Monotype Heatran (Fire) [QC: 3/3] [GP: 2/2]


[OVERVIEW]

Fire
========

Heatran compresses many useful roles for Fire teams due to its all-around good stats and unique typing. Exclusive access to Magma Storm combined with Taunt lets Heatran trap and break walls like Chansey found on balanced teams that otherwise can be major obstructions for its teammates. Heatran's Steel typing grants it a key neutrality to Rock-type moves, letting it check massive threats to Fire teams like Mega Diancie and Choice Scarf Nihilego. Heatran's wide movepool can also let it fill other roles for a team, such as providing Stealth Rock or spreading status, though it faces competition from Torkoal in these areas. However, Heatran's 4x weakness to Ground forces it to use Air Balloon to check Earth Power Mega Diancie and leaves it forced out by defensive Ground-types like Swampert and Gliscor after its Air Balloon is popped, preventing it from effectively stallbreaking teams while these Pokemon are healthy enough to switch into it. Heatran also has a very mediocre Speed stat and is slower than some faster walls like Zapdos and Gliscor even with maximum Speed investment.

[SET]
name: Utility Attacker
move 1: Magma Storm
move 2: Earth Power
move 3: Taunt
move 4: Flash Cannon / Toxic
item: Air Balloon
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

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

Magma Storm serves as Heatran's strongest STAB move and prevents the target from switching while under its effect, preventing double switching and lets Heatran trap passive walls that can't apply significant offensive pressure to it. Earth Power provides valuable coverage for many key targets like Toxapex, Tyranitar, Nihilego, and opposing Heatran. Taunt lets Heatran shut down passive walls like Toxapex that it has trapped, preventing them from from using healing moves or setting entry hazards while Heatran whittles them down. Flash Cannon serves as a more reliable secondary STAB move and lets Heatran reliably OHKO Mega Diancie, as well as KOing other Rock-types such as Shuckle more easily. Toxic is an option over Flash Cannon to cripple walls like Porygon2 and Mantine by putting them on a timer, letting Heatran stallbreak more effectively. Heatran can serve as a Stealth Rock user if the team needs one, but other Pokemon typically fulfill this role on Fire teams.

Set Details
========

252 Special Attack EVs increase Heatran's offensive presence, while 252 Speed EVs with a Timid nature let it outspeed threats like Adamant Diggersby and Timid Volcanion as well as Speed tie with other Timid Heatran. Air Balloon protects Heatran from Ground-type attacks until it is hit once, giving it more survivability early-game.

Usage Tips
========

Heatran should be switched into passive walls that can't deal major damage to it like Staraptor and Mandibuzz in order to trap them. Magma Storm's residual damage and trapping makes it easily spammable and hard to switch into, dealing solid chunks of damage even to Pokemon that resist it like Garchomp and Azumarill, and it should be used liberally when Heatran has a free turn. Magma Storm's residual damage combined with Taunt can also let Heatran trap and slowly wear down bulky walls like Chansey and Toxapex. Taunt prevents Heatran's team from being worn down by stopping Pokemon like Armaldo from setting Stealth Rock. It also prevents Pokemon such as Zapdos from Defogging if you have set Stealth Rock. It is important to preserve Heatran's Air Balloon so it can deal with certain threats like Hippowdon on Ground teams and Mega Diancie on Fairy teams, which can OHKO Heatran after it is popped. Heatran should avoid getting paralyzed, as it is unable to effectively stallbreak walls when it cannot use Taunt before they heal. It is important to keep Heatran healthy enough to check a threat like Choice Scarf Nihilego in the Poison matchup; Heatran is very instrumental against these teams because it can trap Toxapex and check Nihilego and should be played carefully against them and kept healthy early-game. If Heatran is carrying Toxic, it should be used on a bulky target trapped by Magma Storm like Chansey, Porygon2, or Mantine so the rest of the team can deal with the foe more easily, as well as to cripple threats such as Swampert and Tyranitar that can force Heatran out as they switch in.

Team Options
=======

Heatran serves as a good offensive check to Rock-types as well as an effective stallbreaker, making it a good choice on any Fire team. Torkoal compresses several roles by removing entry hazards, functioning as a physical wall, and setting sun and Stealth Rock. Heatran greatly appreciates the sun weakening Water-type attacks so that it can trap Pokemon like Toxapex more easily. Infernape and Victini with either Choice Scarf or Choice Band can serve as revenge killers or physical wallbreakers, helping against Dark and Normal teams, and both can lure in checks like Toxapex and bring in Heatran with U-turn to trap them. Blacephalon serves as a powerful special attacker that appreciates Heatran's ability to soften up special walls like Chansey and Mantine, as well as Heatran's ability to switch into Choice Scarf Latios to aid the Psychic matchup. Mega Charizard X and Volcarona are potent setup sweepers that can clean teams late-game and appreciate Heatran's ability to trap and weaken checks like Porygon2. Mega Charizard Y and Volcanion are powerful special wallbreakers that can help deal with Water-types like Keldeo for Heatran, with Solar Beam and Water Absorb, respectively. In return, Heatran can trap and weaken their defensive checks like Mantine. Rotom-H serves as a good switch-in to Ground- and Electric-types, which Heatran struggles with, while also being able to bring Heatran in safely with Volt Switch.

[STRATEGY COMMENTS]

Other Options
========
Heatran can run a defensive set with a spread of 252 HP / 20 Def / 192 SpD / 44 Spe, a Calm nature, and Leftovers. This spread allows Heatran to capitalize on its defensive capabilities and switch into Rock types more easily, outspeed fast Mantine and Taunt it before it uses Defog, avoid a 2HKO from Choice Scarf Terrakion's Stone Edge after Stealth Rock, and survive Mega Diancie's Earth Power from full health most of the time. A Choice Scarf with a moveset of Fire Blast, Flash Cannon, Earth Power, and Hidden Power Ice lets Heatran surprise some of its usual checks like Garchomp with its boosted Speed tier and broad coverage, as well as immediately force Mega Diancie out after switching into a predicted Diamond Storm. However, this set faces competition from much more reliable Choice Scarf users like Infernape, Blacephalon, and Victini.

Checks and Counters
========

**Ground-types**: Heatran's 4x weakness to Ground-type moves makes it unable to stand up to defensive and offensive Ground-types alike such as Gliscor, Swampert, Landorus, and Mamoswine.

**Fighting-types**: Pokemon such as Mega Gallade and Mega Lopunny can outspeed and blast through Heatran with their Fighting-type STAB moves.

**Offensive Water-types**: Offensive Water-types such as Keldeo and Kingdra blow past Heatran, while it can't do much to threaten them back.

**Chip Damage** Heatran lacks reliable recovery and has to stay healthy to check Rock-types and stallbreak, so it is very vulnerable to being worn down by entry hazards and weak attacks.

**Revenge Killers and Faster Attackers** Heatran's underwhelming Speed makes it susceptible to being forced out or KOed by faster threats such as Mega Gallade, Kyurem-B, and Greninja.

**Special Walls** Certain special walls that resist Magma Storm like Mantine and Tyranitar can switch into Heatran and outlast it under most conditions, but Heatran can cripple them with Toxic and then switch out to a teammate, while others like Chansey can be beaten due to Taunt if Heatran is healthy enough.

[CREDITS]
- Written by: [[Guwahavel, 446329]]
- Fire analysis by: [[Guwahavel, 446329]]
- Quality checked by: [[Maroon, 305839], [Moosical, 215618], [Eien, 100418]]
- Grammar checked by: [[martha, 384270], [The Dutch Plumberjack, 232216]]
 
Last edited:

maroon

free palestine
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RMT & Mono Leader
[OVERVIEW]
Fire
========

*Heatran can serve many useful roles for a Fire team thanks to it's good all-around stats and unique typing.
*Exclusive access to Magma Storm combined with Taunt lets Heatran trap and stallbreak walls found on balanced archetypes like Slowbro and Chansey which otherwise are major obstructions for it's teammates.
- would just use chansey. slowbro isn't really used as much in USM.

