QC: Kl4ng / Me / Adrian Marin
GP: P Squared / The Dutch Plumberjack
[OVERVIEW]
With great base stats all around, including 90 / 106 / 106 bulk and an incredible base 130 Special Attack stat, as well as an excellent movepool, Heatran has all the tools it needs to be a solid pokemon in the Almost Any Ability metagame. Because of this, Heatran can viably use several abilities, making it extremely unpredictable between its offensive and defensive movesets. Its typing blesses it with resistances to common priority moves, including Gale Wings Brave Bird and Refrigerate or Pixilate Extreme Speed. However, its typing also gives it weaknesses to three of the most common attacking types: Fighting, Ground, and Water. Lack of a reliable source of recovery means that more defensive Heatran sets get worn down easily, while Flash Fire's omnipresence in the metagame severely hinders offensive Heatran's effectiveness. Heatran also often finds itself trapped by the ever-so-common Magnet Pull, making it extremely easy to get rid of.
[SET]
name: MagmaTran
move 1: Magma Storm
move 2: Earth Power
move 3: Substitute
move 4: Metal Sound / Taunt
item: Leftovers
ability: Desolate Land
nature: Modest
evs: 248 HP / 232 SpA / 28 SpD
[SET COMMENTS]
Moves
========
Magma Storm is generally Heatran's go-to move because of Magma Storm's trapping abilities. Heatran can lure and sometimes end up taking out very annoying, bulky Pokemon that other Heatran sets cannot, such as Assault Vest Goodra. Earth Power is Heatran's first line of defense against Flash Fire Pokemon, hitting most of them, such as Scizor and Doublade, hard. It's also this moveset's only move with perfect accuracy. Substitute not only eases prediction but also allows Heatran to defeat Ferrothorn, a common switch-in, in a one-on-one scenario. Both options in the last slot complement Magma Storm. Metal Sound lets Heatran lower the Special Defense of and eventually defeat Calm Mind Suicune and Chansey, while Taunt does almost the same thing, except without the miss chance. There isn't too much of a difference, except that Taunt Heatran has a chance to get PP stalled by Suicune.
Set Details
========
Desolate Land provides a nice power boost to Heatran's Magma Storm, allowing it to nab many KOs that it otherwise would not get. More importantly, it gives Heatran a very useful Water immunity that allows it to easily switch in on almost all special Water types, including Manaphy and Suicune. The EV spread is modified for this purpose. 248 HP / 28 SpD ensures that standard Manaphy cannot break Heatran's Substitutes even after it uses Tail Glow twice. The rest of the EVs are put into Special Attack because Heatran needs as much power as it can get to compensate for Magma Storm's low PP. Leftovers increases Heatran's longevity; the recovery adds up very quickly, especially if Heatran is behind a Substitute.
Usage Tips
========
Because Heatran threatens many Pokemon out, it's usually a good idea to use Magma Storm on the Pokemon it threatens; if it switches out, the switch-in usually takes hefty damage, while if it stays in, it gets trapped and KOed. On a more defensive note, try to keep Heatran away from Knock Off, as it is incredibly reliant on Leftovers; powerful unresisted hits, as sometimes Leftovers does not heal fast enough; and moves such as Zapdos's Discharge, because paralysis greatly limits Heatran's ability to do its job effectively.
There are some special matchups in which Heatran must be played differently, however. Against Flash Fire Steel-types such as Ferrothorn and Scizor, use Substitute first, Metal Sound once, and then repeated Earth Powers until they either switch out or faint. Against Water-types such as Suicune and Vaporeon, try to get a free Substitute up; if that is impossible, go straight for Magma Storm.
Team Options
=========
Defog, Rapid Spin, and Magic Bounce users such as Skarmory, Excadrill, and Zapdos are very important when using this particular Heatran moveset due to Heatran's tendency to get worn down easily. Deoxys-S can set entry hazards which are helpful due to Heatran's tendency to force switches. Flash Fire Pokemon such as Ferrothorn and Scizor are good teammates due to their ability to take on the Fire-types that take advantage of Heatran's sun. Flying-types have very good synergy with Heatran, as its only weaknesses are to Ground and Fighting, both of which Flying-types resist. Landorus and Gliscor have perfect synergy with Heatran as a result. Special sweepers have an easier time sweeping thanks to Heatran's ability to lure in and trap common special walls such as Goodra and non-Magic Bounce Chansey. Other Fire-types, specifically Entei and Victini, appreciate Heatran's ability to take advantage of checks to common Fire-type spam. Finally, Wish users such as Vaporeon can replenish Heatran's health, which solves one of its main issues in needing recovery.
