ORAS OU Sand Team feat. Mega Heracross

Sand Team feat. Mega Heracross
heracross-mega.gif
excadrill.gif
clefable.gif
tyranitar.gif
rotom-wash.gif
thundurus.gif


Introduction
This is my first RMT; although I have played competitively since Sinnoh. I am curious what constructive criticisms raters may have about this team I recently made. It does well, but I bet getting input from others would make it even better.

Goal of team
The team would be classified as a sand offense team. The team starts by trying to get Paralysis on key threats, and hopefully getting Stealth Rocks up. Pursuit and Volt Switch are commonly used by Tyranitar and Rotom-W, the main pivots on the team. Once an opportunity arises, one of the more wallbreaking-oriented members of the team, such as Mega Heracross or Excadrill, should try to remove enemy pokemon. Depending on the enemy team, different pokemon might need to be saved to address certain threats. Clefable is generally the best win condition on the team, but sometimes even Thundurus can put in work. The team has flexibility in that several pokemon could either take out threats early or clean up late game.


Pokemon sets

heracross-mega.gif

Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

I chose Mega Heracross for the team for several reasons. I needed a mega which was not weak to Stealth Rocks, seeing as there is no hazard control on my team. I also appreciate Mega Heracross's 185 base attack, which allows it to hit hard without setting up with boosting moves. Mega Heracross's bulk allow it to conceivably switch in on NVE moves, or hazards multiple times before performing its job for the team.

Mega Heracross is an offensive tank, checking several Dark and Steel types which may otherwise cause the team trouble. Once faster threats are Paralyzed, and enemy pivots are weakened, Mega Heracross should attempt to come in safely to KO something. The massive 185 attack stat means that even a neutral hit will hurt the enemy. Not many pokemon enjoy switching in on Mega Heracross, and the goal of the early game is to make it even harder for the enemy to do so. Mega Heracross can be sacked once he has done his job because he generally is not fast enough to be considered a win condition.

I basically took this set directly off of the Smogon Strategy Pokedex entry. This is my first time using Mega Heracross, so I am not sure which threats I should be considering when adjusting its bulk EVs. I like how the set generally maximes bulk while maintaining power, but I could have more tailored EVs. Substitute is the most notable aspect of the set for this team. If the enemy is Paralyzed Mega Heracross can abuse the enemy being Fully Paralyzed to get up a Substitute. Substitute can also block status moves, which would otherwise cripple Mega Heracross.


excadrill.gif

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

An Essential part of this Sand team, Excadrill was one of the original pokemon considered for this team. Excadrill is extremely flexible when played in Sand, and is therefore a great pokemon to include. Its speed, along with its great natural bulk, good offensive typing, and amazing base attack stat, allow it to be played primarily as a sweeper, but also as a wallbreaker, and a revenge killer.

The Air Balloon allows Excadrill to have more opportunities to set up a Swords Dance. It also can allow Excadrill to win 1v1 against other Excadrill, among other pokemon. Sometimes a Swords Dance is not necessary, but with the temporary ground immunity Excadrill could potentially do extra damage to an unprepared enemy. Excadrill is a primary answer to Fairy pokemon for the team, as well as being a fast answer to many pokemon that might otherwise sweep the team using Agility or Dragon Dance. I am not sure that I need maximum investment in speed, and could potentially invest in some health.


clefable.gif

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

Clefable is an amazing pokemon in this metagame, and is therefore justifiable on many teams. This particular set suits my team particularly well, because it serves as a unique win condition, which overcomes different obstacles than Excadrill does, allowing for more variety in how one might approach victory. Clefable appreciates the Paralysis spread by Rotom and Thundurus because of the opportunity to get a free turn from the enemy being Fully Paralyzed.

While Clefable can serve as a counter to fighting types, often times the opponent's fighting type will carry other powerful STAB moves which threaten Clefable. Because of this, Clefable is generally best saved for late game. In some cases Clefable is checked by too many pokemon on the opponent's team and can be sacked earlier.

