Beheeyem, the Cerebral Pokémon. Whenever a Beheeyem visits a farm, a Dubwool mysteriously disappears. Sometimes found drifting above wheat fields, this Pokémon can control the memories of its opponents.
Overview
Our escapee from Area 51, Beheeyem returns to yet another lackluster performance in the 8th generation. While some of the changes, particularly the removal of Pursuit and the buff that Teleport got greatly improve Beheeyem’s ability to pivot and exercise its amazing Special Attack, Beheeyem still suffers from many of the same problems -extremely stiff competition.
Right from the outset, Beheeyem has been outclassed by Reuinclus who fulfills many of the same niches but with far greater bulk and superior abilities. And not just Reuniclus, there are several slow Psychic types that just simply outclass Beheeyem in any role it tries. Slowbro, Slowking and Musharna all fill similar niches. And even if there wasn’t competition for its role, Beheeyem would still struggle. Having access to Recover does not patch Beheeyem’s only average bulk and poor speed. The most obvious strategy, Trick Room is unreliable due to the limited time frame, insane negative priority forcing the user to take a hit, and the fact that there are several popular Pokémon like Ferrothorn who easily outslow Beheeyem in Trick Room. Beheeyem has some neat tricks, but in the end, this ET should just phone home.
Positives
Base 125 Special Attack boosted by Analytic hurts a lot when it connects and Beheeyem has the Special Movepool to make it hard to resist.
Wide Support Movepool, including options like Teleport, Future Sight, Trick Room and Trick enables Beheeyem to keep the opponent guessing.
Access to Recover gives Beheeyem a bit of longevity.
Negatives
Average Defenses and weakness to common moves like U-Turn and Knock Off prevent Beheeyem from being as bulky as it would like to be.
Poor Speed often forces Beheeyem to take a hit out of Trick Room, and is fast enough to get outsped in Trick Room.
Many other Pokémon fill the same niches as Beheeyem, often with superior abilities, typing and bulk.
Movesets
Alien Space
-Trick Room
-Psyshock
-Dark Pulse
-Thunderbolt
Ability:Analytic
Item: Life Orb
EVs and Nature:
252 HP / 4 Def /252 SAtk
Quiet Nature
Beheeyem's biggest claim to fame is a Trick Room set, able to use its lackluster speed as a weapon against faster foes and lay down significant hurt on the opposing team with the tables turned in its favor. Psyshock is for STAB and preventing Beheeyem from being walled out by dedicated Sponges like Goodra and Florges. Dark Pulse gives a coverage option against opposing Psychic types that resist Beheeyem's STAB as well as make Ghost types think twice about pivoting in. Thunderbolt is the last move, providing fantastic coverage.
DYNAMAX:
Beheeyem is a decent Dynamax user, enjoying the considerable bulk increase and being able to self setup Psychic Terrain to block priority and boost STAB is always nice, but it cannot properly ramp up like dedicated Dynamax sweepers, though the Special Defense drop from Max Darkness does enable Pseudo Ramping up.
EVs and Items:
Max HP and Special Attack to maximize both bulk and power. For a Trick Room set, you want a Speed IV of 0 to bottom out Beheeyem's speed as much as possible, so it is at its fastest in Trick Room. Life Orb is preferred -providing both power and flexibility, but items like Leftovers and Kolbur Berry can be considered for longevity.
Partners:
Having one or two other slow Pokémon that function well in Trick Room are ideal on the off chance that Beheeyem gets KOd right after setting up Trick Room.
Slow Fighting types like Conkeldurr, Machamp, Scarfty and Throh excel at this, answering Dark types that Beheeyem struggles against and enjoying Beheeyem's ability to punish opposing Psychic types.
Pivots that can get Beheeyem in safely to setup Trick Room are also invaluable. Silvally and Incineroar with Parting Shot stand out especially, able to ensure that the opponent is inclined to switch out or hit Beheeyem with a weakened move while it sets up Trick Room.
Other Options:
Shadow Ball -gives similar coverage options to Dark Pulse, but the Dynamax effect isn't as synergistic. However, it is neutral to Fairy attacks which as an excellent trait against the many, many Psychic Fairy types.
Energy Ball -hits Water types like Thunderbolt, and Ground and Rock types, but has many more resists than Thunderbolt.
Recover -You can sacrifice some coverage for longevity, healing off Life Orb recoil and damage incurred setting up Trick Room.
