Page 2 of 4 FirstFirst 1234 LastLast
Results 26 to 50 of 87

Thread: Community POTW #21

  1. #26
    Join Date
    Nov 2010
    Posts
    95

    Default

    I think the choices for partners on here have been the least helpful throughout the 5th gen Pokemon of the Week. For partners everyone list types of Pokemon that can deal with the POTW's weakness, but that's not how you pick a partner in double/triples battles, because you're going to be taking Earthquakes, Surfs, Heat Waves/Lava Plumes, Discharges, Blizzards and more.

    A true example of a partner would be Ninetales, Tangrowth/Exeggutor, Terrakion/Aerodactyl. This team completely supports one another. Ninetales Drought ability boost it's fire type moves, making Heat Wave a huge threat, as well as, getting rid of the teams water weakness.

    At the same time it's drought ability doubles Tangrowth's/Exeggutor's speed thanks to Chlorophyll making them great sweepers. This also cover Ninetales water, ground, and rock weaknesses, with Ninetales covering it's Bug and Ice weaknesses. Tangrowth is the better choice IMO for being a mixed sweeper.

    Finally Aerodactyl rounds things out by taking care of Tangrowths other weaknesses, leaving only an Electric weakness uncovered.

    This is how partners work, by completely benefiting/covering one another, not just being able to take on a type the POTW is weak against.

    When looking for a partner you have to look through ALL 649 Pokemon, and find the perfect chemistry between them.

  2. #27
    Join Date
    Feb 2011
    Location
    By a lake
    Posts
    146

    Default

    Quote Originally Posted by Pokeman Man View Post
    Also, when Analytic says 'Attack power is boosted', does that mean the actual stat Attack, or the move's power? (Regardless of Physical/Special classification.)
    No it is not the attack Stat but all of His/Her's power of attack. That is why it can be useful on this guy. No one is going to make an attack set for this guy.
    It's Brain Never Gets a Chance to Grow? Doesn't matter with it's Powerful Skull.

    #409 Rampardos {}--
    OT: Akram-- ID: 21461
    Fossilized in Nacrene City
    Nature: Jolly~Ability: Mold Breaker
    Hidden Power: Dark 70
    Ivs: 31/31/31/23/31/31
    Evs: 4/252/0/0/0/252


    __________________
        Spoiler:- Friend Codes:

  3. #28
    Join Date
    Apr 2011
    Location
    Behind you...
    Posts
    72

    Default

    hum hum... ok :L
    Beheeyem Rhapsody
    Item:Wise Glasses
    Nature:Quiet (+Spec atk, -Speed)
    Ability:Analytic
    Moves:
    Nasty Plot
    Psychic
    Energy Ball/Shadow Ball
    Thunderbolt/ Disable

    Ok Nasty Plot ups your already beastly special attack, then analytic furthers that ommph.
    Psychic is for the STAB and it has... nice power.
    Energy Ball covers rock, water and ground. Shadow Ball covers psychic and... that's it...
    Thunderbolt covers water and flying, so you may not want to use it in conjunction with Energy Ball, Disable can be used to mess with your opponent...
    IV's in special attack, and then special defence and defence evenly.

    Uh uh uh uh stayin' alive, by the Beheeyems.
    Item: Light Clay
    Nature: Bold
    Ability: Synchronise/ Analytic
    Moves:
    Reflect/ Barrier
    Light Screen
    Power Swap/ Disable/ Guard Swap/ Wonder Room/ Recover
    Toxic/ Psychic/ Psyshock/
    Ok, the aim of this is to keep alive for as long as possible, not exactly playing to his strengths but it works... probably...
    Reflect/ Barrier reduces the amount of damage done physically, with light screen it's the same... but different...
    The next one is up to you, power swap can reduce their attack, disable can catch that move that hurts, and then they can't use it, guard swap allows you to do some damage, Wonder Room makes you slightly less damageable from physical attack, but more from special attack... Recover lets you live longer.
    Toxic works here, cus if you're staying alive then it'll do more damage.
    Psychic just hurts anything that's not strong against it.
    Psyshock gives you a physical possibility, if you choose guard swap, this is a good idea.

    IV's in Hp, then defence and special defence evenly.

    Dude, that gave me the Beheeyem's. *shiver*
    Item: Muscle Band
    Nature: Adamant
    Ability: Synchronise/ Analytic
    Moves:
    Power Switch/Swap | Psych up
    Thunder Wave | Swagger
    Zen Headbutt
    Return/ Rock Slide/ Thief
    It's a gimmic set, ok? But in theory is should work, no one will expect it, that's for sure...
    Power Switch is useful against pokemon that have a high attack, Swap is just good for you cus of the high special attack. Psych Up is used in conjunction with Swagger. Thunder Wave is just a nice bit of Status to bandy around.
    Ok, Zen Headbutt is your only physical STAB.
    Return is a normal physical move and gets perfect coverage with Zen Headbutt i think... Rockslide is for fire and flying... and theif is for other Psychics and ghosts.
    IV's in Attack, Then Special Defence and defence evenly.
    Mmmmm Steel types...