[SET]
name: ChloroTran
move 1: Eruption
move 2: Fire Blast
move 3: Earth Power
move 4: Solar Beam / Hidden Power Electric / Will-O-Wisp
item: Choice Specs
ability: Chlorophyll
nature: Quiet
evs: 4 Def / 252 SpA / 252 Spe
[SET COMMENTS]
Moves
========
Eruption under the sun is definitely the scariest move in the metagame; it even goes as far as having a chance to OHKO Victini and getting an almost guaranteed 2HKO on Chansey and Suicune. Fire Blast should only be used if Heatran's health is below 73%, as that is when it outdamages Eruption. Earth Power is the coverage move used to deal solid damage to Flash Fire Pokemon such as Doublade, Ferrothorn, and Scizor. The last moveslot is hardly ever used but can still be useful. Solar Beam gets the guaranteed OHKO on many bulky Water-types, Hidden Power Electric is Heatran's best way of damaging Flash Fire Skarmory, and Will-O-Wisp is an option that cripples Assault Vest Goodra and Assault Vest Tentacruel on the switch.
Set Details
========
With Chlorophyll, Heatran can outspeed the entire non-Choice Scarf metagame barring Deoxys-S. Unfortunately, because Eruption forces Heatran to have a Quiet Nature, many Choice Scarf users can still outspeed Heatran in the sun. Special Attack and Speed are maximized to let Heatran hit as hard and go first as often as possible, while the 4 Defense EVs ensure that Download users, most of which are physical attackers, get a Special Attack boost. Choice Specs is far and away the best choice for an item, due to the sheer power it brings. Upon further inspection, Heatran can't really afford to run any other item, because the rest are simply not enough to secure many OHKOs. Besides, Heatran is only using one move most of the time anyway.
Usage Tips
========
Try not to let Heatran take any damage, including from priority moves. If Stealth Rock can be removed, it should be removed. Most of the time, if Heatran has a chance of switching in but must take damage to do so, don't switch it in, because any damage taken results in a power deduction. If Heatran still ends up taking a bit of damage and falls below 73.3%, Fire Blast is stronger than Eruption. However, in some cases, a weakened Eruption is enough to clean up teams without having a miss. If Heatran is at full health and there are no opposing Flash Fire Pokemon, just use Eruption, even if the foe is a Suicune or something of the sort. This allows Heatran to not have to switch out and switch back in to use Eruption. However, if you see a Pokemon that obviously has Flash Fire, note that there is almost no situation where it won't directly switch in. Avoid using a Fire-type move when this happens, as this will give the Flash Fire Pokemon a free turn or a free Pursuit. Finally, try not to use Heatran outside of sun, because it gets trapped by Magnet Pull extremely easily without sun support.
Team Options
========
Drought is key here; without sun, ChloroTran cannot function properly. Zapdos is typically a good setter, due to its ability to switch into Gale Wings Pokemon, remove entry hazards with Defog, and bring Heatran in with a slow Volt Switch; Infernape is also noteworthy due to its access to Taunt, Stealth Rock, U-turn, and Fire-type STAB attacks. Entry hazard support from a Pokemon like Deoxys-S or the aforementioned Infernape can be very helpful in securing KOs on certain Pokemon, such as Victini, Azumarill, and Gyarados. However, Heatran also hates hazards on its side of the field, so hazard control in the form of Rapid Spin, Defog, and Magic Bounce is vital to ensure that Heatran does not take any damage in order to keep Eruption as strong as possible. In a similar way, Poison Heal Vaporeon is an excellent teammate for Heatran because of its ability to not only bring Heatran in safely with Baton Pass, but also its ability to completely replenish Heatran's health with Wish. Trapping is also very useful in helping Heatran sweep. Pursuit trapping from, for example, Choice Band Adaptability Tyranitar gets rid of the main things that can switch in to Heatran: RegenVest Goodra and RegenVest Tentacruel. Finally, Magnet Pull Pokemon such as Rotom-W can trap and defeat the Flash Fire Steel-Types that can stop a Heatran sweep.
