, Aromatherapy, Power Trick, Trick Room
Competitive: Wormadam-Plant is a great special tank or wall with a good array of useful support moves. Spore lets it get opportunities to easily set up Sticky Web, Toxic Spikes, Leech Seed or Trick Room, after which it can U-Turn out. Aromatherapy is a great move for letting Wormadam-Plant act as a cleric. Strength Sap is a fantastic healing move for this Pokémon—not only does it tend to heal more than Synthesis because of the immense average power level of Ubers, it also helps Wormadam against physical attackers, which it’s quite weak against otherwise. Spore can also allow Wormadam-Plant to set up Quiver Dance, after which it can begin laying waste to the opposing team, though it still has to beware of fast Pokémon—several major threats still outspeed it at +1, and if you’re not investing heavily in Speed it can be outsped even at +2. Chlorophyll combined with a double resistance to Ground makes Wormadam-Plant a surprisingly good Primal Groudon check—even uninvested sets with Chlorophyll outspeed most PDon sets, and the threat of Spore or a very hard-hitting Leaf Storm is something PDon doesn’t like at all. However, thanks to its low Speed, middling physical bulk and horrific defensive typing, Wormadam-Plant is easily dealt with by many physical wallbreakers and sweepers, especially those carrying Fire or Flying moves (though Powder can, hilariously, let it act as a Fire-type lure). Ho-Oh is the bane of Wormadam-Plant’s existence.
Abilities: Chlorophyll, Filter
104/47/64/136/197/52 - 600
New moves: Powder, Leech Seed, Synthesis, Strength Sap, Sticky Web, Toxic Spikes, Spore, U-Turn, Aromatherapy, Power Trick, Trick Room
Competitive: Wormadam-Plant is a great special tank or wall with a good array of useful support moves. Spore lets it get opportunities to easily set up Sticky Web, Toxic Spikes, Leech Seed or Trick Room, after which it can U-Turn out. Aromatherapy is a great move for letting Wormadam-Plant act as a cleric. Strength Sap is a fantastic healing move for this Pokémon—not only does it tend to heal more than Synthesis because of the immense average power level of Ubers, it also helps Wormadam against physical attackers, which it’s quite weak against otherwise. Spore can also allow Wormadam-Plant to set up Quiver Dance, after which it can begin laying waste to the opposing team, though it still has to beware of fast Pokémon—several major threats still outspeed it at +1, and if you’re not investing heavily in Speed it can be outsped even at +2. Chlorophyll combined with a double resistance to Ground makes Wormadam-Plant a surprisingly good Primal Groudon check—even uninvested sets with Chlorophyll outspeed most PDon sets, and the threat of Spore or a very hard-hitting Leaf Storm is something PDon doesn’t like at all. However, thanks to its low Speed, middling physical bulk and horrific defensive typing, Wormadam-Plant is easily dealt with by many physical wallbreakers and sweepers, especially those carrying Fire or Flying moves (though Powder can, hilariously, let it act as a Fire-type lure). Ho-Oh is the bane of Wormadam-Plant’s existence.
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