SM OU Teambuilding Competition Round 12: Alakazam (Building Phase)

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Eclipse

Like a chimp with a machine gun
is a Contributor Alumnus
Alright I'm helping out BL and Gastro now to get the thread more consistently running since they both have been relatively busy, closing out this round.

The winner for this round is 100 Hoes Kaido with 6 votes, congratulations! Your team will be added to the Hall of Fame when BL gets to it.
Team 3 - 4
Team 4 - 1
Team 5 - 6
Team 7 - 3

Round 12:

Mega Heracross is back and doing the same thing it did last generation, being a massive pain for defensive builds. The goal for this round is to build with a team with Mega Heracross, so go have some fun with it! Building round ends Tuesday, May 23rd at 10:00 PM EST / GMT-4. Have fun building!
 


Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Rapid Spin
- Spore

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split

Magearna @ Steelium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Shift Gear
- Aura Sphere
- Thunderbolt

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- U-turn
- Rock Slide
- Gunk Shot
- Ice Beam

Zygarde @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Superpower
- Outrage
- Thousand Arrows


Mega Heracross is a lot of fun and a mega I've been looking forward to using. My personal favorite set for Mega Hera is Substitute because this monster forces so many switches and can then bop whatever comes in with a huge hit. I decided to pair it with support Smeargle to prioritize Sticky Webs, making it easier for Heracross to pull off sweeps given its middling speed.

Mega Heracross struggles versus a lot of the flying types in the tier so I added the omnipresent defensive Rotom-W. The set is standard, however using Thunder Wave or Will-o-Miss is up to the user. I was enjoying using Thunder Wave to cripple a lot of threats like Greninja making them easier to outspeed should Sticky Webs not go up but both moves have their uses. After that I added Magearna who I felt fit in very well with Rotom-W and Heracross both offensively and defensively. On the ladder I pulled off several pretty easy sweeps with this mon because a lot of people aren't prepared for the shift gear set.

I then tossed on a Choice Scarf Greninja for the ultimate speed control. It smacks speedy threats like Ash-Greninja and Alakazam with STAB U-Turn and bops all of the Tapus with Gunk Shot. Ice Beam is the standard third move. For the fourth move it's quite flexible. Rock Slide is fantastic for Volcarona and both Charizard iterations, Hydro Pump hits the aforementioned hard as well as other other threats like Heatran, and HP Fire is a great option for steels like Mawile and Celesteela. The nice thing is there are plenty of other ways of handling most of these threats with other teammates. I prefer Rock Slide because Volcarona and Charizard Y are both scary.

Finally, I added Choice Band Zygarde because...well why not? CB Thousand Arrows and Extremespeed is about all this thing needs to be useful in punching holes through opposing walls so Magearna or Mega Heracross can clean up.
 
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Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Substitute
- Pin Missile
- Earthquake

Jirachi @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 236 HP / 216 SpD / 56 Spe
Careful Nature
- Healing Wish
- Stealth Rock
- Iron Head
- U-turn

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 8 HP / 252 Atk / 248 Spe
Naive Nature
- Earthquake
- Stone Edge
- Hidden Power [Ice]
- U-turn

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Fire Punch
- Shadow Bone
- Earthquake

Pelipper @ Choice Specs
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Hydro Pump
- Scald
- Defog

Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 8 Def / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Psyshock
- Moonblast
- Hidden Power [Fire]

-insert wordy description about careful mon choices-

Edit: ninja is better than pelipper...

http://replay.pokemonshowdown.com/gen7ou-578848189 fuck stall though like u guys need to see wak + lele + m-hera + hw rachi shitting on it
 
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Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Substitute
- Close Combat
- Pin Missile
- Rock Blast

Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- U-turn
- Knock Off
- Taunt
- Hurricane

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Ice]
- Earthquake

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Heat Wave
- Defog

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Scald
- Secret Sword
- Hydro Pump
- Stone Edge

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Iron Head
- Toxic
- Earthquake


M-Hera Subs to try some momentum and break part of the opposing team with more safety, Tornadus-T offensive pivot with Z-move surprises several mon that do not take 2hko to Hurricane, Taunt helps a lot against fat teams.
So hard not to use Tangrowth in a non-HO team, thank you Zygarde. Yet Tangrowth is useful against various metagame threats.
M-Pinsir and Celesteela comes freely in Tangrowth and check M-Hera, so Zapdos is a necessary addition, Hazard control and bird check.
I tried a more fatty Water-type, but a speed control was needed, so Keldeo is Keldeo.
Lastly, I still had no Steel-type or Stealth Rock user, I tried Jirachi but the team lacks an immunity to Electric, and I do not want to overload Tangrowth. Excadrill is not so bad in metagame, not as good as in ORAS but the result has left me satisfied.
 

Heracross @ Heracronite
Ability: Guts
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 16 Def / 244 SpD
Relaxed Nature
- Stone Edge
- Ice Beam
- Pursuit
- Stealth Rock

Excadrill @ Steelium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 16 Def / 244 SpD
Relaxed Nature
- Giga Drain
- Rock Slide
- Knock Off
- Hidden Power Fire

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 / 212 Def / 44 Spe
Bold Nature
- Calm Mind
- Recover
- Focus Blast / Signal Beam
- Psyshock

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Spikes
- Low Kick

a mega hera squad i've made after trying over 50 different combinations of mons to support it well. i like this one quite a bit since it's aesthetically pleasing while also functioning very well overall! the team originally started around a core of alolan muk + mega heracross, but i personally didn't like how slow those builds turned out. so i decided to instead pair it with sand to provide the pursuit support i wanted it to have as well as get a good matchup against offense early on. defensive ttar is pretty good, sets rocks very easily as well as checking a ton of things in a single slot. good mon. excadrill is sd + steelium z and it's actually a very scary sweeper since it wrecks av tang and defense lando, two of the most splashable checks available to it. celesteela is obviously an obstacle, but i think the team handles it just fine if you play your cards right. av tang is av tang; checks a ton of things sand has inherent issues and is a sturdier ground resist since there is no actual immunity, not a big issue though imo. reuniclus was something new that i wanted to use and it fit the team pretty well since it can really screw over a lot of teams without a real way to break through it after boosting up. it also checks mega medicham which would be very overbearing for this team to handle. the decision between signal beam (or shadow ball) and focus blast is pretty much up to you, but i prefer focus blast since psychics are taken care of pretty well by the team and stall is very pressured by mega hera. the last slot was pretty much a toss up at this point between a slew of water-types, but i decided on spikes greninja since it helps immensely with wearing things down while also bringing a ton of unadulterated raw speed. max attack low kick for luring celesteela since it could be potentially annoying but something like HP Fire would be fine too if you'd prefer to skip out on passive damage from ferro and mega sciz.

edit: meant regular greninja, pasted the version for if reg. gren were to be banned accidentally :x
 
