Project OU Next Best Thing: Cycle 64 - Dragapult

Trick + Flame Orb



Latios (M) @ Flame Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Draco Meteor
- Psyshock
- Roost

This set takes advantage of Flame Orb in order to burn a physical check to Latios while removing its item. The lack Z-crystals and Megastones is a beautiful thing, just be wary of Black Sludge and Choice Band.
You can opt for a fast Trick (before being burned) or -the best option in my opinion- just wait to be burned in order to being immune to more detrimental statuses and keep yourself healthy with Roost.

Toxic Orb is much better towards bulkier threats, but you are forced to use Trick on your first turn, whereas Flame Orb leaves you free to choose when to use Trick with minimal damage.
 
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Martin

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:ss/latios:
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psychic
- Thunder
- Roost

Thunder is an interesting option on LO Latios that lets it circumvent Slowking to a certain extent. The reasons Thunder is used over Thunderbolt are threefold: 1) STAB Draco is stronger than Super Effective Thunderbolt (130*1.5=195, 90*2=180); 2) Latios almost never 2HKOs SpD Slowking with Thunderbolt; and 3) the high paralysis rate gives it a certain amount of utility when pressuring switch-ins like Heatran and Magearna.

It doesn't just hit Slowking though: Electric-type coverage is LO Latios' strongest option versus Tapu Fini and Corviknight (esp. SpD, which avoids the 2HKO from Mystical Fire); Thunder also 2HKOs frail variants of CB Melmetal from full health, 2HKOs max Spe Magearna after SR, KOs Skarm without dropping to -4 (or on the off chance they're running SpD investment), and hits Mandibuzz without dropping stats too (while also 2HKOing SpD variants, which Draco can not). This option is further enhanced on rain teams, where Thunder ignores the accuracy check altogether.

Obviously, there is a certain amount of overlap with Mystical Fire here. The main point is that it's not only useful versus a few specific targets.
 

Martin

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Someone should do non-Stored Power CM+LO+2–3 attacks w/ Draco btw; that set's epic and cool and has quite a lot of immediate breaking power.
 
Expert Belt Latios
1608399013003.png

Latios (M) @ Expert Belt
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Mystical Fire
- Psyshock
- Energy Ball
- Aura Sphere

Explanation: This set beats Pokemon that Latios mostly struggles against like Slowbro, Tapu Fini, Tyranitar. I used the item expert belt to increase it's damage with it's coverage moves. You can also use a sun team for this with solar beam (like this one).


Calcs:


252+ SpA Expert Belt Latios Aura Sphere vs. 252 HP / 252+ SpD Tyranitar in Sand: 221-264 (54.7 - 65.3%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Expert Belt Latios Mystical Fire vs. 252 HP / 4 SpD Ferrothorn: 379-451 (107.6 - 128.1%) -- guaranteed OHKO

252+ SpA Expert Belt Latios Energy Ball vs. 248 HP / 40+ SpD Tapu Fini: 182-216 (53 - 62.9%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Expert Belt Latios Energy Ball vs. 252 HP / 4 SpD Slowbro: 312-367 (79.1 - 93.1%) -- guaranteed 2HKO

252+ SpA Expert Belt Latios Mystical Fire vs. 252 HP / 4 SpD Ferrothorn: 379-451 (107.6 - 128.1%) -- guaranteed OHKO

Thank you!
 
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Chazm

The "Subpar MnM Main"
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Soul Dew + CM

:ss/latios:

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Mystical Fire / Aura Sphere
- Calm Mind

Soul Dew + CM has a niche over other similar Latios sets due to its ability to boost up without forgoing other coverage moves that would otherwise hurt it in a multitude of matchups (such as vs Magearna or Heatran). The reason Soul Dew is utilized over other potential items such as Life Orb is to increase longevity over the course of the game given that Latios doesn't have any reliable recovery and is thus prone to being heavily chipped. It also makes it considerably harder to revenge kill once Latios has a few Calm Minds under its belt.
 

