Project OU Weekly Research | v2 hosted by Terrakion. coming soon!

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Argh, I was in the middle of writing this when the thread got updated, sorry moons.

LUCARIO
Lucario is a powerhouse. He hits really hard and has an awesome typing to back it up. Steel/Fighting gives lucario some great resists and an immunity to toxic. It also means that Lucario can hit really hard against other steel types or fairy types. Nothing eliminates slow walls quite like lucario. Lucario also has an enormous movepool, even boasting Extreme Speed and Bullet Punch for priority, hell he even has Vaccum Wave and Flash cannon, in addition to his signature move Aura Sphere which means he can hit hard on the special side too. Most people prefer the physical side though, simply because of the wall-breaking power of Swords Dance and Close Combat. Though lucario also learns nasty plot, I found that set very underwhelming (believe me, I actually wanted it to work :( ). Though, nasty plot could work nice as a bait set, it has limited applications.

Lucario has drawbacks however, the game has gotten much faster, and base 90 speed is now considered 'slow' at least in OU. He also loses to a number of prominent threats which you may expect a steel or fighting type to beat if they weren't joined together (like heatran or venusaur). Also being steel/fighting, he's neutral to fairy, and he's not the most bulky pokemon in the world, so he goes down pretty easy to moonblasts or to pixilate moves. In order to hit as hard as possible he needs a Life Orb, and that wears him down over time, contributing to his frail nature. He also has weaknesses to Fire and Ground, meaning that heatran and garchomp can pretty much ruin his day, and he can't do anything to Lando-T. Lucario has waned in recent generations mostly due to power creep. The game has gotten a lot tougher and stronger, and there are a few stars that outshine lucario, but, thanks to his typing abilities and moves, he still can find a place on some teams.

Sets used:

Because of lucario's versatility, there are many sets he can run. Choice Band was an option I thought about, but I discarded it due to the mediocre damage output. As mentioned, you can do almost anything with Lucario, that was what made him so scarry as a mega, and as a non-mega it means he still has that surprise factor.

Choice Specs

Lucario @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Vacuum Wave
- Aura Sphere
- Shadow Ball
- Flash Cannon

This set functions as bait, luring in defenders like Clefable, Latios, or possibly even a Sableye, and knocking them down with the proper move. Prediction is necessary though, and sometimes you will get out thought. Shadow Ball was chosen over Dark Pulse because of the spdef drop chance (and no one is going to switch a normal type into a lucario) There are some things to keep in mind when using this set, by making yourself bait for physical walls, you become less able to defeat mixed or special walls like Hippowdon or Chancey. Chancey is particularly hard to deal with because an Aura Sphere will fail to do even 40% to it. Vaccum wave easily beats bisharp or any other dark type that would dare try to mind-game you with priority, or ones that think they're faster. Flash Cannon knocks out Clefable and deals a considerable amount of damage to defensive Venusaur. Aura Sphere bops everything fairly hard, with specs behind it its even more dangerous. There shouldn't be a need for a hidden power as these moves have awesome coverage, but if you must, replace V-wave because it's a pretty weak move even with its priority.


Swords Dance

Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Close Combat
- Crunch

Ah, the classic set. The choice between Bullet Punch+crunch, or Iron Tail+Espeed is up to personal preference. It might also depend on your team a little bit. If your team fears Diancie, BP can knock it down after an SD, while if your team fears unaware Clefable, the Iron Tail might be needed. Crunch is a clean KO for any of the Latis, it also deals massive damage to Mew, and can help you beat sableye (which you wouldn't be able to do much to otherwise) Close Combat destroys a lot of things, even pokemon that would normally not be afraid of a fighting type like Skarmory cringe when they see a lucario. After a swords dance, Lucario's CC nearly 1 shots skarm, doing over 80%, not to mention beating up on a large variety of defensive pokemon.

As a rule, lucario fits best into more ballanced teams, he's not really a defensive pokemon, but because of the speed he has, he fits more on a team that needs something to break through really slow walls, his priority can help cleanup weakened sweepers or fast/frail pokemon like weavile. For the most part though, lucario is going to be punching things slower than him. I used him a long time ago on a team as part of a core with Mega Sableye, and I still think it's a decent strategy.

Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 1 Atk
- Calm Mind
- Shadow Ball
- Will-O-Wisp
- Recover

Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Close Combat
- Crunch

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Brave Bird
- Bulk Up
- Roost
- Will-O-Wisp

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Stealth Rock
- Knock Off
- Earthquake

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Gyro Ball
- Power Whip

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Rapid Spin
- Recover
- Ice Beam


Lucario beats down things like Clefable and M Altaria that Mega Sableye fears, in turn, M Sableye can help keep status away from lucario, and can help counter things like Lando. This team could probably be called 'bulky offense' simply because nothing in here hits hard right off the bat except for Lucario (life orb close combat hurts), but once setup, they become powerhouses. Talonflame provides another answer to a couple of annoying defensive pokemon, and the extra priority doesn't hurt, we have both spikes and sr, while Starmie provides some much needed rapid spin.

Renamon (Lucario) (F) @ Choice Specs
Ability: Justified
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Vacuum Wave
- Aura Sphere
- Shadow Ball
- Flash Cannon

A Pillow (Altaria-Mega) (M) @ Altarianite
Ability: Pixilate
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Return
- Roost
- Heal Bell

RAGE (Gyarados) (F) @ Leftovers
Ability: Intimidate
EVs: 88 HP / 220 Atk / 4 Def / 196 Spe
Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Substitute

Clever Girl (Serperior) (F) @ Assault Vest
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Hidden Power [Fire]
- Dragon Pulse

Kamina (Excadrill) (M) @ Lum Berry
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Rapid Spin
- Swords Dance
- Earthquake

Batman (Gliscor) (F) @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 188 Def / 72 Spe
Impish Nature
- Knock Off
- Earthquake
- Stealth Rock
- Protect

For the Specs set, which works best as a lure, I figured the best way to use it would be with (fittingly) Mega Altaria. The 'King DDD' set is slow to setup, and needs things like Bisharp Clefable and Venusaur taken care of before it can go ham. A way to eliminate Heatran wouldn't hurt either. Lucario baits in many of these threats, and she can obliterate any of them with her special moves.


