Strategy Analysis: Belly Drum

If you have played Hearts more than once, you should know about this thing called "Shooting the Moon". The general goal of Hearts is getting as few hearts (and no Queen of spades) as possible, as every heart is worth 1 point and the Queen is worth 13. However, if you manage to get all hearts AND the Queen, all of your opponents get 26 points, and you get zero. But if only one heart is kept away from your pile, you are in huge trouble.

Shooting is comparable to using Belly Drum. It takes a lot of effort and strategy, and both the risk and the pay-off are extremely high. If you ruin it, you'll have to rely on the rest of your team to win. But if you can set the game your way, and bring out your Drummer in time, you can clear your opponent out completely.

The strategy Belly Drumming is split in two main ways: Substitute and non-Substitute. The Substitute way is very easy to pull off, but the non-Substitute way leaves up one more attacking move slot, which increases your versality (and your KO range).

I'm going to discuss 3 Belly Drummers mainly, because those are simply the best. Most of the others are quite unworthy of mention, as they require a lot of luck, support, set-up and whatnot...they are too weak, too slow, or too unversatile.

#1 - Charizard

Who doesn't know this monster? Especially those who have played GSC the non-gay way know that Bellyzard is the fear of slow or vulnerable teams. In R/S, with the addition of the Salac Berry, the Blaze trait and a little more love for Hidden Power, it's hard to deny it's sexiness.

Substitute
~ Belly Drum
~ Substitute
~ attacking move
~ attacking move
@ Salac Berry

(attacking move = Hidden Power Flying, Fire Blast/Overheat/Flamethrower, Rock Slide or Earthquake)

It shouldn't be very hard to bring in Charizard on something that will switch out, especially against someone who doesn't know what Charizard is so famous for. Choice Banded Earthquake (Dugtrio, Metagross, Salamcne, etc), Forretress, Skarmory, Sceptile, enough examples. Simply use Substitute on the switch to whatever, and Belly Drum away. Salac activates, and hopefully you will sweep your opponent.

As you see, Charizard has 4 main choices for moves, and if you have used this you have thought this at least once: "god why did I use this move and not that one". Without Earthquake, Tyranitar eats you. Without Hidden Power Flying, Claydol owns your face. Without Rock Slide, Zapdos laughs. Without a Fire move, Skarmory is just going to blow you away. Obviously you should pick the moves that counter the Pokémon you think you cannot take out before your Belly Drum - or do it the other way - design your team to a set of moves. However, keep in mind that some Pokémon are offensively so weak that you might not want to kill them, but use them to let Charizard scare them off. More about this on the pro version of Bellyzard.

non-Substitute
~ Belly Drum
~ Hidden Power Flying
~ Fire Blast/Overheat/Flamethrower
~ Earthquake
@ Salac Berry/Leftovers

(Rock Slide is an option)

Without Substitute, you can play this Charizard two ways.

1) Like the previous one, you bring it in with full health on something that will switch. Belly Drum on the switch and hope they brought in something slower you can kill. When you face something that will kill you (whether it's too fast or too durable to kill), switch out. If you thought the first step was hard, good luck doing this part. You need your opponent to do nothing against Bellyzard for a turn again, with your opponent in the knowledge Charizard can Belly Drum and sweep their team! However, if you manage this, and you get a second Belly Drum in, Charizard is even harder to bring down. Your opponent now has to cop with a 400+ Speed monster, with a dual STAB on Fire-moves, in addition to over 1200 Attack, Earthquake, Hidden Power Flying and an instant mess-up for Skarmory and Forretress (other Steels fall to Earthquake).

2) You can also bring in Charizard on something that you are sure of that it does less than 50% damage to you. A great example is the standard Blissey with Ice Beam over Thunder Wave, or Claydol with Rest over Explosion (preferably no Reflect). A Skarmory that wants to Drill Peck you is fine too...which it does if Charizard is the last Pokémon. Found your target? Belly Drum, and if you get hit you instantly get the Blaze + Salac boosts. If your opponent switches or doesn't touch you, continue in the first way I described.

Charizard is probably the best Belly Drummer in the game, because of it's extreme versality, and quite a good typing for such an offensive tactic (Earthquake and Spikes immunity, double STAB). It can totally tear teams apart, of course...unless!

