[Stabmons] Heatran [QC: 2/3]

QC: Eevee General / Unfixable / X
GP: X / X
[OVERVIEW]

An excellent defensive typing of Fire/Steel along with a fire immunity thanks to its Flash Fire ability gives it a total of 9 resistances, 2 immunities and only 3 weaknesses. This allows Heatran to wall many Pokemon, including a number of powerful setup sweepers thanks to resistances to important types such as normal, flying and steel. Heatran is difficult to reliably switch into due to the ability wear down potential counters with either Toxic or Burn damage, and can rely on its own immunity to both Burn and Poison making it harder for defensive Pokemon to down Heatran. Due to its excellent special attack and usable speed, Heatran can run good offensive sets as well as it can run defensive sets, giving Heatran a lot of versatility. Heatran is able to easily force switches thanks to its excellent typing, making Heatran one of the most reliable stealth rock setters in the STABmons metagame. However, a weakness to common water and ground attacks leaves it vulnerable to the attacks of many Pokemon. Many Pokemon will also run coverage moves such as Hidden Power and Earthquake specifically to lure and KO Heatran due to its ubiquity. Finally, a lack of reliable recovery moves forces Heatran to rely on leftovers for recovery, making it easy to wear down with powerful neutral attacks. Despite these shortcomings, Heatran still maintains a position at the top of the metagame as both a unique defensive threat and a powerful special attacker.

[SET]
name: Shuffler
move 1: Doom Desire
move 2: Lava Plume / Searing Shot
move 3: Roar
move 4: King's Shield
item: Leftovers
ability: Flash Fire
nature: Modest
evs: 252 HP / 164 SpA / 88 SpD

[SET COMMENTS]
Moves
========

Doom Desire is the most important move in the set, a powerful 140 BP move that hits very hard coming off Heatran's strong special attack stat. Doom Desire hits two turns after being used, allowing you to "combo" the attack with other synergistic attacks that can break through opposing walls, or hit while you switch to a safe counter to an opposing Pokemon. Lava Plume is a fire STAB move to hit steel types that resist Doom Desire, as well as giving Heatran a chance to burn incoming Pokemon to further wear them down. Searing Shot can be used over Lava Plume for slightly more power if you don't care about lower PP, which matters less on this set than it does on the SpDef set. Roar is used to phaze pokemon around, in order to hit pokemon that don't appreciate it with Doom Desire. It can also be utilised to rack up hazard damage on Pokemon trying to switch into Heatran, and is generally a pretty free move to use when hazards are on the field and Heatran is against Pokemon such as Ferrothorn, who will almost always switch out. King's Shield can used to stall out the first turn of Doom Desire so it can hit in the following turn. Additionally, it is also used to scout moves and recover some HP with leftovers, while also dropping the attack of any Pokemon attempting to hit Heatran with a contact move. Earth Power can be used over King's Shield in order to hit enemy Heatrans, who otherwise walls this set, along with other grounded or roosting fire types like Charizard X or Talonflame. However, this decreases the usefulness of this set as these Pokemon can be Roared out anyway, along with losing the benefits of King's Shield, such as scouting and HP recovery.

Set Details
========

168 Special Attack EVs are used to increase the power of Doom Desire in order to deal more damage to the opposing Pokemon and break down cores. Max HP EVs are used to increase Heatran's bulk, as speed is not really required for this set. The extra HP allows it to better switch into many pokemon, including avoiding the OHKO from +1 Aegislash's Shadow Force, living a Fake Out+Superpower from Braviary, and avoiding the OHKO from both special and physical varients of Thundurus. 88 Special Defense EVs allow it to take 2 Thunderbolts from 2 attack Thundurus. Leftovers are the preferred item so that Heatran can recover some HP over time, helped by King's Shield.