The Metagame may not 'favor' him, but I think he's still useable. A lot of people have forgotten just how strong he is, and how hard he hits. Lucario is all about catching people off guard. I don't know if he's truly capable of punching with the big dogs in OU, but he certainly still has bite!

replays

http://replay.pokemonshowdown.com/ou-343303692 <- in which lucario duels mega slowbro

http://replay.pokemonshowdown.com/ou-343308651 <- a solid match, I know the team has some silly nicknames, bear with me.

http://replay.pokemonshowdown.com/ou-343312695 <- a replay where Lucario plays a small but pivital role.

http://replay.pokemonshowdown.com/ou-343357813 <- was 100% sure I lost this one (Also an example of why, when I use magnezone, I ALWAYS use specs)


Cofagrigus!?

seriously, what does this guy do?
My memories of Cofagrigus always include me getting annoyed at it. It spreads around it's ability Mummy like a zombie plauge, it is SUPER tanky, meaning it's very hard to take it out. It has a really annoying movepool full of moves like will-o-wisp, trick room, knock off, toxic, toxic spikes, pain split, it even has nasty plot, and a decent special attack stat to abuse it. In the games, this was one of Gheistis' star pokemon. Given that Gheistis is a manipulative prick a wall like this certainly suited him. It takes away his opponent's abilities and makes them play by its rules. I've seen people use this pokemon in doubles as well, as a gimmick to get rid of Truant on Slaking. The question for me became "how can I use him?" because I was never really impressed with him...just annoyed.

Cofagrigus can't hit that hard without nasty plot. His HP stat is pretty low too, so he can get worn down quite easily given the fact that he has no reliable recovery. He doesn't even DO that much to be honest, he doesn't really threaten anything and he can get forced out by strong dark types meaning in the post Hoopa-U metagame he's not that strong. He's also got very low speed, meaning he's going to take some hits.

In a Trick Room team, the best strategy would probably be to have him not only setup trick room, but try to sweep as well. He's so bulky and his ability is so mean to your opponents he'll probably have plenty of time. On normal teams, he is best used as a check to physical attackers like Lopunny. Lopunny hates Cofagrigus because even though it has 'unresisted dual STAB' that goes away as soon as it makes contact with Cofagrigus and loses scrappy. There are a number of other things this coffin can counter but I focused my attention a lot on M-Lop when I built the team below.

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Shadow Ball
- Toxic Spikes
- Will-O-Wisp
- Pain Split

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head

Diancie @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Protect
- Moonblast
- Hidden Power [Fire]
- Diamond Storm

Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fire Blast
- Stealth Rock
- Earthquake
- Stone Edge

Starmie @ Choice Scarf
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Thunderbolt
- Scald
- Rapid Spin

Serperior @ Assault Vest
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Giga Drain
- Dragon Pulse


The theme of this team is controlling hazards. Cofagrigus sets up toxic spikes, a really mean entry hazard for grounded teams. If opponents want to get rid of them, they'll either have to rapid spin which could bait in Cofagrigus, or they'll have to defog, which would bait in Bisharp. M-Diancie helps keep hazards off of my side, while Starmie serves as a backup plan. Garchomp is a suicide lead, I'm debating on Fire Blast or Swords Dance... As an endgame sweeper and wincon we have Serperior. I love assault vest on him because it not only helps him win the mirror match (HP Fire does a lot less) it also makes him a better switch-in making him a bit of a better pivot.

Unfortunately the metagame has shifted away from M-Lop spam, now everyone is spamming dark types...even this team is a little guilty of that. In this kind of environment, Cofagrigus falls by the wayside, especially because he doesn't present any immediate threat to your opponent.

http://replay.pokemonshowdown.com/ou-343317504 <- A replay where I somehow win...

By happenstance, I guess I can write about M-Altaria too!

A Pillow
Mega Altaria has a lot of versatility thanks to its typing and ability. Pixilate is an extremely powerful ability, that turns any normal move into a fairy move, and considering Altaria learns some really strong normal moves, along with Dragon Dance, it can become a huge threat. Dragon Dance also makes it just fast enough to be a big offensive threat, outrunning a lot of things at +1. Mega Altaria can also be tough, it's a tank and though Dragon/Fairy is an odd type that can really backfire (you have lots and lots of weaknesses) it gives you some solid resistances. Really Altaria's versatility is probably it's greatest strength. Support, Special Attacker, Dragon Dancer or All out attacker, Altaria can do almost anything you need, you just need to tune it's stats.

As mentioned, Altaria does have some drawbacks, they include:
-A great amount of weaknesses, including ice, poison, fairy, and steel, attacking types that have gotten all the more common in this meta.
-Slow-ish before setting up. Even non-mega it's fairly slow. It's also weak to bullet punch, one of the primary priority moves in the tier.
-Certain sets only run a single (fairy-type) attack, which has a risk of becoming setup fodder for some pokemon.

The set I used for research was the King DDD set. Defensive dragon dance is a solid set that can clean up a game if it gets rolling. As mentioned the only attack is Pixilate Return, so care must be taken when you use this set that you can clear out the things that resist Fairy. Heal Bell kinda allows Altaria to support his team in addition to clearing away status. Roost keeps him healthy and Dragon Dance builds him up into a deathball of fluffy death! It's not the only set that exists, but it's what I was using.

Renamon (Lucario) (F) @ Choice Specs
Ability: Justified
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Vacuum Wave
- Aura Sphere
- Shadow Ball
- Flash Cannon

A Pillow (Altaria-Mega) (M) @ Altarianite
Ability: Pixilate
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Return
- Roost
- Heal Bell

RAGE (Gyarados) (F) @ Leftovers
Ability: Intimidate
EVs: 88 HP / 220 Atk / 4 Def / 196 Spe
Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Substitute

Clever Girl (Serperior) (F) @ Assault Vest
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Hidden Power [Fire]
- Dragon Pulse

Kamina (Excadrill) (M) @ Lum Berry
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Rapid Spin
- Swords Dance
- Earthquake

Batman (Gliscor) (F) @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 188 Def / 72 Spe
Impish Nature
- Knock Off
- Earthquake
- Stealth Rock
- Protect


The Strategy: I guess I can talk about my general ideas and play-style with this team. My basic plan was to use Lucario as bait, she would either be double switched, or switched into an attack she resisted. Then my opponent would see this Lucario and switch in what they hoped was something that could wall it, and then get hammered by a Flash Cannon or a Shadow Ball. Heatran is my 'lead' I guess you could say, offensive heatran covers a lot of weaknesses and Taunt wrecks a lot of opponents' leads. I was using offensive heatran, but I switched over to Gliscor to give me more answers to Garchomp and Excadrill. HP Fire Serp also helps deal with steel types, the Assault Vest is there to make it slightly better against Keldeo. Excadrill covers rapid spin but it also serves as an alternate wincon, a strong sweeper that can pound anything with an EQ. Gyradoss is able to switch in on ground moves. As a 2ndary bulky dragon dancer, he can defeat things M-Alt cannot, like Vocarona and Talonflame.

