XY OU The Mega Heracross Machine

I can't think of a creative opening paragraph. Sue me.

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Heracross (M) @ Heracronite
Ability: Guts
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance

The main man, the centerpiece, the engine, QB1. Hera has always been one of my personal favorites. Just when his Scarf sets were losing their usability, he was blessed by Arceus in the form of a Mega evolution. Hera gains an absolutely absurd amount of power and a decent amount of bulk upon finishing his evolution, at the cost of losing 10 crucial speed points. Onto the specifics of the set. Close Combat and Pin Missile take a healthy slice out of everything, regardless of resistances. Rock Bast finishes off the attacking portion of the set, giving him nearly unresisted coverage. Swords Dance is a luxury, often he doesn't need the +2 to roll through opposing teams. However, at +2 his counters become checks and his checks become dead. His role on the team is shattering every stall team, from SkarmChan to VenuTran he wrecks them all by himself. However, he has his uses in more offensive match-ups, when he gets in safely something will die. He also has decent enough bulk to take a hit and slug the opposition right back. To put his bulk in perspective, LO Latios Psyshock is not a guaranteed OHKO. Yes, a super effective attack coming off of 130 Special Attack and boosted by a Life Orb barely KOes. Hot damn.

252+ Atk Mega Heracross Close Combat vs. 4 HP / 252+ Def Eviolite Chansey: 746-878 (116.1 - 136.7%) -- guaranteed OHKO
+2 252+ Atk Mega Heracross Close Combat vs. 252 HP / 252+ Def Skarmory: 319-376 (95.5 - 112.5%) -- 75% chance to OHKO
252+ Atk Mega Heracross Pin Missile (5 hits) vs. 252 HP / 252+ Def Unaware Quagsire: 240-285 (60.9 - 72.3%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ Atk Mega Heracross Close Combat vs. 248 HP / 0 Def Heatran: 1070-1260 (277.9 - 327.2%) -- guaranteed OHKO
+2 252+ Atk Mega Heracross Pin Missile (5 hits) vs. 252 HP / 240+ Def Mega Venusaur: 375-440 (103 - 120.8%) -- guaranteed OHKO
+2 252+ Atk Mega Heracross Rock Blast (5 hits) vs. 252 HP / 252+ Def Gliscor: 245-290 (69.2 - 81.9%) -- guaranteed 2HKO after Poison Heal
+1 252+ Atk Mega Heracross Rock Blast (5 hits) vs. 252 HP / 252+ Def Landorus-T: 225-270 (58.9 - 70.6%) -- guaranteed 2HKO after Leftovers recovery

Just for fun:
252 SpA Choice Specs Keldeo Hydro Pump vs. 40 HP / 0 SpD Mega Heracross: 256-303 (82.3 - 97.4%) -- guaranteed 2HKO
252+ Atk Life Orb Excadrill Iron Head vs. 40 HP / 0 Def Mega Heracross: 172-203 (55.3 - 65.2%) -- guaranteed 2HKO
252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 40 HP / 0 Def Mega Heracross: 145-172 (46.6 - 55.3%) -- 70.3% chance to 2HKO
252 SpA Life Orb Thundurus Thunderbolt vs. 40 HP / 0 SpD Mega Heracross: 179-212 (57.5 - 68.1%) -- guaranteed 2HKO

It can't switch in, but it's not exactly easy to revenge either.

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Rhyperior (M) @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 44 Atk / 212 Def
Adamant Nature
- Earthquake
- Stone Edge
- Ice Punch
- Stealth Rock

This is my Mega Heracross handcuff. Rhyperior flawlessly handles BirdSpam, in addition to surviving any non-Grass or Water physical attack. The three offensive moves give it great coverage. EdgeQuake is EdgeQuake, only a handful of things resist that combo. 100 BP STAB moves allows Rhyp to hit a ton of stuff for damage, and Ice Punch is great coverage. Ice Punch also allows him to beat virtually any Landorus-T out there, even after Intimidate. Fitting SR in the last spot is a bonus, and it had to be fit in somewhere. Things Rhyperior checks: Char-X, Terrakion, Lando-T, Gliscor, Sand Rush Exca that doesn't have an Air Balloon, Mega Pinsir, Talonflame, Staraptor, Garchomp, Mega Tyranitar, Mega Aero... It's a one time shutdown to almost any physical attacker. He also hits back hard enough that he OHKOs or 2HKOs everything he checks.

