ORAS OU Crocune+Heracross team help

My current online team which hasn't been doing too shabby at the moment but would like some suggestions for improvements.

Play style
usual lead is either tornadus to scout their lead or ferrorthorn to get hazards up as soon as possible before switching into my defensive core of goodra or suicune depending on the threats physical or special orientation, resulting in either the free opportunity to calm mind with suicune or rack up some stealth rock damage with goodra
Mega metagross is brought in as my main heavy hitter and to deal with dragon types especially with heracross being saved until the team is weakened, any talonflame are KO'd to sweep the remainders.

Team building process
started out around Heracross and Suicune as a fast physical attacker and a defensive status eater. Added in Ferrorthorn to provide hazard support against my OU arch-nemesis talonflame.
From there chose mega-metagross as my mega as mega slowbro hasn't got much of a place on a Crocune team and my experience with it in game made me want to try it out, it hasn't let me down too bad this time.
Lastly I needed some special or at least mixed attackers to balance out my so far physically offensive team, Tornadus was added due to my love of the combination of the ability regenerator and U-turn to give my team a bit more momentum. Goodra was added lastly to act as a special tank able to shrug off most special attacks and rack up stealth rock damage.


Ferrothorn
@ Occa Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball

My lone setter of hazzards and main check to grass and fairy types. Occa berry is carried over leftovers to prevent it getting OHKO'd from unexpected hidden power fire's or flamethrower clefable allowing it to be preserved for later in the game. minimum speed to maximise gyro ball damage as well as mixed EV's to provide both physical and special bulk compared to my other specialised defensive 'mons. Gyro ball and power whip provide good coverage against most types (except fire which it won't be sticking around against). Leach seed added for some recovery and to provide damage against more bulky opponents/encourage switches


Heracross
@ Choice Scarf
Ability: Guts
EVs: 8 HP / 252 Atk / 248 Spe
Adamant Nature
- Megahorn
- Close Combat
- Rock Slide
- Earthquake

my main late game physical sweeper with neutral coverage against all pokemon and choice scarf to outspeed most of the unspeeded meta except mega alakazam, mega aerodactyl, accelgor and ninjask.
STAB close combat with heracross's very high attack stat and speed provide very good wall breaking ability. Megahorn run as a secondary STAB if the opponent has ghost or psychic types remaning. stealth rock is the most reliable spam move with the added ability potential to flinch.


Suicune
@ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Scald
- Rest
- Sleep Talk

Current physical wall with semi-reliable recovery calm mind used to boost the power of scald and to raise the relatively lower spDef to provide a very good mixed wall, rest sleep talk combo to provide a cure for toxic and to recover HP as suicune is usually there to stay once it begins boosting, with sleep talk providing a opportunity to continue boosting and attacking while resting.
Scald provides a very good stab move dealing decent damage against most pokemon after a few calm mind boosts and the additional chance to burn to further cripple opposing physical attackers.


Goodra
@ Assault Vest
Ability: Sap Sipper
EVs: 168 HP / 56 Atk / 96 Def / 76 SpA / 112 SpD
Sassy Nature
- Dragon Tail
- Flamethrower
- Power Whip
- Sludge Bomb

My special tank which shrugs of most special attackers (except those pixilate boosted) with some EV investment to allow coverage moves to deal respectable damage. Assault vest is carried to boost Goodra's already massive special bulk. Sap sipper is run and is useful when coming up against leech seed and mega-venasaur to provide a free switch in.
Dragon tail is run to rack up stealth rock damage and to switch out boosting pokemon/ those who attempt to switch in on goodra. Power whip is brought in to deal damage against rotom-wash and other bulky water types, sludge bomb is carried to provide a chance to poison which is particularly useful against threats such as mega slowbro to put a time limit on it.
However Goodra is my Current weakest team member so is easily substituted for another pokemon


Metagross
@ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Punch
- Zen Headbutt
- Meteor Mash
- Hammer Arm

Current mega and strongest physical attacker thanks to it's tremendous Atk, tough claw boost and decent bulk. when combined with heracross provides a good pairing against each others threats due to their resistances being almost opposites (except fire... boo!)
Hammer arm is carried over earthquake to hit ballooned heatran and ferrorthorn for super effective damage as well as dark types such as bisharp and tyranitar. Ice punch is carried as my main check to dragon types thanks to the eternal threats of the lati twins and mega-alataria as well as providing a way to hit back against gliscor and landorous. metor mash is run as a very powerful move thanks to both STAB and tough claw boost (as well as chance to boost attack) giving it excellent wall breaking ability and destroys fairy types. Zen headbutt is carried mainly for gengar and fighting types as well as mega-venasaur.


