Page 4 of 4 FirstFirst 1234
Results 76 to 87 of 87

Thread: Community POTW #21

  1. #76
    Join Date
    Sep 2010
    Location
    The Old West
    Posts
    1,255

    Default

    Quote Originally Posted by wunderkind View Post
    I was looking at Beheeyem's moves, and noticed it's yet another Pokemon that can learn Dream Eater, but has no way of causing sleep. What's with that? (unless using Rest with Synchronize causes the opponent to sleep, but I doubt that)
    It just seemed like a pokemon that could use dream eater, so game freak made it that way.

    Teammates could put it to sleep, especially in double battles. And no, the enemy has to cause the status.
    Venemo Oscuridad - 6 Battles
    Goldeen keeps stealing the Magical Karp's splashing glory in Smash.

  2. #77
    Join Date
    Apr 2011
    Location
    Georgia. I'm very southern.
    Posts
    432

    Default

    Well, there's an idea for "Other Options". Dream eater if you're in multi-battles with something that can cause sleep. I don't know, CompoundEyes Butterfree or something, I don't keep track of the lower tiers too much. Butterfree isn't NU, is it? Well, nevermind, just something that causes sleep.


    Mwahaha! R4GE Zibdas! I have Claimed Probopass!







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

  3. #78
    Join Date
    Feb 2011
    Posts
    23

    Default

    in a trick room

    Trick room/Nasty Plot
    Psychic/Psycho Shock
    Shadow Ball
    Energy Ball

    Nature:Quiet

    Abillity:Telepathy/Synchronize

    a simple full out move set good. In a trick room, its low speed gives it an advantage. this pokemon can trigger the trick room itself or have another pokemon like Slowking do it while it charges with Nasty Plot. Psychic and psycho shock get STAB. Psycho Shock is good if you cme across anyone with a big Sp.Def. Shadow Ball is a must as it helps it out when up against ghost types.

    Analytic Set

    Psychic/Psycho Shock
    Shadow Ball
    Thunder Bolt/Charge Beam
    Energy Ball

    Nature:Quiet

    Ability: Analytic of course

    pretty much the same as the Trick Room set but best without cos all moves get a 30% bonus if it move last.

    other possible options:

    Flash: it maybe slow and have fair defences so heavy hitting attacks could ruin its chances to attack so an option is to cut their accuracy. maybe best in Trick Room

    Calm Mind: in place of Nasty Plot,which you need to breed for, and can be learned naturally

  4. #79
    Join Date
    Apr 2011
    Location
    Behind you...
    Posts
    72

    Default

    Oooh, OOooh i've got another one!
    I built these four walls!
    Item: Light Clay
    Nature: Quiet (for trick room) Calm/Bold (for wonder room)
    Ability: Synchronise (for trick room) Analytic (for wonder room)
    Moves:
    Trick Room/ Wonder Room
    Light Screen
    Reflect/Barrier
    Psychic/shock
    Ok, so use trick room to get your faster, or wonder room to make your more physically defensive and (potentially) more powerfull.
    Light Screen Reduces special.
    Reflect Reduces physical, you could use barrier instead, if you think that's a better option.
    Last slot, to stop you being taunt bait
    EV's in Both defences and the last "one" in Hp if using trick room.
    OR
    Choose ONE defence, Hp and speed if you're using wonder room.
    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

  5. #80
    Join Date
    Aug 2008
    Location
    Oxfordshire, England.
    Posts
    1,312

    Default

    Ah, Mr. Doblers and Triples. Everything about Beheeyem tells me he is a doubles and triples specialist. His primary ability, a lot of his moves, you get the picture.

    Mr. Doubles and Triples
    Ability: Telepathy
    Item: Leftovers
    EVs: 124 Def, 124 Spdef, 252 HP, 8 SpAtk
    Nature: Bold
    Moves:
    -Simple Beam
    -Skill Swap
    -Recover
    -Psychic

    Simple Beam can be used to either get rid of a good ability on the opponent or to trap the opponent, or can be used to change a bad ability on one of your Pokemon (Slaking and Archeops, anyone?). Recover it to allow it to stick around a little, along with Leftovers, and Psychic stops it from becoming taunt bait.

