Super Mario Bro
All we ever look for
My inability to nitpick even the smallest detail is making me feel weak...
QC APPROVED 2/3
QC APPROVED 2/3
Thanks so much man. And yea Arm Thrust is in AC, but it's weak asf so it's not getting any bigger of a mention.My inability to nitpick even the smallest detail is making me feel weak...
QC APPROVED 2/3
Yeah and SunPunch Mega Heracross laughs at specially defensive Hippowdon, doing 72.8 - 85.7% and pulls off a guaranteed 2HKO against physically defensive Hippowdon, at 53.8 - 63.5%.Im skeptical about hippowdon as a counter, sure you can't 2 hit it with Pin missile, but in return Earthquake, or ice fang do a pathetic amount of damage, I think hippowdon just straight up loses to Heracross
for the record
252+ Atk Mega Heracross Pin Missile (5 hits) vs. 252 HP / 252+ Def Hippowdon: 195-230 (46.4 - 54.7%) -- approx. 2% chance to 2HKO after Leftovers recovery
For a "well, duh" point, just add that it also triggers Rough Skin, Iron Barbs, and Iron Helmet...Arm Thrust is outclassed by Close Combat like 99% of the time.
Actually Clefable isn't a good one if it switches into Rock Blast:Aren't Skarmory and Unaware Clefable good counters?
To be honest, Skarmory is even somewhat of a shaky counter because it's actually 2HKOed by an Adamant CC after Stealth Rock. Clefable tends to run Magic Guard which keeps it from being 2HKOed by Rock Blast on the switch due to SR, but it's more reliable than Skarmory because of that. Both will still be mentioned however.Actually Clefable isn't a good one if it switches into Rock Blast:
252+ Atk Mega Heracross Rock Blast (5 hits) vs. 252 HP / 252+ Def Clefable: 175-210 (44.4 - 53.2%) -- approx. 93.4% chance to 2HKO after Stealth Rock and Leftovers recovery
Skarmory is alright to mention. Clefable works as a check I suppose.
Unaware Clefable most always runs wish protect. So assuming Clefable protects the first run it is able, followed by wish or moonblast, Clefable will have a better chance than that of surviving. Unless I'm forgetting something Hera would need to crit without SR and would need to do 100% total damage to kill Clefable given SR and two turns of leftovers recovery. That should put it at a rather low percent chance, something like 20-25% (without crits). Lastly, I'll add that Clefable has the option to try for a second protect if there is a crit on any of the hits from the first rock blast in order to try and avoid a certain 2HKO. There are of course many opportunities for Rock Blast to Crit... so Clefable is definitely still a check but still not a bad one.Actually Clefable isn't a good one if it switches into Rock Blast:
252+ Atk Mega Heracross Rock Blast (5 hits) vs. 252 HP / 252+ Def Clefable: 175-210 (44.4 - 53.2%) -- approx. 93.4% chance to 2HKO after Stealth Rock and Leftovers recovery
Skarmory is alright to mention. Clefable works as a check I suppose.
I'm only leaving it as 252 for now until QC and I can come up with a more suitable EV spread if need be. ATM, Max Speed is used just for safety.Why doesn't offensive Megacross run more HP? What is it outspeeding, currently? Base 75 isn't a tier that pretty much anyone else is in, so at the very least it can go down to base 70's without significant problem. And since the most relevant base 70, breloom, is handled pretty easily anyhow, you could arguably go even lower.
I actually was not advocating Bullet Seed but Earthquake if you take another look. What I ultimately recommended was EQ, Rock Blast, Pin Missle and Swords Dance/Bulk Up. Aegeslash is number 5 in XY OU from December. Skarmory is 18, still high of course. Swords Dance allows him to also shread Sub Gliscor and Landorus-T with Rock Blast.Yeah pretty much what Fuzznip said, sorry that I couldn't respond to you earlier. Although the extra coverage from Bullet Seed may seem tempting, the sheer amount of power that Close Combat gives to Mega Heracross is almost foolish to give up. Besides, it allows Mega Heracross to actually 2HKO physically defensive Skarmory on the switch, which is something that I don't think is really worth giving up for a little extra coverage against Azumarill or Suicune (this Pokemon isn't even that relevant). It also demolishes Ferrothorn, and Air Balloon Heatran which is a very legitimate threat. Remember that Mega Heracross's biggest niche is as a wallbreaker because of its amazing ability to basically dismantle almost any kind of defensive core imaginable due to its immense power and coverage. Bullet Seed, while letting it hit Azumarill and Hippowdon harder, forces Cross to take away Close Combat which is essential in breaking through Skarmory, Ferrothorn, and other very bulky Steel-types that aren't hit super effectively by EQ. This is why CC is staying, and why you'd be foolish to give up a 180 BP Fighting-type move that breaks down one of its greatest counters, Skarmory, for the ability to hit a few more Pokemon harder.
It's already there. Reread it and you should find it instantly.It might be worthwhile to state that Heracross doesn't have to Mega evolve immediately if it gets statused and has the ability guts or wants to get a +1 Attack boost with Moxie in the usage tips section.
I reread the usage tips section and there is absolutely no mention of Heracross not having to Mega Evolve immediately.It's already there. Reread it and you should find it instantly.
I reread the usage tips section and there is absolutely no mention of Heracross not having to Mega Evolve immediately.
Speeds to go for:I'm only leaving it as 252 for now until QC and I can come up with a more suitable EV spread if need be. ATM, Max Speed is used just for safety.