[SET]
name: Magnet Pull
move 1: Taunt
move 2: Fire Blast
move 3: Earth Power
move 4: Stealth Rock / Hidden Power Electric
item: Air Balloon
ability: Magnet Pull
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe
[SET COMMENTS]
Moves
========
Taunt prevents Skarmory and Scizor from using Roost, Ferrothorn from using Leech Seed and Thunder Wave, and other Steel-types from using various status moves. Fire Blast OHKOes almost all non-Flash Fire Steel-types and is used over Heatran's other Fire-type moves because it deals more damage to Levitate Heatran. However, Flamethrower can still be used if the low accuracy is too much of an issue. Earth Power is the main option for whittling down Flash Fire Steel-types after they have been Taunted. It OHKOes opposing non-Levitate Heatran, is super effective against all Steel-types neutral to Fire, and has perfect accuracy. Stealth Rock is an obligatory move in any competitive Pokemon team, and Magnet Pull Heatran can pretty much set it up for free, as most of the Pokemon it traps cannot hurt it. However, if Flash Fire Skarmory is a problem or another teammate is running Stealth Rock, Hidden Power Electric, or any other special coverage move for that matter, can be used.
Set Details
========
Magnet Pull makes Heatran a great partner to many wallbreakers and sweepers. Steel-types are easily one of the most dominant types in AAA both offensively and defensively, and once they have been trapped and removed, many sweepers that are held back by Steel-types have the chance to sweep. Air Balloon is used to get off two Fire Blasts against Levitate Heatran and potentially beat some Ground-types one-on-one once all the Steel-Types are out of the picture. Charcoal can be used if Fire Blast needs a bit of a power boost, although most of the time that power isn't needed, while Leftovers is another option if Heatran wants to survive for longer. Maximum Speed investment and a Timid nature are used because Heatran aims to trap and defeat as many Steel-types as possible; it is also thus able to Speed tie with opposing Timid Heatran. The bulk isn't too important anyway. Finally, 4 Defense EVs give Download Pokemon a Special Attack boost, which most of them do not appreciate.
Usage Tips
========
Try to avoid switching in Heatran directly, as it doesn't want to take too much damage. Don't switch Heatran in on any status move (besides Toxic and Will-O-Wisp of course), as this will hinder its ability to trap certain Pokemon. After all trappable Steel-types are out of the way, Heatran essentially becomes fodder unless a use for it can somehow be salvaged. Most of the time, after KOing a Steel-type, it should just stay in and Taunt the Pokemon that comes in to prevent it from setting up.
Team Options
========
Once Steel-type foes are out of the picture, many Pokemon have on the opportunity to suddenly punch holes into the opposing team. In particular, certain sweepers such as Tail Glow Manaphy can set up and find themselves rolling through a team, powerful Fire-types such as Victini and Entei are able to freely spam their V-creates and Sacred Fires without a second thought, and priority users such as Braviary and Skarmory can sweep teams with Brave Bird without worry.
[SET]
name: LeviTran
move 1: Lava Plume
move 2: Stealth Rock
move 3: Earth Power / Flash Cannon / Will-O-Wisp
move 4: Roar / Will-O-Wisp / Taunt
item: Leftovers
ability: Levitate
nature: Bold
evs: 248 HP / 252 Def / 8 SpA
[SET COMMENTS]
Moves
========
Lava Plume is like Scald in that it spreads burns very quickly, although unlike Scald, it's stopped cold by Flash Fire users. Flying-type and Fire-type spam are very common strategies in AAA, and Stealth Rock destroys both of them. Another cool thing about Heatran is that it pressures the most common Defogger in AAA, Skarmory, meaning that it typically does not get to Defog on Heatran. Earth Power has great synergy with Lava Plume, and it also ensures that Heatran doesn't provide a free switch opportunity for Fire-types. Flash Cannon is another option that can hit Rock- and Fairy-types super effectively and gets a STAB boost, although Fairy-types are rarely seen and Earth Power dents Rock-types already. Roar makes sure Heatran does not become fodder for setup sweepers. It also racks up Stealth Rock damage and gives Heatran more opportunities to spread burns. However, if your team already has a reliable phazer, Will-O-Wisp is a nice option to spread burns more reliably. Finally, Taunt is an option for preventing opposing Pokemon from recovering, Defogging, or setting up their own Stealth Rock.
