As promised, an SCL Heracross performance review. I've been preparing it for a while and I initially wanted to finish writing it at the end of SCL. However, with a survey incoming, I think it's important to try to have an objective view on what I believe to be a problematic mon that people overlook. This is my first attempt at a more in-depth tournament metagame analysis and especially match analysis, I hope it will be at least a little relevant and not all over the place. I might do a Glowbro analysis too, eventually, but it's much harder to evaluate the negative effects and especially on a mon that's played that much. I might try to pick the most relevant examples or something.. I abandoned the idea of analyzing sun because it's just simply non-existent in SCL.
So, I won't review Heracross's effects in games where it doesn't appear on any side, as I think it's too abstract to make any point in a vacuum, if we don't see how Heracross actually does against these teams. Despite that, let's start with an interesting observation : Heracross wasn't brought at any point in the first two weeks. Out of these 10 games (W1 and W2), 16/20 (80%) teams had a fighting type, with 5 of them being double fighting type, usually pivot Hecid + Fighting Breaker (Emboar, CB Mot..), a few type spam offensive cores as well. Where am I getting at? People prefered other fighting type offensive mons, seen as almost mandatory on most BOs, and while Hecid is the most played mon in SCL for the first five weeks, it's not really an opportunity cost for other fighting types when it's used defensively. You could argue pivot Hecid works better with other Fighting types to play around grounds which aren't really an issue for Hera, I wouldn't disagree, not my point however.
This trend is exemplified very well in Xiri vs Trichotomy (W3), where both sides have Hecid and another Fighting type. One is pivot Hecid, the other one is a type spam offensive core to lure Gbro. However W3 started seeing a lot of Heracross usage, with one pretty much every game. It became rarer afterwards. I don't want to overanalyze this aspect, context matters, scout matters as well, people play what they want.. I just think it's interesting because Week 3 showed some really good Hera performances.
Week 3 :
Mako vs LPZ (Win from the Heracross user)
Mako has a team with Colbur Golurk, as well as two physdef pivots (probably RH hecid too), Tera Fairy Curselax and Scarf Mowtom, so you could say the team is prepped more than enough for most Hera sets. Hera didn't do a lot this game, but it forced a few clutch plays, mainly the Spikes that applied some pressure together with the Competitive Milotic, revealed Zoro turn 15 and forced important chip on Snorlax, as well as forcing a Tera Fairy later to let it be picked up by Hwil. Not trying to argue that Heracross did insane work or anything, just that it provided some valuable progress and role compression, somewhat forcing the opponent to play carefully around its sets in a unique way.
Metallica126 vs Larry (Win from the Heracross user)
This was more of a strange game on both sides, with haxx early on and Metallica being read later. However i think this is exactly the type of matchup where Heracross is dumb : important speed tier to outspeed midspeed mons like Tatsu or Bombirdier, can trade very well with physdef fighting type answers thanks to its typing and will usually force easy KOs a bit too much. The threat it put on Gbro (needed to answer other mons) forced Larry to sack half of his team and be unable to answer Hera after a free trailblaze. That's also just a good build/call/matchup from Metallica, but yeah the point is, other fighting types wouldn't have won that. Would you argue Larry is not prepped enough for Heracross? Not sure.. Yes, the Passimian as speed control makes the team overall weaker to Heracross, doesn't hit it that well, but the fact is, it doesn't even matter that much in this context because it got a free Trailblaze. Unless you want to argue a scarfer below 85 base speed is unviable.. Mudsdale was easily lured with Bombirdier and doesn't even answer Hera that well to begin with. I want to quickly address Heavy Slam and 3a in general (Stone Edge/Heavy Slam+BP) Muds as a recent trend, which would have been a way to tech the team a bit more for Hera. I would say you need Roar a lot of the time, otherwise you can be food for setup threats. 3a is not easily justified but it can work in some cases, likely not here.