Egor

нет, товарищ генерал, это вы даёте
is a Social Media Contributoris a Community Contributoris a Contributor to Smogon
Offensive CM by Chazm
because it is a linear classic/standard set, thus effective

(Runner Up: Trick+Ring Target by Tio Chico because it is a nice way circumvent the immunities to Dragon and Psychic, but I like the linearity of Chazm's set)
 

Ruft

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OU Forum Leader
:ss/latios:

I hope you have/had a good Christmas!
By the results of the voting, the winner of cycle 38 is Bulky CM by 658Greninja. Congratulations! Your submission will be added to the Hall of Fame soon. Now, let's move on to the next cycle!

Cycle Thirty-Nine - Heatran
:ss/heatran:

Heatran has been a top OU Pokemon in every generation since its introduction and this generation is no exception. It is a very well-rounded Pokemon. Offensively, the combination of Magma Storm and Taunt allows it to tear through underprepared teams, as it is able to trap and shut down key targets like Toxapex and Blissey. Its sheer power makes it so that even checks that lack recovery, like Garchomp and Tapu Fini, can only come in so many times, and even those that do, like Hydreigon, Moltres, and Gastrodon, hate Toxic. Defensively, its great typing, ability, and bulk make it a very decent check to dangerous threats like Magearna, Tapu Lele, and Volcarona. Everyone knows its bread-and-butter sets, but do you have any other ones you'd like to showcase? Let's see them!

Banned Sets
:leftovers:

The deadline is Tuesday 29th of December. Good luck!​
 

Katy

Banned deucer.
power herb + solar beam - lure

:bw/heatran:
Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk

- Lava Plume
- Earth Power
- Solar Beam
- Stealth Rock

power herb alongside solar beam enable heatran to lure in and to dish out a good chunk of damage to its usual checks such as tapu fini, swampert, and slowbro with the latter having a chance to get OHKOed after some prior chip damage. the same goes to tapu fini, after some damage beforehand heatran is able to OHKO it. lava plume is there to dish out damage and has a chance to burn the opponent whereas earth power hits opposing heatran and toxapex. stealth rock is the last move on it to help inflicting the prior damage and to nail the aforementioned pokemon.

252+ SpA Heatran Solar Beam vs. 252 HP / 4 SpD Slowbro: 344-406 (87.3 - 103%) -- 18.8% chance to OHKO
 
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Nature Power
1608939858591.png

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power / Toxic
- Nature Power
- Taunt

Obviously it requires Rillaboom / Tapu Bulu as a partner, Leftovers helps to bluff a set without Power Herb and attract Bulky waters more easily. Handling Grassy Terrain turns can make the set a little inconsistent, but not as much as the accuracy of Magma Storm. Tapu Koko can also be considered, so you can catch something like Pelipper while it is still effective for Slowbro and nothing forbids dual Terrain team.
 

Chazm

The "Subpar MnM Main"
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Reserving Choice Specs

Heatran @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
- Eruption
- Overheat
- Earth Power
- Toxic / Flash Cannon

Due to the introduction of Nature Mints, Heatran is now no longer restricted to a Quiet nature when running Eruption. This can make Choiced sets considerably easier to run, given how strong its STAB becomes at full HP. For example, physically defensive Toxapex is 2HKOd after Stealth Rock by Eruption. Eruption can also heavily damage offensive checks, especially in conjunction with Toxic, quickly wearing at mons like Garchomp and SpD Hydreigon. This Heatran pairs well with mons that benefit from Dragons and Waters being worn down, such as Choice Band Rillaboom and Urshifu-Rapid.
 
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Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Eruption
- Fire Blast / Flamethrower
- Flash Cannon
- Earth Power

With Gen 8 came nature mints - and with nature mints came Timid Eruption Heatran. This thing is devastating under sun, and still a powerful unexpected revenger/cleaner on its own, especially with Wish support being as common as Stealth Rock these days. Possibly-Flash-Fire-boosted 150 BP STAB off 130 SpA go brrrrr.