    It seems to me, you lived your life like a Litwick in a Whirlwind, never knowing who to Klink to when the Drizzle set in, and i Sudowoodo like to know you, when I was just an Elekid , but the Litwick burned out long before the legend ever did...

    Proud Member of "The Triumvirate"

    Credit to Gladeshadow

    Quite honestly the funniest thing that i have ever heard:
    Originally Posted by Zibdas
    I thought butter was a type until I was 6. I could've sworn there's a butter type...
    DFTBA

  4. #29
    Join Date
    Apr 2011
    Posts
    79

    Default

    Quote Originally Posted by bugcatchersdream View Post
    Has anyone considered using Miracle Eye as opposed to HP Fighting?
    That'll at least stop that Spiritomb/Sableye problem... With Psychic and Fighting alone you're walled by those two...

    Shedinja still beats you, sadly. Which is why there's Shadow Ball, another reason for which would be the abundance of Psychic types, especially the special bulky ones. And it has the same chance at lowering Special Defense that Psychic does whereas HP has no side effect.

    Beheeyem is essentially a weaker Reuniclus, but with a stronger boosting move in Nasty Plot, which the Solosis line cannot learn, all they got for boosting Special Attack is Calm Mind...
    YouTube Pika250, Twitter Pika250
    BMGf no. 8125 (Pika25), Smogon no. 8077 (Pika25)
    Find me at those Forums too!

    My Pokemon Online Dream Team, I am "Scotty" on PO

  5. #30
    Join Date
    Apr 2009
    Posts
    2,151

    Default

    Quote Originally Posted by SomeoneIGuess View Post
    This week's POTW is boring D:
    Stop complaining, its better than Leavanny!

  6. #31

    Default

    Quote Originally Posted by Blue Harvest View Post
    Stop complaining, its better than Leavanny!
    True. And it seems like everyone keeps repeating Nasty Plot, Psychic, Psyshock, Shadow Ball, Trick Room, Recover, Nasty Plot, Psyshock, Recover...

    Gonna edit this post for my set in a while...

  7. #32
    Join Date
    Jul 2010
    Posts
    2

    Default

    Plotting to destroy the world
    Item: Life Orb / Iron Ball
    Ability: Analytic
    Nature: Quiet
    EVs: 252 SAtk/252 HP/4 Def
    IVs: 2 Spe / 30 SAtk / 30 Def / 30 SDef
    move 1: Nasty Plot
    move 2: Psychic/Psyshock
    move 3: Shadow Ball
    move 4: Hidden Power Fighting

    Nasty Plot makes your Sp.Atk with Life Orb %160 Percent (Analytic=30% + Life Orb= 50% + Nasty Plot= x2 = %160) Psyshock hits Special Walls, Shadow Ball gets good coverage with Psychic, and Shadow Ball and HP Fighting get perfect coverage. IVs so HP fighting has 70 BP
    Last edited by steelguttey; 22nd May 2011 at 8:17 PM.
    Trainer: Mightyena use Crunch!
    Narrator: Mightyena is confused! It hurt itself in its confusion!
    Mightyena: Gosh darn it I bit my tongue!

  8. #33
    Join Date
    Feb 2011
    Location
    Turn Around
    Posts
    455

    Default

    An odd Pokemon deserves an odd use:

    Beheeyem@Focus Sash
    Syncronize
    -Power Swap/ Guard Swap
    -Recover
    -Psychic/Psyshock
    -Trick Room
    252hp/100special defense/100 defense/ 52 attack

    If I understand correctly, Power/Guard swap trades stat boosts, screwing swords dancers and the like. Focus sash keeps you alive to pull off trick room, and recover is there for obvious reasons. Psychic deals a bit more damage, but Psyshock hits Chansey and Blissey, not that this guy would see the OU much.
    I'm sorry, were you expecting some kind of epic signature here?

    Current works:
    A Modern Atlantis- Bioshock/Doctor Who crossover (FINALLY WRITING CHAPTER 3! Will post soon!)
    -When a perfectly mundane trip to the ocean floor causes the Doctor and his companions to discover an underwater city, they find a utopia that is anything but. (Rated PG-14 for language and violence)

  9. #34

    Default

    A Supportive Beheeyem (in Double Battles) @ Leftovers
    Telepathy
    252 Def/ 252 Sp.Def/ 4 HP
    Bold
    -Simple Beam
    -Light Screen
    -Psych Up
    -Reflect

    Works REALLY well with Slaking. Simple Beam to get rid of Slaking's Traunt, and on the second turn, Slaking could use Bulk Up and get +2 Atk/Def. Simple Beam can also work well so the Levitaters are brought down. Dual Screens for more defensive reasons. and Psych up to get the +2 Def.

  10. #35
    Join Date
    Apr 2011
    Location
    Georgia. I'm very southern.
    Posts
    432

    Default

    ...Alright, I come back in for Beheeyem. ...I'll just get a few comments in.

    I can never think of good names for these sets.
    Ability: Analytic
    Nature: Modest/Quiet
    Item: Leftovers
    EVs: 252 HP, 200 SDef, 52 SAtk
    -Psychic/Shadow Ball/Hidden Power [Bug]
    -Psychic/Shadow Ball/Hidden Power [Bug]
    -Calm Mind
    -Recover

    A usual set. Three different attacking options, of which are usual. Calm Mind+Recover is your usual walling option, or you could call this a bit more of a Tank if you wanted to. Modest if you just want power, Quiet if you want Analytic to kick in more often.

