Introduction
With the current metagame coming to a close with the September tier shifts, I wanted to make a bulky offense team that would really capitalize on how Heracross, who, along with Slowbro and Mew, is leaving the tier in only a few days, due to how defining it is in the current metagame. It really rose to glory all the way back in April, when the metagame was still very early, thanks to its ability to dismantle the prominent bulky waters in the tier with relative ease, which was needed due to the popularity of Suicune, Swampert, and Slowbro. It really stood out, being one of the few mons to switch into Scald repeatedly without much worry (well, except for Slowbro who could just Psyshock, but in most cases it wouldn't like to risk that) without worry of burn thanks to its decent bulk and access to Guts, it really stood out as one of the premier physical attackers (probably rivaled with Victini) in the tier, which only grew more true with the June, with the presence of Blissey in the tier, and with the immense popularity of Blissey, Slowbro, and Mew on balance teams (usually they're all on the same team), it really shines as being able to dismantle them, with the only thing standing in its way as a switch-in being physically bulky fairy-types, particularly Aromatisse and Granbull, who are not major problems for this team.
At a glance, this looks like the definition of a cookie-cutter bulky offense team in UU, and while that may or may not be true, it's still very effective in the current shape of the metagame. I've peaked #8 with this team on the ladder, but seeing the current shape of the ladder (even with ULT going on), I don't think it's worth more than a mention.
Teambuilding Process
As this team is built around Heracross, I used the most common set, Choice Band. While Swords Dance is not a bad option, Heracross, from my experience, has very little opportunities to set up against offense, and functions much better as an early-game breaker (well, it can theoretically break at any point if it's the right situation, but more often than not I have used it early-game more than any other point).
With pretty much any bulky offense team, you need a check to stuff that defines fire spam, such as Victini, Darmanitan, Entei, etc. Mega Blastoise is an easy fit, being able to switch in at least once to them, and, assuming they go for their Fire STAB, you will be able to at the very least force them out. It's also the best offensive spinner in the tier, being able to smash spinblockers thanks to its access to a psuedo-STAB in Dark Pulse, and it has a mix of defensive and offensive capabilities which help it really succeed, making it the spinner of choice for nearly every bulky offense team. It also has good offensive synergy with Heracross, being able to check the aformentioned Fire-types, as well as common switch-ins to Heracross such as Granbull, physically defensive Aromatisse, and Gligar. Heracross, on the other hand, is able to plow through Blissey, as well as less common stuff such as specially defensive Roserade.
Next, I needed something that could support these two fairly well, and set up rocks. Normally, the first thing that would come to mind is Nidoqueen, and why wouldn't it? It has good offensive synergy with the two, and provides an immunity to Toxic Spikes and Volt Switch. But I decided to use Jirachi, due to its ability to outspeed and threaten mons that Nidoqueen wouldn't, such as Heracross (if its carrying EQ then it's a big threat to queen, anyway) and Roserade, as well as providing a Dragon resist that is key on most bulky offensive teams, as well as having a good speed stat coupled with U-turn to keep up offensive pressure. It also handles Florges, which, while only seen nowadays on balance teams is annoying to the current offensive core.
Next, I needed a fighting resist, specifically something that could check the likes of Heracross and Scarf Mienshao, since Heracross is very shaky due to Close Combat's defense drops, and Megahorn's shaky accuracy (as well as AA Mien but thats uncommon for some stupid reason). Crobat was a definite answer, being able to fit that bill, as well as providing Taunt support, a ground immunity, and keeping momentum with U-turn.
Even though some can consider Crobat a revenge killer, I still needed a scarfer, since I needed something that can revenge kill and clean late-game. Hydreigon, being the best scarfer in the tier, was the obvious choice, as it's usually my best answer to a boosted Mega Absol and Honchkrow, and has great offensive synergy with the rest of my team, as well as providing an electric resistance.
Lastly, I needed another nuke that paired well offensively with Hydreigon, seeing as the only thing on my team that could straight up take advantage of Blissey was Heracross. I also needed something that could easily force out a wide portion of the tier, and regain momentum easily in case i lost it. I decided to go with Victini, since it can nuke literally the entire tier if played right, and is a good check to mons that are a little bit annoying to my team, such as the Nidos.
In-Depth
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Zen Headbutt
Victini is pretty much a staple on every offensive team in the tier, and for good reason, with its good movepool and a huge nuke in V-Create. I lead with it pretty much 90% of the time, due to its ability to dismantle defensive cores early-game. It's also great against offensive teams, as if it manages to get in safely and they don't have a bulky water or Arcanine, something is going to be taking a huge chunk of damage, and that's only if they resist. If they do have the aformentioned switch-ins, then I'll usually just U-turn out, unless they have no electric resists in which case I just Bolt Strike. Zen Headbutt is usually what I'll use to clean up late-game, when most of their team is weakened and they have no immunities or resists. Grass Knot is usable as well to make Victini serve as a lure to the likes of Swampert and Rhyperior, but the overall consistency of Zen Headbutt, as well as the added chance of flinchhax is more preferable to me.
Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
- Hydro Pump
- Dark Pulse
- Rapid Spin
- Dragon Pulse
Pretty much my go-to switchin to stuff like Darm, Tini, Entei, Jirachi, and a lot of other mons commonly found on opposing offense. It forces out the stuff that Jirachi and Victini hates, usually letting it get a free spin off, unless I see that they have something like Sableye, which really hates coming in due to the fact that they pretty much get shat on if I use anything other than Rapid Spin, but since it's found on the ever-popular dual Ghost core, most players will try to be very conservative of their hazards (unless they still have their Froslass alive, most likely as death fodder after it's set up Spikes), so I usually just smash them with any attack, forcing them to either Will-o to slightly wear me down or just play Recover games, which they will usually lose.
A lot of people have suggested me to use Scald over Hydro Pump, which I really don't agree with. Yes, you have the chance of missing Hydro Pump, as well as the burn chance, but you already have two psuedo-STAB moves with 100% accuracy in Dark Pulse and Dragon Pulse; if you're feeling more comfortable with not risking a miss, then just use the other two attacks, as Hydro Pump is strictly for power. Speaking of those two, Dark Pulse usually hits the likes of Slowbro, Mew, and Dragon Pulse kills both Hydreigon and Haxorus, as well as giving you an option to hit less common threats, such as Toxicroak and Chesnaught. Aura Sphere is garbage; the only things you hit with it are Umbreon, Blissey (for 30% ._. ), and Empoleon, who are all checked easily by Heracross. Plus, the ability to stop Haxorus from getting a sweep is too good to pass up. The speed EVs are to get the jump on opposing Stoise / Queen that run enough to outspeed -1 Tini.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- U-turn
- Fire Punch
Jirachi has pretty much been the most reliable offensive rocks setter in UU, probably only second to Nidoqueen. It provides an extremely useful Steel-typing, letting it switch into Draco Meteors multiple times without much worry. It also has good offensive synergy with Hydreigon, forcing out those annoying Fairies which lets it get up Stealth Rock for free, or keeping up offensive pressure with U-turn. Iron Head is obviously the main STAB of choice, and can prove to be pretty clutch in late game situations. Fire Punch is used so that I can at least get something out of Forretress switching in, and I'm not complete bait for it to do whatever it wants, despite it only being a 3HKO against physically bulky sets. It also hits opposing Jirachi, Metagross, and Lucario; the latter being pretty important, as I'm otherwise set-up bait. When you compare it with Nidoqueen, the only reason you'd really use it over Queen as a rocks setter is its resistance to Dragon and its Speed. The only thing that becomes a significant problem with Jirachi is Mega Ampharos, who, if played right, can be a huge pain in the ass to my entire team. However, I think I'd have a slightly bigger problem if I used Queen as i lack anything that can switch into Scarf Hydreigon's Draco Meteor more than once, which is pretty big, considering its hit-and-run style.
Crobat
Ability: Infiltrator
EVs: 48 HP / 252 Atk / 4 SpD / 204 Spe
Jolly Nature
- Acrobatics
- Roost
- Taunt
- U-turn
There's probably one thing you'll notice after looking at this Crobat; it has no item. This might seem odd, as the passive recovery of Black Sludge is nice to have. However, this does have some utility; it lets you switch into the likes of Knock Off users such as Choice Band Hera, Mienshao, and Mega Absol easier; in fact, you take about 33% less damage from Knock Off from all three of these mons without an item, which is crucial considering how many times you're going to want to switch Crobat in to Hera and Mienshao. With this, you beat these mons much easier, and you avoid the recoil that you would normally take from BB. I'd like to give credit to xMarth for coming up with this, as it's really an effective set and a cool metagame trend (not that he told me about it, I just stole it from him like I do with everything :^) )
On to the actual set, you'll notice I've chosen Taunt over the common Defog. This is kinda obvious as I have Megastoise as my hazard control, and, while it can be argued that Crobat is more reliable as a hazard cleaner, it has more to gain with the freed slot than Stoise. With Taunt, you prevent set-up, which is kind of hazard control in its own way, and you also prevent Wishes being passed, etc. And the best part is, you actually beat Specially Defensive Mew with this set if they're not running Psyshock. U-turn is a must on any Crobat set in the current metagame, as it keeps offensive momentum and gets you into your appropriate check. Toxic can be ran over Taunt if you feel like it, as Crobat lures bulky waters and Rhyperior insanely easily, although you can just U-turn out on a predicted switch anyway. The spread is to outspeed Noivern, which is important, because the stallbreaker set is kind of a threat to my team, and full attack investment is used because, well, while it's not exactly the most offensive mon on my team, it helps wear down stuff for Hydreigon / Victini late-game, and even Crobat itself can be used to clean late-game under the right circumstances.