252 SpA Flash Fire Heatran Eruption (150 BP) vs. 252 HP / 4 SpD Toxapex: 135-159 (44.4 - 52.3%) -- guaranteed 2HKO after Stealth Rock
252 SpA Flash Fire Heatran Eruption (150 BP) vs. 252 HP / 4 SpD Toxapex in Sun: 203-239 (66.7 - 78.6%) -- guaranteed 2HKO

Damage™.

EDIT: Oops - the above post only said "Reserving Specs" when I posted, didn't realise they were going to use Eruption too. Can delete if this is too similar.
 
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Offensive Torment Heatran

Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Protect
- Torment


General idea

Use Torment on a slower Ground-type pokemon (such as Rhyperior, Hippowdon and Nidoking) that already used a predicted Earthquake/Earth Power on your Protect and you'll gain some extra turns to mess the opposite threat. Otherwise, you can use Torment on a predicted Ground-type switch-in (faster than you) because they can't do anything to Heatran after Earth Power/Earthquake is blocked.
Usually, most of Grounds (i.e. Excadrill, Garchomp, Landorus-T and Zygarde have secondary STABs that are not so effective towards Heatran (usually Stone Edge for the StonEdge combination or a Steel-type move ). Just be wary of Fightning coverage.
Lava Plume over Flamethrower is the same as Scald over Surf: you pick the former because there is a good 30% chance to burn the opponent. Earth Power is here for coverage and is picked over Scorching Sands because it has a better base power that is relevant. Also, the 6% burn damage is a good thing alongside Protect,
Torment + Protect is here because it is the core of the set. Protect has the ultility to scout the opposite moveset with ease.


EVs (spread) and item
Initially, I was thinking about a defensive spread, but I think that outspeeding Modest Nidoking (269 Spe points) and Adamant Excadrill outside the sand (275 Spe points) was too important. This Heatran reaches 278 Spe points, which isn't that bad. Also, an offensive asset (Timid with max Spe and SpA EVs) allows our Heatran to pressure the opponent's threat better.
Leftovers is here for longevity and here is even more useful thanks to Protect.


Team(mates) support
Spe control effective towards Grounds (such as Sticky Web) is really appreciated because it makes this set even more effective.
 
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Heatran @ Throat Spray
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Flash Cannon
- Earth Power
- Metal Sound

So basically, the way this set works is that you activate Throat Spray via Metal Sound, which boosts your Special Attack and lowers their Special Defense by two stages, then do damage with your 3 attacks. Magma + Flash Cannon/Earth Power can trap defensive mons pretty well, namely Clefable and Toxapex. EVs are straightforward, maximize speed, and attacking power.

Vid featuring Metal Sound Heatran

Shoutouts to Lord Emvee for showcasing this set, it's super HEAT and I probably wouldn't have thought about this without the video lol.​
 
The CHONK-choice band

Heatran @ Choice Band
Jolly Nature
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
- Heavy Slam
- Heat Crash
- Explosion
- Stone Edge

General idea
While browsing through data about heatran, I discovered that heatran is heavy. Like really heavy. Like two tyranitars put together heavy. It also learns Heavy slam and heat crash, which tend towards being no drawback, 120 bp moves on almost everything in the meta. This combined with its passable attack stat, some nice coverage options and a choice band allows it to threaten a lot of different pokemon in the meta, as well as lure out some traditional checks. Additionally, opponents tend to send out specially defensive mons when seeing heatran and don't expect physical attacks from it, letting our fatso do even more damage to them.
Heavy slam is a pretty straightforward move that mauls most fairy types, OHKOing fully defensive clefable and lele, OHKOing nidoking,koko,latios after rocks the vast majority of times, and 2HKOing a lot of different mons like fini,spdef ttar,gslowking that can be reasonably expected to switch into it.
Heat crash cleanly OHKOes magearna and spdef corviknight, as well as having some overlap with Heavy slam on thing it mauls.
Both moves can OHKO spectrier, while non specs spectrier can't do 50% with shadow ball. Also both moves 2HKO blissey.
Explosion allows it to lure offensive garchomp, as it OHKOes offensive variants after rocks, as well as allowing the user to grab tempo while unleashing a decently meaty hit on anything coming in, doing 55-65% to a lot of physically defensive mons.
Stone edge enables it to murder moltres that expects to be able to wall heatran, as well as 2hko defensive zapdos, and this set is faster than some zapdos variants. It also 2hkos defensive pelipper, giving this set some utility vs rain teams against which tran can struggle, as well as 2HKOing torn-t, but honestly every move on this set does that.