Tornadus-Therian
@ Assault Vest
Ability: Regenerator
EVs: 136 HP / 156 SpA / 216 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn

Introduced to provide a bit of momentum to the team and to provide a useful scout with regenarator, assault vest is carried to improve bulk as well as speed investment allowing it to outspeed 350 speed threats such as metagross.
U-turn is carried to get damage off and heal with regenerator and provide some much needed momentum to a team with many specialised pokemon, hurricane is carried as STAB of choice to deal with fighting types such as conkeldurr which is otherwise a major threat as well as grass types. Heat wave is carried as a way to deal huge damage against scizor and ferrorthorn who go relatively unchecked on my team and to provide a more relaible attack. Knock off is carried as more of a utility move and to deal with psychic and ghsot types due to many of my 'mons having few moves who can hit them super effectively.



Threats
Landorous
- As it is with many people landorous is a major threat to my team with intimidate crippling my physical attackers and ice punch being the main move I carry to deal with it
Mega-sableye
- mainly a threat to metagross but if given time to set up others as well thanks to magic bounce and low speed crippling ferrorthorn and beating suicune if given time to calm mind before it has chance to.
Conkeldur
- A earthquake from this can seriously hurt metagross as well as tear through ferrorthorn as well as stone edge and knock off wiping out tornadus. The guts assault vest variation is trouble for suicune as well as the burn chance makes it more of a threat and rain punch sapping health as suicune tries to set up.
Mandibuzz
- more of a annoyance really as defog and foul play throw a spanner into parts of my strategy combined with it's bulk and roost make it troublesome for me to deal with sometimes
Talonflame
- this bird has been the bane of my competitive attempts as with decent support the sword dance variety can sweep my whole team, as well as the standard kind completely shutting down heracross with gale wings

Spikes and sticky web as most of my team either resist stealth rock or can shrug off the damage with regenerator it isn't too much of a threat but layers of spikes deal significant damage due to my lack of rapid spin or defogger limiting my switches. Sticky web also severely reduces the usability of heracross, tornadous massively as well as metagross to a lesser degree
My lack of taunt and suicune's weakness to it.

Any suggestions for improvements or substitutes (particularly for goodra) are greatly appreciated

Thanks (sorry for the long post)
 
Hey man interesting team. I see what you mean about some of your weaknesses regarding M-Sableye and Conkeldurr. Here are some suggestions to help you.
You seem to have a bad problem with M-Sableye as well as a SD Talonflame. My suggestion is to go with the Unaware Clefable shown below; replacing Goodra with it:

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Wish
- Protect

This Clefable will not only ignore Calm Mind run on M-Sableye but hit it with Moonblast and heal itself and team mates of unwanted burns. Moonblast also hits Conkeldurr and Mandibuzz too.

Next, Taloneflame is a big threat as well as Char-Y. I would suggest switching out Suicune with a Rotom-W to check Talonflame and have a better option against Char-Y:

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

This Rotom not only checks Talonflame but can also cripple Landorus-T with Will-O-Wisp and Hydro Pump. If you want a better SDef tank for Char-Y switch its nature to Calm and switch its defensive EVs. It also creates a VoltTurn core with Tornadus-T.
Hope this helps and I hope I didn't give you bad advice (I'm kinda new here). Good luck.
 

Mur

If you're not first you're last
Hey man cool team! I think I have some solutions to the problems you have been having! First I would replace occa berry with leftovers on ferro. The resist berries are mainly used for luring threats the team is weak which is why it does not really belong on ferro since it isn't really doing much back to any of the common fire users in ou(except clef I guess?). Leftovers helps ferrothorn's longevity allowing it to repeatedly set up hazards or pivot in to threats throughout the game.

