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Beheeyem

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Beheeyem in Pokémon Ultra Sun & Ultra Moon

#276 in the Ultra Sun & Ultra Moon Pokédex • Cerebral Pokémon

Beheeyem in the National Pokédex
Beheeyem sprite

Normal

Shiny Beheeyem sprite

Shiny

Pokédex entries

Ultra Sun

With its psychic powers, it rewrites its opponents’ memories. You, too, may have already had your memories rewritten.

Ultra Moon

It has strong psychic powers. Using its fingers that flash three different colors, it controls its opponents and rewrites their memories.

Pokémon details

Type

Psychic

Category

Cerebral Pokémon

Height

1 m (3'03")

Weight

34.5 kg (76.1 lbs)

National Pokédex

#0606

Pokédex

#276

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
Alola #276Ula'ula #97
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

#275

Level 42

Beheeyem

Beheeyem

#276

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

The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stat.

Normal-10040
StartConfusion

The target is hit by a weak telekinetic force. This may also confuse the target.

Psychic5010025
StartMiracle Eye

Enables a Dark-type target to be hit by Psychic-type attacks. This 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
StartWonder Room

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

Psychic--10
StartSynchronoise

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

Psychic12010010
StartPsychic Terrain

This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.

Psychic--10
4Growl

The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stat.

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. This also enables an evasive target to be hit.

Psychic--40
15Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Psychic6510020
18Headbutt

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

Normal7010015
22Hidden Power

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

Normal6010015
25Imprison

If opposing Pokémon know any move also known by the user, they 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. This 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. This may also lower 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 the target.

Psychic--10
58Power Split

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

Psychic--10
63Synchronoise

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

Psychic12010010
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 in Pokémon Ultra Sun and Ultra Moon.
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 depending on the Pokémon using it.

Normal6010015
TM15Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM16Light Screen

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

Psychic--30
TM17Protect

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. It lowers the power of Fire-type moves.

Water--5
TM20Safeguard

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

Normal--25
TM21Frustration

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

Normal-10020
TM24Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TM27Return

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

Normal-10020
TM29Psychic

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

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. This 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 reduce damage from physical attacks for five turns.

Psychic--20
TM39Rock Tomb

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

Rock609515
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM44Rest

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

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. The user can’t steal anything if it already holds an item.

Dark6010025
TM48Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM49Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.

Normal4010015
TM51Steel Wing

The target is hit with wings of steel. This may also raise the user’s Defense stat.

Steel709025
TM53Energy Ball

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

Grass9010010
TM57Charge Beam

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

Electric509010
TM63Embargo

This move prevents the target from using its held item for five turns. 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 can’t move on the next turn.

Normal150905
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
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 Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Rock759010
TM85Dream Eater

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

Psychic10010015
TM87Swagger

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

Normal-8515
TM88Sleep Talk

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

Normal--10
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
TM97Dark Pulse

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

Dark8010015
TM100Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal--20

Moves this Pokémon can learn from move tutors in this game.
Class
After You

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

Normal--15
Ally Switch

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

Psychic--15
Gravity

Enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Flying moves can’t be used.

Psychic--5
Magic Coat

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

Psychic--15
Pain Split

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

Normal--20
Recycle

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

Normal--10
Role Play

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

Psychic--10
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
Signal Beam

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

Bug7510015
Skill Swap

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

Psychic--10
Snatch

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

Dark--10
Snore

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

Normal5010015
Telekinesis

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

Psychic--15
Trick

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

Psychic-10010
Uproar

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

Normal9010010
Wonder Room

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

Psychic--10
Zen Headbutt

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

Psychic809015

Learn before evolving and retain the move. Breeding and prior stages have separate requirements.
Class
Acquisition source
Astonish

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

Ghost3010015

Elgyem — breeding; retain through evolution

Barrier

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

Psychic--20

Elgyem — breeding; retain through evolution

Cosmic Power

The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.

Psychic--20

Elgyem — breeding; retain through evolution

Disable

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

Normal-10020

Elgyem — breeding; retain through evolution

Guard Swap

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

Psychic--10

Elgyem — breeding; retain through evolution

Nasty Plot

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

Dark--20

Elgyem — breeding; retain through evolution

Power Swap

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

Psychic--10

Elgyem — breeding; retain through evolution

Teleport

Use it to flee from any wild Pokémon.

Psychic--20

Elgyem — breeding; retain through evolution

Imports, special breeding, event gifts and copied moves have separate requirements. Individual options do not guarantee every four-move combination; historical transfer services require eligible software and Pokémon.
Class
Acquisition source
Astonish

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

Ghost3010015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Barrier

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

Psychic--20

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Cosmic Power

The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.

Psychic--20

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Disable

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

Normal-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Flash

The user flashes a bright light that cuts the target’s accuracy.

Normal-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Guard Swap

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

Psychic--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Nasty Plot

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

Dark--20

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Power Swap

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

Psychic--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Secret Power

The additional effects of this attack depend upon where it was used.

Normal7010020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Teleport

Use it to flee from any wild Pokémon.

Psychic--20

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Ability options available to this Pokémon in this game.

Telepathy

Ability Slot 1

Anticipates an ally’s attack and dodges it.

Protects against friendly Pokémon's damaging moves.

Synchronize

Ability Slot 2

The attacker will receive the same status condition if it inflicts a burn, poison, or paralysis to the Pokémon.

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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