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Heracross @ Heracronite
Ability: Guts
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 16 Def / 244 SpD
Relaxed Nature
- Stone Edge
- Ice Beam
- Pursuit
- Stealth Rock

Excadrill @ Steelium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 16 Def / 244 SpD
Relaxed Nature
- Giga Drain
- Rock Slide
- Knock Off
- Hidden Power Fire

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 / 212 Def / 44 Spe
Bold Nature
- Calm Mind
- Recover
- Focus Blast / Signal Beam
- Psyshock

Greninja @ Mystic Water
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Water Shuriken
- Spikes
- Dark Pulse

a mega hera squad i've made after trying over 50 different combinations of mons to support it well. i like this one quite a bit since it's aesthetically pleasing while also functioning very well overall! the team originally started around a core of alolan muk + mega heracross, but i personally didn't like how slow those builds turned out. so i decided to instead pair it with sand to provide the pursuit support i wanted it to have as well as get a good matchup against offense early on. defensive ttar is pretty good, sets rocks very easily as well as checking a ton of things in a single slot. good mon. excadrill is sd + steelium z and it's actually a very scary sweeper since it wrecks av tang and defense lando, two of the most splashable checks available to it. celesteela is obviously an obstacle, but i think the team handles it just fine if you play your cards right. av tang is av tang; checks a ton of things sand has inherent issues and is a sturdier ground resist since there is no actual immunity, not a big issue though imo. reuniclus was something new that i wanted to use and it fit the team pretty well since it can really screw over a lot of teams without a real way to break through it after boosting up. it also checks mega medicham which would be very overbearing for this team to handle. the decision between signal beam (or shadow ball) and focus blast is pretty much up to you, but i prefer focus blast since psychics are taken care of pretty well by the team and stall is very pressured by mega hera. the last slot was pretty much a toss up at this point between a slew of water-types, but i decided on spikes ash-greninja since it helps immensely with wearing things down while also bringing a ton of unadulterated raw speed.
Out of curiosity how do u play your cards right around celesteela when it just sits in and you don't have anything for it? I mean, it's cool to say "it should be manageable if u play your cards right" but I'm not seeing the card...

Also reckon regular protean gren is more effective here since exca in sand is fairly nice speed control in itself and you can dent fairy types eg fini which check hera.
 
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Mega Heracross + Crawdaunt Tailwind



First off, I want to make it clear that I'm only participating because cute user Cram is hosting.

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 168 Def / 36 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Ice Beam
- Will-O-Wisp
- Soft-Boiled

Tornadus @ Flyinium Z
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Hurricane
- Heat Wave
- Hidden Power [Ice]

Heracross @ Heracronite
Ability: Guts
EVs: 48 HP / 252 Atk / 208 Spe
Jolly Nature
- Close Combat
- Sleep Talk
- Pin Missile
- Rock Blast

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Ice Beam
- Volt Switch
- Hidden Power [Fire]

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Trick

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Crunch
- Aqua Jet
- Crabhammer


Just as it was in ORAS, Mega Heracross is an incredibly difficult Pokemon to switch into. I chose to run Close Combat and Pin Missile for strong STAB coverage and then added rock blast to round out its coverage. In the final slot, I chose to opt for Sleep Talk as it allows Heracross to switch in to sleep powders and continue to pressure the opponent. This is particularly helpful as offensive teams with RH Tang typically lack defensive Lando and therefore can't switch in to the sleeping Heracross. I next added Tailwind Tornadus. It's Ice / Fire / Flying coverage allows it to hit most balanced cores very hard. The addition of flyinium allows it to muscle past bulkier Pokemon, and also gives it an 100% accurate flying STAB. Tailwind speeds up Crawdaunt and Mega Heracross (the speed allows it to outspeed scarf Keldeo in TW and neutral Hoopa out of it), the teams two primary breakers. Crawdaunt also remains a difficult mon to switch into, especially with the decline in Fini usage. Band Aqua Jet ohkoes Volcarona (ban it please) so what's not to love. It's stabs are incredibly strong, and the Crawdaunt + MHera core abuses the fact that offensive usually relies on one of Tang or Lando to switch into like every physical attacker. I next added Magearna as the team was weak to dark types as well as taunt Tapu-Lele. Fleur Cannon is an incredibly strong STAB, Volt Switch allows me to get in my breakers, HP Fire allows it to get past Ferrothorn and MZor, and Ice Beam allows it to hit the abundance of grounds the OU tier houses. Even without a boosting item, this mon is incredibly strong, especially after Soul Heart boosts. Mew was added next as it provided rocks and a variety of other uses. Its spread and Ice Beam allow it to beat +0 Landos, Garchomps, and all forms of Zygarde. Wisp makes this mon hard to switch into, and hits things such as MMawile (always) and Bisharp (on Sucker). The final Pokemon is Choice Scarf Latios. Draco and Psyshock are strong STABs, Trick allows it to annoy fat teams and Defog provides the team with hazard removal. I decided to not run Thunder Wave as Crawdaunt can kill +1 Volc from full.


 
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Heracross-Mega @ Heracronite
Ability: Guts
EVs: 224 HP / 136 Atk / 148 Spe
Adamant Nature
- Substitute
- Close Combat
- Pin Missile
- Rock Blast

Heatran @ Earth Plate
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock

Tapu Bulu @ Fightinium Z
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Horn Leech
- Superpower
- Zen Headbutt

Zygarde @ Choice Band
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Toxic

Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Spikes
- Hydro Pump
- Ice Beam
- Gunk Shot

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Hidden Power [Ice]
- Thunder


This team is originally built around the bulky substitute Mega Heracross set allowing it to take more hits behind a substitute and nothing wants to take a hit from Mega Heracross and this set is also very useful vs Baton Pass teams which is very handy.

Heatran goes really well with Mega Heracross as they both help resist a lot of types to help each other out such as Heatran resists Psychic, Fairy, Flying and Fire types while Mega Heracross resist Fighting and Ground types as a trade off while both pressuring Grass and Steel types and I gave Heatran Earth Plate so I can handle Toxapex much easier and it goes well with Magma Storm + Earth Power and I gave it Taunt + Stealth Rock because Stealth Rock is Mandatory for any team and Taunt helps beat Stall mons easier like Chansey

Tapu Bulu helps break down teams with Sword Dance Fightinium Z set helps this team counter Tapu Fini and Landorus-T and when setting up Sword Dance helps break through Celesteela and Magearna allowing for teammates like Nihilego to clean up.

Zygarde goes really well with the team really nicely, Appreciating having pokemon like Tangrowth removed, spams Thousand Arrows which is great under Grassy Terrain since it does not get affected at all and because this team includes hazard stack which helps Zygarde and the team nab a few more KOes while Zygarde in return provides Priority with Extreme Speed and basically spams Thousand Arrows all day long.