The Calm Mind Magic Guard set hits from the special side, unlike Excadrill, and focuses on setting up multiple boosts to take hits, which is vastly different from the approach Excadrill takes. Magic Guard allows Clefable to absorb status for the team, and avoid Sand/hazard chip damage. Flamethrower is used because it is the only Fire type attack on the team, and the coverage vs steel types is more important on this offensive set than other options. The EVs are directly off of the Smogon Strategy Pokedex entry, and could therefore probably be adjusted to fit the team's needs.


tyranitar.gif

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 100 Atk / 80 Def / 80 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

The starting point for the team, Tyranitar boasts 8 turns of Sand, Pursuit, and Stealth Rocks. Tyranitar has good synergy with Excadrill, in that it deals with Latios, while Excadrill deals with Fairy types. The chip damage provided by sand, coupled with the advantage of having a Sand Rush boosted Excadrill help keep pressure on the enemy.

Tyranitar serves as a pivot, covering many threats, and therefore having many opportunities to set up Sand and Stealth Rocks. Thundurus, Talonflame, Charizard, Venusaur, Starmie, and many other pokemon are significantly disadvantaged by the mere threat of Tyranitar.

This is a supportive set and its primary role is to keep Sand on the field for Excadrill. Stealth Rocks are helpful to have early, as is a Pursuit kill. Tyranitar has 100 attack EVs to allow for Stone Edge to have a 50% to OHKO Mega Charizard X before accounting for its chip damage from Stealth Rocks or Sand. The bulk is definitely enough for it to perform its job, only taking about 45% from Life Orb Latios's Draco Meteor. The extra power on Pursuit is sometimes nice on squishier pokemon such as Talonflame that might be tempted to switch out.


rotom-wash.gif

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 152 Def / 108 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split

Rotom-Wash is a great check to many physical attackers, and counters many threatening pokemon such as Landorous, thanks to its unique combination of typing and ability. A defensive Water type such as Rotom-Wash is preferred because of the other weaknesses on the team to Steel types such as Scizor.
Rotom-Wash also pressures opposing Water types such as Azumaril and Keldeo.

Probably the most crucial pivot on the team, Rotom-Wash serves as the glue to the team where Tyranitar cannot. Rotom-Wash is the counterpart to Tyranitar in early game, and sticks around as long as he can pester an enemy pokemon, or could just as easily be sacked if needed.

Rotom's Volt Switch sometimes allows safe switches into a sweeper, but mostly maintains offensive pressure on the enemy. Thunder Wave allows Rotom-Wash to cripple faster threats, which would ordinarily expect Will-o-wisp. Keldeo in particular fails to OHKO Rotom-Wash and is severely crippled by Paralysis. This set is more of a mixed defensive pivot, to handle Keldeo.


thundurus.gif

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Sludge Wave
- Thunderbolt
- Hidden Power [Ice]

Rounding out the team, Thundurus is the only team member weak to Stealth Rocks. The Paralysis support, along with his high speed tier and 125 base special attack make Thundurus a useful revenge killer, and emergency check to boosting pokemon or fast megas such as Lopunny. Thundurus's typing synergizes with the rest of my team because it covers Steel and Water types which Tyranitar is weak to.

Thundurus can be used at any point during the game, but will primarily be played early. The paralysis support is the most important help he can provide. Thundurus's speed allows it to force out many pokemon fearing its powerful Electric/Ice coverage, which means a read on the opponent's habit could net a momentum advantage. Thundurus is susceptible to being worn down by chip damage from entry hazards and Life Orb, but life orb helps it become more threatening, and once it serves its purpose it can be sacked to get a safe switch into a sweeper. Generally Thundurus will not sweep unless the enemy lacks coverage and is weakened.

Sludge Wave is a unique addition to the Thunder Wave + 3 attacks set here because it assists with Fairy types and Tangrowth, which the team might otherwise struggle with.
 
This team looks good but try these sets
thundurus.gif

Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
It makes the team much offensive and it's better against defensive playstyles.


heracross-mega.gif


Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 36 HP / 252 Atk / 220 Spe
Adamant Nature
- Substitute
- Close Combat
- Pin Missile
- Rock Blast
4 much firepower
clefable.gif

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave
- Soft-Boiled
252 def spread to keep lopunny and thunder wave>flamethrower because ft it's not necessary Heracross,Excadrill and Thundurus is enough against steels
 
I would take nasty plot over Twave on the Thundurus. I get the Sludge Wave as to act as a nasty suprise to faries, but Nasty plot allows Thundurus to act as a pretty potent special sweeper against defensive teams

