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Pantheon of Everything (Mega Heracross Bulky Offense)
Mega Heracross has been really good ever since it was introduced in XY. Its absurd attack stat in tandem with respectable bulk makes it really good. However, when Sun and Moon came out, Mega Heracross wasn't available unless there was some sort of event that featured the Heracronite. But now, come USUM, the Heracronite was avaliable, and Heracross was able to wreak havoc on opposing teams once again, like it could in XY. However, lately, I feel that Mega Heracross is slowly slipping out of favor over other megas such as Mega Alakazam and Mega Mawile. However, this does not mean Mega Heracross is a bad wallbreaker. It is still a potent, alebit unexplored one. Will you see the Stag Beetle make it onto the OU radar once again? Or will its efforts slowly burn down in misery and defeat? Let's find out in this RMT.
Alexandros (Heracross-Mega) (M) @ Heracronite
Ability: Moxie
EVs: 252 Atk / 140 SpD / 116 Spe
Adamant Nature
IVs: 0 SpA
- Rock Blast
- Bullet Seed
- Close Combat
- Swords Dance
Ability: Moxie
EVs: 252 Atk / 140 SpD / 116 Spe
Adamant Nature
IVs: 0 SpA
- Rock Blast
- Bullet Seed
- Close Combat
- Swords Dance
I chose this for my mega slot due to its absurdly high attack, respectable bulk, and most importantly, access to good coverage moves such as Rock Blast and Bullet Seed. I ran an Adamant nature because Mega Heracross is supposed to be a physically-based hard-hitter with good coverage options and as you can see, Mega Heracross usually never runs special moves due to its crummy special attack stat. Prior to mega-evolving, I ran Moxie to give Mega Heracross a head-start on hitting hard; however, it is kind of redundant imo since this set just so happens to run SD. An EV spread of 252 Atk /140 SpD /116 Spe is used to [1] boost Mega Heracross's already high attack stat to astronomical levels, [2] make Mega Heracross less likely to die to special attacks (Hurricane still OHKOs though), and [3] make Mega Heracross slightly faster. Onto the moves. Rock Blast is needed to deal with Flying-Types such as Tornadus-T and Mega Pinsir, as well as pokemon that resist its STAB such as Clefable. Bullet Seed in tandem with Tapu Bulu (We're going over this later) allows it to KO Clefable and Defensive Z-Move Lando-T. Close Combat is Mega Heracross's STAB move, and this allows it to deal with Ash-Greninja, Heatran, Mega Tyranitar, and Magnezone decently well. Swords Dance is used to boost Mega Heracross's attack even further and allows it to have an easier time KOing Toxapex. Pin Missile can be used on the last slot instead of Bullet Seed to hit bulky Psychic-Types such as Mega Latias and Reuniclus. Giving up Swords Dance doesn't really harm Mega Heracross per se, however, the inability to break past physically bulky pokemon such as Kartana and Ferrothorn can be annoying. This is essentially the "bread and butter" of the team - or to put it in Smogon language - the big bad wallbreaker for this team.
R.A.M (Tapu Bulu) @ Leftovers
Ability: Grassy Surge
EVs: 131 HP / 252 Atk / 125 SpD
Adamant Nature
- Horn Leech
- Wood Hammer
- Superpower
- Swords Dance
Ability: Grassy Surge
EVs: 131 HP / 252 Atk / 125 SpD
Adamant Nature
- Horn Leech
- Wood Hammer
- Superpower
- Swords Dance
Because the aforementioned Mega Heracross set is running Bullet Seed, Tapu Bulu's ability to provide Grassy Terrain to boost Bullet Seed makes this a vital part of my team. Leftovers is ran to provide passive recovery since this set isn't running Synthesis. Once again, I ran an Adamant nature to increase Tapu Bulu's offensive pressure even further. Horn Leech provides recovery should Leftovers be purged via Knock Off, which is unsurprisingly common here in the current OverUsed metagame, so having a backup form of recovery is sure nice. Wood Hammer is Tapu Bulu's main STAB move, and while it does cause recoil, it can deal heavy damage to those that don't resist it or take super effective damage from it. Superpower is ran to deal with Steel-Types that might otherwise wall it, and can also be ran to deal with Ash-Greninja, Heatran, etc. However, the former is already hit hard by Wood Hammer and Horn Leech. Swords Dance is ran because this is a bulky offense variant of Tapu Bulu, and it boosts its already decent attack to even greater heights, allowing it to triumph over Magnezone locked into anything that's not Flash Cannon. This is the physical sweeper for my team.
