Washed up former great
QC TEG / The Reptile / BaconBagonz[OVERVIEW]
GP The Dutch Plumberjack / P Squared
GP The Dutch Plumberjack / P Squared
Heatran's amazing defensive typing leaves it with only three weaknesses, as well as an impressive nine resistances, one immunity, and an immunity to two status conditions. Its stats enable it to run multiple sets, making it very unpredictable. It is able to check or counter many top-tier threats such as Kyurem-B, Thundurus, and Sableye. Its great natural bulk allows offensive sets to take hits even without investment and makes defensive sets tough to tear down. While its great support movepool allows it to help its team throughout the battle, its lack of setup moves sometimes gives it trouble against bulky foes, and it also lacks a form of reliable recovery. Additionally, it has a 4x weakness to a very strong and common attacking type in Ground, and its other two weaknesses are to types that are prevalent and strong. It also often suffers from four-moveslot syndrome, and its below average Speed tier hurts its longevity and attacking potential.
move 1: Lava Plume
move 2: Doom Desire / Toxic
move 3: King's Shield
move 4: Roar / Earth Power / Stealth Rock
ability: Flash Fire
evs: 252 HP / 36 SpA / 224 SpD
Lava Plume hits reasonably hard and has a 30% chance to burn. Doom Desire is a hard-hitting STAB move that allows Heatran to hit the foe two turns later and has great synergy with King's Shield and Roar, letting Heatran buy turns for the move to hit and force switches. Doom Desire hitting at the end of the second turn after it is used also makes it good for bypassing Protect and breaking Substitutes. King's Shield protects Heatran from attacks and lowers the foe's Attack by two stages if they use a contact move. Roar allows Heatran to phaze opposing setup sweepers and racks up Stealth Rock damage on the foe. Earth Power is important to damage opposing Heatran and other Steel- and Fire-types. Stealth Rock is an option to help support Heatran's team and help wear the opposing team down as they switch in over the course of battle. Taunt helps Heatran check stall-oriented foes and prevent them from hurting your team. Will-O-Wisp is another option for Heatran to guarantee a burn on foes, although it has some issues with accuracy. Searing Shot is an alternative to Lava Plume that hits harder and has the same burn chance. However, it only has 8 PP.
The HP and Special Defense investment guarantees Heatran survives Earth Power from Mega Diancie and gives it great overall bulk. A Calm nature increases Heatran's already impressive Special Defense even more. Flash Fire makes Heatran immune to Fire-type moves, making it the perfect switch-in to opposing Fire-types. The remaining 36 EVs are flexible. You can add them to Special Attack to let Heatran hit a little harder, or you can add them to Speed to creep common foes. Alternatively, you can add them to Defense or maximize Special Defense to make Heatran more bulky. Leftovers serves as Heatran's only form of recovery. You could also run 248 HP / 56 SpA / 204 SpD with a Calm nature to allow Heatran to survive Earth Power from opposing Choice Scarf Heatran and KO back. 248 HP / 192 SpD / 68 Spe is an alternative spread that can be used if you run Taunt. This spread allows Heatran to outspeed Mega Venusaur, Suicune, and Mandibuzz.
This Heatran can switch into many special attacks because of its high Special Defense. It is best used early in the game to eliminate threats for your sweepers or to crack the walls the opponent has. This Heatran set is an amazing switch-in to Sableye, as it is immune to Will-O-Wisp, and Doom Desire can take out Focus Sash + Destiny Bond versions. It is also an amazing switch-in to the many Fake Out + Extreme Speed foes you will face, such as Stoutland. It is a good idea to use King's Shield on the first turn after using Doom Desire to scout what the opponent does and buy a turn towards Doom Desire hitting. The second turn, if they have an obvious Doom Desire switch-in like Chansey or Heatran, you may want to use Roar to force another foe to take the damage. If you carry Stealth Rock, you want to set it up as soon as possible. Because of Heatran's bulk, it can be used to phaze many setup sweepers.