Usage Tips
========

Setting up a Doom Desire forces the opponent to try to switch into something that can beat Heatran in a 1-on-1, while also being able to take a Doom Desire. If a Pokemon that cannot take a Doom Desire is sent out, King's Shield can be used to stall out a turn, forcing the opponent to make a risky play in order to avoid dying. Against specially defensive Pokemon that cannot do much to Heatran, such as Chansey, use Roar instead to force one of the opponent's less bulky Pokemon to take large amounts of damage. Roar can even be used against more defensive water types, such as Rotom-W, who can only 3HKO with Scald. You can also switch out to a Pokemon that can deal a lot of damage to the resist, pressuring it to switch. Try to take advantage of the many Pokemon Heatran walls in order to setup a Doom Desire. You can also switch this Heatran set into opposing Heatran's as long as they don't have Earth Power.

Team Options
========
Pokemon that lay down hazards are a great help to this set, which relies on shuffling Pokemon around, allowing it to rack up additional hazard damage. Ferrothorn, Landorus-T, Hippowdon and Garchomp can all lay down Stealth Rock and Spikes. Fast and powerful physical attackers that can take advantage of the holes blown into the defensive backbone of teams are good partners for this set. Examples include Aerodactyl, Azumarill, Landorus-T, and Terrakion. Defensive Pokemon such as Gyarados, Landorus-T, Ferrthorn, Celebi and Slowking all have good synergy with Heatran and so make great partners.

[SET]
name: Specially Defensive
move 1: Lava Plume
move 2: Toxic
move 3: Stealth Rock
move 4: King's Shield / Roar
item: Leftovers
ability: Flash Fire
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

Lava Plume is a obligatory STAB move, deterring many potential switch-ins such as Landorus-T and Azumarill with crippling burns, while also allowing it to beat Ferrothorn, Scizor and others. Stealth Rock provides entry hazard support, which Heatran can find multiple opportunities to lay down throughout the game because it forces switches with its excellent typing. Toxic is used to wear down Pokemon that are resistant to lava plume without having to rely on its shaky burn chance. It also allows it to beat some pokemon such as Roost Latios and prevents pokemon such as Roost Gyarados from setting up for free. King's Shield is used to gain additional leftovers recovery as well as to maximise damage from burns and toxics. It also allows it to scout for potential coverage moves and to punish Pokemon using contact moves with an attack drop. This is especially useful against common choice item users such as Landorus-T, Azumarill, and Scizor, as it eases prediction. Roar can be used to phaze some of the common setup sweepers in the STABmons metagame and shuffle pokemon for additional hazard damage. It prevents Clefable from setting up in Heatran's face unless it is the last pokemon, and can be used to phase others such as Togekiss, Thundurus, Sub CM Mega Latias, and Talonflame.

Set Details
========

Max HP and SpD EVs are used to improve Heatran's bulk, letting it better counter and check many special attackers. For example, it turns Life Orb Thundurus's Thunderbolt from a 2HKO to a 4HKO. It also turns the focus blast from pokemon such as Gengar, Alakazam and Charizard Y from an OHKO into 2HKO or 3HKO after leftovers. Leftovers are the preferred item so that Heatran can recover some HP over time, helped by King's Shield. This helps to prevent Heatran from being worn down throughout the game and elevates its lack of reliable recovery.

Usage Tips
========

Try to toxic Heatran counters on the switch when Heatran is first sent in to try and wear them down. If necessary, Heatran's large special bulk allows it to take weak attacks from the likes of Rotom-W, but it is not recommended due to no reliable recovery. This includes Azumarill, Slowking, Rotom-W and others. Try to setup Stealth Rock as soon as possible to pressure opposing defoggers and wear down the opponent's team as much as possible. Thanks to Heatran's large special bulk, it is even able to take weak attacks from the likes of Slowking if it wishes. Make sure to use King's Shield to rack up as much status damage as possible, giving you 3 turns of status damage rather than 2, unless the opponent double switches after the King's Shield. After revealing King's Shield, you can also choose to immediately switch without King's Shielding. This prevent your opponent from gaining the advantage through double switching, keeping the momentum of the game in your favour. Try to scout for possible coverage moves that can beat Heatran. Examples include Earthquake Latios, Earthquake Charizard, Judgement Talonflame, and HP Ground Serperior.

Team Options
========
Defensive flying types are great team-mates, able to switch into fighting attacks and completely avoid the ground moves directed at Heatran. Good examples include defensive Gyarados, Landorus-T, Rotom-W and Gliscor. Specially bulky Pokemon that resist water and fighting attacks are especially important because special attacks are not affected by King's Shield. Latios, Latias, Slowking, Celebi and Mega Venusaur are all good partners. Ferrothorn in particular is a great partner for Heatran despite sharing similar steel-typing. Pokemon such as Latios and Serperior are able to run lures for either Ferrothorn or Heatran, but not both, allowing you to 100% counter them. Ferrothorn also counters common water types that threaten Heatran, such as Azumarill, Gyarados, Slowbro, Slowking, and Manaphy.

[SET]
name: Choice Scarf
move 1: Blue Flare
move 2: Flash Cannon
move 3: Earth Power
move 4: Eruption / Searing Shot / Sleep Talk
item: Choice Scarf
ability: Flash Fire
nature: Timid
evs: 28 HP / 252 SpA / 228 Spe

[SET COMMENTS]
Moves
========

Blue Flare is Heatran's primary STAB move, a powerful 130 BP fire attack that can be easily spammed late game. Searing Shot can be used over Blue Flare for a more reliable 100% accurate move along with a 30% burn chance, but is weaker with only 100 BP. Flash Cannon is a secondary STAB move, hitting rock types such as Tyranitar, Aerodactyl, and Diancie for super effective damage. It also allows Heatran to beat Calm Mind Clefable and is stronger against Dragon types. Earth Power is used to hit Pokemon that resist Heatran's STAB moves, such as opposing Heatran and Charizard X. Eruption is a powerful 150 BP fire move, capable of OHKOing even bulky Pokemon such as Landorus-T, Darkrai and other prominent threats. Be sure to pack hazard removal, as after 1 switch into Stealth Rock it has only slightly more power than Blue Flare, and at 86% it is weaker. Ancient Power can be used over Eruption so Heatran can hit Talonflame, Charizard-Y, and Gyarados, three important threats Heatran may need to check that resist both fire, ground and steel. Stone Edge can be run over Ancient Power in order to get the OHKO on Charizard Y and SpDef Talonflame, although the accuracy is an issue. Sleep Talk is a useful move that allows Heatran to act as a sleep absorber against Pokemon such as Sableye and Darkrai. These moves are very situational and will not be useful against opponents not using the two specific pokemon that they beat

Set Details
========

Max special attack is used to increase the damage of Heatran's attacks. A timid nature allows Heatran to outspeed Pokemon with a base speed of 121-135, including Weavile, Aerodactyl and Mega Manectric. 228 EVs are used because using max speed does not allow it to outspeed anything else faster than Mega Manectric, so the extra EVs are put into HP for a small amount of additional bulk. Timid nature also allows Heatran to outspeed adamant Gyarados and Dragonite after a Dragon Dance. An alternative EV spread of 12 HP / 252 SpA / 244 with a modest nature can be run to increase the power of Heatran's attacks. 244 speed EVs allows it to outspeed Tornadus-T and 0 Speed Mega Scizor at +2. However, Heatran is unable to revenge kill 80 base speed Dragon dancers with this change in nature, and cannot outspeed the aforementioned Pokemon from base speed 121-135, such as Weavile, Aerodactyl, and Mega Manectric.

Usage Tips
========

Because SpDef Heatran is the more common set, you can try to catch opponents off guard with a Choice Scarf. Opponents who do not know your set will likely stay in with Pokemon such as Landorus-T and Gliscor, which you can OHKO with a small amount of prior damage. Try to use this to your advantage if you can. Try to spam Eruption early game against offensive teams, as they will likely not have a switch in to scarf Heatran. Avoid damage as long as possible in order to keep the the power of Eruption at 150 BP. Use Searing Shot late game, after Heatran has likely taken damage in order to clean.

Team Options
========
A small amount of damage lets Heatran OHKO or 2HKO many pokemon that it could not, such as defensive Landorus-T, Starmie, Latios, and Terrakion. Because of this, hazard setters are useful to have. Landorus-T, Garchomp, Skarmory and Ferrothorn are some pokemon that synergise well with Heatran and can also set hazards. Most bulky waters wall this set as Heatran does not have the option of using Toxic or Roaring them away like with other sets. Counters to water types are greatly appreciated, including Mega Venusaur, Celebi, Tangrowth, Ferrothorn, and Mega Latias, which are all good counters or checks to common defensive water types such as Rotom-W, Slowking, and defensive Azumarill. Pursuit trappers are excellent teammates for scarf Heatran, as they trap and weaken some of the few Pokemon that wall it, including Chansey, Latias, and Slowking. The two best pursuit users are Bisharp and Tyranitar.

[SET]
name: Offensive Stallbreaker
move 1: Magma Storm
move 2: Earth Power
move 3: Taunt
move 4: Toxic
item: Leftovers
ability: Flash Fire
nature: Timid
evs: 40 HP / 252 SpA / 216 Spe

[SET COMMENTS]
Moves
========

Magma Storm allows Heatran to lure and trap would-be counters, namely Chansey. It is also a strong fire type STAB move that can KO Ferrothorn, Scizor, and other Steel types.
Earth Power has good coverage alongside a fire move, doing more damage to water types, hitting fire types such as opposing Heatran, and also gives this set a 100% accuracy move to finish off weakened Pokemon with. Taunt allows Heatran to prevent any hazards, recovery, screens or status moves from defensive pokemon, and prevents setup from Pokemon such as Togekiss and Gyarados. Toxic allows Heatran to wear down Pokemon without having to rely on the inaccurate Magma Storm. If you cannot fit in a Stealth Rock user on your team, it can be used over Toxic. However, the loss of Toxic makes it not nearly as effective as a stallbreaker due to its inability to wear down water types and other Pokemon that resist Fire / Ground coverage.

Set Details
========

216 Speed EVs and a Timid nature guarantees you outspeed max speed Tyranitar. This also outspeeds Landorus-T and Gliscor in order to 2HKO them, and Mew in order to taunt it.
Two variations of this set can be run: An offensive Heatran set with max special attack, allowing it to lure and beat Pokemon such as Gliscor more easily, or a defensive variant which offers more team support and can more easily beat water types. The defensive set runs 252 HP / 40 SpD / 216 Spe. Leftovers are the preferred item so that Heatran can recover some HP over time. This helps to prevent Heatran from being worn down throughout the game and elevates its lack of reliable recovery, especially helping against Chansey and other chip damage such as Leech Seed Ferrothorn.

Usage Tips
========

Use this set as you would a defensive Heatran, but if the opponent has a Chansey, then to avoid revealing Magma Storm until Chansey switches in. However, be aware that this set does not have the same bulk as defensive Heatran and so cannot take on the likes of Thundurus. Use Toxic if you predict a fire-resist as a switch in, although if they don't have Chansey or anything else you want to trap, then you don't have to worry about revealing it. and Then, you can proceed to Taunt to prevent Whirlwind or Transform, and then Toxic the following turn. Chansey will now be at around 45%, so you can magma storm or earth power again to bring chansey to around 10%, then finish it off the turn after. Chansey can only Seismic Toss back for a 4HKO or 5HKO at best. Feel free to switch this set into opposing SpDef Heatran, as most do not carry Earth Power, allowing you to completely counter it.

Team Options
========
Additional checks or counters to Scizor are appreciated for this set, as Magma Storm only has a shaky 75% accuracy. Sableye, other fire types such as Mega Charizard or Talonflame, and Mega Manectric are some good Scizor checks that can be used. Special attackers that benefit from Chansey being lured and removed enjoy having this set as a partner, as they are then free to fire off their attacks without the great pink blob being there to stop them. Special Thundurus, Charizard Y, and Togekiss are examples of Pokemon that benefit from Chansey's removal. Counters to bulky waters are useful, as they are the most reliable counter to this set. Mega Venusaur, Amoonguss, Ferrothorn, and Mega Latias are all good counters or checks to common water types such as Rotom-W, Slowking, and Mega Blastoise.