Flamethrower in the Clefable isn't really needed either. As stated already your team already messes up steels badly enough. The only reason you might need against a Ferrothorn and I much prefer thunder wave to keep offensive sweeper mons in check
 
heracross-mega.gif


Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 36 HP / 252 Atk / 220 Spe
Adamant Nature
- Substitute
- Close Combat
- Pin Missile
- Rock Blast

I like the extra fire power but why the increased speed at the cost of bulk? Does that get any notable KOs that make it worth it to lose the bulk?
clefable.gif

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave
- Soft-Boiled

I agree that the defensive bulk is probably preferred on this set, and that flamethrower is redundant. I don't know that Thunder Wave would be useful for the late game win condition role. I don't want to switch Clefable in to spam Thunder Wave because it may lose valuable health. Maybe another coverage move or something like Healing wish just in case.
 
I like the extra fire power but why the increased speed at the cost of bulk? Does that get any notable KOs that make it worth it to lose the bulk?


I agree that the defensive bulk is probably preferred on this set, and that flamethrower is redundant. I don't know that Thunder Wave would be useful for the late game win condition role. I don't want to switch Clefable in to spam Thunder Wave because it may lose valuable health. Maybe another coverage move or something like Healing wish just in case.

You could just as easily take toxic on the Clefable if you dont like Thunder Wave and it would help deal with bulky physical walls. Healing Wish would be inadvisable to take along with Soft Boiled.
 
You could just as easily take toxic on the Clefable if you dont like Thunder Wave and it would help deal with bulky physical walls. Healing Wish would be inadvisable to take along with Soft Boiled.
Yeah you're right about Healing wish not being a good idea. Is another coverage move not useful for Clefable? Like Thunderbolt or something.
 
Yeah you're right about Healing wish not being a good idea. Is another coverage move not useful for Clefable? Like Thunderbolt or something.

I've seen Thunderbolt, Focus Blast and Ice Beam all used before on Clefable (discounting the common flamethrower) but from what i've seen they are mostly used to counter specific teams or mons. Ice Beam and Thunderbolt are too niche for my liking, although Ice Beam is slightly better due to the rampancy of Gliscor and Landorus-T in OU. Focus Miss is too unreliable for me, even if it can OHKO the unsuspecting Bisharp or Tyranitar and chunk a Chansey

For a general team I would go with:


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave/Toxic
- Soft-Boiled

OR, if you want somthing to pass wishes

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Protect
- Moonblast
- Thunder Wave/Toxic
- Wish
 
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Hey man, nice team you have there. After analyzing the build, I can see that the goal of this team is the paralyze everything with Rotom-W and Thundurus-I so Heracross and Clefable can run through your opponents team. Then you went for a sand core to help take care of Heracross's checks such as Fairy types and the Lati-Twins. However, you're a bit weak to a couple of threats and there are a few redundancies. Bisharp is a Pokemon that can set up on Tyranitar and sweep your team with Stealth Rocks up, since Heracross isn't max speed. Mega Charizard Y is a huge threat due to the lack of switch-ins to its STAB and coverage moves. Serperior is very annoying to the build as it can set up a Substitute vs Tyranitar or Rotom-W and repeatedly going to Leaf Storm and HP Fire. Your only check is Prankster Thunder-Wave from Thundurus, who is on a timer due to it not appreciating Stealth Rocks and Life Orb recoil. Specs Keldeo is a very annoying Pokemon due to the lack of switch-ins to its STABs. Banded Azumarill is a very big threat because everytime it comes in on Excadrill, Tyranitar, or Clefable, it's going to get make a dent with Play Rough.

My first suggestion will be to replace Thundurus-I with Amoonguss. I feel like Thundurus-I is redundant because Rotom-W checks the things Thundurus-I checks for the team such as Mega Pinsir, Tornadus-T. Also, unlike Thundurus-I, Rotom-W is a safe Excadrill counter, taking a +2 Rock Slide and retaliating back with a Hydro Pump. On the flip side, Amoonguss gives your team a more defensive backbone with Clefable and Rotom-W. Amoonguss is also a very good switch-in to water types such as Keldeo and CB Azumarill, not being 2HKOed by any of their attacks after Leftovers recovery. It can also counter Serperior, being immune to Leech seed and not taking much damage from a +2 HP Fire, and retaliating back with a Poison STAB move. Furthermore, Amoonguss, being able to lure in Pokemon such as Tornadus-T, Lati-Twins, and Charizard on the switch, can paralyze it with Stun Spore. One of Heracross's issues is its lack of speed and stun spore helps mitigate that issue.

