Hey y'all! This is one of my first posts on the forums and I'd like y'alls help with my team.
So far it's been performing really well, but after testing awhile I've noticed some threats to it and I'm not sure how to counter them without losing the synergy I already have.
So without further ado here is my team.
Jolteon @ Expert Belt
Ability: Volt Absorb
EVs: 80 HP / 236 SpA / 192 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Agility
- Baton Pass
- Hidden Power [Ice]
- Thunderbolt
Jolteon is usually my lead.
I use him for generic scouting and for baton passing agility boosts to my Heracross. Jolteon is also a great offensive counter to a bunch of threats to my heracross. Namely Talonflame, Greninja, Skarmory, and He does a good chunk of damage to dragonite.
Expert belt > Life orb on Jolteon. Mostly because of the recoil damage Jolteon would receive from life orb while still giving Jolteon a little extra... Umph... That he so desperately wants and needs to be effective.
I gave him 192 Speed EV's to outspeed all unboosted Greninjas and everything slower.
80 Hp Ev's for some generic bulk (It's actually won me a few games and I found that the extra EV's in special attack don't give much to the set.)
And the sp. attack EV's are fairly self explanatory
Heracross @ Heracronite
Ability: Moxie
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
IVs: 0 SpA
- Bullet Seed
- Close Combat
- Pin Missile
- Swords Dance
My main sweeper and wall breaker. After one agility boost from Jolteon, Heracross becomes a literal terror for most if not all team. I've gone 5-0 a few times and 6-0 once or twice with an agility boosted Heracross.
Moxie on the original Heracross in hopes to score a moxie boost, but I could be convinced to switch to guts so he's more useful if statused before Mega-Evolving.
I chose Bullet seed over rock blast for a few reasons. The first of them is the accuracy. 90% accuracy isn't horrible, but I'd much rather have a 100% accurate Bullet seed. The second reason is my choice in coverage. Bullet Seed hits Bulky Waters like Rotom-W and threats like Azumarill. The Flying type coverage that Rock Blast gives Heracross is already covered by Jolteon.
Swords Dance is for the Enormous wall breaking potential it gives Heracross. Also, it gives me an opportunity to play mind games with Bisharp and avoid his sucker punches.
96 EV's gives Heracross 230 Speed and M-Heracross 210- Which after Tailwind or Agility becomes 460 and 420 Respectivly
Max Attack and Adamant for the power
Leftover 160 EV's goes to HP for bulk
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
Talonflame serves as my revenge killer on the team. He also takes care of fragile psychic types and usually forces switches on fairy types that Heracross don't like.
I use Sharp Beak for the extra power it gives his STAB Brave Bird, but without the hassle of being locked in. I've even scored a few extra kills by bluffing the Choice Band set.
Tailwind is an amazing set up move with Heracross. Before fainting I use a priority Tailwind, then die. Switch in Heracross next turn with double speed and start the shenanigans. And U-Turn is for Momentum.
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 116 Def / 76 SpA / 64 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Trick
- Will-O-Wisp
- Volt Switch
Rotom-Wash is my physical wall of my team. He serves as the only pokemon that carries a status move, and a counter to Heracross' nemisis (Talonflame)
I use a scarfed set for a few reasons,
1. Allows for some surprise kills and for some surprise tricks
2. Tricking Scarf onto pokemon trying to status Rotom allows for a garunteed burn on the switch, or a good scout w/ volt switch
3. Scarfed Volt Switch is amazing
I know Rotom misses out on the recovery of pain split/rest, but I can always trick myself some leftovers or a sitrus berry.
EV's give me the best of both worlds, allowing rotom to take a bunch of different hits from his physical side, and still outspeed a good number of pokemon with the scarf on. It gives him a good amount of power coming from his Hydro Pumps and volt switches as well.
Magnezone
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 140 HP / 252 SpA / 116 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Flash Cannon
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
Magnezone is on this team to do what he does best. Kill Steels. Heracross has a ton of trouble dealing with Skarmory and doesn't appreciate the recoil damage that he takes from ferrothorn, especially Rocky Helmet Variants of both.
It's a generic choice specs set
Enough Speed EV's to outspeed an uninvested skarmory
The rest go into SP. Att and HP for bulk and damage purposes
Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Spe
Hasty Nature
- Defog
- Draco Meteor
- Healing Wish
- Recover
So when I was evaluating my team I realized that Talonflame needs defog support, and my team needs some defensive support on the special side of the spectrum. Latias gives this support needed. Defog takes the first move slot because it's needed for obvious reasons (Talonflame)
Draco Meteor takes the second slot for the powerful STAB it provides
Healing wish is on the set because it allows me to switch Talonflame in on rocks without losing any health, and for me to play Heracross a little more aggressively and try to push for some kills that I would usually be afraid or reluctant to.
Recover is for some staying power, and the ability to stall out some threats that Rotom has already statused.
After playing 15-20 games The number one problem I've had have been scarfed Garchomps. They always come in fairly late game when my Rotom has been worn down, and cleans up my team with outrage.
Any advice for the garchomp?
Importable
Heracross @ Heracronite
Ability: Moxie
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
IVs: 0 SpA
- Bullet Seed
- Close Combat
- Pin Missile
- Swords Dance
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 116 Def / 72 SpA / 68 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Trick
- Will-O-Wisp
- Volt Switch
Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Spe
Hasty Nature
- Defog
- Draco Meteor
- Healing Wish
- Recover
Jolteon @ Expert Belt
Ability: Volt Absorb
EVs: 80 HP / 236 SpA / 192 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Agility
- Baton Pass
- Hidden Power [Ice]
- Thunderbolt
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 140 HP / 252 SpA / 116 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Flash Cannon
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
So far it's been performing really well, but after testing awhile I've noticed some threats to it and I'm not sure how to counter them without losing the synergy I already have.
