Other Metagames AG Hyper Offense (1,600+): What the heck does Beat Up do?



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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?
  1. [(Base power of Mon)/10] + 5 for each active party member. CALCULATED INDIVIDUALLY.
  2. 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
  3. 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)
  4. (24 + 23 (4) + 17) = 133 BP
  5. 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.)
What're the cons of this move?
  • 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).
Team
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.
Aside from you know, major forces in the metagame, it deals with the rest of it quite well.

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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Not to be rude but
What You Can Do to Help With This Team
  • Know that the purpose of the team is to support Weavile's Beat Up
This basically halts any good rate. The bottom line is Weavile is unviable in AG due to its lack of bulk and lack of power to take down ages behemoths like pdon and access, whereas other darks (mostlu Yveltal) mostly outclass it. Beat Up is not a competitively viable move and no team built around it will ever do well. Again, this isn't meant in a rude way but 1550 in ag is not impressive, you don't even match real teams until the 1600s for the most part. This team in general lacks in viability too much to save. You have 4 sash mons with no hazard control, no hazards, literally no defensive backbone, and no variation in sets. You didn't even change the deo-a sets up.

Look. This isn't an rate my team, it's a rate my gimmick. If you enjoy using beat up I encourage you to at least add hazards on deo-a and change up the coverage. A beat up team will never be competitively viable and that's a fact, this gen at least. But don't take this this the wrong way; you are more than free to use it and if you have fun with this gimmick all the power to you. Just keep the knowledge it's a fun team as opposed to a competitive team in your mind.

On the bright side, great song choice
 
  • Beat Up's damage isn't affected by Intimidate.
  • Beat Up's damage isn't affected by your Attack EVs, so you can put them all into Defense.
These are both wrong. Did you just not test these? If you had tested these you would have realized these are both wrong.

Since the attack stat for Beat Up didn't really matter since it's based on the base stat - instead of the attack stat itself- I put it all into defense, avoiding putting anything into HP because of draining moves.
This is all wrong.
 
These are both wrong. Did you just not test these? If you had tested these you would have realized these are both wrong.


This is all wrong.

According to Bulbapedia
"Beat Up ignores changes to stat levels" Is that true?

You are probably right that the Attack EVs make a difference. I initially misread the article.
 
According to Bulbapedia
"Beat Up ignores changes to stat levels" Is that true?

You are probably right that the Attack EVs make a difference. I initially misread the article.
Bulbapedia is not a reliable source. Just as an FYI, Zarel either coded or worked with those who did code this on ps (ngl I'm too lazy too look at the github source), so he probably at least knows how its implemented on PS.
 
According to Bulbapedia
"Beat Up ignores changes to stat levels" Is that true?

You are probably right that the Attack EVs make a difference. I initially misread the article.
Bulbapedia is wrong (I checked with Marty to make sure). It tends to be wrong a lot. PS usually has better mechanics than Bulbapedia.

Bulbapedia is not a reliable source. Just as an FYI, Zarel either coded or worked with those who did code this on ps (ngl I'm too lazy too look at the github source), so he probably at least knows how its implemented on PS.
Pretty much this. I read the source code and tested it before telling you it was wrong; I definitely didn't do it blindly.
 
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