ORAS OU Mega Heracross the god

Hi guys, just looking for some feedback on a team i recently created, I'm currently sitting at 1700+ elo and got sick of constantly facing stall in the ladder so decided to create a Mega Heracross team.

So of course the first mon I have is my mega Hera

heracross-mega.gif


Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 252 HP / 164 Atk / 92 Spe
Adamant Nature
- Substitute
- Pin Missile
- Rock Blast
- Close Combat

Sitting behind a Sub, Mega Hera legitimately destroys any stall team. 164atk Adamant allows for a 2hko on M-Sab, Quagsire, Seismitoad and Amoongus (6% chance to OHKO after rocks) with pin missile and a 95% chance to 2hko 252def Impish Skarmory with close combat after rocks. Rock Blast is available to break Shedninja and potential sash users such as Dugtrio, it also gives a 93% chance to OHKO 252Def Bold Togekiss after rocks. 252HP EV's means that his sub remains unbroken from a scald from Quag or an earthquake from trapper Dugtrio. The only thing that can break the sub is a Sludge Bomb from Amoongus which has a chance of dying upon switch in anyway. 92 Speed is all the EV's that remain and this allows Mega Heracross to outspeed univested Rotom-W.

As can be seen from the above calcs, many of them required rocks damage to pick up some potentially crucial KO's, as such I required a stealth rocker that would be able set up rocks without fail. The easiest way to accomplish this was with Stealth Rocks Clefable.

clefable.gif


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 216 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Soft-Boiled
- Thunder Wave

The general lead matchup vs stall is the M-Sab to prevent rocks, clefable immediately scares it out after the fake out with the threat of a 2HKO from Moonblast. Mega Sableye can only knock off clef as burning it would be pointless due to Magic Guard. This gives clef free rocks on the M-Sab switch. My clef runs 216Def Bold nature to avoid the 2HKO from powerful physical attackers such as Mega Medicham and either deal significant damage (chance to OHKO) in return with Moonblast or just T-Wave and neutralise the threat.

As I am running Mega Heracross, a major threat to him is Flying types such as T-Flame and Mega Pinsir. To counteract this weakness I added Rotom-W

rotom-wash.gif


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Pain Split
- Hydro Pump

Rotom-Wash is the perfect counter to all birds. With a spread of 252Def Bold he takes negligble damage from even a +2 Tflame and can OHKO the non spdef varient with hydro pump. Rotom also tanks +2 Close Combat from Mega Pinsir and can burn it with wisp in return, effectively neutralising it as a threat. Pain split when used effectively can easily keep Rotom healthy enough to continuosly check physical threats. Rotom also has access to volt switch which provides good momentum and forms a volt turn core with my Hydreigon.

Now we get to a part of the team which many people will probably be confused about, my scarfed Hydreigon.

hydreigon.gif


Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn

I added this to the team as a usual switch in for Draco's or in response to Clefable is the SpDef Jirachi. With this 252SpA spread, Hydreigon has a decent chance to 2HKO Jirachi after chip from Stealth Rocks. This set also checks potential metal switch ins such as Excadrill with the Fire Blast. Although it's Draco is not as powerful as one from a Latios, the speed it has allows it to break teams lacking a dark resist fairly easily. U-Turn is part of the set to form a volt turn core with my Rotom and to conserve momentum on switches such as Tyranitar, Keldeo and Heatran. 252Sp Timid allows Hydreigon to outspeed Scarf Landorus and potentially OHKO with Draco after rocks.

To complement my volt turn core and provide my team with a hard hitting special attacker to prepare for a potential dark pulse sweep, I added Keldeo.

keldeo-resolute.gif


Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Icy Wind
- Secret Sword

This incredibly powerful pony blasts holes into pretty much every mon in the tier, the set is pretty standard with Icy wind as the filler to catch Lati's and Amoongus on the switch in. Without a Lati opposing it, specs Keldeo has pretty much free reign to spam scald for burns or pump for damage and can efficiently break most teams without much drawback. Timid is the preferred nature as it provides Keldeo with the speed to safely pick up most 2HKO's outspeeding any base 100 mons.

Finally, my team required some form of Hazard Control as well as a check to Fairy Types so I added Excadrill.

excadrill.gif


Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Iron Head
- Earthquake
- Rock Slide

Pretty Standard set here really, Mold breaker is great, allowing drill to get the OHKO on Rotom-W bypassing the levitate, I gave it leftovers mostly just as a filler item to heal off any chip damage it receives from rocks and U- turns. Excadrill provides a great switch into volt switches and can return damage with an earthquake. Iron Head picks up a solid 2HKO on Clefable and unless it is the very rare life orb variant, Clef only deals half with flamethrower in return. I feel like i could potentially scarf this to deal with Zard's and provide another wincon for my team


SO thats my team, im open to suggestions, currently the main weakness I can see is to Keldeo and Mega Zard-Y, both of which will pretty much 2HKO everything on my team unless I play well enough to avoid giving it any free switch ins, so I'm looking forward to any feedback you guys might think is valuable! Thanks for your time
 
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