Set Details
========
Levitate allows Heatran to discard its terrible Ground weakness, and with it gone, Heatran can finally switch in to much of the physical metagame, such as Skarmory and Garchomp. Because Heatran does not have any reliable recovery, Leftovers is the preferred item so that it can slowly regain its health back.
Usage Tips
========
Be wary of Mold Breaker, as this allows Earthquake to hit Heatran. Also, be wary of Magic Bounce Pokemon, as they render half this set useless. Try not to let this Heatran variant take a Knock Off. Because Leftovers is its only form of recovery, Heatran tends to faint very quickly once its Leftovers are gone.
Team Options
========
Because Heatran suffers from lack of recovery, it's generally a good idea to have teammates that increase Heatran's longevity as much as possible. Wish support from Vaporeon and Chansey is very helpful due to Heatran's tendency to get worn down quickly, while entry hazard control pokemon such as Zapdos and Skarmory greatly increase Heatran's longevity. In terms of actual teammates, the classic Venusaur + Heatran core is very effective, with powerful Ground-type attacks no longer decimating the core. However, it is advised to have another Flash Fire user to compensate for Heatran's loss of Flash Fire. RegenVest Goodra is another nice partner for Heatran. It can take most of the special attacks aimed at Heatran, while Heatran can take many physical attacks and sometimes special Fairy-, Dragon-, and Ice-type attacks aimed at Goodra.
[STRATEGY COMMENTS]
Other Options
=============
Heatran can run Choice items to some effect even without Chlorophyll; Choice Scarf Heatran is by no means bad, and in AAA it can easily take advantage of a number of abilities such as Desolate Land, Sheer Force, and even Levitate. Choice Specs can work with each of those, besides Sheer Force, as well. In terms of items, Heatran can run Shed Shell, as Magnet Pull takes care of Heatran so easily. Still, the loss of reliable recovery will often hurt Heatran more than not getting trapped helps. Heatran can also run several more viable abilities; it's a great setter of sun with Drought, having access to Stealth Rock, Roar, and Taunt and being able to maintain offensive pressure. If Magic Bounce is becoming a problem with these support moves, Heatran can run a Mold Breaker set to some success; another great thing about Mold Breaker is that Heatran doesn't have to worry about Flash Fire Pokemon soaking up Lava Plumes like they normally do. Another way to take full advantage of Heatran's support moves is by use of Prankster; it gets a wonderful movepool to exploit it with, including Taunt, Will-O-Wisp, and Stealth Rock, coupled with Fire Blast or Lava Plume to ensure it isn't complete Magic Bounce bait. Finally, Heatran can also utilize a Sheer Force Life Orb moveset with one of the strongest Fire Blasts in the metagame along with a Sheer Force-boosted Flash Cannon and Earth Power. Torment is also an option, allowing Heatran to check many switch-ins such as Latios better.
Checks and Counters
===================
**Flash Fire and Primordial Sea**: Flash Fire users such as Ferrothorn and Scizor can switch into most Heatran sets with impunity, although many of them do not enjoy taking fully invested Earth Powers. Primordial Sea works similarly, except many abusers are Water-types and can OHKO Heatran. Primordial Sea also takes away intense sunlight, meaning that even if the Primordial Sea user switches out, Desolate Land Heatran will be weaker than before.
**Entry Hazards and Pursuit**: Lack of recovery hinders Heatran's longevity once these two are in play.
**Magnet Pull**: Many Magnet Pull users such as opposing Heatran and Rotom-Wash will come equipped with moves to defeat Heatran.
**Magic Bounce Chansey**: Magic Bounce Chansey can easily switch into and wall Heatran, aside from Eruption sets.
**RegenVest Goodra**: Although Heatran can sometimes cripple it, for the most part Goodra will defeat it one-on-one. Tentacruel is also noteworthy, as it can not only pressure Heatran with Knock Off and Scald but also Rapid Spin away Stealth Rock.
**Bulky, Powerful Fire-Resistant Pokemon**: Pokemon such as Tinted Lens Latias and Latios and Hydreigon can all switch in pretty well and threaten Heatran, the former two with powerful unresisted Draco Meteors and the latter with Mega Launcher-boosted Dark Pulses.