- has one of these Pokémon at high health: Suicune, Zapdos (if no Rock Slide), Armaldo (if no Rock Slide), Cradily, Regice (with Def EVs), Miltank, Explosion Claydol, Surf Swampert, Vaporeon, Milotic, Solrock, Weezing. Plus anything I forgot that survives +6 HP Flying, Earthquake and all Fire-moves. Blazed Fire-attacks are not taken very lightly by some of these, though.
- manages to juggle his Intimidating Salamence/Gyarados in repeatly by sacrificing or trying to alternate them with Pokémon weak to Earthquake/Fire moves and resistant to the other attacks, for example Metagross, to cut your Attack in pieces
- has a powerful priority modified move on his team...Linoone, Dodrio, and repeated Fake Outs are the best counters in this department
- has Tyranitar and stalls your (already low) health away. This is the reason @Leftovers is an option, but I just recommend Salac Berry.
- has a Pokémon faster than a Belly Drummed Charizard that can KO him. Very few of these, especially if you invest in Speed EVs and have Salac Berry (I always max it, then go Lonely nature). Electrode, Ninjask and Deoxys-E fall in this category.

Always, and I mean always, have a Damage Calculator check before you take a risk you're unsure of. If you have over 50% health left (or have Wish) and think you can pull another drum off later, don't try to kill a Swampert that you most likely cannot. This goes for all Belly Drummers.

#2 - Smeargle

Our special little guy. Suicidal stats, but an instant sleep to help him through. Using it without Substitute is VERY hard and not recommended.

Substitute
~ Belly Drum
~ Spore
~ Baton Pass
~ Substitute
@ Salac Berry

Very simple to put: Spore something slow, use Substitute on the switch, Belly Drum to trigger Salac Berry, and then Baton Pass to something with at least 264 Speed (hopefully with accurate attacks) to kill your opponent completely. Aerodactyl and Salamence are both excellent choices. Metagross can work, but his inaccurate Meteor Mash and the 262 max Speed will make you cry once.

non-Substitute
~ Belly Drum
~ Spore
~ Baton Pass
~ Extremespeed/Taunt
@ Salac Berry

Use Substitute, it's easier. HOWEVER Extremespeed is a great help against Dodrio, Ninjask, and anything at somewhat low health. You will have to max Attack on this or it won't hurt anything, of course, which takes away the last bits of defenses Smeargle has with the Substitute version. Taunt eats that Skarmory/Weezing out that comes in on your Belly Drum, as well as about anything that wants to status your recipient (paralyzed Aerodactyl won't sweep shit). Good luck triggering Salac Berry though, seriously.

Smeargle's tactic is countered by anything with Sleep Talk, Roar, Whirlwind, Haze, Taunt, Quick Attack, Mach Punch, Extremespeed, Fake Out, a status move, or Explosion. Dugtrio rapes it a new one if it doesn't have Extremespeed or the Salac boost, and Focus Punch can cause a load of trouble.

I must say though, the first version is VERY easy to get to work with. You can even try to Substitute on a switch to anything your opponent wants to sleep. If it's faster, Belly Drum to get Salac Berry boost, then Spore it. Baton Pass, see what your opponent does, and go to an appriopate speedy counter. If the sleep-taker is slower, Spore first, then Belly Drum on the switch. You can now Baton Pass both a Sub and a Drum.

Unlike Charizard, however, Smeargle can't do anything as the last Pokémon and only has an immunity to Shadow Ball.

#3 - Linoone

The other Normal-type Drummer, one of my favourite Pokémon. It's Attack is weak, but it's Speed is decent. It's main pro? Extremespeed. You don't need Salac Berry as much as you need it on Charizard, and it is the best candidate to the finisher function Belly Drummers automatically bring. More about this later.

non-Substitute
~ Belly Drum
~ Shadow Ball
~ Extremespeed
~ Hidden Power Ground/Return
@ Leftovers/Salac Berry/Shell Bell

One of Linoone's advantages over the Drummers is that faster Pokémon, other than Aerodactyl and Gengar, aren't a trouble at all. Usually those are sweeping-based Pokémon and have little to no Defense EVs, and are easily killed by Extremespeed. The trouble comes when a Pokémon is sluggish, but has more than, say, 90 in both HP and Defense, and enough EV investment. when this is not Dusclops, it's not much trouble. But you will need Hidden Power Ground to own Tyranitar and Metagross, and you're not going to kill Skarmory or Forretress any time soon. Venusaur and Swampert are very stable as well. You CAN use Return to kill slow things not resistant to it, but you will be completely helpless to Steels and Rocks.

Leftovers to protect against Sandstream, Salac Berry to be able to catch aforementioned Aerodactyl and Gengar, or Shell Bell in the assumption you will KO lots of stuff to gain health back, but I would not use that.

Substitute
~ Belly Drum
~ Substitute
~ Flail
~ Shadow Ball/Hidden Power Ground
@ Salac Berry

A Flailing set. Belly Drummed Flail kills a SHITLOAD of stuff, but Flail/Reversal tactics are even more vulnerable than Belly Drumming ones.