My next suggestion will be to change Rotom-W's EV spread to 252 HP / 252 Def / 4 SPD. This gives Rotom-W more Physical bulk to sponge up hits from Pokemon such as Scizor and Sand Rush Excadrill. I'm also suggesting Will-O-Wisp>Thunder Wave on Rotom and Thunder-Wave>Flamethrower on Clefable. Will-O-Wisp allows Rotom-W to cripple Pokemon such as Amoonguss and Ferrothorn on the switch-in, giving Excadrill an easier time denting teams. It's also nice for crippling bulky SD Mega Scizor, a Pokemon who you don't really have a check for, since the only Pokemon that has Fire coverage is Clefable, who is vulnerable to Bullet Punch. Thunder-Wave on Clefable provides speed control for your team, as one of Heracross's issues, as mentioned before, is its mediocre speed.


My third suggestion will be Life Orb>Air Balloon and Rapid Spin over Swords Dance on Excadrill. Even with these changes, it becomes difficult to defeat Ferrothorn outside of Heracross's Close Combat. Also, Manaphy can be a huge issue as well if it's Tail Glow. Life Orb Excadrill with an Adamant Nature allows it to 2HKO Ferrothorn on the switch in as well as kill Manaphy after some prior damage, which can be very easy to get considering how it can't set up freely. The rest of your Pokemon have either Super Effective attacks(Rotom's Volt Switch and Amoonguss's Giga Drain) or insane attack stats(Tyranitar, Mega Heracross). Even though Clefable doesn't have strong offensive stats, it can still take a +3 Scald and retaliate with a Thunder-Wave+Moonblast. Furthermore, I feel Rapid Spin is necessary to the build, especially since hazard stacking teams can be problematic for Heracross and Amoonguss.

My fourth suggestion will be Swords Dance>Substitute on Heracross with Jolly max speed. Because Excadrill no longer has Swords Dance, you do lose a solid win condition. Swords Dance Heracross is an excellent win condition that also really fits the team's system, which is the paralyze opposing Pokemon with Clefable and Amoonguss, paving the way for Heracross to decimate. It's also has a great matchup vs most defensively oriented Pokemon and can kill almost all of them at +2. With Jolly Max speed, you outspeed base 70s such as Bisharp, a threat to the team, take a +2 Sucker Punch, and retaliate back with a Close Combat.

Last suggestion will be Chople Berry>Smooth Rock on Tyranitar. This allows Tyranitar to take Focus Blasts for Pokemon such as Life Alakazam and Charizard Y and OHKO both of them with Stone Edge. I'd also like to suggest Crunch>Ice Beam so you can OHKO Mega Alakazam as well after taking a Focus Blast. In addition, I'd take the Atk EVs on Tyranitar and invest them in Special Defense allowing Chople Berry Tyranitar to take Focus Blasts for Charizard Y and Alakazam from less health.

Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

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

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Amoonguss @ Leftovers
Ability: Regenerator
EVs: 252 HP / 164 Def / 92 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Stun Spore
- Clear Smog
- Giga Drain

http://replay.pokemonshowdown.com/ou-396989510 vs Fran(thanks man). This is kind of how you play with this team. Paralyze everything, allowing Heracross to dominate, with a solid defensive backbone to take on Heracross's checks.

Good luck ;]
 
I think a Pokemon you might want to consider Galvantula. The main reason is because it can set up Sticky Web (along with T-wave) and then Volt Switch out into Heracross. I don't know if this is useful or not, but I think it's worth trying.
 
Bisharp is a Pokemon that can set up on Tyranitar and sweep your team with Stealth Rocks up, since Heracross isn't max speed.

I agree that offensive Bisharp is somewhat of a problem, so increasing Heracrosses speed to address it is a good idea. I don't think increasing it to max speed is necessary though, seeing as 216 EVs and a Jolly nature outspeed max speed Bisharp. This leaves 40 extra EVs.

Mega Charizard Y is a huge threat due to the lack of switch-ins to its STAB and coverage moves.