    Partners: Slaking with Bulk Up, Amnesia, Earthquake and another good attacking move. This will mean Beheeyem hanging around for at least three turns, on one he Simple Beams an opponent, the next he skill swaps with that opponent, and the one after, he skill swaps again with Slaking, but, if you have the patience, it's a good tactic as it allows slaking to become uber powerful, without the annoying disadvantage.
    Archeops with Hone Claws, Agility, Acrobatics, Earthquake.
    Regigigas, so Slow Start can be ignored really quickly.

    Violent ET
    Ability: Syncropnize
    Item: Life Orb
    EVs: 252 SpAtk, 252 HP, 4 Def
    Nature: Modest
    Moves:
    -Energy Ball
    -Thunderbolt
    -Shadow Ball
    -Psychic

    A purely attacking Beheeyem, just for fun. Those moves give a pretty good coverage. And there's nothing to suggest that Beheeyem can't be an attacker, it's got a decent special attack stat.

  6. #81
    Join Date
    Mar 2010
    Location
    Earth of course...
    Posts
    387

    Default

    Quote Originally Posted by Proby3 View Post
    Simple Beam can be used to either get rid of a good ability on the opponent or to trap the opponent, or can be used to change a bad ability on one of your Pokemon (Slaking and Archeops, anyone?).
    Also could be used to speed the boosting of a set up sweeper(note that if you intend to eliminate your foes ability they might anticipate that and switch to something that would benefit from simple(if eliminating abilities gastro acid is a better choice)

    Lastly, I'm pretty sure abilities such as Traunt, Slow Start or Defeatest have tricks preventing easy ability loss (blocks ability replacing moves <Simple Beam and worry seed will fail> though Skill Swap, Gastro Acid and Mummy all still work)
    Dragons are my friend, Ice is my foe...
    (Kyurem is an exception) dragonics rule

    -Let us hope for gen 6 to turn out well!

  7. #82
    Join Date
    Feb 2011
    Location
    By a lake
    Posts
    146

    Default

    I'm mad that i waited till the last day to to this. Most I can think of is already put. Anyway I still got to put a weekly set by me

    That Nasty Alien's look has paralyzed me.
    Modest
    252 sp atk. 252 Speed. 4 hp
    Syncronize
    Leftovers
    Thunder Wave
    Nasty Plot
    Psychic
    Shadow Ball
    Lol A sweeping set that actually works. Thunder Wave makes the speed reduced by 25%. 25% is not a lot (ie 400 with paralysis makes 300) but with 252 evs in speed he can overspeed a lot of guys. Nasty Plot powers this sp atk to incredible heights. Psychic is for stab and is very powerful. Shadow Ball is for everyone that resists psychic. Syncronize is the only ability worth using on this set.
    Last edited by Shinepoke; 28th May 2011 at 6:19 PM.
    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:

  8. #83
    Join Date
    Nov 2010
    Location
    Why do you need to know
    Posts
    1,920

    Default

    That Nasty Alien's look has paralyzed me.
    Modest
    252 sp atk. 252 Speed. 4 hp
    Syncronize
    Leftovers
    Thunder Wave
    Nasty Plot
    Psychic
    Shadow Ball
    Lol A sweeping set that actually works. Thunder Wave makes the speed reduced by 25%. 25% is not a lot (ie 400 with paralysis makes 300) but with 252 evs in speed he can overspeed a lot of guys. Nasty Plot powers this sp atk to incredible heights. Psychic is for stab and is very powerful. Shadow Ball is for everyone that resists psychic. Syncronize is the only ability worth using on this set.
    T-Wave reduced speed TO 25%. 400 would be 100. Deoxys-S hits a rock-bottom 126 Speed with paralysis.
    Minimum Speed Shuckle's Speed becomes 3 after para, I dunno how low it would be if he was passed 6 Curses and Tricked an Iron Ball.

    Anyways, I'm considering replacing Reuniclus on my TR OU team with Beeheyem, simply because of Nasty Plot.


    Credit to Beck for the RNG userbar.
    As of August 18th 2012, I resigned as a CG leader.

  9. #84
    Join Date
    Dec 2008
    Posts
    111

    Default

    Yay for yet another bland Pokemon...