Kushalos vs Drud (Win from the Heracross user)
I feel like everyone knows what Dice Pin Missile Hera does by now and getting the Guts boost was clutch. However what I want to show with this interaction is Hera's set versatility forcing either a tera or a ko on an important mon. Yes, Heracross is supposed to break after getting an SD, i'm not disagreeing with that. The fact is, having to respect all the non flame orb options here was part of what made Drud commit tera for nothing. At this specific time you needed to be safe against SD non dice set with Knock Off, and at preview (and previous turns) you need to consider a potential Spikes set, a Band set, even Scarf Moxie.. Welp, the team likely lost to Grimm either way so whatever. Classic physdef gbro + rhydon with tera with RKs in the back is usually enough to deal with breaker Hera for most people, here you prove it's not enough to cover for SD sets. A breaker is supposed to break but not as easily and not when you have to take into account other sets. Hera was not what made Kushalos win but it contributed a lot because the Grimm MU would have been a bit more doable depending on positioning and stuff.
MZ vs MichaelderBeste2 (Mirror)
Hera offense on both sides, different approach. MDB has to "sack" something turn 1 because of Hera, leading something else like Araq could have been done but it would have been dicey (pun intended). I can't say Hera was too much on either side though. MZ's Hera was important in the outcome of the game yes, Tatsu would have been hard, but this situation specifically is just a good lead to me. Yes you can say nothing else would have forced a KO or difficult situation, I would agree. I don't think it's unreasonable though. It's not "too much" or exemplifying a broken behavior, at least to me. It can absolutely be tricky to deal with for HO if it manages to get a Trailblaze on the lead, but you should also have decent counterplay available, which was the case here.
About MDB's Hera, using Tera to try to 2hko qwilfish is like.. yeah your breaker is strong and threatening but you weren't even in the right position to 2hko it. I think MDB was trying to prevent an SD? Webs + Hera sounds disgusting until you remember we have kilo. Webs is inconsistent but yes if it got the right matchup.. Qwilfish is very cool to have against Hera but don't expect it to switch in more than one or two times. Here it's just enough. It's not like it's only there for Heracross too, but it is a niche pick and one of the only decent Hera checks. Not sure it's a restriction caused by Hera specifically, I won't argue either way.
Week 4 :
trichotomy vs zS (Lose from the Heracross user)
Scarf Hera does almost nothing here. It gets an important Knock Off yes (if you don't get haxxed later you claimed a kill with ambi thanks to that) but Hera itself had no potential to do anything into the worst mu ever and it doesn't do much more than something like Passimian or Pawmot. Not really worth saying anything.
Metallica vs mako (Lose from the Heracross user)
Hera gets 2 KOs but I wouldn't really call it too much either. It just gets the right turns against the passive hazard setter/remover, kills a death fodder, a mon that doesn't do much in the matchup and then gets sacked against the get out of jail for free card that's called bruxish. Pivot mesprit + coalossal is gbro + rhydon with more steps for offensive teams. Hera can never get out of control here if you don't let it come in for free. Maybe if it got kept for late game it could have been a problem but yeah not really.. Strong, not broken into this matchup.
Week 5 :
MichaelderBeste2 vs LpZ (Lose from the Heracross user)
>clicks CC once
>fucking dies
So since there's nothing to talk about, let's talk about a potential situation where Grimm is slightly chipped and Hera gets the KO. Either it's Scarf Moxie and it never sweeps, or it's Guts or Dice or Spikes and it just doesn't get more than one or two trades at best, like forcing a tera on Rhydon or important damage on Cramorant or Redbull. Guts would need to click Facade into the mons it outspeeds, or it just doesn't do stuff. Only way it can somewhat get out of hand is if the whole team is chipped (and especially it manages to get a trailblaze)... or if it commits tera normal ig! It can happen that's true, but yeah the team is a decently hard mu for hera. You could say reasonably prepped though, for sure. As for other sets, yes I think Spikes could have done a few things here and there, nothing broken.
Micciu vs Trichotomy (Lose from the Heracross user)
Heracross gets three opportunities to claim a kill, it kills the mon who does nothing in the matchup, the paralyzed mon outsped and killed by everything and puts a defensive mon midlife. And everytime it's picked up by an offensive mon from the opponent that can trade something back. Now ok, i will admit tera fairy lefties hecid is something i've never seen and that helps quite a bit against Hera. I can also say that Hera could have been exploited a bit better, but yeah this balance has good tools to play the offensive game against it. Was it threatening? Yes for sure. Broken? Harder to say.
