Introduction:
So I was just messing around with random sets on wifi found a few sets I like, and made a team out of them. My favorite set that I tested was Resttalk Bulk Up Heracross. I found that it had a lot of potential and is an extremely underrated set that can take out many of Heracross' usual counters. So I tried to build a team around it, giving it opportunities to set up as well as counters for it's checks. Please keep in mind this team is for wifi - no rotoms allowed.
Starmie @ Choice Scarf
Ability: Natural Cure
Nature: Timid
EVs: 252 SpA | 252 Spe | 4 HP
Why This Set: I like being able to Trick opponents, it is a good check for things like Curse Swampert and Crocune and is a great weapon against stall. I also like that it can spin away rocks against things like Azelf. However I find that it's hard to chose between Ice Beam and Thunderbolt, so I'm considering replacing Rapid Spin with Thunderbolt for greater coverage.
Vs. Common Leads (Shamelessly stolen from Comp who stoke it from The Shiny Pidgey, and he shamelessly stole it from the smog)
Heracross @ Leftovers
Ability: Guts
Nature: Careful
EVs: 252 HP | 40 Att | 216 SpD
Why This Set: This set has a lot of potential and can take down whole teams once Heatran or Skarmory is gone. It can set up on all of the bulky waters without worrying about Toxic, and after one bulk up it can 2HKO Vaporeon. It can also easily set up on Choice-locked Flygons, Tyranitars, Heatrans, Gengars, and many other things. However it is not without it's faults. It is walled and taken down but Skarmory, Heatran, some Zapdos, most Mence (if they play correctly), Crobat, and maybe a few others.
Heatran @ Choice Scarf
Ability: Flash Fire
Nature: Naive
EVs: 4 HP | 252 SpA | 252 Spe
Why This Set: Scarftran lets me at least tie with other heatran. This is important because opposing Heatran must be removed before Heracross can sweep. This heatran also allows me to revenge kill MixMence which is a threat to my team (any everyone else's...). I can also outspeed and Explode on +1 Gyarados which otherwise trouble my team.
Salamence @ Life Orb
Ability: Intimidate
Nature: Naive
EVs: 16 Att | 240 SpA | 252 Spe
Why This Set: This counters the defensive pokemon that could otherwise give me trouble. Fire Blast covers Skarmory. Draco Meteor takes out Swampert. Dragon Claw is because I rarely use Outrage and I don't like not being able to switch.
I'm originally had Dragonite here and I can't say I'm completely happy with the switch. I feel like Dragonite had better Super Effective coverage, which made up for the lack of speed and less power.
Swampert @ Leftovers
Ability: Torrent
Nature: Relaxed
EVs: 252 HP / 4 Atk / 252 Def
Why This Set: Stealth Rock is a huge benefit to this team. Some of the things that often switch in on Heracross like Zapdos, Salamence, and even Crobat take a lot from SR, which limits their ability to counter it for long. Ice Beam takes down and Dragons locked into Outrage and provides good coverage with Earthquake (the obligatory STAB move). EQ also helps with Lanturn although the SubChargeBeam set can 2hko with Hydro Pump. Roar is for scouting which is invaluable for this team, since Heracross has some very specific counters. It's also a last ditch effort to get rid of Crocune.
Flygon @ Choice Band
Ability: Levitate
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
Why This Set: Like I said, everyone thinks Flygon will be scarfed. This lets me take advantage of the extra damage until they catch on. CBgon is pretty good later in the game once Salamence has weakened the opposing team and the Steel-types are all hurt or dead. CB Dragon Claw is more powerful than a Scarfed Flygon's outrage, so it gets a lot of extra KO's.
So I was just messing around with random sets on wifi found a few sets I like, and made a team out of them. My favorite set that I tested was Resttalk Bulk Up Heracross. I found that it had a lot of potential and is an extremely underrated set that can take out many of Heracross' usual counters. So I tried to build a team around it, giving it opportunities to set up as well as counters for it's checks. Please keep in mind this team is for wifi - no rotoms allowed.
Team at a Glance
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Starmie @ Choice Scarf
Ability: Natural Cure
Nature: Timid
EVs: 252 SpA | 252 Spe | 4 HP
- Hydro Pump
- Ice Beam
- Rapid Spin
- Trick
Why This Set: I like being able to Trick opponents, it is a good check for things like Curse Swampert and Crocune and is a great weapon against stall. I also like that it can spin away rocks against things like Azelf. However I find that it's hard to chose between Ice Beam and Thunderbolt, so I'm considering replacing Rapid Spin with Thunderbolt for greater coverage.
Vs. Common Leads (Shamelessly stolen from Comp who stoke it from The Shiny Pidgey, and he shamelessly stole it from the smog)
Azelf - Trick, and they'll be stuck on Taunt or SR usually. Then Hydro Pump + Rapid Spin for the KO.
Aerodactyl - Ice Beam for the 2hko
Swampert - Trick. Usually they'll switch though. Meh.
Metagross - Hydro Pump for what is usually a 2hko.
Jirachi - I usually assume they're Scarfed, and use Hydro Pump. U-Turn hurts and it gets out a counter.
Infernape - Hydro Pump to break the sash, Ice beam or Rapid Spin to KO.
Machamp - Hydro Pump to at least hurt it while it usually KO's Starmie with payback. Send in Salamence to finish it off.
Roserade - Annoying. Switching to Heracross is probably the best move. Sometimes I'll stay in and ice beam to break the sash.
Tyranitar - Hydro Pump to attempt a 2hko, if it uses payback send in Salamence to revenge.
Gliscor - Will usually switch. I use Hydro Pump so things like Heatran can't come in like they would on an Ice Beam.