    Quick note for Multi-Battles:

    Edit: The one above Ninja'd me, but I've already quoted him below.

    I think no one has said this before? Great. If you are in Multi-Battles, you can use Simple Beam then Psych Up on your team-mate to get doubly huge boosts. A fellow Calm Mind-er might work, perhaps Gardevoir or Alakazam or the like in UU. For one thing, it would take up two spots on your moveslots to get boosts possibly every turn, and the other on your team would also get boosts by Sharply upping SAtk and SDef each turn. Actually, now that I've looked, only this guy and Audino can do this. Pretty amazing, he can turn into a Special wall pretty fast, huh?

    Edit:
    Quote Originally Posted by SoAddictedToTheWii View Post
    A Supportive Beheeyem (in Double Battles) @ Leftovers
    Telepathy
    252 Def/ 252 Sp.Def/ 4 HP
    Bold
    -Simple Beam
    -Light Screen
    -Psych Up
    -Reflect

    Works REALLY well with Slaking. Simple Beam to get rid of Slaking's Traunt, and on the second turn, Slaking could use Bulk Up and get +2 Atk/Def. Simple Beam can also work well so the Levitaters are brought down. Dual Screens for more defensive reasons. and Psych up to get the +2 Def.
    I'm pretty sure someone said a while back Truant resists Ability-changing moves? Correct me if I'm wrong.
    Last edited by WeatherEffectRain; 22nd May 2011 at 9:18 PM.


    Mwahaha! R4GE Zibdas! I have Claimed Probopass!







    I support MC. But with Eviolite. Viva la Eviolite!

  11. #36
    Join Date
    Jan 2004
    Location
    Bournemouth, England
    Posts
    16,229

    Default

    Quote Originally Posted by Blue Harvest View Post
    Stop complaining, its better than Leavanny!
    I skew the RNG so there's more Gen Vs, and there's still moaning. I can't win ¬¬

  12. #37
    Join Date
    Nov 2010
    Posts
    95

    Default

    Quote Originally Posted by SoAddictedToTheWii View Post

    Works REALLY well with Slaking. Simple Beam to get rid of Slaking's Traunt, and on the second turn, Slaking could use Bulk Up and get +2 Atk/Def.
    This also allows it to work well with a ton of other Pokemon

    Regigigas Slow Start gone
    Manaphy/Volbeat +6 SA after 1 Tail Glow
    Dragon Dancers +2 ATK , +2SP
    Slower Shell Smashers +4 ATK, +4 SA, +4 SP, -2 DEF, -2SD (Omastar, Crustle, Carracosta, Gorebyss, Huntail, Magcargo all become team killers)

    These are partners, not something that covers it's weakness.

  13. #38
    Join Date
    May 2011
    Location
    Buoy Base Galaxy
    Posts
    153

    Default

    I think I was the only person among my friends to figure out how to pronounce Beheeyem’s name correctly. And we all thought he was some rock, and the markings on its head were his face. It’s still pretty cool, though.

    We’ve Come For Your Pickles, Resistance is Futile
    Beheeyem @ WiseGlasses/Choice Specs/Leftovers
    Trait: Analytic/Synchronize
    EVs: 140 Def /252 SAtk /108 SDef
    Quiet (+Sp. Attack, -Speed)
    - Psychic
    - Shadow Ball
    - Thunderbolt/Thunder Wave/Toxic/Nasty Plot
    - Trick Room
    So basically, Psychic is your STAB to end everything that isn’t a Psychic, Steel or Dark type. Shadow Ball will take out Ghost and Psychic type. Thunderbolt because it can, but Thunder Wave can make your opponent slower, although Beheeyem is so slow that he might still go last, and even if he does go first then Analytic won’t come into play. Toxic is another option just to help a little. Nasty Plot just adds to your insane Special Attack. Finally, Trick Room will basically assure that you will go first for a little while, but that discounts Analytic. So basically don’t use Analytic if you are going to use Thunder Wave or Trick Room, and don’t use Telepathy at all unless you’re specializing in double battles. For items, WiseGlasses will add to your Special Attack, but not as much as Choice Specs though WiseGlasses allow you to choose your move at will. Leftovers are another option. I know this set is kind of redundant, but so are all of the new Psychic types released this generation.