Psychic -Slightly more power than Psyshock, with a Synergist side effect. Sometimes it is best to leave sponges to Physical attackers.
Elusive Aliens
-Teleport
-Future Sight
-Recover
-Thunderbolt
Ability:Analytic
Item: Kolbur Berry
EVs and Nature:
252 HP / 4 Def /252 SAtk
Quiet Nature
Thanks to its Slow Speed and Access to Teleport and reliable recovery, Beheeyem can act as a Slowbro-lite, able to setup Future Sight and safely get an ally in with Teleport. Even checks struggle to stomach Beheeyem’s Future Sight along with whatever their target is throwing their way for a vicious one-two punch. Recover is heavily recommended, giving Beheeyem longevity to repeatedly setup Future Sight and Teleport out, chipping the opposing team down. Thunderbolt rounds out the set, providing wide neutral coverage with Future Sight.
DYNAMAX:
Don’t. Even though many of the synergistic traits remain, Beheeyem is entirely revolved around acting as a slow Pivot, which Dynamax would lock Beheeyem out of.
EVs and Items:
Max HP and Special Attack to maximize both bulk and power. Kolbur Berry is to counteract the ever prevalent Knock Off, having it hit at reduced power for every hit. Due to the amount of switching Beheeyem will be performing, Heavy Duty Boots can be considered to avoid getting worn down too quickly by entry hazards.
Partners:
Wallbreakers love the support of Teleport+Future Sight, enabling them to rip apart checks and take a disproportionate bite out of the opposing team, while getting in safely given their often negligible defensive utility. Dark Wallbreakers like Absol, Crawdaunt, Weavile like Beheeyem luring in opposing Ghost and Dark types that they can shatter and often force a switch on their own.
Entry Hazard management is important given the amount of switching Beheeyem and its partners will be performing. Powerful Defoggers like Charizard and Excadrill enjoy the free-switch-ins provided by Teleport, while Silvally and Rotom are Defoggers that can also pivot out, keeping your opponent guessing.
Other Options:
Choice Specs -Beheeyem can swap out the support of Future Sight with the pure crushing power of Choice Specs, instead using Teleport to scout for predicted switch ins. Such a set would sub in other coverage options like Shadow Ball/Energy Ball or Dark Pulse.
Countering Beheeyem
Dark types are a consistent thorn in Beheeyem’s side, as it has no super effective coverage and must instead rely on neutral coverage to cope with them. Umbreon stands out, its massive Special Defense and recovery stymying even Beheeyem’s massive Special Attack. Specially Defensive Tyranitar also works well, fearing only the uncommon Energy Ball.
Dedicated sponges can also cope -Blissey and Assault Vest Goodra can sit on any attack not named Psyshock.
Otherwise, faster wallbreakers can KO Beheeyem before it can pull any shenanigans. Heracross, Weavile, Chandelure all outspeed and easily OHKO Beheeyem with their STABs, but note that none of them like tanking an attack from Beheeyem in turn.
The biggest headache with Beheeyem is locking it down. It is very capable of flipping the script with its normal checks with Teleporting in a Counter or using Trick Room to turn the tables on what would normally be a faster threat. Be mindful of Beheeyem’s teammates and plan accordingly.
Locations in Games
Red/Blue/Yellow:
Not in game
Gold/Silver/Crystal:
Not in game
Ruby/Sapphire/Emerald:
Not in game
FireRed/LeafGreen:
Not in game
Colosseum/XD:
Not in game
Diamond/Pearl/Platinum:
Not in game
HeartGold/SoulSilver:
Not in game
Black/White:
Route 14
Black 2/White 2:
Evolve Elgyem
X/Y:
Trade from Omega Ruby/Alpha Sapphire
Omega Ruby/Alpha Sapphire:
Evolve Elgyem
Sun/Moon:
Trade from Ultra Sun/Ultra Moon
Ultra Sun/Ultra Moon:
Evolve Elgyem
Let's Go, Pikachu!/Let's Go, Eevee!:
Not in game
Sword/Shield:
Bridge Field, Lake of Outrage
Max Raid Battles: Soothing Wetlands, Challenge Beach, Training Lowlands, Stepping-Stone Sea
Dynamax Adventures
Brilliant Diamond/Shining Pearl:
Not in game
Legends: Arceus:
Not in game
Anime Appearences
Beheeyem has made a few appearances in the anime. In these, they were behind mysterious situations such as mind control of an entire city. |