The Metagame: Even though the usage of the puffball has declined, I still think it's just as strong. The meta still favors it, there are some things obviously that it doesn't want to fight, but with the right team around it, it can be an incredible force.
 
signups are c l o s e d . tagging those who signed up:

thanks everyone that signed up! you guys have between now and monday (3/21) night EST to write up your posts about whichever pokemon you took (slowking / mega heracross / dragonite). as a reminder:
If you take a test subject, it is expected that you'll post. Your posts don't need to be super lengthy & detailed, but they shouldn't be super short and simple. I'm not gonna put some arbitrary regulation on how many sentences you should have, but you should have at least a small paragraph.
and as a reminder to those unsure of what to post:
Things you can post include (but are not limited to):
  • strategies used
  • how you went about building with this Pokemon
  • general strengths / weaknesses you noticed about the Pokemon
  • if the meta is in favor of the Pokemon or not
  • sets you used with the Pokemon
remember: you aren't limited to these guidelines; they're just here to help in case you aren't sure what to post. if you'd prefer to focus on 1 specific aspect of the pokemon you selected rather than a broad overview, that's totally okay! if you're still lost, try checking out this post by Infernal.

if you didn't sign up but you'd like to post, feel free to do so, but just don't post if you haven't used the pokemon in awhile / at all. also, if you signed up, but you cannot find the time to post, don't worry about it! just please don't do it regularly :x.
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Bullet Punch
- Pursuit

Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 32 HP / 252 SpA / 4 SpD / 220 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Magnet Rise

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Extreme Speed
- Dragon Dance

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Hydro Pump
- Scald
- Focus Blast

Landorus-Therian @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Knock Off
- Stealth Rock

Latios @ Life Orb
Ability: Levitate
EVs: 24 Atk / 232 SpA / 252 Spe
Hasty Nature
IVs: 29 HP / 30 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Hidden Power [Fire]
- Earthquake
- Defog
This is the team I used to test Dragonite. I used that brainless M-Meta, Mag, Keld, Latios, Lando-T, with one mon being Dragonite. The type that gets walled by M-Sableye. I don't find Dragonite too great in the meta-game or at least Dragon Dance. I guess it gets hype on ladder on those set up spam teams but idk those types of team aren't really my thing when I actually care to win a game once in a blue moon. There's too many Clefables, ways to maintain hazards, and focused pressure to keep Dragonite at bay and it's pretty rare a prepared squad will ever get swept by a Dragonite. Most games I spent using everything else effectively but that where it was just fodder. Maybe I'm using it wrong or it's relegated to brainless offense these days with even less of a defensive backbone than what I have now idk.

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- Heat Wave
- Hidden Power [Ice]

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Slack Off
- Calm Mind

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 252 Atk / 28 Def / 216 Spe
Adamant Nature
- Seed Bomb
- Facade
- Focus Punch
- Substitute

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Stone Edge
- Ice Punch
- Pursuit

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Taunt
- Stealth Rock
This team was more to my liking. Some offensive stuff with a small offensive backbone. It's not the greatest thing in the world but it was good for testing out Slowking. I used Slowking as a Torn-T check alongside Heatran and M-Diancie, Heatran for rocks and M-Venusaur, Scarftar for a secondary birdcheck, Latis, and what it usually checks, Life Orb 4 attacks Torn-T, and Sub PH Loom to lure in things like Amoonguss with a 2HKO Facade. Goal was mostly just to certify a Slowking win. It's nothing too fancy but I think CM Slowking is the set you should go to and if not OTR is solid to. It's pretty solid in the meta right now barring things like Hoopa
 
I did Dragonite and Mega Heracross as i promised:


Name: Dragonite
Type: Dragon/Flying
Ability: Inner Focus or Multiscale (Hidden Ability)
Role: Bulky Offensive/Balance Breaker
Stats: 600 BST
HP: 91
Atk: 134
Def: 95
Sp.Atk: 100
Sp.Def: 100
Speed: 80

Pros and Cons:
Pros:
-This Pokemon is Bulky and access to Multi scale and Dragon Dance and nice coverage makes him a decent offensive threat, especially against balanced.
-This Pokemon has access to stuff like Weakness Policy Lum Berry or Band for some sweeping/wallbreaking prowess and extremespeed.

Cons:
-This Pokemon struggles against Hazards (Stealth Rock) not keeping Multiscale, making it hard to tank hits as it sets up.
-This Pokémon has 4MSS, and this works against it, usually not running all the coverage it wants
-This Pokemon even after a dragon dance is still slow against Hyper Offense, and gets Pressured by them.


Strategies used (or what strategies to use with Dragonite)
-Hazard Stack + Dragonite is very annoying to face whether Dragon dance or band, as it builds pressure.
-Pokemon that can Offer power against Sand, Bulky Steels (unless running Fire Punch), Bulky Fairies, like for example, Breloom or Talon flame or Magnezone even.

Teams Used:
I used 2 Teams in the process
-One with Mega Diancie Rock Polish + Azelf Lead + Talon flame
-The other with Mega Slowbro and Mamoswine lead
Team 1
Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash
- Stealth Rock
- Earthquake
- Ice Shard

Scizor @ Choice Band
Ability: Technician
EVs: 76 HP / 252 Atk / 180 SpD
Adamant Nature
- Pursuit
- U-turn
- Superpower
- Bullet Punch

Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Scald
- Fire Blast
- Slack Off

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Icy Wind
- Secret Sword
- Scald

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Thunder Wave
- Roost
- Draco Meteor

Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head

Team 2
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 196 Atk / 228 SpA / 84 Spe
Naive Nature
- Hidden Power [Fire]
- Rock Polish
- Moonblast
- Diamond Storm

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Swords Dance

Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Tail Glow
- Scald
- Energy Ball
- Ice Beam

Azelf @ Focus Sash
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Taunt
- Skill Swap
- Fire Blast
- Stealth Rock

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Psyshock

Have fun! :)
 
The other for Mega Heracross

Name: Heracross-Mega
Type: Bug/Fighting
Ability: Skill Link
Role: Bulky Offensive/Slow Team Killer/Fat Team Killer/Balancebreaker/Sub-Sash/Trick Room Optional Wallbreaker
Breaker
Stats: 600 BST
HP: 80
Atk: 185
Def: 115
Sp.Atk: 40
Sp.Def: 105
Speed: 75

Pros and Cons:
-This Pokemon has immense power and Coverage and set up to go with it (Swords Dance + stuff like Bullet seed etc and even Knock Off!)
-This Pokemon has exceptional bulk to be able to tank a hit and hit harder back usually or to set up a swords dance.
-This Pokemon destroys anything called Fat Teams or Balanced :)

Cons:
-Though a bit slow, which Offensive teams easily bop this thing, its not meant to be for Beating Offensive teams but for more slower teams.
-Common weaknesses and Bird Spam don't help it all, but then again, its not meant to be for beating hyper Offensive teams, unless its Trick Room.


Strategies used or what to use with Mega Heracross:
-Hazard Spam is optional and maybe even Bisharp to prevent the hazards from coming off.
-Fast Pokemon that still offer Sinergy like say Torndus-Therian or Thundurus or Talon flame. These help it for dealing with fast offensive teams.
-Azumarill (Belly Drum especially) is a huge Boon, where it makes chunks for Mega Hera so it can offer more wallbreaking/sweeping support.
-Heatran also offers Stall breaking and Sinergetic Defensively and Offensively with Magma Storm, Chipping Opponent for Mega Her across or Cleaning up after him, and vice versa.