Greninja provides spikes allowing the team to grab more KOes and still eligible of wall breaking with a solid speed tier, I chosen Hydro Pump, Ice Beam and Gunk Shot as my coverage since Hydro Pump is strongest move for Greninja, Ice beam and Gunk Shot to hit defoggers such as Tapu Fini, Latios and Zapdos.

Finally I chosen Choice Scarf Nihilego which appreciates Hazard Stack, having pokemon removed such as Magearna and Heatran and in return it beats Charizard, Tapu Lele, Tapu Koko and Salamence.


http://replay.pokemonshowdown.com/gen7ou-578632506 (Showing The General Way How The Team Work)

http://replay.pokemonshowdown.com/gen7ou-578543237 (Showing How Heracross benefits the team)
 

Heracross-Mega @ Heracronite
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Close Combat
- Rock Blast
- Pin Missile
- Swords Dance / Substitute

Thundurus @ Magnet / Life Orb
Ability: Prankster
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 30 Atk
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Knock Off

Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Careful Nature
- Stone Edge
- Crunch
- Stealth Rock
- Ice Beam

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Leech Seed
- Bulk Up
- Horn Leech
- Brick Break

Zygarde @ Leftovers
Ability: Aura Break
EVs: 240 HP / 212 SpD / 56 Spe
Careful Nature
- Coil
- Substitute
- Thousand Arrows
- Toxic

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Aura Sphere
- Flash Cannon
- Fleur Cannon


Mega Heracross was probably my favorite Mega back in day, only beating Mega Lop by an inch. As one of the strongest wallbreakers in the tier, Mega Heracross is able to rip through defensive cores like they were paper-machete with access to one of the strongest Close Combats in the game and neat moves like Pin Missile and Rock Blast, which are guaranteed to hit 5 times in a row. Mega cross has the ability to run either Substitute or SD, whichever fits your play style more. SD is generally more aggressive but Substitute can come in handy when you force your opponent out.

Mega Heracross can struggle to break through bulky Waters, Flying types, and Lando-T, and so Thundurus was an obvious next step. Despite being severely neutered due to the Thunder Wave nerf, I still find Thundurus good at its job, paralyzing faster Pokemon and allowing the relatively slow Heracross to outspeed them. Thundurus is also able to break the aforementioned Pokemon; bulky Waters, Flying types, and Lando-T with its very nice BoltBeam coverage. Magnet is nice to boost the power of Thunderbolt without losing health due to LO recoil, but LO should not be disregarded, the extra damage on HP Ice can come in handy. Knock Off is usually the last move, removing the Eviolite from Chansey (which isn't a problem with Heracross) but can also be used to remove items in general.

Tyranitar forms a nice defensive core with Heracross, being able to eat the Psychic and Flying attacks that may come its way, and Heracross eating the Fighting Type attacks that can scare Tyranitar. Tyranitar, like Thundurus, is severely underrated in its capabilities in the current meta game, and is a great defensive glue for the team. Stealth Rock is the best move in the game, so enough said, while Stone Edge and Crunch give Tyranitar some powerful STAB attacks. Ice Beam is a nice move to hit lured LandoT especially with Shuca Berry.

Tapu Bulu beats non Gunk Shot Greninja for the team and allows for recovery with Grassy Terrain. It also provides an overall Water resist, which is necessary on any offensive team. The standard Leech Seed set is surprising bulky and creates some nice offensive synergy for Heracross, being able to take on non-Fly LandoT, Rotom, and Tapu Koko. Grassy Terrain support is also very important for the team, as it tends to be a tad Ground weak.

Zygarde provides a nice Electric immunity and appreciates the core breaking potential from Mega Hearcross and Thundurus. With bulky Pokemon like Tangrowth and Tapu Fini easily removed, Zygarde as an infinitely easier time setting up Coils and a Substitute, and breaking through teams. Zygarde also supports Thundurus, Heracross, and Tyranitar defensively, eating up Rock, Fire, and Ground type attacks respectively.

Finally, AV Magearna is able to act as a pivot for the team, and switch out with Volt Switch. With and AV, Magearna is able to take on non-HP Fire Greninja and Specs Ash-Greninja. Magearna also supports the team defensively, completing the Fairy-Steel-Dragon core with Zygarde and Tapu Bulu. Magearna also provides a variety of resistances for the team. With Soul Heart, it can maintain offensive presence, acting as a snowball on the field.
 
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Eclipse

Like a chimp with a machine gun
is a Contributor Alumnus
Just a minor note, but I'm not very fond of slashing items/moves/spreads when submitting teams on the basis that it makes it look as if the builder is unsure of their own team which doesn't look good. Giving an alternate option in the description for people trying out the team to consider so as to ease the matchup vs. specific threats is perfectly fine (see: Ramses' post), but please don't slash five different spreads, moves, or items in the importable; the idea of the finished product in the importable is that its the version of the team that the builder feels most confident in. I'm not necessarily going to enforce this, but it's something to keep in mind for the future.
 
Just a minor note, but I'm not very fond of slashing items/moves/spreads when submitting teams on the basis that it makes it look as if the builder is unsure of their own team which doesn't look good. Giving an alternate option in the description for people trying out the team to consider so as to ease the matchup vs. specific threats is perfectly fine (see: Ramses' post), but please don't slash five different spreads, moves, or items in the importable; the idea of the finished product in the importable is that its the version of the team that the builder feels most confident in. I'm not necessarily going to enforce this, but it's something to keep in mind for the future.
I went ahead and made a few minor changes to the team I posted and mentioned the other options in my description (i.e. Thunder Wave or Will-o-Wisp on Rotom-W). Thanks for the tip and I think it's a great idea.
 

Askov

Explode
is a Tiering Contributoris a Past SPL Champion
UUPL Champion



Heracross-Mega @ Heracronite
Ability: Guts
EVs: 216 Atk / 56 HP / 236 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Dragon Claw
- Rock Slide

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 160 Def / 108 Spe
Bold Nature
- Defog
- Knock Off
- Soft-Boiled
- Will-O-Wisp

Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Heat Wave
- Sludge Wave / Taunt

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 240 HP / 16 SpA / 252 SpD
Sassy Nature
- Knock Off
- Hidden Power [Ice]
- Giga Drain
- Earthquake


I decided to use Sub + 3 attacks Mega-Heracross because it can easily set-up Substitute on passive pokemons like Tangrowth, Chansey and Defensive Landorus-T and start damaging things on the opponent team. Dual STAB + Rock Blast can 2HKO a lot of things in the meta, making teams without pokemon like Toxapex have a really hard time switching into this.

Garchomp was added because it gives an ok fire offensive fire resist than can check things that threaten Heracross like Volcarona and CharizardY, it also adds some speed to the team.

The next partner is Tapu Koko, which is an awesome partner to Heracross, being a soft flying check, another fast pokemon to help against more offensive team, a way to pressure Toxapex, which Heracross can't really break with this set and can bring Heracross safely via Volt Switching/U-Turning in passive pokemons that can stomach hits from Tapu Koko like Tangrowth, Ferrothorn, Chansey...

