Counterplay to Beedrill?
Hi all, for the last month or so I've been playing some variation of Raging Bolt, and locally we've had quite a few Beedrill players pop up - it's a rough matchup for me in general, but one of the most frustrating things personally is that initially it feels like a matchup where you don't have much agency over what happens throughout the game. In other words, if they get to establish multiple Beedrill, you don't really have much you can do about that. However much like any other matchup there has to be useful counterplay, so I wanted to get some advice over what's important in that matchup. In particular a few things come to mind...
- Early game retreat lock can be impactful if they bench a liability [most commonly fezandipiti or fan rotom], but this doesn't feel like a particularly reliable gameplan since beedrill often only really uses fan rotom as a bailout plan if the start is otherwise slow.
- I run bolt slop with hero's cape, so Hero's Cape on Kangaskhan early on could be really impactful since that would require 4 Beedrill online to KO it, at which point Red Card really disrupts them because they don't have the bench space for too much draw. Alternatively Hero's Cape on Bolt slightly later can set up situations where they need to find gust, but setting up Bolt inherently requires you to bring out a bunch of 2 prize liabilities which are far easier to KO.
- I suppose Koraidon ex could be useful as well? It's not one shotting a Beedrill, but 230HP means that they need 3 Beedrill on board to one shot it, so Orichalcum fang can set up some lines to bring in another attacker, or maybe even look for Wellspring lines to force situations where my opponent can't safely bench more dunsparces later on.