This variant of Heatran works well with entry hazard setters such as Landorus-T, Ferrothorn, and Garchomp, whose Spikes, Stealth Rock, or Toxic Spikes can help wear down the opposing team over the course of the battle. Grass-types such as Ferrothorn, Celebi, and Mega Venusaur also work as good teammates for Heatran, resisting two of Heatran's weaknesses in Water and Ground and being able to hit such Pokemon back with a super effective STAB attack. Heatran in return resists or is immune to all of the types Grass is weak to. Hazard removers such as Mega Blastoise and Landorus-T work well with Heatran, preventing it from being worn down by residual damage over the course of the battle. Fighting-resistant Pokemon such as Latios, Latias, Clefable, Landorus-T, and Thundurus also make for good team options for Heatran, being able to cover one of its weaknesses. Flying-type teammates especially work well because they are are immune to the Ground-type moves that plague Heatran, and they resist the Fighting-type moves that it doesn't like while also being able to hit their users hard.
name: Choice Scarf
move 1: Blue Flare
move 2: Earth Power / Hidden Power Ice
move 3: Flash Cannon / Hidden Power Ice
move 4: Eruption / Ancient Power
item: Choice Scarf
ability: Flash Fire
evs: 28 HP / 252 SpA / 228 Spe
Blue Flare allows Heatran to hit opposing Pokemon hard, but it has two downsides in below average accuracy and only 8 PP. It outpowers Eruption once Heatran is at 86% health or lower. Earth Power is good for hitting other Fire-type foes that would otherwise give Heatran troubles, such as opposing Heatran. Hidden Power Ice allows Heatran to hit common foes hard such as Latios, Latias, Landorus-T, and other Flying-types. Flash Cannon is Heatran's secondary STAB move that hits Rock- and Fairy-type foes hard. Eruption is a powerful STAB option that hits at a maximum Base Power of 150 when Heatran is at full health. Alternatively, Ancient Power allows Heatran to hit Flying-types hard, as well as foes with Levitate. Searing Shot is another powerful Fire-type STAB option for Heatran if the accuracy of Blue Flare and unreliability of Eruption scare you. It still hits hard and carries a burn chance, but like Blue Flare, this move only has 8 PP. Stone Edge is another alternative to Ancient Power that is capable of OHKOing Mega Charizard Y.
A Timid nature increases Heatran's Speed. Along with the Speed EVs and Choice Scarf, it allows Heatran to outspeed base 135 Speed foes, including Mega Manectric and Mega Lopunny. Flash Fire makes Heatran immune to Fire-type moves while raising the power of its Fire-type moves if it is hit by one.
Offensive Heatran works better as a late-game cleaner after its checks have been eliminated. It still has great natural bulk even uninvested, allowing it to switch into many threats and then hit back hard. Choice Scarf sets make for great revenge killers. Try to switch Heatran into resisted hits such as Grass-, Ice-, and Fairy-type moves to keep it around longer. It is probably the best status sponge in the metagame, being immune to Toxic and Will-O-Wisp, making it a great switch-in to foes that you expect to use a status move. Watch out for Knock Off, as losing its Choice Scarf hurts this set. Similarly, watch out for Thunder Wave from foes such as Porygon2 and Chansey.
Grass-types such as Celebi and Mega Venusaur serve as great teammates because they resist both of Heatran's weaknesses and Heatran resists almost all of theirs. Heatran also appreciates entry hazard control from teammates such as Mega Blastoise and Defog Landorus-T, as it will switch in a fair number of times and appreciates not taking residual damage each time it does. Flying-types such as Talonflame, Landorus-T, and Thundurus are also good teammates for Heatran, as they resist Fighting-types' STAB moves and are able to hit them back hard. Heatran also takes care of Rock- and Steel-types that they don't like. Entry hazard setters such as Landorus-T, Garchomp, and Hippowdon make for great teammates to help bring foes into OHKO range. As the Choice Scarf's lock-in can allow foes to set up on Heatran, a good teammate would be an Unaware user such as Clefable or Quagsire or a Fake Out + Extreme Speed user like Stoutland. Heal Bell support from a teammate such as Chansey is appreciated in case Heatran gets paralyzed.