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Beheeyem

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Beheeyem in Pokémon Black & White

#112 in the Unova Pokédex • Cerebral Pokémon

Beheeyem in the National Pokédex
Beheeyem sprite

Normal

Shiny Beheeyem sprite

Shiny

Pokédex entries

Pokémon Black

It can manipulate an opponent’s memory. Apparently, it communicates by flashing its three different-colored fingers.

Pokémon White

It uses psychic power to control an opponent’s brain and tamper with its memories.

Pokémon details

Type

Psychic

Category

Cerebral Pokémon

Height

1 m (3'03")

Weight

34.5 kg (76.1 lbs)

National Pokédex

#0606

Pokédex

#112

Beheeyem in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

75

260

354

Attack

75

139

273

Defense

75

139

273

Sp. Atk

125

229

383

Sp. Def

95

175

317

Speed

40

76

196

Total

485

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Beheeyem, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Unova #112
EV yield
2 SpA
Catch rate
90
Base Exp.
170

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Elgyem

Elgyem

#111

Level 42

Beheeyem

Beheeyem

#112

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Route 14

Road 14

Walking in tall grass or a cave485%

-

Route 14

Road 14

Walking in tall grass or a cave504%

-

Route 14

Road 14

Walking in tall grass or a cave501%

-

Route 14

Road 14

Walking in dark grass585%

-

Route 14

Road 14

Walking in dark grass604%

-

Route 14

Road 14

Walking in dark grass601%

-

White
LocationMethodLevelChanceConditions

Route 14

Road 14

Walking in tall grass or a cave485%

-

Route 14

Road 14

Walking in tall grass or a cave504%

-

Route 14

Road 14

Walking in tall grass or a cave501%

-

Route 14

Road 14

Walking in dark grass585%

-

Route 14

Road 14

Walking in dark grass604%

-

Route 14

Road 14

Walking in dark grass601%

-

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartGrowl

The user growls in an endearing way, making the opposing team less wary. The foes’ Attack stats are lowered.

Normal-10040
StartConfusion

The target is hit by a weak telekinetic force. It may also leave the target confused.

Psychic5010025
StartMiracle Eye

Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit.

Psychic--40
StartHeal Block

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

Psychic-10015
4Growl

The user growls in an endearing way, making the opposing team less wary. The foes’ Attack stats are lowered.

Normal-10040
8Heal Block

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

Psychic-10015
11Miracle Eye

Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit.

Psychic--40
15Psybeam

The target is attacked with a peculiar ray. It may also cause confusion.

Psychic6510020
18Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015
22Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
25Imprison

If the opponents know any move also known by the user, the opponents are prevented from using it.

Psychic--10
29Simple Beam

The user’s mysterious psychic wave changes the target’s Ability to Simple.

Normal-10015
32Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015
36Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
39Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
45Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
50Recover

Restoring its own cells, the user restores its own HP by half of its max HP.

Normal--10
56Guard Split

The user employs its psychic power to average its Defense and Sp. Def stats with those of its target’s.

Psychic--10
58Power Split

The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target’s.

Psychic--10
63Synchronoise

Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it.

Psychic7010015
68Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM33Reflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
TM39Rock Tomb

Boulders are hurled at the target. It also lowers the target’s Speed by preventing its movement.

Rock508010
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM46Thief

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

Dark4010010
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM49Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage.

Normal4010015
TM51Ally Switch

The user teleports using a strange power and switches its place with one of its allies.

Psychic--15
TM53Energy Ball

The user draws power from nature and fires it at the target. It may also lower the target’s Sp. Def.

Grass8010010
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM63Embargo

It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

Dark-10015
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM80Rock Slide

Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.

Rock759010
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Astonish

The user attacks the target while shouting in a startling fashion. It may also make the target flinch.

Ghost3010015

Prior evolution: egg

Barrier

The user throws up a sturdy wall that sharply raises its Defense stat.

Psychic--30

Prior evolution: egg

Disable

For four turns, this move prevents the target from using the move it last used.

Normal-10020

Prior evolution: egg

Guard Swap

The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.

Psychic--10

Prior evolution: egg

Nasty Plot

The user stimulates its brain by thinking bad thoughts. It sharply raises the user’s Sp. Atk.

Dark--20

Prior evolution: egg

Power Swap

The user employs its psychic power to switch changes to its Attack and Sp. Atk with the target.

Psychic--10

Prior evolution: egg

Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10

Prior evolution: egg

Teleport

Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited.

Psychic--20

Prior evolution: egg

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
After You

The user helps the target and makes it use its move right after the user.

Normal--15

Trade from Black 2 or White 2

Dark Pulse

The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.

Dark8010015

Trade from Black 2 or White 2

Gravity

Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.

Psychic--5

Trade from Black 2 or White 2

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

Trade from Black 2 or White 2

Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Normal--20

Trade from Black 2 or White 2

Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10

Trade from Black 2 or White 2

Role Play

The user mimics the target completely, copying the target’s natural Ability.

Psychic--10

Trade from Black 2 or White 2

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

Trade from Black 2 or White 2

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

Trade from Black 2 or White 2

Snatch

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

Dark--10

Trade from Black 2 or White 2

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

Trade from Black 2 or White 2

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

Trade from Black 2 or White 2

Uproar

The user attacks in an uproar for three turns. Over that time, no one can fall asleep.

Normal9010010

Trade from Black 2 or White 2

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Telepathy

Ability Slot 1

Anticipates an ally’s attack and dodges it.

Protects against friendly Pokémon's damaging moves.

Synchronize

Ability Slot 2

Passes a burn, poison, or paralysis to the foe.

Copies burns, paralysis, and poison received onto the Pokémon that inflicted them.

Analytic(Hidden Ability)

Boosts move power when the Pokémon moves last.

Strengthens moves to 1.3× their power when moving last.

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