Mega Charizard Y is a threatening pokemon, which hits most pokemon pretty hard on the switch. Even Heatran fails to totally wall all of its sets. Tyranitar doesn't like EQ or Focus Blast (Mega Charizard Y will have one or the other), but can take Fire Blasts all day in the Sand, and can make SolarBeam take two turns in Sand, allowing another pokemon to take the attack instead of Tyranitar. Excadrill can outspeed in the Sand and OHKO with Rock Slide. If I keep Thundurus, he can get Thunder Wave off, or OHKO with ThunderBolt. If Sun is not up (possibly because of Sand), Rotom-W can avoid Solarbeams and KO with a STAB move. So while it is true that Mega Charizard Y is a threat, it is also weak to stealth rocks, dislikes other weather, and is outsped by several pokemon on my team. The team doesn't necessarily need a switch in to all hard hitting pokemon, like Mega Charizard Y. The offensive pressure from the team addresses that threat. If I remove Thundurus, it may be weaker to the threat, which is an issue.

Serperior is very annoying to the build as it can set up a Substitute vs Tyranitar or Rotom-W and repeatedly going to Leaf Storm and HP Fire. Your only check is Prankster Thunder-Wave from Thundurus, who is on a timer due to it not appreciating Stealth Rocks and Life Orb recoil.
If I keep Heracross with the health investment, I can switch into Heracross on the Substitute, and OHKO next turn with Pin missile. I would only take 63.4 - 74.7% from HP fire, even with +2 and a substitute. Of course, Heracross may not be healthy enough for this, but Excadrill would outspeed and KO with Iron Head as well, or Thundurus could assist with Prankster Thunder Wave, if I keep him. An all around easier solution to the threat is having Amoonguss.

Specs Keldeo is a very annoying Pokemon due to the lack of switch-ins to its STABs. Banded Azumarill is a very big threat because everytime it comes in on Excadrill, Tyranitar, or Clefable, it's going to get make a dent with Play Rough.

I totally agree that these two water types are a big nuisance to the team. Keldeo should be paralyzed, as you did in your replay. If it isn't, I have Thundurus to outspeed and OHKO. I also have Rotom who can take a hit and hurt it in return with Thunder Wave (if I keep Thunder Wave), or Volt Switch. Excadrill can KO with EQ. Clefable can KO Keldeo with Moonblast, and if it has Thunder Wave. could cripple it that way as well. There aren't switch-ins on the team for Keldeo, which means something will take some pain unfortunately. This goes double for Azumaril. Its combination of STAB moves are not resisted by anything on my team. My fast pokemon are hit hard by its Aqua Jet. I don't have a switch-in and really must sacrifice something to bring in a check. If Rotom has Will-o-wisp it can deal with Azumaril a little better. Overall though, the team is weak to water attacks, but has responses to water defensive typing. Again, Amoonguss would help immensely with these threats.


My first suggestion will be to replace Thundurus-I with Amoonguss.
I like the idea. Amoonguss deals with set up sweepers decently, and counters several threats to the team better than Thundurus does. My biggest concern is that by switching to Amoonguss from Thundurus I would be sacrificing a check for Mega Charizard Y in exchange for better coverage of Serperior and Water type attackers. Although, I think this is a good sacrifice, considering I still have several checks for Mega Charizard Y, and Serperior + Water type attackers are more common. Amoonguss has the benefit of several useful utility moves: Spore, Stun Spore, Clear Smog. The Regenerator ability is also great for pivoting and for Sand.

My next suggestion will be to change Rotom-W's EV spread to 252 HP / 252 Def / 4 SPD. This gives Rotom-W more Physical bulk to sponge up hits from Pokemon such as Scizor and Sand Rush Excadrill. I'm also suggesting Will-O-Wisp>Thunder Wave on Rotom and Thunder-Wave>Flamethrower on Clefable.
I agree with these changes. My only reason for concern with Clefable Thunder Wave was that I wouldn't want to bring it in early, which is when I would be using Thunder Wave on it. But see how Clefable may need to come in early-mid game to check something, I would need something to use. Thunder Wave is probably the best option, but there are several other options which are viable just don't fit the needs of the team (ie Wish, Healing Wish, Heal Bell, Stealth Rocks). Rotom with Thunder Wave helps deal with Keldeo, but if I have Amoonguss, Will-o-wisp is clearly superior.