I second adding clefable to the team but a different set than unaware. I suggest the spdef cm set with twave. This set gives you a secondary win con in case suicune has a bad matchup and also provides a nice answer to conk and Msab which your team has a hard time dealing with. The spdef spread allows you to have a nice answer to the various electric attackers in the tier such as raikou, Mmanectric, and thundy which your team currently has a hard time handling. Twave is used because it can cripple common clefable switchins such as heatran, zard-y, and talonflame who is a large threat to your team otherwise.

Your team does not necessarily need hazard removal but if you ever feel like you need it I suggest you try latios(standard set) over torn-t since they both fill a similar roll on your team just one is faster and is a better momentum grabber while one gives you defog support and a bit more power. Anyways nice team I hope I helped! Changes will be in the tab below.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Thunder Wave
- Moonblast

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Recover
- Defog
 
Hey dude. Really cool team. My suggestion would be to replace ferro with heatran. It serves the same purpose as ferro, being a hazard setter. However, it has good synergy with heracross. It can come in on fire type attacks aimed at your team, resists flying and fairy for hera. Most importantky, it absolutely solves you talon problem. To an extent, it helps mega sableye as it makes sableye hesitant to burn stuff. Also lando generally would be wary of switching in, incase of a burn. I agree with Lekouch's Clefable suggestion. However, I would not change Suucune as it is pretty good wincon. Also Rotom W, unfortunately is not really helpful against zard y as solar beam destroys it, even specially defensive variants fet 2HKOed and can barely do anything back. I am sorry but as I am on mh mobile I cannot post sets or calcs. Hope I could help :)
 
Thanks a lot for the advice guys I'll definitely try out the clefable sets (can't believe i forgot about it :P), I'm not sure about the heatran set though I used to run it on one of my older teams and it was very much hit and miss between putting in major work or being completely wiped out I might try it again though

It's a shame unaware clefable doesn't get soft boiled
 
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Hey dude. Really cool team. My suggestion would be to replace ferro with heatran. It serves the same purpose as ferro, being a hazard setter. However, it has good synergy with heracross. It can come in on fire type attacks aimed at your team, resists flying and fairy for hera. Most importantky, it absolutely solves you talon problem. To an extent, it helps mega sableye as it makes sableye hesitant to burn stuff. Also lando generally would be wary of switching in, incase of a burn. I agree with Lekouch's Clefable suggestion. However, I would not change Suucune as it is pretty good wincon. Also Rotom W, unfortunately is not really helpful against zard y as solar beam destroys it, even specially defensive variants fet 2HKOed and can barely do anything back. I am sorry but as I am on mh mobile I cannot post sets or calcs. Hope I could help :)
what item would you recommend for the heatran: leftovers air balloon or shuca bery?
Heatran
Ability: Flash Fire
- Stealth Rock
- Lava Plume
- Earth Power
- Stone Edge
 
what item would you recommend for the heatran: leftovers air balloon or shuca bery?
Heatran
Ability: Flash Fire
- Stealth Rock
- Lava Plume
- Earth Power
- Stone Edge
For this set, probably leftovers as that gives it more longevity allowing you more switch ins. However, you could try air balloon instead. Or even a stallbreaker set. Here's the set:

Heatran @ Leftovers
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power/ Ancient Power/ Stone Edge
- Taunt
- Toxic/ Stealth Rock

Hope it helps :)
 
Hey fren. I'm using a team with same core - somehow we had the same weird idea at the same time.

I'm using CroCune - Megagross - Scarf Heracross and three different stuff.

Infernape @ Focus Sash
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Stealth Rock
- Stone Edge
- Close Combat
- Fire Blast

Suicide lead. You should lead with it, set Rocks, take a hit, then do some damage before it dies. Unless you're expecting a SR Lando-T. Then the lead should be the next mon:

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Sludge Wave
- Hidden Power [Ice]

HP Ice OHKO defensive lando - try to discover if its a Choice Scarf before throwing Thundurus against it -. Thunderbolt thangs and Prankster Thunder Wave shit before it dies. The way i'm using it: When it comes, it stays in field 'till death. Thundurus suffer 25% of SR damage, and since he's frail and we dont have a spinner, isn't good switching it.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Moonblast
- Calm Mind
- Flamethrower
- Soft-Boiled

Just for lulz and to end Sableye weakness. Someone have already suggested this set here.
 

