UU Bewear



Bewear

QC:
[3/3] - Amaroq / dodmen / Bouff
GP: [1/1] - Kris

[OVERVIEW]

* Bewear sports a gigantic base 125 Attack stat, alongside a Normal / Fighting typing, giving it great neutral coverage on its powerful attacks.
* Fluffy halves the damage that Bewear takes from contact moves, giving it incredible physical bulk against common physical attackers such as Scizor, Bisharp, and Mega Sharpedo.
* However, Bewear has below-average Speed and Special Defense stats, leaving it vulnerable to common Pokemon in the metagame such as Latias, Keldeo, and Alakazam.
* A Normal / Fighting typing leaves much to be desired from a defensive standpoint as well. With no reliable recovery, Bewear can struggle to last throughout a match.


[SET]
name: Choice Band
move 1: Return / Double-Edge
move 2: Hammer Arm / Superpower
move 3: Ice Punch / Shadow Claw
move 4: Earthquake / Facade
item: Choice Band
ability: Fluffy
nature: Adamant / Jolly
evs: 4 Def / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

* Return is the most reliable STAB move that Bewear has, dealing strong, consistent damage without chipping Bewear like Double-Edge would.
* Double-Edge is a more powerful option that Bewear can use to obtain more OHKOs and 2HKOs on bulky Pokemon such as Slowbro and Hippowdon.
* Hammer Arm is Bewear's better Fighting-type STAB move when it can attack multiple times, as its only drawback is lowering Bewear's already below-average Speed.
* Superpower is an alternative option for Bewear's Fighting-type STAB move, as it hits a fair deal harder than Hammer Arm. However, it should be noted that lowering it lowers Bewear's valuable Attack and Defense stats, meaning that it can't be spammed as freely as Hammer Arm.
* Ice Punch+ Earthquake is Bewear's best combination of coverage moves, allowing it to hit every Ghost-type that would seek to wall it, such as Doublade, Decidueye, Gengar, and Chandelure, as well as Gliscor.
* Facade is an option that allows Bewear to continue to spam a strong STAB move, even when crippled by a burn or poison.
* Shadow Claw allows Bewear to hit Ghost-types while using Facade. While not very strong in comparison to Earthquake and Ice Punch, Shadow Claw provides prefect neutral coverage with Normal and Fighting.


Set Details
========

* An Adamant nature with a Choice Band and maximum Attack investment maximizes Bewear's damage output.
* Maximum Speed investment is necessary, as it allows Bewear to Speed tie with Modest Primarina.
* A Jolly nature can be used to guarantee that Bewear outpaces Modest Primarina and Adamant Scizor with maximum Speed.
* Fluffy allows Bewear to become a powerful physical tank that can handle an impressive amount of contact moves, such as boosted hits from Bisharp and Scizor.

Usage Tips
========

* Bewear can easily come in on medium-Base Power contact moves, such as Scizor's Bullet Punch. Fluffy also gives Bewear the ability to survive even super effective contact moves with ease, such as Aerial Ace from Mega Aerodactyl. Keep in mind that Bewear's ability only halves the damage of contact moves, so moves such as Earthquake and Icicle Crash will not have their damage reduced.
* Bewear should be brought in on as few direct hits as possible, as a lack of reliable recovery leaves it prone to being worn down quite quickly.
* Bringing in Bewear for free is also important due to its low Speed, so it doesn't have to take a large amount of damage to fire off a single attack.
* Avoid Fire-type moves with Bewear, as Fluffy has the drawback of doubling the power of Fire-type moves used against it.
* Using Bewear with a Choice Band successfully requires a fair amount of prediction to do big damage to switch-ins, so playing aggressively will get the most use out of Bewear.

