Stats, type matchups, abilities, learnset, current usage, and build context for Beedrill in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Flying - physical / 55-110 BP / 100%
Power doubles if the user has no held item.
Flying - physical / 60 BP
This move does not check accuracy.
Psychic - status
Raises the user's Speed by 2.
Flying - special / 60 BP / 95%
High critical hit ratio. Hits adjacent foes.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Normal - status
User switches, passing stat changes and more.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Bug - physical / 60 BP / 100%
User steals and eats the target's Berry.
Bug - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Poison - physical / 70 BP / 100%
High critical hit ratio. 10% chance to poison.
Normal - physical / 35 BP / 90%
Hits 2 times in one turn.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Ground - physical / 80 BP / 95%
High critical hit ratio.
Flying - physical / 40 BP / 90%
Hits 2 times in one turn.
Electric - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Normal - physical / 100%
Lowers the target's HP to the user's HP.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Bug - physical / 50 BP / 100%
Raises user's Attack by 3 if this KOes the target.
Normal - status
Raises the user's critical hit ratio by 2.
Grass - special / 75 BP / 100%
User recovers 50% of the damage dealt.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Normal - special / 150 BP / 90%
User cannot move next turn.
Steel - status
Raises the user's Defense by 2.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Bug - physical / 80 BP / 100%
100% chance to lower the target's Attack by 1.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Bug - physical / 25 BP / 95%
Hits 2-5 times in one turn.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Bug - special / 90 BP / 100%
If the target is an ally, heals 50% of its max HP.
Bug - physical / 50 BP / 100%
100% chance to lower the target's Speed by 1.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - status
User sleeps 2 turns and restores HP and status.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status / 85%
Lowers the target's Defense by 2.
Bug - physical / 70 BP / 90%
100% chance to lower target's Sp. Atk by 1.
Normal - status
User must be asleep. Uses another known move.
Poison - special / 90 BP / 100%
30% chance to poison the target.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Grass - special / 60-120 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
Bug - status / 95%
Lowers the foe(s) Speed by 2.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Normal - status
Raises the user's Attack by 2.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Poison - status / 90%
Badly poisons the target. Poison types can't miss.
Poison - status
Poisons grounded foes on switch-in. Max 2 layers.
Bug - physical / 70 BP / 100%
User switches out after damaging the target.
Poison - special / 65 BP / 100%
Power doubles if the target is poisoned.
Bug - physical / 80 BP / 100%
No additional effect.