A third way
~ Belly Drum
~ Extremespeed
~ Flail
~ Shadow Ball/Hidden Power Ground
@ Salac Berry

To employ Flail effectively, you will need to use the first tactic in the Bellyzard part. On your first Belly Drum, you sweep anything you can with Extremespeed and your last move. On your second one, you kill about anything with Flail, and use Extremespeed to fend off priority modified moves. I don't really recommend this set as it's impossible to get that second Drum in, even harder than with Charizard. If you must, use it in conjunction with Gengar. If someone uses a Choice Bander with Shadow Ball, you can safely switch Gengar in anytime, because if they Shadow Ball it, Linoone can come in to rape.

As I said, it's one of my friends, but it's Attack is weak and very hard to pull off. Not much doesn't do over 50% to it, and those that don't are usually stallers that will survive it's unslaught. You are warned.

The Finisher Function

Back to Hearts again. One of your opponent is shooting, and you have a chance to prevent it. However, if you do this, you will have to take the Queen. It's better to do it than to let it, because if you don't, you get 26 points, while if you do you only get 13. It's not worth taking the risk.

So, if your opponent sees you with a known Belly Drummer (or you are trying to get your second Drum in), he is going to take risks into account. A Charizard against a stalling team with a Suicune that's asleep, has come in on Forretress' Spikes. This opponent will know he can do NOTHING at all to a Belly Drummed Charizard, and probably blow up Forretress. This is where you just Fire Blast it back to hell.

This whole mind-game is important for the finisher function. If your opponent has nothing that can take on your Belly Drummer when it's set-up, he will have to risk a sacrifice of the Pokémon that's out. Of course, it's still a 50/50 thing...it's also possible that you will just Fire Blast their Thunder Waving Blissey in the face.

Linoone is probably even more fit for this job because of Extremespeed. Alakazam is an easy kill for you because if it tries to save itself by going out, there is a chance you saw this coming and used Belly Drum.

Do not over- or underestimate your opponents, especially not in this case. The safe option here is to attack. Your opponent can know all this and take the decision you considered too risky.

Free Turns

Other than "the opponent fears being hit", what are good ways of forcing your opponent to keep you alive?

- Substitute
Other than using it yourself, let it get Baton Passed by Vaporeon, Jolteon, Celebi or whatever you feel like using. Jolteon is one of the coolest if a Pokémon with Earthquake comes in, for reasons you should understand by now.
- Perish Song
Simply use Perish Song and wait until Perish Count on your opponent is 2. Switch to your Belly Drummer. Your opponent is now in a checkmate position - if you use Belly Drum, you will have killed or crippled one Pokémon in 99% of the cases. Watch out for Explosion.
- Dugtrio
This is very circumvental, but can work in your advantage. It will either allow your Drummer to set up, or kill a big threat. Say your Charizard is facing Magneton, and you have Skarmory + Dugtrio in the wings, and your opponent knows this, plus he has no Spinner. If you use Belly Drum and Magneton kills Charizard, finish it off with Dugtrio, and then have the Spikes roll in later. If Magneton switches out or uses Hidden Power, expecting Dugtrio, Charizard gets his +6 Attack.
- Choice Band
I've mentioned it before. Choice Banded Earthquake or, in Smeargle/Linoone's case, Shadow Ball, is a beg to come in and Drum.
- pseudo-passing
Reflect/Light Screen can help you take that hit and get between 0% and 25% to trigger Salac Berry. Safeguard gives you a free Belly Drum against any Blissey, Thunder Wave or not.

Support

BLAGH BLAGH WITH SPIKES DUGGY MAGGY PARA AND WISH SUPPORT, IN LATE GAME, THIS POKEMON CAN REALLY SWEEP IF IT'S COUNTERS ARE GONE

I hear stuff like that often. It sounds really professional, but seriously it isn't. However, in the case of Belly Drummers, all of these can be of use.