Mew was chosen because of its ability to check Mega Medicham and Psychic types like Tapu Lele and Alakazam, it also can provide hazard removal for the team, helping Heracross and its teammates to preserve health when entering the field. It also carries Will-O-Wisp and Knock Off, which helps Heracross with its wallbreaking ability.

Tornadus-Therian was added because it is another offensive pokemon that can bring Heracross safely in the field with U-Turn, and also can help against bulky fairies if it chooses to run Sludge Wave, while Taunt gives the team a secondary way to help dealing against fatter teams.

In the last slot, I needed a Zygarde switch, a Tapu Koko switch and a Water resist, so I chose the very splashable Tangrowth, which helps the team to deal with a lot of things in the metagame.


PS: I actually don't really like Scarf Rocks Chomp, but the role compression that it gives to the team can't be passed up, so I made a second version which uses AV Tornadus-T > Flynium Tornadus-T and Rocks Ferrothorn > Tangrowth, this version can switch on Gengar better because of AV Torn, but loses a good switch to SubCoil Zygarde because of the lack of Tangrowth and Ferrothorn being set-up fodder for it, although Tornadus-T can be used to check SubCoil Zygarde thanks to HP Ice. Feel free to test both versions :]



Heracross-Mega @ Heracronite
Ability: Guts
EVs: 216 Atk / 56 HP / 236 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Dragon Claw
- Rock Slide

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Hidden Power [Ice]
- Taunt

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 160 Def / 108 Spe
Bold Nature
- Defog
- Knock Off
- Soft-Boiled
- Will-O-Wisp

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off / Heat Wave
- Hidden Power [Ice]

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Protect
 
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Punchshroom

FISHIOUS REND MEGA SHARPEDO
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Tapu Koko @ Magnet
Ability: Electric Surge
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Taunt

Heracross-Mega @ Heracronite
Ability: Guts
EVs: 120 HP / 136 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Pin Missile
- Close Combat
- Rock Blast

Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Stone Edge
- Rock Polish

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Iron Head
- Healing Wish
- U-turn

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 40 Def / 16 SpA / 204 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Taunt
- Nature's Madness
- Moonblast

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Thunder
- Hidden Power [Ice]


Tapu Koko + MHeracross is a sick core, with MHeracross appreciating Koko's U-turn + pressure against offensive teams, while Koko likes having MHeracross decimating literally anything that would bother it. Jirachi is a really nice check against offensive Psychics like MZam and Tapu Lele as well as other mons like Magearna and Scarf Nihilego, while offering valuable support in Stealth Rock, U-turn, and especially Healing Wish which is a godsend of a move. I initially had defensive Defog Tapu Fini, but fast Scald Tapu Fini (enough Speed for Adamant Z-move Lando-T) won me over by granting great lead matchups against things like Landorus-T and Heatran who think Fini can't scratch them or stay in to try and inflict chip damage, while still being capable of fending off AshNinja and Keldeo and the like. Speaking of Landorus-T, I decided to use it as a strong wincon to help clean games, especially since MHeracross can soften up or threaten its checks. Finally, I employed Scarf Nihilego as my Volcarona answer while being able to threaten a variety of other fast Pokemon like ScarfChomp, Greninjas, Gyarados, Salamence, and opposing Kokos, and is a very capable endgame cleaner thanks to Beast Boost.
 
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Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 48 HP / 208 Atk / 252 Spe
Adamant Nature
- Substitute
- Pin Missile
- Rock Blast
- Close Combat

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Ice Beam

Zapdos @ Leftovers
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Discharge
- Heat Wave
- Hidden Power [Ice]

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 72 Def / 140 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Ice Beam
- Soft-Boiled
- Will-O-Wisp
- Defog

Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Swords Dance

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Scald
- Secret Sword
- Stone Edge

Magearna is a great partner of Heracross because it stops all Psychic offensive and special sweepers except Volcarona. Then I chose Zapdos to stop Lando with Z Fly and some offensive pokemons, also it can paralize some fast pokemons and Heracross will probably outspeed them. The next was Lando to stop rockium Lando and Intimidate and break pokemons. Also I chose Lando because I needed something to stop Voltturn and Lando is the best pokemon. The next pokemon I selected is Mew because was a big problem and also Zygarde was a bit annoying. Mew makes a great and very annoying core with Zapdos, Zapdos can paralize and mew can burn which is pretty nice. The last pokemon was keldeo due to I didn't have speed control, solmething to rk Gren and also I didn't have Volcarona, so Keldeo was the perfect choice.

Magearna runs Ice beam to lure Lando on a switch, but it can run Aura Sphere for Tran. Lando is rockium because I had some problems with stall and Celesteela, so it was one of the best options. Mew runs Ice beam because of Zygarde and the ev spread is of Subject18, the speed evs let us to outspeed MHera adamant, Zygarde SubCoil...
 
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Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 196 HP / 136 Atk / 176 Spe
Jolly Nature
- Close Combat
- Rock Blast
- Pin Missile
- Swords Dance

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 196 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Rock Polish
- Baton Pass
- Roost
- Psychic

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Pursuit
- Crunch
- Stone Edge
- Earthquake

Heatran @ Groundium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Stealth Rock
- Taunt

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Hydro Pump
- Water Shuriken
- Ice Beam

Latias @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Healing Wish
- Recove

speedpass is broken but i didn't want to use scoli so i settled on flexmew + mhera. this core is acutally pretty cool cause mew can pass into heracross on stuff like ashgren and ttar and hera gets a free SD. ttar is cool to beat volc and lele. heatran helps with pex and breaks stuff like clef. another option is dd rockium ttar+shed shell tran over the given sets. ash gren cause i needed some speed and latias to heal back mew or hera if they get weakened or statused.

also ban bp
 
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California



Heracross @ Heracronite
Ability: Moxie
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance

Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Solar Beam
- Taunt

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Leech Seed
- Protect
- Substitute
- Horn Leech

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
- Scald
- Roost
- Defog
- Toxic

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shadow Bone
- Fire Punch
- Swords Dance
- Stealth Rock


Heracross is my favorite megas, especially above Pinsir. In Oras this Pokémon had importance and was good, I am not sure that such is in SM. But if you use Ttar / MTtar or Lopunny among others you can do something. With so much fairy, z moves and quick pokes is tricky for a poke who will always have that last slot curse. Well, this time I was very excited and I have not participated until now. Heracross is still a great Wallbreaker. I think against stall I would have options. Well, Close Combat is the best attack you can have. Pin Misile is the alternative for those Psychic type where you can scratch good damage thanks to Skill Link. Rock Blast leads to everything called Talonflame, TornadusT, Thundurus, ZardY. Sword Dance on Sub to take advantage of your stab atk base to the max. Heatran creates an important core covering the weaknesses of Heracross; Flying, Fire, Psychic, etc. It has Grassium Z that allows me to hit Rotom-W or Tapu Fini. Taunt on SR for passive or very defensive Pokes. Tapu Bulu with his terrain protects the team from spam ground as EQ. A very common type in the tier. The Sub + Leech Seed set fits in wonderfully. Impish nature to hold things like Bave Bird LO Tapu Koko among others. Mantine is my Defogger, without the there is no control and every time I enter it would be a wear and tear. It also occupies good synergy. Ferrothorn is my second user of hazzards with his friendly Spikes. It gives stability to the team, it has a good double type that makes it resistant to many things. I love the support with Mantine, nice core. Finally we have another that covers all the companions practically "x" moves. Marowak Alola apart from doing well that role allows me to start with the most important in this game, the SR.
 