    Friend Code: 2492-4126-1302
    Friend Safari: Krabby, Floatzel, Frogadier

    Sapphire Nuzlocke - COMPLETE!
    Team:
    Dead:

    Soulsilver Nuzlocke - COMPLETE!
    Team: **
    Dead:

    Platinum Nuzlocke
    Team:
    Dead:

  14. #39
    Join Date
    Jan 2011
    Location
    unfunny location
    Posts
    1,455

    Default

    Quote Originally Posted by Serebii View Post
    I skew the RNG so there's more Gen Vs, and there's still moaning. I can't win ¬¬
    In my book, this is a win. Beheeyem's my favorite Pokemon. (Technically it's Elgyem, but Elgyem can only be included in pre-evolution corner)
    Pokemon isn't real, I'm sorry

  15. #40
    Join Date
    May 2011
    Location
    Buoy Base Galaxy
    Posts
    153

    Default

    We’ve Come For Your Pickles, Resistance is Futile
    Beheeyem @ WiseGlasses/Choice Specs/Leftovers
    Trait: Analytic/Synchronize
    EVs: 140 Def /252 SAtk /108 SDef
    Quiet (+Sp. Attack, -Speed)
    - Psychic
    - Shadow Ball
    - Thunderbolt/Thunder Wave/Toxic/Nasty Plot
    - Trick Room
    Sorry, for EV's I meant 144 Defense and 112 Sp. Defense.
    Last edited by grantholomew; 23rd May 2011 at 7:23 AM.

    Friend Code: 2492-4126-1302
    Friend Safari: Krabby, Floatzel, Frogadier

    Sapphire Nuzlocke - COMPLETE!
    Team:
    Dead:

    Soulsilver Nuzlocke - COMPLETE!
    Team: **
    Dead:

    Platinum Nuzlocke
    Team:
    Dead:

  16. #41
    Join Date
    Apr 2011
    Location
    Georgia. I'm very southern.
    Posts
    432

    Default

    Quote Originally Posted by Serebii View Post
    I skew the RNG so there's more Gen Vs, and there's still moaning. I can't win ¬¬
    Personally, I think you should've left it as it was.

    Oh well, UU is always good in my book.

    Pertaining to the topic:
    Seriously, this guy is a beast in Multi-battles. I know I've already said it, but jeeze... Heal Block, Splits and Swaps, Calm Mind, Simple Beam, Psych Up, Dual Screens, Disable... The list goes on and on what he can do for a multi-team. Heck, forget Singles, this guy shines in Multi-battles. Please, I'm serious, this guy rocks the Multi-battle area...

    ...Yes, I know he's Psychic. But I mean, come on. He rocks in Doubles and Triples.

    EDIT: Also, Rock Slide is useful in Multi-Battles, too. Just more reason for me to rant about Multi-battles for a change.
    Last edited by WeatherEffectRain; 22nd May 2011 at 11:35 PM.


    Mwahaha! R4GE Zibdas! I have Claimed Probopass!







    I support MC. But with Eviolite. Viva la Eviolite!

  17. #42
    Join Date
    Apr 2011
    Location
    Florida
    Posts
    96

    Default

    Special Wall

    Beheeyem @ WiseGlasses/Leftovers/Iron Ball/Grass Gem
    Evs: 252 HP / 4 SAtk/ 252 SDef
    Sassy (+SDef, -Spe)/ Quiet (+SAtk, -Spe)
    Trait: Analytic/Telepathy
    - Recover
    - Psyshock/Psychic/Energy Ball
    - Calm Mind/Nasty Plot
    - Trick Room/Thunder Wave/Toxic/Disable

    This Beyeehem is basically a Special Wall with some power in SAtk. Recover is to keep you from fainting. Calm Mind is to make you more awesome in the Specially bulky and be able to sweep, but Nasty Plot is there if you really want to up that special attack stat. Psyshock is if you're really worried about Blissey and Psychic is if you want a stronget STAB move with a slight chance of lowering the opponent's SDef at the same time. The last move slot is basically a support move depending on what you need for your team. If you want to stall, go with Toxic. Want to cripple special sweepers? Go with Thunder Wave. Disable is there if you want to force a switch on a locked Special Sweeper with a Scarf or Specs. And Trick Room is there if you are running a slow team, but other wise, just go with Thunder Wave. If you wanted to run a gimmick, you could replace the Psychic move with Energy Ball if you're afraid of a Krookodile perhaps, or just dark types in general.

    WiseGlasses is for if you don't have another Leftovers, otherwise go with Leftovers. In addition, the Iron Ball would be for when you use Thunder Wave and you have the ability, Analytic, and still want to go last. Basically, the item is for whatever you need for your team and the Ability is, again, what you need for your team. Analytic is for Singles and Telepathy is for Doubles and Triples. You could also use the Grass Gem if you were to run the gimmick and get a 1.5x boost for a turn.

    Overall, this set is if you need a Special Wall/Supporter at the same time for your team.
    Last edited by RegiGuy; 23rd May 2011 at 12:00 AM.
    My team for Pokemon Y:



    Also, if you have a Swirlix or a Clauncher I would be happy to trade with you .

  18. #43
    Join Date
    Jun 2010
    Location
    Scotland
    Posts
    100

    Default

    This thing is fugly as hell, dunno what it's supposed to be tbh. However, use it in Trick Room teams and Multi battles as set ups. Calm Mind works wonders on this thing.