EVs and item
the item is choice band, and the spread is a pretty straightforward physical attacker, since while heatran's attack stat isn't awful, both it and its' speed tier need all the help they can get to punch holes as reliably as possible.

Teammates
Preferred teammates are mons that set up rocks consistently, as this turns a lot of 2HKOS into OHKOs with this set, as well as mons that can handle ground and water types, since while you can explode on them, it should only be done as a last resort.
 
The CHONK-choice band

Heatran @ Choice Band
Jolly Nature
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
- Heavy Slam
- Heat Crash
- Explosion
- Stone Edge

General idea
While browsing through data about heatran, I discovered that heatran is heavy. Like really heavy. Like two tyranitars put together heavy. It also learns Heavy slam and heat crash, which tend towards being no drawback, 120 bp moves on almost everything in the meta. This combined with its passable attack stat, some nice coverage options and a choice band allows it to threaten a lot of different pokemon in the meta, as well as lure out some traditional checks. Additionally, opponents tend to send out specially defensive mons when seeing heatran and don't expect physical attacks from it, letting our fatso do even more damage to them.
Heavy slam is a pretty straightforward move that mauls most fairy types, OHKOing fully defensive clefable and lele, OHKOing nidoking,koko,latios after rocks the vast majority of times, and 2HKOing a lot of different mons like fini,spdef ttar,gslowking that can be reasonably expected to switch into it.
Heat crash cleanly OHKOes magearna and spdef corviknight, as well as having some overlap with Heavy slam on thing it mauls.
Both moves can OHKO spectrier, while non specs spectrier can't do 50% with shadow ball. Also both moves 2HKO blissey.
Explosion allows it to lure offensive garchomp, as it OHKOes offensive variants after rocks, as well as allowing the user to grab tempo while unleashing a decently meaty hit on anything coming in, doing 55-65% to a lot of physically defensive mons.
Stone edge enables it to murder moltres that expects to be able to wall heatran, as well as 2hko defensive zapdos, and this set is faster than some zapdos variants. It also 2hkos defensive pelipper, giving this set some utility vs rain teams against which tran can struggle, as well as 2HKOing torn-t, but honestly every move on this set does that.

EVs and item
the item is choice band, and the spread is a pretty straightforward physical attacker, since while heatran's attack stat isn't awful, both it and its' speed tier need all the help they can get to punch holes as reliably as possible.

Teammates
Preferred teammates are mons that set up rocks consistently, as this turns a lot of 2HKOS into OHKOs with this set, as well as mons that can handle ground and water types, since while you can explode on them, it should only be done as a last resort.
IIRC Heatran gets Bulldoze - perhaps that's an option secondary to Boom since the guaranteed Speed drop might let Heatran outspeed the switch in afterwards?
 
IIRC Heatran gets Bulldoze - perhaps that's an option secondary to Boom since the guaranteed Speed drop might let Heatran outspeed the switch in afterwards?
unfortunately 90 base attack stat kinda means you have to use moves with STAB and/or high BP. bulldoze would be useful if you could swap moves after, but i think EQ could be slotted in instead of explosion if you dont mind being blanked by ground and water or preserve momentum, and really want to nab opposing heatran
 

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