Team Options
========

* Pursuit users such as Bisharp, Scizor, and Krookodile make excellent partners for Bewear, as they can remove Ghost-types to let Bewear spam its powerful STAB moves. In addition, they can remove bothersome Psychic-types that can threaten Bewear.
* U-turn and Volt Switch users such as Hydreigon and Raikou can pivot around and gain momentum for Bewear to come in without taking damage.
* Bewear is vulnerable to every form of entry hazard, and as such, offensive entry hazard removers such as Starmie or Latias can help it avoid racking up a large amount of residual damage.
* Bewear's impressive physical bulk is appreciated by many offensive Pokemon such as Latias, Alakazam, and Starmie, which find themselves weak to prominent physical attackers such as Bisharp and Scizor.
* Bulky Water-, Dragon-, and Rock-types such as Swampert and Latias are good teammates for Bewear, since they can take on the strong Fire-type moves that are commonly aimed at it.
* Fairy- and Psychic-types such as Clefable and Slowbro can help Bewear by taking on strong Fighting-type moves from the likes of Pokemon such as Keldeo and Cobalion.
* Pairing a Poison- or Steel-type such as Gengar, Nidoking, Empoleon, and Scizor can assist Bewear by beating various Fairy-types that would threaten Bewear such as Primarina and Clefable.


[STRATEGY COMMENTS]
Other Options
=============

* Bewear can use Swords Dance to boost its Attack higher than a Choice Band would while allowing it to switch moves. However, this limits one of its moveslots and forces it to set up at some point, as it is far weaker than Choice Band without any boosts.
* Bewear can use Taunt to deny block status moves from bulkier Pokemon. Bewear will again not be running a Choice Band on a Taunt set, so its immediate damage output will be somewhat disappointing in comparison.

Checks and Counters
===================

**Ghost-types**: All Ghost-types are immune to both of Bewear's STAB moves. Doublade in particular has stellar Defense boosted by Eviolite that even allows it to avoid a 2HKO from Bewear's Shadow Claw.

**Bulky Psychic-types**: Bulky Psychic-types such as Cresselia and Slowbro can stop Bewear from spamming Hammer Arm and make for good mid-ground switches against it. Both must be wary for being 2HKOed by Choice Band Return after Stealth Rock damage, however.

**Fire-types**: Bewear's ability, Fluffy, leaves it vulnerable to any Fire-type move, as it will take double damage from them, while physical Fire-type moves such as Flare Blitz ignore the damage reduction of Fluffy.

**Physical Walls**: Extremely bulky physical walls, especially those with Regenerator, such as Slowbro and Alomomola, can come in on Bewear to scout its attacks and pivot into an appropriate check while regaining a large portion of their HP.

**Special Attackers**: Bewear sports a poor base 60 Special Defense that leaves it extremely vulnerable to strong special attackers such as Hydreigon and Alakazam.

**Residual Damage**: Bewear's only forms of recovery exist as the unreliable Rest and Pain Split, which leave it vulnerable to being worn down by repeated attacks, status conditions, and entry hazards.
 
Last edited by a moderator:

Amaroq

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Make Ice Punch and Earthquake the primary slashes in the third and fourth slots, respectively. Between those two moves, you hit every relevant Ghost-type (Earthquake hits Gengar, Chandelure, and Doublade, while Ice Punch covers Decidueye). Shadow Claw should only be used to free up a slot for Facade. Mention in Usage Tips that Bewear can come in on contact moves like Scizor's Bullet Punch without much difficulty and can survive super-effective coverage moves like Mega Aerodactyl's Wing Attack, but should avoid taking other attacks if possible (differentiate between the types of moves that Fluffy and/or its innate physical bulk allow it to survive and the stuff it can't tank effectively). Include Pokemon that can take on Fire-, Fairy-, and Fighting-type Pokemon for Bewear (Chandelure, Primarina, etc.) and Pokemon that benefit from Bewear's ability to check prominent physical attackers in Team Options. Implement this for QC 1/3.
 