Teams Used:
-I used a "I like Ice Cream" Team with him, using Belly Drum Azumarill + Tornadus Therian and Heatran(Magma Storm)
-I also used a Custap Lead Skarmory + Bisharp and Azumarill Belly Drum and other mons I mentioned above in "Strategies used"


Team 1
Me leik IceCream :) (Heracross-Mega) @ Heracronite
Ability: Guts
EVs: 252 Atk / 108 Def / 148 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Pin Missile
- Knock Off

Strawberry (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 120 Atk / 188 Def / 200 Spe
Timid Nature
- Magma Storm
- Stone Edge
- Toxic
- Taunt

Vanilla @_@ (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Knock Off
- Play Rough
- Aqua Jet

Blubewies :) (Tangrowth) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
- Leaf Storm
- Infestation
- Focus Blast
- Hidden Power [Fire]

Mint (Tornadus-Therian) @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Hasty Nature
- Superpower
- Hurricane
- Heat Wave
- U-turn

Rocky Road :] (Garchomp) @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Outrage
- Swords Dance

Team 2

Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 108 Def / 148 Spe
Adamant Nature
- Close Combat
- Knock Off
- Swords Dance
- Pin Missile

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Aqua Jet
- Belly Drum
- Knock Off
- Play Rough

Heatran @ Leftovers
Ability: Flash Fire
EVs: 120 Atk / 188 Def / 200 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Stone Edge

x2 (Skarmory) @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spikes
- Stealth Rock
- Whirlwind
- Brave Bird

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Focus Blast
- Thunder Wave
- Nasty Plot
- Thunderbolt

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 60 Def / 196 Spe
Adamant Nature
- Sucker Punch
- Swords Dance
- Knock Off
- Iron Head

Have fun! :]
 

What makes Dragonite special:
Dragonite is a potent wallbreaker and setup sweeper in the OU tier. It wields coverage that makes it so unpredicable. It can function well as a wallbreaker since it can destroy "switchins" with it's amazing coverage. It also has good priority in Extreme Speed. It's ability Multiscale makes it so it takes 50% damage from attacks which makes it easy to setup with. Base attack of 134 makes it so it hits really hard after it is able to setup. It struggles with it's coverage because it can't have everything so some moves have to be left out which relies on a lot of team support. Being a dragon gives it so much resistances which also aids in it setting up.

How I built my team:
I knew from the start that I wanted Magic Bouncer to support Dragonite's setup. Diancie can easily get predicted by Chomps and Lando's so I decided to choose M-Sableye that beats these rockers. M-Sableye just supports Dragonite so well by being able to bounce away rocks. Immediately any fairy could click their fairy STAB twice and win. I decided to Hazard Stack with Skarmory which also functioned as a switchin to fairies. At this point I wanted to make a team that controlled hazards and kept them on the opposing side. With this in mind I added Bisharp to squad to pressure Defoggers. Talonflame was chosen to deal with grass types and M-Loppunny. I chose Starmie to destroy SR Setters and Spinning Hazards away. My goal for this team is that I wanted to make sure hazards were off my side of my side of the field and on the enemie's side.

I think the meta is in favor of Dragonite because it setups on Keldeo, a prevalent threat in the OU Metagame. It is able to set up on so much things when Multiscale is in tact. It has the moovpool to lure in unsuspecting foes. Once it gets a free-switchin it sets up and then multiscale gives it another chance to boost up even more.
Sableye (M) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
IVs: 0 SpA
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Dragonite (M) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 0 SpA
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Will-O-Wisp

Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Ice Beam
- Scald
- Rapid Spin

Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Stealth Rock
 
Last edited:
mhera:

Things you can post include (but are not limited to):
  • strategies used
think mhera thrives best on bo teams that require a balance breaker and can if they already cover offense p well. been toying around with adamant sub mhera which is really strong as it 2hkoes clef w/ rock blast with adamant. sub is a solid move for the 4th slot over sd as most team's form of "counterplay" is pivoting around its moves and praying mhera doesnt hit with the right move at the right time, like trying to get tornt in vs cc/pin missile, and sub alleviates this prediction game and basically guarentees a kill from behind a sub. i provided wisp support as well to cushion blows to provide sub mhera more opportunities to prevent the opp from breaking the sub.
  • how you went about building with this Pokemon
yea in the earlier paragraph i mentioned wisp support (esp on tran, oml its so good in catching things like chomper, landt, azu etc). also built tr hoopa u with it which was ridiculously good in tandem cuz hoopa u has the tendency to get picked off by prio which gives mhera a switch inniative and attempt to get maybe 3 kills vs offense. it actually doesnt need a ton of support, it just needs mons to cover offense altho i think thats basically a given for every team anyway.
  • general strengths / weaknesses you noticed about the Pokemon
shits on mlati balance and sand offense which is really good. general check for stuff like ttar/bisharp is always appreciated too. it actually has decent bulk but gets worn down p quickly by sub so u absolutely have to think if its worth it to sub or not. offense chips it p fast but its also almost a guarenteed kill vs offense if it gets in safely, or at least its severely weakening landt, which allows a ton of other mons to take advantage of it.
  • if the meta is in favor of the Pokemon or not
yea definitely in favor rn, beats the flavor of the month which is mlati balance and sand offense and doesnt fare too badly vs other playstyles.
  • sets you used with the Pokemon

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 248 HP / 216 Atk / 16 Def / 28 SpD
Brave Nature
IVs: 10 Spe
- Trick Room
- Hyperspace Fury
- Gunk Shot
- Hidden Power [Ice]

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

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Lava Plume
- Stealth Rock
- Will-O-Wisp
- Taunt

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Will-O-Wisp
- Pain Split
- Hydro Pump
- Volt Switch

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Explosion

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Flamethrower

something ive been playing with for a while, tr hoopa u was actually the corner stone of the team cuz i get to shit on both balance and offense if i play my cards right. tr hoopa u is also p fat. goal of the team is to find a chance to break apart the opps team with mhera or hoopa u if possible and later clean up with scarf landt. pretty standard offense imo. 10ivs on hoopa u cuz i get to move before 0 speed clef and gunk shot. hp ice is for chomper/landt if i didnt get to wisp them earlier, and also enables me to clean sweep them. drain punch is an option i used before changing to hp ice to beat bisharp and ttar (btw i can eat a lo sucker from bish) but letting them kill me in exchange for mhera coming in for free and taking full advantage of the leftover tr turns seemed more advantageous to me. wisp on tran so i cripple landt/chomper to give mhera a chance to sub up vs them and also prevent azu from being too big of an issue under tr too. latios is an option vs landt to kinda mitigate the keld weakness but imo if ur letting keld take more than 3 turns vs ur team you prob would have lost regardless of the team comp unless ur packing a hard keld counter like amoon/mvenu. personally i like landt more as a electric check (altho u can actually sack landt and set up tr with hoopa u and go ham), but also as an answer for other stuff like zard x etc. flamethrower clef cuz its nice to lure out skarm, and twave might potentially mess up my team and give the opp a chance to take advantage of the twave under tr too. pretty fun team, most games are actually decided within the first 25 turns, any longer and you prob would have lost anyway cuz the team lacks a form of sustain, but u rly shouldnt have any problems vs balance with this team. also fuck zard y.

prob not a replay showcasing mhera but more of how the team worked in general: http://replay.pokemonshowdown.com/ou-344193083
 

Phantom Me

Banned deucer.