Carbonite (Landorus-Therian) @ Groundium Z
Ability: Intimidate
EVs: 125 Atk / 131 SpD / 252 Spe
Jolly Nature
- U-turn
- Defog
- Stone Edge
- Earthquake
Ability: Intimidate
EVs: 125 Atk / 131 SpD / 252 Spe
Jolly Nature
- U-turn
- Defog
- Stone Edge
- Earthquake
This team has problems with entry hazards chipping them down, so of course, every competitively viable team will need a good defogger. I chose Lando-T over Torn-T or even Rotom-W due to its ability to exert pressure on a good portion of entry hazard setters. A Jolly nature is ran because this, while still intended to be bulky, needs to actually outspeed most entry hazard setters so that it can Defog on or pressure them. U-Turn forms the first half of the VoltTurn core this team is intended to set, since Mega Heracross is intended to be a wallbreaker, so it appreciates pivoting via U-Turn and/or Volt Switch. Defog provides massive support to this team, removing entry hazards for my team since most of my team is prone to getting worn down by entry hazards. Earthquake is Lando-T's main STAB, and allows it to KO Heatran since Mega Heracross isn't able to check it from the mega slot, in addition to checking some of the top threats here, such as Magearna, Mega Mawile, or even Mega Alakazam. Groundium Z allows Lando-T to turn Earthquake into a 180 base power, physical STAB nuke and KO Magearna and Ash-Greninja from the get-go (Has to survive Water Shuriken or Hydro Pump from the latter, which isn't easy though). This is my Defogger, alebit one with a whole lot of offensive presence.
Spike (Ferrothorn) (M) @ Rocky Helmet
Ability: Iron Barbs
EVs: 150 Atk / 106 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA / 0 Spe
- Spikes
- Power Whip
- Leech Seed
- Gyro Ball
Ability: Iron Barbs
EVs: 150 Atk / 106 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA / 0 Spe
- Spikes
- Power Whip
- Leech Seed
- Gyro Ball
I chose this for my entry hazard setter due to its enormous bulk allowing to survive a lot of abuse and retaliate with Power Whip or Gyro Ball. Interestingly enough, I chose to run maximum speed EV's to make sure this thing wasn't as sluggish, yet I ran an Adamant nature to boost Ferrothorn's offensive presence. 106 SpD EVs are ran on this set because whatever kills Ferrothorn is usually bound to be a special move, so this is ran to make sure Ferrothorn (Hopefully) survives an Aura Sphere or Dark Pulse. Spikes is a must for every set, chipping down anything that's not Tornadus-T, but even that gets hit hard by Gyro Ball. Power Whip is Ferrothorn's main STAB move, and this combined with some attack investment and high base power makes Ferrothorn less passive than you would think. Leech Seed allows Ferrothorn to regenerate health, especially since this set isn't running Leftovers. Gyro Ball is the "bread and butter" of Ferrothorn offensively; being able to abuse faster threats, namely those in the base 100s and above is a pretty big thing since almost all of them are weak or take neutral damage from Gyro Ball. Defensively, Rocky Helmet+Iron Barbs allows Ferrothorn to punish physical attackers that rely on contact moves such as Mega Heracross, Mega Pinsir, and Fire Fang variants of Gliscor.
FlareTech (Heatran) (M) @ Steelium Z
Ability: Flash Fire
EVs: 120 Def / 252 SpA / 120 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Flash Cannon
- Magma Storm
- Taunt
Ability: Flash Fire
EVs: 120 Def / 252 SpA / 120 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Flash Cannon
- Magma Storm
- Taunt
I chose this as part of my team due to its ability to cripple stall teams via Taunt (Assuming whatever's in front of it doesn't switch out into Mega Sableye), and providing nice coverage, being able to check certain threats that many of my teammates wouldn't be able to do or have great difficulty doing so. 120 EVs for both sides of bulk allow it to survive a lot of abuse from many of the top threats in OverUsed, such as Ash-Greninja and Lando-T, to name a few. Earth Power provides strong coverage, hitting opposing Heatran, Mega Charizard X, and Blacephon for a solid amount of damage. It also hits Magnezone as well, something that normally traps it, though it's already walled due to not being able to hit Heatran very well due to running choice items more often than not. Flash Cannon is Heatran's secondary STAB, and this can hit threats such as Tapu Bulu and Tapu Lele quite hard, though the latter likely won't get 2HKO'd by it. Flash Cannon + Steelium Z allows it to OHKO Tapu Lele, Tapu Koko, and allows it to hit even Tapu Fini hard. Magma Storm is Heatran's main STAB move, and this allows it to hit Magearna even harder as well as trapping and chipping down many annoying pokemon for my team, such as Celesteela, though it can ward off said issue with Leech Seed, but is otherwise vulnerable to Taunt. Okay, Taunt is essentially the second and final part of the "MagmaTaunt" part of this team; it disallows Celesteela from getting up Leech Seed, and this combined with Magma Storm's trapping effect makes Celesteela essentially useless against Heatran. Oh and also, if Mega Sableye already died, then Taunt renders many stall teams almost useless. This is my special sweeper for the team.