*A secondary Steel-typing grants Heatran a key neutrality to Rock-type moves, letting it check massive threats to Fire teams like Choice Scarf Nihilego and Mega Diancie using Earth Power or Flash Cannon respectively.
*Heatran's wide movepool can also let it fill other roles for a team, like a Stealth Rock user or a status spreader, though it does face competition in these areas.
*However, Heatran suffers from a crippling x4 weakness to Ground, forcing it to use Air Balloon to check Mega Diancies that run Earth Power, and making it forced out by defensive Ground-types like Swampert on Water or Gliscor on Flying after it's Balloon is popped, preventing it from effectively stallbreaking.
* talk about its speed stat, needs timid nature to outspeed like everything

*Heatran is also vulnerable to being chipped down by weak attacks, Leech Seed, and hazards, making it harder to stallbreak or check Rock-types late-game.
- it isnt used as a wall so no recovery isnt worth putting in the overview

[SET]
name: Utility Attacker
move 1: Magma Storm
move 2: Earth Power
move 3: Taunt
move 4: Flash Cannon / Toxic
item: Air Balloon
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
*Magma Storm serves as Heatran's strongest STAB move, doing major damage to anything that doesn't resist it, especially in the sun, as well as damaging the target over time once it connects. Magma Storm also makes the target unable to switch to a teammate while they are under it's effects, preventing double switching and letting Heatran use it to trap passive walls that can't apply significant offensive pressure to it.
- rewrite and condense this just talk about its trapping ability and providing residual chip

*Earth Power provides valuable coverage to hit many key targets like Toxapex, Tyranitar, Nihilego, and opposing Heatran.
*Taunt lets it shut down passive walls like Toxapex that it has trapped, preventing them from healing or setting hazards while Heatran can whittle them down.
*Flash Cannon serves as a more reliable secondary STAB move and lets Heatran reliably OHKO Mega Diancie without any chip damage needed beforehand, as well as KOing other Rock-types such as Terrakion easier.
*Toxic is an option over Flash Cannon to cripple walls like Porygon2 and Mantine and put them on a timer, letting Heatran stallbreak more effectively.
*Heatran can serve as a Stealth Rock user if the team needs one, but Torkoal is already used on most Fire teams and take up this role for Heatran.

Set Details
========

*252 Special Attack EVs let Heatran hit as hard as possible with it's moves.
*252 Speed EVs with a Timid nature let it outspeed threats like Adamant Diggersby and Timid Volcanion, as well as speed tie with other Timid Heatrans.
*Air Balloon protects Heatran from Ground-type attacks until it is hit once, giving it more survivability early game.
*Leftovers can give Heatran more longevity, but at the cost of being unable to deal with Ground-type coverage from Pokemon like Mega Diancie and Mega Charizard X.
- leftovers is in oo and should stay there

*Flash Fire is Heatran's only ability and doesn't offer much utility for Fire teams, but it can be useful for switching into Mega Venusaur easier, which runs Hidden Power Fire commonly.

Usage Tips
========

*Heatran should be switched into passive walls that cant deal major damage to it like Staraptor and Mandibuzz in order to trap them.
*Heatran's good bulk lets it take weak Water moves from walls like Toxapex and Mantine, but U-Turn or Volt Switch support from teammates like Infernape and Rotom-Heat let it beat these walls more reliably.

*Magma Storm's residual damage and trapping makes it easily spammable and hard to switch into, even dealing solid chunks of damage to things that resist it like Garchomp and Azumarill, and should be used liberally when Heatran has a free turn.
- talk about how with alongside magma storms trapping ability and taunt/epower it can wear down Pokemon such as Chansey and Toxapex respectively.

*Taunt can be used prevent Pokemon like Armaldo or Zapdos from laying Stealth Rock or Defogging, especially since Stealth Rock is very troublesome for Fire teams.
- reword this, sounds like Defogging sets Stealth Rock. I know you mean the part only about hazard setting not removal.

*It is important to perserve Heatran's Air Balloon so it can deal with certain threats like Hippowdon on Ground teams or Mega Diancie on Fairy teams which can otherwise OHKO Heatran after it is popped.

* avoid paralysis
* talk about preserving heatran to check threat such as Choice Scarf Nihilego


Team Options
========
*Torkoal compresses several roles including a hazard remover, physical wall, sun setter, and Stealth Rock user, which frees up Heatran to capitalize on it's offensive capabilities and in exchange can help deal with Rock-types for Torkoal.
- also talk about heatran can taunt pokemon that setup sr alleviating some pressure from torkoal to keep stealth rock off the field

*Rotom-Heat makes for a fantastic supportive partner with Heatran, being immune to Ground supporting it with Dual Screens to trap walls easier and bringing it in safely with Volt Switch. In exchange Heatran can keep it's Screens up with Taunt and switch into Rock attacks.
- specify how and give examples of how heatran can keep up rotom's screens. also you dont need to list its ability to switch into rock type attacks in every teamslot. actually recklessly switching heatran into rock-type attacks is a bad idea at least in the rock mu

*Mega Charizard-X serves as an amazing sweeper with Dragon Dance that can shred through offensive and defensive teams alike with it's good offensive typing and Tough Claws-boosted STABs. Heatran can help relive pressure on it in breaking down defensive cores as well as keep Stealth Rocks of the field with Taunt so it doesn't lose 50% of it's health on switching in.
*Infernape appreciates Heatran's ability to trap and remove it's checks like Mantine and Toxapex so it can break through teams easier. In exchange Infernape can lure in it's said checks with U-Turn while bringing Heatran safely, while also helping in dealing with Normal and Dark-type teams and providing priority for revenge killing.

*Blacephalon is a strong special attacker that can equip either Choice Specs or Choice Scarf and serve as a powerful wallbreaker or revenge killer respectively, which can clean teams late-game after Heatran has weakened them. In exchange, Heatran can deal with common Pursuit trappers like Alolan Muk and Tyranitar, as well as Specially defensive walls like Chansey.
- remove tyranitar. using heatran as a check to it is very shaky

*Volcarona is a strong wincon with Quiver Dance, which can pressure many frailer offensive teams like Electric and Psychic that Heatran can struggle against. Heatran in exchange can trap it's common defensive checks like Toxapex and Mantine as well as deal with Rock-type attackers like Nihilego.
*Volcanion's ability Water Absorb lets it switch into Water-type moves, relieving pressure away from Heatran for dealing with bulky Water-types like Empoleon, while Heatran can deal with Water-types that it can't easily break through like Slowbro and Mantine.
- heatran does not really beat mantine and slowbro, it can weaken them but scald over powers it faster than it can wear them down

*Victini can either use a Choice item to lash out with powerful V-Creates, or a Z-Crystal to become a late game sweeper, and appreciates Heatran's ability to deal with it's common defensive switch ins like Porygon 2.
*Mega Charizard-Y is a powerful wallbreaker melts through anything that doesn't resist it's Fire Blast and Solar Beam combo. Heatran can support it by dealing with Water-types that shrug of Solar Beam like Toxapex and Mantine.

[STRATEGY COMMENTS]
Other Options
========
*Heatran can run a defensive set with a spread of 252 HP / 20 Def / 192 SpD / 44 Spe and a Calm Nature, with Leftovers or Air Balloon as it's item. This set allows it to outspeed Mantine that speed-creep Adamant Azumarill, so it can Taunt them before it Defogs, as well as capitalize on it's defensive capabilities, switching into Rock-type attackers even easier than before, as well as survive a Mega Diancie Earth Power from full health most of the time. This set can run any of the same moves as the offensive set, as well as other options like Protect and Lava Plume.
- what does 20 defense evs do, just dump it into spd if there is no real threat that it can take on because of those additional evs.

*Choice Scarf with a moveset of Fire Blast, Flash Cannon, Earth Power, and Hidden Power Ice lets Heatran surprise some of it's usual checks like Garchomp with a boosted speed tier, as well as immediately force out Mega Diancie after switching into a predicted Diamond Storm. However, this set faces competition with much more reliable Choice Scarf users like Infernape, Blacephalon, and Victini.