GP: P Squared / The Dutch Plumberjack
[OVERVIEW]
With great base stats all around, including 90 / 106 / 106 bulk and an incredible base 130 Special Attack stat, as well as an excellent movepool, Heatran has all the tools it needs to be a solid pokemon in the Almost Any Ability metagame. Because of this, Heatran can viably use several abilities, making it extremely unpredictable between its offensive and defensive movesets. Its typing blesses it with resistances to common priority moves, including Gale Wings Brave Bird and Refrigerate or Pixilate Extreme Speed. However, its typing also gives it weaknesses to three of the most common attacking types: Fighting, Ground, and Water. Lack of a reliable source of recovery means that more defensive Heatran sets get worn down easily, while Flash Fire's omnipresence in the metagame severely hinders offensive Heatran's effectiveness. Heatran also often finds itself trapped by the ever-so-common Magnet Pull, making it extremely easy to get rid of.
[SET]
name: MagmaTran
move 1: Magma Storm
move 2: Earth Power
move 3: Substitute
move 4: Metal Sound / Taunt
item: Leftovers
ability: Desolate Land
nature: Modest
evs: 248 HP / 232 SpA / 28 SpD
[SET COMMENTS]
Moves
========
Magma Storm is generally Heatran's go-to move because of Magma Storm's trapping abilities. Heatran can lure and sometimes end up taking out very annoying, bulky Pokemon that other Heatran sets cannot, such as Assault Vest Goodra. Earth Power is Heatran's first line of defense against Flash Fire Pokemon, hitting most of them, such as Scizor and Doublade, hard. It's also this moveset's only move with perfect accuracy. Substitute not only eases prediction but also allows Heatran to defeat Ferrothorn, a common switch-in, in a one-on-one scenario. Both options in the last slot complement Magma Storm. Metal Sound lets Heatran lower the Special Defense of and eventually defeat Calm Mind Suicune and Chansey, while Taunt does almost the same thing, except without the miss chance. There isn't too much of a difference, except that Taunt Heatran has a chance to get PP stalled by Suicune.
Set Details
========
Desolate Land provides a nice power boost to Heatran's Magma Storm, allowing it to nab many KOs that it otherwise would not get. More importantly, it gives Heatran a very useful Water immunity that allows it to easily switch in on almost all special Water types, including Manaphy and Suicune. The EV spread is modified for this purpose. 248 HP / 28 SpD ensures that standard Manaphy cannot break Heatran's Substitutes even after it uses Tail Glow twice. The rest of the EVs are put into Special Attack because Heatran needs as much power as it can get to compensate for Magma Storm's low PP. Leftovers increases Heatran's longevity; the recovery adds up very quickly, especially if Heatran is behind a Substitute.
Usage Tips
========
Because Heatran threatens many Pokemon out, it's usually a good idea to use Magma Storm on the Pokemon it threatens; if it switches out, the switch-in usually takes hefty damage, while if it stays in, it gets trapped and KOed. On a more defensive note, try to keep Heatran away from Knock Off, as it is incredibly reliant on Leftovers; powerful unresisted hits, as sometimes Leftovers does not heal fast enough; and moves such as Zapdos's Discharge, because paralysis greatly limits Heatran's ability to do its job effectively.
There are some special matchups in which Heatran must be played differently, however. Against Flash Fire Steel-types such as Ferrothorn and Scizor, use Substitute first, Metal Sound once, and then repeated Earth Powers until they either switch out or faint. Against Water-types such as Suicune and Vaporeon, try to get a free Substitute up; if that is impossible, go straight for Magma Storm.
Team Options
=========
Defog, Rapid Spin, and Magic Bounce users such as Skarmory, Excadrill, and Zapdos are very important when using this particular Heatran moveset due to Heatran's tendency to get worn down easily. Deoxys-S can set entry hazards which are helpful due to Heatran's tendency to force switches. Flash Fire Pokemon such as Ferrothorn and Scizor are good teammates due to their ability to take on the Fire-types that take advantage of Heatran's sun. Flying-types have very good synergy with Heatran, as its only weaknesses are to Ground and Fighting, both of which Flying-types resist. Landorus and Gliscor have perfect synergy with Heatran as a result. Special sweepers have an easier time sweeping thanks to Heatran's ability to lure in and trap common special walls such as Goodra and non-Magic Bounce Chansey. Other Fire-types, specifically Entei and Victini, appreciate Heatran's ability to take advantage of checks to common Fire-type spam. Finally, Wish users such as Vaporeon can replenish Heatran's health, which solves one of its main issues in needing recovery.