Heatran - Hydro Pump.
Aerodactyl - Ice Beam for the 2hko
Swampert - Trick. Usually they'll switch though. Meh.
Metagross - Hydro Pump for what is usually a 2hko.
Jirachi - I usually assume they're Scarfed, and use Hydro Pump. U-Turn hurts and it gets out a counter.
Infernape - Hydro Pump to break the sash, Ice beam or Rapid Spin to KO.
Machamp - Hydro Pump to at least hurt it while it usually KO's Starmie with payback. Send in Salamence to finish it off.
Roserade - Annoying. Switching to Heracross is probably the best move. Sometimes I'll stay in and ice beam to break the sash.
Tyranitar - Hydro Pump to attempt a 2hko, if it uses payback send in Salamence to revenge.
Gliscor - Will usually switch. I use Hydro Pump so things like Heatran can't come in like they would on an Ice Beam.
Heatran - Hydro Pump.
Heracross @ Leftovers
Ability: Guts
Nature: Careful
EVs: 252 HP | 40 Att | 216 SpD
- Rest
- Sleep Talk
- Bulk Up
- Megahorn
Why This Set: This set has a lot of potential and can take down whole teams once Heatran or Skarmory is gone. It can set up on all of the bulky waters without worrying about Toxic, and after one bulk up it can 2HKO Vaporeon. It can also easily set up on Choice-locked Flygons, Tyranitars, Heatrans, Gengars, and many other things. However it is not without it's faults. It is walled and taken down but Skarmory, Heatran, some Zapdos, most Mence (if they play correctly), Crobat, and maybe a few others.
Heatran @ Choice Scarf
Ability: Flash Fire
Nature: Naive
EVs: 4 HP | 252 SpA | 252 Spe
- Fire Blast
- Dragon Pulse
- Earth Power
- Explosion
Why This Set: Scarftran lets me at least tie with other heatran. This is important because opposing Heatran must be removed before Heracross can sweep. This heatran also allows me to revenge kill MixMence which is a threat to my team (any everyone else's...). I can also outspeed and Explode on +1 Gyarados which otherwise trouble my team.
Salamence @ Life Orb
Ability: Intimidate
Nature: Naive
EVs: 16 Att | 240 SpA | 252 Spe
- Fire Blast
- Draco Meteor
- Dragon Claw
- Earthquake
Why This Set: This counters the defensive pokemon that could otherwise give me trouble. Fire Blast covers Skarmory. Draco Meteor takes out Swampert. Dragon Claw is because I rarely use Outrage and I don't like not being able to switch.
I'm originally had Dragonite here and I can't say I'm completely happy with the switch. I feel like Dragonite had better Super Effective coverage, which made up for the lack of speed and less power.
Swampert @ Leftovers
Ability: Torrent
Nature: Relaxed
EVs: 252 HP / 4 Atk / 252 Def
- Stealth Rock
- Ice Beam
- Earthquake
- Roar
Why This Set: Stealth Rock is a huge benefit to this team. Some of the things that often switch in on Heracross like Zapdos, Salamence, and even Crobat take a lot from SR, which limits their ability to counter it for long. Ice Beam takes down and Dragons locked into Outrage and provides good coverage with Earthquake (the obligatory STAB move). EQ also helps with Lanturn although the SubChargeBeam set can 2hko with Hydro Pump. Roar is for scouting which is invaluable for this team, since Heracross has some very specific counters. It's also a last ditch effort to get rid of Crocune.
Flygon @ Choice Band
Ability: Levitate
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
- Earthquake
- U-Turn
- Dragon Claw
- Outrage
Why This Set: Like I said, everyone thinks Flygon will be scarfed. This lets me take advantage of the extra damage until they catch on. CBgon is pretty good later in the game once Salamence has weakened the opposing team and the Steel-types are all hurt or dead. CB Dragon Claw is more powerful than a Scarfed Flygon's outrage, so it gets a lot of extra KO's.
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Threats:
I'm not writing a huge list, just noting some important ones.Threats:
- Salamence -
~If it comes in on Heatran:
I can't usually tell if it's DD or MixMence in this case. I'll probably switch straight to Swampert. If it's MixMence, Swampert will die, then I'll switch Heatran back in to revenge. If it's DD Mence, Swampert wins with Ice Beam.
~If it comes in on Swampert:
If Swampert it near full health then it's probably safe to assume it's a MixMence, right? I usually just Ice Beam with Swampert, then revenge with Heatran.
~If it comes in on Salamence:
I'll usually keep Salamence in and just use Draco Meteor, which still OHKO's with -2.
~If it comes in on Starmie
It's probably early in the game and it's coming in on a Hydro Pump. Assuming I still have my scarf, I'll switch to Swampert. If it's DD mence, swampert takes care of it or at least sets up SR so it can't come back in easily if it switches out. If its MixMence then I switch back to Starmie to revenge with Ice Beam.
~If if comes in on Flygon
It'll probably be on an Earthquake, and I'll switch to Swampert, same old same old.
~If if comes in on Heracross
I usually use Bulk Up on the first turn, and it means I'm basically guaranteed to survive one hit. Usually I'll Bulk Up again in case it's DD Mence, so I can still survive an outrage. +1 Megahorn will then do 44.1% - 52% which leaves it pretty low after SR so that it at least wont sweep my entire team thanks to life orb.
Obviously I rely on Heatran and Swampert a lot to counter Mence. - My internet is sucking at the moment so I'll add more later.
Changes?
- I'm strongly considering switching Dragon Pulse on Heatran for HP Ice to better counter the dragons when I have no Stealth Rock. I think the loss of neutral coverage is acceptable to better counter Mence.
- The EV spreads could probably be better. Any help with that?