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Gross Sweep

Plan Ahead
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Heracross-Mega @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Rock Blast
- Pin Missile

Tapu Koko @ Mago Berry
Ability: Electric Surge
EVs: 252 HP / 64 SpA / 192 Spe
Timid Nature
- Taunt
- Thunderbolt
- Nature's Madness
- U-turn

Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Gunk Shot
- Hidden Power [Fire]
- Hydro Pump

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 72 Def / 140 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Will-O-Wisp
- Soft-Boiled
- Psychic

Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Thunderbolt
- Focus Blast

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Rock Slide
- Outrage
- Fire Blast


For this team I decided to go with SD + 3 attacks M-Heracross since at neutral M-Heracross hits like a truck, but against bulkier builds it can usually find a turn to SD and really put in some work vs the opponent's team. The first partner I added to the team was Tapu Koko since M-Heracross really appreciates the U-turn, help vs stall as it's the Mago Berry set, and its ability to softly check flying types who bother Heracross. Next I added Spikes Protean Greninja as I felt Spikes would be a valuable asset against fatter teams really strengthening up that matchup, and for the attacks I went with Gunk Shot to help vs fatter fairies, HP Fire to provide additional support vs steels, and Hydro Pump which was a strong stab that also allows the team to wear down M-Sableye quickly making it easier to stack vs stall. The fourth mon I went with was Mew as it Provided the team with Stealth Rocks, a solid check to M-Medicham, and a way to cripple a lot of phyiscal attackers who could be an issue with Will-O-Wisp combined with solid bulk. At this point I decided to add OTR Magearna as it added a solid wincon vs more offensive teams, while still providing a decent amount of bulk to the team with the spread having max Hp combined with Steel Fairy being great defensive typing. Finally I added a scarf Garchomp who was able to check help check things like Volcarona, opposing Tapu Koko, and just serve as a nice form of speed control/revenge killer for the team. Overall the team is a lot of fun to play with, and I hope you enjoy it.
 
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Eclipse

Like a chimp with a machine gun
is a Contributor Alumnus
Alright closing this round out, time for voting!

Team 1


Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Rapid Spin
- Spore

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split

Magearna @ Steelium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Shift Gear
- Aura Sphere
- Thunderbolt

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- U-turn
- Rock Slide
- Gunk Shot
- Ice Beam

Zygarde @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Superpower
- Outrage
- Thousand Arrows


Mega Heracross is a lot of fun and a mega I've been looking forward to using. My personal favorite set for Mega Hera is Substitute because this monster forces so many switches and can then bop whatever comes in with a huge hit. I decided to pair it with support Smeargle to prioritize Sticky Webs, making it easier for Heracross to pull off sweeps given its middling speed.

Mega Heracross struggles versus a lot of the flying types in the tier so I added the omnipresent defensive Rotom-W. The set is standard, however using Thunder Wave or Will-o-Miss is up to the user. I was enjoying using Thunder Wave to cripple a lot of threats like Greninja making them easier to outspeed should Sticky Webs not go up but both moves have their uses. After that I added Magearna who I felt fit in very well with Rotom-W and Heracross both offensively and defensively. On the ladder I pulled off several pretty easy sweeps with this mon because a lot of people aren't prepared for the shift gear set.

I then tossed on a Choice Scarf Greninja for the ultimate speed control. It smacks speedy threats like Ash-Greninja and Alakazam with STAB U-Turn and bops all of the Tapus with Gunk Shot. Ice Beam is the standard third move. For the fourth move it's quite flexible. Rock Slide is fantastic for Volcarona and both Charizard iterations, Hydro Pump hits the aforementioned hard as well as other other threats like Heatran, and HP Fire is a great option for steels like Mawile and Celesteela. The nice thing is there are plenty of other ways of handling most of these threats with other teammates. I prefer Rock Slide because Volcarona and Charizard Y are both scary.

Finally, I added Choice Band Zygarde because...well why not? CB Thousand Arrows and Extremespeed is about all this thing needs to be useful in punching holes through opposing walls so Magearna or Mega Heracross can clean up.


Team 2


Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Substitute
- Pin Missile
- Earthquake

Jirachi @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 236 HP / 216 SpD / 56 Spe
Careful Nature
- Healing Wish
- Stealth Rock
- Iron Head
- U-turn

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 8 HP / 252 Atk / 248 Spe
Naive Nature
- Earthquake
- Stone Edge
- Hidden Power [Ice]
- U-turn

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Fire Punch
- Shadow Bone
- Earthquake

Pelipper @ Choice Specs
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Hydro Pump
- Scald
- Defog

Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 8 Def / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Psyshock
- Moonblast
- Hidden Power [Fire]




http://replay.pokemonshowdown.com/gen7ou-578848189 fuck stall though like u guys need to see wak + lele + m-hera + hw rachi shitting on it


Team 3


Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Substitute
- Close Combat
- Pin Missile
- Rock Blast

Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- U-turn
- Knock Off
- Taunt
- Hurricane

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Ice]
- Earthquake

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Heat Wave
- Defog

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Scald
- Secret Sword
- Hydro Pump
- Stone Edge

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Iron Head
- Toxic
- Earthquake


M-Hera Subs to try some momentum and break part of the opposing team with more safety, Tornadus-T offensive pivot with Z-move surprises several mon that do not take 2hko to Hurricane, Taunt helps a lot against fat teams.
So hard not to use Tangrowth in a non-HO team, thank you Zygarde. Yet Tangrowth is useful against various metagame threats.
M-Pinsir and Celesteela comes freely in Tangrowth and check M-Hera, so Zapdos is a necessary addition, Hazard control and bird check.
I tried a more fatty Water-type, but a speed control was needed, so Keldeo is Keldeo.
Lastly, I still had no Steel-type or Stealth Rock user, I tried Jirachi but the team lacks an immunity to Electric, and I do not want to overload Tangrowth. Excadrill is not so bad in metagame, not as good as in ORAS but the result has left me satisfied.