[SET]
name: ChloroTran
move 1: Eruption
move 2: Fire Blast
move 3: Earth Power
move 4: Solar Beam / Hidden Power Electric / Will-O-Wisp
item: Choice Specs
ability: Chlorophyll
nature: Quiet
evs: 4 Def / 252 SpA / 252 Spe
[SET COMMENTS]
Moves
========
Eruption under the sun is definitely the scariest move in the metagame; it even goes as far as having a chance to OHKO Victini and getting an almost guaranteed 2HKO on Chansey and Suicune. Fire Blast should only be used if Heatran's health is below 73%, as that is when it outdamages Eruption. Earth Power is the coverage move used to deal solid damage to Flash Fire Pokemon such as Doublade, Ferrothorn, and Scizor. The last moveslot is hardly ever used but can still be useful. Solar Beam gets the guaranteed OHKO on many bulky Water-types, Hidden Power Electric is Heatran's best way of damaging Flash Fire Skarmory, and Will-O-Wisp is an option that cripples Assault Vest Goodra and Assault Vest Tentacruel on the switch.
Set Details
========
With Chlorophyll, Heatran can outspeed the entire non-Choice Scarf metagame barring Deoxys-S. Unfortunately, because Eruption forces Heatran to have a Quiet Nature, many Choice Scarf users can still outspeed Heatran in the sun. Special Attack and Speed are maximized to let Heatran hit as hard and go first as often as possible, while the 4 Defense EVs ensure that Download users, most of which are physical attackers, get a Special Attack boost. Choice Specs is far and away the best choice for an item, due to the sheer power it brings. Upon further inspection, Heatran can't really afford to run any other item, because the rest are simply not enough to secure many OHKOs. Besides, Heatran is only using one move most of the time anyway.
Usage Tips
========
Try not to let Heatran take any damage, including from priority moves. If Stealth Rock can be removed, it should be removed. Most of the time, if Heatran has a chance of switching in but must take damage to do so, don't switch it in, because any damage taken results in a power deduction. If Heatran still ends up taking a bit of damage and falls below 73.3%, Fire Blast is stronger than Eruption. However, in some cases, a weakened Eruption is enough to clean up teams without having a miss. If Heatran is at full health and there are no opposing Flash Fire Pokemon, just use Eruption, even if the foe is a Suicune or something of the sort. This allows Heatran to not have to switch out and switch back in to use Eruption. However, if you see a Pokemon that obviously has Flash Fire, note that there is almost no situation where it won't directly switch in. Avoid using a Fire-type move when this happens, as this will give the Flash Fire Pokemon a free turn or a free Pursuit. Finally, try not to use Heatran outside of sun, because it gets trapped by Magnet Pull extremely easily without sun support.
Team Options
========
Drought is key here; without sun, ChloroTran cannot function properly. Zapdos is typically a good setter, due to its ability to switch into Gale Wings Pokemon, remove entry hazards with Defog, and bring Heatran in with a slow Volt Switch; Infernape is also noteworthy due to its access to Taunt, Stealth Rock, U-turn, and Fire-type STAB attacks. Entry hazard support from a Pokemon like Deoxys-S or the aforementioned Infernape can be very helpful in securing KOs on certain Pokemon, such as Victini, Azumarill, and Gyarados. However, Heatran also hates hazards on its side of the field, so hazard control in the form of Rapid Spin, Defog, and Magic Bounce is vital to ensure that Heatran does not take any damage in order to keep Eruption as strong as possible. In a similar way, Poison Heal Vaporeon is an excellent teammate for Heatran because of its ability to not only bring Heatran in safely with Baton Pass, but also its ability to completely replenish Heatran's health with Wish. Trapping is also very useful in helping Heatran sweep. Pursuit trapping from, for example, Choice Band Adaptability Tyranitar gets rid of the main things that can switch in to Heatran: RegenVest Goodra and RegenVest Tentacruel. Finally, Magnet Pull Pokemon such as Rotom-W can trap and defeat the Flash Fire Steel-Types that can stop a Heatran sweep.