So without further ado here is my team.
Jolteon @ Expert Belt
Ability: Volt Absorb
EVs: 80 HP / 236 SpA / 192 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Agility
- Baton Pass
- Hidden Power [Ice]
- Thunderbolt
Jolteon is usually my lead.
I use him for generic scouting and for baton passing agility boosts to my Heracross. Jolteon is also a great offensive counter to a bunch of threats to my heracross. Namely Talonflame, Greninja, Skarmory, and He does a good chunk of damage to dragonite.
Expert belt > Life orb on Jolteon. Mostly because of the recoil damage Jolteon would receive from life orb while still giving Jolteon a little extra... Umph... That he so desperately wants and needs to be effective.
I gave him 192 Speed EV's to outspeed all unboosted Greninjas and everything slower.
80 Hp Ev's for some generic bulk (It's actually won me a few games and I found that the extra EV's in special attack don't give much to the set.)
And the sp. attack EV's are fairly self explanatory
Heracross @ Heracronite
Ability: Moxie
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
IVs: 0 SpA
- Bullet Seed
- Close Combat
- Pin Missile
- Swords Dance
My main sweeper and wall breaker. After one agility boost from Jolteon, Heracross becomes a literal terror for most if not all team. I've gone 5-0 a few times and 6-0 once or twice with an agility boosted Heracross.
Moxie on the original Heracross in hopes to score a moxie boost, but I could be convinced to switch to guts so he's more useful if statused before Mega-Evolving.
I chose Bullet seed over rock blast for a few reasons. The first of them is the accuracy. 90% accuracy isn't horrible, but I'd much rather have a 100% accurate Bullet seed. The second reason is my choice in coverage. Bullet Seed hits Bulky Waters like Rotom-W and threats like Azumarill. The Flying type coverage that Rock Blast gives Heracross is already covered by Jolteon.
Swords Dance is for the Enormous wall breaking potential it gives Heracross. Also, it gives me an opportunity to play mind games with Bisharp and avoid his sucker punches.
96 EV's gives Heracross 230 Speed and M-Heracross 210- Which after Tailwind or Agility becomes 460 and 420 Respectivly
Max Attack and Adamant for the power
Leftover 160 EV's goes to HP for bulk
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
Talonflame serves as my revenge killer on the team. He also takes care of fragile psychic types and usually forces switches on fairy types that Heracross don't like.
I use Sharp Beak for the extra power it gives his STAB Brave Bird, but without the hassle of being locked in. I've even scored a few extra kills by bluffing the Choice Band set.
Tailwind is an amazing set up move with Heracross. Before fainting I use a priority Tailwind, then die. Switch in Heracross next turn with double speed and start the shenanigans. And U-Turn is for Momentum.
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 116 Def / 76 SpA / 64 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Trick
- Will-O-Wisp
- Volt Switch
Rotom-Wash is my physical wall of my team. He serves as the only pokemon that carries a status move, and a counter to Heracross' nemisis (Talonflame)
I use a scarfed set for a few reasons,
1. Allows for some surprise kills and for some surprise tricks
2. Tricking Scarf onto pokemon trying to status Rotom allows for a garunteed burn on the switch, or a good scout w/ volt switch
3. Scarfed Volt Switch is amazing
I know Rotom misses out on the recovery of pain split/rest, but I can always trick myself some leftovers or a sitrus berry.
EV's give me the best of both worlds, allowing rotom to take a bunch of different hits from his physical side, and still outspeed a good number of pokemon with the scarf on. It gives him a good amount of power coming from his Hydro Pumps and volt switches as well.
Magnezone
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 140 HP / 252 SpA / 116 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Flash Cannon
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
Magnezone is on this team to do what he does best. Kill Steels. Heracross has a ton of trouble dealing with Skarmory and doesn't appreciate the recoil damage that he takes from ferrothorn, especially Rocky Helmet Variants of both.
It's a generic choice specs set
Enough Speed EV's to outspeed an uninvested skarmory
The rest go into SP. Att and HP for bulk and damage purposes
Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Spe
Hasty Nature
- Defog
- Draco Meteor
- Healing Wish
- Recover
So when I was evaluating my team I realized that Talonflame needs defog support, and my team needs some defensive support on the special side of the spectrum. Latias gives this support needed. Defog takes the first move slot because it's needed for obvious reasons (Talonflame)
Draco Meteor takes the second slot for the powerful STAB it provides
Healing wish is on the set because it allows me to switch Talonflame in on rocks without losing any health, and for me to play Heracross a little more aggressively and try to push for some kills that I would usually be afraid or reluctant to.
Recover is for some staying power, and the ability to stall out some threats that Rotom has already statused.
After playing 15-20 games The number one problem I've had have been scarfed Garchomps. They always come in fairly late game when my Rotom has been worn down, and cleans up my team with outrage.
Any advice for the garchomp?
Importable
Heracross @ Heracronite
Ability: Moxie
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
IVs: 0 SpA
- Bullet Seed
- Close Combat
- Pin Missile
- Swords Dance
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 116 Def / 72 SpA / 68 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Trick
- Will-O-Wisp
- Volt Switch
Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Spe
Hasty Nature
- Defog
- Draco Meteor
- Healing Wish
- Recover
Jolteon @ Expert Belt
Ability: Volt Absorb
EVs: 80 HP / 236 SpA / 192 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Agility
- Baton Pass
- Hidden Power [Ice]
- Thunderbolt
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 140 HP / 252 SpA / 116 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Flash Cannon
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