  19. #44
    Join Date
    Jun 2009
    Location
    Gloucester/England
    Posts
    19

    Default

    Sets

    Trick Room Sweeper

    Beheeyem (M) @ Leftovers
    Trait: Analytic / Synchronise
    EVs: 252 HP / 4 Def / 252 SAtk
    IVs: 31 / 31 / 30 / 30 / 30 / 2 [Fighting]
    IVs: 31 / 30 / 31 / 30 / 31 / 2 [Fire]
    Quiet Nature (+SAtk, -Spd)
    - Trick Room
    - Calm Mind
    - Psyshock
    - Hidden Power [Fighting / Fire]

    This set is quite a nice one, it's lacking in coverage but given the right support it should do fine. The EVs max out its offencive power and bulk, as it's going to be taking a fair few hits as it sets up. The idea is to set up calm minds from the get go, and when you start getting a little low on health, hit trick room and try to sweep. Trick room and Calm mind are pretty much obligatory on the set, as is Psyshock. The last move depends on who you want to hit more, Dark types like Tyranitar that can ruin your sweep, or Steel types like Skarmory and Scizor. Make sure you have one of the types covered by your team. For example, if you opt for HP Fighting, running a magnezone wouldn't be a terrible idea to trap and remove scizor and Skarmory, Magnezone will also benefit from the trick room conditions.
    Synchronise gets a special mention here as you can switch into Thunderwaves to ruin Thunderus and co and provide you with a means of set up.

    Dear Reuniclus, I can do it too!

    Beheeyem (M) @ Leftovers
    Trait: Analytic
    EVs: 252 HP / 252 Def / 4 SDef
    Bold Nature (+Def, -Atk)
    - Recover
    - Calm Mind
    - Psyshock
    - Hidden Power [Fighting / Fire]

    Ok, maybe it won't be as dominant as reuniclus, however it can run a similar set to some good effect. It has surprising bulk and can definitely be used to some effect in the lower tiers. The story's the same as in the first set. Run it with a magnezone to get rid of skarm / scizor or run it with Conkeldurr / hitmontop to get passed tyranitar.
    The EVs max out its bulk, and give it a better chance of setting up. Leftovers is chosen to help with longevity and to cancel out weather effects... kinda like reuniclus... Wishful thinking.

    I can... break Stall?!*I think this could be its niche set*

    Beheeyem (M) @ Leftovers
    Trait: Synchronize
    EVs: 252 HP / 72 Def / 184 Spd
    Timid Nature (+Spd, -Atk)
    - Heal Block
    - Thunderbolt
    - Psyshock / Toxic / Nasty Plot
    - Hidden Power [Fire / Ice]

    Oddly... Beheeyem can break stall with this moveset. The speed makes it faster than most walls and the rest is thrown into bulk, howeber, a simple set of 252 SpA / 252 Spe could just as easily be employed here. The idea here is to break stall, not to be confused with breaking walls, it's to put defencive cores in a weird place. Synchronise is the ability of choice here, as you almost want to be poisoned or burnt, this aids hugely with the stall breaking process, as you follow this up with Heal Block. So now they are forced to attack you whilst having their own health drained from their own status, you then hit said wall with any move of your choice. Thunderbolt nails Jellicent and Skarmory, who will both be 2HKOd whilst they can't heal off the damage. Psyshock is your stab of choice and best bet at hitting Chansey / Blissey, whilst the final coverage move is down to choice. Hidden Power Fire Fries Ferrothorn and Forretress, whilst hidden power Ice takes out the ever present Gliscor.
    You could forgo any of the moves for toxic, however, if you don't want to rely on synchronise / take status yourself.

    Double Screens

    Beheeyem (M) @ Light Clay
    Trait: Synchronize
    EVs: 252 HP / 252 Def / 4 SDef
    Bold Nature (+Def, -Atk)
    - Reflect
    - Light Screen
    - Psyshock
    - Recover

    The set that every psychic type and its brother shares. A pretty weak version or bronzong and espeon, but hell it can do it too.

    Other Options


    Choice Specs Can be used to give a surprise to the opponent. It does have very usable special attack. Just a shame that it lacks Trick.

    substitute + Disable can be used in tandem as a disruptive set to cause switches and specifically help in countering / setting up certain pokémon.

    Psychic can be used over Psyshock, however you will be eternally walled by blissey.

    Shadow Ball can be used on a set somewhere, however the coverage it supplies is pretty redundant, as Gengar is hit harder by Psyshock and Jellicent is hit harder by Thunderbolt. Shadow ball could be used on the Stall breaker set over Psyshock to hit Dusknoir/clops harder.

    Psych up and Swagger can be used in tandem to make some sort of novelty set, however considering Beheeyem's Physical movepool and Physical attack stat, this is ill advised.

    Nasty Plot can be used over calm mind. However, Beheeyem will be taking a fair few hits as it sets up, so calm mind will generally be the better option. Would be best used on the trick room set.

    Status Conditions It has a lot of them that it can use and as such can be made into some form of annoyer. Swagger + Thunderwave, for instance, can be pretty deadly.

    Partners

    One of the best partners is Magnezone, as Beheeyem can take out the fighters Magnezone fears, and can provide trick room for Magnezone. Magnezone in return can take out all the steel types that Beheeyem will lure in. Terrakion can make use of the Dark Typed attacks aimed at Beheeyem, with its Justified ability, netting it an instant +1 to its attack stat. Heatran also makes a great partner, as it can switch into Bug / Dark / Steel typed attack with impunity.