[SET]
name: Magnet Pull
move 1: Taunt
move 2: Fire Blast
move 3: Earth Power
move 4: Stealth Rock / Hidden Power Electric
item: Air Balloon
ability: Magnet Pull
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe
[SET COMMENTS]
Moves
========
Taunt prevents Skarmory and Scizor from using Roost, Ferrothorn from using Leech Seed and Thunder Wave, and other Steel-types from using various status moves. Fire Blast OHKOes almost all non-Flash Fire Steel-types and is used over Heatran's other Fire-type moves because it deals more damage to Levitate Heatran. However, Flamethrower can still be used if the low accuracy is too much of an issue. Earth Power is the main option for whittling down Flash Fire Steel-types after they have been Taunted. It OHKOes opposing non-Levitate Heatran, is super effective against all Steel-types neutral to Fire, and has perfect accuracy. Stealth Rock is an obligatory move in any competitive Pokemon team, and Magnet Pull Heatran can pretty much set it up for free, as most of the Pokemon it traps cannot hurt it. However, if Flash Fire Skarmory is a problem or another teammate is running Stealth Rock, Hidden Power Electric, or any other special coverage move for that matter, can be used.
Set Details
========
Magnet Pull makes Heatran a great partner to many wallbreakers and sweepers. Steel-types are easily one of the most dominant types in AAA both offensively and defensively, and once they have been trapped and removed, many sweepers that are held back by Steel-types have the chance to sweep. Air Balloon is used to get off two Fire Blasts against Levitate Heatran and potentially beat some Ground-types one-on-one once all the Steel-Types are out of the picture. Charcoal can be used if Fire Blast needs a bit of a power boost, although most of the time that power isn't needed, while Leftovers is another option if Heatran wants to survive for longer. Maximum Speed investment and a Timid nature are used because Heatran aims to trap and defeat as many Steel-types as possible; it is also thus able to Speed tie with opposing Timid Heatran. The bulk isn't too important anyway. Finally, 4 Defense EVs give Download Pokemon a Special Attack boost, which most of them do not appreciate.
Usage Tips
========
Try to avoid switching in Heatran directly, as it doesn't want to take too much damage. Don't switch Heatran in on any status move (besides Toxic and Will-O-Wisp of course), as this will hinder its ability to trap certain Pokemon. After all trappable Steel-types are out of the way, Heatran essentially becomes fodder unless a use for it can somehow be salvaged. Most of the time, after KOing a Steel-type, it should just stay in and Taunt the Pokemon that comes in to prevent it from setting up.
Team Options
========
Once Steel-type foes are out of the picture, many Pokemon have on the opportunity to suddenly punch holes into the opposing team. In particular, certain sweepers such as Tail Glow Manaphy can set up and find themselves rolling through a team, powerful Fire-types such as Victini and Entei are able to freely spam their V-creates and Sacred Fires without a second thought, and priority users such as Braviary and Skarmory can sweep teams with Brave Bird without worry.
[SET]
name: LeviTran
move 1: Lava Plume
move 2: Stealth Rock
move 3: Earth Power / Flash Cannon / Will-O-Wisp
move 4: Roar / Will-O-Wisp / Taunt
item: Leftovers
ability: Levitate
nature: Bold
evs: 248 HP / 252 Def / 8 SpA
[SET COMMENTS]
Moves
========
Lava Plume is like Scald in that it spreads burns very quickly, although unlike Scald, it's stopped cold by Flash Fire users. Flying-type and Fire-type spam are very common strategies in AAA, and Stealth Rock destroys both of them. Another cool thing about Heatran is that it pressures the most common Defogger in AAA, Skarmory, meaning that it typically does not get to Defog on Heatran. Earth Power has great synergy with Lava Plume, and it also ensures that Heatran doesn't provide a free switch opportunity for Fire-types. Flash Cannon is another option that can hit Rock- and Fairy-types super effectively and gets a STAB boost, although Fairy-types are rarely seen and Earth Power dents Rock-types already. Roar makes sure Heatran does not become fodder for setup sweepers. It also racks up Stealth Rock damage and gives Heatran more opportunities to spread burns. However, if your team already has a reliable phazer, Will-O-Wisp is a nice option to spread burns more reliably. Finally, Taunt is an option for preventing opposing Pokemon from recovering, Defogging, or setting up their own Stealth Rock.