Alkov

plopping
is a Tutor Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnus
Hey there really cool team you have there and I'll like to suggest a few changes to better the team n_n
  • Firstly, I noticed that in your threat list most of the Pokemons listed there can actually be overcome by using Suicune promptly. Landorus-T, Mega Sableye, Mandibuzz and most variants of Talonflame all lose to Suicune 1vs1 due to it's ability; Pressure and having Scald to burn things like Mandibuzz and Sableye while also being able to Calm Mind up easily.
  • Secondly, I feel that an Occa Berry isn't necessary for Ferrothorn since it won't be able to do anything back against a Fire type since both it's attacking moves are resisted by Fire types and you do have a Suicune, Goodra and Tornadus-T with Assault Vest to deal with common Fire type moves. You can definitely just stick with Leftovers to help provide longevity of Ferrothorn so that you can get up hazards much more conveniently.
  • Lastly, there isn't really much of a point to have Rock Slide on your Heracross since it doesn't really hit most of the things that can switch into Heracross. I'll suggest running Knock Off over Rock Slide to provide a better utility in the form of removing your opponent's item while still hitting relatively hard.

    Hope it helps n_n
 
Sorry to bring this back again but I'd like an opinion on something which would run better as my physical scarf user (when paired with heatran) heracross or a absol running?

Absol (F) @ Choice Scarf
Ability: Super Luck
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Play Rough
- Night Slash
- Psycho Cut
- Stone Edge

thanks for the help so far guys
 

Alkov

plopping
is a Tutor Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnus
Definitely Heracross. Not only can it be your status absorber due to the ability Guts, Heracross is able to hit harder and have a better typing/bulk as compared to Absol.
Also, now that you mentioned it, you might want to change Heracross' nature from Adamant to Jolly so that it allows you to outspeed things like Mega Lopunny/Mega Manectric which is greatly appreciated because Suicune is not your best switch-in to Mega Lopunny since it can't do much back immediately and Metagross gets 2KHO'ed easily.
 
HI man!! I used heracross a lot and i think you should change adamant nature for jolly and put moxie over guts.


Heracross @ Choice Scarf
Ability: Moxie
Nature: Jolly
EV`s: 252 Atk/ 252 Spe/ 4 SDef
-Megahorn
-Close Combat
-Eartquake
-Stone Edge/ Rock Slide

For my expiriences, Heracross shine as a late game cleanner, so if you go with jolly nature + scarf heracross outspeed every non boosted pokemon. Bring heracross on a pokemon that was in a KO range and grab a Moxie boost. You got a boosst in both attack and speed and with the good coverage of the STAB moves Heracross can easily win the game. This set always give me great results
Status is one way to cripple that set, that's why i support Lelouch (Zero) Clefable set, since Heal Bell is mandoty to support heracroos and other teammates

Also i feel your team lacks an strong Special Attacker, so i recommend this Thundurus over Tornadus


Thundurus @ Life Orb
Ability: Prankster
Nature: Timid
EV's: 252 SAtk/ 252 Spe/ 4 Def

Thunderbolt
Hidden Power Ice
Focus Blast/Psychic
Taunt

Thundurus fits well on your team since he can counter 2 of the checks you mentioned, Landorus T and Mandibuzz. Also Thundurus can defeat Talonflame if the brave bird run adamant nature. STAB Thunderbolt hits hard to neutral targets and you have two coverage moves. HP ice for ground types and Dragons and Focus blast helps againts steel types, or Psychic to deal with Poison types and Conkeldur. Since you team lack a Fire move , i recomend Focus Blast and Taunt to deal with Ferrothron, who can be a problem for your team, also MegaMetagross can take Conkeldur with Zen Headbutt.

Hope i can help you !
 

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