Week 6 :
Heracross disappears again, in favor of Hariyama and Hecid. It was also the stall week, with two players bringing it. It would have been interesting to see how Hera does into these stalls. I think it doesn't do much into both, even if it's like sd tera normal it still gets picked up, it doesn't break all these physdef mons with fighting resists/immunes and especially not lugg after tera.
Week 7 :
Still no Heracross in sight and it should be noticed that teams bring less and less fighting types as Gbro becomes the most used mon. Obviously the stalls and HOs don't automatically have a fighting type, but the idea is that 4/10 teams (W6) and 5/10 teams (W7) didn't have a fighting type, with 42/50 teams (W1-5) having a fighting type before. Week 8 and 9 kept this downtrend, with no fighting types in 2/10 teams for W8 and 7/10 teams for W9.
Week 8 :
Drud vs Vulpix03 (Win from the Heracross user)
Hera just cleans the game as any other fighting type would have. It's worth saying that, in the context of the game, Drud got to keep his Muds not burned by the k9, allowing it to get the ko (not sure it killed if burned) on a mon which would have been important to keep Hera in check and changing the process of the game. Likewise, getting to kill Pix's Muds with the wrong roar call was somewhat decisive. If not.. ok that's a lot of ifs, but I still think Hera would have been dangerous lategame, just like any other strong fighting type would have been if i can be honest. The key difference is getting to trade better into muds compared to pawmot and redbull, but it wasn't that relevant in this game. Ok so, you can argue that Hera can pick up a lot against this build, forcing to keep some tools healthy enough or forcing timely teras, which is the kind of dynamic i find inconsistent and unhealthy. Whatever, I'm not really talking about the result of the game anymore, just trying to use it as an example to talk about more general and theoretical dynamics.
Week 9 :
Cielau vs Kushalos (Win from the Heracross user)
More of a fun bring from Kushalos (pretty sure the game didn't matter), Heracross is not supposed to get out of hand for HO but it still forces an important trade against Rhydon early because it got a trailblaze against the lead, with some undeniable luck. However, this situation is more common that you'd think, it can happen against other leads like Hlugg as well, either because you played wrong against a special pivot that brought Heracross in (think mowtom, magneton, eject pack tatsu, toedscruel, hecid...) or because you didn't get to prevent it from clicking CC previously because you missed or had to click SR for example. Which is why you need to have an intimidate mon or something like Alotales to back it up a bit, not always easy to justify. Unironically, despite the fact that it wouldn't have happened without the luck, this is a good example of the relatively negative impact Heracross has on HO, requiring a decent amount of ressources in the builder to be mathematically safe around it.
I'm not trying to say Hera won the game but it was the thing that forced commitment, aka an early tera on a team focused on other tera dependant mons, and important chip preventing Rhydon from boosting, which other fighting types couldn't have done (at all). Is it broken for this? Eh. No, kinda but not really. HO is not very good in the tier either way, the playstyle has other concerns, limitations. Scarf florges, hoopa and bruxish for example. I just wanted to showcase a bit of the unhealthy dynamics Hera can have if it gets a "free" turn.
Could Cielau win without this free trailblaze? Maybe but hard to tell. I feel like Rhydon would have been much harder to deal with. Not really relevant to what I want to demonstrate.
Drud vs OranBerryBlissey10 (Win from the Heracross user)
Okay so, unexpectedly, the last game covered is actually the one showcasing a clearly broken behavior.. and not from the flame orb set? So Hera supposedly loses against 5 out of 6 mons here (debatable for rhydon) and despite that, it gets the ko on the defogger, a spike up and another ko, and this hazard stack was important for the outcome of the game too. All of that for the cost of a tera, which was clutch so not a big deal. Could Obb have played around that? Yes and no. You know it's boots and you likely know it's spikes, yes. You absolutely can't know it's tera rock, and if you assume it's a possibility, you can't really position around it in a 6v6 context. You can go guss or redbull, sure. But then what? Ok you forced the tera but what does that do for you? How can you progress further? Redbull is blocked by palo and is on a timer, guss doesn't do much either unless it's like, stomping tantrum and synthesis? I doubt 3a is a real set.. I was even wondering if it was AV but then it doesn't really check Hera with hazards up. Yes bad matchups and such, good build from Drud as well, but not the point. I think this is a good example of Hera's set variety working well, which you cannot easily account for and play around reliably. Obb's team is arguably really well prepared for classic offensive heracross and yet, he cannot really win against this set here. I think this is a bad dynamic to have.