Say Hi to Dragonite:)
Dragonite's stats, movepool, and ability make it a big threat in OU. Dragonite's great overall stats, most notably its base 134 Attack stat, allow it to wallbreak and majorly dent teams. Dragonite also has access to Dragon Dance, and it is one of the best users of the move in the entire tier. Dragonite's wide movepool provides it with many coverage options, ranging from the elemental punches to Superpower, as well as Outrage for a powerful STAB move. A move that stands out, however, is Extreme Speed. Extreme Speed's +2 priority allows Dragonite to revenge kill prominent sweepers in the tier as well as outprioritize priority users such as Talonflame. Dragonite's ability, Multiscale, is also one of its selling points. Multiscale halves the damage Dragonite takes at full health, allowing it to safely set up Dragon Dance or revenge kill Pokemon that would otherwise OHKO it, such as Latios and Latias.
However, Dragonite does have multiple flaws. Fairy-types such as Sylveon and Azumarill make it harder to use Outrage throughout the match, as they can easily switch into and OHKO Dragonite with their STAB moves. Dragonite's over-reliance on Multiscale sometimes can make it difficult to set up or hit safely, as Multiscale can easily be broken through various methods such as weather damage and Rocky Helmet. Dragonite's weakness to Stealth Rock is also pretty major, as it breaks Multiscale and slices off a quarter of Dragonite's health. Dragonite's mediocre Speed also makes non-Dragon Dance sets harder to use, as an unboosted Dragonite will usually be outsped by threats such as Thundurus and Garchomp. Dragonite also lacks a reliable physical Flying-type STAB move outside of the weak Aerial Ace.Thus it's quite low in the viability rankings.


Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Toxic

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Flamethrower
- Solar Beam
- Focus Blast
- Roost

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Reflect
- Light Screen
- Fairy Lock
- Foul Play

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Thunder Wave
- Soft-Boiled

Entry hazard removal support is vital so that Dragonite performs effectively. Excadrill stands out for this role as it has amazing defensive synergy with Dragonite and can easily take care of Fairy-types as well as spin away hazards.Magnezone forms the DragMag core and gets rid of opposing Fairy- and Ice-types. Magnezone can also lure in Ground-type moves that Dragonite is immune to, and Magnezone can keep up momentum by using Volt Switch.Mega Charizard Y is a powerful Wallbreaker and will weaken the opposition so that Dragonite can sweep more easily.As a bonus, Mega Charizard Y sets sun, negating Tyranitar's and Hippowdown's sand.Dual screens support from klefki makes setting up easier.Clefable can negate will o wisp and Toxic with magic guard,and can set up stealth rock.

My strategy was to utilize Dragonite teammates to clear a sweep for Dragonite ASAP.Using magnezone to kill scizor and ferrothorn,weakening sand rush exca outside sand and m netagross.Also I used klefki whenever I got the chance to set up screens.Clefable is a great burn and poison absorber,and also a stealth rocker to help Dragonite nab some koes.
Dragonite should be used as a cleaner or as a mid- or late-game sweeper, when Dragonite's checks and counters are weakened or gone. Setting up early-game tends to be bad because priority can easily wear Dragonite down and bulkier Pokemon can easily Toxic stall Dragonite until it is susceptible enough to priority. Dragonite should never be sent in when Stealth Rock is up, as it breaks Multiscale and takes a decent portion of Dragonite's health away. Dragonite can easily set up on Pokemon that rely on status, such as Chansey, as Lum Berry will easily remedy any status. That being said, Dragonite should stay away from Knock Off users, as Lum Berry is very important to ensure that Dragonite can safely set up. Multiscale should not be relied on to tank Ice-type attacks, as almost any strong Ice-type attack will easily OHKO Dragonite, even with Multiscale.

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake
This set is my favourite. It turns Dragonite in a frightening sweeper.
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Fire Punch
- Earthquake
A powerhouse.An Outrage from a banded Dragonite will 0hko most Mon which doesn't resist it.Extreme Speed is a great priority move and also does serious damage in combination with band and adamant nature.

The Oras ou meta never particularly favoured dnite.Fairy types like unaware clefable,mega maltaria,Azumarill, sylevion etc.wall it completely.In addition,stealth rock breaks multiscale and takes away a quarter of its health.Rocky helmet is also a problem for Dragonite. Moreover,in this fast paced meta game,base 80 speed is terrible for a sweeper,and it's still outspeeded by weavile after a boost.However,it shouldn't taken lightly, as the friendly dragon can be quite terrifying for unprepared teams.
 

"They called me slow, once"

Slowking is a defensive water type with similarities to his bro, slowbro. When I first looked at the research topic, the first thing I looked at was, how is he different from his bro? The main difference is a lower defense because he's not being half-eaten by a cloyster. This sadly makes him a bit less of a physical tank, but his other stats are more or less the same as slowbro's. That means that he shares all the same flaws.

-Psychic typing makes him weak to dark type attacks, which are everywhere in this metagame
-Very low speed means he's gonna take hits

But, apart from those flaws and the low defense...there's really not too much bad about him. Obviously he's a bulky water-type and not every team is going to be able to make use of him, but I do feel like there are a few ways he can be used, he tends to be used as a check to special attackers, Keldo comes to mind as a pokemon that can't do anything to slowking. Being related to slowbro means he has the same awesome Regenerator ability. He also has a fantastic movepool. The number of different attacks he learns is seriously amazing, his coverage is nearly perfect. Slowking may be slightly outclassed by his bro, but, he's still pretty strong.

Slowking is perfect for an Assault vest, as it boosts his already respectable special defense to sky high levels. This also 'frees' him from slowbro's typical need for slack off, letting slowking run 4 attacks.
UrbanMech (Slowking) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Scald
- Ice Beam
- Flamethrower
- Grass Knot


Slowking is able to use calm-mind as well, though not quite as good at it as slowbro, he's still decent when he gets setup, the only issue is coverage.

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off


There's a number of other support moves he learns, like trick room and nasty plot but I didn't really look into those.

