Competitive Information for Beheeyem [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Beheeyem beheeyem
Base Stats for Beheeyem

Psychic

Abilities:
SynchronizeSynchronize: If another Pokemon burns/poisons/paralyzes this Pokemon, it also gets that status.
,
AnalyticAnalytic: This Pokemon's attacks have 1.3x power if it is the last to move in a turn.
,
TelepathyTelepathy: This Pokemon does not take damage from attacks made by its allies.


Evolutions / Family:
Elgyem
Beheeyem

Weakness Chart for Psychic-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
2x
2x
  
  
  
0.5x
  
  
2x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
0.5x
  
  
  
¼x
½x
2x
4x

Movesets for Singles


What is a good competitive moveset for Beheeyem? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Beheeyem is an astounding Psychic-typed Pokemon. It's pretty usual to see Beheeyem show up as a Sun/Moon opponent. Beheeyem is weak to Bug, Dark, and Ghost-typed attacks.


Species: Beheeyem
Item: Psychium Z / Life Orb
Ability: Analytic
Nature: Quiet (+SpA, -Spe)
Nature: Modest (+SpA, -Atk)
EVs: 248 Hp / 8 Def / 252 SpA
Moveset:
- Synchronoise / Psychic
- Thunderbolt
- Energy Ball
- Shadow Ball

Special Sweeper Beheeyem (Analytic)

Beheeyem is an astounding Special Sweeper. It was designed to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Beheeyem's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Analytic, Beheeyem's attacks have 1.3x power if it is the last to move in a turn.

Synchronoise is a special STAB-boosted 120-base power Psychic-type move (hits adjacent pokemon sharing your Beheeyem's type).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).



Species: Beheeyem
Item: Choice Specs
Ability: Analytic
Nature: Quiet (+SpA, -Spe)
EVs: 252 Hp / 252 SpA / 4 SpD
Moveset:
- Energy Ball
- Shadow Ball
- Psychic
- Thunderbolt

Beheeyem Special Tank (Analytic Alien)

Beheeyem is an awesome Special Tank. It's meant to take a large amount of hits from special attacks while dealing some decent damage. Choice Specs will increase the damage of Beheeyem's special moves by 1.5x but will lock you into the first move you pick. With Analytic, Beheeyem's attacks have 1.3x power if it is the last to move in a turn. Choice Specs + 125 Base Special Attack + Analytic = OMNOMNOMNOM!

Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).



Species: Beheeyem
Item: Life Orb
Ability: Analytic
Nature: Modest (+SpA, -Atk)
EVs: 252 Hp / 252 SpA / 6 Spe
Moveset:
- Nasty Plot
- Energy Ball
- Dark Pulse
- Psychic

Beheeyem Special Tank (Nothing New.)

Beheeyem is an outstanding Special Tank. The purpose of this moveset is to take a hefty amount of hits from special attacks while dealing some decent damage. Life Orb boosts the power of Beheeyem's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Analytic, Beheeyem's attacks have 1.3x power if it is the last to move in a turn.

Nasty Plot is a status move (raises your Beheeyem's special attack by 2 stages).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Dark Pulse is a special 80-base power Dark-type move (20% chance to flinch the target).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).


Movesets for Doubles


What is a good doubles moveset for Beheeyem? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Species: Beheeyem
Item: Psychium Z / Life Orb
Ability: Analytic
Nature: Quiet (+SpA, -Spe)
Nature: Modest (+SpA, -Atk)
EVs: 248 Hp / 8 Def / 252 SpA
Moveset:
- Synchronoise / Psychic
- Thunderbolt
- Energy Ball
- Shadow Ball

Doubles Special Sweeper Beheeyem (Analytic)

Beheeyem is an extraordinary Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Beheeyem's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Analytic, Beheeyem's attacks have 1.3x power if it is the last to move in a turn.

Synchronoise is a special STAB-boosted 120-base power Psychic-type move (hits adjacent pokemon sharing your Beheeyem's type).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).


Movepool


Wondering what moves can Beheeyem learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Confusion
50
100%
25
10% chance to confuse the target.
Dark Pulse
80
100%
15
20% chance to flinch the target.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Echoed Voice
40
100%
15
Power increases when used on consecutive turns.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Hyper Beam
150
90%
5
User cannot move next turn.
Psybeam
65
100%
20
10% chance to confuse the target.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psyshock
80
100%
10
Damages target based on Defense, not Sp. Def.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Synchronoise
120
100%
10
Hits adjacent Pokemon sharing the user's type.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Astonish
30
100%
15
30% chance to flinch the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Steel Wing
70
90%
25
10% chance to raise the user's Defense by 1.
Thief
60
100%
25
If the user has no item, it steals the target's.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
After You
--
--
15
The target makes its move right after the user.
Ally Switch
--
--
15
The user swaps positions with its ally.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Barrier
--
--
20
Raises the user's Defense by 2.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Cosmic Power
--
--
20
Raises the user's Defense and Sp. Def by 1.
Disable
--
100%
20
For 4 turns, disables the target's last move used.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Embargo
--
100%
15
For 5 turns, the target's item has no effect.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Growl
--
100%
40
Lowers the foe(s) Attack by 1.
Guard Split
--
--
10
Averages Defense and Sp. Def stats with target.
Guard Swap
--
--
10
Swaps Defense and Sp. Def changes with target.
Heal Block
--
100%
15
For 5 turns, the foe(s) is prevented from healing.
Imprison
--
--
10
No foe can use any move known by the user.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Miracle Eye
--
--
40
Psychic hits Dark. Evasiveness ignored.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
Pain Split
--
--
20
Shares HP of user and target equally.
Power Split
--
--
10
Averages Attack and Sp. Atk stats with target.
Power Swap
--
--
10
Swaps Attack and Sp. Atk stat stages with target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Psychic Terrain
--
--
10
5 turns. Grounded: +Psychic power, priority-safe.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recover
--
--
10
Heals the user by 50% of its max HP.
Recycle
--
--
10
Restores the item the user last used.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Simple Beam
--
100%
15
The target's Ability becomes Simple.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Telekinesis
--
--
15
For 3 turns, target floats but moves can't miss it.
Teleport
--
--
20
Fails when used.
Thunder Wave
--
90%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Wonder Room
--
--
10
For 5 turns, all Defense and Sp. Def stats switch.

Combo List


These are a list of several common move combinations Beheeyem can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Beheeyem

Create a build


Have an idea in mind for Beheeyem that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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