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- U-turn
- Fire Blast
The premier revenge killer of the tier, Hydreigon really ties everything together for this team. It's usually the team's best answer to Mega Absol and Honchkrow (especially if they're +2), so keeping it healthy and avoiding Hydreigon from getting its scarf knocked off is mandatory when facing one of these mons. It can also switch into a V-create if Blastoise is dead or you need it healthy, so it serves as a back-up check to firespam as well. Hydreigon usually can come in after something dies or an attack that it's immune to is predicted, and forces pretty much anything not named Aromatisse, Florges, or Granbull, in which case I'll probably U-turn to Jirachi to keep up offensive momentum. There's not much to really say about Hydreigon after that, other than the fact that I use Fire Blast solely for Lucario, which is pretty useful in some situations (i.e. I lead with Hydrei and they lead with Froslass, they go into Luke expecting Dark Pulse, I nab a kill with Fire Blast while losing nothing if Lass stays in other than one layer of Spikes / a potential Thunder Wave).
Heracross @ Choice Band
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Knock Off
- Close Combat
- Earthquake
The star of the show, the bulky water slayer, and probably one of the most influential Pokemon in the tier. Heracross has done a huge amount of work in almost every game it's been used in, and it forms a hideously strong dual Choice Band wallbreaking core with Victini that punches holes in both offensive and defensive teams alike. Heracross is your main Scald switch-in, being able to take advantage of the burn and smash through the likes of Suicune, Swampert, and Alomomola. It's for this reason why Heracross is the premier wallbreaker; it's one of the only mons that can switch into Scald and is not weak to it without risk of being crippled by the burn, which is pretty big considering if you were to switch in your Mega Absol, non Lum Haxorus, Lucario, and a whole bunch of other prominent physical attackers in the tier against balance teams, which more often than not run Blissey, and you get burned..well, you're kinda fucked.
I was debating between Earthquake and Stone Edge in the last slot for quite some time, and I decided to go with the former due to better coverage; it lets you demolish the Nidos, and Stone Edge is kind of unreliable, considering the only thing you're hitting with it is Crobat, which you have to hope hits on the switch. Jolly Nature is used due to the growing popularity of Timid Chandelure, but if you feel the need to go with Adamant, then feel free.
I was debating between Earthquake and Stone Edge in the last slot for quite some time, and I decided to go with the former due to better coverage; it lets you demolish the Nidos, and Stone Edge is kind of unreliable, considering the only thing you're hitting with it is Crobat, which you have to hope hits on the switch. Jolly Nature is used due to the growing popularity of Timid Chandelure, but if you feel the need to go with Adamant, then feel free.
Conclusion
What must be kept in mind when using this team is that there isn't really a need for a sweeper, when you essentially have two win conditions in an extremely powerful wallbreaking core, along with a momentum core that provides constant offensive pressure, letting you get one of these members in safely and tear apart a huge part of their team. Losing one of these members, particularly Victini, is really game-changing as you're trying to nuke as much as possible while keeping a constant flow of pressure on your side.
There really is only one massive threat to this team with my experience, which I have noted, being Mega Ampharos; physically defensive sets can switch into Victini and Jirachi multiple times without being worn down due to Rest, and Agility sets, given the chance, can plow through my entire team.
Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
- Hydro Pump
- Dark Pulse
- Rapid Spin
- Dragon Pulse
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Zen Headbutt
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- U-turn
- Fire Blast
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- U-turn
- Fire Punch
Crobat
Ability: Infiltrator
EVs: 48 HP / 252 Atk / 4 SpD / 204 Spe
Jolly Nature
- Acrobatics
- Roost
- Taunt
- U-turn
Heracross @ Choice Band
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Knock Off
- Close Combat
- Earthquake
Ability: Mega Launcher
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
- Hydro Pump
- Dark Pulse
- Rapid Spin
- Dragon Pulse
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Zen Headbutt
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- U-turn
- Fire Blast
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- U-turn
- Fire Punch
Crobat
Ability: Infiltrator
EVs: 48 HP / 252 Atk / 4 SpD / 204 Spe
Jolly Nature
- Acrobatics
- Roost
- Taunt
- U-turn
Heracross @ Choice Band
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Knock Off
- Close Combat
- Earthquake
Final Look
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