[AAA] Heatran [QC 3/3] GP [2/2]

QC: Kl4ng / Me / Adrian Marin
GP: P Squared / The Dutch Plumberjack

[OVERVIEW]

With great base stats all around, including 90 / 106 / 106 bulk and an incredible base 130 Special Attack stat, as well as an excellent movepool, Heatran has all the tools it needs to be a solid pokemon in the Almost Any Ability metagame. Because of this, Heatran can viably use several abilities, making it extremely unpredictable between its offensive and defensive movesets. Its typing blesses it with resistances to common priority moves, including Gale Wings Brave Bird and Refrigerate or Pixilate Extreme Speed. However, its typing also gives it weaknesses to three of the most common attacking types: Fighting, Ground, and Water. Lack of a reliable source of recovery means that more defensive Heatran sets get worn down easily, while Flash Fire's omnipresence in the metagame severely hinders offensive Heatran's effectiveness. Heatran also often finds itself trapped by the ever-so-common Magnet Pull, making it extremely easy to get rid of.

[SET]
name: MagmaTran
move 1: Magma Storm
move 2: Earth Power
move 3: Substitute
move 4: Metal Sound / Taunt
item: Leftovers
ability: Desolate Land
nature: Modest
evs: 248 HP / 232 SpA / 28 SpD

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

Magma Storm is generally Heatran's go-to move because of Magma Storm's trapping abilities. Heatran can lure and sometimes end up taking out very annoying, bulky Pokemon that other Heatran sets cannot, such as Assault Vest Goodra. Earth Power is Heatran's first line of defense against Flash Fire Pokemon, hitting most of them, such as Scizor and Doublade, hard. It's also this moveset's only move with perfect accuracy. Substitute not only eases prediction but also allows Heatran to defeat Ferrothorn, a common switch-in, in a one-on-one scenario. Both options in the last slot complement Magma Storm. Metal Sound lets Heatran lower the Special Defense of and eventually defeat Calm Mind Suicune and Chansey, while Taunt does almost the same thing, except without the miss chance. There isn't too much of a difference, except that Taunt Heatran has a chance to get PP stalled by Suicune.

Set Details
========

Desolate Land provides a nice power boost to Heatran's Magma Storm, allowing it to nab many KOs that it otherwise would not get. More importantly, it gives Heatran a very useful Water immunity that allows it to easily switch in on almost all special Water types, including Manaphy and Suicune. The EV spread is modified for this purpose. 248 HP / 28 SpD ensures that standard Manaphy cannot break Heatran's Substitutes even after it uses Tail Glow twice. The rest of the EVs are put into Special Attack because Heatran needs as much power as it can get to compensate for Magma Storm's low PP. Leftovers increases Heatran's longevity; the recovery adds up very quickly, especially if Heatran is behind a Substitute.

Usage Tips
========

Because Heatran threatens many Pokemon out, it's usually a good idea to use Magma Storm on the Pokemon it threatens; if it switches out, the switch-in usually takes hefty damage, while if it stays in, it gets trapped and KOed. On a more defensive note, try to keep Heatran away from Knock Off, as it is incredibly reliant on Leftovers; powerful unresisted hits, as sometimes Leftovers does not heal fast enough; and moves such as Zapdos's Discharge, because paralysis greatly limits Heatran's ability to do its job effectively.
There are some special matchups in which Heatran must be played differently, however. Against Flash Fire Steel-types such as Ferrothorn and Scizor, use Substitute first, Metal Sound once, and then repeated Earth Powers until they either switch out or faint. Against Water-types such as Suicune and Vaporeon, try to get a free Substitute up; if that is impossible, go straight for Magma Storm.

Team Options
=========

Defog, Rapid Spin, and Magic Bounce users such as Skarmory, Excadrill, and Zapdos are very important when using this particular Heatran moveset due to Heatran's tendency to get worn down easily. Deoxys-S can set entry hazards which are helpful due to Heatran's tendency to force switches. Flash Fire Pokemon such as Ferrothorn and Scizor are good teammates due to their ability to take on the Fire-types that take advantage of Heatran's sun. Flying-types have very good synergy with Heatran, as its only weaknesses are to Ground and Fighting, both of which Flying-types resist. Landorus and Gliscor have perfect synergy with Heatran as a result. Special sweepers have an easier time sweeping thanks to Heatran's ability to lure in and trap common special walls such as Goodra and non-Magic Bounce Chansey. Other Fire-types, specifically Entei and Victini, appreciate Heatran's ability to take advantage of checks to common Fire-type spam. Finally, Wish users such as Vaporeon can replenish Heatran's health, which solves one of its main issues in needing recovery.

[SET]
name: ChloroTran
move 1: Eruption
move 2: Fire Blast
move 3: Earth Power
move 4: Solar Beam / Hidden Power Electric / Will-O-Wisp
item: Choice Specs
ability: Chlorophyll
nature: Quiet
evs: 4 Def / 252 SpA / 252 Spe

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

Eruption under the sun is definitely the scariest move in the metagame; it even goes as far as having a chance to OHKO Victini and getting an almost guaranteed 2HKO on Chansey and Suicune. Fire Blast should only be used if Heatran's health is below 73%, as that is when it outdamages Eruption. Earth Power is the coverage move used to deal solid damage to Flash Fire Pokemon such as Doublade, Ferrothorn, and Scizor. The last moveslot is hardly ever used but can still be useful. Solar Beam gets the guaranteed OHKO on many bulky Water-types, Hidden Power Electric is Heatran's best way of damaging Flash Fire Skarmory, and Will-O-Wisp is an option that cripples Assault Vest Goodra and Assault Vest Tentacruel on the switch.

Set Details
========

With Chlorophyll, Heatran can outspeed the entire non-Choice Scarf metagame barring Deoxys-S. Unfortunately, because Eruption forces Heatran to have a Quiet Nature, many Choice Scarf users can still outspeed Heatran in the sun. Special Attack and Speed are maximized to let Heatran hit as hard and go first as often as possible, while the 4 Defense EVs ensure that Download users, most of which are physical attackers, get a Special Attack boost. Choice Specs is far and away the best choice for an item, due to the sheer power it brings. Upon further inspection, Heatran can't really afford to run any other item, because the rest are simply not enough to secure many OHKOs. Besides, Heatran is only using one move most of the time anyway.

Usage Tips
========
Try not to let Heatran take any damage, including from priority moves. If Stealth Rock can be removed, it should be removed. Most of the time, if Heatran has a chance of switching in but must take damage to do so, don't switch it in, because any damage taken results in a power deduction. If Heatran still ends up taking a bit of damage and falls below 73.3%, Fire Blast is stronger than Eruption. However, in some cases, a weakened Eruption is enough to clean up teams without having a miss. If Heatran is at full health and there are no opposing Flash Fire Pokemon, just use Eruption, even if the foe is a Suicune or something of the sort. This allows Heatran to not have to switch out and switch back in to use Eruption. However, if you see a Pokemon that obviously has Flash Fire, note that there is almost no situation where it won't directly switch in. Avoid using a Fire-type move when this happens, as this will give the Flash Fire Pokemon a free turn or a free Pursuit. Finally, try not to use Heatran outside of sun, because it gets trapped by Magnet Pull extremely easily without sun support.

Team Options
========

Drought is key here; without sun, ChloroTran cannot function properly. Zapdos is typically a good setter, due to its ability to switch into Gale Wings Pokemon, remove entry hazards with Defog, and bring Heatran in with a slow Volt Switch; Infernape is also noteworthy due to its access to Taunt, Stealth Rock, U-turn, and Fire-type STAB attacks. Entry hazard support from a Pokemon like Deoxys-S or the aforementioned Infernape can be very helpful in securing KOs on certain Pokemon, such as Victini, Azumarill, and Gyarados. However, Heatran also hates hazards on its side of the field, so hazard control in the form of Rapid Spin, Defog, and Magic Bounce is vital to ensure that Heatran does not take any damage in order to keep Eruption as strong as possible. In a similar way, Poison Heal Vaporeon is an excellent teammate for Heatran because of its ability to not only bring Heatran in safely with Baton Pass, but also its ability to completely replenish Heatran's health with Wish. Trapping is also very useful in helping Heatran sweep. Pursuit trapping from, for example, Choice Band Adaptability Tyranitar gets rid of the main things that can switch in to Heatran: RegenVest Goodra and RegenVest Tentacruel. Finally, Magnet Pull Pokemon such as Rotom-W can trap and defeat the Flash Fire Steel-Types that can stop a Heatran sweep.