While I was teambuilding with slowking my first thought was to use him with some steel-type mega. I guess I could have used him alongside Mega-Heracross as well, but I had an urge to use Mega Scizor, one of my favorite megas. My plan was to use Scizor for defog, and to use Slowking to counter Scizor's typical switch-ins, particularly heatran. I also included Breloom and Talonflame, two pokemon that, once setup, can obliterate any team they run across. Then I included, at first choice band, but then DD dragonite. Lastly to setup stealth rocks I included Gliscor.
King Crab (Scizor) (M) @ Scizorite
Ability: Light Metal
Shiny: Yes
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Defog
- Roost
- Bullet Punch
- U-turn

UrbanMech (Slowking) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Scald
- Ice Beam
- Flamethrower
- Grass Knot

ShadowHawk (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 192 SpD / 72 Spe
Careful Nature
- Stealth Rock
- Knock Off
- Earthquake
- Stone Edge

Griffon (Talonflame) @ Sky Plate
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Roost
- Flare Blitz

Vindicator (Breloom) @ Toxic Orb
Ability: Poison Heal
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Spore
- Focus Punch
- Rock Slide

Highlander (Dragonite) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Fire Punch
- Dragon Dance


My goal was to try and hit 1600 with it, sadly I didn't quite get there, if I didn't hit my goal I wasn't going to screenshot it. I think this team might have some flaws, it struggles hard against more defensive teams especially defensive heatran as Slowking doesn't really hit hard enough to deal with him. It can also have issues with opposing Talonflame since mine is a little slower and Gliscor can't take it on after it gets setup.


All in all, I was very impressed with Slowking. He exceeded my expectations in a lot of games.
http://replay.pokemonshowdown.com/ou-345177310 <- this was my first battle using slowking, and even though I lost, I immediately saw the power of slowking. the fact that he could take on Mega-Manectric and actually survive was awesome.
http://replay.pokemonshowdown.com/ou-345185930
http://replay.pokemonshowdown.com/ou-345475841

Unfortunately, the metagame is full of not only strong physical dark types, but also there's a trend going around of lopsided teams (IE teams who rely on several (more than two) swords dance/dragon dance sweepers to overwhelm an opponent.) In this kind of meta slowking doesn't really find a use, because he's not fast enough or tough enough to deal with a +2 Talonflame nor is he truly a wallbreaker. He can't really beat a specially defensive pokemon unless he finds a 4x effective move. That's not to say I didn't have fun, I loved using slowking, 10/10 would do it again!
 

Cheryl.

Celesteela is Life

Things you can post include (but are not limited to):
  • strategies used
I think that Slowking fits best on balanced and bulky offense teams that want the utility it's typing has, but also want the advantages Slowking has over Slowbro, which are having more special bulk letting it check Pokemon like Keldeo better, and also switching into special attacks better as a whole (It can take on Latios unless it has CM or TBolt) It also is a fantastic check to Grass Knot Mega Metagross, as it can eat up GKnots a lot better than Slowbro, and can wear MMeta down with Scalds or Thunder Waves. Sadly, the teams that have Slowking must compensate for his lower physical bulk, which makes him a worse check to physical attackers like Mega Medicham than Slowbro, and also makes him even weaker to the plethora of Dark-types running around right now. It also makes him not very good against Sand offense because Excadrill does like 50 to him with Earthquake.
  • how you went about building with this Pokemon
I decided to build around Thunder Wave Slowking, as he can cripple a lot of his switchins like the Lati's and Dark-types with it, and support his teammates with it as well. I added Dark checks and Electric checks to help him out in the metagame, and went with Calm Mind Clefable and Sand Rush Excadrill as win cons. Slowking doesn't need way too much support, but he definitely wants some thanks to his lesser physical defense.
  • general strengths / weaknesses you noticed about the Pokemon
Takes a massive dump on Keldeo, a prevalent mon in the metagame, which is awesome, and also is a nice check to stuff like Heatran and Mega Zard Y (gets 2HKOed by Solar Beam, but can TWave it back and neuter it). Sadly the popularity of physical attackers and Sand Offense make him pretty weak in the metagame.

  • if the meta is in favor of the Pokemon or not
The meta is not in favor of Slowking, as with all the physical Dark-types (Bisharp, Tyranitar, Weavile) running around, it makes him really suspectible to Pursuit, although Thunder Wave or Scald burns help alleviate that a bit. But with the popularity of sets like Thunder Punch Mega Metagross and TPunch Mega Cham running around, it just makes Slowbro a better choice on most teams, as he still checks Keldeo and checks more stuff in general, while being a bit weaker to special attackers.
  • sets you used with the Pokemon
Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 84 Def / 176 SpD
Calm Nature
- Scald
- Thunder Wave / Calm Mind
- Slack Off
- Psyshock

Great special wall that can also act as a win con with Calm Mind. Probably Slowking's best set.

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Scald
- Thunder Wave / Calm Mind
- Slack Off
- Psyshock

A more physically defensive spread, and probably the better spread as it allows him to take on stuff like Excadrill and Mega Cham better.

Slowking @ Colbur Berry / Leftovers
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Trick Room
- Scald
- Psyshock
- Nasty Plot / Fire Blast

OTR Slowking is pretty solid on TR teams as a setter or an abuser of Trick Room, using his STABs and coverage to clean up pretty nicely late-game.


The Team I used:

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 84 Def / 176 SpD
Calm Nature
- Scald
- Thunder Wave
- Slack Off
- Psyshock

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 196 Def / 60 SpD
Bold Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower / Heal Bell

Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Taunt
- Magma Storm
- Earth Power
- Toxic

Serperior @ Leftovers
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin / Swords Dance

I paired Slowking up with CM Clefable as Clefable can check Dark-types not named Gunk Shot Hoopa-U or Bisharp pretty well, and acts as a win condition with Calm Mind. Clefable also appreciates the pressure taken off her to check stuff like Tornadus-Therian since Slowking's there. I added Heatran originally as a Stealth Rocker and a ZardX check, but I decided to change the set to stallbreaker to break stall (duh) and still check stuff like Talonflame. Serperior acts as a nice Water check, as well as acting as another win con with Leaf Storm and also helps the matchup against offense by outspeeding stuff like Keldeo. Glare is also nice to pair with Slowking's TWave to paralyze everything. For the last two members, I added a Tyranitar + Excadrill core to further help against offense, and Tyranitar also acts as a Talonflame and Torn-T check, as well as the Stealth Rocker and Pursuit trapper. Excadrill is basically to clean shit up late-game, and can also Spin if you want it to. Overall, it's not the best team ever, but it definitely is cool in the current meta. Hope you try it out ;)
 
Overview
Heracross has a lot going for it. Respectable bulk, a fun ability, a good offensive movepool, but most impressively, the base 185 attack stat. It's ground resistance allows it to switch into a lot of the bulky grounds of the meta such as tank chomp or hippowdon and 2HKO them with pin missile (Not landorus however but we'll get to that later). Heracross also has the ability to force a heavy amount of switches, which can be taken advantage of by its substitute set. This makes it less prediction reliant, and also gives it a nice option when faced with a tankchomp, as earthquake doesn't even break subs. It can absolutely decimate slower teams, with access to high base power moves such as Close Combat, Pin Missile, Rock Blast, Knock Off, Bullet Seed and even swords dance to further boost its damage output. However a low speed and a number of weaknesses leave it open to being revenge killed by fast and powerful threats such as talonflame and gardevoir however these mons can not switch in because of hera's coverage.

