http://www.smogon.com/bw/pokemon/volbeat
[Overview]
<p>The immediate thing that should strike you about Volbeat is its cuteness. Second, the fact it has stats that could make anyone throw Volbeat out and look for a Pokemon with better stats, like nearly anything in the tier. However, Volbeat does get used, because it has a niche. It has the ability to Baton Pass a Tail Glow, but with +1 priority.</p>
[SET]
name: Baton Pass
move 1: Tail Glow
move 2: Baton Pass
move 3: Substitute
move 4: Thunder Wave / Encore
item: Focus Sash
ability: Prankster
nature: Timid
evs: 252 HP / 252 Spe / 4 Def
[SET COMMENTS]
<p>Come in, boost, come out. If you aren't leading with Volbeat, that's what you should be doing. If you are leading, then the problem of Stealth Rock opening Volbeat up to an OHKO. The other two moves are pretty much filler, because unless your opponent is not the smartest, you shouldn't have a free turn with Volbeat on the field. Volbeat doesn't need a nature technically, so the best move would to boost the Speed stat in case you do use the other two moves, Substitute or either Thunder Wave or Encore, and each has their merits. Obviously, passing +3 SpA and a Substitute to a Magmorter is absolutely deadly. Encore is to lock something into a stat boosting move or Stealth Rock, or anything else, while Thunder Wave does what it does, paralyzing whatever it hits. The EVs maximize Speed and HP, which is all you'll ever need, honestly. Volbeat, with its amazingly horrid defenses, needs a Focus Sash to do its job right, but beware of multi-hit moves. Once you finish setting up, use Baton Pass and give your boosts to something like Magmortor, who will put those boosts to good use.</p>
[ADDITIONAL COMMENTS]
<p>Volbeat can try its tiny hand at attacking, using a EV spread of 252 HP / 252 SpA / 4 Spe, using Bug Buzz and Shadow Ball, but otherwise, its got nothing.</p>
[Other Options]
</p>Volbeat gets Confuse Ray, like anything else, but it actually has some use on Volbeat, despite gimmicky. It can potentialy nab you another boost, but shouldn't depend on it. Should Volbeat ever need an extra turn, Protect is usable, but there shouldn't be a need for it, except for stalling. Volbeat Sunny Day, which can be used in conjuction with stuff like Victreebel. It gets Light Screen as well, but doesn't have Reflect, so it's usable, but doesnt have access to Dual Screens.</p>
[Checks and Counters]
<p>Stealth Rock and any hazards breaks Focus Sash, leaving Volbeat open to be OHKOed. Using Volbeat as a lead diminishes this threat, but if not, Volbeat will have trouble. Most moves hit Volbeat harshly, so most moves will 2HKO at least, so beware priority moves. Moves like DoubleHit or Rock Blast will remove Volbeat from commision. Roar and Whirlwind will also completely ruin Volbeat's strategy.</p>
[Overview]
<p>The immediate thing that should strike you about Volbeat is its cuteness. Second, the fact it has stats that could make anyone throw Volbeat out and look for a Pokemon with better stats, like nearly anything in the tier. However, Volbeat does get used, because it has a niche. It has the ability to Baton Pass a Tail Glow, but with +1 priority.</p>
[SET]
name: Baton Pass
move 1: Tail Glow
move 2: Baton Pass
move 3: Substitute
move 4: Thunder Wave / Encore
item: Focus Sash
ability: Prankster
nature: Timid
evs: 252 HP / 252 Spe / 4 Def
[SET COMMENTS]
<p>Come in, boost, come out. If you aren't leading with Volbeat, that's what you should be doing. If you are leading, then the problem of Stealth Rock opening Volbeat up to an OHKO. The other two moves are pretty much filler, because unless your opponent is not the smartest, you shouldn't have a free turn with Volbeat on the field. Volbeat doesn't need a nature technically, so the best move would to boost the Speed stat in case you do use the other two moves, Substitute or either Thunder Wave or Encore, and each has their merits. Obviously, passing +3 SpA and a Substitute to a Magmorter is absolutely deadly. Encore is to lock something into a stat boosting move or Stealth Rock, or anything else, while Thunder Wave does what it does, paralyzing whatever it hits. The EVs maximize Speed and HP, which is all you'll ever need, honestly. Volbeat, with its amazingly horrid defenses, needs a Focus Sash to do its job right, but beware of multi-hit moves. Once you finish setting up, use Baton Pass and give your boosts to something like Magmortor, who will put those boosts to good use.</p>
[ADDITIONAL COMMENTS]
<p>Volbeat can try its tiny hand at attacking, using a EV spread of 252 HP / 252 SpA / 4 Spe, using Bug Buzz and Shadow Ball, but otherwise, its got nothing.</p>
[Other Options]
</p>Volbeat gets Confuse Ray, like anything else, but it actually has some use on Volbeat, despite gimmicky. It can potentialy nab you another boost, but shouldn't depend on it. Should Volbeat ever need an extra turn, Protect is usable, but there shouldn't be a need for it, except for stalling. Volbeat Sunny Day, which can be used in conjuction with stuff like Victreebel. It gets Light Screen as well, but doesn't have Reflect, so it's usable, but doesnt have access to Dual Screens.</p>
[Checks and Counters]
<p>Stealth Rock and any hazards breaks Focus Sash, leaving Volbeat open to be OHKOed. Using Volbeat as a lead diminishes this threat, but if not, Volbeat will have trouble. Most moves hit Volbeat harshly, so most moves will 2HKO at least, so beware priority moves. Moves like DoubleHit or Rock Blast will remove Volbeat from commision. Roar and Whirlwind will also completely ruin Volbeat's strategy.</p>