My third suggestion will be Life Orb>Air Balloon and Rapid Spin over Swords Dance on Excadrill. Even with these changes, it becomes difficult to defeat Ferrothorn outside of Heracross's Close Combat. Also, Manaphy can be a huge issue as well if it's Tail Glow. Life Orb Excadrill with an Adamant Nature allows it to 2HKO Ferrothorn on the switch in as well as kill Manaphy after some prior damage, which can be very easy to get considering how it can't set up freely. The rest of your Pokemon have either Super Effective attacks(Rotom's Volt Switch and Amoonguss's Giga Drain) or insane attack stats(Tyranitar, Mega Heracross). Even though Clefable doesn't have strong offensive stats, it can still take a +3 Scald and retaliate with a Thunder-Wave+Moonblast. Furthermore, I feel Rapid Spin is necessary to the build, especially since hazard stacking teams can be problematic for Heracross and Amoonguss.

I agree that Life Orb is a better choice than Air Balloon, because Air Balloon is too situational for Excadrill. For Air Balloon to be effective I need to not have been attacked yet. While an effective use of Air Balloon would net me a Swords Dance, it requires that the opponent is locked into choiced EQ, which essentially means I need for the opponent to have made a mistake. The notable 2HKOs are more valuable, as you pointed out. I think you are correct that Rapid Spin is the best option because Swords Dance would only be effective with 8 turn Sand, for which Chople Berry on Tyranitar does not allow.

My fourth suggestion will be Swords Dance>Substitute on Heracross with Jolly max speed. Because Excadrill no longer has Swords Dance, you do lose a solid win condition. Swords Dance Heracross is an excellent win condition that also really fits the team's system, which is the paralyze opposing Pokemon with Clefable and Amoonguss, paving the way for Heracross to decimate. It's also has a great matchup vs most defensively oriented Pokemon and can kill almost all of them at +2. With Jolly Max speed, you outspeed base 70s such as Bisharp, a threat to the team, take a +2 Sucker Punch, and retaliate back with a Close Combat.
I agree that Mega Heracross needs the ability to be a win condition, given Excadrill is less of one without Swords Dance, so Swords Dance on Mega Heracross is necessary. Also, the reduction of bulk on Mege Heracross makes Substitute less viable than Swords Dance. As I stated above, I agree that Mega Heracross needs to outspeed Bisharp. But Mega Heracross only needs 216EVs and a Jolly nature to outspeed, so the leftover 40 EVs should go to Defense to help with Physical Dark type attacks (Weavile, Bisharp).

Last suggestion will be Chople Berry>Smooth Rock on Tyranitar. This allows Tyranitar to take Focus Blasts for Pokemon such as Life Alakazam and Charizard Y and OHKO both of them with Stone Edge. I'd also like to suggest Crunch>Ice Beam so you can OHKO Mega Alakazam as well after taking a Focus Blast. In addition, I'd take the Atk EVs on Tyranitar and invest them in Special Defense allowing Chople Berry Tyranitar to take Focus Blasts for Charizard Y and Alakazam from less health.
I agree that this helps Tyranitar more effectively deal with a Focus Miss on a Psychic type he is trying to Pursuit trap.

I looked at the set you are using for Amoonguss and I think some adjustments can be made, despite it being standard.

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 192 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Stun Spore
- Clear Smog
- Giga Drain

This set still narrowly avoids the 2HKO from Specs Keldeos Icy Wind (which is an optional coverage move that is not always seen), just like the set you provided (which I will call the standard set). This set takes 41.7 - 49.6% from Icy wind, whereas the standard set takes 40.8 - 48.2%. The reduction in Spdef on my set helps Amoonguss take physical attacks from Lopunny better. The standard Amoonguss set takes 43.1 - 51% from Return while my set takes 41.9 - 49.6%. Neither of these attacks necessarily 2HKO but with Fake Out and things to consider, it is nice to have an extra buffer to damage.


[/quote]
 
I think a Pokemon you might want to consider Galvantula. The main reason is because it can set up Sticky Web (along with T-wave) and then Volt Switch out into Heracross. I don't know if this is useful or not, but I think it's worth trying.
Sticky web is an interesting option, but no viable pokemon get it. Galvantula may have interesting typing, and get some useful moves, but it is a really bad pokemon all around because of lack of bulk, and insufficient power.
 
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