Double Beedrill Extravaganza
Requested by typewryter
Beedrill - Not the Kind of Beedrill Set you were Expecting
Ability: Swarm (When the user’s HP is below 1/3rd Bug-type moves do 50% more damage)
Nature: Calm (+Sp Def, -Atk)
Infestation (TM 83)
Toxic (TM 06)
Iron Defense (ORAS Move Tutor as Kakuna)
Roost (B2 W2 Move Tutor)
EVs: 252 HP, 252 Sp Def, 4 Def
This set is absolutely not a traditional Beedrill set based on its Attack stat. Mega Beedrill can do that job much better, so let’s go for something drastically different instead. This set allows Beedrill to trap and slowly wear down Physical Attackers while it sets itself up to be a Defensive powerhouse.
Infestation doesn’t do a lot of damage, but its ability to trap afflicted Pokemon means that Beedrill can follow up with Toxic and KO them rapidly since they won’t be able to switch out.
While Toxic is wearing away at their HP, use Iron Defense three time to get Beedrill’s Defense all the way to 6x. Its Calm nature and 252 Special Defense EVs can make Beedrill fairly bulky when opposing Special Attackers, making it hard to take out either way. Roost will heal Beedrill of 50% of its HP and will likely demoralize your opponent since it probably took them several turns to wear Beedrill’s HP that low in the first place.
Mega Beedrill - The Exact Kind of Beedrill Set you were Expecting
Ability: Swarm - As Beedrill (When the user’s HP is below 1/3rd Bug-type moves do 50% more damage)
Adaptability - As Mega Beedrill (STAB is 2x instead of 1.5x)
Nature: Jolly (+Spe, -Sp Atk)
X-Scissor (TM 81)
Poison Jab (Level 35/TM 84)
Fell Stinger (Level 44)
Knock Off (ORAS Move Tutor)
EVs: 252 Atk, 252 Spe, 4 Sp De
Gen VII was SO kind to Mega Beedrill, finally allowing it to shine as an extremely deadly wallbreaker and sweeper.
The first gift Gen VII gave M. Beedrill was the change in how Mega Evolution works. In Gen VI, any chance in the Speed stat would not take place on the same turn Mega Evolution occurred. Standard Beedrill only has a base Speed of 75, while M. Beedrill packs a staggering 145. Because of this, many M. Beedrill ran Protect simply to ensure it wouldn’t still be lugging around with 75 base Speed. M. Beedrill isn’t very bulky, so if it didn’t have Protect it would often get KOed before it could even move and demonstrate its enormous power.
The second gift Gen VII gave M. Beedrill was the revamped Fell Stinger. In Gen VI Fell Stinger was a 30 base power move that increased the user Attack by 2x if they KOed a Pokemon with it. Now, Fell Stinger is a 50 base power move that increases the user’s Attack by an unbelievable 2.5x upon KOing an opponent. This, coupled with the change to Mega Evolution, makes it very easy for M. Beedrill to revenge kill weakened Pokemon and instantly become set up for a massive sweep.
Oh, and let’s not forget that M. Beedrill’s Ability, Adaptability increases the power of STAB moves from 1.5x to 2x, furthering Fell Stinger’s power. Adaptability is the same reason you’ll want to run X-Scissor and Poison Jab, and while you won’t get a STAB boost from Knock Off it will still hit very hard coming from a Pokemon with 150 base Attack.
Pursuit, Drill Run, Swords Dance, and U-Turn are all moves worth considering for Mega Beedrill as well. I wouldn’t run U-Turn if you plan on setting up Beedrill with Fell Stinger or Swords Dance though, since you’ll just be wasting the turn you used to set if if you immediately remove M. Beedrill from the field.