So I was working around with another team in my arsenal and wanted to plug Mega Heracross into the slot that one of the other Pokemon was in. Turns out I could plug in some other stuff onto the team. Results with this team have been rather mixed, but lean more positively in my opinion. Any recommendations for what I can do with this team would be appreciated.
Heracross @ Heracronite
Ability: Moxie
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Swords Dance
- Pin Missile
- Rock Blast
Mega Heracross is the team's wallbreakers and honestly, a Mega that I GREATLY underestimated. the EVs give MegaCross enough speed to outpace Adamant Bisharp while retaining some bulk. Close Combat serves as Heracross's primary STAB and flat out nukes anything that doesn't resist. Pin Missile is Heracross's secondary STAB that abuses its Skill Link ability while hitting Psychic & Dark types for super effective damage. Rock Blast serves as a coverage move to help me nail stuff like Gengar & Dragonite. Swords Dance is in Slot 4 to boost Heracross's attack stat to incredible heights.
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Flying]
Keldeo is one of the mons that benefits from Psychic types being eliminated by Mega Heracross. With Choice Specs equipped, Keldeo can punch some serious holes in teams. Scald starts the set off to get some nice burns on the opposing team. Hydro Pump is Keldeo's main STAB move to hit everything as hard as possible. Secret Sword hits mons on their physical side as opposed to their special side which is useful for stuff like Chansey. Lastly, I run HP Flying to nail Venusaur on the switch.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Thunder Wave
If I had a dollar for every team I have that has a Clefable on it, I'd be a very rich man. It's just one of those mons that I love using. Bold, Max HP, Max Defense is the way to go for Clefable to handle physical threats like opposing Mega Heracross, Terrakion, etc. Unaware stops set up sweepers from getting enough boosts. Moonblast is Clefable's main STAB move lowering the special attack stat of some mons by 1 level (albeit it's redundant with Unaware). Wish is there to help my mons get back some health (or Clefable herself). Protect is there if I want to guarantee Wish recovery, scout out moves, or get back some Leftovers recovery. Lastly, Thunder Wave is there to cripple fast threats like Greninja, Latios, etc for Mega Heracross to outspeed.
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Psychic
- Focus Blast
- Calm Mind
Landorus-I serves as pretty much the team's win condition. Life Orb in conjunction with Sheer Force prevents Landorus from taking damage and hit opposing mons for devastating damage. Earth Power is Landorus's primary STAB move. Psychic helps Landorus nail mons like Mega Venusaur for heavy damage. Calm Mind boosts Landorus's Special Attack & Special Defense levels by 1 stage giving Landorus some extra power and (if at full health) the ability to live a Mega Manectric's HP Ice. Focus Blast rounds out Landorus's coverage nailing Skarmory & Tyranitar and 2HKOs Chansey with a Calm Mind boost.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Knock Off
- Power Whip
Ferrothorn serves the team as a Stealth Rocker and has a nice support role for the team. Stealth Rock is there to hurt mons wanting to switch in and helps with some KOs here and there. Leech Seed helps Ferrothorn recover some extra HP (or someone else on the team if Ferrothorn needs to get out of there). I run Knock Off over Gyro Ball or Protect to remove an opposing mon's item. Lastly, Power Whip is Ferrothorn's primary STAB move hurting stuff like Mega Gyarados that could prove to be a nuisance.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Flash Cannon
- Overheat
- Stone Edge
- Hidden Power [Ice]
Heatran serves as the team's Choice Scarfer. I've used ScarfTran back in 5th Gen on my favorite team and now he's making a comeback. Modest nature is being used over Timid nature since Modest Tran with a Scarf outspeeds what it needs to and nails it. Overheat serves as Heatran's primary STAB move melting away anything that wishes to take it on. Flash Cannon is Heatran's other STAB move that ruins fairy types that could prove to be problematic for the team. Stone Edge is on the set to nail threats like Talonflame and Mega Charizard Y. Hidden Power Ice rounds out the set to hit threats like Landorus for quad effective damage.
Threat list:
Any input on this team would be appreciated. I'd like to know what I can change to make this team better.
In case anyone wants to copy & paste the team.

Heracross @ Heracronite
Ability: Moxie
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Swords Dance
- Pin Missile
- Rock Blast
Mega Heracross is the team's wallbreakers and honestly, a Mega that I GREATLY underestimated. the EVs give MegaCross enough speed to outpace Adamant Bisharp while retaining some bulk. Close Combat serves as Heracross's primary STAB and flat out nukes anything that doesn't resist. Pin Missile is Heracross's secondary STAB that abuses its Skill Link ability while hitting Psychic & Dark types for super effective damage. Rock Blast serves as a coverage move to help me nail stuff like Gengar & Dragonite. Swords Dance is in Slot 4 to boost Heracross's attack stat to incredible heights.

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Flying]
Keldeo is one of the mons that benefits from Psychic types being eliminated by Mega Heracross. With Choice Specs equipped, Keldeo can punch some serious holes in teams. Scald starts the set off to get some nice burns on the opposing team. Hydro Pump is Keldeo's main STAB move to hit everything as hard as possible. Secret Sword hits mons on their physical side as opposed to their special side which is useful for stuff like Chansey. Lastly, I run HP Flying to nail Venusaur on the switch.