Mecha Queen (Magearna) @ Fairium Z
Ability: Soul-Heart
EVs: 128 Def / 252 SpA / 128 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Heal Bell
- Fleur Cannon
- Flash Cannon
Ability: Soul-Heart
EVs: 128 Def / 252 SpA / 128 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Heal Bell
- Fleur Cannon
- Flash Cannon
I chose this as my cleric due to [1] being able to pivot in Mega Heracross safely, [2], being able to provide Heal Bell support, and [3] being able to shift its matchups depending on what it runs. Essentially, this set makes Magearna a pivot (and a cleric). Volt Switch is what makes Magearna part of the VoltTurn core this team is intended to make, namely since Mega Heracross is a wallbreaker, so it appreciates VoltTurn users such as Magearna and Lando-T pivoting out and bringing it in safely. Heal Bell is the main reason I put this on my team; while I haven't seen others actually use Heal Bell on Magearna, it's still a useful move, removing status conditions, particularly because over half of this team does not want to get burned, since it cripples them and disallows them to attack. Of course, Mega Heracross can somewhat remedy this via Swords Dance, however, that is just inefficient since you're going to get forced out by Tornadus-T. Fleur Cannon is essentially Magearna's main STAB move, and this hits Ash-Greninja, Garchomp, and Mega Latias quite nice and hard. The special attack drops are annoying, but this is why I ran Fairium Z for this set; being able to nuke Mega Latias once without the added special attack drops is sure nice. Flash Cannon is a backup STAB move; it hits Tapu Lele, Mega Tyranitar, and Tapu Bulu nice and hard, securing a OHKO on the latter, while Mega Tyranitar has the chance to survive even that, only being 2HKO'ed at best by Flash Cannon.
Fire-Types (I'm looking at you two in particular)
This team is built with pokemon that are generally weak to fire-type coverage, such as Mega Heracross and Tapu Bulu, to name a few. If they don't look threatening on paper, then why are they so threatening? Well, simply put, their STAB combo allows them to eliminate vital parts of this team, namely Magearna via Flare Blitz/Earthquake, Earth Power/Magma Storm, Fire Blast, and Mind Blown respectively, and the rest is all history. These two fire-types in particular pose a threat to this team since they always run Ground-Type coverage in Earthquake and Earth Power, respectively, and Heatran's devastating quad weakness to Ground-Type coverage means that they almost always score a OHKO on Heatran, which otherwise wall it via Flash Fire.
Psychic-Types (Bulky ones)
While none of these Psychic-Types pose an immediate threat, bulkier ones, such as Mega Latias and Reuniclus prove troublesome for this team due to their huge mixed bulk allowing them to stomach even the strongest super effective hits and retaliate back with either their own coverage in Mega Latias's case, or set up via Acid Armor in Reuniclus's case. However, the latter has to take a hit before setting up via Acid Armor, so keep that in mind when facing Reuniclus, while Mega Latias generally dislikes taking a hit from Magearna. More offensively-oriented psychic-types such as Hoopa-U, Mega Alakazam, and Mega Latios pose more of a threat to this team due to their high attacking stats allowing them to mess up and eliminate this team more effectively but have a harder time switching into a direct hit. Mega Alakazam in particular has to be wary about switching into a direct hit, since it gets OHKOed by all of Mega Heracross's coverage.
Stall Teams
Many stall teams run a nasty combo of Mega Sableye+Chansey, which not only walls this team, but are able to cripple with status in Will-O-Wisp and Toxic, respectively, heal off damage via Recover and Soft-Boiled, respectively, or set up in the case of the former. However, Mega Sableye gets OHKO'ed by Fleur Cannon, while Chansey does not want to stomach a Close Combat from Mega Heracross, so these types of teams are not a reliable way to stop this team. However, the aforementioned strategy is reliant on prediction, so if predicted wrong, they are able to wall this team to no extent.
Mega Garchomp
While it is quite uncommon, it still poses a threat to this team due to being able to effectively eliminate vital parts of this team due to outspeeding every single member of this team and being able to eliminate all of them while being able to eat a hit if whatever's in front of it survives. However, it does not appreciate taking repeated hits, since it gets worn down easily due to lack of recovery, and it has to watch out for Magearna's Fleur Cannon OHKOing it through its mediocre special defense.
Tornadus-T
Again, this thing just outspeeds and effectively stops this team, alebit a little less effectively due to its weaker bulk and a weakness to Mega Heracross's Rock Blast. However, while it may not be the most threatening offensively, due to being walled by Magearna and Heatran, access to Regenerator makes this a tough and annoying foe to face due to being able to recover 1/3 of its HP on the go. It also forces Mega Heracross and Tapu Bulu out, making this even more annoying than Mega Garchomp; however, it needs to watch out for Stone Edge from Landorus, though U-Turn can deny this if needed.
Some replays of this team in practice:
http://replay.pokemonshowdown.com/gen7ou-866600788
http://replay.pokemonshowdown.com/gen7ou-866697909
http://replay.pokemonshowdown.com/gen7ou-867671079
http://replay.pokemonshowdown.com/gen7ou-867679424
http://replay.pokemonshowdown.com/gen7ou-869174025
~SteelixPrismGX~