Team 4


Heracross @ Heracronite
Ability: Guts
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 16 Def / 244 SpD
Relaxed Nature
- Stone Edge
- Ice Beam
- Pursuit
- Stealth Rock

Excadrill @ Steelium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 16 Def / 244 SpD
Relaxed Nature
- Giga Drain
- Rock Slide
- Knock Off
- Hidden Power Fire

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 / 212 Def / 44 Spe
Bold Nature
- Calm Mind
- Recover
- Focus Blast / Signal Beam
- Psyshock

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Spikes
- Low Kick

a mega hera squad i've made after trying over 50 different combinations of mons to support it well. i like this one quite a bit since it's aesthetically pleasing while also functioning very well overall! the team originally started around a core of alolan muk + mega heracross, but i personally didn't like how slow those builds turned out. so i decided to instead pair it with sand to provide the pursuit support i wanted it to have as well as get a good matchup against offense early on. defensive ttar is pretty good, sets rocks very easily as well as checking a ton of things in a single slot. good mon. excadrill is sd + steelium z and it's actually a very scary sweeper since it wrecks av tang and defense lando, two of the most splashable checks available to it. celesteela is obviously an obstacle, but i think the team handles it just fine if you play your cards right. av tang is av tang; checks a ton of things sand has inherent issues and is a sturdier ground resist since there is no actual immunity, not a big issue though imo. reuniclus was something new that i wanted to use and it fit the team pretty well since it can really screw over a lot of teams without a real way to break through it after boosting up. it also checks mega medicham which would be very overbearing for this team to handle. the decision between signal beam (or shadow ball) and focus blast is pretty much up to you, but i prefer focus blast since psychics are taken care of pretty well by the team and stall is very pressured by mega hera. the last slot was pretty much a toss up at this point between a slew of water-types, but i decided on spikes greninja since it helps immensely with wearing things down while also bringing a ton of unadulterated raw speed. max attack low kick for luring celesteela since it could be potentially annoying but something like HP Fire would be fine too if you'd prefer to skip out on passive damage from ferro and mega sciz.


Team 5


Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 168 Def / 36 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Ice Beam
- Will-O-Wisp
- Soft-Boiled

Tornadus @ Flyinium Z
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Hurricane
- Heat Wave
- Hidden Power [Ice]

Heracross @ Heracronite
Ability: Guts
EVs: 48 HP / 252 Atk / 208 Spe
Jolly Nature
- Close Combat
- Sleep Talk
- Pin Missile
- Rock Blast

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Ice Beam
- Volt Switch
- Hidden Power [Fire]

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Trick

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Crunch
- Aqua Jet
- Crabhammer


Just as it was in ORAS, Mega Heracross is an incredibly difficult Pokemon to switch into. I chose to run Close Combat and Pin Missile for strong STAB coverage and then added rock blast to round out its coverage. In the final slot, I chose to opt for Sleep Talk as it allows Heracross to switch in to sleep powders and continue to pressure the opponent. This is particularly helpful as offensive teams with RH Tang typically lack defensive Lando and therefore can't switch in to the sleeping Heracross. I next added Tailwind Tornadus. It's Ice / Fire / Flying coverage allows it to hit most balanced cores very hard. The addition of flyinium allows it to muscle past bulkier Pokemon, and also gives it an 100% accurate flying STAB. Tailwind speeds up Crawdaunt and Mega Heracross (the speed allows it to outspeed scarf Keldeo in TW and neutral Hoopa out of it), the teams two primary breakers. Crawdaunt also remains a difficult mon to switch into, especially with the decline in Fini usage. Band Aqua Jet ohkoes Volcarona (ban it please) so what's not to love. It's stabs are incredibly strong, and the Crawdaunt + MHera core abuses the fact that offensive usually relies on one of Tang or Lando to switch into like every physical attacker. I next added Magearna as the team was weak to dark types as well as taunt Tapu-Lele. Fleur Cannon is an incredibly strong STAB, Volt Switch allows me to get in my breakers, HP Fire allows it to get past Ferrothorn and MZor, and Ice Beam allows it to hit the abundance of grounds the OU tier houses. Even without a boosting item, this mon is incredibly strong, especially after Soul Heart boosts. Mew was added next as it provided rocks and a variety of other uses. Its spread and Ice Beam allow it to beat +0 Landos, Garchomps, and all forms of Zygarde. Wisp makes this mon hard to switch into, and hits things such as MMawile (always) and Bisharp (on Sucker). The final Pokemon is Choice Scarf Latios. Draco and Psyshock are strong STABs, Trick allows it to annoy fat teams and Defog provides the team with hazard removal. I decided to not run Thunder Wave as Crawdaunt can kill +1 Volc from full.




Team 6


Heracross-Mega @ Heracronite
Ability: Guts
EVs: 224 HP / 136 Atk / 148 Spe
Adamant Nature
- Substitute
- Close Combat
- Pin Missile
- Rock Blast

Heatran @ Earth Plate
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock

Tapu Bulu @ Fightinium Z
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Horn Leech
- Superpower
- Zen Headbutt

Zygarde @ Choice Band
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Toxic

Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Spikes
- Hydro Pump
- Ice Beam
- Gunk Shot

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Hidden Power [Ice]
- Thunder


This team is originally built around the bulky substitute Mega Heracross set allowing it to take more hits behind a substitute and nothing wants to take a hit from Mega Heracross and this set is also very useful vs Baton Pass teams which is very handy.

Heatran goes really well with Mega Heracross as they both help resist a lot of types to help each other out such as Heatran resists Psychic, Fairy, Flying and Fire types while Mega Heracross resist Fighting and Ground types as a trade off while both pressuring Grass and Steel types and I gave Heatran Earth Plate so I can handle Toxapex much easier and it goes well with Magma Storm + Earth Power and I gave it Taunt + Stealth Rock because Stealth Rock is Mandatory for any team and Taunt helps beat Stall mons easier like Chansey

Tapu Bulu helps break down teams with Sword Dance Fightinium Z set helps this team counter Tapu Fini and Landorus-T and when setting up Sword Dance helps break through Celesteela and Magearna allowing for teammates like Nihilego to clean up.

Zygarde goes really well with the team really nicely, Appreciating having pokemon like Tangrowth removed, spams Thousand Arrows which is great under Grassy Terrain since it does not get affected at all and because this team includes hazard stack which helps Zygarde and the team nab a few more KOes while Zygarde in return provides Priority with Extreme Speed and basically spams Thousand Arrows all day long.

Greninja provides spikes allowing the team to grab more KOes and still eligible of wall breaking with a solid speed tier, I chosen Hydro Pump, Ice Beam and Gunk Shot as my coverage since Hydro Pump is strongest move for Greninja, Ice beam and Gunk Shot to hit defoggers such as Tapu Fini, Latios and Zapdos.