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Thunder Wave
If I had a dollar for every team I have that has a Clefable on it, I'd be a very rich man. It's just one of those mons that I love using. Bold, Max HP, Max Defense is the way to go for Clefable to handle physical threats like opposing Mega Heracross, Terrakion, etc. Unaware stops set up sweepers from getting enough boosts. Moonblast is Clefable's main STAB move lowering the special attack stat of some mons by 1 level (albeit it's redundant with Unaware). Wish is there to help my mons get back some health (or Clefable herself). Protect is there if I want to guarantee Wish recovery, scout out moves, or get back some Leftovers recovery. Lastly, Thunder Wave is there to cripple fast threats like Greninja, Latios, etc for Mega Heracross to outspeed.

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Psychic
- Focus Blast
- Calm Mind
Landorus-I serves as pretty much the team's win condition. Life Orb in conjunction with Sheer Force prevents Landorus from taking damage and hit opposing mons for devastating damage. Earth Power is Landorus's primary STAB move. Psychic helps Landorus nail mons like Mega Venusaur for heavy damage. Calm Mind boosts Landorus's Special Attack & Special Defense levels by 1 stage giving Landorus some extra power and (if at full health) the ability to live a Mega Manectric's HP Ice. Focus Blast rounds out Landorus's coverage nailing Skarmory & Tyranitar and 2HKOs Chansey with a Calm Mind boost.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Knock Off
- Power Whip
Ferrothorn serves the team as a Stealth Rocker and has a nice support role for the team. Stealth Rock is there to hurt mons wanting to switch in and helps with some KOs here and there. Leech Seed helps Ferrothorn recover some extra HP (or someone else on the team if Ferrothorn needs to get out of there). I run Knock Off over Gyro Ball or Protect to remove an opposing mon's item. Lastly, Power Whip is Ferrothorn's primary STAB move hurting stuff like Mega Gyarados that could prove to be a nuisance.

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Flash Cannon
- Overheat
- Stone Edge
- Hidden Power [Ice]
Heatran serves as the team's Choice Scarfer. I've used ScarfTran back in 5th Gen on my favorite team and now he's making a comeback. Modest nature is being used over Timid nature since Modest Tran with a Scarf outspeeds what it needs to and nails it. Overheat serves as Heatran's primary STAB move melting away anything that wishes to take it on. Flash Cannon is Heatran's other STAB move that ruins fairy types that could prove to be problematic for the team. Stone Edge is on the set to nail threats like Talonflame and Mega Charizard Y. Hidden Power Ice rounds out the set to hit threats like Landorus for quad effective damage.
Threat list:
Mega Manectric is a BIG problem for this team. It can nail 4/6 of my mons for super effective damage. Clefable & Heatran being the exceptions, but they can't take it on too well.
Mega Pinsir & Talonflame (if I lose Heatran) can prove to be a VERY big nuissance with their Aerialate Quick Attack and priority Brave Bird respectively
Unless paralyzed by Clefable, Staraptor (especially scarfed ones) can punch some serious holes in my team with Close Combat, Brave Bird, or Double Edge.
In general, BirdSpam pretty much says GG to this team.
Scarfed Landorus-T can prove to be a nuisance outspeeding my ScarfTran and KOing it with Earthquake, Intimidating my Mega Heracross, and Knocking off some important items. If Keldeo's off the field, Scarfed Landorus-T can have even more fun.
Mega Medicham can also be a problem if Clefable's out of the way being able to hit every mon on my team for super effective damage if running Drain Punch, Zen Headbutt, Bullet Punch & Ice Punch. Landorus and Keldeo can bust it if weakened and Clefable can paralyze it for it to be dealt with.
If Clefable is removed from the field of play, Greninja can prove to be VERY nasty. Especially if it packs HP Fire to deal with Ferrothorn (or if Heatran gets in on it after it uses a non-water move)
Mega Pinsir & Talonflame (if I lose Heatran) can prove to be a VERY big nuissance with their Aerialate Quick Attack and priority Brave Bird respectively
Unless paralyzed by Clefable, Staraptor (especially scarfed ones) can punch some serious holes in my team with Close Combat, Brave Bird, or Double Edge.
In general, BirdSpam pretty much says GG to this team.
Scarfed Landorus-T can prove to be a nuisance outspeeding my ScarfTran and KOing it with Earthquake, Intimidating my Mega Heracross, and Knocking off some important items. If Keldeo's off the field, Scarfed Landorus-T can have even more fun.
Mega Medicham can also be a problem if Clefable's out of the way being able to hit every mon on my team for super effective damage if running Drain Punch, Zen Headbutt, Bullet Punch & Ice Punch. Landorus and Keldeo can bust it if weakened and Clefable can paralyze it for it to be dealt with.
If Clefable is removed from the field of play, Greninja can prove to be VERY nasty. Especially if it packs HP Fire to deal with Ferrothorn (or if Heatran gets in on it after it uses a non-water move)
Any input on this team would be appreciated. I'd like to know what I can change to make this team better.
In case anyone wants to copy & paste the team.
Heracross @ Heracronite
Ability: Moxie
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Swords Dance
- Pin Missile
- Rock Blast
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Flying]
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Thunder Wave
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Psychic
- Focus Blast
- Calm Mind
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Knock Off
- Power Whip
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Flash Cannon
- Overheat
- Stone Edge
- Hidden Power [Ice]
Ability: Moxie
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Swords Dance
- Pin Missile
- Rock Blast
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Flying]
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Thunder Wave
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Psychic
- Focus Blast
- Calm Mind
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Knock Off
- Power Whip
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Flash Cannon
- Overheat
- Stone Edge
- Hidden Power [Ice]
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