Pros
Before we get into it let me make one thing clear - Mega Heracross is not a sweeper, it is a wallbreaker.

Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 20 HP / 252 Atk / 236 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute/ Swords Dance/ Bullet Seed/ Knock Off

(Let me say that knock off has veeeeeeery little usage and is only used for super obscure things like doublade, bullet seed is nice for the OHKO on rotom and a lot of other grass's and ground's, SD is beautiful vs stall, and substitute greatly eases the prediction-heavy nature of heracross vs things like the lati's or talonflame and tornadus)

Now, it definitely has a lot of advantages that other wallbreakers such as mega medicham or hoppa-U don't have. Heracross has a considerable amount more bulk than them, allowing it to tank hits from threats such as raikou, a +3 manaphy, sand, breloom (it's nice because pin missile guarantees the OHKO on breloom through focus sash because pin missile breaks it and outspeeds it before and after mega evolving) bisharp (Outspeeds and obviously OHKOs with CC, while living a +2 sucker punch) and even conkeldurr can't touch it (Ice punch is like a 4HKO while CC almost always kills after rocks) and much more. However this is just its bulk, now when you look at its offensive stats you know why people use heracross. It is such a good stallbreaker. Let's look at some of the things that it 2HKO's that you typically see on stall - a high chance to get the 2HKO on clefable, sylveon, togekiss, mega altaria, skarmory, Mega scizor, jirachi, klefki, mega venusaur, tangrowth, ferrothorn, amoongus, Zapdos, Mega Sableye, Mandibuzz, Hippowdon, TankChomp, Rotom-Wash, Slowbro, Starmie, Tentarcuel, Quagsire, Slowking, Gastrodon, Manaphy, Seismitoad, Alomomola. Words do not describe how great heracross is at killing stuff. It is a godsend vs stall, while still able to smash balance to pieces (Except lando-T. Dang that stupid genie, it's the perfect counter to heracross. Also gliscor if running full physically defensive and toxic orb is activated.) and has the nice advantage of being able to 1 on 1 common threats on HO such as lopunny, bisharp, fast electrics, weavile, and sand offense - all of which are appreciated by offense players such as myself. In addition to this, heracross' ability before it megas is guts, allowing it to still have some use even if it is status'd - another advantage it has over other strong physical wallbreakers.

Now, I wanted to toy around with other possibly vaiable sets. I focused mainly on the offensive one but another fun set is it's SpDef bulk up set:

Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 248 HP / 252 SpD
Careful Nature
- Bulk Up
- Rest
- Arm Thrust
- Sleep Talk

This set, admittedly, is not as effective as I wanted it to be. Every game I found myself wishing I had rock blast, pin missile, more power, etc. but I will say the additional bulk is certainly noticeable and definitely appreciated. However I honestly wouldn't recommend this set, and think that it's offensive on is MUCH better. A happy medium between the two however is throwing a lot of bulk onto the offensive set in place of speed, and giving it arm thrust over CC to avoid those defense drops.

Cons
Mega heracross seriously is a phenomenal pokemon, but it is by no means perfect. It's awkward speed tier lets it get outsped and revenge killed by a lot of stuff - mega gardevoir after it mega evolves, tornadus, talonflame, either zard, mega diancie, etc. None of these mons can switch in, but they all can come in and scare it out. Unfortunately this gives a lot of these guys an opportunity to set up, or simply to fire off a powerful attack. Also, if it just fired off a close combat, heracross' defenses will be lowered making it even more easy to be revenged. In addition to being slow, it also has a vulnerability to status especially burn - however this is heavily alleviated by its pre-mega guts ability. If you choose to not run substitute, there is going to be a whole lot of pressure on how well you predict. Often times people have something that can revenge kill heracross (Mega pinsir, talonflame, latis, etc.) But won't be able to switch in if you can get them with the right move as they switch in - you have to keep in mind, with heracross, you rarely are attacking what's in front of you unless they are straight up sacking. Also, the very fact that landorus is a hard counter makes life very hard for heracross as that guy is literally everywhere. Heracross is also very vulnerable to hazards, something that hinders it from stomping all over stall.

Sets
I mentioned earlier that heracross had some utility with the SpDef Bulk Up set. I want to point out that that set is really not ideal, and I strongly recommend using its offensive set. So here I will be talking about variances of that, as it is by far the most effective set in the current meta.

Adding Bulk vs Speed
I can understand why people would take some investment out of speed and put it into bulk. In a metagame where darkspam is actually everywhere, heracross does appreciate some more HP investment. However, I feel as though that still is keeping the same ideas of the original offensive set - to come in and make stuff dead. It simply comes in on more, and outspeeds less. The bulk allows you to better tank hits such as a +3 manaphy scald after rocks, a non-banded Azumarill play rough or even a LO Latios psyshock!

+3 252 SpA Manaphy Scald vs. 248 HP / 0 SpD Mega Heracross: 262-309 (72.1 - 85.1%) -- guaranteed 2HKO
252+ Atk Huge Power Azumarill Play Rough vs. 248 HP / 36 Def Mega Heracross: 306-362 (84.2 - 99.7%) -- guaranteed 2HKO
252 SpA Life Orb Latios Psyshock vs. 248 HP / 36 Def Mega Heracross: 291-346 (80.1 - 95.3%) -- guaranteed 2HKO

The bulk on this guy is pretty remarkable. However, its speed is very handy as well. If you look at its uninvested speed, that leaves it vulnerable to being outsped by 252 speed azumarill, rotom-wash, magnezone, bisharp, breloom, and much more. Even with 252 Spe, if it doesn't have a jolly nature then it will end up being outsped by the max speed base 70's. But tbh I am greedy and wanted the power from adamant for the increased chance for the 2HKO on clef and a few more mons.

What's going in that fourth slot?
Now, assuming you're using the standard set then you'll have your moves almost completely filled out

Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 20 HP / 252 Atk / 236 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute/ Swords Dance/ Bullet Seed

Plz don't use knock off on mega hera You have near perfect coverage with CC, Pin Missile, and Rock Blast - all three are almost mandatory (Although if you are running a heavy amount of bulk, I've seen success with arm thrust > CC to avoid the defense drop, but I don't like the lack of power) But the fourth slot is debatable. I know that sub and SD are probably considered the two best options, and bullet seed is often seen as pointless - but it seriously has its place. Being able to OHKO a rotom-wash is so heavily appreciated, along with able to pick up the OHKO vs manaphy, azumarill, and also giving a 100% accurate move to hit fairies is nice. So while it isn't at all useless, I personally prefer its other two alternatives.