[SET]
name: Magnet Pull
move 1: Taunt
move 2: Fire Blast
move 3: Earth Power
move 4: Stealth Rock / Hidden Power Electric
item: Air Balloon
ability: Magnet Pull
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Taunt prevents Skarmory and Scizor from using Roost, Ferrothorn from using Leech Seed and Thunder Wave, and other Steel-types from using various status moves. Fire Blast OHKOes almost all non-Flash Fire Steel-types and is used over Heatran's other Fire-type moves because it deals more damage to Levitate Heatran. However, Flamethrower can still be used if the low accuracy is too much of an issue. Earth Power is the main option for whittling down Flash Fire Steel-types after they have been Taunted. It OHKOes opposing non-Levitate Heatran, is super effective against all Steel-types neutral to Fire, and has perfect accuracy. Stealth Rock is an obligatory move in any competitive Pokemon team, and Magnet Pull Heatran can pretty much set it up for free, as most of the Pokemon it traps cannot hurt it. However, if Flash Fire Skarmory is a problem or another teammate is running Stealth Rock, Hidden Power Electric, or any other special coverage move for that matter, can be used.

Set Details
========
Magnet Pull makes Heatran a great partner to many wallbreakers and sweepers. Steel-types are easily one of the most dominant types in AAA both offensively and defensively, and once they have been trapped and removed, many sweepers that are held back by Steel-types have the chance to sweep. Air Balloon is used to get off two Fire Blasts against Levitate Heatran and potentially beat some Ground-types one-on-one once all the Steel-Types are out of the picture. Charcoal can be used if Fire Blast needs a bit of a power boost, although most of the time that power isn't needed, while Leftovers is another option if Heatran wants to survive for longer. Maximum Speed investment and a Timid nature are used because Heatran aims to trap and defeat as many Steel-types as possible; it is also thus able to Speed tie with opposing Timid Heatran. The bulk isn't too important anyway. Finally, 4 Defense EVs give Download Pokemon a Special Attack boost, which most of them do not appreciate.

Usage Tips
========
Try to avoid switching in Heatran directly, as it doesn't want to take too much damage. Don't switch Heatran in on any status move (besides Toxic and Will-O-Wisp of course), as this will hinder its ability to trap certain Pokemon. After all trappable Steel-types are out of the way, Heatran essentially becomes fodder unless a use for it can somehow be salvaged. Most of the time, after KOing a Steel-type, it should just stay in and Taunt the Pokemon that comes in to prevent it from setting up.

Team Options
========

Once Steel-type foes are out of the picture, many Pokemon have on the opportunity to suddenly punch holes into the opposing team. In particular, certain sweepers such as Tail Glow Manaphy can set up and find themselves rolling through a team, powerful Fire-types such as Victini and Entei are able to freely spam their V-creates and Sacred Fires without a second thought, and priority users such as Braviary and Skarmory can sweep teams with Brave Bird without worry.

[SET]
name: LeviTran
move 1: Lava Plume
move 2: Stealth Rock
move 3: Earth Power / Flash Cannon / Will-O-Wisp
move 4: Roar / Will-O-Wisp / Taunt
item: Leftovers
ability: Levitate
nature: Bold
evs: 248 HP / 252 Def / 8 SpA

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

Lava Plume is like Scald in that it spreads burns very quickly, although unlike Scald, it's stopped cold by Flash Fire users. Flying-type and Fire-type spam are very common strategies in AAA, and Stealth Rock destroys both of them. Another cool thing about Heatran is that it pressures the most common Defogger in AAA, Skarmory, meaning that it typically does not get to Defog on Heatran. Earth Power has great synergy with Lava Plume, and it also ensures that Heatran doesn't provide a free switch opportunity for Fire-types. Flash Cannon is another option that can hit Rock- and Fairy-types super effectively and gets a STAB boost, although Fairy-types are rarely seen and Earth Power dents Rock-types already. Roar makes sure Heatran does not become fodder for setup sweepers. It also racks up Stealth Rock damage and gives Heatran more opportunities to spread burns. However, if your team already has a reliable phazer, Will-O-Wisp is a nice option to spread burns more reliably. Finally, Taunt is an option for preventing opposing Pokemon from recovering, Defogging, or setting up their own Stealth Rock.

Set Details
========
Levitate allows Heatran to discard its terrible Ground weakness, and with it gone, Heatran can finally switch in to much of the physical metagame, such as Skarmory and Garchomp. Because Heatran does not have any reliable recovery, Leftovers is the preferred item so that it can slowly regain its health back.

Usage Tips
========
Be wary of Mold Breaker, as this allows Earthquake to hit Heatran. Also, be wary of Magic Bounce Pokemon, as they render half this set useless. Try not to let this Heatran variant take a Knock Off. Because Leftovers is its only form of recovery, Heatran tends to faint very quickly once its Leftovers are gone.

Team Options
========

Because Heatran suffers from lack of recovery, it's generally a good idea to have teammates that increase Heatran's longevity as much as possible. Wish support from Vaporeon and Chansey is very helpful due to Heatran's tendency to get worn down quickly, while entry hazard control pokemon such as Zapdos and Skarmory greatly increase Heatran's longevity. In terms of actual teammates, the classic Venusaur + Heatran core is very effective, with powerful Ground-type attacks no longer decimating the core. However, it is advised to have another Flash Fire user to compensate for Heatran's loss of Flash Fire. RegenVest Goodra is another nice partner for Heatran. It can take most of the special attacks aimed at Heatran, while Heatran can take many physical attacks and sometimes special Fairy-, Dragon-, and Ice-type attacks aimed at Goodra.

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

Heatran can run Choice items to some effect even without Chlorophyll; Choice Scarf Heatran is by no means bad, and in AAA it can easily take advantage of a number of abilities such as Desolate Land, Sheer Force, and even Levitate. Choice Specs can work with each of those, besides Sheer Force, as well. In terms of items, Heatran can run Shed Shell, as Magnet Pull takes care of Heatran so easily. Still, the loss of reliable recovery will often hurt Heatran more than not getting trapped helps. Heatran can also run several more viable abilities; it's a great setter of sun with Drought, having access to Stealth Rock, Roar, and Taunt and being able to maintain offensive pressure. If Magic Bounce is becoming a problem with these support moves, Heatran can run a Mold Breaker set to some success; another great thing about Mold Breaker is that Heatran doesn't have to worry about Flash Fire Pokemon soaking up Lava Plumes like they normally do. Another way to take full advantage of Heatran's support moves is by use of Prankster; it gets a wonderful movepool to exploit it with, including Taunt, Will-O-Wisp, and Stealth Rock, coupled with Fire Blast or Lava Plume to ensure it isn't complete Magic Bounce bait. Finally, Heatran can also utilize a Sheer Force Life Orb moveset with one of the strongest Fire Blasts in the metagame along with a Sheer Force-boosted Flash Cannon and Earth Power. Torment is also an option, allowing Heatran to check many switch-ins such as Latios better.

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

**Flash Fire and Primordial Sea**: Flash Fire users such as Ferrothorn and Scizor can switch into most Heatran sets with impunity, although many of them do not enjoy taking fully invested Earth Powers. Primordial Sea works similarly, except many abusers are Water-types and can OHKO Heatran. Primordial Sea also takes away intense sunlight, meaning that even if the Primordial Sea user switches out, Desolate Land Heatran will be weaker than before.

**Entry Hazards and Pursuit**: Lack of recovery hinders Heatran's longevity once these two are in play.

**Magnet Pull**: Many Magnet Pull users such as opposing Heatran and Rotom-Wash will come equipped with moves to defeat Heatran.