    Anyway, I can only see Beheeyem (sp?) working in Tripels as a TR supporter. Cresselia and Musharna both outclass it in Doubles, so don't even try it.

    Triples TR Support

    Beheeyem @ Leftovers / Mental Herb
    Ability: Telephaty
    EVs: 252 hp / 252 def / 6 sp.atk
    Bold nature

    ~ Trick Room
    ~ Ally Switch
    ~ Shadow Ball
    ~ Psychic

    Not many Pokemon are good at using both Trick Room and Ally Switch, so that's one of Beheeyem's claim to fame. Ally Switch is a great attack that can possibly save your teammate from a fatal move. However, Trick Room should be used first to guarantee that your attacks go first. To ensure that the move will be pulled off, one can use Mental Herb over Lefties, which now heals the holder from the "Taunted" status. Psychic and Shadow Ball allow it to dish some damage when the situation demands. Telephaty protects Beheeyem from being mauled by Rhyperior's Earthquake and similar stuff.

    The spread used maximises Beheeyem defensive potential... yeah, not much to say about it.

    Potential partners: Trick Room abusers, including, but not limited to: Rhyperior, Metagross, Snorlax, Emboar, Hariyama, Scrafty, Slowking, Omastar, Empoleon. Anything that helps to pull the TR off, like Fake Out users and Follow Me/Rage Powder users. Scrafty, Hariyama, Amoonguss, Smeargle, Clefable, Hitmontop etc.
    Last edited by Casty; 28th May 2011 at 7:20 PM.

  10. #85
    Join Date
    Mar 2011
    Location
    Somewhere, Under the Rainbow
    Posts
    236

    Default

    You don't need to go TR > Ally Switch, though you should. Ally Switch has +1 Priority.
    Ignore, thanks.

  11. #86

    Default

    It's been a while since I did POTW. Here it goes.

    Double whammy!
    Natures: Modest or Bold
    EVS: Invest in defenses and special attack!
    Ability: Any. It depends on the moveset.
    Item: Colbur berry or leftovers
    Moves:
    Phychic
    Physhock
    Calm Mind/Reflect/Light Screen/Nasty Plot
    Miracle Eye/Recover/Trick room/Growl/Barrier

    No more worries about defenses! Just strike away with the power of dealing damage to both without any need for attack! If you play doubles or triples, have a soaking Basculin or Seaking on your side. They will help get rid of the foe's dark type without spending a turn to do so with miracle eye.

    My favorites happen to be mid-evolved poison types.

  12. #87
    Join Date
    May 2011
    Location
    Britain
    Posts
    223

    Default

    Quote Originally Posted by GirlKirbyZombie View Post
    Double whammy!
    Natures: Modest or Bold
    EVS: Invest in defenses and special attack!
    Ability: Any. It depends on the moveset.
    Item: Colbur berry or leftovers
    Moves:
    Phychic
    Physhock
    Calm Mind/Reflect/Light Screen/Nasty Plot
    Miracle Eye/Recover/Trick room/Growl/Barrier
    It sort of needs trick room because it will be 2HKO otherwise, it does have 40 base speed, good in a trick room. So...
    Nature: Quiet
    EVs: 252Sp attack/ 200 defence/ 56 Sp defence
    Item: Leftovers
    Ability: Synchronise (Awful abilities)
    -Trick Room
    -Physhock/Phychic
    -Energy Ball/Thunderbolt
    -Substitute/Recover
    You set trick room up ( defence EVs for the attacks that will hit you). Physhock or Phychic depends on whether your team is mainly physical or special. Physhock also catches chansey/blissey unawares. Energy ball is the most powerful non-phychic ( barring Hyper Beam)move after a Sp defence drop but thunderbolt doesn't need one, plus there's the type difference. Substitute lets you hide and heal with leftovers and survive a hit when your trick room runs out or when a dark type comes in. Recover heals you instantly but you'r sitting in the open. A good team-mate would be the fire/fight starters because they counter its two weaknesses, bug and dark.
    EDIT: Testing it on PO now.
    Last edited by Barbeller; 29th May 2011 at 9:22 AM.

Page 4 of 4 FirstFirst 1234

Posting Permissions

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