Freeroamer
The greatest story of them all.
Hey, Freeroamer here with my first RMT. While I've always been more into UU and Ubers, I still play a lot of OU as I enjoy testing myself in the flagship tier and this is one of the best original teams I've built for this tier. I was bored of making teams that used one of the dominant megas of the tier in Metagross, Altaria or a Charizard, so I decided to go a more unconventional route with Mega Heracross as I love it's ability to smash teams up for something else to run through, and it's something that's screwed me over enough times x.x.
The song choice was simply the song I was listening to when I started making the team, it's overplayed to high hell but still finds it's way on quite a few of my playlists o.o.
Note that when I build a team, I generally tend to put the mons together first in terms of what roles/threats they cover and then decide on sets/spreads. I find once you have the build of your team, the best sets come naturally after.
Teambuilding Process:
This team got me to the top 50 in the ladder which might not be seen as a great achievement by some, but it's the first time I've managed it using a team made only by myself which is why I decided to RMT it.
Heracross @ Heracronite
Ability: Guts
EVs: 40 HP / 252 Atk / 216 Spe
Adamant / Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance
The centrepiece of the team, this absolutely smashes balanced teams and is often my go-to vs defensive teams, opening up holes such that something else will be able to sweep through. The way I play this is generally via aggressive double switches against teams that lack a solid answer to it, as every opportunity to get it in vs those teams tends to be priceless. Bringing it in vs passive mons like Ferrothorn who can't really hurt it all that much and are immensely threatened by it is also a great way to play it. The EVs outspeed base 70s with a neutral or positive nature respectively depending on which you picked. I personally prefer Adamant but I can see the reasoning for a Jolly nature too.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Stone Edge
- Flash Cannon
- Earth Power
Choice Scarf Heatran is often something that's overlooked, such is the bias towards Specially Defensive or Magma Strom sets. That only works in my favour, as this set can often catch opponents off guard as they take a fully invested Overheat compared to a minimal investment Lava Plume. It also glues my team in a sense that it's my best check to faster attackers such as Mega Manectric and Mega Lopunny, able to do huge damage while outspeeding them. Set is fairly standard ScarfTran, Overheat for killing power, Stone Edge for burds, Flash Cannon for fairies and Earth Power for rounding out coverage. Once upon a time you could have the luxury of running Modest but Timid is necessary to outspeed certain threats like the two mentioned earlier.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Gyro Ball
- Protect / Power Whip
Very standard set for a very standard mon, the way this thing spreads passive damage through teams is unbelievable and it's definitely one of the most important members of the team in facilitating wins, be it through chipping threats into KO range via Leech Seed / Spikes or stopping a something sweeping, it almost always gets the job done. The set is one I'm sure you've all seen before, with really the only notable point being that I prefer Protect over say Power Whip. I just feel that with the recoil and damage something like Mega Gyarados is going to take from Iron Barbs+Gyro Ball+the recoil from Garchomp, I don't see it as a huge issue.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 32 Def / 4 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Psyshock
Another very standard set, put here to fulfil a few key roles, the most important of which are hazard removal and a CM Keldeo check. This functions excellently alongside Ferrothorn, able to switch in against many things that would threaten it, esp. the ever so common Heatran and dispatch any hazards it might have lain down as it switches out. Spreading burns is nice with Spikes support, it means I can usually win the war of attrition vs other balance teams and gives Hera more opportunity to smash them up. Spread outspeeds Thundurus and makes switching into Mega Metagross a little easier.
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Knock Off
- U-turn
- Superpower
Just an amazing thing at the moment, this set greatly benefits this team in providing a check to several threats such as Gengar and Landorus who would otherwise devastate me. It also gives me a second Keldeo check which I see as very important for every balance team in OU currently, especially as my main check is vulnerable to Pursuit. The set is very standard other than the last slot where I went for Superpower because having 2 70% moves sucks and I don't really need Heat Wave on this team as a lot of it's targets are dealt with quite efficiently by other team members. I used to run 216 Speed for Scarf ttar but this thing has gotten so common now that running max Speed for other Torn is now a lot more worth it. I have considered trying Sludge Wave in the last slot to ward off Clefable as I hardly ever click Superpower.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic
Finally I needed rocks and a general check to strong physical attackers so I went for another very popular set in the current metagame in tank chomp. This team is all about utilising residual damage to the point where the opposing team is too worn down to prevent my more offensive mons from cleaning and Garchomp does this fantastically well. Speed is for Jolly Bisharp cos seriously fuck Bisharp and I chose to use Toxic to catch switchins such as Rotom-W and Hippowdon to put them on a timer as well as increase the residual pressure this team forces.
The main threat to this team is Magic Guard CM Clefable, especially if it has T Wave and manages to catch Heatran as it comes in. Like I say, I'm testing Sludge Wave Torn just so I can pressure it more.
Mega Manectric is really annoying to this team also, it KOes 5/6 members and the one thing that can take it on can only switch in once or twice at best, generally a case of pivoting around it.
Dragons with appropriate coverage can be frustrating for this team as I have no Fairy, Fire Blast Garchomp, Mixed Kyurem-B etc. can be a pain to deal with but are generally manageable.
This has been a team I've really enjoyed using, as it's something fresh and completely mine, and it's been great to have some success with it. That said, feel free to steal it if it's to your liking, I wouldn't have posted an RMT for it otherwise lol. I look forward to any rates!
The song choice was simply the song I was listening to when I started making the team, it's overplayed to high hell but still finds it's way on quite a few of my playlists o.o.
Note that when I build a team, I generally tend to put the mons together first in terms of what roles/threats they cover and then decide on sets/spreads. I find once you have the build of your team, the best sets come naturally after.
Teambuilding Process:
Well I obviously wanted to start with Mega Hera, and Heatran seemed a natural choice, capable of checking bulky Fairies which are just about the only decent switchins to Hera.
I love Spikes in OU at the moment, a lot of teams are carrying hazard removal on mons that are meat and drink to Ferrothorn, such as Latias and Starmie, and it also helped me vs DD Taria who I'm currently weak to. Obviously on hazard stack a Defogger is rather contradictory, so I went with my personal favourite spinner in the tier currently in Starmie.
I was looking weak to typical threats to balanced teams such as LO Gengar and Landorus-i(altho lets be honest any team without Cresselia or Mgea Latias is gonna be weak to this monster) so I used the current flavour of the month to glue the team together a bit, and added Tornadus-T. This also can get U-Turns off the likes of Rotom-W and Heatran which allows Hera to fire off it's ridiculous attacks.
I wanted a secondary answer to Talonflame as well as a way to abuse the spikestacking nature of the team, I also wanted to be more secure vs Bisharp so I went for Garchomp in the last slot.
OK so looking at the mons I have, I chose to give rocks to Garchomp and run tank chomp, Spikes Ferro, defensive Starmie and AV Torn-T. I realised that this was looking a touch weak to faster offensive threats so I decided to use Scarf Heatran, partly cos it patched this weakness somewhat and partly because I like to run at least one unexpected set, it makes you much less predictable in your plays.
I love Spikes in OU at the moment, a lot of teams are carrying hazard removal on mons that are meat and drink to Ferrothorn, such as Latias and Starmie, and it also helped me vs DD Taria who I'm currently weak to. Obviously on hazard stack a Defogger is rather contradictory, so I went with my personal favourite spinner in the tier currently in Starmie.
I was looking weak to typical threats to balanced teams such as LO Gengar and Landorus-i(altho lets be honest any team without Cresselia or Mgea Latias is gonna be weak to this monster) so I used the current flavour of the month to glue the team together a bit, and added Tornadus-T. This also can get U-Turns off the likes of Rotom-W and Heatran which allows Hera to fire off it's ridiculous attacks.
I wanted a secondary answer to Talonflame as well as a way to abuse the spikestacking nature of the team, I also wanted to be more secure vs Bisharp so I went for Garchomp in the last slot.
OK so looking at the mons I have, I chose to give rocks to Garchomp and run tank chomp, Spikes Ferro, defensive Starmie and AV Torn-T. I realised that this was looking a touch weak to faster offensive threats so I decided to use Scarf Heatran, partly cos it patched this weakness somewhat and partly because I like to run at least one unexpected set, it makes you much less predictable in your plays.
This team got me to the top 50 in the ladder which might not be seen as a great achievement by some, but it's the first time I've managed it using a team made only by myself which is why I decided to RMT it.
Team
Heracross @ Heracronite
Ability: Guts
EVs: 40 HP / 252 Atk / 216 Spe
Adamant / Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance
The centrepiece of the team, this absolutely smashes balanced teams and is often my go-to vs defensive teams, opening up holes such that something else will be able to sweep through. The way I play this is generally via aggressive double switches against teams that lack a solid answer to it, as every opportunity to get it in vs those teams tends to be priceless. Bringing it in vs passive mons like Ferrothorn who can't really hurt it all that much and are immensely threatened by it is also a great way to play it. The EVs outspeed base 70s with a neutral or positive nature respectively depending on which you picked. I personally prefer Adamant but I can see the reasoning for a Jolly nature too.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Stone Edge
- Flash Cannon
- Earth Power
Choice Scarf Heatran is often something that's overlooked, such is the bias towards Specially Defensive or Magma Strom sets. That only works in my favour, as this set can often catch opponents off guard as they take a fully invested Overheat compared to a minimal investment Lava Plume. It also glues my team in a sense that it's my best check to faster attackers such as Mega Manectric and Mega Lopunny, able to do huge damage while outspeeding them. Set is fairly standard ScarfTran, Overheat for killing power, Stone Edge for burds, Flash Cannon for fairies and Earth Power for rounding out coverage. Once upon a time you could have the luxury of running Modest but Timid is necessary to outspeed certain threats like the two mentioned earlier.
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Gyro Ball
- Protect / Power Whip
Very standard set for a very standard mon, the way this thing spreads passive damage through teams is unbelievable and it's definitely one of the most important members of the team in facilitating wins, be it through chipping threats into KO range via Leech Seed / Spikes or stopping a something sweeping, it almost always gets the job done. The set is one I'm sure you've all seen before, with really the only notable point being that I prefer Protect over say Power Whip. I just feel that with the recoil and damage something like Mega Gyarados is going to take from Iron Barbs+Gyro Ball+the recoil from Garchomp, I don't see it as a huge issue.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 32 Def / 4 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Psyshock
Another very standard set, put here to fulfil a few key roles, the most important of which are hazard removal and a CM Keldeo check. This functions excellently alongside Ferrothorn, able to switch in against many things that would threaten it, esp. the ever so common Heatran and dispatch any hazards it might have lain down as it switches out. Spreading burns is nice with Spikes support, it means I can usually win the war of attrition vs other balance teams and gives Hera more opportunity to smash them up. Spread outspeeds Thundurus and makes switching into Mega Metagross a little easier.
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Knock Off
- U-turn
- Superpower
Just an amazing thing at the moment, this set greatly benefits this team in providing a check to several threats such as Gengar and Landorus who would otherwise devastate me. It also gives me a second Keldeo check which I see as very important for every balance team in OU currently, especially as my main check is vulnerable to Pursuit. The set is very standard other than the last slot where I went for Superpower because having 2 70% moves sucks and I don't really need Heat Wave on this team as a lot of it's targets are dealt with quite efficiently by other team members. I used to run 216 Speed for Scarf ttar but this thing has gotten so common now that running max Speed for other Torn is now a lot more worth it. I have considered trying Sludge Wave in the last slot to ward off Clefable as I hardly ever click Superpower.
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic
Finally I needed rocks and a general check to strong physical attackers so I went for another very popular set in the current metagame in tank chomp. This team is all about utilising residual damage to the point where the opposing team is too worn down to prevent my more offensive mons from cleaning and Garchomp does this fantastically well. Speed is for Jolly Bisharp cos seriously fuck Bisharp and I chose to use Toxic to catch switchins such as Rotom-W and Hippowdon to put them on a timer as well as increase the residual pressure this team forces.
Threats
The main threat to this team is Magic Guard CM Clefable, especially if it has T Wave and manages to catch Heatran as it comes in. Like I say, I'm testing Sludge Wave Torn just so I can pressure it more.
Mega Manectric is really annoying to this team also, it KOes 5/6 members and the one thing that can take it on can only switch in once or twice at best, generally a case of pivoting around it.
Dragons with appropriate coverage can be frustrating for this team as I have no Fairy, Fire Blast Garchomp, Mixed Kyurem-B etc. can be a pain to deal with but are generally manageable.
Final Thoughts
This has been a team I've really enjoyed using, as it's something fresh and completely mine, and it's been great to have some success with it. That said, feel free to steal it if it's to your liking, I wouldn't have posted an RMT for it otherwise lol. I look forward to any rates!
Heracross @ Heracronite
Ability: Guts
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Stone Edge
- Flash Cannon
- Earth Power
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Gyro Ball
- Protect
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 32 Def / 4 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Psyshock
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Knock Off
- U-turn
- Sludge Wave
Ability: Guts
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Stone Edge
- Flash Cannon
- Earth Power
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Gyro Ball
- Protect
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 32 Def / 4 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Psyshock
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Knock Off
- U-turn
- Sludge Wave
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