Finally I chosen Choice Scarf Nihilego which appreciates Hazard Stack, having pokemon removed such as Magearna and Heatran and in return it beats Charizard, Tapu Lele, Tapu Koko and Salamence.


http://replay.pokemonshowdown.com/gen7ou-578632506 (Showing The General Way How The Team Work)

http://replay.pokemonshowdown.com/gen7ou-578543237 (Showing How Heracross benefits the team)


Team 7


Heracross-Mega @ Heracronite
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Close Combat
- Rock Blast
- Pin Missile
- Swords Dance / Substitute

Thundurus @ Magnet / Life Orb
Ability: Prankster
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 30 Atk
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Knock Off

Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Careful Nature
- Stone Edge
- Crunch
- Stealth Rock
- Ice Beam

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Leech Seed
- Bulk Up
- Horn Leech
- Brick Break

Zygarde @ Leftovers
Ability: Aura Break
EVs: 240 HP / 212 SpD / 56 Spe
Careful Nature
- Coil
- Substitute
- Thousand Arrows
- Toxic

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Aura Sphere
- Flash Cannon
- Fleur Cannon


Mega Heracross was probably my favorite Mega back in day, only beating Mega Lop by an inch. As one of the strongest wallbreakers in the tier, Mega Heracross is able to rip through defensive cores like they were paper-machete with access to one of the strongest Close Combats in the game and neat moves like Pin Missile and Rock Blast, which are guaranteed to hit 5 times in a row. Mega cross has the ability to run either Substitute or SD, whichever fits your play style more. SD is generally more aggressive but Substitute can come in handy when you force your opponent out.

Mega Heracross can struggle to break through bulky Waters, Flying types, and Lando-T, and so Thundurus was an obvious next step. Despite being severely neutered due to the Thunder Wave nerf, I still find Thundurus good at its job, paralyzing faster Pokemon and allowing the relatively slow Heracross to outspeed them. Thundurus is also able to break the aforementioned Pokemon; bulky Waters, Flying types, and Lando-T with its very nice BoltBeam coverage. Magnet is nice to boost the power of Thunderbolt without losing health due to LO recoil, but LO should not be disregarded, the extra damage on HP Ice can come in handy. Knock Off is usually the last move, removing the Eviolite from Chansey (which isn't a problem with Heracross) but can also be used to remove items in general.

Tyranitar forms a nice defensive core with Heracross, being able to eat the Psychic and Flying attacks that may come its way, and Heracross eating the Fighting Type attacks that can scare Tyranitar. Tyranitar, like Thundurus, is severely underrated in its capabilities in the current meta game, and is a great defensive glue for the team. Stealth Rock is the best move in the game, so enough said, while Stone Edge and Crunch give Tyranitar some powerful STAB attacks. Ice Beam is a nice move to hit lured LandoT especially with Shuca Berry.

Tapu Bulu beats non Gunk Shot Greninja for the team and allows for recovery with Grassy Terrain. It also provides an overall Water resist, which is necessary on any offensive team. The standard Leech Seed set is surprising bulky and creates some nice offensive synergy for Heracross, being able to take on non-Fly LandoT, Rotom, and Tapu Koko. Grassy Terrain support is also very important for the team, as it tends to be a tad Ground weak.

Zygarde provides a nice Electric immunity and appreciates the core breaking potential from Mega Hearcross and Thundurus. With bulky Pokemon like Tangrowth and Tapu Fini easily removed, Zygarde as an infinitely easier time setting up Coils and a Substitute, and breaking through teams. Zygarde also supports Thundurus, Heracross, and Tyranitar defensively, eating up Rock, Fire, and Ground type attacks respectively.

Finally, AV Magearna is able to act as a pivot for the team, and switch out with Volt Switch. With and AV, Magearna is able to take on non-HP Fire Greninja and Specs Ash-Greninja. Magearna also supports the team defensively, completing the Fairy-Steel-Dragon core with Zygarde and Tapu Bulu. Magearna also provides a variety of resistances for the team. With Soul Heart, it can maintain offensive presence, acting as a snowball on the field.


Team 8


Heracross-Mega @ Heracronite
Ability: Guts
EVs: 216 Atk / 56 HP / 236 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Dragon Claw
- Rock Slide

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 160 Def / 108 Spe
Bold Nature
- Defog
- Knock Off
- Soft-Boiled
- Will-O-Wisp

Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Heat Wave
- Sludge Wave / Taunt

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 240 HP / 16 SpA / 252 SpD
Sassy Nature
- Knock Off
- Hidden Power [Ice]
- Giga Drain
- Earthquake


I decided to use Sub + 3 attacks Mega-Heracross because it can easily set-up Substitute on passive pokemons like Tangrowth, Chansey and Defensive Landorus-T and start damaging things on the opponent team. Dual STAB + Rock Blast can 2HKO a lot of things in the meta, making teams without pokemon like Toxapex have a really hard time switching into this.

Garchomp was added because it gives an ok fire offensive fire resist than can check things that threaten Heracross like Volcarona and CharizardY, it also adds some speed to the team.

The next partner is Tapu Koko, which is an awesome partner to Heracross, being a soft flying check, another fast pokemon to help against more offensive team, a way to pressure Toxapex, which Heracross can't really break with this set and can bring Heracross safely via Volt Switching/U-Turning in passive pokemons that can stomach hits from Tapu Koko like Tangrowth, Ferrothorn, Chansey...

Mew was chosen because of its ability to check Mega Medicham and Psychic types like Tapu Lele and Alakazam, it also can provide hazard removal for the team, helping Heracross and its teammates to preserve health when entering the field. It also carries Will-O-Wisp and Knock Off, which helps Heracross with its wallbreaking ability.

Tornadus-Therian was added because it is another offensive pokemon that can bring Heracross safely in the field with U-Turn, and also can help against bulky fairies if it chooses to run Sludge Wave, while Taunt gives the team a secondary way to help dealing against fatter teams.

In the last slot, I needed a Zygarde switch, a Tapu Koko switch and a Water resist, so I chose the very splashable Tangrowth, which helps the team to deal with a lot of things in the metagame.


Team 9


Tapu Koko @ Magnet
Ability: Electric Surge
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Taunt

Heracross-Mega @ Heracronite
Ability: Guts
EVs: 120 HP / 136 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Pin Missile
- Close Combat
- Rock Blast

Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Stone Edge
- Rock Polish

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Iron Head
- Healing Wish
- U-turn

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 40 Def / 16 SpA / 204 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Taunt
- Nature's Madness
- Moonblast

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Thunder
- Hidden Power [Ice]


Tapu Koko + MHeracross is a sick core, with MHeracross appreciating Koko's U-turn + pressure against offensive teams, while Koko likes having MHeracross decimating literally anything that would bother it. Jirachi is a really nice check against offensive Psychics like MZam and Tapu Lele as well as other mons like Magearna and Scarf Nihilego, while offering valuable support in Stealth Rock, U-turn, and especially Healing Wish which is a godsend of a move. I initially had defensive Defog Tapu Fini, but fast Scald Tapu Fini (enough Speed for Adamant Z-move Lando-T) won me over by granting great lead matchups against things like Landorus-T and Heatran who think Fini can't scratch them or stay in to try and inflict chip damage, while still being capable of fending off AshNinja and Keldeo and the like. Speaking of Landorus-T, I decided to use it as a strong wincon to help clean games, especially since MHeracross can soften up or threaten its checks. Finally, I employed Scarf Nihilego as my Volcarona answer while being able to threaten a variety of other fast Pokemon like ScarfChomp, Greninjas, Gyarados, Salamence, and opposing Kokos, and is a very capable endgame cleaner thanks to Beast Boost.


