Physical Attacker
LC Generation 4- Item
- Oran Berry
- Nature
- Adamant
- EVs
- Attack 236 / Defense 236 / Speed 38
Moves
-
Power 80 Accuracy 100 PP 15
The foe slams the target with its steel-hard head. It may also make the target flinch.
-
Power 80 Accuracy 90 PP 15
The user focuses its willpower to its head and rams the foe. It may also make the target flinch.
Pocket Champion
Click to unlock instantly, no password needed
The hottest Pokémon-style mobile RPG is here! Catch, train and battle your favorite Pocket Monsters in a vast open world. Build your dream team, challenge the League, and become the ultimate Champion — download now and claim generous launch rewards!
Analysis
This is the best set that Beldum can run. Iron Head is Beldum's primary STAB attack, though it has mediocre coverage alongside Zen Headbutt; the combination is resisted by a number of common LC Pokemon, such as Houndour and Bronzor. The move in the third slot depends on how much you value the extra power Take Down has over Headbutt. When making your choice, however, keep in mind that Take Down's accuracy is unreliable, and that Beldum must suffer recoil damage from using it. Headbutt can be useful at times due to its 30% flinch rate. Iron Defense is Beldum's only option for its 4th moveslot, and with +2 Defense, rest assured that Beldum can take any physical attack thrown at it regardless of power and effectiveness. Oran Berry is the primary item choice as it allows Beldum to regain roughly 50% of its health instantaneously. Life Orb is a good alternative, although it's worth noting that Beldum can take a hit or two, so the Life Orb recoil damage probably isn't worth the boost in power, not to mention Beldum's poor Speed. The given EVs maximize Beldum's Attack stat, as this is all Beldum has going for it. The remaining EVs are dumped into Defense, adding to Beldum's already decent bulk, and Speed, allowing Beldum to outspeed other base 30 Pokemon. If you'd rather Beldum was able to take special attacks better, you could shift the Defense EVs into Special Defense. Diglett makes a great teammate for Beldum, being able to trap slower Fire- and Electric-types, and then dispose of them with its STAB Earthquake, thus allowing Beldum to navigate the battlefield more freely. Paralysis support is useful, as Beldum is significantly lacking in the Speed department; good teammates to provide this include Nosepass and Chingling. Entry hazards support is also a necessity, as most of Beldum's counters are weak to Stealth Rock, most notably Fire-types such as Houndour and Ponyta. Phanpy and Baltoy can both set up Stealth Rock, and are able to remove the opponent's entry hazards with Rapid Spin.