



Introduction
First off, sorry for including only 4 pokemon (albeit with a bit more decription), but I have been doing considerably well with them so far and find others I've tried unused.
The first two biggest weaknesses of this team are Pranksters and Roar based movesets, and I think I want to fill the last two team slots with pokemon that counter them and the remaining few weaknessses, two of which I know are:
- Talonflame (Although threatened by Huntail, I have to predict Talonflame is going to get switched in and use either Rock Blast, or +2 Close Combat that is capable of OHKO on the Life Orb Talonflame set)
- Opposing set-up teams (Huntail passing +2 on Atk and Spe to the wallbreaking power of Mega Heracross might be able to overcome this, but it is up to Heracross' defenses and chance to be burned or paralysed then)
The Team

Heracross-Mega (M) @ Heracronite
Ability: Moxie
EVs: 204 HP / 36 Atk / 96 Def / 172 Spe
Impish Nature
- Close Combat
- Pin Missile
- Rock Blast
- Earthquake
This dark blue bug will bugger the bu-- Ok, I got carried away, but I am amazed at the sheer power this one carries, and hardly cares about Substitutes or Focus Sashes. I couldn't find any other non-restricted mega pokemon that has various wide-coverage moves with power going above 100 as most are around 80 usually. And Mega Heracross has natural bulk allowing a switch-in and surviving very reliably with the exception of some type attacks, but to overcome that, please read on.
Also I believe pokemon that sacrifice base speed to around 60-80 are the best candidates for this kind of strategy - they gain more bulk on top of their offensive power and +2 speed with some EVs is almost always high enough to outspeed anything.
Regarding the spread: Although I am roughly adjusting them as I'm testing this team, I found that in cases where I might have missed the opportunity to pass +2 Atk, the extra EVs in attack secure a OHKO.

Huntail (M) @ White Herb
Ability: Water Veil
Shiny: Yes
EVs: 252 HP / 156 Def / 100 Spe
Bold Nature
- Scald
- Sucker Punch
- Shell Smash
- Baton Pass
Most often Huntail goes first for several reasons:
1. Two turns and Heracross is out with +2 in Spe and Atk!
2. Typing is better than some others defensively and discourages the use of Fire moves when I'm about to Baton Pass to Heracross
3. Physical bulk allows to take enough hits before Baton Pass
4. Scald threatens Fire types and can knock them out quite easily after Shell Smash
Sucker Punch can finish off foes left with a sliver of HP and may surprise some types weak to Dark.
White Herb negates Shell Smash, allowing Huntail to either stay in and take advantage of its attacks and bulk as well as the offensive boost, or pass that onto Heracross without the risk that comes with hinderindering defenses on the receiving end.
EVs: Originally I didn't put any in Speed, but I found that after Shell Smash, it is better to switch first and let Heracross take the Grass or Electric type move easily taht Huntail would rather not.

Gliscor (M) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Agility
- Swords Dance
- Facade
- Baton Pass
Meet Huntail's best friend - the Prankster Thunder Wave switch-in (or any Electric attacks)! The one loophole I find with this is that Thundurus seems to often run HP Ice.
At first I used Substitute in place of Facade which, when surviving to Baton Pass, completely protects Heracross from Prankster statuses, but Gliscor hates Taunt. I used to have Hyper Cutter stopping Intimidate as well.
I wanted my Baton Passers to be capable of doing something in case Mega Heracross isn't having a great day, so I took the neutral Facade, boosted by Toxic Orb, which can help Gliscor survive longer too.
I almost always use Agility first so I can Baton Pass in case Gliscor is a complete loss versus the opponent. Because I always have a second Baton Passer, I may be able to continue.

Ninjask (M) @ Focus Sash
Ability: Speed Boost
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Protect
- Swords Dance
- Baton Pass
- Giga Impact
With defenses as low as possible to make use of Focus Sash, Ninjask only fails to successfully Baton Pass if statused, Taunted or switched into a damaging entry hazard (which is why it is best to lead with Ninjask when I choose it). Or against Mega Kangaskhan and also a Skill Linker if he happens to face one.
Giga impact is only there in case the battle is nearly lost or Ninjask is about to be defeated. Ninjask only needs to use an attack move if all else is lost to put in the last bit of damage in hopes of affecting the situation.
Conclusion
Even though these two aren't the best examples and I will show some more later:
1. Here is one of the successful battles
http://replay.pokemonshowdown.com/battlespotsingles-324240961
2. And in this one I tried to do something against the constant switchig, but maybe I just don't know yet how to play around that. Could it be just that I have to attack immediately every time until that knocks the Roaring opponent out?
http://replay.pokemonshowdown.com/battlespotsingles-324261957