    Counters

    Anything with Trick or Taunt will generally hurt Beheeyem. Ferrorthorn is probably Beheeyem's biggest counter, being able to set up on Beheeyem and smash away at it with STAB Powerwhips. It's also slower than Beheeyem and can abuse Beheeyem's Trick Room.
    Hydreigon is immune to Beheeyem's stab, can ruin it with taunt, and smack away with Draco Meteor's, Dark Pulses, Crunches or scout on it using U-turn.
    Lati@s resists everything that Beheeyem can pack, aside from the occasionally hidden Power Ice, and can destroy Beheeyem with STAB Draco Meteor or simply Trick a choice item on it.
    Thunderus, Tyranitar, Specially Defencive Scizor, Heatran, Chansey, Blissey, Lati@s, Bisharp, Spiritomb, Reuniclus, can all tank Beheeyem's hits and force it out with either strong Super Effective / STAB attacks or ruin it with taunt, or simply stall it out.
    Beheeyem is a pretty cool pokémon with a nice Special Attack stat and reasonable bulk, however its coverage is limited and outside of gimmick sets it's doubtful you should encounter anything too surprising.

    Little Cup Sets

    Calm Mind
    Elgyem (M) @ Eviolite
    Trait: Analytic
    EVs: 236 Def / 236 SAtk
    Modest Nature (+SAtk, -Atk)
    - Calm Mind
    - Psyshock
    - Hidden Power [Fighting]
    - Recover

    This set has very Reasonable bulk and packs quite a punch. It's a bulkier, status vulnerable, Solosis. Still Pretty cool, however. The set can be reconfigured to play like a poor man's Porygon, by running 236 Def / 236 SpD and a moveset of Toxic / Recover / Hidden Power Ice / Thunderbolt.

    Elgyem is pretty much the same as Beheeyem in the lower tiers, a kind of obscure tank, wall-thing with an OK mix of attacks and stats. As with its final form, most of its sets will be outclassed by someone else.
    Last edited by Tbird; 23rd May 2011 at 12:05 AM.

        Spoiler:- Threads You Should Check Out!:

  20. #45
    Join Date
    May 2011
    Posts
    219

    Default Why are all the sets taken by Sunday?

    Title speaks for itself. Anyway, I've got a bit of an analysis on the simple beam one.

    Beheeyem is one of the few pokemon to learn this great move. Simple is one of the best abilities in the game for setting up with (it doubles any stat changes). Anyway, first lets start off with great receivers (in double and triple battles).

    RECEIVERS AND HOW TO UTILIZE
    Anything that sets up is good. However, a cosmic power poke can really utilize this with three cosmic powers bringing it to plus six defense and sp defense. Claydol can utilize this with a large defense and special defense. Other great receivers for this are baton passers. Give simple beam to ninjask to get plus two speed each turn, and a swords dance bringing you to plus four attack. Quiver dancers are also great, giving you plus two sp atk, sp def, and speed in one turn is insane. Shell smashers for the same reason, although your defense loss will be doubled as well, making white herb a very viable option. Other great pokes are ones that have bad abilities, such as truant on slaking, or slow start on regigigas. A mental herb can be good to suppress taunts.

    HOW TO DEFEAT OPPOSING SIMPLE BEAMERS

    First off, taunting is the best way to make sure they don't utilize the simple ability (although this won't have much effect on slaking and regigigas, who don't really even need the ability), although mental herb may be carried. Second, due to beheeyem's low base speed, kill it off before it gets to use the move is just as effective. Of course, bulky audino's will probably be harder to kill in one shot.

    I have to leave, so this is all (although I know I'm missing a lot). Any suggestions to add to this would be appreciated (I'm going to edit this multiple times).

  21. #46
    Join Date
    Feb 2011
    Location
    America
    Posts
    122

    Default

    Quote Originally Posted by SomeoneIGuess View Post
    This. Is all that Reno needs to write.

    This week's POTW is boring D:
    yea very boring,they need to do something better
    Come hang out with me on xbox live, gamer tag: toawest1
    3DS Pokemon Y FC 4983-6283-5

  22. #47
    Join Date
    Jan 2011
    Location
    Buffalo
    Posts
    89

    Default

    Ooh I like Beheeyem :3
    Finally we're doing a Gen V this time. There isn't enough, considering it IS Gen V PotW.

    General overview:
    Beheeyem is a more defensive, less bulky, hp-wise, barely faster (although it doesn't matter much) version of Reuniclus if you just look at it's stats. Although in reality, Beheeyem can fit a variety of unique roles that keeps the opponent guessing. Really good Special Attack but pretty average everything else (and bad speed) will make Beheeyem stay in the lower tiers, but nonetheless should not be overlooked.

    Ability overview:
    Telepathy- Usefull I guess, Beheeyem really can't take all the extra damage your teammates would be dishing out anyway.
    Synchronize- Better on a Trick room team...
    Analytic- Really good since Beheeyem has crappy speed. Kinda perfect if you give it Quiet and a Lagging Tail, although that might be overkill.