Checks and Counters
========
**Ground-types**: Heatran's crippling four times weakness to Ground-moves makes it unable to stand up to defensive and offensive Ground-types alike such us Gliscor, Swampert, Landorus, and Mamoswine. However, if it is still holding an Air Balloon it can safely attack with a Magma Storm for a turn before it is broken.

**Offensive Water-types**: Water-types with offensive investment such as Keldeo and Kingdra blow past Heatran while it can't do much to threaten back. However, weak Water-type walls like Toxapex and Alomomola do not pose a major threat to Heatran.

**Chip Damage** With Heatran lacking any reliable recovery while simultaneously needing to stay healthy to perform it’s role as a Rock-type check and stallbreaker, Heatran finds itself very vulnurable to being worn down by entry hazards and weak attacks, to the point of being unable to fulfill it’s role on a Fire team.

**Revenge Killers & Faster Attackers**: landot, scarf terrakion, alolan raichu etc.

**Special Walls**: chansey, mantine. mention how it can wear these pokemon down though with magma storm+taunt+toxic.

[CREDITS]
- Written by: [[Guwahavel, 446329]]
- Steel analysis by: [[Guwahavel, 446329]]
- Quality Checked by: [[Maroon, 305839], [x, ], [x, ]]
QC 1/3
 

Moosical

big yikes
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[OVERVIEW]
Fire
========

*Heatran can serve many useful roles for a Fire team thanks to it's good all-around stats and unique typing. I think you mean compress many roles as it functions as a rock-resist/check, ground-immunity and trapper? Rather than "serve many roles" - it only really does 1 or 2 actual roles, depending on if you count SR as a different role.
*Exclusive access to Magma Storm combined with Taunt lets Heatran trap and stallbreak walls found on balanced archeotypes like Chansey which otherwise are major obstructions for it's teammates.
*A secondary Steel-typing grants Heatran a key neutrality to Rock-type moves, letting it check massive threats to Fire teams like Choice Scarf Nihilego and Mega Diancie.
*Heatran's wide movepool can also let it fill other roles for a team, like a Stealth Rock user or a status spreader, though it does face competition with Torkoal in these areas.
*However, Heatran suffers from a crippling x4 weakness to Ground, forcing it to use Air Balloon to check Mega Diancies that run Earth Power, and making it forced out by defensive Ground-types like Swampert on Water or Gliscor on Flying after it's Balloon is popped, preventing it from effectively stallbreaking.
*Heatran also has a very mediocre speed stat, being slower than some faster walls like Zapdos and Gliscor even with max speed investment, as well as moving second after most fast offensive threats.

[SET]
name: Utility Attacker
move 1: Magma Storm
move 2: Earth Power
move 3: Taunt
move 4: Flash Cannon / Toxic
item: Air Balloon
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
*Magma Storm serves as Heatran's strongest STAB move, doing major damage to anything that doesn't resist it, especially in the sun, as well as damaging the target over time once it connects. Magma Storm also and makes the target unable to switch to a teammate while they are under it's effects, preventing double switching and letting Heatran use it to trap passive walls that can't apply significant offensive pressure to it. What you have right now is an incomplete statement, so I pasted in here what you had prior to QC 1.
*Earth Power provides valuable coverage to hit many key targets like Toxapex, Tyranitar, Nihilego, and opposing Heatran.
*Taunt lets it shut down passive walls like Toxapex that it has trapped, preventing them from healing or setting hazards while Heatran can whittle them down.
*Flash Cannon serves as a more reliable secondary STAB move and lets Heatran reliably OHKO Mega Diancie without any chip damage needed beforehand, as well as KOing other Rock-types such as Terrakion easier. Terrakion is a bad example for a target. CC from terrak is nearly always free unless they're THAT afraid of Blace.
*Toxic is an option over Flash Cannon to cripple walls like Porygon2 and Mantine and put them on a timer, letting Heatran stallbreak more effectively.
*Heatran can serve as a Stealth Rock user if the team needs one, but Torkoal is already used on most Fire teams and take up this role for Heatran typically fufills this role on most Fire teams.

Set Details
========

*252 Special Attack EVs let Heatran hit as hard as possible with it's moves.
*252 Speed EVs with a Timid nature let it outspeed threats like Adamant Diggersby and Timid Volcanion, as well as speed tie with other Timid Heatrans.
*Air Balloon protects Heatran from Ground-type attacks until it is hit once, giving it more survivability early game.
*Flash Fire is Heatran's only ability and doesn't offer much utility for Fire teams, but it can be useful for switching into Mega Venusaur easier, which runs Hidden Power Fire commonly. MVenu should literally never click hp fire vs Fire.

Usage Tips
========

*Heatran should be switched into passive walls that cant deal major damage to it like Staraptor and Mandibuzz in order to trap them.
*Magma Storm's residual damage combined with Taunt lets it trap and slowly wear down bulky walls like Chansey and Toxapex.
*Magma Storm's residual damage and trapping makes it easily spammable and hard to switch into, even dealing solid chunks of damage to things that resist it like Garchomp and Azumarill, and should be used liberally when Heatran has a free turn. I think you could combine this with the previous bullet just to make it read better (the beginning of both sentences are the same)
*Taunt can be used prevent Pokemon like Armaldo from laying Stealth Rock and quickly wearing down Heatran and it's teammates, or Zapdos from Defogging if you have gotten Stealth Rocks up on your opponent's side of the field.
*It is important to preserve Heatran's Air Balloon so it can deal with certain threats like Hippowdon on Ground teams or Mega Diancie on Fairy teams which can otherwise OHKO Heatran after it is popped.
*Heatran should avoid getting paralyzed as it is unable to effectively stallbreak walls when it cannot use Taunt before they heal.
*It is important to keep Heatran healthy enough to check a threat like Choice Scarf Nihilego in the Poison matchup.

Team Options
========
*Torkoal compresses several roles including a hazard remover, physical wall, sun setter, and Stealth Rock user, which frees up Heatran to capitalize on it's offensive capabilities and in exchange can help deal with Rock-types for Torkoal, as well as alleviate pressure off of it in removing hazards by preventing them with Taunt. Heatran also appreciates the Sun weakening Water-type attacks so it can trap Pokemon like Toxapex easier.
*Rotom-Heat makes for a fantastic supportive partner with Heatran, being immune to Ground supporting it with Dual Screens to trap walls easier and bringing it in safely to stallbreak with Volt Switch. In exchange Heatran can keep it's Screens up by Taunting defoggers such as Mandibuzz.
*Mega Charizard-X serves as an amazing sweeper with Dragon Dance that can shred through offensive and defensive teams alike with it's good offensive typing and Tough Claws-boosted STABs. Heatran can help relive pressure on it in breaking down defensive cores as well as keep Stealth Rocks of the field with Taunt so it doesn't lose 50% of it's health on switching in.
*Infernape appreciates Heatran's ability to trap and remove it's checks like Mantine and Toxapex so it can break through teams easier. In exchange Infernape can lure in it's said checks with U-Turn while bringing Heatran safely, while also helping in dealing with Normal and Dark-type teams.
*Blacephalon is a strong special attacker that can equip either Choice Specs or Choice Scarf and serve as a powerful wallbreaker or revenge killer respectively, which can clean teams late-game after Heatran has weakened them. In exchange, Heatran can deal with common Pursuit trappers like Alolan Muk, as well as Specially defensive walls like Chansey.
*Volcarona is a strong wincon with Quiver Dance, which can pressure many frailer offensive teams like Electric and Psychic that Heatran can struggle against. Heatran in exchange can trap it's common defensive checks like Toxapex and Mantine as well as deal with Rock-type attackers like Nihilego.
*Volcanion's ability Water Absorb lets it switch into Water-type moves, relieving pressure away from Heatran for dealing with bulky Water-types like Empoleon, while Heatran can weaken certain Water-types that it can't easily break through like Slowbro and Mantine.
*Victini can either use a Choice item to lash out with powerful V-Creates, or a Z-Crystal to become a late game sweeper, and appreciates Heatran's ability to deal with it's common defensive switch ins like Porygon2.
*Mega Charizard-Y is a powerful wallbreaker melts through anything that doesn't resist it's Fire Blast and Solar Beam combo. Heatran can support it by dealing with Water-types that shrug of Solar Beam like Toxapex and Mantine.

This is way too much for team options, especially for monotype. We should try to condense as much as possible here. I would order it the following and cut back on the text (when you do combined Pokemon sentences, please make the combination fluid):
1) Torkoal
2) Infernape AND Victini (mention both Scarf and Band for both of them, while pointing out the important differences)
3) Blace (mention combined effect in the psy matchup)
4) CharX and Volcarona (set up sweepers)
5) Volcanion and MCharY (good for water matchup)
6) Rotom-H (only mention volt switch and being bulky)


[STRATEGY COMMENTS]
Other Options
========
*Heatran can run a defensive set with a spread of 252 HP / 20 Def / 192 SpD / 44 Spe and a Calm Nature, with Leftovers as it's item. This set allows it to outspeed fast Mantine that speed-creep Adamant Azumarill, so it can Taunt them before it Defogs, avoid a 2HKO from Choice Scarf Terrakion's Stone Edge after Stealth Rock, and capitalize on it's defensive capabilities, switching into Rock-type attackers even easier than before, as well as survive a Mega Diancie Earth Power from full health most of the time. This set can run any of the same moves as the offensive set, as well as other options like Protect and Lava Plume.
*Choice Scarf with a moveset of Fire Blast, Flash Cannon, Earth Power, and Hidden Power Ice lets Heatran surprise some of it's usual checks like Garchomp with a boosted speed tier, as well as immediately force out Mega Diancie after switching into a predicted Diamond Storm. However, this set faces competition with much more reliable Choice Scarf users like Infernape, Blacephalon, and Victini.

Checks and Counters
========
**Ground-types**: Heatran's crippling four times weakness to Ground-moves makes it unable to stand up to defensive and offensive Ground-types alike such us Gliscor, Swampert, Landorus, and Mamoswine.

**Fighting-types**: v important to add, fighting mons like mgallade and kommo-o are devastating for Fire.

**Offensive Water-types**: Water-types with offensive investment such as Keldeo and Kingdra blow past Heatran while it can't do much to threaten back. However, weak Water-type walls like Toxapex and Alomamola do not pose a major threat to Heatran.

**Chip Damage** With Heatran lacking any reliable recovery while simultaneously needing to stay healthy to perform it’s role as a Rock-type check and stallbreaker, Heatran finds itself very vulnerable to being worn down by entry hazards and weak attacks.

**Revenge Killers & Faster Attackers** Heatran's underwhelming speed makes it suspectible to being forced out or KOed by faster threats such as Mega Gallade, Kyurem-Black, and Greninja.

**Fire-resistant Special Walls** Certain special walls that resist Magma Storm like Mantine and Tyranitar can switch into and outlast under Heatran most conditions, but Heatran can always cripple them with Toxic and then switch out into a teammate.

[CREDITS]
- Written by: [[Guwahavel, 446329]]
- Fire analysis by: [[Guwahavel, 446329]]
- Quality Checked by: [[Maroon, 305839], [QC2,id ], [QC3,id ]]
Please tag me after you implement everything. I want to read through team options again once you implement as I'm p much asking for an overhaul of it.
 
Moves:
- don’t need to say Torkoal in particular typically uses stealth rock. Just refer to it as “other teammates”

Set Details:
- fine to not talk about flash fire here, since it’s literally useless

Usage Tips:
- probably a note about usage vs Poison? Trapping Toxapex for the team and beating Nihilego is huge
- tip about toxic, notably vs chansey / porygon2

Looks good QC 3/3
No stamp image with me right now :(
 

Cantius

I COULD BE BANNED!
add delete (comment) (AC: add comma) (RC: add comma) (P: [other punctuation])
Heatran can compress many useful roles for a Fire team thanks due to it's its good all-around stats and unique typing. Exclusive access to Magma Storm combined with Taunt lets Heatran trap and stallbreak walls found on balanced archeotypes archetypes like Chansey which otherwise are can be major obstructions for it's its teammates. A secondary Steel-typing Steel typing grants Heatran a key neutrality to Rock-type moves, letting it check massive threats to Fire teams like Choice Scarf Nihilego and Mega Diancie. Heatran's wide movepool can also let it fill other roles for a team, like a Stealth Rock user or a status spreader, though it does face faces competition with from Torkoal in these areas. However, Heatran suffers from a crippling x4 four times weakness to Ground, forcing it to use Air Balloon to check Mega Diancies Diancie that run Earth Power, (RC) and making it forced out forcing it out by defensive Ground-types like Swampert or Gliscor after it's its Balloon is popped, preventing it from effectively stallbreaking. Heatran also has a very mediocre speed stat, being slower than some faster walls like Zapdos and Gliscor even with max speed maximum Speed investment.

[SET]
name: Utility Attacker
move 1: Magma Storm
move 2: Earth Power
move 3: Taunt
move 4: Flash Cannon / Toxic
item: Air Balloon
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
Magma Storm serves as Heatran's strongest STAB move, (RC) and makes the target unable to switch to a teammate prevents the target from switching while they it are under it's its effects effect, preventing double switching and letting Heatran use it to trap passive walls that can't apply significant offensive pressure to it. Earth Power provides valuable coverage to hit many key targets like Toxapex, Tyranitar, Nihilego, and opposing Heatran. Taunt lets it shut down passive walls like Toxapex that it has trapped, preventing them from healing or setting hazards while Heatran can whittle them down. Flash Cannon serves as a more reliable secondary STAB move and lets Heatran reliably OHKO Mega Diancie without any chip damage needed beforehand, as well as KOing other Rock-types such as Shuckle easier. Toxic is an option over Flash Cannon to cripple walls like Porygon2 and Mantine and put them on a timer, letting Heatran stallbreak more effectively. Heatran can serve as a Stealth Rock user if the team needs one, but other teammates typically fulfill this role on most (redundant with most) Fire teams.

Set Details
========
252 Special Attack EVs let Heatran hit as hard as possible with it's its moves. 252 Speed EVs with a Timid nature let lets it outspeed threats like Adamant Diggersby and Timid Volcanion, as well as speed tie with other Timid Heatrans Heatran. Air Balloon protects Heatran from Ground-type attacks until it is hit once, giving it more survivability early game.

Usage Tips
========
Heatran should be switched into passive walls that cant can't deal major damage to it like Staraptor and Mandibuzz in order to trap them. Magma Storm's residual damage and trapping makes it easily spammable and hard to switch into, even dealing solid chunks of damage to things that resist it like Garchomp and Azumarill, and should be used liberally when Heatran has a free turn. Magma Storm's residual damage combined with Taunt can also let it trap and slowly wear down bulky walls like Chansey and Toxapex. Taunt can be used to prevent Pokemon like Armaldo from laying Stealth Rock and quickly wearing down Heatran and it's its teammates, (RC) or Zapdos from Defogging if you have gotten Stealth Rocks up set Stealth Rock on your opponent's side of the field. It is important to preserve Heatran's Air Balloon so that it can deal with certain threats like Hippowdon on Ground teams or Mega Diancie on Fairy teams which can otherwise OHKO Heatran after it is popped. Heatran should avoid getting paralyzed (AC) as it is unable to effectively stallbreak walls when it cannot use Taunt before they heal. It is important to keep Heatran healthy enough to check a threat like Choice Scarf Nihilego in the Poison matchup. Heatran is very instrumental against Poison teams because it can both trap Toxapex and check Nihilego, (RC) and should be played carefully against them so as to not be wittled whittled down early. If Heatran is carrying Toxic (AC) it should be used on a bulky target trapped by Magma Storm like Chansey, Porygon 2, or Mantine, (RC) to cripple it for the rest of the team to deal with it easier, as well as to cripple threats that can force it out like Swampert and Tyranitar as they switch in.

Team Options
=======
Heatran serves as a good offensive check to Rock-types as well as an effective stallbreaker, making it a good choice on any Fire team. Torkoal compresses several roles including a hazard remover, physical wall, sun setter, and Stealth Rock user. Heatran greatly appreciates the Sun weakening Water-type attacks so that it can trap Pokemon like Toxapex easier. Infernape and Victini both can serve as either revenge killers or physical wallbreakers with Choice Scarf or Band respectively, helping against Dark and Normal teams, and both can lure it checks like Toxapex with U-Turn and give Heatran a free switch-in to trap it. Blacephalon serves as a powerful special attacker that appreciates Heatran's ability to soften up special walls like Chansey and Mantine, as well as Heatran's ability to switch into Choice Scarf Latios to aid the Psychic matchup. Mega Charizard X and Volcarona are potent setup sweepers that can clean teams late game, (RC) and appreciate Heatran's ability to trap and weaken checks like Porygon2. Mega Charizard Y and Volcanion are powerful special wallbreakers that can help deal with Water-types like Keldeo for Heatran, with Solar Beam or Water Absorb respectively. In exchange Heatran can trap or weaken their defensive checks like Mantine. Rotom-Heat serves as a good switch-in to Ground- and Electric-types which Heatran struggles with, while also being able to bring Heatran in safely with Volt Switch.

[STRATEGY COMMENTS]
Other Options
========
Heatran can run a defensive set with a spread of 252 HP / 20 Def / 192 SpD / 44 Spe and a Calm Nature, (RC) with Leftovers as it's its item. This set allows it to outspeed fast Mantine, so it can Taunt them before it Defogs, avoid a 2HKO from Choice Scarf Terrakion's Stone Edge after Stealth Rock, and capitalize on it's its defensive capabilities, switching into Rock-type attackers even easier than before offensive Heatran, as well as survive a Mega Diancie Earth Power from full health most of the time. Choice Scarf with a moveset of Fire Blast, Flash Cannon, Earth Power, and Hidden Power Ice lets Heatran surprise some of it's its usual checks like Garchomp with a boosted speed tier, as well as immediately force out Mega Diancie after switching into a predicted Diamond Storm. However, this set faces competition with much more reliable Choice Scarf users like Infernape, Blacephalon, and Victini.

Checks and Counters
========
**Ground-types**: Heatran's crippling four times weakness to Ground-moves makes it unable to stand up to defensive and offensive Ground-types alike such us Gliscor, Swampert, Landorus, and Mamoswine.

**Fighting-types**: Pokemon such as Mega Gallade and Mega Lopunny can outspeed and blast through Heatran with their STAB Fighting-moves.

**Offensive Water-types**: Water-types with offensive investment such as Keldeo and Kingdra blow past Heatran while it can't do much to threaten back. However, weak Water-type walls like Toxapex and Alomamola do not pose a major threat to Heatran.

**Chip Damage** With Heatran lacking any reliable recovery while simultaneously needing to stay healthy to perform it’s its role as a Rock-type check and stallbreaker, Heatran finds itself very vulnerable to being worn down by entry hazards and weak attacks.

**Revenge Killers & Faster Attackers** Heatran's underwhelming speed makes it suspectible to being forced out or KOed by faster threats such as Mega Gallade, Kyurem-Black, and Greninja.

**Special Walls** Certain special walls that resist Magma Storm like Mantine and Tyranitar can switch into and outlast under Heatran under most conditions, but Heatran can always cripple them with Toxic and then switch out into to a teammate, while others like Chansey can be beaten thanks due to Taunt if Heatran is healthy enough.
The general ambiguity of it makes me suggest that much of its use throughout the article should be changed to the antecedent of it.
 

Rabia

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a CAP Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Battle Simulator Moderator
GP & NU Leader
hi im amgping
add
remove
comments

[OVERVIEW]
add linebreak
Fire
========
add linebreak
Heatran can compress compresses many useful roles for a Fire team Fire teams thanks to it's good all-around its all-around good stats and unique typing. Exclusive access to Magma Storm combined with Taunt lets Heatran trap and stallbreak break walls like Chansey found on balanced archeotypes like Chansey teams, which are otherwise are major obstructions for it's its teammates. A secondary Steel-typing Heatran's Steel typing grants Heatran it a key neutrality to Rock-type moves, letting it check massive threats to Fire teams like Choice Scarf Nihilego and Mega Diancie and Choice Scarf Nihilego. Heatran's wide movepool can also let lets it fill other roles for a team, like a Stealth Rock user or a status spreader such as providing Stealth Rock and spreading status (this reads pretty awkwardly as it is), though it does face faces competition with Torkoal in these areas. However, Heatran suffers from a crippling x4 Heatran's 4x weakness to Ground, forcing forces it to use Air Balloon to check Mega Diancies that run Earth Power, Earth Power Mega Diancie, and making it is forced out by defensive Ground-types like Swampert or and Gliscor after it's its Air Balloon is popped, preventing it from effectively stallbreaking (you're gonna need to clarify this more. As it stands currently, this reads like Heatran is just a bad stallbreaker, and this set's whole purpose is to stallbreak). Heatran also has a very mediocre speed Speed stat, being and is slower than some faster walls like Zapdos and Gliscor even with max speed maximum Speed investment.

[SET]
name: Utility Attacker
move 1: Magma Storm
move 2: Earth Power
move 3: Taunt
move 4: Flash Cannon / Toxic
item: Air Balloon
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
add linebreak
Magma Storm serves as Heatran's strongest STAB move, and makes the target unable to switch to a teammate while they are under it's effects, preventing prevents double switching,(AC) and letting Heatran use it to lets Heatran trap passive walls that can't apply significant offensive pressure to it. Earth Power provides valuable coverage to hit for many key targets like Toxapex, Tyranitar, Nihilego, and opposing Heatran. Taunt lets it Heatran shut down passive walls like Toxapex that it has trapped, preventing them from healing (you need to clarify that it only prevents healing with moves like Recover. These Pokemon theoretically could have passive recovery from Leftovers or Black Sludge) or setting entry hazards while Heatran can whittle whittles them down. Flash Cannon serves as a more reliable secondary STAB move and lets Heatran reliably OHKO Mega Diancie without any chip damage needed beforehand, as well as KOing other Rock-types such as Shuckle easier more easily. Toxic is an option over Flash Cannon to cripple walls like Porygon2 and Mantine and put by putting them on a timer, letting Heatran stallbreak more effectively. Heatran can serve as a Stealth Rock user if the team needs one, but other teammates typically fulfill this role on most Fire teams.

Set Details
========
add linebreak
252 Special Attack EVs let Heatran hit as hard as possible with it's moves. increase Heatran's offensive presence, while (technically you could boost its ability to do damage even further, hence the change) 252 Speed EVs with a Timid nature let it outspeed threats like Adamant Diggersby and Timid Volcanion, as well as speed Speed tie with other Timid Heatrans Heatran. Air Balloon protects Heatran from Ground-type attacks until it is hit once, giving it more survivability early game early-game.

Usage Tips
========
add linebreak
Heatran should be switched into passive walls that cant can't deal major damage to it like Staraptor and Mandibuzz in order to trap them. Magma Storm's residual damage and trapping makes it easily spammable and hard to switch into, even dealing solid chunks of damage even to things Pokemon that resist it like Garchomp and Azumarill, and it should be used liberally when Heatran has a free turn. Magma Storm's residual damage combined with Taunt can also let it Heatran trap and slowly wear down bulky walls like Chansey and Toxapex. Taunt can be used prevent prevents Heatran's team from being worn down by stopping Pokemon like Armaldo from laying setting Stealth Rock and quickly wearing down Heatran and it's teammates, or.(AP) It also prevents Pokemon such as Zapdos from Defogging if you have gotten Stealth Rocks up on your opponent's side of the field. It is important to preserve Heatran's Air Balloon so it can deal with certain threats like Hippowdon on Ground teams or and Mega Diancie on Fairy teams which that otherwise can otherwise OHKO Heatran after it is popped. Heatran should avoid getting paralyzed,(AC) as it is unable to effectively stallbreak break walls when it cannot use Taunt before they heal. It is important to keep Heatran healthy enough to check a threat like Choice Scarf Nihilego in the Poison matchup. Heatran is very instrumental against Poison teams because it can both trap Toxapex and check Nihilego, and so it should be played carefully against them so as to not be wittled down early Poison teams (arguably vague) and kept healthy. If Heatran is carrying Toxic,(AC) it should be used on a bulky target trapped by Magma Storm like Chansey, Porygon 2 Porygon2, or Mantine,(RC) to cripple it for so the rest of the team to can deal with it easier the foe more easily, as well as to cripple threats such as Swampert and Tyranitar that can force it Heatran out like Swampert and Tyranitar as they switch in.

Team Options
=======
add linebreak
Heatran serves as a good offensive check to Rock-types as well as an effective stallbreaker, making it a good choice on any Fire team. Torkoal compresses several roles including a hazard remover, physical wall, sun setter, and Stealth Rock user by removing entry hazards, functioning as a physical wall, and setting sun and Stealth Rock. Heatran greatly appreciates the Sun sun weakening Water-type attacks so it can trap Pokemon like Toxapex easier more easily. Infernape and Victini both can serve as either revenge killers or physical wallbreakers with a Choice Scarf or Choice Band,(AC) respectively, helping against Dark and Normal teams (are you saying that their roles help against these teams? or that the Pokemon themselves do? if the former, then the sentence is fine. if the latter, then change "helping" to "help"), and both can lure it draw in checks like Toxapex with U-Turn ,(AC) and give can pivot into Heatran a free switch-in to with U-turn so it can trap it them. Blacephalon serves as a powerful special attacker that appreciates Heatran's ability to soften up special walls like Chansey and Mantine, as well as Heatran's its ability to switch into Choice Scarf Latios to aid the Psychic matchup. Mega Charizard X and Volcarona are potent setup sweepers that can clean teams late game, late-game and appreciate Heatran's ability to trap and weaken checks like Porygon2. Mega Charizard Y and Volcanion are powerful special wallbreakers that can help deal with Water-types like Keldeo for Heatran,(RC) with Solar Beam or and Water Absorb respectively. In exchange return, Heatran can trap or and weaken their defensive checks like Mantine. Rotom-Heat Rotom-H serves as a good switch-in to Ground- and Electric-types,(AC) which Heatran struggles with, while also being able to bring Heatran in safely with Volt Switch.

[STRATEGY COMMENTS]
Other Options
========
add linebreak
Heatran can run a defensive set with a spread of 252 HP / 20 Def / 192 SpD / 44 Spe and a ,(AC) Calm Nature, with Leftovers as it's item and Leftovers. This set spread allows it Heatran to outspeed fast Mantine, so it can Taunt them before it Defogs and Taunt it before it uses Defog, avoid a 2HKO from Choice Scarf Terrakion's Stone Edge after Stealth Rock, and capitalize on it's defensive capabilities, switching into Rock-type attackers even easier than before, as well as (E: removing this bit about the rock type stuff was accidental removal without replacement. mb. i'd instead just move its mention to the front of the list and say something like "This spread allows Heatran to take advantage of its defensive capabilities better and switch into Rock-type attacks more easily, ...") survive a Mega Diancie Mega Diancie's Earth Power from full health most of the time. A Choice Scarf set with a moveset of Fire Blast, Flash Cannon, Earth Power, and Hidden Power Ice lets Heatran surprise some of it's its usual checks like Garchomp with a its boosted speed Speed tier (and coverage?), as well as immediately force out Mega Diancie out after switching into a predicted Diamond Storm. However, this set faces competition with from much more reliable Choice Scarf users like Infernape, Blacephalon, and Victini.

Checks and Counters
========
add linebreak
**Ground-types**: Heatran's crippling four times 4x weakness to Ground-moves Ground-type moves makes it unable to stand up to defensive and offensive Ground-types alike such us as Gliscor, Swampert, Landorus, and Mamoswine.

**Fighting-types**: Pokemon such as Mega Gallade and Mega Lopunny can outspeed and blast through Heatran with their STAB Fighting-moves Fighting-type moves.

**Offensive Water-types**: Water-types with offensive investment Offensive Water-types such as Keldeo and Kingdra blow past Heatran,(AC) while it can't do much to threaten back. However, weak Water-type walls like Toxapex and Alomamola do not pose a major threat to Heatran. (this section is about offensive Water-types, so this second sentence is unnecessary imo. Monotype QCers obvs have final say)

**Chip Damage** With Heatran lacking any Heatran lacks reliable recovery while simultaneously needing to and has to stay healthy to perform it’s role as a Rock-type check and stallbreaker, Heatran finds itself check Rock-types and stallbreak, so it is very vulnerable to being worn down by entry hazards and weak attacks.

**Revenge Killers & and Faster Attackers** Heatran's underwhelming speed makes it suspectible susceptible to being forced out or KOed by faster threats such as Mega Gallade, Kyurem-Black Kyurem-B, and Greninja.

**Special Walls** Certain special walls that resist Magma Storm like Mantine and Tyranitar can switch into Heatran and outlast under Heatran it under most conditions, but Heatran can always cripple them with Toxic and then switch out into to a teammate, while others like Chansey can be beaten thanks to Taunt if Heatran is healthy enough.

[CREDITS]
- Written by: [[Guwahavel, 446329]]
- Fire analysis by: [[Guwahavel, 446329]]
- Quality Checked by: [[Maroon, 305839], [Moosical, 215618], [Eien, 100418]]
idk how y'all deal with credits (when/where/whatever) but this looks off

ik someone else posted an am but I have been working on this for 2.5 hours and damn it if I let my work go to waste lol
 
Last edited:

autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
hi stamping the second one Cantius if you want me to look over yours send a pm here or on discord
Rabia looks good just remember to mark on changes with commas more clearly too

my additional colours are add remove comments
GP 1/2

[OVERVIEW]
add linebreak
Fire
========
add linebreak
Heatran can compress compresses many useful roles for a Fire team Fire teams thanks to it's good all-around its all-around good stats and unique typing. Exclusive access to Magma Storm combined with Taunt lets Heatran trap and stallbreak break walls like Chansey found on balanced archeotypes like Chansey teams, which are otherwise are major obstructions for it's its teammates. A secondary Steel-typing Heatran's Steel typing grants Heatran it a key neutrality to Rock-type moves, letting it check massive threats to Fire teams like Choice Scarf Nihilego and Mega Diancie and Choice Scarf Nihilego. (1 mega and one other means that changing list order so mega doesn't apply to all isn't needed unless its 2 potential mega mons so up to writer whether to change or keep) Heatran's wide movepool can also let lets it fill other roles for a team, like a Stealth Rock user or a status spreader such as providing Stealth Rock and spreading status (this reads pretty awkwardly as it is), though it does face faces competition with Torkoal in these areas. However, Heatran suffers from a crippling x4 Heatran's 4x weakness to Ground, forcing forces it to use Air Balloon to check Mega Diancies that run Earth Power, Earth Power Mega Diancie, and making it is forced out by defensive Ground-types like Swampert or and Gliscor after it's its Air Balloon is popped, preventing it from effectively stallbreaking (you're gonna need to clarify this more. As it stands currently, this reads like Heatran is just a bad stallbreaker, and this set's whole purpose is to stallbreak). Heatran also has a very mediocre speed Speed stat, being and is slower than some faster walls like Zapdos and Gliscor even with max speed maximum Speed investment.

[SET]
name: Utility Attacker
move 1: Magma Storm
move 2: Earth Power
move 3: Taunt
move 4: Flash Cannon / Toxic
item: Air Balloon
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
add linebreak
Magma Storm serves as Heatran's strongest STAB move, and makes the target unable to switch to a teammate while they are under it's effects, preventing prevents double switching,(AC) and letting Heatran use it to lets Heatran trap passive walls that can't apply significant offensive pressure to it. Earth Power provides valuable coverage to hit for many key targets like Toxapex, Tyranitar, Nihilego, and opposing Heatran. Taunt lets it Heatran shut down passive walls like Toxapex that it has trapped, preventing them from healing (you need to clarify that it only prevents healing with moves like Recover. These Pokemon theoretically could have passive recovery from Leftovers or Black Sludge) (can specify recovery moves but it's not really needed to understand the point) or setting entry hazards while Heatran can whittle whittles them down. Flash Cannon serves as a more reliable secondary STAB move and lets Heatran reliably OHKO Mega Diancie without any chip damage needed beforehand, as well as KOing other Rock-types such as Shuckle easier more easily. Toxic is an option over Flash Cannon to cripple walls like Porygon2 and Mantine and put by putting them on a timer, letting Heatran stallbreak more effectively. Heatran can serve as a Stealth Rock user if the team needs one, but other teammates typically fulfill this role on most Fire teams.

Set Details
========
add linebreak
252 Special Attack EVs let Heatran hit as hard as possible with it's moves. increase Heatran's offensive presence, while (technically you could boost its ability to do damage even further, hence the change) 252 Speed EVs with a Timid nature let it outspeed threats like Adamant Diggersby and Timid Volcanion, as well as speed Speed tie with other Timid Heatrans Heatran. Air Balloon protects Heatran from Ground-type attacks until it is hit once, giving it more survivability early game early-game.

Usage Tips
========
add linebreak
Heatran should be switched into passive walls that cant can't deal major damage to it like Staraptor and Mandibuzz in order to trap them. Magma Storm's residual damage and trapping makes it easily spammable and hard to switch into, even dealing solid chunks of damage even to things Pokemon that resist it like Garchomp and Azumarill, and it should be used liberally when Heatran has a free turn. Magma Storm's residual damage combined with Taunt can also let it Heatran trap and slowly wear down bulky walls like Chansey and Toxapex. Taunt can be used prevent prevents Heatran's team from being worn down by stopping Pokemon like Armaldo from laying setting Stealth Rock and quickly wearing down Heatran and it's teammates, or.(AP) It also prevents Pokemon such as Zapdos from Defogging if you have gotten Stealth Rocks up on your opponent's side of the field. It is important to preserve Heatran's Air Balloon so it can deal with certain threats like Hippowdon on Ground teams or and Mega Diancie on Fairy teams which that otherwise can otherwise OHKO Heatran after it is popped. Heatran should avoid getting paralyzed,(AC) as it is unable to effectively stallbreak break walls when it cannot use Taunt before they heal. It is important to keep Heatran healthy enough to check a threat like Choice Scarf Nihilego in the Poison matchup. Heatran is very instrumental against Poison teams because it can both trap Toxapex and check Nihilego, and so it should be played carefully against them so as to not be wittled down early Poison teams (arguably vague) and kept healthy. If Heatran is carrying Toxic,(AC) it should be used on a bulky target trapped by Magma Storm like Chansey, Porygon 2 Porygon2, or Mantine,(RC) to cripple it for so the rest of the team to can deal with it easier the foe more easily, as well as to cripple threats such as Swampert and Tyranitar that can force it Heatran out like Swampert and Tyranitar as they switch in.

Team Options
=======
add linebreak
Heatran serves as a good offensive check to Rock-types as well as an effective stallbreaker, making it a good choice on any Fire team. Torkoal compresses several roles including a hazard remover, physical wall, sun setter, and Stealth Rock user by removing entry hazards, functioning as a physical wall, and setting sun and Stealth Rock. Heatran greatly appreciates the Sun sun weakening Water-type attacks so it can trap Pokemon like Toxapex easier more easily. Infernape and Victini both can serve as either revenge killers or physical wallbreakers with a Choice Scarf or Choice Band,(AC) respectively, helping against Dark and Normal teams (are you saying that their roles help against these teams? or that the Pokemon themselves do? if the former, then the sentence is fine. if the latter, then change "helping" to "help"), and both can lure it draw in checks like Toxapex with U-Turn ,(AC) and give can pivot into Heatran a free switch-in to with U-turn so it can trap it them. Blacephalon serves as a powerful special attacker that appreciates Heatran's ability to soften up special walls like Chansey and Mantine, as well as Heatran's its ability to switch into Choice Scarf Latios to aid the Psychic matchup. Mega Charizard X and Volcarona are potent setup sweepers that can clean teams late game, late-game and appreciate Heatran's ability to trap and weaken checks like Porygon2. Mega Charizard Y and Volcanion are powerful special wallbreakers that can help deal with Water-types like Keldeo for Heatran,(RC) with Solar Beam or and Water Absorb respectively. In exchange return, Heatran can trap or and weaken their defensive checks like Mantine. Rotom-Heat Rotom-H serves as a good switch-in to Ground- and Electric-types,(AC) which Heatran struggles with, while also being able to bring Heatran in safely with Volt Switch.

[STRATEGY COMMENTS]
Other Options
========
add linebreak
Heatran can run a defensive set with a spread of 252 HP / 20 Def / 192 SpD / 44 Spe and a ,(AC) Calm nature, with Leftovers as it's item and Leftovers. This set spread allows it Heatran to capitalize on its defensive capabilities and switch-into Rock-types more easily, outspeed fast Mantine, so it can Taunt them before it Defogs and Taunt it before it uses Defog, avoid a 2HKO from Choice Scarf Terrakion's Stone Edge after Stealth Rock, and capitalize on it's defensive capabilities, switching into Rock-type attackers even easier than before, as well as (E: removing this bit about the rock type stuff was accidental removal without replacement. mb. i'd instead just move its mention to the front of the list and say something like "This spread allows Heatran to take advantage of its defensive capabilities better and switch into Rock-type attacks more easily, ...") (addressed with my change) and survive a Mega Diancie Mega Diancie's Earth Power from full health most of the time. A Choice Scarf set with a moveset of Fire Blast, Flash Cannon, Earth Power, and Hidden Power Ice lets Heatran surprise some of it's its usual checks like Garchomp with a its boosted speed Speed tier (and coverage?), as well as immediately force out Mega Diancie out after switching into a predicted Diamond Storm. However, this set faces competition with from much more reliable Choice Scarf users like Infernape, Blacephalon, and Victini.

Checks and Counters
========
add linebreak
**Ground-types**: Heatran's crippling four times 4x weakness to Ground-moves Ground-type moves (or 4x weakness to Ground) makes it unable to stand up to defensive and offensive Ground-types alike such us as Gliscor, Swampert, Landorus, and Mamoswine.

**Fighting-types**: Pokemon such as Mega Gallade and Mega Lopunny can outspeed and blast through Heatran with their STAB Fighting-moves Fighting-type STAB moves. (always keep the fact they're stab)

**Offensive Water-types**: Water-types with offensive investment Offensive Water-types such as Keldeo and Kingdra blow past Heatran,(AC) while it can't do much to threaten back. However, weak Water-type walls like Toxapex and Alomamola do not pose a major threat to Heatran. (this section is about offensive Water-types, so this second sentence is unnecessary imo. Monotype QCers obvs have final say) (address this)

**Chip Damage** With Heatran lacking any Heatran lacks reliable recovery while simultaneously needing to and has to stay healthy to perform it’s role as a Rock-type check and stallbreaker, Heatran finds itself check Rock-types and stallbreak, so it is very vulnerable to being worn down by entry hazards and weak attacks.

**Revenge Killers & and Faster Attackers** Heatran's underwhelming Speed makes it suspectible susceptible to being forced out or KOed by faster threats such as Mega Gallade, Kyurem-Black Kyurem-B, and Greninja.

**Special Walls** Certain special walls that resist Magma Storm like Mantine and Tyranitar can switch into Heatran and outlast under Heatran it under most conditions, but Heatran can always cripple them with Toxic and then switch out into to a teammate, while others like Chansey can be beaten thanks to Taunt if Heatran is healthy enough.

[CREDITS]
- Written by: [[Guwahavel, 446329]]
- Fire analysis by: [[Guwahavel, 446329]]
- Quality checked by: [[Maroon, 305839], [Moosical, 215618], [Eien, 100418]]
- Grammar checked by:
idk how y'all deal with credits (when/where/whatever) but this looks off (mono credits work differently and this is fine)
 

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
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Fire
========

Heatran compresses many useful roles for Fire teams due to its all-around good stats and unique typing. Exclusive access to Magma Storm combined with Taunt lets Heatran trap and break walls like Chansey found on balanced teams which that otherwise can be major obstructions for its teammates. Heatran's Steel typing grants it a key neutrality to Rock-type moves, letting it check massive threats to Fire teams like Mega Diancie and Choice Scarf Nihilego. Heatran's wide movepool can also let it fill other roles for a team, such as providing Stealth Rock or spreading status, though it faces competition from Torkoal in these areas. However, (AC) Heatran's x4 4x weakness to Ground forces it to use Air Balloon to check Earth Power Mega Diancie (RC) and is leaves it forced out by defensive Ground-types like Swampert and Gliscor after its Air Balloon is popped, preventing it from effectively stallbreaking teams while these Pokemon are healthy enough to switch into it. Heatran also has a very mediocre Speed stat and is slower than some faster walls like Zapdos and Gliscor even with maximum Speed investment.

[SET]
name: Utility Attacker
move 1: Magma Storm
move 2: Earth Power
move 3: Taunt
move 4: Flash Cannon / Toxic
item: Air Balloon
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

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

Magma Storm serves as Heatran's strongest STAB move and prevents the target from switching while they are under its effect, preventing double switching and lets Heatran trap passive walls that can't apply significant offensive pressure to it. Earth Power provides valuable coverage for many key targets like Toxapex, Tyranitar, Nihilego, and opposing Heatran. Taunt lets Heatran shut down passive walls like Toxapex that it has trapped, preventing them from from using healing moves or setting entry hazards while Heatran whittles them down. Flash Cannon serves as a more reliable secondary STAB move and lets Heatran reliably OHKO Mega Diancie, as well as KOing other Rock-types such as Shuckle more easily. Toxic is an option over Flash Cannon to cripple walls like Porygon2 and Mantine by putting them on a timer, letting Heatran stallbreak more effectively. Heatran can serve as a Stealth Rock user if the team needs one, but other teammates Pokemon typically fulfill this role on Fire teams.

Set Details
========

252 Special Attack EVs increases increase Heatran's offensive presence, while 252 Speed EVs with a Timid nature lets let it outspeed threats like Adamant Diggersby and Timid Volcanion (RC) as well as Speed tie with other Timid Heatran. Air Balloon protects Heatran from Ground-type attacks until it is hit once, giving it more survivability early-game.

Usage Tips
========

Heatran should be switched into passive walls that can't deal major damage to it like Staraptor and Mandibuzz in order to trap them. Magma Storm's residual damage and trapping makes it easily spammable and hard to switch into, dealing solid chunks of damage even to Pokemon that resist it like Garchomp and Azumarill, and it should be used liberally when Heatran has a free turn. Magma Storm's residual damage combined with Taunt can also let Heatran trap and slowly wear down bulky walls like Chansey and Toxapex. Taunt prevents Heatran's team from being worn down by stopping Pokemon like Armaldo from setting Stealth Rock. It also prevents Pokemon such as Zapdos from Defogging if you have set Stealth Rock. It is important to preserve Heatran's Air Balloon so it can deal with certain threats like Hippowdon on Ground teams and Mega Diancie on Fairy teams, (AC) which can otherwise OHKO Heatran after it is popped. Heatran should avoid getting paralyzed, as it is unable to effectively stallbreak walls when it cannot use Taunt before they heal. It is important to keep Heatran healthy enough to check a threat like Choice Scarf Nihilego in the Poison matchup; (SC) Heatran is very instrumental against Poison these teams because it can trap Toxapex and check Nihilego and should be played carefully against Poison teams them and kept healthy early-game. If Heatran is carrying Toxic, it should be used on a bulky target trapped by Magma Storm like Chansey, Porygon2, or Mantine so the rest of the team can deal with the foe more easily, as well as to cripple threats such as Swampert and Tyranitar that can force Heatran out as they switch in.

Team Options
=======

Heatran serves as a good offensive check to Rock-types as well as an effective stallbreaker, making it a good choice on any Fire team. Torkoal compresses several roles by removing entry hazards, functioning as a physical wall, and setting sun and Stealth Rock. Heatran greatly appreciates the sun weakening Water-type attacks so that it can trap Pokemon like Toxapex more easily. Choice Scarf Infernape and Choice Band Victini can serve as revenge killers or physical wallbreakers with a Choice Scarf or Choice Band, respectively, helping against Dark and Normal teams, and both can lure in checks like Toxapex and pivot into bring in Heatran with U-turn to trap them. Blacephalon serves as a powerful special attacker that appreciates Heatran's ability to soften up special walls like Chansey and Mantine, as well as Heatran's ability to switch into Choice Scarf Latios to aid the Psychic matchup. Mega Charizard X and Volcarona are potent setup sweepers that can clean teams late-game and appreciate Heatran's ability to trap and weaken checks like Porygon2. Mega Charizard Y and Volcanion are powerful special wallbreakers that can help deal with Water-types like Keldeo for Heatran, with Solar Beam and Water Absorb, (AC) respectively. In return, Heatran can trap and weaken their defensive checks like Mantine. Rotom-H serves as a good switch-in to Ground- and Electric-types, which Heatran struggles with, while also being able to bring Heatran in safely with Volt Switch.

[STRATEGY COMMENTS]

Other Options
========
Heatran can run a defensive set with a spread of 252 HP / 20 Def / 192 SpD / 44 Spe, with a Calm nature, (AC) and Leftovers. This spread allows Heatran to capitalize on its defensive capabilities and switch-into switch into Rock types more easily, outspeed fast Mantine and Taunt it before it uses Defog, avoid a 2HKO from Choice Scarf Terrakion's Stone Edge after Stealth Rock, (AC) and survive Mega Diancie's Earth Power from full health most of the time. A Choice Scarf with a moveset of Fire Blast, Flash Cannon, Earth Power, and Hidden Power Ice lets Heatran surprise some of its usual checks like Garchomp with its boosted Speed tier and broad coverage, as well as immediately force Mega Diancie out after switching into a predicted Diamond Storm. However, this set faces competition from much more reliable Choice Scarf users like Infernape, Blacephalon, and Victini.

Checks and Counters
========

**Ground-types**: Heatran's 4x weakness to Ground-type moves makes it unable to stand up to defensive and offensive Ground-types alike such as Gliscor, Swampert, Landorus, and Mamoswine.

**Fighting-types**: Pokemon such as Mega Gallade and Mega Lopunny can outspeed and blast through Heatran with their Fighting-type STAB moves.

**Offensive Water-types**: Offensive Water-types such as Keldeo and Kingdra blow past Heatran, while it can't do much to threaten them back.

**Chip Damage** Heatran lacks reliable recovery and has to stay healthy to check Rock-types and stallbreak, so it is very vulnerable to being worn down by entry hazards and weak attacks.

**Revenge Killers and Faster Attackers** Heatran's underwhelming Speed makes it susceptible to being forced out or KOed by faster threats such as Mega Gallade, Kyurem-B, and Greninja.

**Special Walls** Certain special walls that resist Magma Storm like Mantine and Tyranitar can switch into Heatran and outlast it under most conditions, but Heatran can cripple them with Toxic and then switch out to a teammate, while others like Chansey can be beaten due to Taunt if Heatran is healthy enough.

[CREDITS]
- Written by: [[Guwahavel, 446329]]
- Fire analysis by: [[Guwahavel, 446329]]
- Quality checked by: [[Maroon, 305839], [Moosical, 215618], [Eien, 100418]]
- Grammar checked by: [[martha, 384270], [___,___]]
 
Implemented the 2nd GP, I reworded the part about Victini+Infernape in Team Options to make it clear both can run either item. This should now be ready to be uploaded.
 

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