252+ Atk Mega Aerodactyl Earthquake vs. 212 HP / 252 Def Solid Rock Rhyperior: 121-144 (28.5 - 33.9%) -- 98.1% chance to 4HKO after Leftovers recovery
4 Atk Landorus-T Earthquake vs. 212 HP / 252 Def Solid Rock Rhyperior: 148-175 (34.9 - 41.2%) -- 66.4% chance to 3HKO after Leftovers recovery
0 Atk Gliscor Earthquake vs. 212 HP / 252 Def Solid Rock Rhyperior: 100-121 (23.5 - 28.5%) -- possible 5HKO after Leftovers recovery
+1 252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 212 HP / 252 Def Rhyperior: 187-222 (44.1 - 52.3%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Mega Pinsir Close Combat vs. 212 HP / 252 Def Solid Rock Rhyperior: 147-174 (34.6 - 41%) -- 61.7% chance to 3HKO after Leftovers recovery
252 Atk Liechi Berry Talonflame Natural Gift (100 BP Grass) vs. 212 HP / 252 Def Solid Rock Rhyperior: 159-189 (37.5 - 44.5%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Life Orb Excadrill Earthquake vs. 212 HP / 252 Def Solid Rock Rhyperior: 236-281 (55.6 - 66.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Staraptor Close Combat vs. 212 HP / 252 Def Solid Rock Rhyperior: 183-216 (43.1 - 50.9%) -- guaranteed 3HKO after Leftovers recovery

So at this point, I've got two physical attackers and nothing from the special side. I also want some fast mons that can hang with the faster HO teams. These next two choices aim to fix that.

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Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- U-turn/Taunt

Greninja is an absolute force. Protean and Life Orb boost his fairly unimpressive 97 Special Attack to spectacular heights. Hydro Pump and Ice Beam are only resisted by bulky Waters, and Extrasensory hits a lot of them neutrally or better. Add to that a blistering 123 base speed and you have one heck of a special attacking force. The last slot is a question mark. U-Turn gives good utility to Greninja, and allows him to round out his coverage. Most importantly, it allows him to nail other Greninja if he wins the speed tie. However, I do like a fast Taunt, and most people tend not to run Taunt on Greninja so it could surprise some people. Taunt also screws Chansey on the predicted switch. I've used both moves in the last slot and they both have their merits.

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Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Defog

The second part of my special attacking core. Draco Meteor is the most spammable move on the set. Psyshock allows Latios to pick off some of the more specially defensive things in the tier, including Azumarill, Sylveon and Mega Venusaur. Latios also gets pegged into the Defog role because... well it learns Defog. Thunderbolt was the choice for the last moveslot because I noticed a distinct lack of Electric type attacks on my team, and it also allows Latios to do some chip damage to Heatran on the switch. It's defensive typing also checks several threats, including Mega Manectric, Char-Y, Keldeo, and some Landorus-I sets.

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Talonflame (M) @ Sharp Beak
Ability: Gale Wings
EVs: 120 HP / 252 Atk / 136 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

This bird is a beast. I've been hearing some buzz surrounding the new SD set, and it's all for real. At +2, it blows by most of the solid answers to the CB set. Talon's most important role, however, is the main source of priority on the team. Every good team needs at least one priority user and Talon is one of the best. It's also insanely easy to grab a boost because Brave Bird alone forces out a lot of things. I really didn't add Talon until the late stages and it's become either the most or second most important member of this team. Did I mention it also acts as a burn absorber for Mega Hera, and it turns Mew into set-up bait? That's impressive. The damage calcs are too.

+1 252 Atk Sharp Beak Talonflame Brave Bird vs. 140 HP / 0 Def Landorus-T: 280-330 (79 - 93.2%) -- 37.5% chance to OHKO after Stealth Rock
+1 252 Atk Talonflame Flare Blitz vs. 0 HP / 4 Def Mega Manectric: 256-303 (91.1 - 107.8%) -- guaranteed OHKO after Stealth Rock
+2 252 Atk Sharp Beak Talonflame Brave Bird vs. 248 HP / 0 Def Heatran: 162-192 (42 - 49.8%) -- 30.5% chance to 2HKO after Stealth Rock and Leftovers recovery (That's pretty impressive!)
+2 252 Atk Sharp Beak Talonflame Brave Bird vs. 252 HP / 252+ Def Gliscor: 211-249 (59.6 - 70.3%) -- guaranteed 2HKO after Stealth Rock and Poison Heal
+2 252 Atk Sharp Beak Talonflame Brave Bird vs. 240 HP / 0 Def Azumarill: 412-486 (102.7 - 121.1%) -- guaranteed OHKO