    Movesets:
    The Silent Sweeper
    Quiet Nature
    Analytic
    252 SpAtk+Hp, 4 into whatever defense you wish.
    Choice Specs
    Psychic
    Shadow Ball
    Energy Ball/ Thunder Bolt/ Hp whatever
    Energy Ball/ Thunder Bolt/ Hp whatever

    Quiet+Analytic+0 Spd EVs is making Beheeyem essentially gaurenteed to go last. Psychic for STAB, Shadow Ball for anti-ghost, and the last two are filler, mostly for coverage. Thunderbolt hits common water types in the lower tiers (with parahax, perhaps?), Energy Ball lets you hit rock/ground types that have steel with them, along with hitting waters, and HP just to get a fighting move, or whatever type should be there.

    whoa I just got... Really lazy and I can't actually write any more full sets,
    So I'll just sumrise some options

    Beheeyem can run a bulky staying set, with Calm Mind, Recover, Barrier, and Psychic. The problem is Dark's just immediately wall this. You could add Toxic instead of barrier, invest all your EVs in Def with a bold nature, and just wall til you die. Miracle eye could be used too, then it would be more of a bulky sweeper. Leftovers is nice here.

    Beheeyem can also run double screens with light clay, along with recover and some sort of attack. Max HP then split Defenses I guess, or speed.

    Beheeyem can also RUIN sweepers/walls, with Simple Beam, Gaurd Split, Power Split, or Skill Swap. Of course a set like that would be Taunt bait, but it could catch an opponent off gaurd as you quickly switch in to something with Shadow Tag.

    Beheeyem, again, can also run a quasi-Baton Passer set with Ally Switch, Sub, Nasty Plot/Calm Mind, and kind of attack or T-wave or Recover, either to force switches or allow more subs to go up. Charge Beam (although with less than attractive power) can combine two moveslots mentioned into one. Though Beheeyems lackluster Hp might not end too well, so it'd be nice to run max HP.

    Other moves that don't really fit into any one set could be...
    Disable: Predict someone with a choice and disable, forcing a switch
    Trick Room: If nobody else can do it
    Wonder Room: To destroy walls
    Imprison: Ruin common psychics, like Reuniclus/Zam/Etc.

    Counters: Anything Dark that doesn't have completely pathetic SpDef will be fine.
    Ferrothorn resists Beheeyem brilliantly, at least type wise.
    You can counter this psychic like you would any other. When it has disrupting attacks, it's better to take it out FAST. Don't waste a turn switching because it might just set you up.

    Partners: I dunno. Not very double/triple battle knowledgable.

    Pre-Evo:
    The only thing Elgyem has over Beheeyem is the cuteness factor. And it makes a better physical wall. But really. Don't.
    Memento Mori

    Credit to Oniitan of deviantART

  23. #48
    Join Date
    Apr 2011
    Posts
    6

    Default

    Beheeyem
    Usable Attack Moves: Psyshock, Psychic, Zen Headbutt, Thunderbolt, Shadow Ball, Energy Ball, Rock Slide, Hidden Power, Return
    Usable Support Moves: Calm Mind, Recover, Toxic, Light Screen, Reflect, Thunder Wave, Substitute, Trick Room, Nasty Plot

    Glass Cannon
    Beheeyem @ Zoom Lens/Wise Glasses/Life Orb
    Ability: Analytic
    Nature: Quiet (+SAtk, -Spd)
    EVs: 252 SAtk, 252 HP, 4 SDef
    -Psychic/Psyshock
    -Thunderbolt/Energy Ball
    -Shadow Ball
    -Nasty Plot

    I tried to read all the prior posts, and no one seemed to point out the Zoom Lens. Yes, I know that it doesn't boost power, but it an interesting choice for the Critical Hit boost (I have decent luck and feel like items like this are good). Wise Glasses give a smaller boost but doesn't drain your life, Life Orb drains your life and makes you hit harder.

    The Psychic/Psyshock choice is a metagame choice. Using Psyshock means you will be dealing more damage to Blissey and other Special walls, but if you don't need to worry about too many of those, Psychic hits harder. Thunderbolt and Energy Ball both give coverage over common bulky pokemon, but my personal favorite is Energy Ball. Shadow Ball allows you to deal with Psychics and Ghosts that come out and don't Shadow Ball you first. Nasty Plot allows you to make your Special Attack even more spectacular.

    Annoying Wall
    Beheeyem @ Leftovers
    Ability: Analytic
    Nature: Quiet (+SDef, -Spd)
    EVs: 252 HP, 252 SDef, 4 SAtk
    -Substitute
    -Recover
    -Nasty Plot/Calm Mind
    -Psychic/Psyshock/Energy Ball/Thunderbolt

    Hooray for Wall version number 1! Substitute allows you to put up a wall to soak up statuses, and since you'll be going second, Recover will fill you back up to full. Nasty Plot makes you hit harder, but Calm Mind also boosts your special Defense, which means you'll lose less health to those attacks when they come up. The Psychic/Psyshock choice comes up again as a means to keep you from being taunted, but since there is a chance that the Taunter could be Dark type or resistant to Psychic-Type Moves, Energy Ball and Thunderbolt also work here.