  • Sub vs SD: You have to keep in mind that mega heracross can destroy stall or balance, whatever you want. If you want to seriously hurt balance, give it substitute - this allows it to sub up on things like a rotom hoping to burn, a garchomp thinking that it is safe, and even when you're not sure what your opponent will switch into. Sub helps a lot vs balance, and if you already handle stall well then you can afford to run this. However, SD allows you to literally walk all over stall. You set up on plenty of things, including ferro or hippowdon's lacking whirlwind and proceed to ruin the team. Honestly, stall has very few answers to this monster and if you've gotten an SD up that's only making it easier to break.
  • Arm Thrust vs CC: I wasn't even going to mention arm thrust because imo it is trash, but I suppose it's worth mentioning that it does have the nice advantage of 100% accuracy, and no nasty defense drops. But all in all, CC is such a great move on heracross it really sucks not to have it. Plus, if you arm thrust something with rocky helmet or rough skin you take 8 million percent - rough skin chomp with rocky helmet will literally kill you with recoil if you click arm thrust vs it.
Team Building
The way I went about building with heracross was super fun.
http://data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACIAAAAgCAMAAABAUVr7AAAAM1BMVEX///9Ke84xMTE5WpRSUlLva0oyMzTGYzlNe8w3NTStjBDGxsbtbE1VU1I1NDH/3jFrpfck5BEIAAABGUlEQVQ4jZWT63aDMAyDsexcKGHd+z/tZCfbup7QdPkRDvAhS3bYtn8uYI3IknkLWTJE8hp5IZOXSDeaZVSalYPCN+0y+Jxo7Zp7nY5My5HpInwLsX3qRo3vo5JcDIIaFjJ2RXip0DGxKxFaME2NxFVvIBk1pVpPdzNlGNhSLKqkZ52cvRXOWCsfdyNBP09R2BODexW73wKRjL8Es4B9iUDciucigzEqpM7ojnTa6U5KxEdWyQ5h0+KIh5aUGv1SxhlSbGWfbjAkSncT1fQWN/6czEHENbRYLIlEA6mdQXSKciHDFodYnIza2mN6GGNRBUXHkaBer/RNHGHISyKawGtS2R5PDn4ngzFsXP7C0GPD+GxO/CR4e30BMtAFgFZnH9sAAAAASUVORK5CYII=

Pastebin of the team because I'm too dumb to figure out the click to reveal thing: http://pastebin.com/mEzNpDLD

I went about building it knowing that mega heracross was a phenomenal wallbreaker. I also knew that he struggled with landorus, talonflame, tornadus, mega pinsir and gliscor. I also wanted plenty of opportunities to bring in heracross, along with some way to force in the lati's so that I could volt switch out into something to beat them. Rotom was the clear choice here. I chose weavile, as it beats lati's, tornadus's and lando's, along with some other things like forces switches into clef to weaken that for hera. From there I threw on celebi because I hate using rotom as my primary keldeo switch in, and the team needed a lopunny counter. It's a nice lil sponge that has just enough speed to outspeed Hoopa-U and OHKO's it with U-turn. It also forms a cool defensive Volt-Turn core with rotom-wash, and the two have some nice synergy together. Celebi is nice as well because if you want you can choose healing wish over something, which mega heracross loves to utilize. From there I wanted a powerful special wallbreaker that could still end up winning games, and one that was a good fairy killer (Cause we were very very fairy weak at this point). I chose gengar because it has great offensive synergy with heracross in like every way possible, and fit the role of all those needs for the team. To round us off, we needed a stealth rocker, lati switch in, sableye switch in, and a back up way to beat fairies because we still had a glaring weakness to them. Now, this team is probably not the best team to ever grace the ladder but it shows how one would go about building around heracross. Ik this is more bulky offense not balance, my bad for calling it that if I do sorry!

Other options for the team

There are a few more options you could run for the team. Because the whole team itself kinda tramples over stall, I figured I could afford to run sub over SD. However SD is definitely an option. Other options include using healing wish on celebi, something that would be very much appreciated by heracross and even weavile, or the other two walls who don't have reliable recovery. If you don't feel like weavile needs low kick, then pursuit would be nice to trap certain mons for heracross. Poison jab on weavile would also be very much appreciated so that it could lure in clef, one of its most dangerous checks. Keep in mind, it only checks it if it is FULL defense investment. Also, it may be worth looking into to trade weavile for iron head kyu-b. Hazard removal would be very nice, so you could consider switching heatran for defog skarmory, and giving celebi rocks instead.
Replays of this team on the low ladder cause I'm a scrub who doesn't wanna ladder up rn :
http://replay.pokemonshowdown.com/ou-346226439
http://replay.pokemonshowdown.com/ou-346065875
http://replay.pokemonshowdown.com/ou-346070931
http://replay.pokemonshowdown.com/ou-346074756
http://replay.pokemonshowdown.com/ou-346223258

Sorry that the not all games are of high quality, but you definitely get the gist of how heracross is supposed to be played. I would reccomend hazard removal, as this team felt pretty clumsy without it but I didn't care enough to change anything. Perhaps changing heatran to Defog SpDef skarm and giving celebi rocks? Idk
Other Great Partners for Heracross
Thundurus-I is everything heracross wants in a partner - it slows down faster threats, provides a soft check to lando, talonflame, torn, and gliscor, and thundurus appreciates heracross' ability to open up holes in enemy teams doing things like bringing landorus down to HP ice range, or clef down to LO thunderbolt range.
[FONT=Verdana, sans-serif]
This lil guy can seriously benefit from heracross' ability to break down bulky grass types like venu or ferro, while also being a check to talonflame. Hera's brute force opens up a lot of holes, allowing for manaphy to be able to come in and clean up games.
The most terrifying wallbreaker duo in the world is heracross and hoopa. It is so very good vs stall and slower builds, but they share a lot of common weaknesses (Offensive landorus, talonflame, anything fast, etc.) that it puts a lot of pressure on the rest of the team.

(lure set with ice beam)
[/FONT]This t-tar checks and traps talonflame, lati twins, lures in landorus with ice beam, provides stealth rocks, checks zards, and is all around an awesome partner for heracross. They do however compound a weakness to fairy, but that can be remedied easily in building.

Final Thoughts
Mega heracross is definitely a very solid pokemon in the current meta. Sporting devastating attack, a wide variety of moves, very few true counters, and a huge amount of bulk, mega heracross brings a lot to the table that other mons simply can't match. Power to break down walls, bulk to check some things crucial to offense having checks to, and function as a stall breaker all in one. However it is very match up reliant. Two very common mons in the metagame, clefable and landorus, both check heracross extremely well. However luckily there are ten hundred lures for all of them, my favorite was ice beam t-tar because in addition to luring landorus, it also gave nice rocks support, and trapped a lot of nuisances to heracross. I had a very old team that was quite similar to the one I used that had defensive t-tar with ice beam and that worked wonders. So, while heracross is a mon with huge power, it can be somewhat matchup reliant. Also, its two most common checks in landorus and clefable are everywhere and are more than capable of keeping heracross off the field. Thanks for reading!
 
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