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Breloom (M) @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Rock Tomb
- Spore

The last member of the Herasquad, Breloom is the current dedicated lead in the revolving door that is my last team slot. Breloom fulfills several roles. Sleep spam is great for a lead, and Spore immunity means he doesn't have to fear Magic Coat or Magic Bounce. He is also a great Spore Smeargle foil because of this. Rock Tomb pairs well with Spore, it allows you to slow something down on the (usual) subsequent switch. Bullet Seed beats most opposing Sash users handily, which is helpful on a lead. Mach Punch becomes very powerful when boosted by Technician and hits a lot of threats to my team (Mega Gyara, Mega TTar) super effectively. Overall a great anti-lead that often opens up advantages early in the match.

So that's my latest team. It's working great so far and I would like to see what you guys think. Sometimes I do feel like I am missing that next gear, even though I am in control and not panicing most of the time. If I were to replace something, Breloom would probably be the first to go. But let's see what you guys think!

Heracross (M) @ Heracronite
Ability: Guts
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance

Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- U-turn

Rhyperior (M) @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 44 Atk / 212 Def
Adamant Nature
- Earthquake
- Stone Edge
- Ice Punch
- Stealth Rock

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Defog

Talonflame (M) @ Sharp Beak
Ability: Gale Wings
EVs: 120 HP / 252 Atk / 136 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Breloom (M) @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Rock Tomb
- Spore
 
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Looking over your team, Ferrothorn seems to be a giant threat to your team. Would you consider running Hidden Power Fire > U-Turn/Taunt on Greninja? Considering most people tend to forget that some Greninjas carry Hp Fire and it ends the major threat to your team considering Iron barbs + Rocky Helmet can leave Heracross and Talonflame to easy revenge killing. Hope that you can try it out and let me know if it works out for you.
 
Looking over your team, Ferrothorn seems to be a giant threat to your team. Would you consider running Hidden Power Fire > U-Turn/Taunt on Greninja? Considering most people tend to forget that some Greninjas carry Hp Fire and it ends the major threat to your team considering Iron barbs + Rocky Helmet can leave Heracross and Talonflame to easy revenge killing. Hope that you can try it out and let me know if it works out for you.
HP Fire actually was really helpful. I didn't really consider it, but it does keep Hera and Talon healthy. A lot people actually switch Ferro into Greninja, expecting a Hydro Pump. I have found that Breloom can beat some Ferrothorn 1v1 in practice as well.
 
Right. Hello Celt~ Cool team you have there! I just have some slight recommendations and nitpicks. So here we go!

First Look: The team looks pretty solid and hyper-offensive-esque. Especially with the Rhyperior. However, it feels as if your team will not be able to provide you with sufficient momentum to keep up against more balanced teams. I assume you already switched up U-Turn for HP Fire on Greninja because that was going to be one of my suggestions

Suggestion(s):
1. Swap Rhyperior out for Rotom-W. In my opinion, Rhyperior causes your team to lose momentum more often than not because it doesn't have reliable recovery as well as your heavy reliance on it as your birdspam check. Meaning if it is worn down (which is bound to happen), your team will be shredded by Flyspams (Breloom + Mega Cross isn't a great duo if you don't have multiple fail safes). Why Rotom-W over Rhyperior? Because Rotom-W has decent recovery as well the ability to spread statuses around the team. More importantly, it gives you the coveted momentum regaining move Volt-Switch since you now do not carry U-turn on Gren. Overall, it's use on your team is way more justified than Rhyperior so I would honestly give it a try.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
2. Breloom out for Stealth Rock Clefable. Breloom is good but it doesn't fit well on your team. IMO, a Fairy type with the ability to absorb status is much too good to pass up on especially for your variant of offense which aims to break down opposing offensive cores so that Mega Cross can smash whatever that is left of the team. Stealth Rock Clefable allows you to do exactly that as well as providing you with a back up in case you encounter Dragon Spam.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Fire Blast
- Soft-Boiled
3. You might also want to test out Jolly Max/Max+ Heracross over your current set. This allows you to outspeed the standard Stallbreaker Mew and OHKO with Pin Missile upon Mega Evolving. It also allows you to speed creep Jolly Looms which are also rising in usage.