**Magic Bounce Chansey**: Magic Bounce Chansey can easily switch into and wall Heatran, aside from Eruption sets.

**RegenVest Goodra**: Although Heatran can sometimes cripple it, for the most part Goodra will defeat it one-on-one. Tentacruel is also noteworthy, as it can not only pressure Heatran with Knock Off and Scald but also Rapid Spin away Stealth Rock.

**Bulky, Powerful Fire-Resistant Pokemon**: Pokemon such as Tinted Lens Latias and Latios and Hydreigon can all switch in pretty well and threaten Heatran, the former two with powerful unresisted Draco Meteors and the latter with Mega Launcher-boosted Dark Pulses.
 
Last edited:
Overview:
  • Can't find anything here, good work!
Set 1:
  • Still can't find anything.
Set 2:
  • Given Flash Fire Skarm is completely immune to this set, HP Electric should be slashed somewhere alongside Solarbeam and Toxic. You use Heatran more than me so you can be the judge of where it should go.
  • Set Details should be split up into bullet points for now, though it seems like it has all that's needed.
  • In Usage Tips, mention that due to Heatran's Quiet nature, even with Chlorophyll it is outsped by almost all common choice scarf Pokemon (Base 90 and up, if you feel like being specific).
  • In Team Options, expand hazard removal to hazard prevention (magic bounce) as well - you can't immediately defog every time rocks are up, so preventing them from ever hitting the ground means Heatran is always ready to come in.
  • Mention slow pivots in team options to help Heatran get into play without taking any damage.
Set 3:
  • You should keep max speed on this, as without it it is possible that you may not outrun some Heatran which you would ideally like to trap and kill, in addition to the fact that other Heatran can trap and kill you. The bulk isn't too important anyway.
Set 4:
  • Specially defensive Heatran is really sub-par without Flash Fire, so the Set Details comment about a specially defensive set should be removed.
  • Mention hazard removal and prevention in team options, as without recovery Heatran dislikes switching into Stealth Rock.
  • Remove Magnet Pull from team options - Heatran is a wall and doesn't necessarily mind Flash Fires, as it just gets rocks up and switches to the appropriate Pokemon
  • Mention Goodra in team options, as Heatran can take most super effective attacks aimed at Goodra, while Goodra can soak up special hits aimed at Heatran.
Strategy Comments:
  • I don't think Harvest is worth putting in OO - it dreads Knock Off even more than normal Heatran and doesn't have any noteworthy niche as a defensive Pokemon without Levitate.
  • For the same reasons that it's not that noteworthy defensively without levitate, Regenerator should be removed.
  • Mold Breaker is an option that allows Heatran to set rocks up on and taunt Bounce Pokemon, while keeping Flash Fire from ruining your day.
  • You mention Goodra as a Heatran counter during the whole analysis so I assume you know it's a Heatran counter, but you forgot to list it in checks and counters.

Impeccable analysis, it took me like an hour and a half to find all this.


QC 1/2
 
Last edited:
Overview:
  • Looks great, nothing to add.
Set 1:
  • Set examples of what defensive Pokemon are prone to Magma Storm's trapping.
  • Explain that Heatran greatly relies on its Leftovers for recovery, (as a reason why Heatran should steer clear from Knock Off.)
Set 2:
  • Set examples of Drought users that can help support Heatran.
  • Set examples of hazard setters that work well with Heatran.
Set 3:
  • I think a mention of Substitute under moves is good if you deem it feasible, as it has a lot of use against many Steel-types. Just don't slash it with anything.
  • Leftovers deserves a mention as well, but doesn't require a slash, due to Air Balloon's great merits.
Set 4:
  • Lava Plume is like Scald, but the fact that Flash Fire is so common means that it often has a hard time spreading burns.
  • I think Taunt should be slashed with Will-o-Wisp
  • As this is a defensive set, some examples of what this set counters such as Gale Wings Staraptor, is necessary.
Strategy Comments:
  • Mention Torment, as it's quite good against many-switch-ins, particularly Latios.
  • Add Latias, Latios, and Hydreigon to checks and counters, for they can all switch in against most sets and KO Heatran.
Learned a lot from this analysis. It's really well done!


QC 2/2
 
Implemented everything except for Substitute on Heatran, as I feel that it's really not necessary to mention.

READY FOR GP
BRING THE HEAT
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
sorry for the wait, I think we were all intimidated by the length of this analysis. is this still ready to be GPed (aka, no updates)? if so I'll give it a go
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
ok then, placeholder
sorry if you got a notification and thought this was a finished check lol

I'M ON THE LAST SET, THE END IS NEAR

edit: DONE, GP 1/2
[OVERVIEW]

With great all around base stats all around, including 90 / 106 / 106 bulk, (RC) and an incredible base 130 Special Attack stat, as well as and an excellent movepool, Heatran has all the tools it needs to be a solid all-around Pokemon in the Almost Any Ability metagame. Because of this, Heatran can viably use several viable abilities, making it extremely unpredictable between its offensive and defensive movesets. Its typing blesses it with resistances to common priority moves, including Gale Wings Brave Bird and Refrigerate/ or Pixilate Extreme Speed. However, despite all these positive traits, Heatran is not a perfect pokemon. Its its typing also gives it weaknesses to makes it get hit super effectively by three of the most common attacking types: Fighting, Ground, and Water. Lack of a reliable source of recovery means that more defensive Heatran sets get worn down more easily, while Flash Fire's omnipresence in the metagame severely hinders offensive Heatran's effectiveness. Heatran also often finds itself trapped by the ever-so-common Magnet Pull, making it extremely easy to get rid of. Despite these flaws, Heatran is still a very viable pokemon that can really shine if given the chance. (if you want to include a "summary"-ish closing sentence, it has to provide new info)

[SET]
name: MagmaTran
move 1: Magma Storm
move 2: Earth Power
move 3: Substitute
move 4: Metal Sound / Taunt
item: Leftovers
ability: Desolate Land
nature: Modest
evs: 248 HP / 232 SpA / 28 SpD

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

Magma Storm is generally Heatran's go-to move; the primary STAB move here that will likely be used the most. The key here is trapping; because of Magma Storm's trapping abilities, Heatran can lure in and sometimes end up taking out very annoying, bulky Pokemon that other Heatran sets cannot, such as like Assault Vest Goodra that regular heatran sets cannot. Earth Power is Heatran's first line of defense against Flash Fire Pokemon, hitting most of them, such as being able to hit most Flash Fire pokemon like Scizor and Doublade, (AC) hard, which most of its other coverage moves cannot. It's also this moveset's only move with perfect accuracy. Substitute is used on this moveset to not only eases prediction, (RC) but also to allows Heatran to defeat Ferrothorn, a common switch-in, in a 1v1 scenario. Both options in the last slot complement Magma Storm. Finally, the last slot is to complement magma storm. Metal Sound is used so that lets Heatran can lower the Special Defense of and eventually defeat Calm Mind Suicune and Chansey, while Taunt does almost the same thing, except without the miss chance. There isn't too much of a difference, except that Taunt Heatran has a chance to get PP stalled by Suicune.

Set Details
========

Desolate Land provides a nice power boost to Heatran's Magma Storm, allowing it to nab many kills that it otherwise would not get. More importantly, it gives Heatran a very useful Water immunity that for Heatran and also allows it to easily switch in on almost all special Water-types, including Manaphy and Suicune. The EV spread is modified for this purpose. 248 HP / 28 SpD ensures that standard Manaphy cannot break Heatran's Substitutes after it uses Tail Glow twice. The rest of the EVs are put into Special Attack because Heatran needs as much power as it can get to compensate for Magma Storm's low PP. Leftovers is the item of choice here to increases Heatran's longevity; the recovery adds up very quickly, especially if Heatran is behind a Substitute.