    Wall of Light
    Beheeyem @ Light Clay
    Ability: Analytic
    Nature: Sassy (+SDef, -Spd)
    EVs: 252 HP, 128 Def, 128 SDef
    -Reflect
    -Light Screen
    -Recover
    -Psychic/Psyshock/Energy Ball/Thunderbolt

    This set works essentially as above, but instead of Substitute, you hide behind Reflect and Light Screen, Recovering as needed, and not being taunted by your choice of Psyshock, Psychic, Energy Ball, or Thunderbolt.

    Trick Room Mixed Sweeper
    Beheeyem @ Life Orb
    Ability: Synchronize
    Nature: Brave (+Atk, -Spd)
    EVs: 252 Atk, 252 SAtk, 4 HP
    -Trick Room
    -Return/Rock Slide/Zen Headbutt/Thunderbolt/Energy Ball/Shadow Ball/Psychic
    -Return/Rock Slide/Zen Headbutt/Thunderbolt/Energy Ball/Shadow Ball/Psychic
    -Return/Rock Slide/Zen Headbutt/Thunderbolt/Energy Ball/Shadow Ball/Psychic

    Beheeyem's Attack Stat isn't AWFUL, so with some very weighted training, it could potentially work out as a Mixed Sweeper in the Trick Room. The seven moves listed above give you coverage, although with Beheeyem's Stats being what they are, I would consider using only one Physical move and two Special ones. Use Synchronize here because as you will be (trying) to go first, Analytic won't work here.

    Return, Rock Slide, and Zen Headbutt are your choices for good physical moves. Return hits pretty hard and is only resisted by a couple of type that your other moves can handle. Rock Slide and Zen Headbutt both get a chance to flinch things (since you're going first). Rock Slide gives you type coverage, while Zen Headbutt gets STAB.

    Thunderbolt, Energy Ball, Shadow Ball, and Psychic are up for choice here. Use Psychic only if you aren't using Zen Headbutt. Shadow Ball and Energy Ball are the same move in different types. Thunderbolt has a chance of paralyzing things. Everything else about these moves has been covered.

  24. #49
    Join Date
    Apr 2011
    Location
    Kolkata, India
    Posts
    27

    Default

    Beeheyem @ Expert Belt
    -Speed, +Sp. Atk (I forgot what it was...Quiet?)
    EVs: 252 Sp.Atk, 120 Sp. Def, 136 Def.
    Ability: Analytic
    Charge Beam
    Energy Ball
    Psychic
    Shadow Ball

    This one is kinda fun. Charge Beam can boost your Sp. Atk, and the other moves may reduce your foe's Sp. Def, while providing good coverage.
    -Speed coz you want Beeheyem to be as slow as possible.
    Expert Belt gives a further boost to the wide range of types that are his for supereffective damage with this set.

    I intend to use this for the Battle Subway (one I get into breeding/EV training mode :P)

    I think that a good partner for Beeheyem would be a fire type...maybe Darmanitan (It can destroy Steels and also Darks if it has Brick Break.)

    To counter Beeheyem:
    Bisharp. Period. X-Scissor + Night Slash + Resistance to almost all its moves = DEATH TO BEEHEYEM!!!
    Last edited by kevinjohnkaisar; 23rd May 2011 at 1:04 PM.
    I have the following games:
    Yellow, Gold, Ruby, Sapphire, Emerald, LeafGreen, Diamond, Pearl, Platinum, HeartGold, Black, Black 2, Ranger, Mystery Dungeon: Red Rescue Team, Mystery Dungeon: Explorers of Time, Mystery Dungeon: Explorers of Sky, Pinball: Ruby & Sapphire.

    Yes, I know. Those are a LOT of games. ^_^

    I now have a Reshiram with 31 Sp Atk and 31 Speed.
    Other IVs are crap but I don't really care. :P

  25. #50
    Join Date
    Nov 2010
    Location
    Bournemouth, England
    Posts
    28

    Default

    OK i love beheeyem i actually have one problem is i had a double battle and modified it for trick room but i will change it back once i get my DS back from repair
    Now Now Stay Calm!
    Ability: Synchronize or Analytic
    Item:Psychic Gem
    Nature:Modest
    EV's: 252 Sp Attack, 252 SP Defense/Defense, 4 HP.
    Psychic
    Calm Mind
    Recover
    Simple Beam/Trick Room/Thunder Wave/Embargo/Barrier

    Psychic is for STAB and with calm mind and psychic gem boost can take out the bulkiest of Pokemon Calm mind raises SP attack and Sp defense this allows you to possibly sweep
    Recover allows you to heal, And now for multiple choice Simple Beam is support in doubles with Pokemon such as slaking or even to get rid of opponent levitate Pokemon, Trick room is great support in trick room teams obviously or even for support in a rock mono-type team if they are slow ones, Thunder Wave is for status support, embargo can cripple Blissey and other Pokemon that rely on items for major support Barrier raises defense so with calm mind can make you a massive sweeping wall
    Moveset extrordanaire just ask if you want assistance
    Owner of the CK general chat channel on Purplesurge leave me a post if ya want info :-)

    FINALLY GOT A CLAIM...
    All Munchlax are mine!

    Munch Munch Munch Munch Munch Munch Munch Munch...

Page 2 of 4 FirstFirst 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •