[Monotype/Steel] Heatran

modularform

formerly Salamance
Heatran_XY_Shiny_Sprite.gif

QC (3 / 3) : iVid | Eien | scpinion
GP (0 / 2) : w | u

[OVERVIEW]

**Steel**:

Heatran is one of, if not the, best Pokemon on Steel-type teams due to its unbelievable versatility, being able to run an offensive, defensive, or trapper set well, and its ability to check Fire-types such as Mega Charizard Y, Volcarona, and opposing Heatran with its Flash Fire ability while gaining a power boost off their attacks. Due to its base 130 Special Attack, Heatran can be an effective special attacker, something Steel-type teams generally lack. Its Fire / Steel typing allows it to check a plethora of foes, such as Zapdos, Skarmory, and Mew, while giving it key resistances to Flying-, Psychic-, Steel-, and Bug-type moves; it also prevents it from being crippled by burn or poison, although it can still be hit with sleep or paralysis.Heatran can also support and defend quite well with its 91 / 106 / 106 bulk, being able to set entry hazards with Stealth Rock and spread burns or poison with Lava Plume and Toxic.

Unfortunately, many of the Fire-types Heatran is supposed to check often carry coverage or even STAB moves that hit it super effectively, such as Focus Blast on Mega Charizard Y, Close Combat on Infernape, Steam Eruption on Volcanion, and Earth Power on other Heatran. Furthermore, its mediocre base Speed of 77 leaves it outsped by threats such as Mega Gallade, Mega Medicham, and Infernape. A lack of reliable recovery is another huge detriment to Heatran, since its team will want it to be around for as long as possible to absorb Fire-type moves. Heatran's typing also is a double-edged sword, coming with weaknesses to Water-, Fighting-, and Ground-types, all of which are quite common and hard for Steel-type teams to reliably check. Despite these flaws, however, Heatran remains one of the most solid picks for Steel-type teams, being able to check Fire-types, trap walls, break holes in the opponent's team with powerful special attacks, and, with its defensive set, provide fantastic utility.

[SET]
name: Offensive (Steel)
move 1: Lava Plume
move 2: Earth Power
move 3: Stone Edge
move 4: Hidden Power Ice / Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 24 Atk / 232 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Lava Plume is Heatran's Fire-type STAB move of choice, securing many KOs that Steel-type teams need, including OHKOs on Bisharp, Excadrill (if Heatran has an Air Balloon), and Mega Heracross after damage from Stealth Rock and one layer of Spikes. It also has a useful 30% burn chance, crippling physical attackers and accumulating residual damage on bulky switch-ins such as Zapdos and Mew. Earth Power provides coverage to hit switch-ins that resist or are immune to Fire-type moves, such as opposing Heatran and Volcanion. A Rock-type coverage move in Stone Edge allows Heatran to OHKO Mega Charizard Y and Volcarona, both of which are massive threats to Steel-type teams. For Heatran's last move, Hidden Power Ice hits Pokemon weak to Ice-type moves as they switch in, such as Garchomp, Landorus, and Dragonite. Alternatively, Taunt allows Heatran to prevent special walls from recovering their HP, allowing it to beat them by chipping away at their health over time; it also stops foes from boosting, setting up hazards, and paralyzing Heatran, as well as prevent threats like Zapdos from removing entry hazards with Defog. Stealth Rock is useful because the chip damage it provides punishes switches and allows Heatran and its teammates to nab crucial KOs. Furthermore, Heatran will be able to set it easily during the match, because of the switches it forces. Fire Blast could be run over Lava Plume, but to do so means losing out on a high burn chance, and Lava Plume already gets many important KOs. However, Fire Blast can 2HKO specially defensive Zapdos after Stealth Rock, which helps keep hazards up if Heatran is not running Taunt.

Set Details
========

232 Special Attack EVs allow Heatran to hit as hard as possible, dealing massive amounts of damage to threats like opposing Heatran, Victini, Dragonite, and Garchomp with the appropriate moves, although Heatran cannot switch into many of these and is outsped by most of them. Maximum Speed investment boosted by a Timid nature gives Heatran a Speed stat of 278, which outpaces Adamant Excadrill, positive -natured base 70 Pokemon, and those Speed creeping that Speed tier, including Mew and Zapdos. 24 Attack EVs are used to guarantee an OHKO on Mega Charizard Y with Stone Edge. Flash Fire allows Heatran to fill its niche on Steel-type teams ,absorbing Fire-type moves that KO all the other members of the team. It also boosts Heatran's own Fire-type moves, allowing it to hit much harder with Lava Plume. Air Balloon and Leftovers are the two best choices for an item. Air Balloon neutralizes Heatran's quadruple weakness to Ground-type moves but is unreliable and easily popped by any direct damage. Leftovers, on the other hand, can provide Heatran with residual recovery, which it otherwise lacks. 60 Special Defense EVs could be deducted from Special Attack to always survive Mega Charizard Y's Focus Blast. The reduction in damage output is slight, and Heatran can still OHKO Bisharp, Excadrill (if Heatran has an Air Balloon), and Mega Heracross after Stealth Rock and one layer of Spikes.

Usage Tips
========

Heatran should be used as an offensive pivot: switch it into a threat it walls, and then attack the predicted switch-in with the move that hits it the hardest or set Stealth Rock. Heatran will have many opportunities to switch in due to its fantastic defensive typing; for example, it can switch in with impunity against Latios, Mega Scizor, Togekiss, and Mew. An Air Balloon allows Heatran to check major Ground-type threats like Landorus, Garchomp, and Excadrill; however, it must be played conservatively, since the Air Balloon is popped easily. The best play against such attackers is usually to come in after a sack and force them to pop Heatran's Air Balloon with a resisted attack while Heatran strikes back with a super effective attack. Preserving the Air Balloon is crucial against certain matchups, most notably against Ground-type teams, as Heatran has to attack one of the opposing threats to even stand a chance. A Fire-type STAB move should be used in most cases, unless the foe resists it or is hit harder by another move. Lava Plume is easily spammed, especially against physical attackers, since the potential burn will cripple them for the rest of the match. However, if the foe resists Fire-type moves, use the appropriate coverage move to heavily damage or even KO it. Stone Edge is on the set solely to OHKO Mega Charizard Y and Volcarona, which none of Heatran's teammates can switch into. If Heatran elects to run Taunt, use it against bulky switch-ins such as Zapdos and Chansey; it cripples them by preventing recovery and also prevents the former from Defogging and the latter from setting Stealth Rock or paralyzing Heatran. Taunt also generates setup opportunities on Pokemon like Sableye and Will-O-Wisp Mew that rely on status moves to deter setup. Steel-type teams can capitalize on the free turn generated by the bulky threat's switch by setting Stealth Rock, nailing the predicted switch-in with the right move, safely pivoting to a teammate, or applying offensive pressure with a setup Pokemon. Keep entry hazards off the field for Heatran because it will be switching around often as an offensive pivot. Avoid paralysis, since it will make Heatran even more easily outsped and KOed.

Team Options
========

Heatran partners well with Pokemon weak to Fire-type moves such as Mega Scizor, Skarmory, Doublade, and Ferrothorn; these Pokemon usually resist or are immune to Heatran's weaknesses of Ground, Fighting, and Water. Mega Scizor can also check some Pokemon that are threats to Heatran; examples include Terrakion and Breloom, the first of which it can 2HKO with an unboosted Bullet Punch and the latter of which it can set up on with Swords Dance, assuming one has already sacked something to Spore. Skarmory, on the other hand, provides hazard control in addition to being immune to Ground-type moves. It can set both Stealth Rock and Spikes, which discourage switches and allow Heatran to get important KOs, such as a near-certain 2HKO on Zapdos with Fire Blast, an OHKO almost all of the time on Torkoal with Earth Power, and a guaranteed OHKO on Mega Heracross after Stealth Rock and Spikes. On more balanced builds, Skarmory can also Defog away opposing entry hazards, which prevents Heatran from being worn down by repeated switches, a huge problem due to Heatran's lack of recovery. While Skarmory is immune to Ground-type moves, Doublade is immune to Fighting-type moves. It also checks Pokemon that are massive threats to Heatran, including Mega Medicham and Terrakion. Ferrothorn and Empoleon resist Water-type moves, giving them a fantastic synergy with it. The former provides residual damage in Leech Seed and Iron Barbs, entry hazards in Stealth Rock and Spikes, and speed control in Thunder Wave, while the latter can set Stealth Rock for Heatran and remove entry hazards with Defog, if needed. Jirachi is a great partner to Heatran, since it can provide Heatran recovery with Wish or Healing Wish, check Water-types with an Assault Vest set, and revenge kill Fighting-types with a Choice Scarf set. Additionally, Excadrill synergizes well with Heatran, since it can outspeed and eliminate threats to Heatran, including Mega Charizard Y, Volcarona, Heracross, and Choice Scarf Rotom-W. Magnezone is another effective partner being able to KO Water-types that give Heatran trouble with Thunderbolt. It can always OHKO Keldeo and Azumarill after Stealth Rock, always 2HKO Mega Gyarados while OHKOing its base forme, and almost always OHKO Slowbro after Stealth Rock. Additionally, Magnezone can absorb paralysis thanks to its Electric typing and can gain momentum for Heatran's team with Volt Switch.

[SET]
name: Defensive (Steel)
move 1: Lava Plume
move 2: Earth Power
move 3: Toxic
move 4: Stealth Rock
item: Leftovers
ability: Flash Fire
nature: Calm
evs: 252 HP / 208 SpD / 48 Spe

[SET COMMENTS]
Moves
========

Lava Plume possesses a nasty burn chance, which is the main reason Heatran uses it, and it also does slight damage to the foe while preventing Heatran from being Taunt bait. Earth Power provides coverage with Lava Plume and allows even defensive Heatran to do damage to specific foes, such as other Heatran. Toxic is extremely helpful, putting walls and setup sweepers such as Chansey, Mew, and Volcarona on a timer, forcing them to switch out. Stealth Rock is used because the chip damage it provides punishes switches and allows Heatran and its teammates to get crucial KOs. However, if Heatran's team already has Stealth Rock support, Stone Edge should be used in the last slot, since specially defensive Heatran can take any attack from Mega Charizard Y or Volcarona once, even Focus Blast or Hidden Power Ground and then OHKO both of them with Stone Edge, which is very useful for Heatran's team.

Set Details
========

The EVs and nature maximize Heatran's special bulk, allowing it to survive many powerful special hits to inflict the foe with status or set entry hazards. Notable special attacks it survives once are Mega Charizard Y's Focus Blast, Thundurus's Focus Blast, any attack from Hoopa-U, and Choice Specs Keldeo's Scald. The Speed EVs allow Heatran to outspeed 20 Speed Mega Venusaur, a common benchmark on that threat, in addition to outpacing all uninvested base 80s. Leftovers is crucial to Heatran's longevity, since it does not have reliable recovery. If Stone Edge is used, take 24 EVs from Special Defense and put them in Attack in order to OHKO Mega Charizard Y all of the time.

Usage Tips
========

Because of its fantastic special bulk, switch Heatran into special attackers such as Latios, Mega Pidgeot, and Yanmega and then set entry hazards, Toxic the foe, or deal damage and spread burns with Lava Plume. Also, switch Heatran into predicted Fire-type moves so that it will get a free switch in and a Flash Fire boost. Once Heatran has been switched in, set Stealth Rock immediately if it has not been set already, since it punishes switches and allows one to get key KOs. Heatran's next move depends on what the predicted switch-in will be. If the switch-in is weak to Fire- or Ground-type attacks, use the respective move, damaging it. Toxic should be used against bulky switch-ins like Zapdos and Porygon2, since it will cripple them. If one thinks a physical attacker will be switched in, however, it is best to use Lava Plume, possibly burning and crippling it or at least damaging it. Avoid Knock Off from Pokemon such as Tornadus-T and Bisharp, since Heatran absolutely needs the passive recovery from Leftovers. Assuming Stone Edge was chosen, if the opponent has a Mega Charizard Y or Volcarona switched in against Heatran, OHKO them with Stone Edge no matter what. Do not hard switch Heatran in, though, since it needs to be at full health to check them. Due to a lack of investment in Special Attack, Heatran will not be doing a lot of damage with Earth Power, but it can still deal significant damage to predicted switch-ins with a Ground-type weakness, such as opposing Heatran and Victini. Preserve Heatran's health for as long as possible so that it can continue to switch into special attacks and absorb Fire-type moves for its team. Although it does not mind paralysis as much as offensive Heatran sets do, defensive Heatran still dislikes being outsped by basically everything.

Team Options
========

Skarmory is one of the best partners to Heatran, as the two synergize well defensively. Skarmorycan easily switch into Ground-type moves used against Heatran, while Heatran can switch in on Fire-type moves that target Skarmory. They also wall each other's checks, with Skarmory tanking physical attacks and Heatran tanking special ones. Furthermore, since both have access to phasing moves and entry hazards, they can free up moveslots for each other, allowing Skarmory to use Spikes or Heatran to use Stone Edge. Excadrill or Ferrothorn works well with this partnership, since they can switch into Electric-type moves Skarmory is weak to, preventing Heatran from taking unnecessary hits. Excadrill also provides entry hazard removal that does not remove Heatran's hazards, which is beneficial to Heatran, and it can check some threats to Heatran, such as Rotom-W and Mega Charizard Y. On the other hand, Ferrothorn makes for a good partner for with Heatran, having great defensive synergy with it. , being able to switch into switch into many Water-type moves, provide speed control with Thunder Wave, and spread residual damage with Iron Barbs + Leech Seed, which work well with Heatran spreading status to wear down foes. Additionally, Jirachi is a fantastic partner for defensive Heatran. Its Choice Scarf set can take on Fighting-types with STAB Heart Stamp or Zen Headbutt; it can heal Heatran with Healing Wish or Wish; and its Assault Vest set can tank Water-type attacks aimed at Heatran while checking their users. Offensive Pokemon that appreciate what Heatran does partner well with it. For example, Mega Scizor can more easily tank physical hits due to Heatran speading burns and nab important KOs because of the chip damage from burn, Toxic, or Stealth Rock.; Mega Scizor's excellent defenses make it a great teammate for Heatran in general. Doublade also partners very well with Heatran, since it can spinblock and is immune to Fighting-type moves from Mega Medicham, Mega Heracross, and Terrakion. However, they both share a Ground-type weakness. Magnezone is a great Heatran teammate, since it can check Water-types with Thunderbolt, absorb paralysis for Heatran, and bring Heatran in safely with Volt Switch. Empoleon works very well with defensive Heatran, since it resists the Water-type attacks Heatran fears. It can also learn many utility moves that Heatran enjoys, such as Defog, Roar, and Stealth Rock.

[SET]
name: Offensive Trapper (Steel)
move 1: Magma Storm
move 2: Earth Power
move 3: Toxic
move 4: Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Magma Storm allows Heatran to trap passive threats such as Chansey, Porygon2, Zapdos, and Mew and remove them from the game, enabling a sweeper such as Doublade or Mega Scizor to demolish the opponent's remaining team. Earth Power provides coverage to hit threats Magma Storm cannot, such as other Heatran and Victini. Toxic combines with Magma Storm quite well, with Magma Storm preventing threats from switching while Toxic's damage increases and its residual damage adding to Toxic's. Taunt allows Heatran to prevent the threats it traps from recovering their health, while also shutting down setup sweepers and entry hazard setters.

Set Details
========

Maximum Special Attack and Speed investment with a Timid nature allows Heatran to be as offensively potent as possible, heavily damaging or outright KOing threats such as Skarmory and Magnezone with the appropriate moves and outspeeding standard Mew and Zapdos. Heatran's Air Balloon gives it a temporary immunity to Ground-type moves, allowing it to check Ground-types such as Excadrill and Mamoswine that it can KO and other Pokemon with Ground-type coverage moves, such as other Heatran and Volcarona. On the other hand, Leftovers's residual recovery is very helpful against the bulky threats Heatran traps, allowing it to recover off the damage from their weak attacks.

Usage Tips
========

Because of its immunity to Fire, Heatran should be switched into predicted Fire-type moves. It can then receive a boost and hit the opponent with a Flash Fire-boosted Magma Storm. Switch Heatran into Choice-locked Pokemon whose moves it resists or is immune to. Prime examples include Choice Scarf Latios locked into Draco Meteor and Choice Scarf Victini locked into V-create or Blue Flare. Heatran can then damage, trap, Toxic, or Taunt the switch-in. Heatran should also be switched into bulky threats that use Will-O-Wisp such as Mew, as it is immune to these moves, and it can then trap them with Magma Storm. Use Taunt with Magma Storm to prevent foes from using recovery moves, Chansey from paralyzing Heatran, and Clefable from setting up Calm Minds. Once Heatran is in, immediately trap the threat with Magma Storm, and then Taunt it to prevent recovery. After this, Toxic the foe and spam Magma Storm or Earth Power until the threat is KOed, being sure to keep it Taunted. Against Fire-type teams, Heatran must be played very conservatively, as one misprediction means Heatran's team will be swept by the opponent's Fire-types, since there will be no switch-in to it. Against mixed attackers that can break Skarmory, such as Mega Garchomp, keep Heatran's Air Balloon intact so that it can switch into Ground-type attacks in order to attack the threat. Heatran also dislikes paralysis, since it completely ruins Heatran's already mediocre Speed tier, and the opponent can use the free turn generated by a full paralysis to do as they wish.

Team Options
========

Mega Scizor is a fantastic partner to Heatran, as Heatran benefits from its devastating weakness to Fire-type attacks and can switch in against them for free. Additionally, Mega Scizor is hit neutrally by Fighting- and Ground-type moves, to which Heatran is weak. Furthermore, Heatran can trap many Pokemon that are setup bait for Mega Scizor, such as Chansey without Thunder Wave and Gliscor. Because Heatran can trap physical walls with Magma Storm, it pairs well with physical attackers that appreciate this, such as Bisharp, Doublade, and Mega Scizor. The previously mentioned physical attackers can heavily dent special walls such as Chansey, allowing Heatran to trap and KO them more easily. Skarmory also provides Stealth Rock and Spikes support, which punishes switches and allows Heatran to KO its foes more easily. In addition, it is neutral to Fighting-type moves and immune to Ground-type moves. Finally, suicide lead Skarmory can set up hazards quickly, which Heatran appreciates. On the other hand, Ferrothorn can tank Water-type moves aimed at Heatran while setting Stealth Rock or Spikes and dealing residual damage with Leech Seed and Iron Barbs. It can also mitigate Heatran's subpar Speed with Thunder Wave. However, both Ferrothorn and Heatran are weak to Fighting-type moves. Jirachi also partners extremely well with Heatran, being able to run several sets that benefit it. A Choice Scarf allows it to revenge kill Fighting-types with Zen Headbutt or Heart Stamp, while an Assault Vest allows it to check Water-types like Keldeo and Rotom-W. Jirachi can also make up for Heatran's lack of recovery, being able to heal it with Wish or sacrifice itself to do so with Healing Wish. Doublade synergizes well with Heatran, since Heatran benefits from its Fire-type weakness and Doublade is immune to Fighting-type moves. Magnezone also pairs well with Heatran, since it can KO opposing Water-types with Thunderbolt, absorb paralysis, and gain momentum with Volt Switch. Excadrill pairs well with Heatran, as its Choice Scarf set can eliminate faster threats that can KO Heatran before it acts, such as Rotom-W and Mega Charizard Y.

[STRATEGY COMMENTS]
Other Options
=============

**Steel**:

Defensive Heatran can utilize Protect to stall for Leftovers recovery or Roar to rack up entry hazard damage, but Earth Power is necessary so that Heatran can super effectively damage Fire-types it is supposed to check, and Stone Edge is need for Heatran to be able to KO Mega Charizard Y and Volcarona. Heatran could run a Choice Scarf set to outspeed Mega Charizard Y or a Choice Specs set to serve as a wallbreaker, but this prevents it from fulfilling its role of trapper or pivot, so it is usually subpar. Heatran could use Flash Cannon on the offensive set in the fourth slot, but its coverage is redundant with Heatran's other moves, with the only additional threats it hits being Fairy-types like Clefable and Mega Gardevoir.

Checks and Counters
===================

**Steel**:

**Ground-types**: Any Ground-type can easily KO Heatran with a STAB move after its Air Balloon has been popped. However, those with low Special Defense, such as Landorus, can be significantly damaged by Heatran's attacks as they switch in. Furthermore, physical Ground-types are crippled by Lava Plume's burn, and most Ground-types dislike Toxic, except for Gliscor, Excadrill, and Mega Steelix, although these cannot switch into Heatran's other moves.

**Fighting-types**: Many Fighting-types, notably Keldeo, Heracross, and Terrakion, can easily KO Heatran with their STAB moves that hit on Heatran's weaker Defense stat while also outspeeding it. Furthermore, most Fighting-types can switch into Heatran easily, since they are not significantly damaged by Heatran's moves.

**Paralysis**: Although it is immune to poison and burns by virtue of its typing, paralysis cripples Heatran, making offensive Heatran and the dedicated trapper set useless and easily outsped and KOed. However, defensive Heatran does not mind paralysis as much, as it is not meant to outspeed opposing Pokemon; however, it still despises the occasional full paralysis.

**Special Walls**: Many special walls such as Mew, Zapdos, and Clefable do not care about Heatran's moves, recovering any negligible damage dealt, and can do whatever they want in return. However, Heatran beats most of these with Magma Storm + Taunt + Toxic. Furthermore, even if it is not running the dedicated trapper set, Heatran can cripple them with Taunt. Since Heatran's disposal of them can take several turns, though, special walls can damage it in the meantime with attacks like Seismic Toss from Chansey and Discharge from Zapdos.
 
Last edited by a moderator:

modularform

formerly Salamance
OK, this is ready for QC!

Edit @ below: I have rewritten and asked iVid if it is ready for QC.
 
Last edited:

Vid

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Overview
  • Strong special-attacking power gives Heatran fantastic synergy with other Steel-types such as Mega Scizor and Skarmory, as these are almost exclusively physical.remove this and just say Heatran is a good special attacker on Steel teams
  • A whopping nine resistances in addition to one immunity give Heatran a plethora of switch in opportunities.Just talk about Heatran's typing here and why it's good
  • Heatran can trap bulky threats that would otherwise be hard to KO, such as Mew and Zapdos, with Magma Storm, then proceed to remove them from the game or switch out to a counter, which can capitalize on the free turn generated by the opponent's switch. (Quick comment here doesn't Toxic just cripple those Pokemon and Heatran needs Taunt to effectively beat Zapdos and Mew from full health)
  • When not running an offensive set, Heatran can support and defend quite well with 91 / 106 / 106 bulk, being able to set entry hazards with Stealth Rock, prevent the setting or removal of these with Taunt, and spread burns or poison with Lava Plume and Toxic, respectively.(Defensive Doesn't run Taunt that often)
  • It can also run a Choice Scarf set quite effectively, allowing it to revenge kill threats such as Landorus Incarnate, Mamoswine, and opposing Heatran who are not holding a scarf with its coverage or STAB moves. If this was Fire I would let this slide but Choice Scarf Heatran is mediocre at best on steel teams
  • Despite its comprehensive set of resistances, Heatran is weak to Water and Fighting, with an especially devastating quadruple weakness to Ground, all of which are ubiquitous types in the metagame which somewhat hinder Heatran's effectiveness.Just say Heatran is is weak to Water, Fighting, and quad weakness to ground all common attacking types (Just cut the fluff)
  • Many of the Fire-types Heatran is supposed to check often carry coverage or even STAB moves that hit Heatran super-effectively, such as Close Combat on Arcanine(not common enough) Infernape, Steam Eruption on Volcanion, and Earth Power on other Heatran.
  • Add Focus Blast Charizard-Y since it is very common
  • Even with a Choice Scarf, Heatran's mediocre base 77 Speed allows it to be outsped and KOed by other common scarfers, such as Excadrill, Heracross, and Terrakion.Read what I said above
[SET]
name: Offensive Trapper
move 1: Magma Storm / Fire Blast
move 2: Earth Power
move 3: Hidden Power [Ice] Toxic (Put HP Ice in other options)
move 4: Taunt / Stone Edge / Solar BeamJust put those in other options
item: Air Balloon/
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe
Moves
  • Under Magma Storm section can mention Zapdos and Mew under Pokemon Magma Storm traps
  • Fire Blast can also be used, as it is more powerful, accurate, and comes with a burn chance, although these are at the expense of Magma Storm's trapping and residual damage.
  • Earth Power provides coverage to hit threats Magma Storm cannot, such as other Heatran and Arcanine(not a common Pokemon)good example would be Victini.
  • Hidden Power [Ice] allows Heatran to KO Pokemon who are doubly weak to Ice, such as Gliscor, Garchomp and its Mega Evolution, and Dragonite.HP Ice fails to OHKO the most common variants of all those Pokemon
  • Taunt allows Heatran to shut down setup sweepers, supporters, and hazard setters, preventing them from boosting, crippling Heatran with status, or deploying hazards. (Taunt's main use on this set is to stop recovery so it should be mentioned)
  • Alternate options on this set include Stone Edge, which OHKO's Mega Charizard Y and non-bulky Volcarona, two threats to Steel-type Teams, or Solar Beam + Power Herb, which allow Heatran to act as a one-time lure to bulky Water-types such as Suicune and Swampert.Other Options is best place for these
  • Talk about Toxic and how it works with Magma Storm trapping damage
Set details
  • Heatran's Air Balloon gives it a temporary immunity to Ground-type moves, allowing it to check Ground-types such as Excadrill and Mamoswine that it can KO, or other Pokemon with Ground-type coverage moves, such as other Heatran and Darmanitan(it can run Superpower).
  • If Stone Edge is chosen, 24 Attack EVs deducted from Special Attack should be equipped, so that Heatran can OHKO Mega Charizard Y all the time. Stone Edge will also always OHKO bulky Volcarona after Stealth Rock, and will always OHKO offensive Volcarona regardless of entry hazards.other options is best place for this
Usage Tips
  • Heatran is not significantly effected by hazards, as it is immune to three of them with its Air Balloon, but does not enjoy Stealth Rock, having a neutrality to it.(Just say keep Stealth Rocks of the field)
  • Switch Heatran into Choice-locked Pokemon whose moves it resists or is immune to. Prime examples include Latios locked into Draco Meteor or Excadrill locked into Earthquake. Heatran can then damage, trap, or Taunt the switch-in.(Ballon is unreliable factor so you won't be able to 100% switch Heatran in on Exacdrill since Skarmory is 100% best answer to Excadrill)
  • Use the Solar Beam + Power Herb lure set only if one's team is especially weak to bulky waters, as these prevent Heatran from utilizing an Air Balloon or Taunt. It should be used against bulky Water-type Pokemon such as Swampert, Suicune, and Alomomola, as it is super effective against these.
Team Options
  • Because Heatran can destroy physical walls with its powerful special attacks, it pairs well with physical attackers that appreciate this, such as Bisharp, Doublade, and Mega Scizor.(Mega Scizor was mentioned before)(You can say Doublade since it's immune to ghost type attacks)
  • Skarmory also provides hazard control and phazing, both of which Heatran enjoy. These cause hazard damage to stack up against the opposing team, which means Heatran can more easily nab KOs. Suicide lead Skarmory can also setup priority Tailwind for Heatran while on its death bed, which mitigates Heatran's mediocre Speed stat for three turns.So much fluff in this make it simpler and also mention how Skarmory provides Spikes support and has neutrality to fighting moves
  • Ferrothorn provides Spikes support as well
  • Magnezone is never mentioned as it can check water types and provides some speed control.
  • Magnezone can also take paralysis since it's an electric type
  • Excadrill provides hazard control and is a good Choice Scarfer
  • Unfortunately, Ferrothorn and Heatran share a weakness to Fighting-type attacks, so a Fighting-type check such as Skarmory or Doublade could be used to form a balanced core with Ferrothorn and Heatran. Way too much fluff just mention that in Ferrothorn teammate section
name: Choice Scarf
move 1: Magma Storm / Fire Blast
move 2: Earth Power
move 3: Stone Edge
move 4: Hidden Power [Ice]
item: Choice Scarf
ability: Flash Fire
nature: Hasty / Naive
evs: 4 Atk / 252 SpA / 252 Spe

Choice Scarf should be in other options

Moves
  • Stealth Rock is the best move in the game, as the chip damage it provides secures crucial KOes. unnecessary information Stealth Rock is used to punish switches and allow Heatran and its teammates secure certain KO's
  • Lava Plume possesses a nasty thirty percent burn chance, equivalent to Scald's, and also does slight damage to the foe and prevents Heatran from being Taunt bait. Magma Storm could also be used here, as its trapping has a guaranteed effect and also provides residual damage, but its low accuracy and PP make it an overall less consistent option.Cut the Fluff
  • Toxic is extremely helpful by putting walls and set-up sweepers on a timer, forcing them to switch out, losing momentum and any boosts that were setup.provide examples of Pokemon toxic is helps against and don't make it complicated
  • There are several options for moves in the last slot.
  • Roar shuffles the opponent's team around, removes set-up sweepers' boosts, and helps racks up damage from Stealth Rock and Spikes.
  • Finally, Earth Power provides coverage with Lava Plume, and allows even Defensive Heatran to do damage to specific foes, such as other Heatran, as it is only 2HKOed by offensive Heatran's Earth Power, OHKOing in return. 76 Special Attack EVs must be deducted from Special Defense to secure the OHKO against non-bulky variants, however.(Shouldn't this have been mentioned before not after making statements about Ohkoing Heatran with Earth Power)
Set details
  • Flash Fire can be useful on this set with a bit of prediction, giving Heatran a free switch and a boost in Lava Plume's damage output, but due to a lack of investment in Special Attack, Heatran will not be KOing many foes with it. This is implied in moves Section
Usage Tips
  • Because of its fantastic special bulk, switch Heatran into special attacks and then set hazards, Toxic the foe, do damage and spread burns with Lava Plume, or shuffle the opponent's team with Roar. (Too much Fluff and Heatran doesn't switch into all special attackers just provide examples because Heatran isn't switching in on Fighting Ground or Water type)
  • Although Defensive Heatran is not meant to do large chunks of damage like the former sets, a predicted Fire-type move gives Heatran a free switch, plus a boost to Lava Plume's damage output. Therefore, attempt to switch it into these moves.(This can be said a lot simpler) Switch Heatran in on predicted Fire moves to give Lava Plume a slight boost in power
  • Ok I'm feeling like this section is moves section round 2 I'm not touching this
Team options
  • Skarmory is one of, if not the, best partner to Heatran, as the two defensively synergize well. Skarmory receives free switches into Ground-type moves used against Heatran, while Heatran receives these on Fire-type moves that target Skarmory and does not care about Skarmory's other weakness, Electric, as Electric-type moves are predominantly special, hitting on Heatran's heavily invested Special Defense. (Wouldn't Ferrothorn or Drill be a better switch in to Electric Attacks than Heatran?)
  • ermore, since both have access to phazing and entry hazards, they can free up moveslots for each other, allowing for greater utility. Skarmory also brings hazard removal to the table in Defog, which prevents Heatran from being worn down by repeated switches into hazards, in addition to Tailwind, although this does not benefit Defensive Heatran as much as it benefits the Air Balloon set.(Skarmory isn't that common of a Defogger on balanced Steel and Tailwind Skarmory is never used on a balanced steel team)
  • Defensive Heatran appreciates faster Pokemon or those with powerful priority that can eliminate wallbreakers whose hits it cannot take, such as Mega Medicham and Mega Heracross. Pokemon that can do this job for Heatran include Doublade, whose Defense allows it to take a hit or two, Swords Dance, then KO with Shadow Sneak. Couldn't you just say a fighting immunity?
Other Options
  • Explosion can provide Heatran with a near-death nuke, quite literally going out with a bang, but its use of Heatran's lower attacking stat means that it will often fail to KO foes. For example, Explosion does only twenty-five percent damage to physically defensive Suicune. Explosion also forces Heatran to give up valuable coverage.That is just a bad option
  • Iron Defense could be used on the Defensive set, to boost Heatran's uninvested physical defense, but it prevents the use of one of Heatran's other utility moves, all of which it enjoys. Further, even with one boost, Heatran is still heavily damaged or KOed by Earthquake, with even Jolly Excadrill's Earthquake still OHKOing all of the time.Same reason
  • Put Choice Scarf and Choice Specs here
Checks and counters
  • With Heatran's quadruple weakness to Ground, nearly any Ground-type with decently strong offenses can OHKO it with a STAB move once Heatran's Air Balloon has been popped.(This can be said a lot simpler) However, those with low Special Defense such as Landorus and Garchomp are vulnerable to being outsped by the Choice Scarf set and then KOed if they have been weakened previously, assuming Heatran is not locked into a move resisted by them. Excadrill is especially noteworthy as a Heatran check counter, since it can outspeed all Heatran sets with its scarf-boosted higher base Speed, OHKOing them with Earthquake.(this is just too complicated)
  • Although its Fighting weakness is nowhere near as severe as its weakness to Ground, many Fighting-types can easily KO Heatran with their STAB moves that hit on Heatran's weaker defensive stat. The most prevalent are Keldeo, Terrakion, and Heracross, although the former can be outsped by the scarf set.(Terrakion and Heracross run Choice Scarf a lot and Heatran doesn't do much damage to Keldeo)
  • In addition to its weaknesses to Fire and Ground, Heatran is also KOed by many strong Water-type moves, such as Waterfall from Gyarados or its Mega Evolution, a boosted Scald from Manaphy, and Waterfall or Aqua Jet from Azumarill. These Pokemon also resist most of Heatran's moves, and can therefore set-up on it, but they all fear the Solar Beam + Power Herb lure set, excepting Gyarados before it Mega Evolves. (confusing)Swampert deserves special mention here, however, as its secondary type of Ground allows it to OHKO all variants of Heatran with STAB Earthquake. Its secondary typing also makes it quadruply weak to Solar Beam, however. (This is way too complex and hard to follow)
  • Many special walls such as Chansey, Clefable, and Mega Venusaur have the bulk to stomach all of Heatran's attacks, then heal back the damage. However, their passivity allows them to be trapped by Magma Storm and then be KOed by a dedicated counter, or be forced to lose momentum by hard switching out the next turn. (Doesn't Heatran beat all of those?)
Ok I'm going to have to reject this there is just way too much unnecessary information and confusing parts for me to do a full QC
I expect to work with the writer with an analysis but this is too much.
QC 1/3 Rejected
 

modularform

formerly Salamance
iVid I rewrote my analysis and added all the changes you mentioned; is their anything else you want me to do before moving it to QC? Of course, if you think its ready, go ahead and QC it at your convenience, even though the tag still says WIP.
 

Vid

Our life is what our thoughts make it
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Overview
  • Provide a couple key resistances Heatran has
  • Mention how Heatran has mediocre speed at 77 base speed and mention some threats it gets outspeed by
  • Mention how Air Balloon is a temporary immunity to ground
Moves Trapper
  • Mention some threats Toxic helps with
  • Mention how Taunt helps Heatran dispose of bulkier Pokemon with ease
  • Status needs to be mentioned under what Taunt stops and supporters shouldn't be in there because it's a vague term
Set Details
  • Mention 108 Speed Mew and 108 Speed Zapdos as what Timid Heatran outspeeds
  • such as Earth Power Heatran and Hidden Power Ground Volcarona.
Usage Tips
  • add Doublade and Skarmory to the list of predicted Fire moves
  • Prime examples include Choice Scarf Latios locked into Draco Meteor or Choice Scarf Victini locked into V-Create or Blue Flare. Heatran can then damage, trap, Toxic, or Taunt the switch-in.
  • Heatran should also be switched into bulky threats that use Toxic or Will-o-Wisp such as Chansey and Mew, as it is immune to these statuses, and it can then trap them with Magma Storm, allowing itself or a dedicated counter to take out the threat.Mention Taunt as well here which prevents recovery and potential Thunder Wave from Chansey
  • since there will be no switch-in to it. However, Air Balloon can allow Heatran to be played more aggressively, but it must still be on guard against Water- and Fighting-type moves. (Provide examples Infernape and Volcanion as two good examples)
Team Options
  • Mention how Mega Scizor takes neutral damage from both Fighting and Ground type attacks being two of Heatran's weakness
  • Because Heatran can destroy trap physical walls with its powerful special attacks Magma Storm, it pairs well with physical attackers that appreciate this, such as Bisharp, Doublade, and Mega Scizor.
  • Mention how suicide lead Skarmory can set up hazards quickly for Heatran and most suicide lead Skarmory don't run Tailwind that often
  • Add Doublade as its own section since it's a Fighting immunity
  • In addition, Excadrill combines with Heatran well, as its Choice Scarf set can eliminate faster threats that can KO Heatran before it acts, such as Terrakion (This is often Choice Scarfed can't think of an example with this wording maybe change wording a bit and fit Rotom-W in there up to you)and Mega Charizard Y.
Defensive Moves
  • Mention how Lava Plume is mainly there for Burns
  • Mention how Protect is very good against Choiced Pokemon knowing what move the opponent is looking itself into and provide examples as well (Terrakion, Volcanion, and Keldeo are great examples)
  • Mention how Earth Power is weak since Heatran isn't investing in its special attack
Set details
  • Mention how Heatran doesn't have reliable recovery and how leftovers is crucial for Heatran's longevity
Usage Tips
  • Add a usage tip about avoiding getting Knocked Off because a Heatran without its Leftovers has a harder time doing its job
  • Once Heatran has switched in, set Stealth Rock immediately if it has not been already, since it punishes switches and allows one to get crucial KOs. (I don't like this tip because there are lot of scenarios where Stealth Rocking with Heatran isn't the play)
  • However, if the switch-in can be hit by Toxic or is vulnerable to Lava Plume or Earth Power, such as Terrakion, Victini, Volcanion, or Excadrill, it is better to use the appropriate move than Roar.
  • Mention how Protect should be used to scout against Choiced Users
Team Options
  • Just mention how Skarmory can setup Spikes with Heatran being the Stealth Rocker
  • Excadrill or Ferrothorn work well with this partnership, since they can switch into Electric-type moves Skarmory is weak to so Heatran doesn't have to take unnecessary hits.
  • Mention how Leech Seed can provide some recovery for Heatran
  • Add Mega Scizor and Bisharp both are similar they just appreciate Heatran's support whether it be burns Toxic or Stealth Rocks.
  • Magnezone needs to be mentioned as it checks Water types
  • Excadrill needs to be mentioned as it's a good spinner allowing a way remove hazard without getting rid of your own hazards and it checks some threats to Heatran
Other Options
  • Mention how Choice Scarf allows you to outspeed some threats and list postives of power boost from Choice Specs
  • Mention what Hidden Power Ice and Stone Edge are for
Checks and Counters
  • Mention how Excadrill and Mega Steelix can't swithc into Heatran
  • Mention how majority of Fighting types such as Terrakion and Keldeo can switch into majority of Heatran variants
  • Mention how Swampert fear rare power herb plus Solarbeam set instead of Solarbeam
QC 1/3 complete
This looks so much better Thank You!!!
 
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Tagging iVid for clarification on one point:

Shouldn't there be an Offensive set? Salamance just had Magma Storm as the first attack and based on the Usage Tips, it looked like trapping wasn't his main idea with the set. It is a different set from the trapper set, so I think reinstating his Offense set (with some changes to the slashes that I show below) and just having Offensive Trapper be a 3rd set is OK here. My preferred ordering would be Offensive > Defensive > Trapper.

Here's the set in question:

[SET]
name: Offensive
move 1: Lava Plume / Fire Blast
move 2: Earth Power
move 3: Stone Edge / Ancient Power
move 4: Hidden Power Ice / Taunt / Stealth Rock (This slashing order subject to change)
item: Air Balloon / Leftovers (See the Offensive Trapper comments for my view on the slash order here)
ability: Flash Fire
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

Thoughts on this?

(Rest of the QC below)

Overview:
- While the Air Balloon statement is true, I think it'd be better to make it clear that the 4x weakness is a huge problem. Especially when Steel teams are already very weak to Ground, it doesn't help when their Fire immunity can't take any Ground-type attacks. Then talking about Air Balloon after should be ok.
- Definitely note that Heatran has no reliable recovery. That's such an important point because the team needs Heatran to be around for as long as possible, but Heatran has no way of reliably recovering off any damage it takes.

Offensive Trapper:
Set:
- I really think Leftovers must be slashed, if not first at least second. Having the Leftovers recovery helps it tremendously when trying to trap and KO walls while still preserving Heatran's health for later. Because I know I have a huge bias against Air Balloon, I'll leave it up to you and the 3rd QC to more objectively decide which should go first.

name: Offensive Trapper
move 1: Magma Storm
move 2: Earth Power
move 3: Toxic
move 4: Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

Set Details:
- Since we added Leftovers, there should be an explanation here. You can just use the reasoning I gave above: that Leftovers provides incremental recovery to allow Heatran to more easily defeat walls and improve its longevity.

Usage Tips:
- In general, try to make sure Heatran takes as little damage as possible. Its health either doesn't or very slowly replenishes and it is often needed either for its Fire immunity or its stallbreaking power.
- Air Balloon should be preserved as long as possible to keep the threat of having Heatran switch into Ground-type attacks (especially those from Pokemon that use Choice items).

Team Options:
- You say "also" in every line, so please don't when you're writing this up.

Defensive:
Set:
- The only acceptable last move in your list is Earth Power. In fact, it should always have Earth Power to hit opposing Heatran and to avoid being utterly walled by it.
- Lava Plume and Earth Power are always going to be on this set, so they should be at the top. Stealth Rock is nice, but there are so many other Stealth Rock users, it doesn't make a lot of sense to put it first when there are so many alternatives to Heatran for this role.

name: Defensive
move 1: Lava Plume
move 2: Earth Power
move 3: Toxic
move 4: Stealth Rock
item: Leftovers
ability: Flash Fire
nature: Calm
evs: 252 HP / 4 SpA / 252 SpD

Moves:
- Change the order in which you talk about the moves, as a result of the new ordering.
- Don't mention Protect or Roar at all. Both moves simply have no place on this set, which is already tightly packed.
- You need to say that Earth Power doesn't always OHKO offensive Heatran.
- Add Stone Edge as a possible move only if the team does not need Heatran to provide Stealth Rock support. Defensive Heatran is one of only two Pokemon that can always take at least one attack from Mega Charizard Y, so having Stone Edge to be able to OHKO it is a niche only Heatran can fill (If you're curious, Empoleon is the other, but cannot OHKO Mega Charizard Y). Hidden Ground Volcarona can 2HKO Heatran even without any boosts, which can be a significant problem. Being able to OHKO with Stone Edge is very useful to this end.

Set Details:
- Remove "shuffle the opponent's team around", as Roar isn't on the set anymore.
- Include Mega Charizard Y's Focus Blast, which is arguably the most important of the list. Far more important than Mega Alakazam, at any rate.
- Don't mention Earthquake Latios. You can use Choice Specs Keldeo's Scald as an alternative, if you wish.
- Remove mention of Protect for Leftovers.
- Don't need to bring up Flash Fire
- Add that if using Stone Edge, use 24 Attack EVs to guarantee the OHKO on Mega Charizard Y. (We would like to not use Sassy because we can still at least get a Speed tie against other defensive Heatran. It would also cause Heatran to be outsped by Skarmory, Politoed, and other annoying threats)

Usage Tips:
- Remove lines about Roar and Protect.
- Include a tip about using Stone Edge against Mega Charizard Y and Volcarona.
- Actually, there's no reason not to Stealth Rock against a Zapdos. You can force it to stay in to Defog the turn after while you Toxic it, and then can guarantee Stealth Rock go up. (In the same line, you misspelled Starmie)
- Chansey's a pretty bad example for a switch-in that Heatran wants to Toxic. Without Taunt, Heatran cannot prevent it from doing whatever it wants before switching out to activate Natural Cure. Instead, Porygon2 is a great option, which would like to come in on a Lava Plume thanks to its ability to Trace Flash Fire, that hates being poisoned and will be crippled as a result.
- Lava Plume outdamages Earth Power on Excadrill, so that's not a good example. Instead, how about opposing Heatran?
- Add that preserving Heatran's health as much as possible is important to take advantage of Flash Fire throughout the match.

Team Options:
- Also include that Skarmory and Heatran wall each other's checks. Physical attackers that try to break Heatran have a hard time vs. Skarmory, and the other way around for special attackers.
- Definitely mention that Ferrothorn switches into most Water-type attacks with great ease, another reason the core is so good.
- Add that because Ferrothorn and Skarmory can learn entry hazards, Heatran has an easier time running Stone Edge.
- Bisharp really isn't going to be switching into any physical attacks, even from most burned foes.
- Specify that bulky Mega Scizor is an especially good teammate due to its great defenses.
- Add Jirachi, which has several sets that all benefit Heatran. Its Choice Scarf set makes it a fantastic revenge killer and pivot, able to take on most Fighting-types with its STAB Heart Stamp, while also having access to Healing Wish that may give Heatran a second wind. A specially defensive utility set with Wish can help heal a weakened Heatran (Notably, a full health specially defensive Jirachi can always switch into even Choice Specs Keldeo). The Assault Vest set also switches into and checks many Water-types that threaten Heatran.
- Add Empoleon, which has a Water typing, giving it the ability to switch into most specially attacking Water-type Pokemon. It also has access to many utility moves such as Stealth Rock, Defog, and Roar.

Other Options:
- You can mention that the specially defensive set can use Protect and Roar here.
- The Shuca lure is awful.
- Max Special Defense Clefable isn't a thing (By the way, Flash Cannon does over 80%, so what do you mean by one-third of the time?). Flash Cannon almost always OHKOes the mixed defenses Clefable.
- I think Solar Beam is really bad too and literally doesn't have a niche, since it can't even OHKO Slowbro, Rotom-W, or Politoed (Thanks to Drizzle halving its damage). But I've never used it, so if you and the 3rd QC really think it's acceptable enough to be in Other Options, then it's fine.

Checks and Counters:
- Garchomp is not going to be heavily damaged by Magma Storm, and it certainly doesn't have low Special Defense (Having more than Hippowdon, in fact).
- Remove the Solar Beam lines. You can replace it with Toxic, which does cripple almost every Water-type that switches into Heatran.
- Special walls should go here, as they only really lose to sets with Magma Storm + Taunt + Toxic, and ones that have damaging moves might really mess up Heatran in the meantime.

Thanks for bearing with us! Heatran is such a versatile Pokemon and it's very important to the metagame.

Edit:
Ok talked to Vid and we agree that the Offensive set should be there. Please tag me when you have that. I want to double check that before we go into the writing phase.

 
Last edited:
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modularform

formerly Salamance
Eien I implemented everything and added Offensive Set; could you look over the Offensive Set before write-up? Would have had this done sooner but was unavailable for a few days.
 
I realized I made a mistake putting Stone Edge as the first slash but not having the requisite 24 Attack EVs to guarantee the OHKO on Mega Charizard Y. Here's the correction, sorry about that!

name: Offensive
move 1: Lava Plume / Fire Blast
move 2: Earth Power
move 3: Stone Edge / Ancient Power
move 4: Hidden Power Ice / Taunt / Stealth Rock
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 24 Atk / 232 SpA / 252 Spe

Moves:
- Heatran shouldn't be Modest, so that part of the line regarding Ancient Power against Volcarona should be removed. You should say that Ancient Power is weakened by the Quiver Dance Special Defense boosts, which is another reason why Stone Edge is often superior.

Set Details:
- Due to my mistake, the current explanation for the EV spread isn't correct. Change it to include 24 Attack EVs to guarantee the OHKO and putting the rest into Special Attack.

Usage Tips:
- Heatran doesn't actually fear Trick from a Choice Scarf user, as being given a Choice Scarf really doesn't affect its usage particularly much.
- I think it's OK to narrow down some of the specific examples to generally saying something along the lines of using the correct coverage move, Earth Power against opposing Heatran and Hidden Power Ice against Gliscor. Detail is good, but it might be too much here?
- The line about the occasional full paralysis is unnecessary, that's just what paralysis does.

Team Options:
- Mega Scizor can't set up on Excadrill, as the Choice Band set 2HKOes even bulky Mega Scizor.
You mention Stealth Rock support from a variety of teammates, can you list a few examples of KOs that entry hazard support would provide that show why it's important?

Looks great, thanks for your hard work. QC 2/3
 

scpinion

Life > Monotype... unfortunately :)
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First, major props for sticking with this thing. Heatran is a really tough 'mon and you've done a good job.

I had a bunch of comments on the first set (it is a really tough set to discuss). I have some stuff I need to get done before I can finish QC'ing the rest and I want to look over the changes one more time before stamping this. Thus, this check only goes through the first set. You can get started with the changes and I'll post again with a QC on the final two sets ASAP. Comments are in bold or colored.


View attachment 66303
QC (2 / 3) : iVid | Eien | z
GP (0 / 2) : w | u

[OVERVIEW]

**Steel**

Heatran is one of, if not the, best Pokemon on Steel-type teams due to its unbelievable versatility, able to run an Offensive, Defensive, or Trapper set with excellence, and ability to check Fire-types such as Mega Charizard Y, Volcarona, and opposing Heatran with Flash Fire. Flash Fire also gives a power boost to Heatran's own Fire-type moves, although it is situational. Due to its base 130 Special Attack, Heatran can run a Special Attacking set fantastically, something Steel-type teams generally lack. Its beneficial typing of Fire-Steel allows Heatran to check a plethora of foes, such as Zapdos, Skarmory, Chansey without Thunder Wave, Mew, and Togekiss, and also gives it key resistances to Flying-, Psychic-, Steel-, and Bug-type moves. However, Heatran's typing is a double-edged sword somewhat, since it comes with weaknesses to Water-, Fighting-, and Ground-types, all of which are quite common and Steel-type teams struggle to reliably check. Heatran's quadruple weakness to Ground-type moves make it an excellent user of an Air Balloon, which gives it a temporary immunity to these attacks. Notwithstanding the Air Balloon, however, it is a humungous problem for Steel-type teams when their only Fire-type check cannot stomach a Ground-type move to save its life. In addition to providing a large pool of resistances, Heatran's typing prevents it from being crippled by burn or poison, although it can still be hit with sleep or paralysis. (this stuff in red should move to a usage tips section)Heatran can trap bulky threats that would otherwise be hard to KO, such as Mew and Zapdos, with Magma Storm, then proceed to remove them from the game or switch out to a counter, which can capitalize on the free turn generated by the opponent's switch. However, Heatran requires Taunt to beat these from full health, and can use Toxic instead of Magma Storm to cripple them. When not running an offensive set or trapping walls, Heatran can support and defend quite well with 91 / 106 / 106 bulk, being able to set entry hazards with Stealth Rock and spread burns or poison with Lava Plume and Toxic, respectively.

Unfortunately, many of the Fire-types Heatran is supposed to check often carry coverage or even STAB moves that hit Heatran super-effectively, such as Focus Blast on Mega Charizard Y, Close Combat on Infernape, Steam Eruption on Volcanion, and Earth Power on other Heatran. Furthermore, its mediocre base Speed of 77 leaves Heatran outsped by threats such as Mega Gallade, Mega Medicham, Infernape, and Excadrill. No reliable recovery is another huge detriment to Heatran, since its team will want it to be around for as long as possible to effectively absorb Fire-type moves. Despite these flaws, however, Heatran remains one of the most solid picks for Steel-type teams, being able to check Fire-types, trap walls, break holes in the opponent's team with powerful special attacks, and provide fantastic utility in a defensive set.

[SET]
Ok, lots of comments on this one. I talked with the QC team and we think the set should be this:

name: Offensive
move 1: Lava Plume
move 2: Earth Power
move 3: Stone Edge
move 4: Hidden Power Ice / Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 24 Atk / 232 SpA / 252 Spe

Changes:
Take 20 EVs from SpA and add them to Atk. That guarantees a KO on ZardY with Stone Edge
Remove Fire Blast. Mention it at the end of the moves section as an option to deal more damage with Fire STAB. (also see the comments below)
Remove Ancient Power. It can't OHKO ZardY and Volcy boosts SpDef. Don't mention it in the moves section, you typically get 1 chance to hit ZardY with Heatran. After that, your scarfer has to check it.
Remove SR. Still mention it in the moves section (see comments below)


Just a comment: This set was originally made for HO Steel teams. They hazard stack with Custap Skarm, then keep hazards w/ Doublade + Taunt Heatran, punish Hazard removal with Bish, and carry 3 'mons with SD to constantly apply offensive pressure. Most of our comments in this set should be geared toward that team b/c it has defined Steel teams for a good chunk of ORAS.

name: Offensive
move 1: Lava Plume / Fire Blast
move 2: Earth Power
move 3: Stone Edge / Ancient Power
move 4: Hidden Power Ice / Taunt / Stealth Rock
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe <--don't forget to change these

[SET COMMENTS]

Moves
========

Lots of red. :( You did a good job, most of it is just stuff that isn't needed anymore.

Lava Plume or Fire Blast (remove Fire Blast Mentions at the beginning) is Heatran's Fire-type STAB move of choice. Lava Plume nets the KO's offensive Steel teams need, such as OHKOing Bisharp, Excadrill (if Heatran is holding an Air Balloon), or Mega-Heracross after hazard damage, while retaining Lava Plume has the utility of a 30 percent burn chance, crippling physical attackers and accumulating residual damage on bulky switch ins, such as Zapdos or Mew., in addition to perfect accuracy; while Fire Blast is more powerful, albeit with a lesser 10 percent burn chance and imperfect accuracy. Earth Power provides coverage to hit Heatran switch-ins that resist or are immune to Fire-type moves, such as opposing Heatran and Volcanion. A Rock-type coverage move in Stone Edge or Ancient Power allows Heatran to OHKO Mega Charizard Y or Volcarona on switch-in (your team isn't switching into ZardY once it is in and Focus Blast isn't a guaranteed OHKO on this set. Playing for the roll or miss is often a good option so you don't always hit it on switch-in), both of which are massive threats to Steel-type teams. Stone Edge is more powerful, but Heatran must deduct 24 Attack EVs from Special Attack to OHKO Mega Charizard Y, with another of its flaws being low accuracy. On the other hand, Ancient Power is more reliable but less powerful, and also has a chance to raise all of Heatran's stats, but this should never be relied upon. However, it cannot OHKO either Mega Charizard Y or Volcarona without Stealth Rock, and Volcarona's Special Defense boosts from Quiver Dance weaken it. However, offensive Heatran cannot switch into either of these, being OHKOed one third of the time by Focus Blast from Mega Charizard Y and 2HKOed all of the time by Volcarona's Hidden Power Ground. Heatran's last move could be one of several. Hidden Power Ice hits Pokemon weak to Ice-type moves as they switch in (often, you will force them to pop your balloon and bop them with this. that should be in Usage Tips though); examples include Garchomp, Hippowdon (burning it with Lava Plume would be more valuable in most situations) Landorus, and Dragonite. Conversely, Taunt allows Heatran to prevent special walls from recovering their HP, allowing it to beat them by whittling them down throughout a match, assuming they do not switch out. Taunt also prevents opposing Pokemon, most notably Zapdos, from Defogging the hazards an offensive Steel team likes to stack. The dedicated trapper set does this better, however, as it can prevent switches with Magma Storm. It also prevents setup sweepers from boosting, entry hazards from being set on Heatran's side, and paralysis. Finally, Stealth Rock is useful because the chip damage it provides punishes switches and allows Heatran and its teammates to nab crucial KOs. Furthermore, Heatran will be able to set it easily during the match, because of the switches it forces. However, Taunt or Hidden Power Ice should be used instead if Heatran's team already has Stealth Rock support from Pokemon such as Custap Berry Skarmory or Ferrothorn. Heatran using Stealth Rock may free up moveslots on these Pokemon though, allowing Skarmory to run Spikes, for example. Finally, Fire Blast can be run over Lava Plume for more damage output. Most notably, Fire Blast has a good chance to 2HKO specially defensive Zapdos after rocks, which helps maintain hazards against Flying teams if Heatran foregoes Taunt.

Set Details
========

Heavy Special Attack investment allows Heatran to hit as hard as possible, doing massive damage to threats like Magnezone, Skarmory, opposing Heatran, Victini, Mega Charizard Y, Volcarona, Dragonite, and Garchomp with the appropriate moves, although Heatran cannot switch into many of these and is outsped by most of them in addition. Maximally invested Speed boosted by a Timid nature gives Heatran a Speed stat of 278, which outpaces Adamant Excadrill, Mega Heracross, 108 Speed Mew and Zapdos positive nature base 70 speed Pokemon and those speed creeping that speed tier, such as Zapdos or Mew, and neutral natured Gyarados and its Mega Evolution. 24 Attack EVs are used to guarantee a OHKO on Mega Charizard Y with Stone Edge. However, if Ancient Power is used instead, they should be reallocated to Special Attack. Ancient Power is an inferior option though, since, as mentioned previously, it cannot OHKO Mega Charizard Y or Volcarona. Flash Fire allows Heatran to fill its niche on Steel-type teams, namely, absorbing Fire-type moves that KO all the other members of the team. It also boosts Heatran's own Fire-type moves, allowing it to hit much harder with Fire Blast or Lava Plume. Air Balloon or Leftovers are the two best choices for an item; Air Balloon neutralizes Heatran's quadruple weakness to Ground-type moves, but is unreliable and easily popped by any direct damage. Leftovers, on the other hand, provides Heatran with residual recovery, which it absolutely needs because it will receive none otherwise. Additionally, Heatran's team will need it to be around for as long as possible to switch into Fire-type moves, and Leftovers helps facilitate this. Removing 60 EVs from SpA and allocating them to SpD guarantees Heatran can survive one Focus Blast from Charizard-Mega-Y. It slightly reduces Heatran's damage output, but it is still guaranteed to OHKO Bisharp, Excadrill (if Heatran is holding an Air Balloon), and Mega-Heracross after hazard damage.

Usage Tips
========

I split your paragraph up again to make it easier for me to QC.

The most optimal way to use Offensive Heatran is as an offensive pivot; switch it into a threat it walls thanks to its resistances and immunities, then attack the predicted switch-in with the move that hits it the hardest or set Stealth Rock. Heatran will have a plethora of switch-in opportunities due to its fantastic typing granting it many resistances. For example, it can switch in with impunity against Latios, Mega Scizor, Togekiss, and Mew.

Beyond threats it naturally walls, the best kind of Pokemon to switch Heatran into are those Choice-locked into a move it resists or is immune to thanks to an Air Balloon or Flash Fire; examples include Choice Scarf Latios's Draco Meteor, Choice-locked (band is very common) Scarf Excadrill's Earthquake, Choice Scarf Victini's V-Create or Blue Flare, and Choice Scarf Hydreigon's Flamethrower or Fire Blast.
--> change this one However, the Air Balloon's immunity is temporary and unreliable, so one cannot always switch Heatran in against threats like Excadrill. Since the opponent will then most likely switch due to Heatran walling his or her Pokemon, use the move that is best against the predicted switch or utilize the free turn to set Stealth Rock if Heatran has it. Just make a generic mention of Air Balloon's utility, allowing Heatran to check major threats like Excadrill, Garchomp, or Landorus, but it must be played carefully due to how easy it is to pop. It isn't about switching into the threats necessarily, you'll often want to come in after a sack and threaten them w/ HP Ice or a Lava Plume. Along this same vein, mention how preserving the Air Balloon is crucial in some match-ups, such as against Ground teams where Heatran has to get a heavy hit off against one of the major threats to even stand a chance.

A Fire-type STAB move should be used in most cases, unless the foe resists it or is hit harder by another move. Lava Plume is a particularly spammable move, or Fire Blast is also the best choice especially against physical attackers, since the potential burn will cripple them for the rest of the match. However, if the new foe resists Fire-type moves, use the appropriate coverage move to heavily damage or even KO it. For example, Earth Power is a guaranteed OHKO against opposing Heatran without Special Defense investment and a guaranteed 2HKO against Choice Scarf Victini; while Hidden Power Ice does nearly 50 percent damage to Hippowdon (Lava Plume does the exact same damage and has a burn chance. HP Ice is only for 4x weak things) and 75 percent to Specially Defensive Gliscor.

A Rock-type move Stone Edge is on the set solely to KO Mega Charizard Y and Volcarona. Heatran's ability to check these is one of the plethora of reasons why it is such a fantastic Pokemon on Steel-type teams. Steel teams are unable to switch into CharY and Focus Blast isn't a guaranteed OHKO, so risking Heatran is sometimes a good play if you don't need Heatran to check other threats.

If Heatran elects to run it, use Taunt against bulky switch-ins such as Zapdos and Chansey. It cripples them by preventing recovery and also prevents the former from Defogging and the latter from setting Stealth Rock or paralyzing Heatran. Heatran can also generate set up opportunities for its teammates by Taunting Pokemon that can prevent them from setting up, such as WoW Mew.

Rephrase this so it emphasizes how offensive Steel teams would take advantage of the free turns in practice (likely pivoting to one of the SD 'mons to maintain offensive pressure or fishing for a burn). Something like: Heatran often forces bulky Pokemon to switch out. Use these free turns to get off a heavy hit on the switch in, to safely pivot into one of Heatran's teammates, or set Stealth Rock.
When the bulky foe switches out, set Stealth Rock or attack the predicted switch-in with the appropriate move to capitalize on the free turn.

Keep hazards off the field for Heatran, since it is damaged some by Stealth Rock and will not be immune to Sticky Web or Spikes for long due to Air Balloon's temporality. This is especially important since Heatran will be switching around often as an offensive pivot. Avoid paralysis, since this will make Heatran even more easily outsped and KOed.



Team Options
========

Heatran partners well with Pokemon weak to Fire-type moves such as Mega Scizor, Skarmory, Doublade, and Ferrothorn. This is because it enjoys the free switch generated from a Fire-type move, in addition to receiving a boost to its own Fire-type STAB moves. Furthermore, these Pokemon resist or are immune to Heatran's weaknesses of Ground-, Fighting-, and Water-types. Mega Scizor can also check some Pokemon that are threats to Heatran; examples include Terrakion and Breloom, the first of which it can 2HKO with an unboosted Bullet Punch and the latter of which it can set-up on with Swords Dance, assuming one has already sacked something to Spore. Skarmory, on the other hand, has hazard controlling abilities that benefit Heatran in addition to being immune to its worst weakness, Ground-type moves. It can set both Stealth Rock and Spikes, which disincentivize switches and allow Heatran to get crucial KOs, such as a near certain 2HKO on Zapdos with Fire Blast, a OHKO almost all of the time on Torkoal with Earth Power, and a guaranteed 2HKO on Shuca Berry Empoleon with Fire Blast(no one runs this in mono) Mention a guaranteed OHKO on Mega-Hera w/ SR + Spikes. On more balanced Steel builds, Skarmory can also Defog away opposing hazards, which prevents Heatran from being worn down by repeated switches through hazards, a huge problem due to Heatran's lack of recovery. While Skarmory is immune to Ground-type moves, Doublade is immune to Fighting-type moves, another of Heatran's weaknesses. It also checks Pokemon that are massive threats to Heatran, including Mega Medicham and Terrakion and Excadrill (skarm or ferro should check this). Ferrothorn and Empoleon resist Water-type moves, Heatran's final weakness, giving them a fantastic synergy with it. The first provides residual damage in Leech Seed and Iron Barbs and also offering Stealth Rock and Spikes with speed control in Thunder Wave, while the second can set Stealth Rock for Heatran and remove hazards with Defog, if needed. Jirachi is a great teammate to Heatran, since it can do a plethora of things that benefit it. These include providing Heatran recovery with Wish or Healing Wish, checking Water-types with an Assault Vest set, and revenge killing Fighting-types with a Choice Scarf set. Additionally, Excadrill synergizes well with Heatran, since it can outspeed and eliminate threats to Heatran, including Mega Charizard Y, Volcarona, Heracross, and Choice Scarf Rotom-W. Furthermore, Magnezone is an effective Heatran partner, since it can KO Water-types that give Heatran trouble with Thunderbolt. It can always mention Keldeo first (that is the biggest threat Water teams have!) OHKO Azumarill after Stealth Rock, always 2HKO Mega Gyarados while OHKOing its base forme, and almost always OHKO Slowbro after Stealth Rock . Additionally, Magnezone can absorb paralysis thanks to its Electric-typing and gain momentum for Heatran's team with Volt Switch.
~~~Will finish the rest of this later~~~

[SET]
name: Defensive
move 1: Lava Plume
move 2: Earth Power
move 3: Toxic
move 4: Stealth Rock
item: Leftovers
ability: Flash Fire
nature: Calm
evs: 252 HP / 4 SpA / 252 SpD

[SET COMMENTS]

Moves
========

Lava Plume possesses a nasty thirty percent burn chance and is the main reason Heatran uses it, and also does slight damage to the foe while preventing Heatran from being Taunt bait. Earth Power provides coverage with Lava Plume, and allows even Defensive Heatran to do damage to specific foes, such as other Heatran. Opposing offensive Heatran only 2HKO defensive Heatran with their Earth Power, while defensive Heatran OHKOs them in return, some of the time. However, Earth Power is usually quite weak, due to a lack of investment in Heatran's Special Attack. Toxic is extremely helpful by putting walls and set-up sweepers such as Chansey, Mew, and Volcarona on a timer, forcing them to switch out. Stealth Rock is used because the chip damage it provides punishes switches and allows Heatran and its teammates to get crucial KOs. However, if Heatran's team already has Stealth Rock support, Stone Edge should be used in the last slot, since Specially Defensive Heatran can take any attack from Mega Charizard Y or Volcarona once, even Focus Blast or Hidden Power Ground. It can then OHKO both of them with Stone Edge, which is very useful for Heatran's team.

Set Details
========

The EVs and Nature maximize Heatran's special bulk, allowing it to live many powerful special hits to status the foe or set hazards. Notable special attackers whose hits it lives once are Mega Charizard Y's Focus Blast, Thundurus's Focus Blast, any attack from Hoopa-Unbound, and Choice Specs Keldeo's Scald. Leftovers is crucial to Heatran's longevity, since it does not have reliable recovery. If Stone Edge is used, equip 24 Attack EVs deducted from Special Defense, in order to OHKO Mega Charizard Y all of the time.

Usage Tips
========

Because of its fantastic special bulk, switch Heatran into special attackers such as Latios, Mega Pidgeot, and Yanmega and then set hazards, Toxic the foe, or do damage and spread burns with Lava Plume. However, be wary of Water-, Fighting-, and Ground-type moves from Volcanion, Keldeo, and Landorus.
Also, switch Heatran into predicted Fire-type moves, so that it will receive a free switch and a boost in Lava Plume's damage output. Once Heatran is in, set Stealth Rock immediately if it has not been already, since it punishes switches and allows one to get crucial KOs. If the opponent has hazard removal, but cannot KO Heatran, such as Zapdos or Mandibuzz, set Stealth Rock anyway, forcing them to Defog and allowing Heatran to hit them with Toxic while they do so. However, if the opponent has hazard removal and can KO Heatran, such as Starmie or Excadrill, it is best to switch to a counter. Heatran's next move depends on what the predicted switch-in will be. If the switch-in is weak to Fire- or Ground-type attacks, use the respective move, damaging it. Toxic should be used against bulky switch-ins like Zapdos and Porygon-2, since it will cripple them. If one thinks a physical attacker will be switched in, it is best to use Lava Plume, possibly burning and crippling it or at least damaging it. Avoid Knock Off from Pokemon such as Tornadus-T and Bisharp, since Heatran absolutely needs the passive recovery from Leftovers. Assuming Stone Edge was chosen, if the opponent has a Mega Charizard Y or Volcarona against Heatran, OHKO them with Stone Edge no matter what, since Heatran can tank even Focus Blast or an unboosted Hidden Power Ground just once. Do not hard switch Heatran in, though, since it needs to be at full health to check these. Due to a lack of investment in Special Attack, Heatran will not be doing massive damage with Earth Power, but it can do significant damage to predicted switch-ins with a Ground-type weakness, such as opposing Heatran and Victini. Preserve Heatran's health as long as possible, so that it can continue to switch into special attacks and absorb Fire-type moves for its team. Although it does not mind paralysis as much as offensive Heatran sets, defensive Heatran still dislikes being outsped by basically everything except other paralyzed Pokemon and minimum Speed Ferrothorn. Furthermore, no Pokemon likes full paralysis, since the free turn allows the opponent to do whatever he or she wants with impunity.

Team Options
========

Skarmory is one of the best partners to Heatran, as the two defensively synergize well. Skarmory receives free switches into Ground-type moves used against Heatran, while Heatran receives these on Fire-type moves that target Skarmory. They also wall each other's checks, Skarmory tanking physical attacks and Heatran tanking special ones. Furthermore, since both have access to phazing and entry hazards, they can free up moveslots for each other, allowing Skarmory to use Spikes or Heatran to use Stone Edge. Excadrill or Ferrothorn work well with this partnership, since they can switch into Electric-type moves Skarmory is weak to, preventing Heatran from taking unnecessary hits. Excadrill also provides hazard removal that does not remove Heatran's hazards, which it enjoys. Excadrill can also check some threats to Heatran, such as Rotom-W and Mega Charizard Y. On the other hand, Ferrothorn can partner well with Heatran, having great defensive synergy with it, but does not provide hazard removal or phazing as Skarmory does. However, Ferrothorn can switch into many Water-type moves, provides Speed control with Thunder Wave, and residual damage with Iron Barbs + Leech Seed, which combine well with Heatran's spread of status to wear down foes. Heatran also enjoys the residual recovery of Leech Seed. Finally, Ferrothorn provides entry hazards in Spikes and Stealth Rock, similarly to Skarmory who can learn both of these moves. Additionally, Jirachi is a fantastic partner for Defensive Heatran. Its Choice Scarf set can take on Fighting-types with STAB Heart Stamp or Zen Headbutt; it can heal Heatran with Healing Wish or Wish; and its Assault Vest set can tank Water-type attacks aimed at Heatran, while checking their users. Specially Defensive Jirachi can also switch into Choice Specs Keldeo from full health, which is a massive threat to Heatran. Offensive Pokemon that appreciate what Heatran does partner well with it. For example, Mega Scizor can more easily tank physical hits due to Heatran's spread of burns and nab crucial KOs because of the chip damage from burn, Toxic, or Stealth Rock. Furthermore, Heatran receives free switches off of its weakness to Fire-type attacks. Mega Scizor's excellent defenses make it a great teammate for Heatran in general. Doublade also partners very well with Heatran, since it is immune to Fighting-type moves from Mega Medicham, Mega Heracross, and Terrakion. However, they both share a Ground-type weakness, so Skarmory or Ferrothorn will be needed. Magnezone is a great Heatran teammate, since it can check Water-types with Thunderbolt, eat paralysis for Heatran, and bring Heatran in safely with Volt Switch. Empoleon works very well with Defensive Heatran, since it resists the Water-type attacks Heatran fears. It can also learn many utility moves that Heatran enjoys, such as Defog, Roar, and Stealth Rock.

[SET]
name: Offensive Trapper
move 1: Magma Storm
move 2: Earth Power
move 3: Toxic
move 4: Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Magma Storm allows Heatran to trap passive threats such as Chansey, Porygon-2, Zapdos, and Mew and remove them from the game, enabling a wincon such as Doublade or Mega Scizor to demolish the opponent's remaining team. Earth Power provides coverage to hit threats Magma Storm cannot, such as other Heatran and Victini. Toxic combines with Magma Storm quite well, with Magma Storm preventing threats from switching while Toxic damage doubles and its residual damage adding to Toxic's. Taunt allows Heatran to prevent the threats it traps from recovering their health, while also shutting down set-up sweepers and hazard setters.

Set Details
========

Maximum Special Attack and Speed, which is boosted by a Timid nature, allow Heatran to be as offensively potent as possible, heavily damaging or outright KOing threats such as Skarmory and Magnezone with the appropriate moves and outspeeding maximally invested Mega Heracross, fully invested Adamant Excadrill, and Mew and Zapdos with 108 Speed EVs. Heatran's Air Balloon gives it a temporary immunity to Ground-type moves, allowing it to check Ground-types such as Excadrill and Mamoswine that it can KO, or other Pokemon with Ground-type coverage moves, such as other Heatran and Volcarona. On the other hand, Leftovers's residual recovery is very helpful against the bulky threats Heatran traps, allowing it to recover off the damage from their weak attacks. Furthermore, Heatran having no reliable recovery makes Leftovers extremely useful, greatly improving Heatran's longevity.

Usage Tips
========

Because of its immunity to Fire, Heatran should be switched into predicted Fire-type moves in place of a Pokemon such as Mega Scizor. It can then receive a boost and hit the opponent with a powerful special attack. Switch Heatran into Choice-locked Pokemon whose moves it resists or is immune to. Prime examples include Choice Scarf Latios locked into Draco Meteor or Choice Scarf Victini locked into V-Create or Blue Flare. Heatran can then damage, trap, Toxic, or Taunt the switch-in. Heatran should also be switched into bulky threats that use Toxic or Will-o-Wisp such as Chansey and Mew, as it is immune to these statuses, and it can then trap them with Magma Storm. Use Taunt in conjunction with Magma Storm, to prevent recovery, Chansey paralyzing Heatran, and Clefable setting up Calm Minds. Once Heatran is in, immediately trap the threat with Magma Storm, then Taunt it to prevent recovery. After this, Toxic the opponent and spam Magma Storm or Earth Power until the threat is dead, being sure to keep it Taunted. Against Fire-type Teams, Heatran must be played very conservatively, as one mis-predict means Heatran's team will be swept by the opponent's Fire-types, since there will be no switch-in to it. However, Air Balloon can allow Heatran to be played more aggressively, but it must still be on guard against Water- and Fighting-type moves from Pokemon such as Volcanion and Infernape. Preserve Heatran's health zealously, since it will not or barely will replenish, and because Heatran will be needed throughout the match to stallbreak and to switch into Fire-type attacks. In addition to preserving its health, keep Heatran's Air Balloon intact, so that Heatran can switch into Ground-type attacks, especially from Choice item users like Terrakion and Excadrill. Be sure to keep hazards off the field for Heatran, since it is damaged neutrally by Stealth Rock and Air Balloon's immunity to grounded hazards is temporary and unreliable. Heatran also dislikes Paralysis, since it completely negates Heatran's already mediocre Speed tier, and the opponent can use the free turn generated by a full paralysis to do as he or she wishes.

Team Options
========

Mega Scizor is a fantastic partner to Heatran, as Heatran benefits from its devastating weakness to Fire-type attacks and can switch in against them for free. Additionally, Mega Scizor has neutralities to Fighting- and Ground-type moves, to which Heatran is weak. Furthermore, Heatran can trap many Pokemon that are set-up bait for Mega Scizor, such as Chansey without Thunder Wave and Gliscor. Because Heatran can trap physical walls with Magma Storm, it pairs well with physical attackers that appreciate this, such as Bisharp, Doublade, and Mega Scizor. The previously mentioned physical attackers can heavily dent special walls such as Chansey, allowing Heatran to trap and KO them more easily. Pokemon that are weak to Fire-type moves, the most prominent examples of which are Mega Scizor, Skarmory, and Ferrothorn, partner well with Heatran, since it can receive free switch-in opportunities as Heatran's partners are targeted. Skarmory also provides Stealth Rock and Spikes support, which punish switches and allow Heatran to nab crucial KOs. In addition, it is neutral to Fighting-type moves and immune to Ground-type moves, to which Heatran is weak. Finally, suicide lead Skarmory can set-up hazards quickly, which Heatran appreciates. Antipodally, Ferrothorn can tank Water-type moves aimed at Heatran while setting hazards with Stealth Rock or Spikes and providing residual damage with Leech Seed and Iron Barbs. It can also mitigate Heatran's subpar Speed with Thunder Wave. However, both Ferrothorn and Heatran are weak to Fighting-type moves, so a Fighting-type check such as Doublade or Skarmory is appreciated. Jirachi also partners extremely well with Heatran, being able to run several sets that benefit it. A Choice Scarf allows it to revenge kill Fighting-types with Zen Headbutt or Heart Stamp, while an Assault Vest allows it to check Water-types like Keldeo and Rotom-W. Jirachi can also make up for Heatran's lack of recovery, being able to heal it with Wish or sacrificing itself to do so with Healing Wish. Doublade synergizes well with Heatran, since Heatran benefits from its Fire-type weakness and Doublade is immune to Heatran's weakness to Fighting-type moves. Magnezone also pairs well with Heatran, since it can KO opposing Water-types with Thunderbolt, absorb paralysis, and gain momentum with Volt Switch. In addition, Excadrill combines with Heatran well, as its Choice Scarf set can eliminate faster threats that can KO Heatran before it acts, such as Rotom-W and Mega Charizard Y.

[STRATEGY COMMENTS]
Other Options
=============

Defensive Heatran can utilize Protect or Roar, but Earth Power is necessary so that it is not completely walled by opposing Heatran, and Stone Edge is mandatory so that Heatran can KO Mega Charizard Y or Volcarona. Protect's best use is to stall for Leftovers recovery or scout the foe's moves, especially those of Choice item users, while Roar should be utilized in tandem with hazards, racking up Stealth Rock and/or Spikes damage on the opposing team. Heatran could run a Choice Scarf or Specs set, but this prevents it from fulfilling its role of trapper or pivot, so it is usually subpar. However, a Choice Scarf allows Heatran to outspeed Mega Charizard Y, Rotom-W, and neutral natured Choice Scarf Excadrill. On the other hand, Choice Specs give Heatran immense attacking power, allowing it to OHKO Mixed Defenses Clefable almost all of the time with Flash Cannon after Leftovers recovery, 2HKO Specially Defensive Zapdos almost all of the time with Fire Blast, and nearly always 2HKO Volcarona even at +1 Special Defense with Fire Blast. Coverage moves on the trapper set are Hidden Power Ice and Stone Edge, but these prevent Heatran from utilizing Taunt or Toxic, which are mandatory if it wants to beat Zapdos, Mew, or Clefable. Hidden Power Ice hits Dragonite, both Landorus formes, Gliscor, Garchomp, and its Mega Evolution, whereas Stone Edge hits Volcarona and Mega Charizard Y. Heatran could use Flash Cannon on the offensive set in the fourth slot, but its coverage is redundant with Heatran's other moves, with the only additional threats it hits being Fairy-types like Clefable and Mega Gardevoir.

Checks and Counters
===================

**Ground-types**: Any Ground-type can easily KO Heatran with a STAB move after its Air Balloon has been popped. However, those with low Special Defense, such as Landorus, can be significantly damaged as they switch in by Heatran's attacks. Furthermore, physical Ground-types are crippled by Lava Plume's burn and no Ground-type likes Toxic, except for Excadrill and Mega Steelix, although these cannot switch into Heatran's other moves.

**Fighting-types**: Many Fighting-types can easily KO Heatran with their STAB moves that hit on Heatran's weaker defensive stat while also outspeeding it. The most prevalent are Keldeo, Terrakion, and Heracross. Furthermore, most Fighting-types can switch into Heatran with impunity, since they are not significantly damaged by Heatran's moves.

**Paralysis**: Although it is immune to poison and burns by virtue of its typing, paralysis effectively cripples Heatran, making offensive Heatran and the dedicated trapper useless and easily outsped and KOed. However, defensive Heatran does not mind paralysis as much, as it is not meant to outspeed opponents; but it still despises the occasional full paralysis.

**Special Walls**: Many special walls such as Mew, Zapdos, Clefable, and Mega Venusaur do not care about Heatran's moves, recovering any negligible damage dealt, and can do whatever they want in return. However, Heatran beats all of these except for Mega Venusaur (It OHKOs Heatran with Earthquake if its Air Balloon has been popped, although not all Mega Venusaur carry it.) with Magma Storm + Taunt + Toxic, and can OHKO Clefable most of the time with Flash Cannon. Furthermore, even if it is not running the dedicated trapper set, Heatran can cripple these with Taunt. Heatran and its teammates can then do whatever they want when the opponent hard switches out. Since Heatran's disposal of them can take several turns, though, special walls can damage it in the meantime with attacks like Seismic Toss from Chansey and Discharge from Zapdos.
 
Last edited:

modularform

formerly Salamance
Thank you! Implemented the comments on the first set, and I will await the remainder of the check until it comes! :)

Speaking of the Steel Hyper Offense build you mentioned, I thoroughly enjoy using it and it is actually the reason why I chose to write this analysis. My favorite variant is Custap Skarm / Tran / Mega Scizor / Doublade / Bisharp / ScarfDrill.
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Ok, finally made it through this. Great job man! Implement the changes and it is QC 3/3!

View attachment 66303
QC (2 / 3) : iVid | Eien | scpinion
GP (0 / 2) : w | u

[OVERVIEW]

**Steel**

Heatran is one of, if not the, best Pokemon on Steel-type teams due to its unbelievable versatility, able to run an Offensive, Defensive, or Trapper set with excellence, and ability to check Fire-types such as Mega Charizard Y, Volcarona, and opposing Heatran with Flash Fire. Flash Fire also gives a power boost to Heatran's own Fire-type moves, although it is situational. Due to its base 130 Special Attack, Heatran can run a Special Attacking set fantastically, something Steel-type teams generally lack. Its beneficial typing of Fire-Steel allows Heatran to check a plethora of foes, such as Zapdos, Skarmory, Chansey without Thunder Wave, Mew, and Togekiss, and also gives it key resistances to Flying-, Psychic-, Steel-, and Bug-type moves. However, Heatran's typing is a double-edged sword somewhat, since it comes with weaknesses to Water-, Fighting-, and Ground-types, all of which are quite common and hard for Steel-type teams to reliably check. Heatran's quadruple weakness to Ground-type moves make it an excellent user of an Air Balloon, which gives it a temporary immunity to these attacks. Notwithstanding the Air Balloon, however, it is a humungous problem for Steel-type teams when their only Fire-type check cannot stomach a Ground-type move to save its life. In addition to providing a large pool of resistances, Heatran's typing prevents it from being crippled by burn or poison, although it can still be hit with sleep or paralysis. Furthermore, Heatran can support and defend quite well with 91 / 106 / 106 bulk, being able to set entry hazards with Stealth Rock and spread burns or poison with Lava Plume and Toxic, respectively.

Unfortunately, many of the Fire-types Heatran is supposed to check often carry coverage or even STAB moves that hit Heatran super-effectively, such as Focus Blast on Mega Charizard Y, Close Combat on Infernape, Steam Eruption on Volcanion, and Earth Power on other Heatran. Furthermore, its mediocre base Speed of 77 leaves Heatran outsped by threats such as Mega Gallade, Mega Medicham, Infernape, and Excadrill. No reliable recovery is another huge detriment to Heatran, since its team will want it to be around for as long as possible to effectively absorb Fire-type moves. Despite these flaws, however, Heatran remains one of the most solid picks for Steel-type teams, being able to check Fire-types, trap walls, break holes in the opponent's team with powerful special attacks, and provide fantastic utility in a defensive set.

[SET]
name: Offensive
move 1: Lava Plume
move 2: Earth Power
move 3: Stone Edge
move 4: Hidden Power Ice / Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 24 Atk / 232 SpA / 252 Spe

[SET COMMENTS]

Moves
========

Lava Plume is Heatran's Fire-type STAB move of choice. It secures many KOs that Steel-type teams need, including OHKOs on Bisharp, Excadrill (if Heatran has an Air Balloon), and Mega Heracross after damage from Stealth Rock and one layer of Spikes. It also has the utility of a 30 percent burn chance, crippling physical attackers and accumulating residual damage on bulky switch-ins such as Zapdos and Mew. Earth Power provides coverage to hit Heatran switch-ins that resist or are immune to Fire-type moves, such as opposing Heatran and Volcanion. A Rock-type coverage move in Stone Edge allows Heatran to OHKO Mega Charizard Y or Volcarona, both of which are massive threats to Steel-type teams. However, offensive Heatran cannot switch into either of these, being OHKOed one third of the time by Focus Blast from Mega Charizard Y and 2HKOed all of the time by Volcarona's Hidden Power Ground. Heatran's last move could be one of several. Hidden Power Ice hits Pokemon weak to Ice-type moves as they switch in; examples include Garchomp, Landorus, and Dragonite. Conversely, Taunt allows Heatran to prevent special walls from recovering their HP, allowing it to beat them by chipping away at their health over time. Furthermore, Taunt prevents threats like Zapdos from removing a Steel-type team's hazards with Defog. It also prevents setup sweepers from boosting, entry hazards from being set on Heatran's side, and paralysis. Stealth Rock is useful because the chip damage it provides punishes switches and allows Heatran and its teammates to nab crucial KOs. Furthermore, Heatran will be able to set it easily during the match, because of the switches it forces. However, Taunt or Hidden Power Ice should be used instead if Heatran's team already has Stealth Rock support from Pokemon such as Custap Berry Skarmory or Ferrothorn. Heatran using Stealth Rock may free up moveslots on these Pokemon though, allowing Skarmory to run Spikes, for example. Fire Blast could be run over Lava Plume, but to do so means losing out on a high burn chance, and Lava Plume already gets many important KOs. However, Fire Blast can 2HKO specially defensive Zapdos after Stealth Rock, which helps keep hazards up if Heatran is not running Taunt.

Set Details
========

Heavy Special Attack investment allows Heatran to hit as hard as possible, doing massive damage to threats like Magnezone, Skarmory, opposing Heatran, Victini, Mega Charizard Y, Volcarona, Dragonite, and Garchomp with the appropriate moves, although Heatran cannot switch into many of these and is outsped by most of them in addition. Maximally invested Speed boosted by a Timid nature gives Heatran a Speed stat of 278, which outpaces Adamant Excadrill, Mega Heracross, positive natured base 70 Pokemon and those creeping that speed tier, including Mew and Zapdos, and neutral natured Gyarados and its Mega Evolution. 24 Attack EVs are used to guarantee a OHKO on Mega Charizard Y with Stone Edge. Flash Fire allows Heatran to fill its niche on Steel-type teams, namely, absorbing Fire-type moves that KO all the other members of the team. It also boosts Heatran's own Fire-type moves, allowing it to hit much harder with Lava Plume. Air Balloon or Leftovers are the two best choices for an item; Air Balloon neutralizes Heatran's quadruple weakness to Ground-type moves, but is unreliable and easily popped by any direct damage. Leftovers, on the other hand, provides Heatran with residual recovery, which it absolutely needs because it will receive none otherwise. Additionally, Heatran's team will need it to be around for as long as possible to switch into Fire-type moves, and Leftovers helps facilitate this. 60 Special Defense EVs could be deducted from Special Attack to always live Mega Charizard Y's Focus Blast. The reduction in damage output is slight, and Heatran can still OHKO Bisharp, Excadrill (if Heatran has an Air Balloon), and Mega Heracross after Stealth Rock and one layer of Spikes.

Usage Tips
========

The most optimal way to use Offensive Heatran is as an offensive pivot; switch it into a threat it walls thanks to its resistances and immunities, then attack the predicted switch-in with the move that hits it the hardest or set Stealth Rock. Heatran will have a plethora of switch-in opportunities due to its fantastic typing granting it many resistances. For example, it can switch in with impunity against Latios, Mega Scizor, Togekiss, and Mew. Beyond threats it naturally walls, the best kind of Pokemon to switch Heatran into are those Choice-locked into a move it resists or is immune to thanks to an Air Balloon or Flash Fire; examples include Choice Scarf Latios's Draco Meteor, Choice Band Excadrill's Earthquake, Choice Scarf Victini's V-Create or Blue Flare, and Choice Scarf Hydreigon's Flamethrower or Fire Blast. An Air Balloon allows Heatran to check major Ground-type threats like Landorus, Garchomp, and Excadrill; but it must be played conservatively, since the Air Balloon is easy to pop. The best play against such attackers is usually to come in after a sack and force them to pop Heatran's Air Balloon with a resisted attack, while Heatran strikes back with a super effective attack Hidden Power Ice. Preserving the Air Balloon is crucial against certain matchups, most notably against Ground-type teams, since Heatran has to attack one of the opposing threats to even stand a chance. Since the opponent will then most likely switch due to Heatran walling his or her Pokemon, use the move that is best against the predicted switch or utilize the free turn to set Stealth Rock if Heatran has it. A Fire-type STAB move should be used in most cases, unless the foe resists it or is hit harder by another move. Lava Plume is easily spammed, especially against physical attackers, since the potential burn will cripple them for the rest of the match. However, if the new foe resists Fire-type moves, use the appropriate coverage move to heavily damage or even KO it. For example, Earth Power is a guaranteed OHKO against opposing Heatran without Special Defense investment and a guaranteed 2HKO against Choice Scarf Victini; while Hidden Power Ice OHKOs Dragonite after Stealth Rock and does 75 percent to Specially Defensive Gliscor. Stone Edge is on the set solely to OHKO Mega Charizard Y and Volcarona, into which none of Heatran's teammates can switch. Heatran's ability to check these is one of the plethora of reasons why it is such a fantastic Pokemon on Steel-type teams. If there are no other massive threats Heatran must check, Heatran can be riskily switched into Mega Charizard Y, due to Focus Blast's low accuracy I should have been more specific on my last QC check. I meant you should consider staying in vs. a CharY if you don't need Heatran (or if it is your only way to check it) because Focus Blast can miss and it is a roll to KO when it hits. We shouldn't recommend that people switch their Heatran into a Focus Blast. . If Heatran elects to run it, use Taunt against bulky switch-ins such as Zapdos and Chansey. It cripples them by preventing recovery and also prevents the former from Defogging and the latter from setting Stealth Rock or paralyzing Heatran. Taunt also generates set-up opportunities on Pokemon like Sableye and Will-o-Wisp Mew that rely on status moves to deter set-up. Steel-type teams can capitalize on the free turn generated by the bulky threat's switch by setting Stealth Rock, nailing the predicted switch-in with the right move, safely pivoting to a teammate, or applying offensive pressure with a Swords Dancer. Keep hazards off the field for Heatran, since it is damaged some by Stealth Rock and will not be immune to Sticky Web or Spikes for long due to Air Balloon's temporality. This is especially important since Heatran will be switching around often as an offensive pivot. Avoid paralysis, since this will make Heatran even more easily outsped and KOed.

Team Options
========

Heatran partners well with Pokemon weak to Fire-type moves such as Mega Scizor, Skarmory, Doublade, and Ferrothorn. This is because it enjoys the free switch generated from a Fire-type move, in addition to receiving a boost to its own Fire-type STAB moves. Furthermore, these Pokemon resist or are immune to Heatran's weaknesses of Ground-, Fighting-, and Water-types. Mega Scizor can also check some Pokemon that are threats to Heatran; examples include Terrakion and Breloom, the first of which it can 2HKO with an unboosted Bullet Punch and the latter of which it can set-up on with Swords Dance, assuming one has already sacked something to Spore. Skarmory, on the other hand, has hazard controlling abilities that benefit Heatran in addition to being immune to its worst weakness, Ground-type moves. It can set both Stealth Rock and Spikes, which disincentivize switches and allow Heatran to get crucial KOs, such as a near certain 2HKO on Zapdos with Fire Blast, a OHKO almost all of the time on Torkoal with Earth Power, and a guaranteed OHKO on Mega Heracross after Stealth Rock and Spikes. On more balanced builds, Skarmory can also Defog away opposing hazards, which prevents Heatran from being worn down by repeated switches through hazards, a huge problem due to Heatran's lack of recovery. While Skarmory is immune to Ground-type moves, Doublade is immune to Fighting-type moves, another of Heatran's weaknesses. It also checks Pokemon that are massive threats to Heatran, including Mega Medicham and Terrakion. Ferrothorn and Empoleon resist Water-type moves, Heatran's final weakness, giving them a fantastic synergy with it. The first provides residual damage in Leech Seed and Iron Barbs and also offering Stealth Rock and Spikes with speed control in Thunder Wave, while the second can set Stealth Rock for Heatran and remove hazards with Defog, if needed. Jirachi is a great teammate to Heatran, since it can do a plethora of things that benefit it. These include providing Heatran recovery with Wish or Healing Wish, checking Water-types with an Assault Vest set, and revenge killing Fighting-types with a Choice Scarf set. Additionally, Excadrill synergizes well with Heatran, since it can outspeed and eliminate threats to Heatran, including Mega Charizard Y, Volcarona, Heracross, and Choice Scarf Rotom-W. Furthermore, Magnezone is an effective Heatran partner, since it can KO Water-types that give Heatran trouble with Thunderbolt. It can always OHKO Keldeo and Azumarill after Stealth Rock, always 2HKO Mega Gyarados while OHKOing its base forme, and almost always OHKO Slowbro after Stealth Rock. Additionally, Magnezone can absorb paralysis thanks to its Electric-typing and gain momentum for Heatran's team with Volt Switch.

[SET]
We need some speed on this set. Specifically, we need to creep Mega-Venusaur b/c they often run HP Fire/EQ in monotype and you want to be able to get a lava plume off.

A set of 252 HP / 228 SpD / 28 Spe creeps uninvested Base 80's (including Venu). I'm unsure if this is kosher for an analysis, but I think it'd be a good idea to mention that many venu speed creep slightly above the base 80 speed tier in the set details. Thus, it is wise to check current usage stats when deciding on the speed creep for this set.


name: Defensive
move 1: Lava Plume
move 2: Earth Power
move 3: Toxic
move 4: Stealth Rock
item: Leftovers
ability: Flash Fire
nature: Calm
evs: 252 HP / 4 SpA / 252 SpD <--Don't forget to change the set

[SET COMMENTS]

Moves
========

Lava Plume possesses a nasty thirty percent burn chance and is the main reason Heatran uses it, and also does slight damage to the foe while preventing Heatran from being Taunt bait. Earth Power provides coverage with Lava Plume, and allows even Defensive Heatran to do damage to specific foes, such as other Heatran. Opposing offensive Heatran only 2HKO defensive Heatran with their Earth Power, while defensive Heatran OHKOs them in return, some of the time. However, Earth Power is usually quite weak, due to a lack of investment in Heatran's Special Attack. I think you need to expound upon why one chooses to run EP on a defensive set—many players will view this as an exceptionally strange choice when it could use Taunt/Protect in that slot. Specifically, Heatran is a Steel team's Fire-type check. You don't want your check switching in, and then being unable to threaten/damage the opponent. EP allows heatran to hit Fire types for SE damage, which is crucial on a more balanced/passive Steel build. Toxic is extremely helpful by putting walls and set-up sweepers such as Chansey, Mew, and Volcarona on a timer, forcing them to switch out. Stealth Rock is used because the chip damage it provides punishes switches and allows Heatran and its teammates to get crucial KOs. However, if Heatran's team already has Stealth Rock support, Stone Edge should be used in the last slot, since Specially Defensive Heatran can take any attack from Mega Charizard Y or Volcarona once, even Focus Blast or Hidden Power Ground. It can then OHKO both of them with Stone Edge, which is very useful for Heatran's team. Mention Taunt as an alternative to SR/SE to allow heatran to beat slower walls that can be annoying for a passive team, such as Chansey or Pory2.

Set Details
========

The EVs and Nature maximize Heatran's special bulk, allowing it to live many powerful special hits to status the foe or set hazards. (See comments above about adding some speed to this set). Notable special attackers whose hits it lives once are Mega Charizard Y's Focus Blast, Thundurus's Focus Blast, any attack from Hoopa-Unbound, and Choice Specs Keldeo's Scald. Leftovers is crucial to Heatran's longevity, since it does not have reliable recovery. If Stone Edge is used, equip 24 Attack EVs deducted from Special Defense, in order to OHKO Mega Charizard Y all of the time.

Usage Tips
========

Because of its fantastic special bulk, switch Heatran into special attackers such as Latios, Mega Pidgeot, and Yanmega and then set hazards, Toxic the foe, or do damage and spread burns with Lava Plume. However, be wary of Water-, Fighting-, and Ground-type moves from Volcanion, Keldeo, and Landorus.
Also, switch Heatran into predicted Fire-type moves, so that it will receive a free switch and a boost in Lava Plume's damage output. Once Heatran is in, set Stealth Rock immediately if it has not been already, since it punishes switches and allows one to get crucial KOs. If the opponent has hazard removal, but cannot KO Heatran, such as Zapdos or Mandibuzz, set Stealth Rock anyway, forcing them to Defog and allowing Heatran to hit them with Toxic while they do so. However, if the opponent has hazard removal and can KO Heatran, such as Starmie or Excadrill, it is best to switch to a counter. Heatran's next move depends on what the predicted switch-in will be. If the switch-in is weak to Fire- or Ground-type attacks, use the respective move, damaging it. Toxic should be used against bulky switch-ins like Zapdos and Porygon-2, since it will cripple them. If one thinks a physical attacker will be switched in, it is best to use Lava Plume, possibly burning and crippling it or at least damaging it. Avoid Knock Off from Pokemon such as Tornadus-T and Bisharp, since Heatran absolutely needs the passive recovery from Leftovers. Assuming Stone Edge was chosen, if the opponent has a Mega Charizard Y or Volcarona against Heatran, OHKO them with Stone Edge no matter what, since Heatran can tank even Focus Blast or an unboosted Hidden Power Ground just once. Do not hard switch Heatran in, though, since it needs to be at full health to check these. Due to a lack of investment in Special Attack, Heatran will not be doing massive damage with Earth Power, but it can do significant damage to predicted switch-ins with a Ground-type weakness, such as opposing Heatran and Victini. Preserve Heatran's health as long as possible, so that it can continue to switch into special attacks and absorb Fire-type moves for its team. Although it does not mind paralysis as much as offensive Heatran sets, defensive Heatran still dislikes being outsped by basically everything except other paralyzed Pokemon and minimum Speed Ferrothorn. Furthermore, no Pokemon likes full paralysis, since the free turn allows the opponent to do whatever he or she wants with impunity.

Team Options
========

Skarmory is one of the best partners to Heatran, as the two defensively synergize well. Skarmory receives free switches into Ground-type moves used against Heatran, while Heatran receives these on Fire-type moves that target Skarmory. They also wall each other's checks, Skarmory tanking physical attacks and Heatran tanking special ones. Furthermore, since both have access to phazing and entry hazards, they can free up moveslots for each other, allowing Skarmory to use Spikes or Heatran to use Stone Edge. Excadrill or Ferrothorn work well with this partnership, since they can switch into Electric-type moves Skarmory is weak to, preventing Heatran from taking unnecessary hits. Excadrill also provides hazard removal that does not remove Heatran's hazards, which it enjoys. Excadrill can also check some threats to Heatran, such as Rotom-W and Mega Charizard Y. On the other hand, Ferrothorn can partner well with Heatran, having great defensive synergy with it, but does not provide hazard removal or phazing as Skarmory does. However, Ferrothorn can switch into many Water-type moves, provides Speed control with Thunder Wave, and residual damage with Iron Barbs + Leech Seed, which combine well with Heatran's spread of status to wear down foes. Heatran also enjoys the residual recovery of Leech Seed. Finally, Ferrothorn provides entry hazards in Spikes and Stealth Rock, similarly to Skarmory who can learn both of these moves. Additionally, Jirachi is a fantastic partner for Defensive Heatran. Its Choice Scarf set can take on Fighting-types with STAB Heart Stamp or Zen Headbutt; it can heal Heatran with Healing Wish or Wish; and its Assault Vest set can tank Water-type attacks aimed at Heatran, while checking their users. Specially Defensive Jirachi can also switch into Choice Specs Keldeo from full health (you need to qualify this b/c you have to get good rolls for this to work), which is a massive threat to Heatran. Offensive Pokemon that appreciate what Heatran does partner well with it. For example, Mega Scizor can more easily tank physical hits due to Heatran's spread of burns and nab crucial KOs because of the chip damage from burn, Toxic, or Stealth Rock. Furthermore, Heatran receives free switches off of its weakness to Fire-type attacks. Mega Scizor's excellent defenses make it a great teammate for Heatran in general. Doublade also partners very well with Heatran, since it is immune to Fighting-type moves from Mega Medicham, Mega Heracross, and Terrakion and can spin block to prevent opponents from removing Heatran' SR. However, they both share a Ground-type weakness, so Skarmory or Ferrothorn will be needed. Magnezone is a great Heatran teammate, since it can check Water-types with Thunderbolt, eat paralysis for Heatran, and bring Heatran in safely with Volt Switch. Empoleon works very well with Defensive Heatran, since it resists the Water-type attacks Heatran fears. It can also learn many utility moves that Heatran enjoys, such as Defog, Roar, and Stealth Rock.

[SET]
name: Offensive Trapper
move 1: Magma Storm
move 2: Earth Power
move 3: Toxic
move 4: Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Magma Storm allows Heatran to trap passive threats such as Chansey, Porygon-2, Zapdos, and Mew and remove them from the game, enabling a wincon such as Doublade or Mega Scizor to demolish the opponent's remaining team. Earth Power provides coverage to hit threats Magma Storm cannot, such as other Heatran and Victini. Toxic combines with Magma Storm quite well, with Magma Storm preventing threats from switching while Toxic damage doubles and its residual damage adding to Toxic's. Taunt allows Heatran to prevent the threats it traps from recovering their health, while also shutting down set-up sweepers and hazard setters.

Set Details
========

Maximum Special Attack and Speed, which is boosted by a Timid nature, allow Heatran to be as offensively potent as possible, heavily damaging or outright KOing threats such as Skarmory and Magnezone with the appropriate moves and outspeeding maximally invested Mega Heracross, fully invested Adamant Excadrill, and Mew and Zapdos with 108 Speed EVs. Heatran's Air Balloon gives it a temporary immunity to Ground-type moves, allowing it to check Ground-types such as Excadrill and Mamoswine that it can KO, or other Pokemon with Ground-type coverage moves, such as other Heatran and Volcarona. On the other hand, Leftovers's residual recovery is very helpful against the bulky threats Heatran traps, allowing it to recover off the damage from their weak attacks. Furthermore, Heatran having no reliable recovery makes Leftovers extremely useful, greatly improving Heatran's longevity.

Usage Tips
========

Because of its immunity to Fire, Heatran should be switched into predicted Fire-type moves in place of a Pokemon such as Mega Scizor. It can then receive a boost and hit the opponent with a Flash Fire-boosted Magma Stormpowerful special attack. Switch Heatran into Choice-locked Pokemon whose moves it resists or is immune to. Prime examples include Choice Scarf Latios locked into Draco Meteor or Choice Scarf Victini locked into V-Create or Blue Flare. Heatran can then damage, trap, Toxic, or Taunt the switch-in. Heatran should also be switched into bulky threats that use Toxic or Will-o-Wisp such as Chansey and Mew, as it is immune to these statuses, and it can then trap them with Magma Storm. Use Taunt in conjunction with Magma Storm, to prevent recovery, Chansey paralyzing Heatran, and Clefable setting up Calm Minds. Once Heatran is in, immediately trap the threat with Magma Storm, then Taunt it to prevent recovery. After this, Toxic the opponent and spam Magma Storm or Earth Power until the threat is dead, being sure to keep it Taunted. Against Fire-type Teams, Heatran must be played very conservatively, as one mis-predict means Heatran's team will be swept by the opponent's Fire-types, since there will be no switch-in to it.

general comment: each of the tips below are good, but they're only applicable in specific matchups. Qualify them, so the reader knows what you're talking about.

However, Air Balloon can allow Heatran to be played more aggressively, but it must still be on guard against Water- and Fighting-type moves from Pokemon such as Volcanion and Infernape. In matchups where the opponent carries Fire-type attacks, preserve Heatran's health zealously, since it will not or barely will replenish, and because Heatran will be needed throughout the match to stallbreak and to switch into Fire-type attacks. In addition to preserving its health, In matchups where the opponent has a mixed attacker that can break Skarmory, such as Mega-Garchomp, keep Heatran's Air Balloon intact, so that Heatran can use the air balloon to get off a hit on or status those Pokemon. switch into Ground-type attacks, especially from Choice item users like Terrakion and Excadrill. Be sure to keep hazards off the field for Heatran, since it is damaged neutrally by Stealth Rock and Air Balloon's immunity to grounded hazards is temporary and unreliable. Heatran also dislikes Paralysis, since it completely negates Heatran's already mediocre Speed tier, and the opponent can use the free turn generated by a full paralysis to do as he or she wishes.

Team Options
========

Mega Scizor is a fantastic partner to Heatran, as Heatran benefits from its devastating weakness to Fire-type attacks and can switch in against them for free. Additionally, Mega Scizor has neutralities to Fighting- and Ground-type moves, to which Heatran is weak. Furthermore, Heatran can trap many Pokemon that are set-up bait for Mega Scizor, such as Chansey without Thunder Wave and Gliscor. Because Heatran can trap physical walls with Magma Storm, it pairs well with physical attackers that appreciate this, such as Bisharp, Doublade, and Mega Scizor. The previously mentioned physical attackers can heavily dent special walls such as Chansey, allowing Heatran to trap and KO them more easily. Pokemon that are weak to Fire-type moves, the most prominent examples of which are Mega Scizor, Skarmory, and Ferrothorn, partner well with Heatran, since it can receive free switch-in opportunities as Heatran's partners are targeted. Skarmory also provides Stealth Rock and Spikes support, which punish switches and allow Heatran to nab crucial KOs. In addition, it is neutral to Fighting-type moves and immune to Ground-type moves, to which Heatran is weak. Finally, suicide lead Skarmory can set-up hazards quickly, which Heatran appreciates. Antipodally, Ferrothorn can tank Water-type moves aimed at Heatran while setting hazards with Stealth Rock or Spikes and providing residual damage with Leech Seed and Iron Barbs. It can also mitigate Heatran's subpar Speed with Thunder Wave. However, both Ferrothorn and Heatran are weak to Fighting-type moves, so a Fighting-type check such as Doublade or Skarmory is appreciated. Jirachi also partners extremely well with Heatran, being able to run several sets that benefit it. A Choice Scarf allows it to revenge kill Fighting-types with Zen Headbutt or Heart Stamp, while an Assault Vest allows it to check Water-types like Keldeo and Rotom-W. Jirachi can also make up for Heatran's lack of recovery, being able to heal it with Wish or sacrificing itself to do so with Healing Wish. Doublade synergizes well with Heatran, since Heatran benefits from its Fire-type weakness and Doublade is immune to Heatran's weakness to Fighting-type moves. Magnezone also pairs well with Heatran, since it can KO opposing Water-types with Thunderbolt, absorb paralysis, and gain momentum with Volt Switch. In addition, Excadrill combines with Heatran well, as its Choice Scarf set can eliminate faster threats that can KO Heatran before it acts, such as Rotom-W and Mega Charizard Y.

[STRATEGY COMMENTS]
Other Options
=============

Defensive Heatran can utilize Protect or Roar, but Earth Power is necessary so that it is not completely walled by opposing Heatran (add the stuff I mentioned in the defensive set: it needs to damage the Pokemon it is expected to switch in against. That includes Heatran.), and Stone Edge is mandatory so that Heatran can KO Mega Charizard Y or Volcarona. Protect's best use is to stall for Leftovers recovery or scout the foe's moves, especially those of Choice item users, while Roar should be utilized in tandem with hazards, racking up Stealth Rock and/or Spikes damage on the opposing team. Heatran could run a Choice Scarf or Specs set, but this prevents it from fulfilling its role of trapper or pivot, so it is usually subpar. However, a Choice Scarf allows Heatran to outspeed Mega Charizard Y, Rotom-W, and neutral natured Choice Scarf Excadrill. On the other hand, Choice Specs give Heatran immense attacking power, allowing it to OHKO Mixed Defenses Clefable almost all of the time with Flash Cannon after Leftovers recovery, 2HKO Specially Defensive Zapdos almost all of the time with Fire Blast, and nearly always 2HKO Volcarona even at +1 Special Defense with Fire Blast. Coverage moves on the trapper set are Hidden Power Ice and Stone Edge, but these prevent Heatran from utilizing Taunt or Toxic, which are mandatory if it wants to beat Zapdos, Mew, or Clefable. Hidden Power Ice hits Dragonite, both Landorus formes, Gliscor, Garchomp, and its Mega Evolution, whereas Stone Edge hits Volcarona and Mega Charizard Y. Heatran could use Flash Cannon on the offensive set in the fourth slot, but its coverage is redundant with Heatran's other moves, with the only additional threats it hits being Fairy-types like Clefable and Mega Gardevoir.

Checks and Counters
===================

**Ground-types**: Any Ground-type can easily KO Heatran with a STAB move after its Air Balloon has been popped. However, those with low Special Defense, such as Landorus, can be significantly damaged as they switch in by Heatran's attacks. Furthermore, physical Ground-types are crippled by Lava Plume's burn and no Ground-type likes Toxic, except for Excadrill and Mega Steelix, although these cannot switch into Heatran's other moves.

**Fighting-types**: Many Fighting-types can easily KO Heatran with their STAB moves that hit on Heatran's weaker defensive stat while also outspeeding it. The most prevalent are Keldeo, Terrakion, and Heracross. Furthermore, most Fighting-types can switch into Heatran with impunity, since they are not significantly damaged by Heatran's moves.

**Paralysis**: Although it is immune to poison and burns by virtue of its typing, paralysis effectively cripples Heatran, making offensive Heatran and the dedicated trapper useless and easily outsped and KOed. However, defensive Heatran does not mind paralysis as much, as it is not meant to outspeed opponents; but it still despises the occasional full paralysis.

**Special Walls**: Many special walls such as Mew, Zapdos, Clefable, and Mega Venusaur do not care about Heatran's moves, recovering any negligible damage dealt, and can do whatever they want in return. However, Heatran beats all of these except for Mega Venusaur (It OHKOs Heatran with Earthquake if its Air Balloon has been popped, although not all Mega Venusaur carry it.) with Magma Storm + Taunt + Toxic, and can OHKO Clefable most of the time with Flash Cannon. Furthermore, even if it is not running the dedicated trapper set, Heatran can cripple these with Taunt. Heatran and its teammates can then do whatever they want when the opponent hard switches out. Since Heatran's disposal of them can take several turns, though, special walls can damage it in the meantime with attacks like Seismic Toss from Chansey and Discharge from Zapdos.
 

modularform

formerly Salamance
Thanks again! Implemented and moving to GP. Is 48 Speed OK on the Defensive set? I checked the usage stats and Mega Venusaur most commonly run 20 Speed, which 48 Speed Heatran creeps. I also recommended the reader to check usage stats to figure out the right creep.
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
AMCHECK:
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Remove Add Comments (AC)= add comma (RC)= remove comma

[OVERVIEW]

**Steel**

Heatran is one of, if not the, best Pokemon on Steel-type teams due to its unbelievable versatility, as it is able to run an Offensive, Defensive, or Trapper set with excellence.(end sentence),(RC) and ability With Flash Fire,(AC) Heatran gets a boost to its own Fire-type moves as well as being able to check Fire-types such as Mega Charizard Y, Volcarona, and opposing Heatran with Flash Fire. Flash Fire also gives a power boost to Heatran's own Fire-type moves, although it is situational. (This change makes it much more concise while still giving Flash Fire's two benefits you mentioned) Due to its base 130 Special Attack, Heatran can run a Special Attacking (unless it's a set title, it shouldn't be capitalized. Idk if it is one or not) set fantastically, something Steel-type teams generally lack. Its beneficial typing of Fire-Steel Fire / Steel allows Heatran to check a plethora of foes, such as Zapdos, Skarmory, Chansey without Thunder Wave, Mew, and Togekiss, and also gives it key resistances to Flying-, Psychic-, Steel-, and Bug-type moves. However, Heatran's typing is somewhat of a double-edged sword somewhat,(RC) since it comes with weaknesses to Water-, Fighting-, and Ground-types, all of which are quite common and are hard for Steel-type teams to reliably check. Heatran's quadruple weakness to Ground-type moves make it an excellent user of an Air Balloon, which gives it a temporary immunity to these attacks. Notwithstanding Despite (I had to google this since this was the first time I have seen this word. We don't want readers to unnecessarily google a word non-Pokemon related in order to understand, especially if that word has clear synonyms) the Air Balloon, however, it is a humungous Ground-types are a humongous problem for Steel-type teams when their only Fire-type check cannot stomach a Ground-type move to save its life (You were using "it" to refer to both Ground-types and Heatran, so I just made "it" refer to Heatran and it's clearer now). In addition to providing a large pool of resistances, Heatran's typing prevents it from being crippled by burn or poison, although it can still be hit with sleep or paralysis. Furthermore, Heatran can support and defend quite well with 91 / 106 / 106 bulk, being able to set entry hazards with Stealth Rock and spread burns or poison with Lava Plume and Toxic, respectively.

Unfortunately, many of the Fire-types Heatran is supposed to check often carry coverage or even STAB moves that hit Heatran super-effectively super effectively, such as Focus Blast on Mega Charizard Y, Close Combat on Infernape, Steam Eruption on Volcanion, and Earth Power on other Heatran. Furthermore, its mediocre base Speed of 77 leaves Heatran outsped by threats such as Mega Gallade, Mega Medicham, Infernape, and Excadrill. No reliable recovery is another huge detriment to Heatran,(RC) since its team will want it to be around for as long as possible to effectively absorb Fire-type moves. Despite these flaws, however, Heatran remains one of the most solid picks for Steel-type teams, being able to check Fire-types, trap walls, break holes in the opponent's team with powerful special attacks, and provide fantastic utility in a defensive set.

[SET]
name: Offensive
move 1: Lava Plume
move 2: Earth Power
move 3: Stone Edge
move 4: Hidden Power Ice / Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 24 Atk / 232 SpA / 252 Spe

[SET COMMENTS]

Moves
========

Lava Plume is Heatran's Fire-type STAB move of choice (of course the fire-type move is STAB, and since there are no steel-type moves on this set, you don't need to say which STAB it is). It secures many KOs that Steel-type teams need, including OHKOs on Bisharp, Excadrill (if Heatran has an Air Balloon), and Mega Heracross after damage from Stealth Rock and one layer of Spikes. It also has the utility of a 30 percent (I would go with 30% because it looks nicer, but don't change it if it's not allowed) burn chance, crippling physical attackers and accumulating residual damage on bulky switch-ins such as Zapdos and Mew. Earth Power provides coverage to hit Heatran switch-ins that resist or are immune to Fire-type moves, such as opposing Heatran and Volcanion. A Rock-type coverage move in Stone Edge allows Heatran to OHKO Mega Charizard Y or and Volcarona, both of which are massive threats to Steel-type teams. However, offensive Heatran cannot switch into either of these, being OHKOed one third of the time by Focus Blast from Mega Charizard Y and 2HKOed all of the time by Volcarona's Hidden Power Ground (This seems too specific and out of place, but it is good info). Heatran's last move could be one of several. Hidden Power Ice hits Pokemon weak to Ice-type moves as they switch in; examples include Garchomp, Landorus, and Dragonite. Conversely, Taunt allows Heatran to prevent special walls from recovering their HP, allowing it to beat them by chipping away at their health over time. Furthermore, Taunt prevents threats like Zapdos from removing a Steel-type team's entry hazards with Defog. It also prevents setup sweepers from boosting,(RC) as well as entry hazards from being set on Heatran's side,(RC) and paralysis (not needed, it's obvious). Stealth Rock is useful because the chip damage it provides punishes switches and allows Heatran and its teammates to nab crucial KOs. Furthermore, Heatran will be able to set it easily during the match,(AC) because of the switches it forces. However, Taunt or Hidden Power Ice should be used instead if Heatran's team already has Stealth Rock support from Pokemon such as Custap Berry Skarmory or Ferrothorn its teammates (it doesn't matter what its teammates are as long as they have SR support). Heatran using Stealth Rock may free up moveslots on these Pokemon though, allowing Skarmory to run Spikes, for example. Fire Blast could be run over Lava Plume, but to do so means losing out on a high burn chance, and Lava Plume already gets many important KOs. However, Fire Blast can 2HKO specially defensive Zapdos after Stealth Rock, which helps keep entry hazards up if Heatran is not running Taunt.

Set Details
========

Heavy Special Attack investment allows Heatran to hit as hard as possible, doing massive damage to threats like Magnezone, Skarmory, opposing Heatran, Victini, Mega Charizard Y, Volcarona, Dragonite, and Garchomp with the appropriate moves.(end sentence),(RC) although Although,(AC) Heatran cannot switch into many of these and is outsped by most of them in addition. Maximally invested Maximum Speed investment boosted by a Timid nature gives Heatran a Speed stat of 278, which outpaces Adamant Excadrill, Mega Heracross, positive natured base 70 Pokemon and those creeping that speed tier,(RC) including like Mew and Zapdos, and neutral natured Gyarados and its Mega Evolution. 24 Attack EVs are used to guarantee a OHKO on Mega Charizard Y with Stone Edge. Flash Fire allows Heatran to fill its niche on Steel-type teams, namely, absorbing Fire-type moves that KO all the other members of the team. It also boosts Heatran's own Fire-type moves, allowing it to hit much harder with Lava Plume. Air Balloon or Leftovers are the two best choices for an item.(period);(remove semicolon) Air Balloon neutralizes Heatran's quadruple weakness to Ground-type moves, but is unreliable and easily popped by any direct damage. Leftovers, on the other hand, provides Heatran with residual recovery, which it absolutely needs because it will receive none otherwise. Additionally, Heatran's team will need it to be around for as long as possible to switch into Fire-type moves, and Leftovers helps facilitate this. 60 Special Defense EVs could be deducted from Special Attack to always live Mega Charizard Y's Focus Blast. The reduction in damage output is slight, and Heatran can still achieve its specific OHKOes with Lava Plume OHKO Bisharp, Excadrill (if Heatran has an Air Balloon), and Mega Heracross after Stealth Rock and one layer of Spikes. (You've already mentioned them, you don't need to say them in a list again)

Usage Tips
========

The most optimal way to use Offensive Heatran is as an offensive pivot; switch it into a threat it walls thanks to its resistances and immunities, then attack the predicted switch-in with the move that hits it the hardest or set Stealth Rock. Heatran will have a plethora of switch-in opportunities due to its fantastic typing granting it many resistances. For example, it can switch in with impunity against Latios, Mega Scizor, Togekiss, and Mew. Beyond threats it naturally walls, the best kind of Pokemon to switch Heatran into are those Choice-locked into a move it resists or is immune to thanks to an Air Balloon or Flash Fire; examples include Choice Scarf Latios's Draco Meteor, Choice Band Excadrill's Earthquake, Choice Scarf Victini's V-Create or Blue Flare, and Choice Scarf Hydreigon's Flamethrower or Fire Blast. An Air Balloon allows Heatran to check major Ground-type threats like Landorus, Garchomp, and Excadrill; but it must be played conservatively,(RC) since the Air Balloon is easy to pop. The best play against such attackers is usually to come in after a sack and force them to pop Heatran's Air Balloon with a resisted attack, while Heatran strikes back with a super effective attack. Preserving the Air Balloon is crucial against certain matchups, most notably against Ground-type teams, since as (reduce redundancy with previous "sinces") Heatran has to attack one of the opposing threats to even stand a chance. Since the opponent will then most likely switch due to Heatran walling his or her Pokemon, use the move that is best against the predicted switch or utilize the free turn to set Stealth Rock if Heatran has it. A Fire-type STAB move Lava Plume (again, Lava Plume is your only STAB move, so it's redundant) should be used in most cases, unless the foe resists it or is hit harder by another move. Lava Plume is easily spammed, especially against physical attackers,(RC) since the potential burn will cripple them for the rest of the match. However, if the new foe resists Fire-type moves, use the appropriate coverage move to heavily damage or even KO it. For example, Earth Power is a guaranteed OHKO against opposing Heatran without Special Defense investment and a guaranteed 2HKO against Choice Scarf Victini,(AC);(remove semicolon) (don't need it) while Hidden Power Ice OHKOs Dragonite after Stealth Rock and does 75 percent (again, 75% if it is OK) to Specially Defensive Gliscor. Stone Edge is on the set solely to OHKO Mega Charizard Y and Volcarona, into which none of Heatran's teammates can switch into (pretty subjective but I think it flows better). Heatran's ability to check these is one of the plethora of reasons why it is such a fantastic Pokemon on Steel-type teams. Although Mega Charizard Y threatens Heatran with Focus Blast, which is a roll to OHKO,(RC) (not needed) Heatran can riskily stay in on it if there are no other threats for it to check due to Focus Blast's inherent risks of low accuracy and possibly failing to OHKO Heatran. However, if there are other threats Heatran must check or one has another way to check Mega Charizard Y, such as Choice Scarf Excadrill, it is not optimal to risk Heatran. If Heatran elects to run it Taunt, use Taunt it against bulky switch-ins such as Zapdos and Chansey. It cripples them by preventing recovery and also prevents the former from Defogging and the latter from setting Stealth Rock or paralyzing Heatran. Taunt also generates set-up setup opportunities on Pokemon like Sableye and Will-o-Wisp Will-O-Wisp Mew that rely on status moves to deter set-up setup. Steel-type teams can capitalize on the free turn generated by the bulky threat's switch by setting Stealth Rock, nailing the predicted switch-in with the right move, safely pivoting to a teammate, or applying offensive pressure with a Swords Dancer (don't know if this is an accepted term, but I assume it is). Keep entry hazards off the field for Heatran, since as it is damaged some by Stealth Rock and will not be immune to Sticky Web or Spikes for long due to Air Balloon's temporality. This is especially important since Heatran will be switching around often as an offensive pivot. Avoid paralysis,(RC) since this will make Heatran even more easily outsped and KOed.

Team Options
========

Heatran partners well with Pokemon weak to Fire-type moves such as Mega Scizor, Skarmory, Doublade, and Ferrothorn. This is because it enjoys the free switch generated from a Fire-type move,(RC) in addition to receiving a boost to its own Fire-type STAB moves. Furthermore, these Pokemon resist or are immune to Heatran's weaknesses of Ground-, Fighting-, and Water-types. Mega Scizor can also check some Pokemon that are threats to Heatran; examples include Terrakion and Breloom, the first of which it can 2HKO with an unboosted Bullet Punch and the latter of which it can set-up on with Swords Dance, assuming one has already sacked something to Spore. Skarmory, on the other hand, has hazard controlling abilities that benefit Heatran in addition to being immune to its worst weakness, Ground-type moves. It can set both Stealth Rock and Spikes, which disincentivize discourage (too complicated) switches and allow Heatran to get crucial KOs, such as a near certain 2HKO on Zapdos with Fire Blast, a OHKO almost all of the time on Torkoal with Earth Power, and a guaranteed OHKO on Mega Heracross (with...?) after Stealth Rock and Spikes. On more balanced builds, Skarmory can also Defog away opposing entry hazards, which prevents Heatran from being worn down by repeated switches through hazards, a huge problem due to Heatran's lack of recovery. While Skarmory is immune to Ground-type moves, Doublade is immune to Fighting-type moves, another of Heatran's weaknesses. It also checks Pokemon that are massive threats to Heatran, including Mega Medicham and Terrakion. Ferrothorn and Empoleon resist Water-type moves, Heatran's final weakness, giving them a fantastic synergy with it. The first provides residual damage in Leech Seed and Iron Barbs,(AC) entry hazards in and also offering Stealth Rock and Spikes,(AC) and with speed control in Thunder Wave (this is more concise), while the second can set Stealth Rock for Heatran and remove entry hazards with Defog, if needed. Jirachi is a great teammate to for Heatran,(RC) since it can do a plethora number of things that benefit it Heatran (You're using it to describe both Heatran and Jirachi). These include providing Heatran recovery with Wish or Healing Wish, checking Water-types with an Assault Vest set, and revenge killing Fighting-types with a Choice Scarf set. Additionally, Excadrill synergizes well with Heatran, since as it can outspeed and eliminate threats to Heatran, including Mega Charizard Y, Volcarona, Heracross, and Choice Scarf Rotom-W. Furthermore, Magnezone is an effective Heatran partner,(RC) since because (you always use "since" when describing something. Synonyms like "as" and "because" will make the analysis less monotonous, since right now it's: "since this and since that") it can KO Water-types that give Heatran trouble with Thunderbolt. It can always OHKO Keldeo and Azumarill after Stealth Rock, always 2HKO Mega Gyarados while OHKOing its base forme, and almost always OHKO Slowbro after Stealth Rock. Additionally, Magnezone can absorb paralysis thanks to its Electric-typing Electric typing and can gain momentum for Heatran's team with Volt Switch.

[SET]
name: Defensive
move 1: Lava Plume
move 2: Earth Power
move 3: Toxic
move 4: Stealth Rock
item: Leftovers
ability: Flash Fire
nature: Calm
evs: 252 HP / 208 SpD / 48 Spe

[SET COMMENTS]

Moves
========

Lava Plume possesses a nasty thirty percent burn chance and is the main reason Heatran uses it, and also does slight chip damage to the foe foes while preventing Heatran from being Taunt bait. Earth Power is a mandatory move on this set,(AC) as it Earth Power provides coverage with Lava Plume,(RC) and allows even Defensive Heatran to do damage to specific foes, such as other Heatran. Despite its counterintuitiveness,(RC) (having earth power isn't counterintuitive. In fact, it's the opposite...) Earth Power is a mandatory move on this set Furthermore, because Heatran is a check to Fire-types, it needs to have a move that can and it is useless to have a check that cannot hit the threats it checks. Earth Power accomplishes this. Damage benchmarks it hits Earth Power, even while uninvested, include OHKOing OHKOes opposing offensive Heatran, 2HKOing 2HKOes Victini, and 2HKOing 2HKOes Volcanion, all after Stealth Rock damage (These changes make it flow much better. You said Earth Power was mandatory in the second sentence. I also combined sentences to make it flow better, as "Earth Power accomplishes this" shouldn't be its own sentence). Toxic is extremely helpful by putting walls and set-up sweepers such as Chansey, Mew, and Volcarona on a timer, forcing them to switch out. Stealth Rock is used because the chip damage it provides punishes switches and allows Heatran and its teammates to get crucial KOs. However, if Heatran's team already has Stealth Rock support, Stone Edge should be used in the last slot, since as Specially Defensive Heatran can take any attack from Mega Charizard Y or Volcarona once, even Focus Blast or Hidden Power Ground. It can then OHKO both of them with Stone Edge, which is very useful for Heatran's team. Taunt could also be used in the last slot also,(RC) since it cripples walls like Chansey and Porygon-2 Porygon2 that trouble more balanced Steel-type teams.

Set Details
========

The EVs and Nature nature maximize Heatran's special bulk, allowing it to live many powerful special hits to status the foe or set entry hazards. Notable special attackers whose hits it lives once are Mega Charizard Y's Focus Blast, Thundurus's Focus Blast, any attack from Hoopa-Unbound Hoopa-U, and Choice Specs Keldeo's Scald. The Speed EVs allow Heatran to outspeed 20 Speed Mega Venusaur with 20 Speed EVs, a common benchmark on that threat for it, in addition to as well as outpacing all uninvested base 80's 80s. However, speed creep benchmarks are mutable based on metagame trends, so usage stats should be checked when deciding on the Speed investment for this set. Leftovers is crucial to Heatran's longevity,(RC) since it does not have reliable recovery (If you're using the word "since" to mean "because", you don't need a comma before it. Otherwise there's unnecessary pauses). If Stone Edge is used, equip 24 Attack EVs deducted from Special Defense,(RC) deduct 24 Special Defense EVs and put them in Attack in order to OHKO Mega Charizard Y all of the time. (flows better)

Usage Tips
========

Because of its fantastic special bulk, switch Heatran into special attackers such as Latios, Mega Pidgeot, and Yanmega,(AC) and then set entry hazards, Toxic the foe, or do damage and spread burns with Lava Plume. However, be wary of Water-, Fighting-, and Ground-type moves from Volcanion, Keldeo, and Landorus. Remove line break
Also, switch Heatran into predicted Fire-type moves,(RC) so that it will receive a free switch and a boost in Lava Plume's damage output. Once Heatran is in, set Stealth Rock immediately if it has not been set already, since as it punishes switches and allows one to get crucial KOs. If the opponent has entry hazard removal,(RC) but cannot KO Heatran, such as Zapdos or Mandibuzz, set Stealth Rock anyway, forcing which forces them to Defog and allowing Heatran to hit them with Toxic while they do so. However, if the opponent has entry hazard removal and can KO Heatran, such as Starmie or Excadrill, it is best to switch to a counter. Heatran's next move depends on what the predicted switch-in will be. If the switch-in is weak to Fire- or Ground-type attacks, use the respective move,(RC) damaging to damage it. Toxic should be used against bulky switch-ins like Zapdos and Porygon-2,(RC) Porygon2 since it will cripple them. If one thinks a physical attacker will be switched in, it is best to use Lava Plume, possibly burning and crippling it or at least damaging it. Avoid Knock Off from Pokemon such as Tornadus-T and Bisharp,(RC) since Heatran absolutely needs the passive recovery from Leftovers. Assuming Stone Edge was chosen, if the opponent has a Mega Charizard Y or Volcarona against Heatran, OHKO them with Stone Edge no matter what, since as Heatran can tank even Focus Blast or an unboosted Hidden Power Ground just once. Do not hard switch Heatran in, though, since it needs to be at full health to check these. Due to a lack of investment in Special Attack, Heatran will not be doing massive damage with Earth Power, but it can do significant damage to predicted switch-ins with a Ground-type weakness, such as opposing Heatran and Victini. Preserve Heatran's health for as long as possible,(RC) so that it can continue to switch into special attacks and absorb Fire-type moves for its team. Although it does not mind paralysis as much as offensive Heatran sets, defensive Heatran still dislikes being outsped by basically everything except other paralyzed Pokemon and minimum Speed Ferrothorn. Furthermore, no Pokemon likes full paralysis,(RC) since because (reduce redundancy) the free turn allows the opponent to do whatever he or she wants with impunity. (Is this sentence really needed though?)

Team Options
========

Skarmory is one of the best partners to for Heatran, as the two defensively synergize well. Skarmory receives free switches into Ground-type moves used against Heatran,(RC) while Heatran receives these on Fire-type moves that tanks target Skarmory. They also wall each other's checks, as Skarmory tanking tanks physical attacks and Heatran tanking special ones. Furthermore, since both have access to phazing and entry hazards, they can free up moveslots for each other, allowing Skarmory to use Spikes or Heatran to use Stone Edge. Excadrill or and Ferrothorn work well with this partnership,(RC) Heatran (sounds like you are still talking about Skarmory) since they can switch into Electric-type moves Skarmory is weak to, preventing Heatran from taking unnecessary hits. Excadrill also provides hazard removal that does not remove Heatran's entry hazards, which it enjoys. Excadrill can also check some threats to Heatran,(RC) such as Rotom-W and Mega Charizard Y. On the other hand, Ferrothorn can partner well with Heatran, having great defensive synergy with it, but does not provide hazard removal or phazing as Skarmory does. However, Ferrothorn can switch into many Water-type moves, provides Speed control with Thunder Wave, and causes residual damage with Iron Barbs + Leech Seed, which combine well with Heatran's spread of status to wear down foes (making the sentence parallel). Heatran also enjoys the residual recovery of Leech Seed. Finally, Ferrothorn provides entry hazards in Spikes and Stealth Rock,(RC) similarly similar to Skarmory.(end sentence) who can learn both of these moves. (You just explained that Skarmory had hazards) Additionally, Jirachi is a fantastic partner for Defensive Heatran. Its Choice Scarf set can take on Fighting-types with STAB Heart Stamp or Zen Headbutt,(AC);(remove semicolon) it can heal Heatran with Healing Wish or Wish,(AC);(remove semicolon) and its Assault Vest set can tank Water-type attacks aimed at Heatran,(RC) while also checking their users. Specially Defensive Jirachi can also switch into Choice Specs Keldeo from full health, which is a massive threat to Heatran. However, specially defensive (change one or the other for consistency) Jirachi beats it only on a roll. Offensive Pokemon that appreciate what Heatran does partner well with it. For example, Mega Scizor can more easily tank physical hits due to Heatran's spread of burns and nab crucial KOs because of the chip damage from burn burns, Toxic, or Stealth Rock. Furthermore, Heatran receives free switches off of its weakness to Fire-type attacks. Mega Scizor's excellent defenses make it a great teammate for Heatran in general (why...?). Doublade also partners very well with Heatran,(RC) since it is able to spinblock immune to Fighting-type moves from Mega Medicham, Mega Heracross, and Terrakion. However, they both share a Ground-type weakness, so Skarmory or Ferrothorn will be needed and can spinblock to prevent removal of Heatran's Stealth Rock (This is much more clear. For one, spinblocking inherently means to block hazards. Also, it sounded like Skarmory or Ferrothorn were spinblocking). Magnezone is a great Heatran teammate, since as it can check Water-types with Thunderbolt, eat paralysis for Heatran, and bring Heatran in safely with Volt Switch. Empoleon works very well with Defensive Heatran,(RC) since it resists the Water-type attacks Heatran fears. It can also learn many utility moves that Heatran enjoys, such as Defog, Roar, and Stealth Rock.

[SET]
name: Offensive Trapper
move 1: Magma Storm
move 2: Earth Power
move 3: Toxic
move 4: Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Magma Storm allows Heatran to trap passive threats such as Chansey, Porygon-2 Porygon2, Zapdos, and Mew and remove them from the game, enabling a wincon such as Doublade or Mega Scizor to demolish the opponent's remaining team. Earth Power provides coverage to hit threats Magma Storm cannot, such as other Heatran and Victini. Toxic combines with Magma Storm quite well, with Magma Storm preventing threats from switching while Toxic damage doubles and its residual damage adding to Toxic's. Taunt allows Heatran to prevent the threats it traps from recovering their health, while also shutting down set-up setup sweepers and hazard setters.

Set Details
========

Maximum Special Attack and Speed investment,(RC) which is boosted by a Timid nature,(RC) allow Heatran to be as offensively potent as possible, heavily damaging or outright KOing threats such as Skarmory and Magnezone with the appropriate moves and outspeeding maximally invested Mega Heracross, fully invested Adamant Excadrill, and Mew and Zapdos with 108 Speed EVs. Heatran's Air Balloon gives it a temporary immunity to Ground-type moves, allowing it to check Ground-types such as Excadrill and Mamoswine that it can KO, or other Pokemon with Ground-type coverage moves (all ground-type coverage, or any coverage, are attacking moves), such as other Heatran and Volcarona. On the other hand, Leftovers's residual recovery is very helpful against the bulky threats Heatran traps, allowing it to recover off the damage from their weak attacks. Furthermore, Heatran having no reliable recovery makes Leftovers extremely useful, greatly improving Heatran's longevity.

Usage Tips
========

Because of its immunity to Fire, Heatran should be switched into predicted Fire-type moves. It can then receive a boost and hit the opponent with a Magma Storm boosted by Flash Fire. Switch Heatran into Choice-locked Pokemon whose moves it resists or is immune to. Prime examples include Choice Scarf Latios locked into Draco Meteor or Choice Scarf Victini locked into V-Create or Blue Flare. Heatran can then damage, trap, Toxic, or Taunt the switch-in. Heatran should also be switched into bulky threats that use Toxic or Will-o-Wisp Will-O-Wisp such as Chansey and Mew, as it is immune to these statuses,(RC) and it can then trap them with Magma Storm. Once Heatran is in,(AC) use Use Taunt in conjunction with Magma Storm,(RC) to prevent recovery, Chansey paralyzing Heatran status, and Clefable setting up Calm Minds setup. Once Heatran is in, immediately trap the threat with Magma Storm, then Taunt it to prevent recovery. After this, Toxic the opponent and spam Magma Storm or Earth Power until the threat is dead, being sure to keep it Taunted (The changes make it flow much better. For one, you were being incredibly redundant and said the same thing twice in a row. Secondly, you randomly mentioned Clefable, so I just made a list of why Taunt should be used. This flows much better into what you discuss about toxic). Against Fire-type Teams, Heatran must be played very conservatively, as one mis-predict means Heatran's team will be swept by the opponent's Fire-types,(RC) since there will be no switch-in to it. However, Air Balloon can allow Heatran to be played more aggressively, but it must still be on guard against Water- and Fighting-type moves from Pokemon such as Volcanion and Infernape. Preserve Heatran's health zealously against teams with Fire-type attacks,(RC) since it will not or barely will replenish its health, and because Heatran will be needed throughout the match to switch into Fire-type attacks. Against mixed attackers that can break Skarmory, such as Mega Garchomp, keep Heatran's Air Balloon intact,(RC) so that Heatran can switch into Ground-type attacks in order to attack the threat. Be sure to keep entry hazards off the field for Heatran,(RC) since it is damaged neutrally by Stealth Rock and Air Balloon's immunity to grounded entry hazards is temporary and unreliable. Heatran also dislikes Paralysis paralysis, since as it completely negates Heatran's already mediocre Speed tier, and the opponent can use the free turn generated by a full paralysis to do as he or she wishes.

Team Options
========

Mega Scizor is a fantastic partner to for Heatran, as Heatran benefits from its devastating weakness to Fire-type attacks and can switch in against them for free. Additionally, Mega Scizor has neutralities to is hit neutrally by (neutralites is used when talking about the real definition of "neutral". But again, it's overly complicated) Fighting- and Ground-type moves, to which Heatran is weak. Furthermore, Heatran can trap many Pokemon that are set-up bait for Mega Scizor, such as Chansey without Thunder Wave and Gliscor. Because Heatran can trap physical walls with Magma Storm, it pairs well with other physical attackers that appreciate this, such as Bisharp,(RC) and Doublade,(RC) and Mega Scizor (You just talked about Mega Scizor for 3 whole sentences, so you don't need to mention him again when listing physical attackers). The previously mentioned physical attackers Bisharp and Doublade (much clearer after the changes, right?) can heavily dent special walls such as Chansey, allowing Heatran to trap and KO them more easily. Pokemon that are weak to Fire-type moves, the most prominent examples of which are Mega Scizor, Skarmory, and Ferrothorn, partner well with Heatran, since as it can receive free switch-in opportunities as when Heatran's partners are targeted. Skarmory also provides Stealth Rock and Spikes support,(RC) which punish switches and allow Heatran to nab crucial KOs. In addition, it is neutral to Fighting-type moves and immune to Ground-type moves, to which Heatran is weak. Finally, suicide lead Skarmory can set-up set up (yes, two words this time since this one is a verb) entry hazards quickly, which Heatran appreciates. Antipodally On the other hand, (had to google this again, first time seeing this word. But, 1) overly complicated, and 2) wrong word choice - look at the definition) Ferrothorn can tank Water-type moves aimed at Heatran while setting entry hazards with Stealth Rock or Spikes and providing residual damage with Leech Seed and Iron Barbs. It can also mitigate Heatran's subpar Speed with Thunder Wave. However, both Ferrothorn and Heatran are weak to Fighting-type moves, so a Fighting-type check such as Doublade or Skarmory is appreciated. Jirachi also partners extremely well with Heatran, being able to run several sets that benefit it. A Choice Scarf allows it to revenge kill Fighting-types with Zen Headbutt or Heart Stamp,(RC) while an Assault Vest allows it to check Water-types like Keldeo and Rotom-W. Jirachi can also make up for Heatran's lack of recovery, being able to heal it with Wish or sacrificing itself to do so with (not needed) Healing Wish. Doublade synergizes well with Heatran,(RC) since Heatran benefits from its Fire-type weakness and Doublade is immune to Heatran's weakness to Fighting-type moves. Magnezone also pairs well with Heatran,(RC) since because (reduce redundancy) it can KO opposing Water-types with Thunderbolt, absorb paralysis, and gain momentum with Volt Switch. In addition, Excadrill combines with Heatran well, as its Choice Scarf set can eliminate faster threats that can KO Heatran before it acts, such as Rotom-W and Mega Charizard Y.

[STRATEGY COMMENTS]
Other Options
=============

Defensive Heatran can utilize Protect or Roar, but Earth Power is necessary so that Heatran can super effectively damage hit Fire-types for super effective damage which it is supposed to check, and Stone Edge is mandatory so that Heatran can KO Mega Charizard Y or Volcarona (sounds much better this way). Protect's best use is to stall for Leftovers recovery or scout the foe's moves, especially those of Choice item users, while Roar should be utilized in tandem with entry hazards, racking up Stealth Rock and/or Spikes damage on the opposing team. Heatran could run a Choice Scarf or Specs set, but this prevents it from fulfilling its role of a trapper or pivot, so it is usually subpar. However, a Choice Scarf allows Heatran to outspeed Mega Charizard Y, Rotom-W, and neutral natured Choice Scarf Excadrill. On the other hand, Choice Specs give Heatran immense attacking power, allowing it to OHKO Mixed Defenses Clefable almost all of the time with Flash Cannon after Leftovers recovery, 2HKO Specially Defensive Zapdos almost all of the time with Fire Blast, and nearly always 2HKO Volcarona even at +1 Special Defense with Fire Blast. Coverage moves on the trapper set are Hidden Power Ice and Stone Edge, but these prevent Heatran from utilizing Taunt or Toxic, which are mandatory if it wants to beat Zapdos, Mew, or Clefable. Hidden Power Ice hits Dragonite, both Landorus formes, Gliscor, Garchomp, and its Mega Evolution, whereas Stone Edge hits Volcarona and Mega Charizard Y. Heatran could use Flash Cannon on the offensive set in the fourth slot, but its coverage is redundant with Heatran's other moves, with the only additional threats it hits being Fairy-types like Clefable and Mega Gardevoir.

Checks and Counters
===================

**Ground-types**: Any Ground-type can easily KO Heatran with a STAB move after its Air Balloon has been popped. However, those with low Special Defense, such as Landorus, can be significantly damaged as they switch in by Heatran's attacks. Furthermore, physical Ground-types are crippled by Lava Plume's burn and no Ground-type likes Toxic, except for Excadrill and Mega Steelix, although these cannot switch into Heatran's other moves.

**Fighting-types**: Many Fighting-types can easily KO Heatran with their STAB moves that hit on Heatran's weaker defensive stat while also outspeeding it. The most prevalent are Keldeo, Terrakion, and Heracross. Furthermore, most Fighting-types can switch into Heatran with impunity,(RC) since they are not significantly damaged by Heatran's moves.

**Paralysis**: Although it is immune to poison and burns by virtue of its typing, paralysis effectively cripples Heatran, making offensive Heatran and the dedicated trapper useless and easily outsped and KOed. However, defensive Heatran does not mind paralysis as much, as it is not meant to outspeed opponents;(remove semicolon),(AC) but it still despises the occasional full paralysis. (you don't need a semicolon here)

**Special Walls**: Many special walls such as Mew, Zapdos, Clefable, and Mega Venusaur do not care about Heatran's moves, recovering any negligible damage dealt, and can do whatever they want in return. However, Heatran beats all of these except for Mega Venusaur (It OHKOs Heatran with Earthquake if its Air Balloon has been popped, although not all Mega Venusaur carry it.) with Magma Storm + Taunt + Toxic, and can OHKO Clefable most of the time with Flash Cannon. Furthermore, even if it is not running the dedicated trapper set, Heatran can cripple these with Taunt. Heatran and its teammates can then do whatever they want when the opponent hard switches out. Since Heatran's disposal of them can take several turns, though, special walls can damage it in the meantime with attacks like Seismic Toss from Chansey and Discharge from Zapdos.

This was a very in-depth analysis and it took a while to amcheck. However, it was still very interesting and for the most part was well-written.A lot of changes were pretty subjective, but I feel those helped the analysis flow better. However, you did make a lot of the same mistakes which made it annoying when checking. I'll write these below so in the future it will be easier for people to check your work (Sorry if this was overdone, I'm just trying to help):
Also, switch Heatran into predicted Fire-type moves,(RC) so that it will receive a free switch and a boost in Lava Plume's damage output.
Don't say "so that", just say "so". The extra "that" reduces the flow. If you read it out loud, it sounds better with "so" than it does with "so that".

However, Fire Blast can 2HKO specially defensive Zapdos after Stealth Rock, which helps keep entry hazards up if Heatran is not running Taunt.
Always refer to it as "entry hazards". I see GP checkers constantly change "hazards" to "entry hazards", so it is safe to say that the correct term is "entry hazards".

Maximum Special Attack and Speed investment,(RC) which is boosted by a Timid nature,(RC) allow Heatran to be as offensively potent as possible...
You placed commas in very strange spots. These extra commas caused random sentence breaks that didn't need to be there, and removing them helped the sentences flow better.

It can set both Stealth Rock and Spikes, which disincentivize discourage switches and allow Heatran to get crucial KOs...
You used overly complicated words unnecessarily so 3 times I think. Most of the younger audience, and even some older audience, don't know what those words mean. I had to look up two of them just to understand what you were saying. I know having an advanced vocabulary is good, but we don't want readers to unnecessarily google a word non-Pokemon related in order to understand something, especially if that word has clear synonyms.

Lava Plume is easily spammed, especially against physical attackers,(RC) since the potential burn will cripple them for the rest of the match
This is the big one. Whenever you use the word "since" to mean "because", never put a comma before it. Otherwise, it creates unnecessary line breaks.
 

Lumari

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Fireflame479: Remove Add Comments (AC)= add comma (RC)= remove comma
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GP 1/2
[OVERVIEW]

**Steel**

Heatran is one of, if not the, best Pokemon on Steel-type teams due to its unbelievable versatility, being able to run an offensive, defensive, or trapper set with excellence, and ability to check Fire-types such as Mega Charizard Y, Volcarona, and opposing Heatran with Flash Fire while gaining a power boost off their attacks. Flash Fire also gives a power boost to Heatran's own Fire-type moves, although it is situational. Due to its base 130 Special Attack, Heatran can run a specially attacking set fantastically, something Steel-type teams generally lack. Its beneficial typing of Fire-Steel Fire / Steel allows Heatran to check a plethora of foes, such as Zapdos, Skarmory, Chansey without Thunder Wave, Mew, and Togekiss, and also gives it key resistances to Flying-, Psychic-, Steel-, and Bug-type moves. However, Heatran's typing is a double-edged sword somewhat, since it comes with weaknesses to Water-, Fighting-, and Ground-types, all of which are quite common and hard for Steel-type teams to reliably check. Heatran's quadruple weakness to Ground-type moves make it an excellent user of an Air Balloon, which gives it a temporary immunity to these attacks. Notwithstanding Despite (I had to google this since this was the first time I have seen this word. We don't want readers to unnecessarily google a word non-Pokemon related in order to understand, especially if that word has clear synonyms) ("notwithstanding" is fine, see below") the Air Balloon, however, it is a humungous Ground-types are a humongous problem for Steel-type teams when their only Fire-type check cannot stomach a Ground-type move to save its life (You were using "it" to refer to both Ground-types and Heatran, so I just made "it" refer to Heatran and it's clearer now). (keep it as is. the first "it" =/= Ground-types, it was referring to the entirety of it being a problem for Steel teams when their Fire check can't take Ground moves. it was referring to coverage moves from Fire-types, not STAB moves from Ground-types :/ there's a bunch more cases where your changes changed the content of the analysis, also in the section where i chose to do my own check for time reasons, and that's super you have to be incredibly careful about, can't stress that hard enough) In addition to providing a large pool of resistances, Heatran's typing prevents it from being crippled by burn or poison, although it can still be hit with sleep or paralysis. Furthermore, Heatran can support and defend quite well with 91 / 106 / 106 bulk, being able to set entry hazards with Stealth Rock and spread burns or poison with Lava Plume and Toxic, respectively.

Unfortunately, many of the Fire-types Heatran is supposed to check often carry coverage or even STAB moves that hit Heatran super-effectively super effectively, such as Focus Blast on Mega Charizard Y, Close Combat on Infernape, Steam Eruption on Volcanion, and Earth Power on other Heatran. Furthermore, its mediocre base Speed of 77 leaves Heatran outsped by threats such as Mega Gallade, Mega Medicham, Infernape, and Excadrill. No reliable recovery is another huge detriment to Heatran, since its team will want it to be around for as long as possible to effectively absorb Fire-type moves. Despite these flaws, however, Heatran remains one of the most solid picks for Steel-type teams, being able to check Fire-types, trap walls, break holes in the opponent's team with powerful special attacks, and provide fantastic utility in a defensive set.

[SET]
name: Offensive
move 1: Lava Plume
move 2: Earth Power
move 3: Stone Edge
move 4: Hidden Power Ice / Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 24 Atk / 232 SpA / 252 Spe

[SET COMMENTS]

Moves
========

Lava Plume is Heatran's Fire-type STAB move of choice. It secures many KOs that Steel-type teams need, including OHKOs on Bisharp, Excadrill (if Heatran has an Air Balloon), and Mega Heracross after damage from Stealth Rock and one layer of Spikes. It also has the utility of a 30 percent (I would go with 30% because it looks nicer, but don't change it if it's not allowed) (yeah do this, or just generalise it to "substantial") burn chance, crippling physical attackers and accumulating residual damage on bulky switch-ins such as Zapdos and Mew. Earth Power provides coverage to hit Heatran switch-ins that resist or are immune to Fire-type moves, such as opposing Heatran and Volcanion. A Rock-type coverage move in Stone Edge allows Heatran to OHKO Mega Charizard Y or and Volcarona, both of which are massive threats to Steel-type teams. However, offensive Heatran cannot switch into either of these, being OHKOed one third of the time by Focus Blast from Mega Charizard Y and 2HKOed all of the time by Volcarona's Hidden Power Ground (This seems too specific and out of place, but it is good info). (it's fine, definitely not out of place to mention that it only checks them) Heatran's last move could be one of several. Hidden Power Ice hits Pokemon weak to Ice-type moves as they switch in; examples include Garchomp, Landorus, and Dragonite. Conversely, Taunt allows Heatran to prevent special walls from recovering their HP, allowing it to beat them by chipping away at their health over time. Furthermore, Taunt prevents threats like Zapdos from removing a Steel-type team's entry hazards with Defog. It also prevents setup sweepers from boosting,(RC) as well as entry hazards from being set on Heatran's side,(RC) and paralysis (not needed, it's obvious). (not any more obvious than blocking setup or hazards, and still worth mentioning I reckon... make it "It also prevents opposing Pokemon from boosting, setting up entry hazards, and paralyzing Heatran." for clean sentence structure) Stealth Rock is useful because the chip damage it provides punishes switches and allows Heatran and its teammates to nab crucial KOs. Furthermore, Heatran will be able to set it easily during the match,(AC) because of the switches it forces. However, Taunt or Hidden Power Ice should be used instead if Heatran's team already has Stealth Rock support from Pokemon such as Custap Berry Skarmory or Ferrothorn its teammates (it doesn't matter what its teammates are as long as they have SR support). (don't think the specifity is a bad thing) Heatran using Stealth Rock may free up moveslots on these Pokemon, (AC) though, allowing Skarmory to run Spikes, for example. Fire Blast could be run over Lava Plume, but to do so means losing out on a high burn chance, and Lava Plume already gets many important KOs. However, Fire Blast can 2HKO specially defensive Zapdos after Stealth Rock, which helps keep hazards up if Heatran is not running Taunt.

Set Details
========

Heavy Special Attack investment allows Heatran to hit as hard as possible, doing massive damage to threats like Magnezone, Skarmory, opposing Heatran, Victini, Mega Charizard Y, Volcarona, Dragonite, and Garchomp with the appropriate moves, although Heatran cannot switch into many of these and is outsped by most of them in addition. Maximally invested Maximum Speed investment (yes these are good) boosted by a Timid nature gives Heatran a Speed stat of 278, which outpaces Adamant Excadrill, Mega Heracross, positive natured base 70 Pokemon and those creeping that Speed tier, including Mew and Zapdos, and neutral-natured (AH) Gyarados and its Mega Evolution. 24 Attack EVs are used to guarantee a OHKO on Mega Charizard Y with Stone Edge. Flash Fire allows Heatran to fill its niche on Steel-type teams, namely, absorbing Fire-type moves that KO all the other members of the team. It also boosts Heatran's own Fire-type moves, allowing it to hit much harder with Lava Plume. Air Balloon or Leftovers are the two best choices for an item.(period);(remove semicolon) (yes this is good too) Air Balloon neutralizes Heatran's quadruple weakness to Ground-type moves (RC) but is unreliable and easily popped by any direct damage. Leftovers, on the other hand, provides Heatran with residual recovery, which it absolutely needs because it will receive none otherwise. Additionally, Heatran's team will need it to be around for as long as possible to switch into Fire-type moves, and Leftovers helps facilitate this. 60 Special Defense EVs could be deducted from Special Attack to always live survive Mega Charizard Y's Focus Blast. The reduction in damage output is slight, and Heatran can still achieve its specific OHKOes with Lava Plume OHKO Bisharp, Excadrill (if Heatran has an Air Balloon), and Mega Heracross after Stealth Rock and one layer of Spikes. (You've already mentioned them, you don't need to say them in a list again) (hmm reasonable point but it's been a while so I see no harm in repeating them really... also the plural of OHKO is OHKOs, without an e)

Usage Tips
========

The most optimal way to use offensive Heatran is as an offensive pivot; switch it into a threat it walls thanks to its resistances and immunities, and then attack the predicted switch-in with the move that hits it the hardest or set Stealth Rock. Heatran will have a plethora of switch-in opportunities to switch in due to its fantastic typing granting it many resistances. For example, it can switch in with impunity against Latios, Mega Scizor, Togekiss, and Mew. Beyond threats it naturally walls, the best kind of Pokemon to switch Heatran into are those Choice-locked into a move it resists or is immune to thanks to an Air Balloon or Flash Fire; examples include Choice Scarf Latios's Draco Meteor, Choice Band Excadrill's Earthquake, Choice Scarf Victini's V-create or Blue Flare, and Choice Scarf Hydreigon's Flamethrower or Fire Blast. An Air Balloon allows Heatran to check major Ground-type threats like Landorus, Garchomp, and Excadrill; but however, (AC) it must be played conservatively, since the Air Balloon is easy to pop. The best play against such attackers is usually to come in after a sack and force them to pop Heatran's Air Balloon with a resisted attack (RC) while Heatran strikes back with a super effective attack. Preserving the Air Balloon is crucial against certain matchups, most notably against Ground-type teams, since as (reduce redundancy with previous "sinces") (ya) Heatran has to attack one of the opposing threats to even stand a chance. Since the opponent will then most likely switch due to Heatran walling his or her Pokemon, use the move that is best against the predicted switch or utilize the free turn to set Stealth Rock if Heatran has it. A Fire-type STAB move Lava Plume (again, Lava Plume is your only STAB move, so it's redundant) (keep as is, Fire Blast is an option too. also helps cut down on repetitiveness) should be used in most cases, unless the foe resists it or is hit harder by another move. Lava Plume is easily spammed, especially against physical attackers, since the potential burn will cripple them for the rest of the match. However, if the new foe resists Fire-type moves, use the appropriate coverage move to heavily damage or even KO it. For example, Earth Power is a guaranteed OHKO against opposing Heatran without Special Defense investment and a guaranteed 2HKO against Choice Scarf Victini,(AC);(remove semicolon) while Hidden Power Ice OHKOs OHKOes Dragonite after Stealth Rock and does 75 percent (again, 75% if it is OK) to specially defensive Gliscor. Stone Edge is on the set solely to OHKO Mega Charizard Y and Volcarona, into which none of Heatran's teammates can switch into (pretty subjective but I think it flows better). (ya this change is optional, though Salamance there's nothing wrong with ending a sentence with a preposition!) Heatran's ability to check these is one of the plethora of reasons why it is such a fantastic Pokemon on Steel-type teams. Although Mega Charizard Y threatens Heatran with Focus Blast, which is a roll to OHKO,(RC) (not needed) (no harm in mentioning just how threatening Focus Blast is) Heatran can riskily stay in on it if there are no other threats for it to check due to Focus Blast's inherent risks of low accuracy and possibly failing to OHKO Heatran. However, if there are other threats Heatran must check or one has another way to check Mega Charizard Y, such as Choice Scarf Excadrill, it is not optimal to risk Heatran. If Heatran elects to run it Taunt, use Taunt it against bulky switch-ins such as Zapdos and Chansey. It cripples them by preventing recovery and also prevents the former from Defogging and the latter from setting Stealth Rock or paralyzing Heatran. Taunt also generates set-up setup opportunities on Pokemon like Sableye and Will-o-Wisp Will-O-Wisp Mew that rely on status moves to deter set-up setup. Steel-type teams can capitalize on the free turn generated by the bulky threat's switch by setting Stealth Rock, nailing the predicted switch-in with the right move, safely pivoting to a teammate, or applying offensive pressure with a Swords Dancer (don't know if this is an accepted term, but I assume it is). (it's not, "Swords Dance user" please) Keep entry hazards off the field for Heatran, since it is damaged some by Stealth Rock and will not be immune to Sticky Web or Spikes for long due to Air Balloon's temporality. This is especially important since because Heatran will be switching around often as an offensive pivot. Avoid paralysis, since this will make Heatran even more easily outsped and KOed.

Team Options
========

Heatran partners well with Pokemon weak to Fire-type moves such as Mega Scizor, Skarmory, Doublade, and Ferrothorn. This is because it enjoys the free switch generated from a Fire-type move, in addition to receiving a boost to its own Fire-type STAB moves. Furthermore, these Pokemon resist or are immune to Heatran's weaknesses of Ground, (RH) Fighting, (RH) and Water-types. Mega Scizor can also check some Pokemon that are threats to Heatran; examples include Terrakion and Breloom, the first of which it can 2HKO with an unboosted Bullet Punch and the latter of which it can set up (RH) on with Swords Dance, assuming one has already sacked something to Spore. Skarmory, on the other hand, has hazard controlling abilities that benefit Heatran provides hazard control in addition to being immune to its Heatran's worst weakness, Ground-type moves. It can set both Stealth Rock and Spikes, which disincentivize discourage (too complicated) (nah just doesn't really work in this context, see below) switches and allow Heatran to get crucial KOs, such as a near-certain (AH) 2HKO on Zapdos with Fire Blast, a OHKO almost all of the time on Torkoal with Earth Power, and a guaranteed OHKO on Mega Heracross (with...?) after Stealth Rock and Spikes. On more balanced builds, Skarmory can also Defog away opposing entry hazards, which prevents Heatran from being worn down by repeated switches through hazards, a huge problem due to Heatran's lack of recovery. While Skarmory is immune to Ground-type moves, Doublade is immune to Fighting-type moves, another of Heatran's weaknesses. It also checks Pokemon that are massive threats to Heatran, including Mega Medicham and Terrakion. Ferrothorn and Empoleon resist Water-type moves, Heatran's final weakness, giving them a fantastic synergy with it. The first provides residual damage in Leech Seed and Iron Barbs,(AC) entry hazards in and also offering Stealth Rock and Spikes,(AC) and with speed control in Thunder Wave (this is more concise), while the second can set Stealth Rock for Heatran and remove entry hazards with Defog, if needed. Jirachi is a great teammate to for ("partner to" is fine) Heatran, since it can do a plethora number (did you see plethora as a hyperbole? don't see any other reason to make this change) of things that benefit it Heatran (You're using it to describe both Heatran and Jirachi). (mm def. defensible but this introduces repetitiveness and I feel it's still clear since both "it"s stil serve the same function as they did in the main clause; subject "it" is still Jirachi, and object / predicate "it" is still Heatran) These include providing Heatran recovery with Wish or Healing Wish, checking Water-types with an Assault Vest set, and revenge killing Fighting-types with a Choice Scarf set. Additionally, Excadrill synergizes well with Heatran, since it can outspeed and eliminate threats to Heatran, including Mega Charizard Y, Volcarona, Heracross, and Choice Scarf Rotom-W. Furthermore, Magnezone is an effective Heatran partner,(RC) since because it can KO Water-types that give Heatran trouble with Thunderbolt. It can always OHKO Keldeo and Azumarill after Stealth Rock, always (keep this for parallelism reasons, it's not implied by the first "always") 2HKO Mega Gyarados while OHKOing its base forme, and almost always OHKO Slowbro after Stealth Rock. Additionally, Magnezone can absorb paralysis thanks to its Electric-typing Electric typing and can gain momentum for Heatran's team with Volt Switch.

[SET]
name: Defensive
move 1: Lava Plume
move 2: Earth Power
move 3: Toxic
move 4: Stealth Rock
item: Leftovers
ability: Flash Fire
nature: Calm
evs: 252 HP / 208 SpD / 48 Spe

[SET COMMENTS]

Moves
========

Lava Plume possesses a nasty thirty percent burn chance and that is the main reason Heatran uses it, and it also does slight damage to the foe while preventing Heatran from being Taunt bait. Earth Power provides coverage with Lava Plume (RC) and allows even defensive Heatran to do damage to specific foes, such as other Heatran. Despite its counterintuitiveness, (ya elaborate on this please, just because you wouldn't expect a defensive mon to run two attacking moves?) Earth Power is a mandatory move on this set, because Heatran is a check to Fire-types, and it is useless to have a check that cannot hit the threats it checks. Earth Power accomplishes this. Damage benchmarks it hits, even while uninvested, include OHKOing opposing offensive Heatran, 2HKOing Victini, and 2HKOing Volcanion, all after Stealth Rock damage. Toxic is extremely helpful by putting walls and set-up setup sweepers such as Chansey, Mew, and Volcarona on a timer, forcing them to switch out. Stealth Rock is used because the chip damage it provides punishes switches and allows Heatran and its teammates to get crucial KOs. However, if Heatran's team already has Stealth Rock support, Stone Edge should be used in the last slot, since specially defensive Heatran can take any attack from Mega Charizard Y or Volcarona once, even Focus Blast or Hidden Power Ground. It can then OHKO both of them with Stone Edge, which is very useful for Heatran's team. Taunt could be used in the last slot also as well, since it cripples walls like Chansey and Porygon-2 Porygon2 that trouble more balanced Steel-type teams.

Set Details
========

The EVs and nature maximize Heatran's special bulk, allowing it to live survive many powerful special hits to status the foe or set entry hazards. Notable special attackers whose hits it lives attacks it survives once are Mega Charizard Y's Focus Blast, Thundurus's Focus Blast, any attack from Hoopa-Unbound, and Choice Specs Keldeo's Scald. The Speed EVs allow Heatran to outspeed 20 Speed Mega Venusaur, a common benchmark on that threat, in addition to outpacing all uninvested base 80's 80s. (Speed creeping isn't allowed, you can only use uninvested or fully invested does as bench marks. the base 80s are fine though) However, speed creep benchmarks are mutable based on metagame trends, so usage stats should be checked when deciding on the Speed investment for this set. (not specific to this analysis) Leftovers is crucial to Heatran's longevity, since it does not have reliable recovery. If Stone Edge is used, equip 24 Attack EVs deducted from Special Defense, in order to OHKO Mega Charizard Y all of the time.

Usage Tips
========

Because of its fantastic special bulk, switch Heatran into special attackers such as Latios, Mega Pidgeot, and Yanmega and then set entry hazards, Toxic the foe, or do damage and spread burns with Lava Plume. However, be wary of Water-, Fighting-, and Ground-type moves from Volcanion, Keldeo, and Landorus.
Also, switch Heatran into predicted Fire-type moves (RC) so that it will receive a free switch and a boost in Lava Plume's damage output. Once Heatran is in, set Stealth Rock immediately if it has not been already, since it punishes switches and allows one to get crucial KOs. If the opponent foe has hazard removal (RC) but cannot KO Heatran, such as Zapdos or Mandibuzz, set Stealth Rock anyway, forcing them to Defog and allowing Heatran to hit them with Toxic while they do so. However, if the opponent foe has hazard removal and can KO Heatran, such as Starmie or Excadrill, it is best to switch to a counter. Heatran's next move depends on what the predicted switch-in will be. If the switch-in is weak to Fire- or Ground-type attacks, use the respective move, damaging it. Toxic should be used against bulky switch-ins like Zapdos and Porygon-2 Porygon2, since it will cripple them. If one thinks a physical attacker will be switched in, it is best to use Lava Plume, possibly burning and crippling it or at least damaging it. Avoid Knock Off from Pokemon such as Tornadus-T and Bisharp, since Heatran absolutely needs the passive recovery from Leftovers. Assuming Stone Edge was chosen, if the opponent has a Mega Charizard Y or Volcarona against Heatran, OHKO them with Stone Edge no matter what, since Heatran can tank even Focus Blast or an unboosted Hidden Power Ground just once. Do not hard switch Heatran in, though, since it needs to be at full health to check these. Due to a lack of investment in Special Attack, Heatran will not be doing massive damage with Earth Power, but it can do significant damage to predicted switch-ins with a Ground-type weakness, such as opposing Heatran and Victini. Preserve Heatran's health as long as possible, so that it can continue to switch into special attacks and absorb Fire-type moves for its team. Although it does not mind paralysis as much as offensive Heatran sets, defensive Heatran still dislikes being outsped by basically everything except other paralyzed Pokemon and minimum Speed Ferrothorn. (this is honestly not necessary) Furthermore, no Pokemon likes full paralysis, since the free turn allows the opponent to do whatever he or she wants with impunity.

Team Options
========

Skarmory is one of the best partners to Heatran, as the two defensively synergize well. Skarmory receives free switches into Ground-type moves used against Heatran, while Heatran receives these on Fire-type moves that target Skarmory. They also wall each other's checks, with Skarmory tanking physical attacks and Heatran tanking special ones. Furthermore, since both have access to phazing and entry hazards, they can free up moveslots for each other, allowing Skarmory to use Spikes or Heatran to use Stone Edge. Excadrill or Ferrothorn work works well with this partnership, since they can switch into Electric-type moves Skarmory is weak to, preventing Heatran from taking unnecessary hits. Excadrill also provides entry hazard removal that does not remove Heatran's hazards, which it enjoys. Excadrill can also Additionally, it can check some threats to Heatran, such as Rotom-W and Mega Charizard Y. On the other hand, Ferrothorn can partner well with Heatran, having great defensive synergy with it, but it does not provide hazard removal or phazing as like Skarmory does. However, Ferrothorn can switch into many Water-type moves, provides speed control with Thunder Wave, and spreads residual damage with Iron Barbs + Leech Seed, which combine well with Heatran's spread of spreading status to wear down foes. Heatran also enjoys the residual recovery of Leech Seed. Finally, Ferrothorn provides entry hazards in Spikes and Stealth Rock, similarly to Skarmory, (AC) who which can learn both of these moves. Additionally, Jirachi is a fantastic partner for defensive Heatran. Its Choice Scarf set can take on Fighting-types with STAB Heart Stamp or Zen Headbutt; it can heal Heatran with Healing Wish or Wish; and its Assault Vest set can tank Water-type attacks aimed at Heatran (RC) while checking their users. Specially defensive Jirachi can also switch into Choice Specs Keldeo from full health, which is a massive threat to Heatran. However, specially defensive Jirachi beats it only on a roll. Offensive Pokemon that appreciate what Heatran does partner well with it. For example, Mega Scizor can more easily tank physical hits due to Heatran's spread of speading burns and nab crucial KOs because of the chip damage from burn, Toxic, or Stealth Rock. Furthermore, Heatran receives free switches off of its weakness to Fire-type attacks. Mega Scizor's excellent defenses make it a great teammate for Heatran in general. Doublade also partners very well with Heatran, since it can spinblock and is immune to Fighting-type moves from Mega Medicham, Mega Heracross, and Terrakion. However, they both share a Ground-type weakness, so Skarmory or Ferrothorn will be needed and can spinblock to prevent removal of Heatran's Stealth Rock. Magnezone is a great Heatran teammate, since it can check Water-types with Thunderbolt, eat paralysis for Heatran, and bring Heatran in safely with Volt Switch. Empoleon works very well with defensive Heatran, since it resists the Water-type attacks Heatran fears. It can also learn many utility moves that Heatran enjoys, such as Defog, Roar, and Stealth Rock.

[SET]
name: Offensive Trapper
move 1: Magma Storm
move 2: Earth Power
move 3: Toxic
move 4: Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Magma Storm allows Heatran to trap passive threats such as Chansey, Porygon-2 Porygon2, Zapdos, and Mew and remove them from the game, enabling a wincon sweeper such as Doublade or Mega Scizor to demolish the opponent's remaining team. Earth Power provides coverage to hit threats Magma Storm cannot, such as other Heatran and Victini. Toxic combines with Magma Storm quite well, with Magma Storm preventing threats from switching while Toxic damage doubles and its residual damage adding to Toxic's. Taunt allows Heatran to prevent the threats it traps from recovering their health, while also shutting down set-up setup sweepers and entry hazard setters.

Set Details
========

Maximum Special Attack and Speed, which is boosted by investment with a Timid nature (RC) allow allows Heatran to be as offensively potent as possible, heavily damaging or outright KOing threats such as Skarmory and Magnezone with the appropriate moves and outspeeding maximally invested Mega Heracross, fully invested Adamant Excadrill, and Mew and Zapdos with 108 Speed EVs. (kinda dubious to mention these for speed creeping reasons again, at least you're not basing your spread primarily off them) Heatran's Air Balloon gives it a temporary immunity to Ground-type moves, allowing it to check Ground-types such as Excadrill and Mamoswine that it can KO, or other Pokemon with Ground-type coverage moves, such as other Heatran and Volcarona. On the other hand, Leftovers's residual recovery is very helpful against the bulky threats Heatran traps, allowing it to recover off the damage from their weak attacks. Furthermore, Heatran having no reliable recovery makes Leftovers extremely useful, greatly improving Heatran's longevity.

Usage Tips
========

Because of its immunity to Fire, Heatran should be switched into predicted Fire-type moves. It can then receive a boost and hit the opponent with a Magma Storm boosted by Flash Fire. Switch Heatran into Choice-locked Pokemon whose moves it resists or is immune to. Prime examples include Choice Scarf Latios locked into Draco Meteor or and Choice Scarf Victini locked into V-create or Blue Flare. Heatran can then damage, trap, Toxic, or Taunt the switch-in. Heatran should also be switched into bulky threats that use Toxic or Will-o-Wisp Will-O-Wisp such as Chansey and Mew, as it is immune to these statuses moves, (or "to the status they inflict") and it can then trap them with Magma Storm. Use Taunt in conjunction with Magma Storm, to prevent foes from using recovery moves, Chansey from paralyzing Heatran, and Clefable from setting up Calm Minds. Once Heatran is in, immediately trap the threat with Magma Storm, and then Taunt it to prevent recovery. After this, Toxic the opponent and spam Magma Storm or Earth Power until the threat is dead KOed, being sure to keep it Taunted. Against Fire-type teams, Heatran must be played very conservatively, as one mis-predict misprediction means Heatran's team will be swept by the opponent's Fire-types, since there will be no switch-in to it. However, Air Balloon can allow Heatran to be played more aggressively, but it must still be on guard against Water- and Fighting-type moves from Pokemon such as Volcanion and Infernape. Preserve Heatran's health zealously against teams with Fire-type attacks, since it will not or barely will replenish, and because Heatran will be needed throughout the match to switch into Fire-type attacks. Against mixed attackers that can break Skarmory, such as Mega Garchomp, keep Heatran's Air Balloon intact, so that Heatran can switch into Ground-type attacks in order to attack the threat. Be sure to keep entry hazards off the field for Heatran, since it is damaged neutrally by Stealth Rock and Air Balloon's immunity to grounded hazards is temporary and unreliable. Heatran also dislikes paralysis, since it completely negates ruins Heatran's already mediocre Speed tier, and the opponent can use the free turn generated by a full paralysis to do as he or she wishes.

Team Options
========

Mega Scizor is a fantastic partner to Heatran, as Heatran benefits from its devastating weakness to Fire-type attacks and can switch in against them for free. Additionally, Mega Scizor has neutralities to Fighting- and Ground-type moves, to which Heatran is weak. Furthermore, Heatran can trap many Pokemon that are set-up setup bait for Mega Scizor, such as Chansey without Thunder Wave and Gliscor. Because Heatran can trap physical walls with Magma Storm, it pairs well with physical attackers that appreciate this, such as Bisharp, Doublade, and Mega Scizor. The previously mentioned physical attackers can heavily dent special walls such as Chansey, allowing Heatran to trap and KO them more easily. Pokemon that are weak to Fire-type moves, the most prominent examples of which are Mega Scizor, Skarmory, and Ferrothorn, partner well with Heatran, since it can receive free switch-in opportunities to switch in as Heatran's its partners are targeted. Skarmory also provides Stealth Rock and Spikes support, which punishes switches and allows Heatran to nab crucial KOs. In addition, it is neutral to Fighting-type moves and immune to Ground-type moves, to which Heatran is weak. Finally, suicide lead Skarmory can set up (RH) hazards quickly, which Heatran appreciates. Antipodally, On the other hand, (AC) Ferrothorn can tank Water-type moves aimed at Heatran while setting hazards with Stealth Rock or Spikes and providing residual damage with Leech Seed and Iron Barbs. It can also mitigate Heatran's subpar Speed with Thunder Wave. However, both Ferrothorn and Heatran are weak to Fighting-type moves, so a Fighting-type check such as Doublade or Skarmory is appreciated. Jirachi also partners extremely well with Heatran, being able to run several sets that benefit it. A Choice Scarf allows it to revenge kill Fighting-types with Zen Headbutt or Heart Stamp, while an Assault Vest allows it to check Water-types like Keldeo and Rotom-W. Jirachi can also make up for Heatran's lack of recovery, being able to heal it with Wish or sacrificing itself to do so with Healing Wish. Doublade synergizes well with Heatran, since Heatran benefits from its Fire-type weakness and Doublade is immune to Heatran's weakness to Fighting-type moves. Magnezone also pairs well with Heatran, since it can KO opposing Water-types with Thunderbolt, absorb paralysis, and gain momentum with Volt Switch. In addition, Excadrill combines pairs well with Heatran well, as its Choice Scarf set can eliminate faster threats that can KO Heatran before it acts, such as Rotom-W and Mega Charizard Y.

[STRATEGY COMMENTS]
Other Options
=============

Defensive Heatran can utilize Protect or Roar, but Earth Power is necessary so that Heatran can super effectively damage Fire-types which it is supposed to check, and Stone Edge is mandatory so that Heatran can KO Mega Charizard Y or and Volcarona. Protect's best use is to stall for Leftovers recovery or scout the foe's moves, especially those of Choice item users, while Roar should be utilized in tandem with entry hazards, racking up Stealth Rock and/or Spikes damage on the opposing team. Heatran could run a Choice Scarf or Specs set, but this prevents it from fulfilling its role of trapper or pivot, so it is usually subpar. However, a Choice Scarf allows Heatran to outspeed Mega Charizard Y, Rotom-W, and neutral-natured (AH) Choice Scarf Excadrill. On the other hand, Choice Specs give gives Heatran immense attacking power, allowing it to OHKO Mixed Defenses mixed defensive Clefable almost all of the time with Flash Cannon after Leftovers recovery, 2HKO specially defensive Zapdos almost all of the time with Fire Blast, and nearly always 2HKO Volcarona even at +1 Special Defense with Fire Blast. Potential coverage moves on the trapper set are Hidden Power Ice and Stone Edge, but these prevent Heatran from utilizing Taunt or Toxic, which are mandatory if it wants to beat Zapdos, Mew, or Clefable. Hidden Power Ice hits Dragonite, both Landorus formes, Gliscor, Garchomp, and its Mega Evolution Mega Garchomp, whereas Stone Edge hits Volcarona and Mega Charizard Y. Heatran could use Flash Cannon on the offensive set in the fourth slot, but its coverage is redundant with Heatran's other moves, with the only additional threats it hits being Fairy-types like Clefable and Mega Gardevoir.

Checks and Counters
===================

**Ground-types**: Any Ground-type can easily KO Heatran with a STAB move after its Air Balloon has been popped. However, those with low Special Defense, such as Landorus, can be significantly damaged as they switch in by Heatran's attacks as they switch in. Furthermore, physical Ground-types are crippled by Lava Plume's burn, (AC) and no Ground-type likes Toxic, except for Excadrill and Mega Steelix, (Gliscor? or is it not relevant? Nidoking / Nidoqueen too though they're special, don't play mono so idk if theyre worth mentioning but yeah) although these cannot switch into Heatran's other moves.

**Fighting-types**: Many Fighting-types can easily KO Heatran with their STAB moves that hit on Heatran's weaker defensive stat while also outspeeding it. The most prevalent are Keldeo, Terrakion, and Heracross. Furthermore, most Fighting-types can switch into Heatran with impunity, since they are not significantly damaged by Heatran's moves.

**Paralysis**: Although it is immune to poison and burns by virtue of its typing, paralysis effectively cripples Heatran, making offensive Heatran and the dedicated trapper useless and easily outsped and KOed. However, defensive Heatran does not mind paralysis as much, as it is not meant to outspeed opponents opposing Pokemon; but however, (AC) it still despises the occasional full paralysis.

**Special Walls**: Many special walls such as Mew, Zapdos, Clefable, and Mega Venusaur do not care about Heatran's moves, recovering any negligible damage dealt, and can do whatever they want in return. However, Heatran beats all of these except for Mega Venusaur (It which OHKOs OHKOes Heatran with Earthquake if its Air Balloon has been popped, although not all Mega Venusaur carry it.) with Magma Storm + Taunt + Toxic, and it can OHKO Clefable most of the time with Flash Cannon. Furthermore, even if it is not running the dedicated trapper set, Heatran can cripple these with Taunt. Heatran and its teammates can then do whatever they want when the opponent hard switches out. Since Heatran's disposal of them can take several turns, though, special walls can damage it in the meantime with attacks like Seismic Toss from Chansey and Discharge from Zapdos.


also gonna leave some quick replies to what you wrote after the check, just so you'll know what to do in those cases in the future
Also, switch Heatran into predicted Fire-type moves,(RC) so that it will receive a free switch and a boost in Lava Plume's damage output.
Don't say "so that", just say "so". The extra "that" reduces the flow. If you read it out loud, it sounds better with "so" than it does with "so that".
They're interchangeable, as long as there's no comma before "so that" there's really no need to change anything.

However, Fire Blast can 2HKO specially defensive Zapdos after Stealth Rock, which helps keep entry hazards up if Heatran is not running Taunt.
Always refer to it as "entry hazards". I see GP checkers constantly change "hazards" to "entry hazards", so it is safe to say that the correct term is "entry hazards".
Not _always_, that just makes the text read extremely clunky for little gain, you should make this change only once per paragraph at most.

Maximum Special Attack and Speed investment,(RC) which is boosted by a Timid nature,(RC) allow Heatran to be as offensively potent as possible...
You placed commas in very strange spots. These extra commas caused random sentence breaks that didn't need to be there, and removing them helped the sentences flow better.
While the "which" clause does make the sentence clunkier than it has to be, the commas definitely weren't the problem, those were actually required, like they always are with "which" clauses. I hope you just picked a poor example and I'm sorta missing your point but yeah

It can set both Stealth Rock and Spikes, which disincentivize discourage switches and allow Heatran to get crucial KOs...
You used overly complicated words unnecessarily so 3 times I think. Most of the younger audience, and even some older audience, don't know what those words mean. I had to look up two of them just to understand what you were saying. I know having an advanced vocabulary is good, but we don't want readers to unnecessarily google a word non-Pokemon related in order to understand something, especially if that word has clear synonyms.
You should be very careful with this unless the word in question is downright archaic or the writer is using fancy words for the sake of using fancy words without really knowing what they're saying (I remember a check where a writer used "quintessential" over "essential" without knowing that "quintessential" actually means "ultimate"). "Disincentivize" sounds kinda weird yeah but that's because there's some issues with perspective here ("disincentivize" implies that there's a disincentive, which in this case is SR / Spikes, so it sounds really weird to make those the subject of the sentence as well; had the sentence been "your opponent can disincentivize switching with Stealth Rock and Spikes" there would've been no problem), and "antipodally" is just literally wrong in that context as you already noted; in neither case it's their "rarity" that's the problem. There's really no problem at all with "notwithstanding", it is kind of high brow yeah but it's not even a particularly obscure word, and just because it's possible to swap it out for a simpler synonym doesn't mean you should.

Lava Plume is easily spammed, especially against physical attackers,(RC) since the potential burn will cripple them for the rest of the match
This is the big one. Whenever you use the word "since" to mean "because", never put a comma before it. Otherwise, it creates unnecessary line breaks.
No, always put a comma before "since" if it means "because". Same deal as with "as", and similarly to "while". This is to reduce ambiguity with their temporal meanings.
 
Last edited:

baconbagon

free stabmons
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
thanks Sobi for telling me that salamance hasn't been on smogon for a while

i've implemented the check but may have not done it very well and so would appreciate any feedback. will ask some mono guys about gliscor
 
baconbagon regarding
Furthermore, physical Ground-types are crippled by Lava Plume's burn, (AC) and no Ground-type likes Toxic, except for Excadrill and Mega Steelix, (Gliscor? or is it not relevant? Nidoking / Nidoqueen too though they're special, don't play mono so idk if theyre worth mentioning but yeah) although these cannot switch into Heatran's other moves.
Sorry about this!

Essentially, I read it to be Excadrill and Mega Steelix are immune to Toxic but are threatened by Lava Plume. Gliscor wouldn't be threatened by Lava Plume, so I chose against including it. On second consideration, given that Gliscor cannot switch into Hidden Power Ice from the offensive set, adding it in is OK.

We can add Nidoking and Nidoqueen if we change the intended meaning, but I'd prefer not to do that without consulting Salamance first.

(It would look something like "...few Ground-types can switch into Toxic, such as <list including Gliscor, Nidoking, and Nidoqueen>, although they cannot easily switch into Heatran's other moves.")
 

Sobi

Banned deucer.
I'm not going to give this an amcheck but instead point out that some of the sections are incredibly long. Cutting down on some of the sentences might accidentally cause some key information to be lost, so I think the best thing to do would be to use paragraphs, especially in Team Options and Usage Tips because those sections are very long and intimidating to newer players, and paragraphs greatly help with readability.
 
This is unnecessarily long. Going through this to remove information I don't feel is needed. I'll leave this here for a day in case any other QC member wants to comment before I edit the OP. Only edited grammar in cases of fixing lists.

[OVERVIEW]

**Steel**:

Heatran is one of, if not the, best Pokemon on Steel-type teams due to its unbelievable versatility, being able to run an offensive, defensive, or trapper set with excellence, and ability to check Fire-types such as Mega Charizard Y, Volcarona, and opposing Heatran with Flash Fire while gaining a power boost off their attacks. Due to its base 130 Special Attack, Heatran can run a specially attacking set fantastically, something Steel-type teams generally lack. Its beneficial typing of Fire / Steel allows Heatran to check a plethora of foes, such as Zapdos, Skarmory, and Mew, and also gives it key resistances to Flying-, Psychic-, Steel-, and Bug-type moves. However, Heatran's typing is a double-edged sword somewhat, since it comes with weaknesses to Water-, Fighting-, and Ground-types, all of which are quite common and hard for Steel-type teams to reliably check. In addition to providing a large pool of resistances, Heatran's typing prevents it from being crippled by burn or poison, although it can still be hit with sleep or paralysis. Furthermore, Heatran can support and defend quite well with 91 / 106 / 106 bulk, being able to set entry hazards with Stealth Rock and spread burns or poison with Lava Plume and Toxic.

Unfortunately, many of the Fire-types Heatran is supposed to check often carry coverage or even STAB moves that hit Heatran super effectively, such as Focus Blast on Mega Charizard Y, Close Combat on Infernape, Steam Eruption on Volcanion, and Earth Power on other Heatran. Furthermore, its mediocre base Speed of 77 leaves Heatran outsped by threats such as Mega Gallade, Mega Medicham, and Infernape. No reliable recovery is another huge detriment to Heatran, since its team will want it to be around for as long as possible to effectively absorb Fire-type moves. Despite these flaws, however, Heatran remains one of the most solid picks for Steel-type teams, being able to check Fire-types, trap walls, break holes in the opponent's team with powerful special attacks, and provide fantastic utility in a defensive set.

[SET]
name: Offensive (Steel)
move 1: Lava Plume
move 2: Earth Power
move 3: Stone Edge
move 4: Hidden Power Ice / Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 24 Atk / 232 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Lava Plume is Heatran's Fire-type STAB move of choice. It secures many KOs that Steel-type teams need, including OHKOs on Bisharp, Excadrill (if Heatran has an Air Balloon), and Mega Heracross after damage from Stealth Rock and one layer of Spikes. It also has the utility of a 30% burn chance, crippling physical attackers and accumulating residual damage on bulky switch-ins such as Zapdos and Mew. Earth Power provides coverage to hit Heatran switch-ins that resist or are immune to Fire-type moves, such as opposing Heatran and Volcanion. A Rock-type coverage move in Stone Edge allows Heatran to OHKO Mega Charizard Y and Volcarona, both of which are massive threats to Steel-type teams. Heatran's last move could be one of several. Hidden Power Ice hits Pokemon weak to Ice-type moves as they switch in; examples include Garchomp, Landorus, and Dragonite. Conversely, Taunt allows Heatran to prevent special walls from recovering their HP, allowing it to beat them by chipping away at their health over time. Furthermore, Taunt prevents threats like Zapdos from removing a Steel-type team's entry hazards with Defog. It also prevents opposing Pokemon from boosting, setting up entry hazards, and paralyzing Heatran. Stealth Rock is useful because the chip damage it provides punishes switches and allows Heatran and its teammates to nab crucial KOs. Furthermore, Heatran will be able to set it easily during the match, because of the switches it forces. Fire Blast could be run over Lava Plume, but to do so means losing out on a high burn chance, and Lava Plume already gets many important KOs. However, Fire Blast can 2HKO specially defensive Zapdos after Stealth Rock, which helps keep hazards up if Heatran is not running Taunt.

Set Details
========

Heavy Special Attack investment allows Heatran to hit as hard as possible, doing massive damage to threats like opposing Heatran, Victini, Dragonite, and Garchomp with the appropriate moves, although Heatran cannot switch into many of these and is outsped by most of them. Maximum Speed investment boosted by a Timid nature gives Heatran a Speed stat of 278, which outpaces Adamant Excadrill, positive natured base 70 Pokemon, and those creeping that Speed tier, including Mew and Zapdos. 24 Attack EVs are used to guarantee a OHKO on Mega Charizard Y with Stone Edge. Flash Fire allows Heatran to fill its niche on Steel-type teams, namely, absorbing Fire-type moves that KO all the other members of the team. It also boosts Heatran's own Fire-type moves, allowing it to hit much harder with Lava Plume. Air Balloon or Leftovers are the two best choices for an item. Air Balloon neutralizes Heatran's quadruple weakness to Ground-type moves but is unreliable and easily popped by any direct damage. Leftovers, on the other hand, provides Heatran with residual recovery, which it absolutely needs because it will receive none otherwise. 60 Special Defense EVs could be deducted from Special Attack to always survive Mega Charizard Y's Focus Blast. The reduction in damage output is slight, and Heatran can still OHKO Bisharp, Excadrill (if Heatran has an Air Balloon), and Mega Heracross after Stealth Rock and one layer of Spikes.

Usage Tips
========

The optimal way to use offensive Heatran is as an offensive pivot; switch it into a threat it walls thanks to its resistances and immunities, and then attack the predicted switch-in with the move that hits it the hardest or set Stealth Rock. Heatran will have a plethora of opportunities to switch in due to its fantastic typing granting it many resistances. For example, it can switch in with impunity against Latios, Mega Scizor, Togekiss, and Mew. An Air Balloon allows Heatran to check major Ground-type threats like Landorus, Garchomp, and Excadrill; however, it must be played conservatively, since the Air Balloon is easy to pop. The best play against such attackers is usually to come in after a sack and force them to pop Heatran's Air Balloon with a resisted attack while Heatran strikes back with a super effective attack. Preserving the Air Balloon is crucial against certain matchups, most notably against Ground-type teams, as Heatran has to attack one of the opposing threats to even stand a chance. A Fire-type STAB move should be used in most cases, unless the foe resists it or is hit harder by another move. Lava Plume is easily spammed, especially against physical attackers since the potential burn will cripple them for the rest of the match. However, if the new foe resists Fire-type moves, use the appropriate coverage move to heavily damage or even KO it. Stone Edge is on the set solely to OHKO Mega Charizard Y and Volcarona, which none of Heatran's teammates can switch into. Heatran's ability to check these is one of the plethora of reasons why it is such a fantastic Pokemon on Steel-type teams. If Heatran elects to run Taunt, use it against bulky switch-ins such as Zapdos and Chansey. It cripples them by preventing recovery and also prevents the former from Defogging and the latter from setting Stealth Rock or paralyzing Heatran. Taunt also generates setup opportunities on Pokemon like Sableye and Will-O-Wisp Mew that rely on status moves to deter setup. Steel-type teams can capitalize on the free turn generated by the bulky threat's switch by setting Stealth Rock, nailing the predicted switch-in with the right move, safely pivoting to a teammate, or applying offensive pressure with a Swords Dance user. Keep entry hazards off the field for Heatran because Heatran will be switching around often as an offensive pivot. Avoid paralysis, since this will make Heatran even more easily outsped and KOed.

Team Options
========

Heatran partners well with Pokemon weak to Fire-type moves such as Mega Scizor, Skarmory, Doublade, and Ferrothorn. Furthermore, these Pokemon resist or are immune to Heatran's weaknesses of Ground, Fighting, and Water. Mega Scizor can also check some Pokemon that are threats to Heatran; examples include Terrakion and Breloom, the first of which it can 2HKO with an unboosted Bullet Punch and the latter of which it can set up on with Swords Dance, assuming one has already sacked something to Spore. Skarmory, on the other hand, provides hazard control in addition to being immune to Heatran's worst weakness, Ground-type moves. It can set both Stealth Rock and Spikes, which discourage switches and allow Heatran to get crucial KOs, such as a near-certain 2HKO on Zapdos with Fire Blast, a OHKO almost all of the time on Torkoal with Earth Power, and a guaranteed OHKO on Mega Heracross after Stealth Rock and Spikes. On more balanced builds, Skarmory can also Defog away opposing entry hazards, which prevents Heatran from being worn down by repeated switches, a huge problem due to Heatran's lack of recovery. While Skarmory is immune to Ground-type moves, Doublade is immune to Fighting-type moves, another of Heatran's weaknesses. It also checks Pokemon that are massive threats to Heatran, including Mega Medicham and Terrakion. Ferrothorn and Empoleon resist Water-type moves, Heatran's final weakness, giving them a fantastic synergy with it. The first provides residual damage in Leech Seed and Iron Barbs, entry hazards in Stealth Rock and Spikes, and speed control in Thunder Wave, while the second can set Stealth Rock for Heatran and remove entry hazards with Defog, if needed. Jirachi is a great partner to Heatran, since it can do a plethora of things that benefit it. These include providing Heatran recovery with Wish or Healing Wish, checking Water-types with an Assault Vest set, and revenge killing Fighting-types with a Choice Scarf set. Additionally, Excadrill synergizes well with Heatran, since it can outspeed and eliminate threats to Heatran, including Mega Charizard Y, Volcarona, Heracross, and Choice Scarf Rotom-W. Furthermore, Magnezone is an effective partner because it can KO Water-types that give Heatran trouble with Thunderbolt. It can always OHKO Keldeo and Azumarill after Stealth Rock, always 2HKO Mega Gyarados while OHKOing its base forme, and almost always OHKO Slowbro after Stealth Rock. Additionally, Magnezone can absorb paralysis thanks to its Electric typing and can gain momentum for Heatran's team with Volt Switch.

[SET]
name: Defensive (Steel)
move 1: Lava Plume
move 2: Earth Power
move 3: Toxic
move 4: Stealth Rock
item: Leftovers
ability: Flash Fire
nature: Calm
evs: 252 HP / 208 SpD / 48 Spe

[SET COMMENTS]
Moves
========

Lava Plume possesses a nasty burn chance that is the main reason Heatran uses it, and it also does slight damage to the foe while preventing Heatran from being Taunt bait. Earth Power provides coverage with Lava Plume and allows even defensive Heatran to do damage to specific foes, such as other Heatran. Toxic is extremely helpful by putting walls and setup sweepers such as Chansey, Mew, and Volcarona on a timer, forcing them to switch out. Stealth Rock is used because the chip damage it provides punishes switches and allows Heatran and its teammates to get crucial KOs. However, if Heatran's team already has Stealth Rock support, Stone Edge should be used in the last slot, since specially defensive Heatran can take any attack from Mega Charizard Y or Volcarona once, even Focus Blast or Hidden Power Ground. It can then OHKO both of them with Stone Edge, which is very useful for Heatran's team.

Set Details
========

The EVs and nature maximize Heatran's special bulk, allowing it to survive many powerful special hits to status the foe or set entry hazards. Notable special attacks it survives once are Mega Charizard Y's Focus Blast, Thundurus's Focus Blast, any attack from Hoopa-U, and Choice Specs Keldeo's Scald. The Speed EVs allow Heatran to outspeed 20 Speed Mega Venusaur, a common benchmark on that threat, in addition to outpacing all uninvested base 80s. Leftovers is crucial to Heatran's longevity, since it does not have reliable recovery. If Stone Edge is used, equip 24 Attack EVs deducted from Special Defense, in order to OHKO Mega Charizard Y all of the time.

Usage Tips
========

Because of its fantastic special bulk, switch Heatran into special attackers such as Latios, Mega Pidgeot, and Yanmega and then set entry hazards, Toxic the foe, or do damage and spread burns with Lava Plume. Also, switch Heatran into predicted Fire-type moves so that it will receive a free switch and a boost in Lava Plume's damage output. Once Heatran is in, set Stealth Rock immediately if it has not been already, since it punishes switches and allows one to get crucial KOs. Heatran's next move depends on what the predicted switch-in will be. If the switch-in is weak to Fire- or Ground-type attacks, use the respective move, damaging it. Toxic should be used against bulky switch-ins like Zapdos and Porygon2, since it will cripple them. If one thinks a physical attacker will be switched in, it is best to use Lava Plume, possibly burning and crippling it or at least damaging it. Avoid Knock Off from Pokemon such as Tornadus-T and Bisharp, since Heatran absolutely needs the passive recovery from Leftovers. Assuming Stone Edge was chosen, if the opponent has a Mega Charizard Y or Volcarona against Heatran, OHKO them with Stone Edge no matter what. Do not hard switch Heatran in, though, since it needs to be at full health to check these. Due to a lack of investment in Special Attack, Heatran will not be doing massive damage with Earth Power, but it can do significant damage to predicted switch-ins with a Ground-type weakness, such as opposing Heatran and Victini. Preserve Heatran's health as long as possible, so that it can continue to switch into special attacks and absorb Fire-type moves for its team. Although it does not mind paralysis as much as offensive Heatran sets, defensive Heatran still dislikes being outsped by basically everything.

Team Options
========

Skarmory is one of the best partners to Heatran, as the two defensively synergize well. Skarmory receives free switches into Ground-type moves used against Heatran, while Heatran receives these on Fire-type moves that target Skarmory. They also wall each other's checks, with Skarmory tanking physical attacks and Heatran tanking special ones. Furthermore, since both have access to phazing and entry hazards, they can free up moveslots for each other, allowing Skarmory to use Spikes or Heatran to use Stone Edge. Excadrill or Ferrothorn works well with this partnership, since they can switch into Electric-type moves Skarmory is weak to, preventing Heatran from taking unnecessary hits. Excadrill also provides entry hazard removal that does not remove Heatran's hazards, which it enjoys. Additionally, it can check some threats to Heatran, such as Rotom-W and Mega Charizard Y. On the other hand, Ferrothorn can partner well with Heatran, having great defensive synergy with it. However, Ferrothorn can switch into many Water-type moves, provides speed control with Thunder Wave, and spreads residual damage with Iron Barbs + Leech Seed, which combine well with Heatran spreading status to wear down foes. Additionally, Jirachi is a fantastic partner for defensive Heatran. Its Choice Scarf set can take on Fighting-types with STAB Heart Stamp or Zen Headbutt; it can heal Heatran with Healing Wish or Wish; and its Assault Vest set can tank Water-type attacks aimed at Heatran while checking their users. Offensive Pokemon that appreciate what Heatran does partner well with it. For example, Mega Scizor can more easily tank physical hits due to Heatran speading burns and nab crucial KOs because of the chip damage from burn, Toxic, or Stealth Rock. Mega Scizor's excellent defenses make it a great teammate for Heatran in general. Doublade also partners very well with Heatran, since it can spinblock and is immune to Fighting-type moves from Mega Medicham, Mega Heracross, and Terrakion. However, they both share a Ground-type weakness. Magnezone is a great Heatran teammate, since it can check Water-types with Thunderbolt, eat paralysis for Heatran, and bring Heatran in safely with Volt Switch. Empoleon works very well with defensive Heatran, since it resists the Water-type attacks Heatran fears. It can also learn many utility moves that Heatran enjoys, such as Defog, Roar, and Stealth Rock.

[SET]
name: Offensive Trapper (Steel)
move 1: Magma Storm
move 2: Earth Power
move 3: Toxic
move 4: Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Magma Storm allows Heatran to trap passive threats such as Chansey, Porygon2, Zapdos, and Mew and remove them from the game, enabling a sweeper such as Doublade or Mega Scizor to demolish the opponent's remaining team. Earth Power provides coverage to hit threats Magma Storm cannot, such as other Heatran and Victini. Toxic combines with Magma Storm quite well, with Magma Storm preventing threats from switching while Toxic damage doubles and its residual damage adding to Toxic's. Taunt allows Heatran to prevent the threats it traps from recovering their health, while also shutting down setup sweepers and entry hazard setters.

Set Details
========

Maximum Special Attack and Speed investment with a Timid nature allows Heatran to be as offensively potent as possible, heavily damaging or outright KOing threats such as Skarmory and Magnezone with the appropriate moves and outspeeding Mew and Zapdos with 108 Speed EVs. Heatran's Air Balloon gives it a temporary immunity to Ground-type moves, allowing it to check Ground-types such as Excadrill and Mamoswine that it can KO, or other Pokemon with Ground-type coverage moves, such as other Heatran and Volcarona. On the other hand, Leftovers's residual recovery is very helpful against the bulky threats Heatran traps, allowing it to recover off the damage from their weak attacks.

Usage Tips
========

Because of its immunity to Fire, Heatran should be switched into predicted Fire-type moves. It can then receive a boost and hit the opponent with a Magma Storm boosted by Flash Fire. Switch Heatran into Choice-locked Pokemon whose moves it resists or is immune to. Prime examples include Choice Scarf Latios locked into Draco Meteor and Choice Scarf Victini locked into V-create or Blue Flare. Heatran can then damage, trap, Toxic, or Taunt the switch-in. Heatran should also be switched into bulky threats that use Will-O-Wisp such as Mew, as it is immune to these moves, and it can then trap them with Magma Storm. Use Taunt in conjunction with Magma Storm, to prevent foes from using recovery moves, Chansey from paralyzing Heatran, and Clefable from setting up Calm Minds. Once Heatran is in, immediately trap the threat with Magma Storm, and then Taunt it to prevent recovery. After this, Toxic the opponent and spam Magma Storm or Earth Power until the threat is KOed, being sure to keep it Taunted. Against Fire-type teams, Heatran must be played very conservatively, as one misprediction means Heatran's team will be swept by the opponent's Fire-types, since there will be no switch-in to it. Against mixed attackers that can break Skarmory, such as Mega Garchomp, keep Heatran's Air Balloon intact, so that Heatran can switch into Ground-type attacks in order to attack the threat. Heatran also dislikes paralysis, since it completely ruins Heatran's already mediocre Speed tier, and the opponent can use the free turn generated by a full paralysis to do as he or she wishes.

Team Options
========

Mega Scizor is a fantastic partner to Heatran, as Heatran benefits from its devastating weakness to Fire-type attacks and can switch in against them for free. Additionally, Mega Scizor has neutralities to Fighting- and Ground-type moves, to which Heatran is weak. Furthermore, Heatran can trap many Pokemon that are setup bait for Mega Scizor, such as Chansey without Thunder Wave and Gliscor. Because Heatran can trap physical walls with Magma Storm, it pairs well with physical attackers that appreciate this, such as Bisharp, Doublade, and Mega Scizor. The previously mentioned physical attackers can heavily dent special walls such as Chansey, allowing Heatran to trap and KO them more easily. Skarmory also provides Stealth Rock and Spikes support, which punishes switches and allows Heatran to nab crucial KOs. In addition, it is neutral to Fighting-type moves and immune to Ground-type moves, to which Heatran is weak. Finally, suicide lead Skarmory can set up hazards quickly, which Heatran appreciates. On the other hand, Ferrothorn can tank Water-type moves aimed at Heatran while setting hazards with Stealth Rock or Spikes and providing residual damage with Leech Seed and Iron Barbs. It can also mitigate Heatran's subpar Speed with Thunder Wave. However, both Ferrothorn and Heatran are weak to Fighting-type moves. Jirachi also partners extremely well with Heatran, being able to run several sets that benefit it. A Choice Scarf allows it to revenge kill Fighting-types with Zen Headbutt or Heart Stamp, while an Assault Vest allows it to check Water-types like Keldeo and Rotom-W. Jirachi can also make up for Heatran's lack of recovery, being able to heal it with Wish or sacrificing itself to do so with Healing Wish. Doublade synergizes well with Heatran, since Heatran benefits from its Fire-type weakness and Doublade is immune to Heatran's weakness to Fighting-type moves. Magnezone also pairs well with Heatran, since it can KO opposing Water-types with Thunderbolt, absorb paralysis, and gain momentum with Volt Switch. In addition, Excadrill pairs well with Heatran, as its Choice Scarf set can eliminate faster threats that can KO Heatran before it acts, such as Rotom-W and Mega Charizard Y.

[STRATEGY COMMENTS]
Other Options
=============

**Steel**:

Defensive Heatran can utilize Protect to stall for Leftovers recovery or Roar to rack up entry hazard damage, but Earth Power is necessary so that Heatran can super effectively damage Fire-types it is supposed to check, and Stone Edge is mandatory so that Heatran can KO Mega Charizard Y and Volcarona. Heatran could run a Choice Scarf set to outspeed Mega Charizard Y or a Choice Specs set to serve as a wallbreaker, but this prevents it from fulfilling its role of trapper or pivot, so it is usually subpar. Heatran could use Flash Cannon on the offensive set in the fourth slot, but its coverage is redundant with Heatran's other moves, with the only additional threats it hits being Fairy-types like Clefable and Mega Gardevoir.

Checks and Counters
===================

**Steel**:

**Ground-types**: Any Ground-type can easily KO Heatran with a STAB move after its Air Balloon has been popped. However, those with low Special Defense, such as Landorus, can be significantly damaged by Heatran's attacks as they switch in. Furthermore, physical Ground-types are crippled by Lava Plume's burn, and no Ground-type likes Toxic, except for Gliscor, Excadrill, and Mega Steelix, although these cannot switch into Heatran's other moves.

**Fighting-types**: Many Fighting-types can easily KO Heatran with their STAB moves that hit on Heatran's weaker defensive stat while also outspeeding it. The most prevalent are Keldeo, Terrakion, and Heracross. Furthermore, most Fighting-types can switch into Heatran with impunity, since they are not significantly damaged by Heatran's moves.

**Paralysis**: Although it is immune to poison and burns by virtue of its typing, paralysis effectively cripples Heatran, making offensive Heatran and the dedicated trapper useless and easily outsped and KOed. However, defensive Heatran does not mind paralysis as much, as it is not meant to outspeed opposing Pokemon; however, it still despises the occasional full paralysis.

**Special Walls**: Many special walls such as Mew, Zapdos, and Clefable do not care about Heatran's moves, recovering any negligible damage dealt, and can do whatever they want in return. However, Heatran beats most of these with Magma Storm + Taunt + Toxic. Furthermore, even if it is not running the dedicated trapper set, Heatran can cripple these with Taunt. Since Heatran's disposal of them can take several turns, though, special walls can damage it in the meantime with attacks like Seismic Toss from Chansey and Discharge from Zapdos.

[OVERVIEW]

**Steel**:

Heatran is one of, if not the, best Pokemon on Steel-type teams due to its unbelievable versatility, being able to run an offensive, defensive, or trapper set with excellence, and ability to check Fire-types such as Mega Charizard Y, Volcarona, and opposing Heatran with Flash Fire while gaining a power boost off their attacks. Due to its base 130 Special Attack, Heatran can run a specially attacking set fantastically, something Steel-type teams generally lack. Its beneficial typing of Fire / Steel allows Heatran to check a plethora of foes, such as Zapdos, Skarmory, Chansey without Thunder Wave, and Mew and Togekiss, and also gives it key resistances to Flying-, Psychic-, Steel-, and Bug-type moves. However, Heatran's typing is a double-edged sword somewhat, since it comes with weaknesses to Water-, Fighting-, and Ground-types, all of which are quite common and hard for Steel-type teams to reliably check. Heatran's quadruple weakness to Ground-type moves make it an excellent user of an Air Balloon, which gives it a temporary immunity to these attacks. Despite the Air Balloon, however, Ground-types are a humongous problem for Steel-type teams when their only Fire-type check cannot stomach a Ground-type move to save its life. In addition to providing a large pool of resistances, Heatran's typing prevents it from being crippled by burn or poison, although it can still be hit with sleep or paralysis. Furthermore, Heatran can support and defend quite well with 91 / 106 / 106 bulk, being able to set entry hazards with Stealth Rock and spread burns or poison with Lava Plume and Toxic.

Unfortunately, many of the Fire-types Heatran is supposed to check often carry coverage or even STAB moves that hit Heatran super effectively, such as Focus Blast on Mega Charizard Y, Close Combat on Infernape, Steam Eruption on Volcanion, and Earth Power on other Heatran. Furthermore, its mediocre base Speed of 77 leaves Heatran outsped by threats such as Mega Gallade, Mega Medicham, and Infernape and Excadrill. No reliable recovery is another huge detriment to Heatran, since its team will want it to be around for as long as possible to effectively absorb Fire-type moves. Despite these flaws, however, Heatran remains one of the most solid picks for Steel-type teams, being able to check Fire-types, trap walls, break holes in the opponent's team with powerful special attacks, and provide fantastic utility in a defensive set.

[SET]
name: Offensive (Steel)
move 1: Lava Plume
move 2: Earth Power
move 3: Stone Edge
move 4: Hidden Power Ice / Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 24 Atk / 232 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Lava Plume is Heatran's Fire-type STAB move of choice. It secures many KOs that Steel-type teams need, including OHKOs on Bisharp, Excadrill (if Heatran has an Air Balloon), and Mega Heracross after damage from Stealth Rock and one layer of Spikes. It also has the utility of a 30% burn chance, crippling physical attackers and accumulating residual damage on bulky switch-ins such as Zapdos and Mew. Earth Power provides coverage to hit Heatran switch-ins that resist or are immune to Fire-type moves, such as opposing Heatran and Volcanion. A Rock-type coverage move in Stone Edge allows Heatran to OHKO Mega Charizard Y and Volcarona, both of which are massive threats to Steel-type teams. However, offensive Heatran cannot switch into either of these, being OHKOed one third of the time by Focus Blast from Mega Charizard Y and 2HKOed all of the time by Volcarona's Hidden Power Ground. Heatran's last move could be one of several. Hidden Power Ice hits Pokemon weak to Ice-type moves as they switch in; examples include Garchomp, Landorus, and Dragonite. Conversely, Taunt allows Heatran to prevent special walls from recovering their HP, allowing it to beat them by chipping away at their health over time. Furthermore, Taunt prevents threats like Zapdos from removing a Steel-type team's entry hazards with Defog. It also prevents opposing Pokemon from boosting, setting up entry hazards, and paralyzing Heatran. Stealth Rock is useful because the chip damage it provides punishes switches and allows Heatran and its teammates to nab crucial KOs. Furthermore, Heatran will be able to set it easily during the match, because of the switches it forces. However, Taunt or Hidden Power Ice should be used instead if Heatran's team already has Stealth Rock support from Pokemon such as Custap Berry Skarmory or Ferrothorn. Heatran using Stealth Rock may free up moveslots on these Pokemon, though, allowing Skarmory to run Spikes, for example. Fire Blast could be run over Lava Plume, but to do so means losing out on a high burn chance, and Lava Plume already gets many important KOs. However, Fire Blast can 2HKO specially defensive Zapdos after Stealth Rock, which helps keep hazards up if Heatran is not running Taunt.

Set Details
========

Heavy Special Attack investment allows Heatran to hit as hard as possible, doing massive damage to threats like Magnezone, Skarmory, opposing Heatran, Victini, Mega Charizard Y, Volcarona, Dragonite, and Garchomp with the appropriate moves, although Heatran cannot switch into many of these and is outsped by most of them. Maximum Speed investment boosted by a Timid nature gives Heatran a Speed stat of 278, which outpaces Adamant Excadrill, Mega Heracross, positive natured base 70 Pokemon, and those creeping that Speed tier, including Mew and Zapdos, and neutral-natured Gyarados and its Mega Evolution. 24 Attack EVs are used to guarantee a OHKO on Mega Charizard Y with Stone Edge. Flash Fire allows Heatran to fill its niche on Steel-type teams, namely, absorbing Fire-type moves that KO all the other members of the team. It also boosts Heatran's own Fire-type moves, allowing it to hit much harder with Lava Plume. Air Balloon or Leftovers are the two best choices for an item. Air Balloon neutralizes Heatran's quadruple weakness to Ground-type moves but is unreliable and easily popped by any direct damage. Leftovers, on the other hand, provides Heatran with residual recovery, which it absolutely needs because it will receive none otherwise. Additionally, Heatran's team will need it to be around for as long as possible to switch into Fire-type moves, and Leftovers helps facilitate this. 60 Special Defense EVs could be deducted from Special Attack to always survive Mega Charizard Y's Focus Blast. The reduction in damage output is slight, and Heatran can still OHKO Bisharp, Excadrill (if Heatran has an Air Balloon), and Mega Heracross after Stealth Rock and one layer of Spikes.

Usage Tips
========

The optimal way to use offensive Heatran is as an offensive pivot; switch it into a threat it walls thanks to its resistances and immunities, and then attack the predicted switch-in with the move that hits it the hardest or set Stealth Rock. Heatran will have a plethora of opportunities to switch in due to its fantastic typing granting it many resistances. For example, it can switch in with impunity against Latios, Mega Scizor, Togekiss, and Mew. Beyond threats it naturally walls, the best kind of Pokemon to switch Heatran into are those Choice-locked into a move it resists or is immune to thanks to an Air Balloon or Flash Fire; examples include Choice Scarf Latios's Draco Meteor, Choice Band Excadrill's Earthquake, Choice Scarf Victini's V-create or Blue Flare, and Choice Scarf Hydreigon's Flamethrower or Fire Blast. An Air Balloon allows Heatran to check major Ground-type threats like Landorus, Garchomp, and Excadrill; however, it must be played conservatively, since the Air Balloon is easy to pop. The best play against such attackers is usually to come in after a sack and force them to pop Heatran's Air Balloon with a resisted attack while Heatran strikes back with a super effective attack. Preserving the Air Balloon is crucial against certain matchups, most notably against Ground-type teams, as Heatran has to attack one of the opposing threats to even stand a chance. Since the opponent will then most likely switch due to Heatran walling his or her Pokemon, use the move that is best against the predicted switch or utilize the free turn to set Stealth Rock if Heatran has it. A Fire-type STAB move should be used in most cases, unless the foe resists it or is hit harder by another move. Lava Plume is easily spammed, especially against physical attackers since the potential burn will cripple them for the rest of the match. However, if the new foe resists Fire-type moves, use the appropriate coverage move to heavily damage or even KO it. For example, Earth Power is a guaranteed OHKO against opposing Heatran without Special Defense investment and a guaranteed 2HKO against Choice Scarf Victini, while Hidden Power Ice OHKOes Dragonite after Stealth Rock and does 75% to specially defensive Gliscor. Stone Edge is on the set solely to OHKO Mega Charizard Y and Volcarona, which none of Heatran's teammates can switch into. Heatran's ability to check these is one of the plethora of reasons why it is such a fantastic Pokemon on Steel-type teams. Although Mega Charizard Y threatens Heatran with Focus Blast, which is a roll to OHKO, Heatran can riskily stay in on it if there are no other threats for it to check due to Focus Blast's inherent risks of low accuracy and possibly failing to OHKO Heatran. However, if there are other threats Heatran must check or one has another way to check Mega Charizard Y, such as Choice Scarf Excadrill, it is not optimal to risk Heatran. If Heatran elects to run Taunt, use it against bulky switch-ins such as Zapdos and Chansey. It cripples them by preventing recovery and also prevents the former from Defogging and the latter from setting Stealth Rock or paralyzing Heatran. Taunt also generates setup opportunities on Pokemon like Sableye and Will-O-Wisp Mew that rely on status moves to deter setup. Steel-type teams can capitalize on the free turn generated by the bulky threat's switch by setting Stealth Rock, nailing the predicted switch-in with the right move, safely pivoting to a teammate, or applying offensive pressure with a Swords Dance user. Keep entry hazards off the field for Heatran, since it is damaged by Stealth Rock and will not be immune to Sticky Web or Spikes for long due to Air Balloon's temporality. This is especially important because Heatran will be switching around often as an offensive pivot. Avoid paralysis, since this will make Heatran even more easily outsped and KOed.

Team Options
========

Heatran partners well with Pokemon weak to Fire-type moves such as Mega Scizor, Skarmory, Doublade, and Ferrothorn. This is because it enjoys the free switch generated from a Fire-type move, in addition to receiving a boost to its own Fire-type STAB moves. Furthermore, these Pokemon resist or are immune to Heatran's weaknesses of Ground, Fighting, and Water. Mega Scizor can also check some Pokemon that are threats to Heatran; examples include Terrakion and Breloom, the first of which it can 2HKO with an unboosted Bullet Punch and the latter of which it can set up on with Swords Dance, assuming one has already sacked something to Spore. Skarmory, on the other hand, provides hazard control in addition to being immune to Heatran's worst weakness, Ground-type moves. It can set both Stealth Rock and Spikes, which discourage switches and allow Heatran to get crucial KOs, such as a near-certain 2HKO on Zapdos with Fire Blast, a OHKO almost all of the time on Torkoal with Earth Power, and a guaranteed OHKO on Mega Heracross after Stealth Rock and Spikes. On more balanced builds, Skarmory can also Defog away opposing entry hazards, which prevents Heatran from being worn down by repeated switches, a huge problem due to Heatran's lack of recovery. While Skarmory is immune to Ground-type moves, Doublade is immune to Fighting-type moves, another of Heatran's weaknesses. It also checks Pokemon that are massive threats to Heatran, including Mega Medicham and Terrakion. Ferrothorn and Empoleon resist Water-type moves, Heatran's final weakness, giving them a fantastic synergy with it. The first provides residual damage in Leech Seed and Iron Barbs, entry hazards in Stealth Rock and Spikes, and speed control in Thunder Wave, while the second can set Stealth Rock for Heatran and remove entry hazards with Defog, if needed. Jirachi is a great partner to Heatran, since it can do a plethora of things that benefit it. These include providing Heatran recovery with Wish or Healing Wish, checking Water-types with an Assault Vest set, and revenge killing Fighting-types with a Choice Scarf set. Additionally, Excadrill synergizes well with Heatran, since it can outspeed and eliminate threats to Heatran, including Mega Charizard Y, Volcarona, Heracross, and Choice Scarf Rotom-W. Furthermore, Magnezone is an effective partner because it can KO Water-types that give Heatran trouble with Thunderbolt. It can always OHKO Keldeo and Azumarill after Stealth Rock, always 2HKO Mega Gyarados while OHKOing its base forme, and almost always OHKO Slowbro after Stealth Rock. Additionally, Magnezone can absorb paralysis thanks to its Electric typing and can gain momentum for Heatran's team with Volt Switch.

[SET]
name: Defensive (Steel)
move 1: Lava Plume
move 2: Earth Power
move 3: Toxic
move 4: Stealth Rock
item: Leftovers
ability: Flash Fire
nature: Calm
evs: 252 HP / 208 SpD / 48 Spe

[SET COMMENTS]
Moves
========

Lava Plume possesses a nasty burn chance that is the main reason Heatran uses it, and it also does slight damage to the foe while preventing Heatran from being Taunt bait. Earth Power provides coverage with Lava Plume and allows even defensive Heatran to do damage to specific foes, such as other Heatran. Despite Heatran being defensive, a second offensive move in Earth Power is mandatory on this set because Heatran is a check to Fire-types and it is useless to have a check that cannot hit the threats it checks. Earth Power accomplishes this. Damage benchmarks it hits, even while uninvested, include OHKOing opposing offensive Heatran, 2HKOing Victini, and 2HKOing Volcanion, all after Stealth Rock damage. Toxic is extremely helpful by putting walls and setup sweepers such as Chansey, Mew, and Volcarona on a timer, forcing them to switch out. Stealth Rock is used because the chip damage it provides punishes switches and allows Heatran and its teammates to get crucial KOs. However, if Heatran's team already has Stealth Rock support, Stone Edge should be used in the last slot, since specially defensive Heatran can take any attack from Mega Charizard Y or Volcarona once, even Focus Blast or Hidden Power Ground. It can then OHKO both of them with Stone Edge, which is very useful for Heatran's team. Taunt could be used in the last slot as well, since it cripples walls like Chansey and Porygon2 that trouble more balanced Steel-type teams.

Set Details
========

The EVs and nature maximize Heatran's special bulk, allowing it to survive many powerful special hits to status the foe or set entry hazards. Notable special attacks it survives once are Mega Charizard Y's Focus Blast, Thundurus's Focus Blast, any attack from Hoopa-U, and Choice Specs Keldeo's Scald. The Speed EVs allow Heatran to outspeed 20 Speed Mega Venusaur, a common benchmark on that threat, in addition to outpacing all uninvested base 80s. Leftovers is crucial to Heatran's longevity, since it does not have reliable recovery. If Stone Edge is used, equip 24 Attack EVs deducted from Special Defense, in order to OHKO Mega Charizard Y all of the time.

Usage Tips
========

Because of its fantastic special bulk, switch Heatran into special attackers such as Latios, Mega Pidgeot, and Yanmega and then set entry hazards, Toxic the foe, or do damage and spread burns with Lava Plume. However, be wary of Water-, Fighting-, and Ground-type moves from Volcanion, Keldeo, and Landorus. Also, switch Heatran into predicted Fire-type moves so that it will receive a free switch and a boost in Lava Plume's damage output. Once Heatran is in, set Stealth Rock immediately if it has not been already, since it punishes switches and allows one to get crucial KOs. If the foe has hazard removal but cannot KO Heatran, such as Zapdos or Mandibuzz, set Stealth Rock anyway, forcing them to Defog and allowing Heatran to hit them with Toxic while they do so. However, if the foe has hazard removal and can KO Heatran, such as Starmie or Excadrill, it is best to switch to a counter. Heatran's next move depends on what the predicted switch-in will be. If the switch-in is weak to Fire- or Ground-type attacks, use the respective move, damaging it. Toxic should be used against bulky switch-ins like Zapdos and Porygon2, since it will cripple them. If one thinks a physical attacker will be switched in, it is best to use Lava Plume, possibly burning and crippling it or at least damaging it. Avoid Knock Off from Pokemon such as Tornadus-T and Bisharp, since Heatran absolutely needs the passive recovery from Leftovers. Assuming Stone Edge was chosen, if the opponent has a Mega Charizard Y or Volcarona against Heatran, OHKO them with Stone Edge no matter what, since Heatran can tank even Focus Blast or an unboosted Hidden Power Ground just once. Do not hard switch Heatran in, though, since it needs to be at full health to check these. Due to a lack of investment in Special Attack, Heatran will not be doing massive damage with Earth Power, but it can do significant damage to predicted switch-ins with a Ground-type weakness, such as opposing Heatran and Victini. Preserve Heatran's health as long as possible, so that it can continue to switch into special attacks and absorb Fire-type moves for its team. Although it does not mind paralysis as much as offensive Heatran sets, defensive Heatran still dislikes being outsped by basically everything. Furthermore, no Pokemon likes full paralysis, since the free turn allows the opponent to do whatever he or she wants with impunity.

Team Options
========

Skarmory is one of the best partners to Heatran, as the two defensively synergize well. Skarmory receives free switches into Ground-type moves used against Heatran, while Heatran receives these on Fire-type moves that target Skarmory. They also wall each other's checks, with Skarmory tanking physical attacks and Heatran tanking special ones. Furthermore, since both have access to phazing and entry hazards, they can free up moveslots for each other, allowing Skarmory to use Spikes or Heatran to use Stone Edge. Excadrill or Ferrothorn works well with this partnership, since they can switch into Electric-type moves Skarmory is weak to, preventing Heatran from taking unnecessary hits. Excadrill also provides entry hazard removal that does not remove Heatran's hazards, which it enjoys. Additionally, it can check some threats to Heatran, such as Rotom-W and Mega Charizard Y. On the other hand, Ferrothorn can partner well with Heatran, having great defensive synergy with it, but it does not provide hazard removal or phazing like Skarmory does. However, Ferrothorn can switch into many Water-type moves, provides speed control with Thunder Wave, and spreads residual damage with Iron Barbs + Leech Seed, which combine well with Heatran spreading status to wear down foes. Heatran also enjoys the residual recovery of Leech Seed. Finally, Ferrothorn provides entry hazards in Spikes and Stealth Rock, similarly to Skarmory, which can learn both of these moves. Additionally, Jirachi is a fantastic partner for defensive Heatran. Its Choice Scarf set can take on Fighting-types with STAB Heart Stamp or Zen Headbutt; it can heal Heatran with Healing Wish or Wish; and its Assault Vest set can tank Water-type attacks aimed at Heatran while checking their users. Specially defensive Jirachi can also switch into Choice Specs Keldeo from full health, which is a massive threat to Heatran. However, specially defensive Jirachi beats it only on a roll. Offensive Pokemon that appreciate what Heatran does partner well with it. For example, Mega Scizor can more easily tank physical hits due to Heatran speading burns and nab crucial KOs because of the chip damage from burn, Toxic, or Stealth Rock. Furthermore, Heatran receives free switches off of its weakness to Fire-type attacks. Mega Scizor's excellent defenses make it a great teammate for Heatran in general. Doublade also partners very well with Heatran, since it can spinblock and is immune to Fighting-type moves from Mega Medicham, Mega Heracross, and Terrakion. However, they both share a Ground-type weakness, so Skarmory or Ferrothorn will be needed. Magnezone is a great Heatran teammate, since it can check Water-types with Thunderbolt, eat paralysis for Heatran, and bring Heatran in safely with Volt Switch. Empoleon works very well with defensive Heatran, since it resists the Water-type attacks Heatran fears. It can also learn many utility moves that Heatran enjoys, such as Defog, Roar, and Stealth Rock.

[SET]
name: Offensive Trapper (Steel)
move 1: Magma Storm
move 2: Earth Power
move 3: Toxic
move 4: Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Magma Storm allows Heatran to trap passive threats such as Chansey, Porygon2, Zapdos, and Mew and remove them from the game, enabling a sweeper such as Doublade or Mega Scizor to demolish the opponent's remaining team. Earth Power provides coverage to hit threats Magma Storm cannot, such as other Heatran and Victini. Toxic combines with Magma Storm quite well, with Magma Storm preventing threats from switching while Toxic damage doubles and its residual damage adding to Toxic's. Taunt allows Heatran to prevent the threats it traps from recovering their health, while also shutting down setup sweepers and entry hazard setters.

Set Details
========

Maximum Special Attack and Speed investment with a Timid nature allows Heatran to be as offensively potent as possible, heavily damaging or outright KOing threats such as Skarmory and Magnezone with the appropriate moves and outspeeding maximally invested Mega Heracross, fully invested Adamant Excadrill, and Mew and Zapdos with 108 Speed EVs. Heatran's Air Balloon gives it a temporary immunity to Ground-type moves, allowing it to check Ground-types such as Excadrill and Mamoswine that it can KO, or other Pokemon with Ground-type coverage moves, such as other Heatran and Volcarona. On the other hand, Leftovers's residual recovery is very helpful against the bulky threats Heatran traps, allowing it to recover off the damage from their weak attacks. Furthermore, Heatran having no reliable recovery makes Leftovers extremely useful, greatly improving Heatran's longevity.

Usage Tips
========

Because of its immunity to Fire, Heatran should be switched into predicted Fire-type moves. It can then receive a boost and hit the opponent with a Magma Storm boosted by Flash Fire. Switch Heatran into Choice-locked Pokemon whose moves it resists or is immune to. Prime examples include Choice Scarf Latios locked into Draco Meteor and Choice Scarf Victini locked into V-create or Blue Flare. Heatran can then damage, trap, Toxic, or Taunt the switch-in. Heatran should also be switched into bulky threats that use Toxic or Will-O-Wisp such as Chansey and Mew, as it is immune to these moves, and it can then trap them with Magma Storm. Use Taunt in conjunction with Magma Storm, to prevent foes from using recovery moves, Chansey from paralyzing Heatran, and Clefable from setting up Calm Minds. Once Heatran is in, immediately trap the threat with Magma Storm, and then Taunt it to prevent recovery. After this, Toxic the opponent and spam Magma Storm or Earth Power until the threat is KOed, being sure to keep it Taunted. Against Fire-type teams, Heatran must be played very conservatively, as one misprediction means Heatran's team will be swept by the opponent's Fire-types, since there will be no switch-in to it. However, Air Balloon can allow Heatran to be played more aggressively, but it must still be on guard against Water- and Fighting-type moves from Pokemon such as Volcanion and Infernape. Preserve Heatran's health zealously against teams with Fire-type attacks, since it will not or barely will replenish, and because Heatran will be needed throughout the match to switch into Fire-type attacks. Against mixed attackers that can break Skarmory, such as Mega Garchomp, keep Heatran's Air Balloon intact, so that Heatran can switch into Ground-type attacks in order to attack the threat. Be sure to keep entry hazards off the field for Heatran, since it is damaged neutrally by Stealth Rock and Air Balloon's immunity to grounded hazards is temporary and unreliable. Heatran also dislikes paralysis, since it completely ruins Heatran's already mediocre Speed tier, and the opponent can use the free turn generated by a full paralysis to do as he or she wishes.

Team Options
========

Mega Scizor is a fantastic partner to Heatran, as Heatran benefits from its devastating weakness to Fire-type attacks and can switch in against them for free. Additionally, Mega Scizor has neutralities to Fighting- and Ground-type moves, to which Heatran is weak. Furthermore, Heatran can trap many Pokemon that are setup bait for Mega Scizor, such as Chansey without Thunder Wave and Gliscor. Because Heatran can trap physical walls with Magma Storm, it pairs well with physical attackers that appreciate this, such as Bisharp, Doublade, and Mega Scizor. The previously mentioned physical attackers can heavily dent special walls such as Chansey, allowing Heatran to trap and KO them more easily. Pokemon that are weak to Fire-type moves, the most prominent examples of which are Mega Scizor, Skarmory, and Ferrothorn, partner well with Heatran, since it can receive free opportunities to switch in as its partners are targeted. Skarmory also provides Stealth Rock and Spikes support, which punishes switches and allows Heatran to nab crucial KOs. In addition, it is neutral to Fighting-type moves and immune to Ground-type moves, to which Heatran is weak. Finally, suicide lead Skarmory can set up hazards quickly, which Heatran appreciates. On the other hand, Ferrothorn can tank Water-type moves aimed at Heatran while setting hazards with Stealth Rock or Spikes and providing residual damage with Leech Seed and Iron Barbs. It can also mitigate Heatran's subpar Speed with Thunder Wave. However, both Ferrothorn and Heatran are weak to Fighting-type moves, so a Fighting-type check such as Doublade or Skarmory is appreciated. Jirachi also partners extremely well with Heatran, being able to run several sets that benefit it. A Choice Scarf allows it to revenge kill Fighting-types with Zen Headbutt or Heart Stamp, while an Assault Vest allows it to check Water-types like Keldeo and Rotom-W. Jirachi can also make up for Heatran's lack of recovery, being able to heal it with Wish or sacrificing itself to do so with Healing Wish. Doublade synergizes well with Heatran, since Heatran benefits from its Fire-type weakness and Doublade is immune to Heatran's weakness to Fighting-type moves. Magnezone also pairs well with Heatran, since it can KO opposing Water-types with Thunderbolt, absorb paralysis, and gain momentum with Volt Switch. In addition, Excadrill pairs well with Heatran, as its Choice Scarf set can eliminate faster threats that can KO Heatran before it acts, such as Rotom-W and Mega Charizard Y.

[STRATEGY COMMENTS]
Other Options
=============

**Steel**:

Defensive Heatran can utilize Protect to stall for Leftovers recovery or Roar to rack up entry hazard damage, but Earth Power is necessary so that Heatran can super effectively damage Fire-types it is supposed to check, and Stone Edge is mandatory so that Heatran can KO Mega Charizard Y and Volcarona. Protect's best use is to stall for Leftovers recovery or scout the foe's moves, especially those of Choice item users, while Roar should be utilized in tandem with entry hazards, racking up Stealth Rock and/or Spikes damage on the opposing team. Heatran could run a Choice Scarf set to outspeed Mega Charizard Y or a Choice Specs set to serve as a wallbreaker, but this prevents it from fulfilling its role of trapper or pivot, so it is usually subpar. However, a Choice Scarf allows Heatran to outspeed Mega Charizard Y, Rotom-W, and neutral-natured Choice Scarf Excadrill. On the other hand, Choice Specs gives Heatran immense attacking power, allowing it to OHKO mixed defensive Clefable almost all of the time with Flash Cannon after Leftovers recovery, 2HKO specially defensive Zapdos almost all of the time with Fire Blast, and nearly always 2HKO Volcarona even at +1 Special Defense with Fire Blast. Potential coverage moves on the trapper set are Hidden Power Ice and Stone Edge, but these prevent Heatran from utilizing Taunt or Toxic, which are mandatory if it wants to beat Zapdos, Mew, or Clefable. Hidden Power Ice hits Dragonite, both Landorus formes, Gliscor, Garchomp, and Mega Garchomp, whereas Stone Edge hits Volcarona and Mega Charizard Y. Heatran could use Flash Cannon on the offensive set in the fourth slot, but its coverage is redundant with Heatran's other moves, with the only additional threats it hits being Fairy-types like Clefable and Mega Gardevoir.

Checks and Counters
===================

**Steel**:

**Ground-types**: Any Ground-type can easily KO Heatran with a STAB move after its Air Balloon has been popped. However, those with low Special Defense, such as Landorus, can be significantly damaged by Heatran's attacks as they switch in. Furthermore, physical Ground-types are crippled by Lava Plume's burn, and no Ground-type likes Toxic, except for Gliscor, Excadrill, and Mega Steelix, although these cannot switch into Heatran's other moves.

**Fighting-types**: Many Fighting-types can easily KO Heatran with their STAB moves that hit on Heatran's weaker defensive stat while also outspeeding it. The most prevalent are Keldeo, Terrakion, and Heracross. Furthermore, most Fighting-types can switch into Heatran with impunity, since they are not significantly damaged by Heatran's moves.

**Paralysis**: Although it is immune to poison and burns by virtue of its typing, paralysis effectively cripples Heatran, making offensive Heatran and the dedicated trapper useless and easily outsped and KOed. However, defensive Heatran does not mind paralysis as much, as it is not meant to outspeed opposing Pokemon; however, it still despises the occasional full paralysis.

**Special Walls**: Many special walls such as Mew, Zapdos, and Clefable , and Mega Venusaur do not care about Heatran's moves, recovering any negligible damage dealt, and can do whatever they want in return. However, Heatran beats all most of these except for Mega Venusaur (which OHKOes Heatran with Earthquake if its Air Balloon has been popped, although not all Mega Venusaur carry it) with Magma Storm + Taunt + Toxic, and it can OHKO Clefable most of the time with Flash Cannon. Furthermore, even if it is not running the dedicated trapper set, Heatran can cripple these with Taunt. Heatran and its teammates can then do whatever they want when the opponent hard switches out. Since Heatran's disposal of them can take several turns, though, special walls can damage it in the meantime with attacks like Seismic Toss from Chansey and Discharge from Zapdos.
 

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[OVERVIEW]

**Steel**:

Heatran is one of, if not the, best Pokemon on Steel-type teams due to its unbelievable versatility, being able to run an offensive, defensive, or trapper set with excellence, and its ability to check Fire-types such as Mega Charizard Y, Volcarona, and opposing Heatran with its Flash Fire ability while gaining a power boost off their attacks. Due to its base 130 Special Attack, Heatran can run abe an effective specially attacking set fantasticallyer, something Steel-type teams generally lack. Its beneficial typing of Fire / Steel typing allows Heatranit to check a plethora of foes, such as Zapdos, Skarmory, and Mew, and also giveswhile giving it key resistances to Flying-, Psychic-, Steel-, and Bug-type moves. However, Heatran's typing is a double-edged sword somewhat, since it comes with weaknesses to Water-, Fighting-, and Ground-types, all of which are quite common and hard for Steel-type teams to reliably check. In addition to providing a large pool of resistances, Heatran's typing; it also prevents it from being crippled by burn or poison, although it can still be hit with sleep or paralysis. Furthermore, Heatran can also support and defend quite well with its 91 / 106 / 106 bulk, being able to set entry hazards with Stealth Rock and spread burns or poison with Lava Plume and Toxic.

Unfortunately, many of the Fire-types Heatran is supposed to check often carry coverage or even STAB moves that hit Heatranit super effectively, such as Focus Blast on Mega Charizard Y, Close Combat on Infernape, Steam Eruption on Volcanion, and Earth Power on other Heatran. Furthermore, its mediocre base Speed of 77 leaves Heatranit outsped by threats such as Mega Gallade, Mega Medicham, and Infernape. NoA lack of reliable recovery is another huge detriment to Heatran, since its team will want it to be around for as long as possible to effectively absorb Fire-type moves.absorb Fire-type moves. Heatran's typing also is a double-edged sword, coming with weaknesses to Water-, Fighting-, and Ground-types, all of which are quite common and hard for Steel-type teams to reliably check. Despite these flaws, however, Heatran remains one of the most solid picks for Steel-type teams, being able to check Fire-types, trap walls, break holes in the opponent's team with powerful special attacks, and, with its defensive set, provide fantastic utility in a defensive set.

[SET]
name: Offensive (Steel)
move 1: Lava Plume
move 2: Earth Power
move 3: Stone Edge
move 4: Hidden Power Ice / Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 24 Atk / 232 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Lava Plume is Heatran's Fire-type STAB move of choice. It secures, securing many KOs that Steel-type teams need, including OHKOs on Bisharp, Excadrill (if Heatran has an Air Balloon), and Mega Heracross after damage from Stealth Rock and one layer of Spikes. It also has the utility of aa useful 30% burn chance, crippling physical attackers and accumulating residual damage on bulky switch-ins such as Zapdos and Mew. Earth Power provides coverage to hit Heatran switch-ins that resist or are immune to Fire-type moves, such as opposing Heatran and Volcanion. A Rock-type coverage move in Stone Edge allows Heatran to OHKO Mega Charizard Y and Volcarona, both of which are massive threats to Steel-type teams. For Heatran's last move could be one of several., Hidden Power Ice hits Pokemon weak to Ice-type moves as they switch in; examples include, such as Garchomp, Landorus, and Dragonite. ConversAlternatively, Taunt allows Heatran to prevent special walls from recovering their HP, allowing it to beat them by chipping away at their health over time. Furthermore, Taunt prevents threats like Zapdos from removing a Steel-type team's entry hazards with Defog. It also prevents opposing Pokemon from boosting, setting up; it also stops foes from boosting, setting up hazards, and paralyzing Heatran, as well as prevent threats like Zapdos from removing entry hazards, and paralyzing Heatran with Defog. Stealth Rock is useful because the chip damage it provides punishes switches and allows Heatran and its teammates to nab crucial KOs. Furthermore, Heatran will be able to set it easily during the match, because of the switches it forces. Fire Blast could be run over Lava Plume, but to do so means losing out on a high burn chance, and Lava Plume already gets many important KOs. However, Fire Blast can 2HKO specially defensive Zapdos after Stealth Rock, which helps keep hazards up if Heatran is not running Taunt.

Set Details
========

Heavy232 Special Attack investmentEVs allows Heatran to hit as hard as possible, doealing massive amounts of damage to threats like opposing Heatran, Victini, Dragonite, and Garchomp with the appropriate moves, although Heatran cannot switch into many of these and is outsped by most of them. Maximum Speed investment boosted by a Timid nature gives Heatran a Speed stat of 278, which outpaces Adamant Excadrill, positive -natured base 70 Pokemon, and those Speed creeping that Speed tier, including Mew and Zapdos. 24 Attack EVs are used to guarantee an OHKO on Mega Charizard Y with Stone Edge. Flash Fire allows Heatran to fill its niche on Steel-type teams, namely, absorbing Fire-type moves that KO all the other members of the team. It also boosts Heatran's own Fire-type moves, allowing it to hit much harder with Lava Plume. Air Balloon orand Leftovers are the two best choices for an item. Air Balloon neutralizes Heatran's quadruple weakness to Ground-type moves but is unreliable and easily popped by any direct damage. Leftovers, on the other hand, can provides Heatran with residual recovery, which it absolutely needs because it will receive none otherwiseotherwise lacks. 60 Special Defense EVs could be deducted from Special Attack to always survive Mega Charizard Y's Focus Blast. The reduction in damage output is slight, and Heatran can still OHKO Bisharp, Excadrill (if Heatran has an Air Balloon), and Mega Heracross after Stealth Rock and one layer of Spikes.

Usage Tips
========

The optimal way to use offensive Heatran isHeatran should be used as an offensive pivot;: switch it into a threat it walls thanks to its resistances and immunities, and then attack the predicted switch-in with the move that hits it the hardest or set Stealth Rock. Heatran will have a plethora ofmany opportunities to switch in due to its fantastic typing granting it many resistances. Fdefensive typing; for example, it can switch in with impunity against Latios, Mega Scizor, Togekiss, and Mew. An Air Balloon allows Heatran to check major Ground-type threats like Landorus, Garchomp, and Excadrill; however, it must be played conservatively, since the Air Balloon is popped easily to pop. The best play against such attackers is usually to come in after a sack and force them to pop Heatran's Air Balloon with a resisted attack while Heatran strikes back with a super effective attack. Preserving the Air Balloon is crucial against certain matchups, most notably against Ground-type teams, as Heatran has to attack one of the opposing threats to even stand a chance. A Fire-type STAB move should be used in most cases, unless the foe resists it or is hit harder by another move. Lava Plume is easily spammed, especially against physical attackers, since the potential burn will cripple them for the rest of the match. However, if the new foe resists Fire-type moves, use the appropriate coverage move to heavily damage or even KO it. Stone Edge is on the set solely to OHKO Mega Charizard Y and Volcarona, which none of Heatran's teammates can switch into. Heatran's ability to check these is one of the plethora of reasons why it is such a fantastic Pokemon on Steel-type teams. If Heatran elects to run Taunt, use it against bulky switch-ins such as Zapdos and Chansey. I; it cripples them by preventing recovery and also prevents the former from Defogging and the latter from setting Stealth Rock or paralyzing Heatran. Taunt also generates setup opportunities on Pokemon like Sableye and Will-O-Wisp Mew that rely on status moves to deter setup. Steel-type teams can capitalize on the free turn generated by the bulky threat's switch by setting Stealth Rock, nailing the predicted switch-in with the right move, safely pivoting to a teammate, or applying offensive pressure with a Swords Dance usersetup Pokemon. Keep entry hazards off the field for Heatran because Heatranit will be switching around often as an offensive pivot. Avoid paralysis, since thisit will make Heatran even more easily outsped and KOed.

Team Options
========

Heatran partners well with Pokemon weak to Fire-type moves such as Mega Scizor, Skarmory, Doublade, and Ferrothorn. Furthermore,; these Pokemon usually resist or are immune to Heatran's weaknesses of Ground, Fighting, and Water. Mega Scizor can also check some Pokemon that are threats to Heatran; examples include Terrakion and Breloom, the first of which it can 2HKO with an unboosted Bullet Punch and the latter of which it can set up on with Swords Dance, assuming one has already sacked something to Spore. Skarmory, on the other hand, provides hazard control in addition to being immune to Heatran's worst weakness, Ground-type moves. It can set both Stealth Rock and Spikes, which discourage switches and allow Heatran to get crucialimportant KOs, such as a near-certain 2HKO on Zapdos with Fire Blast, an OHKO almost all of the time on Torkoal with Earth Power, and a guaranteed OHKO on Mega Heracross after Stealth Rock and Spikes. On more balanced builds, Skarmory can also Defog away opposing entry hazards, which prevents Heatran from being worn down by repeated switches, a huge problem due to Heatran's lack of recovery. While Skarmory is immune to Ground-type moves, Doublade is immune to Fighting-type moves, another of Heatran's weaknesses. It also checks Pokemon that are massive threats to Heatran, including Mega Medicham and Terrakion. Ferrothorn and Empoleon resist Water-type moves, Heatran's final weakness, giving them a fantastic synergy with it. The firstormer provides residual damage in Leech Seed and Iron Barbs, entry hazards in Stealth Rock and Spikes, and speed control in Thunder Wave, while the secondlatter can set Stealth Rock for Heatran and remove entry hazards with Defog, if needed. Jirachi is a great partner to Heatran, since it can do a plethora of things that benefit it. These include providinge Heatran recovery with Wish or Healing Wish, checking Water-types with an Assault Vest set, and revenge killing Fighting-types with a Choice Scarf set. Additionally, Excadrill synergizes well with Heatran, since it can outspeed and eliminate threats to Heatran, including Mega Charizard Y, Volcarona, Heracross, and Choice Scarf Rotom-W. Furthermore, Magnezone is another effective partner because it caning able to KO Water-types that give Heatran trouble with Thunderbolt. It can always OHKO Keldeo and Azumarill after Stealth Rock, always 2HKO Mega Gyarados while OHKOing its base forme, and almost always OHKO Slowbro after Stealth Rock. Additionally, Magnezone can absorb paralysis thanks to its Electric typing and can gain momentum for Heatran's team with Volt Switch.

[SET]
name: Defensive (Steel)
move 1: Lava Plume
move 2: Earth Power
move 3: Toxic
move 4: Stealth Rock
item: Leftovers
ability: Flash Fire
nature: Calm
evs: 252 HP / 208 SpD / 48 Spe

[SET COMMENTS]
Moves
========

Lava Plume possesses a nasty burn chance that, which is the main reason Heatran uses it, and it also does slight damage to the foe while preventing Heatran from being Taunt bait. Earth Power provides coverage with Lava Plume and allows even defensive Heatran to do damage to specific foes, such as other Heatran. Toxic is extremely helpful by, putting walls and setup sweepers such as Chansey, Mew, and Volcarona on a timer, forcing them to switch out. Stealth Rock is used because the chip damage it provides punishes switches and allows Heatran and its teammates to get crucial KOs. However, if Heatran's team already has Stealth Rock support, Stone Edge should be used in the last slot, since specially defensive Heatran can take any attack from Mega Charizard Y or Volcarona once, even Focus Blast or Hidden Power Ground. It cand then OHKO both of them with Stone Edge, which is very useful for Heatran's team.

Set Details
========

The EVs and nature maximize Heatran's special bulk, allowing it to survive many powerful special hits to statusinflict the foe with status or set entry hazards. Notable special attacks it survives once are Mega Charizard Y's Focus Blast, Thundurus's Focus Blast, any attack from Hoopa-U, and Choice Specs Keldeo's Scald. The Speed EVs allow Heatran to outspeed 20 Speed Mega Venusaur, a common benchmark on that threat, in addition to outpacing all uninvested base 80s. Leftovers is crucial to Heatran's longevity, since it does not have reliable recovery. If Stone Edge is used, takequip 24 Attack EVs deducted from Special Defense, and put them in Attack in order to OHKO Mega Charizard Y all of the time.

Usage Tips
========

Because of its fantastic special bulk, switch Heatran into special attackers such as Latios, Mega Pidgeot, and Yanmega and then set entry hazards, Toxic the foe, or doeal damage and spread burns with Lava Plume. Also, switch Heatran into predicted Fire-type moves so that it will receiveget a free switch and a boost in Lava Plume's damage outpuin and a Flash Fire boost. Once Heatran ishas been switched in, set Stealth Rock immediately if it has not been set already, since it punishes switches and allows one to get crucialkey KOs. Heatran's next move depends on what the predicted switch-in will be. If the switch-in is weak to Fire- or Ground-type attacks, use the respective move, damaging it. Toxic should be used against bulky switch-ins like Zapdos and Porygon2, since it will cripple them. If one thinks a physical attacker will be switched in, however, it is best to use Lava Plume, possibly burning and crippling it or at least damaging it. Avoid Knock Off from Pokemon such as Tornadus-T and Bisharp, since Heatran absolutely needs the passive recovery from Leftovers. Assuming Stone Edge was chosen, if the opponent has a Mega Charizard Y or Volcarona switched in against Heatran, OHKO them with Stone Edge no matter what. Do not hard switch Heatran in, though, since it needs to be at full health to check thesem. Due to a lack of investment in Special Attack, Heatran will not be doing massivea lot of damage with Earth Power, but it can dostill deal significant damage to predicted switch-ins with a Ground-type weakness, such as opposing Heatran and Victini. Preserve Heatran's health for as long as possible, so that it can continue to switch into special attacks and absorb Fire-type moves for its team. Although it does not mind paralysis as much as offensive Heatran sets do, defensive Heatran still dislikes being outsped by basically everything.

Team Options
========

Skarmory is one of the best partners to Heatran, as the two defensively synergize well defensively. Skarmory receives freecan easily switches into Ground-type moves used against Heatran, while Heatran receives thesecan switch in on Fire-type moves that target Skarmory. They also wall each other's checks, with Skarmory tanking physical attacks and Heatran tanking special ones. Furthermore, since both have access to phazingsing moves and entry hazards, they can free up moveslots for each other, allowing Skarmory to use Spikes or Heatran to use Stone Edge. Excadrill or Ferrothorn works well with this partnership, since they can switch into Electric-type moves Skarmory is weak to, preventing Heatran from taking unnecessary hits. Excadrill also provides entry hazard removal that does not remove Heatran's hazards, which it enjoys. Additionally,s beneficial to Heatran, and it can check some threats to Heatran, such as Rotom-W and Mega Charizard Y. On the other hand, Ferrothorn can partner wellmakes for a good partner for with Heatran, having great defensive synergy with it. However, Ferrothorn can, being able to switch into switch into many Water-type moves, provides speed control with Thunder Wave, and spreads residual damage with Iron Barbs + Leech Seed, which combinework well with Heatran spreading status to wear down foes. Additionally, Jirachi is a fantastic partner for defensive Heatran. Its Choice Scarf set can take on Fighting-types with STAB Heart Stamp or Zen Headbutt; it can heal Heatran with Healing Wish or Wish; and its Assault Vest set can tank Water-type attacks aimed at Heatran while checking their users. Offensive Pokemon that appreciate what Heatran does partner well with it. For example, Mega Scizor can more easily tank physical hits due to Heatran speading burns and nab crucialimportant KOs because of the chip damage from burn, Toxic, or Stealth Rock.; Mega Scizor's excellent defenses make it a great teammate for Heatran in general. Doublade also partners very well with Heatran, since it can spinblock and is immune to Fighting-type moves from Mega Medicham, Mega Heracross, and Terrakion. However, they both share a Ground-type weakness. Magnezone is a great Heatran teammate, since it can check Water-types with Thunderbolt, eatabsorb paralysis for Heatran, and bring Heatran in safely with Volt Switch. Empoleon works very well with defensive Heatran, since it resists the Water-type attacks Heatran fears. It can also learn many utility moves that Heatran enjoys, such as Defog, Roar, and Stealth Rock.

[SET]
name: Offensive Trapper (Steel)
move 1: Magma Storm
move 2: Earth Power
move 3: Toxic
move 4: Taunt
item: Air Balloon / Leftovers
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Magma Storm allows Heatran to trap passive threats such as Chansey, Porygon2, Zapdos, and Mew and remove them from the game, enabling a sweeper such as Doublade or Mega Scizor to demolish the opponent's remaining team. Earth Power provides coverage to hit threats Magma Storm cannot, such as other Heatran and Victini. Toxic combines with Magma Storm quite well, with Magma Storm preventing threats from switching while Toxic's damage doublincreases and its residual damage adding to Toxic's. Taunt allows Heatran to prevent the threats it traps from recovering their health, while also shutting down setup sweepers and entry hazard setters.

Set Details
========

Maximum Special Attack and Speed investment with a Timid nature allows Heatran to be as offensively potent as possible, heavily damaging or outright KOing threats such as Skarmory and Magnezone with the appropriate moves and outspeeding standard Mew and Zapdos with 108 Speed EVs. Heatran's Air Balloon gives it a temporary immunity to Ground-type moves, allowing it to check Ground-types such as Excadrill and Mamoswine that it can KO, or and other Pokemon with Ground-type coverage moves, such as other Heatran and Volcarona. On the other hand, Leftovers's residual recovery is very helpful against the bulky threats Heatran traps, allowing it to recover off the damage from their weak attacks.

Usage Tips
========

Because of its immunity to Fire, Heatran should be switched into predicted Fire-type moves. It can then receive a boost and hit the opponent with a Magma Storm boosted by Flash FireFlash Fire-boosted Magma Storm. Switch Heatran into Choice-locked Pokemon whose moves it resists or is immune to. Prime examples include Choice Scarf Latios locked into Draco Meteor and Choice Scarf Victini locked into V-create or Blue Flare. Heatran can then damage, trap, Toxic, or Taunt the switch-in. Heatran should also be switched into bulky threats that use Will-O-Wisp such as Mew, as it is immune to these moves, and it can then trap them with Magma Storm. Use Taunt in conjunction with Magma Storm, to prevent foes from using recovery moves, Chansey from paralyzing Heatran, and Clefable from setting up Calm Minds. Once Heatran is in, immediately trap the threat with Magma Storm, and then Taunt it to prevent recovery. After this, Toxic the opponentfoe and spam Magma Storm or Earth Power until the threat is KOed, being sure to keep it Taunted. Against Fire-type teams, Heatran must be played very conservatively, as one misprediction means Heatran's team will be swept by the opponent's Fire-types, since there will be no switch-in to it. Against mixed attackers that can break Skarmory, such as Mega Garchomp, keep Heatran's Air Balloon intact, so that Heatranit can switch into Ground-type attacks in order to attack the threat. Heatran also dislikes paralysis, since it completely ruins Heatran's already mediocre Speed tier, and the opponent can use the free turn generated by a full paralysis to do as he or she wishesthey wish.

Team Options
========

Mega Scizor is a fantastic partner to Heatran, as Heatran benefits from its devastating weakness to Fire-type attacks and can switch in against them for free. Additionally, Mega Scizor has neutralities tois hit neutrally by Fighting- and Ground-type moves, to which Heatran is weak. Furthermore, Heatran can trap many Pokemon that are setup bait for Mega Scizor, such as Chansey without Thunder Wave and Gliscor. Because Heatran can trap physical walls with Magma Storm, it pairs well with physical attackers that appreciate this, such as Bisharp, Doublade, and Mega Scizor. The previously mentioned physical attackers can heavily dent special walls such as Chansey, allowing Heatran to trap and KO them more easily. Skarmory also provides Stealth Rock and Spikes support, which punishes switches and allows Heatran to nab crucial KOsKO its foes more easily. In addition, it is neutral to Fighting-type moves and immune to Ground-type moves, to which Heatran is weak. Finally, suicide lead Skarmory can set up hazards quickly, which Heatran appreciates. On the other hand, Ferrothorn can tank Water-type moves aimed at Heatran while setting hazards with Stealth Rock or Spikes and providealing residual damage with Leech Seed and Iron Barbs. It can also mitigate Heatran's subpar Speed with Thunder Wave. However, both Ferrothorn and Heatran are weak to Fighting-type moves. Jirachi also partners extremely well with Heatran, being able to run several sets that benefit it. A Choice Scarf allows it to revenge kill Fighting-types with Zen Headbutt or Heart Stamp, while an Assault Vest allows it to check Water-types like Keldeo and Rotom-W. Jirachi can also make up for Heatran's lack of recovery, being able to heal it with Wish or sacrificinge itself to do so with Healing Wish. Doublade synergizes well with Heatran, since Heatran benefits from its Fire-type weakness and Doublade is immune to Heatran's weakness to Fighting-type moves. Magnezone also pairs well with Heatran, since it can KO opposing Water-types with Thunderbolt, absorb paralysis, and gain momentum with Volt Switch. In addition, Excadrill pairs well with Heatran, as its Choice Scarf set can eliminate faster threats that can KO Heatran before it acts, such as Rotom-W and Mega Charizard Y.

[STRATEGY COMMENTS]
Other Options
=============

**Steel**:

Defensive Heatran can utilize Protect to stall for Leftovers recovery or Roar to rack up entry hazard damage, but Earth Power is necessary so that Heatran can super effectively damage Fire-types it is supposed to check, and Stone Edge is mandatory so that Heatran canneed for Heatran to be able to KO Mega Charizard Y and Volcarona. Heatran could run a Choice Scarf set to outspeed Mega Charizard Y or a Choice Specs set to serve as a wallbreaker, but this prevents it from fulfilling its role of trapper or pivot, so it is usually subpar. Heatran could use Flash Cannon on the offensive set in the fourth slot, but its coverage is redundant with Heatran's other moves, with the only additional threats it hits being Fairy-types like Clefable and Mega Gardevoir.

Checks and Counters
===================

**Steel**:

**Ground-types**: Any Ground-type can easily KO Heatran with a STAB move after its Air Balloon has been popped. However, those with low Special Defense, such as Landorus, can be significantly damaged by Heatran's attacks as they switch in. Furthermore, physical Ground-types are crippled by Lava Plume's burn, and nomost Ground-types dislikes Toxic, except for Gliscor, Excadrill, and Mega Steelix, although these cannot switch into Heatran's other moves.

**Fighting-types**: Many Fighting-types, notably Keldeo, Heracross, and Terrakion, can easily KO Heatran with their STAB moves that hit on Heatran's weaker defensivDefense stat while also outspeeding it. The most prevalent are Keldeo, Terrakion, and Heracross. Furthermore, most Fighting-types can switch into Heatran with impuniteasily, since they are not significantly damaged by Heatran's moves.

**Paralysis**: Although it is immune to poison and burns by virtue of its typing, paralysis effectively cripples Heatran, making offensive Heatran and the dedicated trapper set useless and easily outsped and KOed. However, defensive Heatran does not mind paralysis as much, as it is not meant to outspeed opposing Pokemon; however, it still despises the occasional full paralysis.

**Special Walls**: Many special walls such as Mew, Zapdos, and Clefable do not care about Heatran's moves, recovering any negligible damage dealt, and can do whatever they want in return. However, Heatran beats most of these with Magma Storm + Taunt + Toxic. Furthermore, even if it is not running the dedicated trapper set, Heatran can cripple these them with Taunt. Since Heatran's disposal of them can take several turns, though, special walls can damage it in the meantime with attacks like Seismic Toss from Chansey and Discharge from Zapdos.




GP 2/2
 
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