Set Details
========
Levitate allows Heatran to discard its terrible Ground weakness, and with it gone, Heatran can finally switch in to much of the physical metagame, such as Skarmory and Garchomp. Because Heatran does not have any reliable recovery, Leftovers is the preferred item so that it can slowly regain its health back.
Usage Tips
========
Be wary of Mold Breaker, as this allows Earthquake to hit Heatran. Also, be wary of Magic Bounce Pokemon, as they render half this set useless. Try not to let this Heatran variant take a Knock Off. Because Leftovers is its only form of recovery, Heatran tends to faint very quickly once its Leftovers are gone.
Team Options
========
Because Heatran suffers from lack of recovery, it's generally a good idea to have teammates that increase Heatran's longevity as much as possible. Wish support from Vaporeon and Chansey is very helpful due to Heatran's tendency to get worn down quickly, while entry hazard control pokemon such as Zapdos and Skarmory greatly increase Heatran's longevity. In terms of actual teammates, the classic Venusaur + Heatran core is very effective, with powerful Ground-type attacks no longer decimating the core. However, it is advised to have another Flash Fire user to compensate for Heatran's loss of Flash Fire. RegenVest Goodra is another nice partner for Heatran. It can take most of the special attacks aimed at Heatran, while Heatran can take many physical attacks and sometimes special Fairy-, Dragon-, and Ice-type attacks aimed at Goodra.
[STRATEGY COMMENTS]
Other Options
=============
Heatran can run Choice items to some effect even without Chlorophyll; Choice Scarf Heatran is by no means bad, and in AAA it can easily take advantage of a number of abilities such as Desolate Land, Sheer Force, and even Levitate. Choice Specs can work with each of those, besides Sheer Force, as well. In terms of items, Heatran can run Shed Shell, as Magnet Pull takes care of Heatran so easily. Still, the loss of reliable recovery will often hurt Heatran more than not getting trapped helps. Heatran can also run several more viable abilities; it's a great setter of sun with Drought, having access to Stealth Rock, Roar, and Taunt and being able to maintain offensive pressure. If Magic Bounce is becoming a problem with these support moves, Heatran can run a Mold Breaker set to some success; another great thing about Mold Breaker is that Heatran doesn't have to worry about Flash Fire Pokemon soaking up Lava Plumes like they normally do. Another way to take full advantage of Heatran's support moves is by use of Prankster; it gets a wonderful movepool to exploit it with, including Taunt, Will-O-Wisp, and Stealth Rock, coupled with Fire Blast or Lava Plume to ensure it isn't complete Magic Bounce bait. Finally, Heatran can also utilize a Sheer Force Life Orb moveset with one of the strongest Fire Blasts in the metagame along with a Sheer Force-boosted Flash Cannon and Earth Power. Torment is also an option, allowing Heatran to check many switch-ins such as Latios better.
Checks and Counters
===================
**Flash Fire and Primordial Sea**: Flash Fire users such as Ferrothorn and Scizor can switch into most Heatran sets with impunity, although many of them do not enjoy taking fully invested Earth Powers. Primordial Sea works similarly, except many abusers are Water-types and can OHKO Heatran. Primordial Sea also takes away intense sunlight, meaning that even if the Primordial Sea user switches out, Desolate Land Heatran will be weaker than before.
**Entry Hazards and Pursuit**: Lack of recovery hinders Heatran's longevity once these two are in play.
**Magnet Pull**: Many Magnet Pull users such as opposing Heatran and Rotom-Wash will come equipped with moves to defeat Heatran.
**Magic Bounce Chansey**: Magic Bounce Chansey can easily switch into and wall Heatran, aside from Eruption sets.
**RegenVest Goodra**: Although Heatran can sometimes cripple it, for the most part Goodra will defeat it one-on-one. Tentacruel is also noteworthy, as it can not only pressure Heatran with Knock Off and Scald but also Rapid Spin away Stealth Rock.
**Bulky, Powerful Fire-Resistant Pokemon**: Pokemon such as Tinted Lens Latias and Latios and Hydreigon can all switch in pretty well and threaten Heatran, the former two with powerful unresisted Draco Meteors and the latter with Mega Launcher-boosted Dark Pulses.
Last edited: