Heatran [QC: 0/2]

[overview]
**Draft Order**: Round 2 onwards.

**Price Range**: 14 to 15 points.

**Overview**: Heatran is one of the most solid Pokemon in Draft, able to run many different movesets to fit some crucial roles and, quite literally, glue a team together. Packing greats tools such as Magma Storm to trap foes, Will-O-Wisp to cripple physical threats, or Taunt to prevent set-up sweeps, its always going to offer something valuable in a match-up. Heatran is one of the most difficult Pokemon to switch into reliably without a scratch, whilst packing one of the best defensive profiles, including a fire immunity; though the drawbacks are rather significant as it has a quadruple Ground weakness and Fighting weakness, which are two extremely common offensive types that you will run into on every competent Draft. Ultimately, Heatran can play to its strengths and fill the roles whenever it is called upon.

[strategy comments]
Common Roles
========
**Offensive Wallbreaker**: Heatran bolsters incredible STABs which very few Pokemon can reliably take on without losing to its coverage and it can even run Hidden Power to catch any offensive checks that believe they can come in on Heatran; Explosion is particularly useful to maintain momentum in some match-ups. If assigned as a Z-Captain, it has even more options to wallbreak teams with Grassium Z to catch the Ground- and Water-types that would try to check it.

**Bulky Utility**: Heatran can sport it's many utility moves with Taunt to act as a stallbreaker, in conjunction with Magma Storm, can trap a foe and deliver chip damage to it. Heatran can also run moves like Will-O-Wisp or Toxic to cripple plenty of Pokemon long term. Its also one of the best Stealth Rock setters in the metagame and since it rarely struggles to fit everything it needs, slotting Stealth Rock on gives way to more chip across the game.

**Special Wall**: Heatran has great bulk and defensive typing which it can also lean into, using Substitute and Toxic to be incredibly frustrating to remove. Lava Plume is a reliable move that can spread burn alongside spreading chip damage, minimal drawbacks as the opponent has to be wary of such an option. Roar is also there to phase out threatening set-up sweepers.

Common Moves
========
**Primary STAB Moves**: Eruption, Heat Wave, Fire Blast, Lava Plume, Flamethrower, Magma Storm, Overheat, Flash Cannon, Iron Head

**Setup Moves**: Flame Charge, Iron Defence

**Utility Moves**: Will-O-Wisp, Taunt, Substitute, Toxic, Stealth Rock, Roar

**Coverage**: Dark Pulse, Earth Power, Dragon Pulse, Earthquake, Rock Slide, Stone Edge

Niche Moves
========
**Explosion**: Explosion is solid for faster movesets that favour momentum over longevity; it would allow Heatran to escape a poor match-up whilst dealing a large chunk of damage in the process.

**Solar Beam**: Solar Beam, in conjunction with Grassium Z, is a great coverage option to aid in removing the Water- and Ground-types that may usually give it trouble.

Common Items
========
**Leftovers**: Leftovers gives Heatran that long term healing to let it stick around for longer and since it can find plenty of opportunities to switch-in, Heatran benefits greatly even from the chip healing.

**Air Balloon**: Heatran's premier option to escape Ground-type moves, free entry on what is normally a complete counter to it can allow space for Heatran to get Stealth Rock up or deal crucial chip damage.

**Resistance Berries**: Heatran reliably holds Shuca and Chople Berry to soften the blow from strong attackers, then cripple them with a move like Will-O-Wisp or pick up a crucial KO.

**Z-Crystals**: Heatran can run multiple Z-Crystals as incredible one-time nukes against unsuspecting opponents. Firium Z with Magma Storm or Steelium Z with Flash Cannon can deal huge damage to some of the bulkiest neutral targets; Grassium Z with Solar Beam, Groundium Z with Earth Power and Darkinium Z with Dark Pulse are alternative options which will hit weak targets for a likely kill.

**Choice Scarf**: Heatran with Choice Scarf is able to run Eruption to maximum effect, only marginally weaker than some Z-Moves, which will heavily damage even when it's attacks are resisted.

Niche Items
========
**Assault Vest**: Some extra special bulk on Heatran, though at the cost of being able to run any utility options, means it can stick around for longer and take some strong resisted hits it may not usually want to take on.

**Damage-boosting Items**: Heatran can sometimes run Charcoal / Flame Plate or Metal Coat / Iron Plate to give its STAB moves a minor boost. When speed isn't as vital, Choice Specs can be run on Heatran to further boost it's strong STAB and few coverage options.

**Power Herb**: Power Herb can be ran in conjunction with Solar Beam as an alternative to catch Water- and Ground-types that would usually check it. This would only be used if Heatran isn't a designated Z-Captain.

**Rocky Helmet**: Although not as potent without Flame Body, Rocky Helmet is great to punish U-Turn and other contact moves when other items aren't as optimal.

Draft Strategy
========
Heatran has amazing offensive prowess alongside its incredible defensive profile, therefore contributing to most teams without fail. It does have the drawback of being weak to common offensive types as well as an awkward speed tier, so Heatran appreciates anything that will alleviate these problems.

**Alternative Hazard Setters**: Offensive Heatran builds may want to drop Stealth Rock for another coverage move, so having Pokemon such as Ferrothorn, Nihilego, or Mega Diancie can give that extra leeway and let it storm through foes.

**Entry Hazard Control**: Lack of reliable recovery means any form of Entry Hazard is going to eat into Heatran's longevity. Try and look at Tentacruel, Excadrill or Blastoise who can run Rapid Spin from game to game or a Pokemon with Defog, such as Tapu Koko, Rotom-Wash or Landorus-T.

**Flying- and Grass-types**: The aforementioned types can deal with the Fighting- and Ground-types, and coverage, that want to check Heatran. Three great Pokemon in particular for this job would be Serperior, Tornadus-T and Crobat as they can take these attacks well and threaten back with strong STABs of their own.

**Speed Control**: Heatran doesn't possess a particularly great, nor awful, speed tier but you may find it's not sufficient versus some of the top threats in Draft; look to get a Pokemon like Zeraora, Mega Aerodactyl or Mega Lopunny that are near the top end of speed tiers.

Checks and Counters
========
**Ground- and Fighting-types**: Both are incredibly common offensive types which will hit Heatran for massive damage, especially Ground-type attacks; it will absolutely need support that will comfortably pivot in on these moves and with Earthquake being distributed so far and wide, it can be easily overwhelmed by these attacks.

**Bulky Water-types**: Bulky Water-types will reliably come in on both of Heatran's STAB moves and threaten it out, and though they might have to watch out for Grassium Z or Power Herb doesn't mean they will struggle dealing with what is being thrown at them generally. If they have a way to escape Magma Storm as well, it makes them even more reliable to pivot in on Heatran.

**Entry Hazards**: Heatran lacking reliable recovery means Entry Hazards (except Toxic Spikes) is going to be reducing its longevity significantly and make it far harder for it to check the threats it wants to.

**Fast Wallbreakers**: Faster Pokemon can still wear down Heatran fairly quickly as having no recovery means damage is usually there for the match without reprieve; Heatran is going to appreciate being pivoted in by a slow Pokemon as it doesn't have to take as much damage, therefore it has the health to keep switching in across a game.

[credits]
Written by:
https://www.smogon.com/forums/members/flutterfliss.652897/
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