- Spikes
Spikes wear down counters that are counters because they survive hits - the most famous one is Suicune. It takes circa 60% from a Drummed Charizard HP Flying, so after two switches with multiple layers, it's dead.
- Dugtrio
See "Free Turns" section.
- Magneton
This can help, but also get in the way. You do not want to kill Skarmory when Charizard is alive, because Skarmory is your chance to get Belly Drum in. However, Magneton can encourage Choice Banded Earthquakes, and if you must, can kill Skarmory so you don't need a Fire attack on Charizard, provided you found another way of getting that precious Belly Drum in.
- Paralysis
A good player will rarely get his fast Pokémon paralyzed, but it can also bring fully paralysis when you just needed it (on a Substitute, for example), lure Blissey to Aromatherapy and force stuff (like Suicune) to Rest. Of course, paralysis blocks Smeargle's Spore.
- Burn
A Will-o-Wisping Gengar is a great example of a great surprise that helps Belly Drummers. You think Metagross is a threat to you? Burn it, then let Linoone or Charizard (if he doesn't carry Rock Slide) come in.
- Wish
Wish can give your Drummers another chance, though if Salac Berry has already triggered they are of course not as effective as before. If you could only Wish your HP out of the negative, this would be a lot more useful.
- Perish Song
See "Free Turns" section.
- Sleep
Not many players keep in a Sleeping Pokémon. However, I do when it's Venusaur - I'd rather have my sleeping Pokémon I'm going to switch out anyway seeded than the one that has to scare off Venusaur. A Mean Look + Lovely Kiss Jynx, or even Spore + Spider Web Smeargle can work, or even (lol) Wrap/Sleep Powder Victreebel. Umbreon is very scary when you take all of this into account.
- Memento
I love this tactic. Back in the day, I had my awesome Mementozard team, consisting of Vaporeon, Jolteon, Charizard, 2 Memento'ers (2 from Weezing, Dusclops and Gardevoir) and either Snorlax or Exeggutor...sometimes changing around. The Memento'ers could all Will-o-Wisp stuff which helps excellently, but the greatest part is of course Memento'ing a Snorlax, then bringing in Charizard to easily Belly Drum and survive the Return. Once, I burned a Venusaur, then Memento'ed it. The incoming Jolteon's Substitute survived the Earthquake, and I passed to Charizard on the second Earthquake. Belly Drum, gg. If Metagross or Regice come in on Memento, you are going to get laughed at.
- Explosion
Very effective if your opponent doesn't know if you have a Drummer and which one. The one that in theory works the best is a Metagross against a team with a sturdy Water. Explode on this Water, who doesn't expect Metagross to boom early.
- Grudge
Grudging the attacking move that touches your Belly Drummer is the way to open up the game. On a Choice Bander, this is a guaranteed set-up.

Closing words

As you probably have understood by now, I hold Belly Drum in a high regard. It is very hard to pull off, and after you did you might get blocked anyway, so you need a clear vision of the game status. It might be wise to write down what you know about your opponent's team in a text document, and to have a Damage Calculator at hand.

Belly Drum is not an easy sweep, but it's pay-offs are amazing.
 

Loki

like seashells
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very nice, I really like the dbond/drum idea. I would include lax on here, even if it's slow, it's still a nasty late game pokemon.
 
Drumlax with Focus Punch ruined my day one time. Very cool. But back to Bellyzard, under the 'explosion' part of your analysis, I've had quite a bit of success with Glalie against Suicune. I use Block as they switch it in, then I Explode (absolute Max attack is necessary here). This also works with other bulky waters who love Charizard! Hope this morsel of extra information helps!
 

The.Lost.Hylian

Conquer your Shadow
is a Researcher Alumnus
A lot of this shit I never even thought of before.

Mekkah for Mod campaign 05-06

Thanks a lot Mekkah, when I download NB again, I'll be trying out Bellydrum again :o
 
Awesome guide, Awesome job, you make great guides Mekkah.

Poliwrath and Snorlax should be added as useful Drummers, Poliwrath because it's unexpected and Snorlax because it worked in GSC, and works to an extent here too. Great job again.
 

obi

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I once wrote a guide like this, but about 3/4 of the way through, it was mysteriously deleted. :(

That being said, I'll have to disagree with your Smeargle section. You'll almost never want to spore first turn, unless they've got a Natural Cure Pokemon out and you don't think they'll switch. I like to save spore as long as possible. There are even times when I don't spore at all (if I've drummed and subbed, but my sub is broken, for instance, I'll just pass in case they have sleep talk/lum, unless they can OHKO my recipient).

Smeargle should never be used with out something to help support. Torment/Grudge Gengar works (Torment is cooler) on Pokemon with only one attack. In ubers, Wobbuffet is an option, as long as you have something to take CB Groudon EQ and Kyogre Water Spout/Hydro Pump. Deoxys-F Shadow Ball, contrary to popular belief, is one of the biggest helping things, CBed or not. If it's CBed, it's a 2HKO, but Smeargle is immune to Shadow Ball, so you can just switch out, while they are stuck using Shadow Ball due to Shadow Tag. The problem with this is encores lasting only 2 turns (They attack, I encore, I switch, they attack, encore ends, I'm screwed).