Usage Tips
========

Since Because Heatran threatens many Pokemon out, it's usually a good idea to use Magma Storm on the Pokemon it threatens, so; (ASC) if it switches out, the switch-in pokemon that comes in usually takes hefty damage, while if it stays in, it gets trapped and KOed just get trapped and dies. On a more defensive note, try to keep Heatran away from Knock Off, as it is incredibly reliant on Leftovers; powerful unresisted hits, as sometimes Leftovers does not heal fast enough; and moves such as Zapdos's Discharge, not to let Heatran take any knock offs, since Heatran is incredibly reliant on Leftovers, powerful unresisted hits, as sometimes Leftovers does not heal fast enough, or even something like a discharge from Zapdos, because a paralysis greatly limits Heatran's ability to do its job effectively.
There are some special matchups in which that Heatran must be played differently in, however. Against Flash Fire Steel-types such as like Ferrothorn and Scizor, use Substitute first, Metal Sound once, and then repeated Earth Powers until they either switch out or faint let it die. Against Water-types, try to get a free Substitute up; if that is impossible, if Heatran can get a free substitute up, do that, and if it cannot, go straight for Magma Storm.

Team Options
=========

Entry hazard control, whether through Defog, Rapid Spin, or Magic Bounce, in the form of Defog/Rapid spin to remove them and Magic Bounce to prevent them is very important when using this particular Heatran moveset (subjective but I feel like you could write a few words on why; e.g. ", as Heatran lacks reliable recovery and doesn't want to take unnecessary damage", idk). Entry hazard support is also helpful due to Heatran's tendency to force switches. Flash Fire Pokemon are good teammates due to their ability to take on the Fire-types that who take advantage of Heatran's sun. Flying-types have very good synergy with Heatran, as its, (RC) since Heatran's only weaknesses are to Ground and Fighting, both of which Flying-types resist. Landorus/ and Gliscor have perfect synergy with Heatran as a result. Special sweepers have an easier time sweeping thanks to Heatran's ability to lure in and trap common special walls such as like Goodra and non-Magic Bounce Chansey. Other Fire-types appreciate Heatran's ability to take advantage of common checks to Fire-type fire spam checks. Finally, Wish users such as like Vaporeon can replenish Heatran's health, which solves one of its main issues in needing recovery.

[SET]
name: ChloroTran
move 1: Eruption
move 2: Fire Blast
move 3: Earth Power
move 4: Solar Beam / Hidden Power [Electric] / Will-O-Wisp
item: Choice Specs
ability: Chlorophyll
nature: Quiet
evs: 4 Def / 252 SpA / 252 Spe

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

Eruption under the sun is definitely the scariest move in the metagame; it even goes as far as having a chance to OHKO Victini and getting an almost guaranteed 2HKO on Chansey and Suicune. Fire Blast is the secondary STAB move. This should only be used if Heatran's health is below 73%, as that is when it outdamages Eruption. Earth Power is the coverage move used to deal solid damage to Flash Fire Pokemon such as like Doublade, Ferrothorn, and Scizor. The last moveslot is hardly ever used but can still be useful. Solar Beam gets the guaranteed OHKO on many bulky Water-types, Hidden Power Electric is Heatran's best way of damaging Flash Fire Skarmory, and Will-O-Wisp is an option that cripples Assault Vest Goodra/ and Assault Vest Tentacruel on the switch in.

Set Details
========

With Chlorophyll, Heatran can outspeed the entire non-Choice Scarf scarfed metagame barring Deoxys-S. Unfortunately, because Eruption forces Heatran is forced to have a Quiet nature due to Eruption being an event move, many Choice Scarf users can still outspeed Heatran in the sun. Special Attack and Speed were are maximized to let Heatran hit as hard and go first as often as possible, while the 4 Defense EVs ensures that Download users, most of which are physical attackers, get a Special Attack boost, since most of them are physically oriented. Choice Specs is was far and away the best choice for an item, due to the sheer power it brings. Upon further inspection, Heatran can't really afford to run any other item, because the rest are simply not enough to secure many OHKOs. Besides, Heatran is only using one move most of the time anyways.

Usage Tips
========
Try not to let Heatran take any damage, including from priority moves. If Stealth Rock can be removed, it should be removed. If it Heatran has a chance of switching in without taking damage, don't switch it in, (you're saying that you shouldn't switch Heatran in if it has a chance to switch in for free...?) because any damage taken results in a power deduction. If Heatran still ends up taking a bit of damage and falls below 73.3%, Fire Blast is stronger than Eruption. However, just because it is stronger doesn't mean it should be used. In some cases, a weakened Eruption is enough to clean up teams; the difference is that Eruption does not miss. If Heatran is at full health and there are no opposing Flash Fire Pokemon, just use Eruption, even if the foe your opponent is a Suicune or something of the sort. This allows Heatran to not have to switch out and switch back in to use Eruption. However, But if you see a Pokemon that obviously has Flash Fire, note that there is almost no situation where it won't directly switch in. Avoid using a Fire-type move when this happens, as this will give the Flash Fire Pokemon a free turn or a free Pursuit. Finally, try not to use Heatran outside of sun, because since it gets trapped by Magnet Pull extremely easily without sun support.

Team Options
========

Drought is key here; without sun, ChloroTran cannot function properly. Zapdos is typically a good setter, due to its ability to being able to switch into Gale Wings Pokemon, remove entry hazards with Defog, and bring while defogging and bringing Heatran in with a slow Volt Switch; Infernape is also noteworthy due to its access to (my god man please love your Shift key a little more) Taunt, Stealth Rock, U-turn, and Fire-type STAB attacks. Entry hazard support from something a Pokemon like Deoxys-S or the aforementioned Infernape can be very helpful in securing some kills KOs on certain Pokemon, such as pokemon like Victini, Azumarill, and Gyarados. However, Heatran also hates hazards on its side of the field, so hazard control in the form of Rapid Spin, Defog, and Magic Bounce are is vital to ensure that Heatran does not take any damage, keeping to keep Eruption as strong as possible. In a similar way, slow pivots can bring Heatran in safely so as to avoid it taking damage. If it does end up taking damage, Wish users and Healing Wish users can replenish Heatran's HP back to full health. Trapping is also very useful in helping Heatran sweep. Pursuit trapping in the form of from, for example, Choice Band Adaptability Tyranitar gets rid of the main things that can switch in to Heatran: RegenVest Goodra and RegenVest Tentacruel (both assault vest regenerator). Finally, Magnet Pullers users can trap and defeat the Flash Fire Steel-types that can stop a Heatran sweep.

[SET] (you know the drill, lowercase name, move, etc. i'm lazy so i didn't format them this time)
name: Magnet Pull
move 1: Taunt
move 2: Fire Blast
move 3: Earth Power
move 4: Stealth Rock / Hidden Power [Electric]
item: Air Balloon
ability: Magnet Pull
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Taunt prevents Skarmory and Scizor from using Roost roosting, Ferrothorn from using Leech Seed and Thunder Wave, and other Steel-types from using various annoying status moves doing annoying things that steel types like to do. Fire Blast OHKOes almost all non-Flash Fire Steel-types and is used over Heatran's its other Fire-type moves because it deals more damage to Levitate Heatran. However, Flamethrower can still be used if the low accuracy is too much of an issue. Earth Power is the main option for whittling down Flash Fire Steel-types after they have been Taunted are taunted. It OHKOes opposing non-Levitate Heatrans, is super effective against all Steel-types neutral to Fire attacks, and has perfect accuracy. Stealth Rock is an The last slot is for stealth rock, the most obligatory move in any competitive Pokemon team, and. (RC) Magnet Pull Heatran can pretty much set it up stealth rock for free, as most of the Pokemon it traps cannot hurt it. However, if Flash Fire Skarmory is a problem or another teammate is running Stealth Rock the stealth rock slot is already taken, Hidden Power Electric or any other special coverage move for that matter can be used.

Set Details
========
Magnet Pull is the most important part of the moveset. (I have to kill these phrases on sight; replace it with something more informative. "makes Heatran a great team supporter" or something perhaps) Steel-types are easily one of the most dominant types in AAA both offensively and defensively in terms of both offensive and defensive types, and once they are trapped and removed dead, many sweepers that are held back by Steel-types have the chance to sweep. Air Balloon is used to get off two Fire Blasts against Levitate Heatran and also potentially beat some Ground-types one-on-one once all the Steel-types are out of the picture. Charcoal can be used if Fire Blast needs a bit of a power boost, although most of the time that power isn't needed, while Leftovers is another option if Heatran wants to survive for longer. Maximum Speed investment and a Timid nature are used because Heatran aims to trap and defeat as many Steel-types as possible; it is also thus able to Speed tie with opposing Timid Heatran. The bulk isn't too important anyways, and Timid Nature allows this to speed tie with other Timid Heatrans. Finally, as mentioned in the previous set, (don't assume the reader's seen the previous set) 4 Defense EVs give Download Pokemon a Special Attack boost, which most of them do not appreciate.

Usage Tips
========
Try to avoid switching in Heatran directly, as it doesn't want to take too much damage. Don't switch Heatran in on any status move (besides Toxic and Will-O-Wisp, of course), as this will hinder its ability to trap certain Pokemon. After all trappable Steel-types are out of the way, Heatran essentially becomes fodder unless a use for it can somehow be salvaged. Most of the time, after KOing a Steel-type killing a steel type, it should just stay in and Taunt the Pokemon that comes in to prevent it from setting up.

Team Options
========

Once Steel-type foes are out of the picture, many Pokemon have jump on the opportunity to suddenly punch holes into the opposing team. In particular, setup sweepers such as This can help set up sweepers like Tail Glow Manaphy can set up and find themselves rolling through a team, powerful Fire-types such as like Victini and Entei are able to freely spam their V-creates and Sacred Fires without a second thought, and priority users like such as Braviary and Skarmory to can sweep teams without a worry with Brave Bird without worry.

[SET] (same thing, lowercase)
name: LeviTran
move 1: Lava Plume
move 2: Stealth Rock
move 3: Earth Power / Flash Cannon / Will-O-Wisp
move 4: Roar / Will-O-Wisp / Taunt
item: Leftovers
ability: Levitate
nature: Bold
evs: 248 HP / 252 Def / 8 SpA

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

Lava Plume is the obligatory STAB move that's basically like scald in that it spreads burns very quickly, although unlike Scald, (RC) it's stopped cold by Flash Fire abusers. Flying-type and Fire-type spam Stealth Rock is stealth rock, every smogon team should have it. (fair enough but this sounds too casual for an analysis lol) With that aside, however, bird spam and fire spam are very common strategies in AAA, and Stealth Rock destroys both of them. Another cool thing about Heatran is that it pressures the most common Defogger in AAA, Skarmory, meaning that it typically does not get to Defog on Heatran. Earth Power has is the secondary attack, having great synergy with Lava Plume, and it also ensures making sure that Heatran is not a free switch in for Fire-types. Flash Cannon is another option that can hit Rock- and Fairy-types super effectively with a STAB boost, although Fairy-types are rarely seen and Earth Power dents Rock-types already. Roar makes is the option in the last slot to make sure Heatran does not become setup fodder for setup sweepers. It also racks up Stealth Rock damage and gives Heatran more of an opportunityies to spread burns. However, if your team already has a reliable phazer (how do you spell this?) (you got it right!), Will-O-wisp is a nice option to spread burns more reliably. Finally, Taunt is an option for preventing opposing Pokemon from recovering, Defogging, or setting up their own rocks Stealth Rock.

Set Details
========
Levitate allows Heatran to cope with discard ("cope" is more like...accepting an unfortunate circumstance, whereas Heatran just gets rid of it) its terrible Ground weakness, and with it the ground weakness gone, Heatran can finally switch in to much of the physical metagame, such as like Skarmory and Garchomp. Physical Defense investment is used over Special Defense investment because one of the main reasons why Heatran ran spDef investment before was because of physical attackers using earthquake and Flash Fire walling special Fire Types. (is this really important? I'm trying to find a good way to rephrase it but I can't come up with anything; I feel like it'd just be easier to remove it entirely. If it's important info I'll try harder... or let the second checker do it lol) Since Because Heatran does not have any reliable recovery, Leftovers is the preferred item so that it can slowly regain its health back. Slowly regaining health is better than no health at all, after all.

Usage Tips
========
Be wary of Mold Breaker, as this allows Earthquake to hit Heatran. Also, (AC) be wary of Magic Bounce Pokemon, which render half of Heatran's moves as this renders half your set useless. Try not to let this Heatran variant take a Knock Off. Because Leftovers is its only form of recovery, Heatran tends to die faint very quickly once its lefties Leftovers are gone.

Team Options
========

Because Heatran suffers from lack of recovery, it's generally a good idea to have teammates that increase Heatran's longevity as much as possible. Wish support is very helpful due to Heatran's tendency to get worn down quickly, while entry hazard control can save Heatran from taking unnecessary damage (as mentioned above) essentially recovers the 12.5% that it would've lost to stealth rock (the "a penny saved is a penny earned" philosophy). (sorry, cute flavor but it's too casual :c) In terms of actual teammates, the classic Venusaur + Heatran core is very effective arguably just as good here, with powerful Ground-type attacks no longer decimating the core. However, it is advised to have a Flash Fire user to compensate for Heatran's loss of Flash Fire. RegenVest Assault Vest Regenerator Goodra is another nice partner for Heatran. It can take on most of the special attacks aimed at Heatran, while Heatran can take many physical attacks and sometimes special Fairy-, Dragon-, and Ice-type attacks aimed at Goodra.

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

Heatran can run Choice choiced items to some effect; ScarfTran is by no means bad, and in AAA it can take advantage of a number of abilities, such as Desolate Land, Sheer Force, and even Levitate be easily abused with a number of abilities like desolate land, sheer force, or even levitate. Choice Specs can work with each of those besides Sheer Force as well. In terms of items, Heatran can run Shed Shell, as Magnet Pull something else Heatran can choose to run is shed shell, since magnet pull takes care of Heatran so easily. Still, the loss of reliable recovery will often hurt Heatran more than not getting trapped helps. Heatran can also run several more viable abilities; it's a great setter of sun with Drought, having access to Stealth Rock, Roar, and Taunt, and can maintain in its movepool while maintaining offensive pressure. If Magic Bounce is becoming a problem with the aforementioned support moves, Heatran can run a Mold Breaker set to some success; another great thing about Mold Breaker is that Heatran doesn't have to worry about Flash Fire Pokemon soaking up Lava Plumes like they normally do. Another way to abuse take advantage of Heatran's support moves is by use of Prankster; it gets a wonderful movepool to abuse exploit it with, including Taunt, Will-O-Wisp, and Stealth Rock, coupled with Fire Blast or Lava Plume to ensure it isn't complete Magic Bounce in taunt, will-o-wisp, and stealth rock coupled with Fire blast/lava plume to ensure it isn't complete magic bounce bait. Finally, Heatran can also utilize a Sheer Force Life Orb moveset with one of the strongest Fire Blasts in the tier metagame along with a Sheer Force-boosted Flash Cannon and Earth Power. Torment is also an option that allows Heatran to check many switch-ins like Latios better.

Checks and Counters (careful with formatting in this section)
===================

**Flash Fire and Primordial Sea**: Flash Fire users can switches into *most* Heatran sets with impunity, although many abusers of them do not enjoy taking fully invested Earth Powers max special attack earth powers. Primordial Sea works similarly, except many abusers are Water-types and can OHKO Heatran. Primordial Sea also takes away Heatran's intense sunlight, meaning that even if the Primordial Sea user switches out, Desolate Land Heatran will be weaker than before.

**Entry Hazards and Pursuit**: Lack of recovery hinders Heatran's survivability longevity once these two are in play.

**Magnet Pull**: Many magnet pullers Magnet Pull users will come equipped with moves to defeat Heatran, basically taking out a pivotal pokemon for the rest of the match.

**Magic Bounce Chansey**: Aside from Eruption sets, Magic Bounce Chansey can easily switch into easily and wall Heatran, aside from Eruption sets.

**Assault Vest Regenerator RegenVest Goodra**: Although Heatran can sometimes cripple it, for the most part, (RC) Goodra will defeat it one-on-one. Tentacruel is also noteworthy, as it can not only pressure Heatran with Knock Off and Scald, (RC) but also spin away its Stealth Rock.

**Bulky, Powerful Fire-Resistant Pokemon resists**: Pokemon such as Tinted Lens Latios and Latias like Tinted Lens Lati@s and Hydreigon can all switch in pretty well and threaten Heatran, the former two with powerful unresisted Draco Meteors from the former and the latter with Mega Launcher-boosted Dark Pulses from the latter.
 
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Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
only found out about copy/paste after set 3 :(
don't do this please (one reason should be apparent from the bold and comments that ended up in the OP); what you can do is hit "reply" on this post (which preserves the colours), remove the reds, deformat the blues, and address the comments and implement the check that way. it's a lot easier and more accurate than how you implemented the first one

remove
add (Capitalize / Fix)
(comments); (AC=add comma; RC=remove comma; SC=semicolon)
[OVERVIEW]

With great base stats all around, including 90 / 106 / 106 bulk and an incredible base 130 Special Attack stat, as well as an excellent movepool, Heatran has all the tools it needs to be a solid pokemon in the Almost Any Ability metagame. Because of this, Heatran can use viably use several abilities, making it extremely unpredictable between its offensive and defensive movesets. Its typing blesses it with resistances to common priority moves, including Gale Wings Brave Bird and Refrigerate or Pixilate Extreme(space)Speed. However, its typing also gives it weaknesses to three of the most common attacking types: Fighting, Ground, and Water. Lack of a reliable source of recovery means that more defensive Heatran sets get worn down easily, while Flash Fire's omnipresence in the metagame severely hinders offensive Heatran's effectiveness. Heatran also often finds itself trapped by the ever-so-common Magnet Pull, making it extremely easy to get rid of.

[SET]
name: MagmaTran
move 1: Magma Storm
move 2: Earth Power
move 3: Substitute
move 4: Metal Sound / Taunt
item: Leftovers
ability: Desolate Land
nature: Modest
evs: 248 HP / 232 SpA / 28 SpD

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

Magma Storm is generally Heatran's go-to move because of Magma Storm's trapping abilities. Heatran can lure and sometimes end up taking out very annoying, bulky Pokemon that other Heatran sets cannot, like such as Assault Vest Goodra. Earth Power is Heatran's first line of defense against Flash Fire Pokemon, hitting most of them, (AC) such as Scizor and Doublade, hard. It's also this moveset's only move with perfect accuracy. Substitute not only eases prediction but also to allows Heatran to defeat Ferrothorn, a common switch-in, in a 1v1 one-on-one scenario. Both options in the last slot complement Magma Storm. Metal Sound lets Heatran lower the Special Defense of and eventually defeat Calm Mind Suicune and Chansey, while Taunt does almost the same thing, except without the miss chance. There isn't too much of a difference, except that Taunt Heatran has a chance to get PP stalled by Suicune.

Set Details
========

Desolate Land provides a nice power boost to Heatran's Magma Storm, allowing it to nab many kills KOs that it otherwise would not get. More importantly, it gives Heatran a very useful Water immunity that allows it to easily switch in on almost all special Water types, including Manaphy and Suicune. The EV spread is modified for this purpose. 248 HP / 28 SpD ensures that standard Manaphy cannot break Heatran's Substitutes even after it uses Tail Glow twice. The rest of the EVs are put into Special Attack because Heatran needs as much power as it can get to compensate for Magma Storm's low PP. Leftovers increases Heatran's longevity; the recovery adds up very quickly, especially if Heatran is behind a Substitute.

Usage Tips
========

Because Heatran threatens many Pokemon out, it's usually a good idea to use Magma Storm on the Pokemon it threatens; if it switches out, the switch-in usually takes hefty damage, while if it stays in, it gets trapped and KO'd KOed. On a more defensive note, try to keep Heatran away from Knock Off, as it is incredibly reliant on Leftovers; powerful unresisted hits, as sometimes Leftovers does not heal fast enough; and moves such as Zapdos's Discharge, because paralysis greatly limits Heatran's ability to do its job effectively.
There are some special matchups in which Heatran must be played differently, however. Against Flash Fire Steel-types (add hyphen) such as Ferrothorn and Scizor, use Substitute first, Metal Sound once, and then repeated Earth Powers until they either switch out or faint. Against Water-types, (add hyphen) try to get a free Substitute up; if that is impossible, go straight for Magma Storm.

Team Options
=========

Entry hazard control, (AC) whether through Defog, Rapid Spin, or Magic Bounce, (<- unbold) is very important when using this particular Heatran moveset due to Heatran's tendency to get worn down easily. Entry hazard support is also helpful due to Heatran's tendency to force switches. Flash Fire Pokemon are good teammates due to their ability to take on the Fire-types that take advantage of Heatran's sun. Flying-types have very good synergy with Heatran, as its only weaknesses are to Ground and Fighting, both of which Flying-types (add hyphen) resist. Landorus and Gliscor have perfect synergy with Heatran as a result. Special sweepers have an easier time sweeping thanks to Heatran's ability to lure in and trap common special walls such as Goodra and non-Magic Bounce Chansey. Other Fire-types appreciate Heatran's ability to take advantage of checks to common Fire-type spam. Finally, Wish users such as Vaporeon can replenish Heatran's health, which solves one of its main issues in needing recovery.

[SET]
name: ChloroTran
move 1: Eruption
move 2: Fire Blast
move 3: Earth Power
move 4: Solar Beam / Hidden Power Electric / Will-O-Wisp
item: Choice Specs
ability: Chlorophyll
nature: Quiet
evs: 4 Def / 252 SpA / 252 Spe

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

Eruption under the sun is definitely the scariest move in the metagame; it even goes as far as having a chance to OHKO Victini and getting an almost guaranteed 2HKO on Chansey and Suicune. Fire Blast should only be used if Heatran's health is below 73%, as that is when it outdamages Eruption. Earth Power is the coverage move used to deal solid damage to Flash Fire Pokemon such as Doublade, Ferrothorn, and Scizor. The last moveslot is hardly ever used but can still be useful. Solar Beam gets the guaranteed OHKO on many bulky Water-types, Hidden Power Electric is Heatran's best way of damaging Flash Fire Skarmory, and Will-O-Wisp is an option that cripples Assault Vest Goodra and Assault Vest Tentacruel on the switch in.

Set Details
========

With Chlorophyll, Heatran can outspeed the entire non-Choice Scarf metagame barring Deoxys-S. Unfortunately, because Eruption forces Heatran to have a Quiet Nature, many Choice Scarf users can still outspeed Heatran in the sun. Special Attack and Speed are maximized to let Heatran hit as hard and go first as often as possible, while the 4 Defense EVs ensure that Download users, most of which are physical attackers, get a Special Attack boost. Choice Specs is far and away the best choice for an item, due to the sheer power it brings. Upon further inspection, Heatran can't really afford to run any other item, because the rest are simply not enough to secure many OHKOs. Besides, Heatran is only using one move most of the time anyways anyway. (colloquial)

Usage Tips
========
Try not to let Heatran take any damage, including from priority moves. If Stealth Rock can be removed, it should be removed. Most of the time, if Heatran has a chance of switching in but must take damage to do so, don't switch it in, because any damage taken results in a power deduction. If Heatran still ends up taking a bit of damage and falls below 73.3%, Fire Blast is stronger than Eruption. However, just because it is stronger doesn't mean it should be used. in some cases, a weakened Eruption is enough to clean up teams; the difference is that Eruption does not without having a miss. If Heatran is at full health and there are no opposing Flash Fire Pokemon, just use Eruption, even if the foe is a Suicune or something of the sort. This allows Heatran to not have to switch out and switch back in to use Eruption. However, if you see a Pokemon that obviously has Flash Fire, note that there is almost no situation where it won't directly switch in. Avoid using a Fire-type move when this happens, as this will give the Flash Fire Pokemon a free turn or a free Pursuit. Finally, try not to use Heatran outside of sun, because it gets trapped by Magnet Pull extremely easily without sun support.

Team Options
========

Drought is key here; without sun, ChloroTran cannot function properly. Zapdos is typically a good setter, due to its ability to switch into Gale Wings Pokemon, remove entry hazards with Defog, and bring Heatran in with a slow Volt Switch; Infernape is also noteworthy due to its access to Taunt, Stealth Rock, U-turn, and Fire-type STAB attacks. Entry hazard support from a Pokemon like Deoxys-S or the aforementioned Infernape can be very helpful in securing KOs on certain Pokemon, such as Victini, Azumarill, and Gyarados. However, Heatran also hates hazards on its side of the field, so hazard control in the form of Rapid Spin, Defog, and Magic Bounce is vital to ensure that Heatran does not take any damage to keeping in order to keep Eruption as strong as possible. In a similar way, slow pivots can bring Heatran in safely so as to avoid it taking damage. If it does end up taking damage, Wish users and Healing Wish users can replenish Heatran's HP back to full. Trapping is also very useful in helping Heatran sweep. Pursuit trapping from, for example, Choice Band Adaptability Tyranitar gets rid of the main things that can switch in to Heatran: Assault Vest RegenVest Goodra and Assault Vest RegenVest Tentacruel (both assault vest regenerator). Finally, Magnet Pull Pokemon can trap and defeat the Flash Fire Steel-Types that can stop a Heatran sweep.

[SET]
name: Magnet Pull
move 1: Taunt
move 2: Fire Blast
move 3: Earth Power
move 4: Stealth Rock / Hidden Power Electric
item: Air Balloon
ability: Magnet Pull
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Taunt prevents Skarmory and Scizor from using Roost, Ferrothorn from using Leech Seed and Thunder Wave, and other Steel-types from using various status moves. Fire Blast OHKOes almost all non-Flash Fire Steel-types and is used over Heatran's other Fire-type moves because it deals more damage to Levitate Heatran. However, Flamethrower can still be used if the low accuracy is too much of an issue. Earth Power is the main option for whittling down Flash Fire Steel-types after they have been Taunted. It OHKOes opposing non-Levitate Heatran, is super effective against all Steel-types neutral to Fire, and has perfect accuracy. Stealth Rock is an obligatory move in any competitive Pokemon team, and Magnet Pull Heatran can pretty much set it up for free, as most of the Pokemon it traps cannot hurt it. However, if Flash Fire Skarmory is a problem or another teammate is running Stealth Rock, Hidden Power Electric, (AC) or any other special coverage move for that matter, (AC) can be used.

Set Details
========
Magnet Pull makes Heatran a great partner to many wallbreakers and sweepers. Steel-types (add hyphen) are easily one of the most dominant types in AAA both offensively and defensively, and once they are have been trapped and removed, many sweepers that are held back by Steel-types have the chance to sweep. Air Balloon is used to get off two Fire Blasts against Levitate Heatran and also potentially beat some Ground-types one-on-one once all the Steel-Types are out of the picture. Charcoal can be used if Fire Blast needs a bit of a power boost, although most of the time that power isn't needed, while Leftovers is another option if Heatran wants to survive for longer. Maximum Speed investment and a Timid nature are used because Heatran aims to trap and defeat as many Steel-types as possible; it is also thus able to Speed tie with opposing Timid Heatran. The bulk isn't too important anyways anyway. Finally, 4 Defense EVs give gives Download Pokemon a Special Attack boost, which most of them do not appreciate.

Usage Tips
========
Try to avoid switching in Heatran directly, as it doesn't want to take too much damage. Don't switch Heatran in on any status move (besides Toxic and Will-O-Wisp of course), as this will hinder its ability to trap certain Pokemon. After all trappable Steel-types are out of the way, Heatran essentially becomes fodder unless a use for it can somehow be salvaged. Most of the time, after KOing a Steel-type, (add hyphen)it should just stay in and Taunt the Pokemon that comes in to prevent it from setting up.

Team Options
========

Once Steel-type foes are out of the picture, many Pokemon have on the opportunity to suddenly punch holes into the opposing team. In particular, certain sweepers such as Tail Glow Manaphy can set up and find themselves rolling through a team, powerful Fire-types such as Victini and Entei are able to freely spam their V-creates and Sacred Fires without a second thought, and priority users such as Braviary and Skarmory to can sweep teams with Brave Bird without worry.

[SET] (same thing, lowercase)
name: LeviTran
move 1: Lava Plume
move 2: Stealth Rock
move 3: Earth Power / Flash Cannon / Will-O-Wisp
move 4: Roar / Will-O-Wisp / Taunt
item: Leftovers
ability: Levitate
nature: Bold
evs: 248 HP / 252 Def / 8 SpA

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

Lava Plume is like Scald in that it spreads burns very quickly, although unlike Scald, (AC) it's stopped cold by Flash Fire abusers. Flying-type and Fire-type spam are very common strategies in AAA, and Stealth Rock destroys both of them. Another cool thing about Heatran is that it pressures the most common Defogger in AAA, Skarmory, meaning that it typically does not get to Defog on Heatran. Earth Power has great synergy with Lava Plume, and it also ensures that Heatran is not a free switch in doesn't provide a free switch opportunity for Fire-types. Flash Cannon is another option that can hit Rock- and Fairy-types super effectively with and gets a STAB boost, although Fairy-types are rarely seen and Earth Power dents Rock-types already. Roar makes sure Heatran does not become fodder for setup sweepers. It also racks up Stealth Rock damage and gives Heatran more opportunities to spread burns. However, if your team already has a reliable phazer, Will-O-Wisp is a nice option to spread burns more reliably. Finally, Taunt is an option for preventing opposing Pokemon from recovering, Defogging, or setting up their own Stealth Rock. (<- unbold)

Set Details
========
Levitate allows Heatran to discard its terrible Ground weakness, and with it gone, Heatran can finally switch in to much of the physical metagame, such as Skarmory and Garchomp. Because (<- unbold) Heatran does not have any reliable recovery, Leftovers is the preferred item so that it can slowly regain its health back.

Usage Tips
========
Be wary of Mold Breaker, as this allows Earthquake to hit Heatran. Also, be wary of Magic Bounce Pokemon, as this renders they render half your this set useless. Try not to let this Heatran variant take a Knock Off. Because Leftovers is its only form of recovery, Heatran tends to faint very quickly once its Leftovers are gone.

Team Options
========

Because Heatran suffers from lack of recovery, it's generally a good idea to have teammates that increase Heatran's longevity as much as possible. Wish support is very helpful due to Heatran's tendency to get worn down quickly, while entry hazard control greatly increases Heatran's longevity. In terms of actual teammates, the classic Venusaur + Heatran core is very effective, with powerful Ground-type attacks no longer decimating the core. However, it is advised to have a Flash Fire user to compensate for Heatran's loss of Flash Fire. Assault Vest Regenerator RegenVest Goodra is another nice partner for Heatran. It can take on most of the special attacks aimed at Heatran, while Heatran can take many physical attacks and sometimes special Fairy-, Dragon-, and Ice-type attacks aimed at Goodra.

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

Heatran can run Choice items to some effect; (Specs has a main set so you should reword this) ScarfTran Choice Scarf Heatran is by no means bad, and in AAA it can be easily abused with take advantage of a number of abilities like such as Desolate Land, Sheer Force, and even Levitate. Choice Specs can work with each of those, (AC) besides Sheer Force, (AC) as well. In terms of items, something else Heatran can choose to run is Shed Shell, since as Magnet Pull takes care of Heatran so easily. Still, the loss of reliable recovery will often hurt Heatran more than not getting trapped helps. Heatran can also run several more viable abilities; it's a great setter of sun with Drought, having access to Stealth Rock, Roar, and Taunt while maintaining and being able to maintain offensive pressure. If Magic Bounce is becoming a problem with the aforementioned these support moves, Heatran can run a Mold Breaker set to some success; another great thing about Mold Breaker (unbold) is that Heatran doesn't have to worry about Flash Fire Pokemon soaking up Lava Plumes like they normally do. Another way to abuse take full advantage of Heatran's support moves is by use of Prankster; it gets a wonderful movepool to exploit it with, including Taunt, Will-O-Wisp, and Stealth Rock, coupled with Fire Blast or Lava Plume to ensure it isn't complete Magic Bounce bait. Finally, Heatran can also utilize a Sheer Force Life Orb moveset with one of the strongest Fire Blasts in the metagame along with a Sheer Force-boosted Flash Cannon and Earth Power. Torment is also an option, (AC) that allows allowing Heatran to check many switch-ins like such as Latios better.

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

**Flash Fire and Primordial Sea**: Flash Fire users can switch into *most* most Heatran sets with impunity, although many of them do not enjoy taking fully invested Earth Powers. Primordial Sea works similarly, except many abusers are Water-types and can OHKO Heatran. Primordial Sea also takes away intense sunlight, meaning that even if the Primordial Sea user switches out, Desolate Land Heatran will be weaker than before.

**Entry Hazards and Pursuit**: Lack of recovery hinders Heatran's longevity once these two are in play.

**Magnet Pull**: Many Magnet Pull users will come equipped with moves to defeat Heatran.

**Magic Bounce Chansey**: Magic Bounce Chansey can easily switch into and wall Heatran, aside from Eruption sets.

**Assault Vest Regenerator RegenVest Goodra**: Although Heatran can sometimes cripple it, for the most part Goodra will defeat it one-on-one. Tentacruel is also noteworthy, as it can not only pressure Heatran with Knock Off and Scald but also Rapid Spin away Stealth Rock.

**Bulky, Powerful Fire-Resistant Pokemon**: Pokemon such as Tinted Lens Lati@s Latias and Latios and Hydreigon can all switch in pretty well and threaten Heatran, the former two with powerful unresisted Draco Meteors and the latter with Mega Launcher-boosted Dark Pulses.



GP 2/2
 
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EV

Banned deucer.
aesf

Under Team Options for the first set: "Entry hazard control, whether through Defog, Rapid Spin, or Magic Bounce, is very important when using this particular Heatran moveset due to Heatran's tendency to get worn down easily. Entry hazard support is also helpful due to Heatran's tendency to force switches. Flash Fire Pokemon are good teammates due to their ability to take on the Fire-types that take advantage of Heatran's sun. Flying-types have very good synergy with Heatran, as its only weaknesses are to Ground and Fighting, both of which Flying-types resist. Landorus and Gliscor have perfect synergy with Heatran as a result. Special sweepers have an easier time sweeping thanks to Heatran's ability to lure in and trap common special walls such as Goodra and non-Magic Bounce Chansey. Other Fire-types appreciate Heatran's ability to take advantage of checks to common Fire-type spam. Finally, Wish users such as Vaporeon can replenish Heatran's health, which solves one of its main issues in needing recovery." What specific hazard setters, removers, and Magic Bounce users work with this Heatran? What Flash Fire users? What special sweepers want Goodra and Chansey gone? What other Fire-types appreciate Heatran's ability to take advantage of checks to Fire spam?

Under Team Options for the second set: "Drought is key here; without sun, ChloroTran cannot function properly. Zapdos is typically a good setter, due to its ability to switch into Gale Wings Pokemon, remove entry hazards with Defog, and bring Heatran in with a slow Volt Switch; Infernape is also noteworthy due to its access to Taunt, Stealth Rock, U-turn, and Fire-type STAB attacks. Entry hazard support from a Pokemon like Deoxys-S or the aforementioned Infernape can be very helpful in securing KOs on certain Pokemon, such as Victini, Azumarill, and Gyarados. However, Heatran also hates hazards on its side of the field, so hazard control in the form of Rapid Spin, Defog, and Magic Bounce is vital to ensure that Heatran does not take any damage in order to keep Eruption as strong as possible. In a similar way, slow pivots can bring Heatran in safely so as to avoid it taking damage. If it does end up taking damage, Wish users and Healing Wish users can replenish Heatran's HP back to full. Trapping is also very useful in helping Heatran sweep. Pursuit trapping from, for example, Choice Band Adaptability Tyranitar gets rid of the main things that can switch in to Heatran: RegenVest Goodra and RegenVest Tentacruel. Finally, Magnet Pull Pokemon can trap and defeat the Flash Fire Steel-Types that can stop a Heatran sweep." Who provides Spin, Defog, and Magic Bounce support for this set? What slow pivots? What Wish users? What Magnet Pull Pokemon?

Under Team Options for the fourth set: "Because Heatran suffers from lack of recovery, it's generally a good idea to have teammates that increase Heatran's longevity as much as possible. Wish support is very helpful due to Heatran's tendency to get worn down quickly, while entry hazard control greatly increases Heatran's longevity. In terms of actual teammates, the classic Venusaur + Heatran core is very effective, with powerful Ground-type attacks no longer decimating the core. However, it is advised to have a Flash Fire user to compensate for Heatran's loss of Flash Fire. RegenVest Goodra is another nice partner for Heatran. It can take most of the special attacks aimed at Heatran, while Heatran can take many physical attacks and sometimes special Fairy-, Dragon-, and Ice-type attacks aimed at Goodra." What Wish users? What hazard control Pokemon?

Under Checks and Counters: You list no specific Pokemon for the first 3 categories at all. This is the most important place to tell a user what to look out for, so you need to be as specific as possible when considering the top checks/counters in these roles.
 
aesf

Under Team Options for the first set: "Entry hazard control, whether through Defog, Rapid Spin, or Magic Bounce, is very important when using this particular Heatran moveset due to Heatran's tendency to get worn down easily. Entry hazard support is also helpful due to Heatran's tendency to force switches. Flash Fire Pokemon are good teammates due to their ability to take on the Fire-types that take advantage of Heatran's sun. Flying-types have very good synergy with Heatran, as its only weaknesses are to Ground and Fighting, both of which Flying-types resist. Landorus and Gliscor have perfect synergy with Heatran as a result. Special sweepers have an easier time sweeping thanks to Heatran's ability to lure in and trap common special walls such as Goodra and non-Magic Bounce Chansey. Other Fire-types appreciate Heatran's ability to take advantage of checks to common Fire-type spam. Finally, Wish users such as Vaporeon can replenish Heatran's health, which solves one of its main issues in needing recovery." What specific hazard setters, removers, and Magic Bounce users work with this Heatran? What Flash Fire users? What special sweepers want Goodra and Chansey gone? What other Fire-types appreciate Heatran's ability to take advantage of checks to Fire spam?

Under Team Options for the second set: "Drought is key here; without sun, ChloroTran cannot function properly. Zapdos is typically a good setter, due to its ability to switch into Gale Wings Pokemon, remove entry hazards with Defog, and bring Heatran in with a slow Volt Switch; Infernape is also noteworthy due to its access to Taunt, Stealth Rock, U-turn, and Fire-type STAB attacks. Entry hazard support from a Pokemon like Deoxys-S or the aforementioned Infernape can be very helpful in securing KOs on certain Pokemon, such as Victini, Azumarill, and Gyarados. However, Heatran also hates hazards on its side of the field, so hazard control in the form of Rapid Spin, Defog, and Magic Bounce is vital to ensure that Heatran does not take any damage in order to keep Eruption as strong as possible. In a similar way, slow pivots can bring Heatran in safely so as to avoid it taking damage. If it does end up taking damage, Wish users and Healing Wish users can replenish Heatran's HP back to full. Trapping is also very useful in helping Heatran sweep. Pursuit trapping from, for example, Choice Band Adaptability Tyranitar gets rid of the main things that can switch in to Heatran: RegenVest Goodra and RegenVest Tentacruel. Finally, Magnet Pull Pokemon can trap and defeat the Flash Fire Steel-Types that can stop a Heatran sweep." Who provides Spin, Defog, and Magic Bounce support for this set? What slow pivots? What Wish users? What Magnet Pull Pokemon?

Under Team Options for the fourth set: "Because Heatran suffers from lack of recovery, it's generally a good idea to have teammates that increase Heatran's longevity as much as possible. Wish support is very helpful due to Heatran's tendency to get worn down quickly, while entry hazard control greatly increases Heatran's longevity. In terms of actual teammates, the classic Venusaur + Heatran core is very effective, with powerful Ground-type attacks no longer decimating the core. However, it is advised to have a Flash Fire user to compensate for Heatran's loss of Flash Fire. RegenVest Goodra is another nice partner for Heatran. It can take most of the special attacks aimed at Heatran, while Heatran can take many physical attacks and sometimes special Fairy-, Dragon-, and Ice-type attacks aimed at Goodra." What Wish users? What hazard control Pokemon?

Under Checks and Counters: You list no specific Pokemon for the first 3 categories at all. This is the most important place to tell a user what to look out for, so you need to be as specific as possible when considering the top checks/counters in these roles.
Implemented.
I guess it's done now?
 

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