SM OU LO Heatran Offense RMT

Hey all. New to the forums but hoping to get a bit more into the community here, starting with this team :mehowth: I've done a decent bit of laddering and labbing with it and think it's come out nicely!



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Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- U-turn
- Ice Beam
- Low Kick
- Spikes

The first mon on this team is scarf Gren. It is incredible speed control, plays mental game well with both Protean and U-Turn, has good coverage in Low Kick (mainly for TTar) and provides Spikes support to help Alakazam, Heatran, M-Gyarados and Koko wallbreak more effectively. Gren doesn't exactly expect to get many kills, but it revenge kills very well and can sweep with Ice Beam late game- as such, I've given it Sp.Atk EVs over Atk.

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Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Hidden Power [Fire]
- Dazzling Gleam
- Recover

The second member here is regular Alakazam. I think both regular and Mega Zam are pretty big threats right now and appreciate Spikes alot, and this set is very good at coming in late to click Psychic over and over. I've also seen a fair deal of Gengar in OU recently, so this works to beat any non-Scarf/-Sash variants. Its attacking moves are pretty basic, but I'm running Recover here over a 4th attacking move or Encore, as Zam can easily heal up on more defensively invested special attackers such as Fini, Starmie, Magearna(-ish), Amoongus, some Lati variants etc. that might normally 1v1 it. One issue I find, however, is that this Zam doesn't beat Knock Off M-Sableye, whereas Mega Zam eats one from most sets and 2HKOs with Dazzling Gleam- so future adaptations of this team might utilise M-Alakazam rather than LO.

172283

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 124 Atk / 180 Def / 24 SpD / 180 Spe
Adamant Nature
- Earthquake
- U-turn
- Defog
- Superpower

*insert obligatory Lando*
What would an OU team be without Lando-T? Bad, of course :] I've opted for a defensive Helmet Defogger, since rocks and spikes both hit basically my entire team. I found my team to be kind of weak to M-Lopunny, so the defensive EVs let it always take Fake Out > Ice Punch, and the Atk investment lets it always KO back with Superpower. The remaining IVS going into Speed conveniently lets it out speed things like Magearna, Magnezone or Tyranitar 100% of the time, which could be good for bulky Tars that don't expect a Superpower, and the 24 Sp.Def EVs are just for good measure.. I guess. There's not too much to say about it, it just does what Landorus does best- 1v1 physical attackers and weaken teams.

172290

Heatran @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Nature Power
- Dragon Pulse

Now this is a set I love using. This offensive Tran set is designed to benefit from Gren's Spikes and surprise a lot of its own checks, which will usually expect it to be defensive. Fire Blast and Earth Power are the main attacks, with Nature Power under Electric Terrain being a nice niche for predicting switch-ins from one of Tran's greatest counters- Keldeo. ..or any other water type, pretty much. Dragon Pulse is useful as a neutral finishing move and for big damage on the Lati twins and any Dragonite without Multiscale. Since it's made to somewhat counter Keldeo and other waters, future variants could be Scarf instead of LO, which would help to scout for opposing Scarfers, especially if Tran isn't so useful and risking it is worth it.

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Tapu Koko @ Choice Band
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Thunder Punch
- U-turn
- Brave Bird

The 5th team member here is Koko- the only true heater set, Banded. I saw this legend 6-0 stall in HF and thought it would be nice to try for fun, but it proved to be more viable than I thought. Koko's base Atk is actually higher than its Sp.Atk, its physical moves aren't too bad, and its naturally amazing speed tier allow it to run this set quite comfortably. Wild Charge under terrain shreds through anything that isn't a resist or immunity, T Punch is nice for picking things off without risking recoil, and U-Turn and Brave Bird are nice for momentum and coverage. Being a somewhat unorthodox set, it often lures common counters to special or Screens sets like Chansey or Bulu, which proceed to get massacred by Wild Charge/Brave Bird respectively (though Wild Charging on Chansey comes with a huge amount of recoil). One of T Punch or Wild Charge could be replaced with HP Ice/fire, since this set is near enough walled by things like Lando-T and Ferrothorn.

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Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Earthquake
- Ice Fang

Rounding off the team is a nice M-Gyarados. While building, I realised I dont have a setup sweeper to take advantage of Spikes. I also didn't have a good Ghost counter, and Dos' naturally good special bulk allows it to switch in comfortably on special attackers and threaten them out or DD on them. I've never exactly known what to run for 3-attacks, but I figured aice Fang was necessary for Bulu, Breloom etc. and I had no other dark move on the team, so Crunch was a must too. I figured EQ would be more useful than Waterfall for the abundance of Steels in OU. Having no Water move on this team despite having two Water types may prove an issue, but I feel overall these mons form a very solid offense squad.

Well, that's the team. Thank you for taking the time to check it out, and I hope I explained all my sets/spreads well enough. Please do respond with any constructive criticism you might have, I'm open to any changes! :]
 
Hi! Interesting team here, but there are some problems I'd like to correct with a new version of the team.

Major Changes

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Banded Tapu Koko, while somewhat heat, doesn't do much for this team in general besides function as a subpar flying resist. Rotom Wash improves this team's matchup against common pokemon like Landorus-T, Heatran, etc. Rotom also provides a form of speed control in Thunder Wave, as well as being the defogger on the team, which alleviates Landorus of having to be choice locked into it when it doesn't have to be. Rotom also provides Volt Switch support, being able to pull off a slow volt switch to gain momentum, as well as get in it's teammates for practically free.

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Like Tapu Koko, Gyarados didn't add much here overall. Mega Gyarados belongs on more Hyper Offense styled builds. Magearna softens the Lele/Zam matchup as well as gives the team an actual switch into Greninja's Dark Pulse. Magearna also has a slow volt switch, as well as it's natural bulk and access to HP fire letting it handle most variants of Kartana, but must watch out for Fightinium Z variants. Assault Vest Magearna can also check Tornadus (knock off is annoying to both magearna and rotom though), as well as opposing Magearna.

Minor Changes

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Being choice locked into spikes should not be done when don't have to do role compression. Spikes Waterium Greninja matches very well with Alakazam (which is now mega but we'll discuss that next), as well as Heatran, because spikes wear down these pokemon's checks, such as AV Magearna, Jirachi, etc.

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This team needs Mega Zam. With it's Mega Stone, Alakazam gets better stats, and Trace, which is key to making it a Heatran answer. Mega Zam's boost in speed also lets it get the jump on the Greninja's (barring scarf variants), Tapu Koko, Tornadus Therian, etc. The boost in Special Attack also helps Zam break things more easily, especially with spikes up. Not like Gyarados was doing much as a mega on this team anyways. Being a Calm Mind variant also gives you a wincon, instead of just a bunch of random wallbreakers.

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With Greninja now not being choiced, Lando is now our best option for speed control. Lando can outrun opposing Mega Alakazam and slower, which is nice to help with revenging Kartana. Landorus still can function with it's good defensive properties, this change just gives the team more speed control as well as a way to generate momentum with U-turn or Explosion.

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Offensive Heatran is already a thing, and Life Orb is not the way to do it. Specially Defensive Heatran works far more magic for this team, as it can help take on Tornadus-T, Tapu Lele, Alakazam, etc. Heatran also is the Stealth Rocker on the build now, being able to get Stealth Rocks up consistently against the majority of these threats. However, it still must watch out for Focus Blasts from Zam or Lele, as well as the rare Fightinium Z from Tornadus-T.

Importable and Conclusion



Anyways, hope you enjoy the changes and have a good day!
 
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