What's the takeaway from all this?
- Heracross has surprisingly effective set variety. One (at least me before writing this post) could think Flame Orb is the only clearly broken set and others are niche bait stuff at best, but actually they all work together, with a lot of checks overlapping but not really that much at the same time. Like, counterplay to spikes, flame orb, scarf and dice are pretty much the same, physically defensive mons, revenge killers and such.. but when you look at actual games, no, not really, because some sets have slightly different counterplay and different matchups. (see : Drud vs Obb)
- People usually are fine with spamming physdef mons and especially gbro + rhydon cores to deal with Hera by default. Is it enough? Ironically, we have not seen this interaction enough in the reviewed games. However, we've seen that a lot of the time, Gbro isn't a switchin, but it prevents cc spam and together with facade switchins, you can be fine enough.
- Heracross is not played that much for a supposedly broken/contentious mon. It has some really strong showcases, even in its bad mus it can get a few important kos or progress making moves, but I was surprised to see people SPAM the fuck out of Hecid, not leaving much room for our beetle. It's still the second most played fighting type right now (i think) but not that much higher than Redbull and Pawmot. Everyone has merits and Hera is a bit more specialized in breaking, which isn't always needed I would say, compared to defensive utility or speed.
- Heracross is not winning that much either, but when it does, wow it can be dangerous. That's the defining word, due to the danger it represents, counterplay can feel a bit inconsistent.. sometimes. A lot of the time, you can be fine at preventing it from doing dumb stuff just by not giving it free turns. However, sometimes, you don't really have the choice (see : Metallica vs Larry). And this "sometimes" starts to become obnoxious when you play a lot of games against it, because at some point your timely teras and your necessary defensive positioning will be abused.
- Heracross is indeed easy to pickup for more offensive teams, which are at the center of current meta. A decent amount of Heracross games feel like trading kills because of that. (see : Micciu vs Trichotomy + Metallica vs Mako)
- Nobody wants to commit to both SD and flame orb in a BO meta but trust me, it's fucking broken into balance.
- Heracross is at least a bit unhealthy. It's hard to claim this as an objective metric, but I mean.. what exactly does it bring into the meta besides volatility? Its sets are not decipherable from preview 90% of the time so you have to be careful around all of them. And its speed tier is just a bit too strong, in tandem with its nice spedef and resists allowing it to trade against stuff that usually beats fighting types. (see : Drud vs Obb + Metallica vs Larry again)
- Are there potential adaptations? I mean, the meta is already unkind to it, but if you want to play some sloppier teams (aka fat/balance).. it's hard not to resort to weird stuff like Sableye or Weezing if you want to be safe into it. Sure, RH physdef mons like Hecid, Milo and Gbro help. You can also try to make your team overall less weak to it by just not having too many slower mons.. Having Shaymin instead of Venu, or Zoro instead of offensive Bomb/Grimm. However, you see, that's why I think it's unhealthy, if you want to play something like Tatsu, either you have something that can switch into Hera (doesn't exist) or you gamble with your core (let's say, you have a Hyph to prevent cc+facade => dies to koff)
- I still can agree that Heracross is hard to make work in practice and it hardly gets Trailblaze turns in game context. However, it's undeniable that it can be out of control in some cases. To the fault of the player or not, that's for you to decide.
tl;dr : Heracross is an inconsistent and hard to use mon in current meta, hence why it's not winning on its own, but when it gets the right conditions, i find it to be way too strong, and these games have proven that it's not just theorymoning. I hope people will not be blind to the few actual games where Heracross went crazy.