|
Post by WaterWizard on Apr 3, 2012 15:03:03 GMT -8
Type | HP | ATK | DEF | SPD | SPE | Bug | 333 | 308 | 188 | 348 | 188 |
4x | | 2x | Fire, Flying, Poison, Rock | 1x | Bug, Dragon, Electric, Ghost, Ice, Normal, Psychic, Water | 0.5x | Fighting, Grass, Ground
| 0.25x | | 0x | |
Agility, Bide, Double-Edge, Fury Attack, Hyper Beam, Mega Drain, Mimic, Pin Missile, Poison Sting, Reflect, Rest, Skull Bash, String Shot, Substitute, Swords Dance, Toxic, Twineedle |
Beedrill becomes a truly stinging force with major attack and speed boosts, as well as a move pool boost and a type loss. He loses his weakness to Psychic and now resists Ground. He has an arsenal of usable Bug moves now: Twin Needle, Pin Missile, and String Shot. His Critical Hit rate is very high, but Swords Dance is still an option. Poison Sting and Fury Attack are other multi-hit moves that provide type coverage. Beedrill should make most Psychics quiver in fear.
Beedrill is super speedy and powerful, but one dimensional and easy to take out. Use Beedrill like Dodrio and abuse the powerful Bug moves against the opponents. |
|
|
Isa
Member
FOREVER SECOND
Posts: 1,479
|
Post by Isa on Apr 8, 2012 3:11:01 GMT -8
Beedrill is a glass cannon. Having 188 in both defensive stats, it's apparent that you'll use Beedrill as an offensive Pokémon, and boy does he do his job! Having 348 speed allows him to outspeed all Grasses, Poisons and Psychics which he threatens with his powerful signature move Twineedle, which comes from 308 attack or more. Having almost a 25% Critical Hit rate as well as Swords Dance makes this bee a great choice if you need a Psychic counter. Just don't let him get hit!
|
|
Isa
Member
FOREVER SECOND
Posts: 1,479
|
Post by Isa on Apr 20, 2012 7:54:08 GMT -8
Beastdrill.
Due to the poor defensive stats, Beedrill needs some support. This turns him into a lategame Pokémon, most suitable for cleaning up at the end. Fortunately his movepool allows him to do just that. Swords Dance is a given on any Beedrill set. With one boost your attack reaches 616, and having 348 speed means that you're very likely to hit your opponent first. Twineedle is the recommended primary STAB, despite the low accuracy. If it hits, your opponent is taking major damage unless he resists it, and after a Swords Dance, only the bulkiest of Pokémon survive even one round of Twineedling. I personally believe that these two moves are core and should never be changed. This leaves two moveslots. Looking at Beedrill's movepool, it's limited. Despite not hitting a lot for super effective damage (essentially only Bugs - Grasses are covered by the Bug STAB), I recommend Poison Sting in one of the slots. This is because the Bug/Poison combination is only resisted by three Pokémon (and therefore make for solid counters to Beedrill), those being Ninetales, Kabutops and Rapidash. I also recommend String Shot, despite not adding to the coverage. This is for two reasons, the primary being that at times, you just want a Bug attack to finish something off, when a Poison Sting clearly wouldn't do it. An example is versus an Arbok at mid-HP - if you miss Twineedle, you'll be Glared. Better not to risk it and just go for String Shot. This is also why Pin Missile is not chosen, despite a much higher damage output on average - it's not good enough to just deal 70 base damage 3/8 of the time.
Final recommended moveset: Twineedle/Swords Dance/Poison Sting/String Shot.
There's a few options and I aim to cover them here. Agility could be useful when PO gets correct cartridge mechanics, where Agility bypasses paralysis speed drops, but even then, it's a move you're only going to use when paralyzed or when up against Electrode/Dugtrio/Aerodactyl/Jolteon. It's more situational than String Shot, and therefore doesn't cut it. Mega Drain is good versus Rocks that threaten Beedrill, but deals pitiful damage on everything not *4 weak to it. It's essentially for Omastar, Rhydon and Onix only, and even then, it's easier to bypass them by just firing away with a Twineedle...or just switch out to a Grass Pokémon. Substitute would be great with Stadium mechanics, but as it's currently banned, no can do. With cartridge mechanics, it's not as useful as your main foe is paralysis rather than damage. It can still find a use, but remember that using Swords Dance doesn't require too much prediction skill. Rest is Beedrill's only way of recovering, and doesn't cut it due to the poor defensive stats, as we've covered earlier. Hyper Beam can be an option when cartridge mechanics are implemented - until then, it just means that you'll die or take paralysis on the turn after using it. Other Normal moves are generally too weak to be worth it, and they don't add a lot of coverage to the Bug/Poison mix - only Rapidash takes neutral from Normal while resisting the others. The exception is Skull Bash, which is...an odd move, and I haven't tried it out, so I can't really comment on it. You'll likely not use it a lot though. Mimic can be used to get a fresh move on a potential switch, but you're probably better off with your own. Reflect can be used to cover your poor physical defenses, but then you have two boosts before you're actually attacking, and that's too slow. Finally, Toxic is gimmicky and won't really do a lot that you couldn't do with Twineedle.
Friends of Beedrill include good paralysis spreaders, of which there are multiple. Something to draw in Exeggutor, an ideal Pokémon for Beedrill to come in on, is also useful. This can make Blastoise, Rhydon and Onix very good for that specific purpose. For the defensive coverage, a Rock covers Beedrill's Fire, Flying and Poison weakness. You can cover the Rock weakness with either a Rock/Ground or Rock/Fighting, so to conclude, good defensive partners are Rhydon, Onix and Sandslash (not recommended as you probably want to limit your boosters on the same team).
|
|