Final word: Very very decent team and should pull it's weight if played properly. However, AV Azu, LO Crawdaunt and Scarf Lando-T (both of which are rising in popularity) may prove to be damaging to your team if you don't play around them smartly. Hope I helped and do try out some of these suggestions C:
 
The rater above me already gave a very good rate so I only have a couple things to say on top of that:

I feel like Swords Dance is a bit of a waste on Heracross due to the rising popularity of things like Mew, Gliscor, Gengar and even niche Pokemon like Doublade on stall that can punish/cripple Adamant Heracross if it doesn't just attack immediately as it forces the switch (the main reason you're using Heracross). Yes ultimately you'll be able to take down that Mew or Gliscor and maybe even force a sack after that, but at what cost? In order to beat stall you really do want to keep Heracross healthy throughout the entire match and I feel like SD encourages unsafe plays with Heracross when you do not even need it to play Heracross effectively against stall. Not to mention SD is near useless against anything but stall.
Bullet Seed is probably a better option that can help Heracross pull its weight better against more balanced teams by giving it an option to OHKO Azumarill and Bold Rotom-W (if Adamant) after Rocks, and you also won't have to risk the Scald burn vs Quagsire and gives you a guaranteed 2HKO against the occasional (but deadly) CM Suicune without hazards (Adamant Pin Missile is not a guaranteed 2HKO and can miss).
You really don't lose very many key KOes with Jolly tbh and outspeeding Stallbreaker Mew is pretty important for your team considering your Greninja doesnt carry Dark Pulse. For that reason Jolly Heracross utilizes Swords Dance a lot better in my opinion if you really want to use it. Either put Dark Pulse on Greninja or go Jolly on Heracross.

Recover > Thunderbolt on Latios. Latios is your only real switch in to Zard Y and also one of your better checks to Keldeo, Landorus and Mega Manectric. The addition of Clefable does help you against the latter 3 but Recover is still nice to keep your Defogger healthy throughout the match, and Psyshock will still hit Azumarill as hard if not harder than Tbolt considering the popularity of AV Azu. I just don't feel like Thunderbolt's coverage is worth giving up recovery on your hazard remover, especially on a team with SD Talonflame.

Thats all I have for you, nice team!
 
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OK, this is what I ended up with:

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

Thunderbolt was deadweight on that set outside of a few rain teams, and Psyshock does hit AV Azu better.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Fire Blast
- Soft-Boiled

I replaced Breloom with this. It actually adds a lot to this team. Moonblast+Fire Blast handles a lot of gaps, and it helps the Ferro problem by not caring about Leech Seed and potentially absorbing Thunder Waves once it's absorbed a Toxic or WoW. Also, It's a great status absorber and can also be an emergency check to just about anything. Great suggestion.


Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Ice Beam
- Dark Pulse
- U-turn

I dropped HP Fire after I added Clefable because I was using Fire Blast on Clef. I also switched Extrasensory with Dark Pulse because Dark Pulse allows it to take on the more common bulky Psychics in the tier. I added U-Turn back to the set, allowing me to keep Rhyperior. Rhyperior is a much better BirdSpam check than Rotom-W, even if Washtom takes on general physical attacks better. Rhyp also can take down Char-X at +1 easily, which nothing else on the squad really can. It also handles Lando-T really well. But, now I have momentum back.

I may try a faster Heracross, but Bullet Seed is a no go. No serious Heracross runs Bullet Seed. The usable sets are 3 attacks+SD, Sub+SD and 3 attacks+Sub. Pin Missile 2HKOs Rotom-W and Rock Blast 2HKOs Azu. If you hit them on the switch, both are going down. It's not worth it to spend a moveslot on something that you 2HKO anyway, when Sub allows you to be more useful against offense and SD allows you to get by Gliscor, Lando-T and other checks. I haven't seen a serious suggestion to run Bullet Seed in the OU forum that hasn't been immediately shutdown. 4 attacks Hera is not a great idea and wasn't even on the short list in any of the viability or teambuilding threads in OU.

Also, small footnote, I'm not worried about Stallbreaker Mew because Talonflame uses him as set-up bait. AV Azu seems like a problem, but I can play around it pretty easily in practice.
 
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