Team 10


Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 48 HP / 208 Atk / 252 Spe
Adamant Nature
- Substitute
- Pin Missile
- Rock Blast
- Close Combat

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Ice Beam

Zapdos @ Leftovers
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Discharge
- Heat Wave
- Hidden Power [Ice]

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 72 Def / 140 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Ice Beam
- Soft-Boiled
- Will-O-Wisp
- Defog

Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Swords Dance

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Scald
- Secret Sword
- Stone Edge

Magearna is a great partner of Heracross because it stops all Psychic offensive and special sweepers except Volcarona. Then I chose Zapdos to stop Lando with Z Fly and some offensive pokemons, also it can paralize some fast pokemons and Heracross will probably outspeed them. The next was Lando to stop rockium Lando and Intimidate and break pokemons. Also I chose Lando because I needed something to stop Voltturn and Lando is the best pokemon. The next pokemon I selected is Mew because was a big problem and also Zygarde was a bit annoying. Mew makes a great and very annoying core with Zapdos, Zapdos can paralize and mew can burn which is pretty nice. The last pokemon was keldeo due to I didn't have speed control, solmething to rk Gren and also I didn't have Volcarona, so Keldeo was the perfect choice.

Magearna runs Ice beam to lure Lando on a switch, but it can run Aura Sphere for Tran. Lando is rockium because I had some problems with stall and Celesteela, so it was one of the best options. Mew runs Ice beam because of Zygarde and the ev spread is of Subject18, the speed evs let us to outspeed MHera adamant, Zygarde SubCoil...


Team 11


Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 196 HP / 136 Atk / 176 Spe
Jolly Nature
- Close Combat
- Rock Blast
- Pin Missile
- Swords Dance

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 196 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Rock Polish
- Baton Pass
- Roost
- Psychic

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Pursuit
- Crunch
- Stone Edge
- Earthquake

Heatran @ Groundium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Stealth Rock
- Taunt

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Hydro Pump
- Water Shuriken
- Ice Beam

Latias @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Healing Wish
- Recover

speedpass is broken but i didn't want to use scoli so i settled on flexmew + mhera. this core is acutally pretty cool cause mew can pass into heracross on stuff like ashgren and ttar and hera gets a free SD. ttar is cool to beat volc and lele. heatran helps with pex and breaks stuff like clef. another option is dd rockium ttar+shed shell tran over the given sets. ash gren cause i needed some speed and latias to heal back mew or hera if they get weakened or statused.

also ban bp


Team 12


Heracross @ Heracronite
Ability: Moxie
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance

Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Solar Beam
- Taunt

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Leech Seed
- Protect
- Substitute
- Horn Leech

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
- Scald
- Roost
- Defog
- Toxic

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shadow Bone
- Fire Punch
- Swords Dance
- Stealth Rock


Heracross is my favorite megas, especially above Pinsir. In Oras this Pokémon had importance and was good, I am not sure that such is in SM. But if you use Ttar / MTtar or Lopunny among others you can do something. With so much fairy, z moves and quick pokes is tricky for a poke who will always have that last slot curse. Well, this time I was very excited and I have not participated until now. Heracross is still a great Wallbreaker. I think against stall I would have options. Well, Close Combat is the best attack you can have. Pin Misile is the alternative for those Psychic type where you can scratch good damage thanks to Skill Link. Rock Blast leads to everything called Talonflame, TornadusT, Thundurus, ZardY. Sword Dance on Sub to take advantage of your stab atk base to the max. Heatran creates an important core covering the weaknesses of Heracross; Flying, Fire, Psychic, etc. It has Grassium Z that allows me to hit Rotom-W or Tapu Fini. Taunt on SR for passive or very defensive Pokes. Tapu Bulu with his terrain protects the team from spam ground as EQ. A very common type in the tier. The Sub + Leech Seed set fits in wonderfully. Impish nature to hold things like Bave Bird LO Tapu Koko among others. Mantine is my Defogger, without the there is no control and every time I enter it would be a wear and tear. It also occupies good synergy. Ferrothorn is my second user of hazzards with his friendly Spikes. It gives stability to the team, it has a good double type that makes it resistant to many things. I love the support with Mantine, nice core. Finally we have another that covers all the companions practically "x" moves. Marowak Alola apart from doing well that role allows me to start with the most important in this game, the SR.


Team 13


Heracross-Mega @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Rock Blast
- Pin Missile

Tapu Koko @ Mago Berry
Ability: Electric Surge
EVs: 252 HP / 64 SpA / 192 Spe
Timid Nature
- Taunt
- Thunderbolt
- Nature's Madness
- U-turn

Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Gunk Shot
- Hidden Power [Fire]
- Hydro Pump

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 72 Def / 140 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Will-O-Wisp
- Soft-Boiled
- Psychic

Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Thunderbolt
- Focus Blast

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Rock Slide
- Outrage
- Fire Blast


For this team I decided to go with SD + 3 attacks M-Heracross since at neutral M-Heracross hits like a truck, but against bulkier builds it can usually find a turn to SD and really put in some work vs the opponent's team. The first partner I added to the team was Tapu Koko since M-Heracross really appreciates the U-turn, help vs stall as it's the Mago Berry set, and its ability to softly check flying types who bother Heracross. Next I added Spikes Protean Greninja as I felt Spikes would be a valuable asset against fatter teams really strengthening up that matchup, and for the attacks I went with Gunk Shot to help vs fatter fairies, HP Fire to provide additional support vs steels, and Hydro Pump which was a strong stab that also allows the team to wear down M-Sableye quickly making it easier to stack vs stall. The fourth mon I went with was Mew as it Provided the team with Stealth Rocks, a solid check to M-Medicham, and a way to cripple a lot of phyiscal attackers who could be an issue with Will-O-Wisp combined with solid bulk. At this point I decided to add OTR Magearna as it added a solid wincon vs more offensive teams, while still providing a decent amount of bulk to the team with the spread having max Hp combined with Steel Fairy being great defensive typing. Finally I added a scarf Garchomp who was able to check help check things like Volcarona, opposing Tapu Koko, and just serve as a nice form of speed control/revenge killer for the team. Overall the team is a lot of fun to play with, and I hope you enjoy it.


Voting round ends Friday, May 26th at 6:00 PM EST / GMT-4.
 
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