I like Medicham as the recipient, as it can OHKO every single Pokemon in the game with Brick Break, Shadow Ball, Double-Edge, Filler. Maybe HP Rock to reduce the amount of times you have to DE on your low HP. Roar Salamence works as well, as it OHKOs almost everything with HP Flying, EQ, Double-Edge, IIRC. Not Skarmory, but it's 2HKOed by HP Flying or DE, and you can Roar it out when it tries to Roar, as you are faster. Gyarados can also do this, with Taunt over Roar.

In ubers, Rayquaza can OHKO everything in the game with HP Flying, EQ, Double-Edge, Overheat, and it's not as frail as Medicham. It also survives CB Deoxys-F ES. You could drop Overheat for Roar, as it is for Skarmory and Skarmory alone, and you only have to worry about Skarmory's phazing. Why not phaze the phazer? :P

Off the top of my head, Pokemon that can survive Bellyzard are...
Cloyster
Regice
Zapdos
(without Rock Slide)

Regirock
(with near max defense)

Donphan
Forretress
Skarmory
Steelix
(without fire move)

Shuckle (only matters Shuckle has a rock move)

And some others, IIRC. Deoxys-L, Groudon, and Lugia survive no matter what you have. ;)

HP Flying Ninjask will kill you if your health is low enough to activate a Salac, too.



On Flailing Linoone, HP Ground is pointless if you can get into Flail range. Flail after STAB is 300 power, making it 150 if not very effective. HP Ground is 70, making it 140 if super effective. Unless you're afraid of Aggron... Flail will also OHKO Skarmory, Metagross, and just about everything not immune/named Aggron. Shadow Ball is more important imo.

A common thing I've seen is that people switch to Gengar, as Gengar is faster than Linoone without a salac berry. This switch gives you the turn you need. If they switch Gengar in, you sub on the switch. You then must NOT Belly Drum. As I said, they are faster than you, so it would go something like this:

Gengar used attack! It broke the substitute.
Linoone used Belly Drum, but is 1 HP away from activating its salac berry!
Linoone tried to use Substitute or Shadow Ball, but...
Gengar used attack! Linoone fainted!

Instead, you must substitute. You sub on the switch, they send out Gengar, they attack and break your sub, you sub again as this happens. They break this sub, but you belly drum, and your salac activates. You are now faster than Gengar, and proceed to kill it with Shadow Ball.

Of course, the problem with this, as with all Flail/Reversalers not named Scizor, is...
Tyranitar used do nothing! Linoone fainted!


Poliwrath is disappointing. It hits 393 speed max after Salac. :(
 
Thanks for the helpful posts people. Obi has some stuff that keeps me interested, I probably am going to write a lot more of Smeargle (also with the Explosion set). Also going to write a small part on all other Belly Drummers later.
 
Some small notes to Obi's post.

Obi2Kenobi said:
Off the top of my head, Pokemon that can survive Bellyzard are...
Cloyster
Regice
Zapdos
(without Rock Slide)
Cloyster has a high chance falling to Charizard's fire move, unless it's Flamethrower on min Sp. Atk Charizard hitting a Cloyster with max HP and good load of Sp. Def evs.

And some others, IIRC. Deoxys-L, Groudon, and Lugia survive no matter what you have. ;)
Actually Groudon may get screwed up by it's own Sunlight and Zard's FireBlast/Overheat, but again, it heavily depends on the Evs.

Also posting to say I fully agree with most of what Obi said, especially the Smeargle part.

(Umbreon has got some chances to survive as well, but what is it going to do in return?)
 
I give my Zards 270 speed to ensure max speed non +speed Rocksliding Heracross's (or other such speed pokes) don't own me before I set up
 

cookie

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With 264 Speed, max. Atk and the rest in Satk with Blaze Fire Blast will more often than not kill Weezing and definitely kill Gengar. This is why I don't get why people use HP Flying, because with Return you can kill Zapdos, and Grasses fall to Fire Blast anyway.
 
Mekkah said:
You can also bring in Charizard on something that you are sure of that it does less than 50% damage to you. A great example is the standard Blissey with Ice Beam over Thunder Wave, or Claydol with Rest over Explosion (preferably no Reflect).
Um...Blissey with T-Wave is used 13986502x more often than Ice Beam. I face like over 4 each week.

Also could Heracross work well as a recipent for a pass from Smeargle? It gets both STABs, although its inaccurate Megahorn hurts.
 
That's why I said the standard Blissey with Thunder Wave except with Ice Beam over Thunder Wave in a slightly different way. ._.
 

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