I would like for Double-Edge to be slashed after Return. While this does take away from its longevity, it helps it wallbreak against defensive mons that commonly try to pivot into it.
252+ Atk Choice Band Bewear Double-Edge vs. 252 HP / 0 Def Mew: 313-370 (77.4 - 91.5%)

252+ Atk Choice Band Bewear Double-Edge vs. 248 HP / 188 Def Amoonguss: 331-391 (76.7 - 90.7%)

252+ Atk Choice Band Bewear Double-Edge vs. 252 HP / 252+ Def Slowbro: 211-250 (53.5 - 63.4%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Bewear Double-Edge vs. 248 HP / 84+ Def Hippowdon: 229-271 (54.6 - 64.6%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Bewear Double-Edge vs. 244 HP / 8 Def Gliscor: 256-303 (72.7 - 86%)

252+ Atk Choice Band Bewear Double-Edge vs. 252 HP / 0 Def Togekiss: 328-387 (87.7 - 103.4%)
It does take a lot of damage itself in the process, but it leaves these mons much weaker than Return, especially after Regenerator/Poison Heal, or has a chance to KO with rocks up. You can also add Double-Edge to the residual damage part of checks and counters.

Also list Superpower as a viable option in Moves, since it's a good hit and run nuke move, which is mainly how Bewear is played. Slash Jolly after Adamant as well.

You can add a physical walls part to Checks and Counters as well, stuff like Alomomola and Slowbro can switch in to scout the move and then go out into a Normal resist if necessary.

QC 1/3 after that, nice work.
 

dhelmise

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[OVERVIEW]

* Bewear sports a gigantic base 125 Attack stat, (AC) alongside a Normal / Fighting with Normal/Fighting typing, giving it great neutral coverage on its powerful attacks.
* Fluffy halves the damage that Bewear takes from contact moves, giving it incredible physical bulk against common physical attacks attackers such as Scizor, Bisharp, and Mega Sharpedo.
* However, Bewear has below-average (AH) Speed and Special Defense stats, leaving it vulnerable to common Pokemon in the metagame such as Latias, Keldeo, and Alakazam.
* A Normal / Fighting Normal/Fighting typing leaves much to be desired from a defensive standpoint as well. With no reliable recovery, Bewear can struggle to last throughout a match.


[SET]
name: Choice Band
move 1: Return / Double-Edge
move 2: Hammer Arm / Superpower
move 3: Ice Punch / Shadow Claw
move 4: Earthquake / Facade
item: Choice Band
ability: Fluffy
nature: Adamant / Jolly
evs: 4 Def / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

* Return is the most reliable STAB move that Bewear has, dealing strong, (AC) consistent damage without chipping Bewear like Double-Edge would.
* Double-Edge is a more powerful option that Bewear can use to obtain more convincing 1 or OHKOs and 2HKOs on bulky Pokemon such as Slowbro and Hippowdon.
* Hammer Arm is Bewear's better Fighting-type STAB move when it can attack multiple times, as its only drawback is lowering Bewear's already below-average (AH) Speed.
* Superpower is an alternative option for Bewear's Fighting-type STAB move, as it hits a fair deal harder than Hammer Arm. However, it should be noted that lowering it lowers Bewear's valuable Attack and Defense stats, meaning that it can't (Add apostrophe) be spammed as freely as Hammer Arm.
* Ice Punch and + Earthquake are is Bewear's best combination of coverage moves, allowing it to hit every Ghost-type that would seek to wall it, such as Doublade, Decidueye, Gengar, and Chandelure, as well as Gliscor.
* Facade is an option that allows Bewear to continue to spam a strong STAB move, even when crippled by a burn or poison.
* Shadow Claw allows Bewear to hit Ghost-types while using Facade. While not very strong in comparison to Earthquake and Ice Punch, Shadow Claw provides prefect neutral coverage with Normal and Fighting.


Set Details
========

* An Adamant nature with a Choice Band and maximum Attack investment in attack maximizes Bewear's damage output.
* Maximum Speed investment is necessary, (AC) as it allows Bewear to Speed tie with Modest Primarina.
* A Jolly nature can be used to guarantee that Bewear outpaces Modest Primarina and Adamant Scizor with maximum Speed.
* Fluffy allows Bewear to become a powerful physical tank that can handle an impressive amount of abuse from contact moves, such as boosted hits from Bisharp and Scizor.

