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Damage multipliers this Pokemon takes from each attacking type (based on the current form).
Damage multipliers of this Pokemon's same-type (STAB) moves against each defending type.
Based on real ladder matchup statistics and expert community assessments (data snapshot 2026-08)
Mega Beedrill holds a 0.16% usage rate in singles, sitting at rank 140. Its 145 Speed ranks third in the format, and both Poison Jab and U-turn hit for super effective damage before the opponent can move under Adaptability. With 40 Defense and 65 HP, any unresisted Fire, Flying, Rock, or Psychic attack ends its turn immediately, so its window of viability is narrow. Movesets revolve around striking first and pivoting out, not staying in.
Playstyle:Poison Jab, Drill Run, and U-turn form the offensive core, aiming to land a super effective hit every time Beedrill moves first. Fell Stinger and Knock Off cover Steel and Dark matchups. Swords Dance appears on only 6.0% of sets, confirming that setup is not the default plan since staying in costs too much. Spreads pour points into Attack and Speed under Jolly, with the defensive-diverted variant (0/32/9/0/0/25 at 16.2%) designed to survive priority attacks that would otherwise OHKO it.
Doubles usage sits at 0.10% with a rank of 190. Protect at 21.8% is the defining split from singles, since Beedrill must enter and exit under ally support. Holding Beedrillite consumes the item slot, so partners like Incineroar, Sylveon, and Slowbro exist to cover the durability and pivoting gaps that result.
Playstyle:Poison Jab, U-turn, Protect, and Drill Run each clear 14% in doubles, forming a rhythm of protect-first, hit the weakness, pivot out. Lunge at 4.5% only appears on rare cleanup sets, and Swords Dance at 2.1% remains fringe. The Jolly 2/32/0/0/0/32 spread holds 62.3%, dumping every point into Attack and Speed and leaning on Protect plus U-turn to buy turns.
Rarely used in this format — not enough battle data yet.
Beedrill posts only a 0.01% usage rate in the doubles ruleset and is essentially absent from competitive play. With 75 Speed and Bug/Poison typing, it is let down by its 65 HP and 40 Defense, taking 2x damage from Fire, Flying, Rock, and Psychic, all common coverage types in doubles. It brings no team support or field control, and cannot justify a slot.