
Proof. It's surprisingly easy to get a good ELO in AG. All 51 battles are with this team. But apparently I can't change the title to reflect my remembering my ELO that I stopped at incorrectly.
So how does Beat Up work exactly? I always thought it was a Dark version of other multi-hit moves like Bullet Seed. But it's not.
Beat Up is based on the BASE attack of every one of your non-statused, non-KO'd party members.
How Do You Figure Out How Much It Does?
- [(Base power of Mon)/10] + 5 for each active party member. CALCULATED INDIVIDUALLY.
- So the lowest 6 hit power would be Smeargle (Base 20 Attack) + 5 Chanseys/Happinys (Base 5 Attack). 5 + 5 + 5 + 5 + 5 + 7 = 32 BP
- The absolute highest, as shown in this team, would be M-Mewtwo X (Base 190 Attack) + 4 Deoxys-A's (Base 180 Attack) + Weavile (Base 120)
- (24 + 23 (4) + 17) = 133 BP
- So its 6-hit base power is 32-133
133BP before STAB is stronger than Flare Blitz, Close Combat, and Dragon Ascent. But it *is* STAB when we use a Weavile, so we boost that up to 199 BP. Which is about the power of Self-Destruct. Add a Choice Band and it's equivalent to ~300 BP at Base 120 Attack.
What're the other benefits of this move?
- It doesn't make contact. You'd think it would. Everyone thinks it would. So people will switch in their Garchomps, their Ferrothorns, or other defensive Rocky Helmet Pokemon and you'll get damage off for free.
- It has 100% accuracy. Most multi-strike moves can't say that.
- It's Multi-strike. Which means it barely cares about your substitute, your Sturdy, or your Focus Sash. That's a major reason people use Stealth Rocks it just to break other Pokemons' Sturdy and Focus Sash.
- Counter only takes the last hit into account. Where normally, Counter would do twice the damage you did, with Beat Up, it only does 1/3 of the damage you did.
Beat Up's damage isn't affected by Intimidate.- >Knock Off because it does the same damage to Megas and itemless Pokemon as any other.
- With King's Rock, gives a
60% Flinch chance, which's the same as Serene Grace Air Slash.6 hits of 10% chance is actually 1-(1-.10)6 = around 47% - Dark is Super Effective against Psychic and Ghost. Which may not seem like many, but includes Ubers such as Mewtwo, Deoxys, Aegislash, Gengar, Giratina, and Lugia (techincally Arceus too. O,o You run into some weird things in AG.)
- Multi-Strike has a higher chance to proc Cursed Body. It usually takes 2 hits of it to KO Froslass, who's common for some reason, which is a 60% chance to Disable.
- Needs the team to be built around it for it to excel. You need an average of 110 Base Attack on your non-statused, non-KO'd Pokemon for it to be directly stronger than Knock Off.
- If a Pokemon with Justified manages to survive this attack, like Lucario before it Mega-Evolves, it gets +6 Attack buffs.
- Damage isn't affected by your Swords Dances.
- Damage *IS* still affected by Defense Buffs, Reflects, attack debuffs, like Intimidate and the Burn status. (Also Bulbapedia is wrong as of this posting. The creator of Pokemon Showdown them self says Beat Up is affected by Intimidate.)
- You're forced to use it early game, or never at all.
- Dark is resisted by Figthing, Dark and Fairy. Which includes Ubers such as Blaziken, Darkrai, Greninja, Lucario, Xerneas, and Yveltal (Can't forget Arceus).
Weavile @ Choice Band
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Beat Up
- Icicle Crash
- Ice Shard
- Low Kick
Given that it has the highest base attack of any Pokemon that can learn Beat Up, Weavile's who I built my team around.
I just modified the standard Weavile set. Replacing Knock Off with Beat Up.
Icicle Crash is there for damage when I need it. Occasionally I'll get a Rayquaza with it.
I experimented with King's Rock before, but after noticing that it was just shy of a lot of KOs, I decided it'd be a lot better to have a Choice Band.
Mewtwo @ Mewtwonite X
Ability: Pressure
EVs: 112 Atk / 144 Def / 252 Spe
Jolly Nature
- Low Kick
- Taunt
- Earthquake
- Ice Punch
Picked because it has the highest base attack in the game (190), Mewtwo X is generally my lead. Since I have to Mega Evolve to maximize the BP of Beat Up.
Low Kick is for all of the very heavy legendaries, like Kyogre and Groudon.
Taunt is to keep Pokemon from healing or setting up hazards, which will make all of my Deoxys half as effective.
Earthquake is to prevent contact with Ferrothorn and have coverage against Steel, Fire, Rock and Electric.
Ice Punch is for the common Dragons, Flying and Ground types.
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 20 Atk / 252 SpA / 236 Spe
Rash Nature
IVs: 0 HP
- Psycho Boost
- Superpower
- Ice Beam
- Extreme Speed
There're 4 Deoxys-Attacks. They end up doing most of the work on the team, to be honest.
I put 0 IVs into HP, because I ended up encountering more opponents using HP draining moves than recoil moves.
236 EVs in speed to outspeed base 130s like Mega Gengar and Scarfed base 70s.
There's not a whole lot wrong with this set -it'll kill almost anything- so I didn't change it between the 4 of them.
Psycho Boost will do more damage than Ice Beam against anything that doesn't resist it or -you know- take 4x from Ice. It does about 75% to Xerneas before it sets up, which puts it E-Speed range.
Replays
Beat Up doing 96% to Lugia http://replay.pokemonshowdown.com/anythinggoes-427807256
Proof Beat Up doesn't activate Rough Skin http://replay.pokemonshowdown.com/anythinggoes-427829323
Vs common Uber threats. Get called a coward for using 4 Deoxys. http://replay.pokemonshowdown.com/anythinggoes-427851323
Vs more common Uber threats http://replay.pokemonshowdown.com/anythinggoes-427860976
Threat List
- Mega Mewtwo Y. Which is used on ~4% of teams over 1,760 ELO. Deoxys can't do more than it can Recover, Aura Sphere 1-shots Weavile, and in a 1v1, it wins against Mewtwo X.
- Mega Audino. Which doesn't see mainstream use. It set up just two Calm Minds and I couldn't do anything to it as it kept healing. Even with a Taunt on it.
- Klefki. Which is used "20%" over 1,760 ELO. If the Deoxys are confused, they one-shot themselves. Klefki resists the entire moveset of Deoxys and Weavile, while Mewtwo X can't affect it without getting Paralyzed. Just a single layer of Spikes make the Deoxys half as useful because they don't have their Focus Sashes.
- Arceus, which sees "72%" usage in its normal form, but all the forms combined are "126%". A defensive Fairy form is most notably the hardest to deal with. It's really easy to see something get more HP from Recover than I can deal with.
What You Can Do to Help With This Team
- Know that the purpose of the team is to support Weavile's Beat Up. I don't expect to get #1 on the ladder. I made it to understand Beat Up more, and I just want to maximize its potential.
- Weigh the pros and cons of switching out one of the 5 supporting Pokemon for one with equal or lesser base attack.
- Suggest EV spreads that are more calculated and refined.
- Suggest more encompassing or varied movesets.
- Add to the threat list.
- Tell me how to add hyperlinks and sprites.
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