Usage Tips
========

* Bewear can easily come in on medium-Base Power contact moves, such as Scizor's bullet Punch. Fluffy also gives Bewear the ability to survive even super effective contact moves with ease, such as Aerial Ace from Mega Aerodactyl. Keep in mind that Bewear's ability only halves the damage of physical (special contact move damage is halved as well) contact moves, so moves such as Earthquake and Icicle Crash will not have their damage reduced.
* Bewear should be brought in on as few direct hits as possible, as a lack of reliable recovery leaves it being prone to being worn down quite quickly.
* Bringing in Bewear for free is also important due to its low Speed, so it doesn't have to take a large amount of damage to fire off a single attack.
* Avoid Fire-type moves with Bewear, as Fluffy has the drawback of doubling the power of Fire-type moves used against it.
* Using Bewear with a Choice Band successfully requires a fair amount of prediction to do big damage to switch-ins, so playing aggressively will get the most use out of Bewear.

Team Options
========

* Pursuit users such as Bisharp, Scizor, and Krookodile make excellent partners for Bewear, (AC) as they can remove Ghost-types to let Bewear spam its powerful STABs STAB moves. In addition, they can remove bothersome Psychic-types that can threaten Bewear.
* U-turn or and Volt Switch users such as Hydreigon and Raikou can pivot around and gain momentum for Bewear to come in without taking damage.
* Bewear is vulnerable to every form of entry hazard, and as such, offensive entry hazard removal removers such as Starmie or Latias can help it avoid racking up a large amount of residual damage.
* Bewear's impressive physical bulk is appreciated by many offensive Pokemon such as Latias, Alakazam, (AC) and Starmie, that which find themselves weak to prominent physical attackers such as Bisharp and Scizor.
* Bulky Water-, Dragon-, and Rock-types such as Swampert and Latias are good teammates for Bewear, (AC) since they can take on the strong Fire-type moves that are commonly aimed at it.
* Fairy-, (RC) and Psychic-types such as Clefable and Slowbro and Clefable can help Bewear by taking on strong Fighting-type moves from the likes of Pokemon such as Keldeo and Cobalion.
* Pairing a Poison- or Steel-type such as Gengar, Nidoking, Empoleon, or and Scizor can assist Bewear by beating various Fairy-types that would threaten Bewear such as Primarina and Clefable that would threaten Bewear.


[STRATEGY COMMENTS]
Other Options
=============

* Bewear can use Swords Dance to boost its Attack higher than a Choice Band would while allowing it to switch moves. However, this limits one of its moveslots and forces it to set up at some point, as it is far weaker than Choice Band without any boosts.
* Bewear can use Taunt to deny recovery or block status moves to from bulkier Pokemon. Bewear will again not be running a Choice Band on a Taunt set, so its immediate damage output will be somewhat disappointing in comparison.

Checks and Counters
===================

**Ghost-types**: All Ghost-types possess immunity are immune to both of Bewear's STABs STAB moves. Doublade in particular has stellar Defense boosted by Eviolite that even allows it to avoid a 2HKO from Bewear's Shadow Claw.
(add blank line)
**Bulky Psychic-types**: Bulky Psychic-types such as Cresselia and Slowbro can stop Bewear from spamming Hammer Arm, (RC) and make for good mid-ground switches against it. Both must be wary for being 2HKOd 2HKOed by Choice Banded Band Return after Stealth Rock damage, however.
(add blank line)
**Fire-types**: Bewear's ability, Fluffy, leaves it vulnerable to any Fire-type move, as it will take double damage from them, while physical Fire-type moves such as Flare Blitz ignore the damage reduction of Fluffy.
(add blank line)
**Physical Walls**: Extremely bulky physical walls, especially those with Regenerator, (AC) such as Slowbro and Alomomola, can come in on Bewear to scout its attacks and pivot into an appropriate resist check while regaining a large portion of their HP.
(add blank line)
**Special Attackers**: Bewear sports a poor base 60 Special Defense that leaves it extremely vulnerable to strong special attacks attackers such as Hydreigon and Alakazam.
(add blank line)
**Residual Damage**: Bewear's only forms of recovery resist exist as the unreliable Rest and Pain Split, which leave it vulnerable to being worn down by repeated attacks, status conditions, and entry hazards.
GP 1/1
 

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