[STRATEGY COMMENTS]
Other Options
=============

Heatran can run an offensive set with Stealth Rock and 3 attacks as a lead with an Air Balloon to avoid ground type attacks and giving free turns. Power Herb Solarbeam is a possible option to lure and KO some water types. This is a fun little option that works well on the stallbreaker set. Physical sets utilising V-Create and Shift Gear can be run, but are largely outclassed by better steel and fire types due to Heatran's terrible 77 base attack stat. Scizor, Aegislash, Bisharp, Talonflame, Charizard, Entei, Infernape, and others are all surperior options to this set,.

Checks and Counters
===================
**Chansey**:
Chansey can counter or pivot around most Heatran sets barring the offensive stallbreaker set, able to take any attack and seismic toss, and can also simply switch out to remove Toxic.
**Bulky Water-types**: Most bulky water types are excellent Heatran counters or checks, due to their fire resistance and super effective STAB move. However, Toxic can wear them down quickly especially those without recovery such as Mega Blastoise, so be careful. Slowking, Azumarill, Gyarados, and Rotom-W are all good Heatran checks.
**Lures**: One of the biggest threats to Heatran are lure sets, which are easy for many pokemon to use thanks to Heatran's 4x ground weakness. Watch out for Earthquake Latios or even Latias, Hidden Power Ground Serperior instead of Hidden Power Fire, and mixed Judgement Talonflame, among others.
**Ground-types** Most Ground types can check Heatran thanks to its 4x ground weakness, but dislike burns so are not reliable counters. Gliscor is probably the best SpDef Heatran counter thanks to poison heal granting it an immunity to Burn, but will get blown away by Offensive sets. Garchomp is a pretty great check too, resisting fire and having decent bulk, but dislikes burns. Other ground types such as Landorus-T and Hippowdon can check Heatran, but cannot switch in without risking a burn from Lava Plume.
**Knock Off** Knock off puts Heatran on a timer with its HP, as its only form of recovery is leftovers. An early Knock Off cripples Heatran and makes it much less effective.
 
Last edited:
I'll work on this in a few hours!

evs: 12 HP / 252 SpA / 244 Spe (Modest) or 28 HP / 252 SpA / 228 Spe (Timid)

Pick the best one, the second one goes in Set Details.
 

EV

Banned deucer.
Jumping ahead of unfixable and QCing

Overview
  • You focus way more on its defensive merits than its offensive qualities, of which it is equally known for. Balance them out and talk about how it has a strong Special Attack and usable Speed, which can turn it into a good revenge killer thanks to the high base power of its moves and a Choice Scarf.
  • Give me a good/bad/good sandwich and end the overview on a high note. "Despite these shortcomings, Heatran still maintains a position at the top of the metagame as both a unique defensive threat and a powerful special attacker, sometimes even on the same set. Etc."

Set - Specially Defense
(I'd prefer DoomShuffle first because it's the quintessential Heatran set - nothing else can do it like Heatran can.)
  • Looks fine.
Moves
  • "Stealth Rock provides entry hazard support, which Heatran can find multiple opportunities to lay down throughout the game because it forces switches due to its excellent typing."
  • Mention that King's Shield activates with contact, not just any physical attack.
Set Details
  • Good.
Usage Tips
  • Good.
Team Options
  • You have Tangrowth listed as a "Specially defensive Pokemon that resist water and fighting attacks" of which it is not. I'd put Slowking instead.
  • Opposing Heatran counter this set 100%. Mention your own check for it.

Set - DoomShuffle
(Make this the first set.)
  • Standard.
Moves
  • I want to see Earth Power listed here because DoomShuffle sets often draw out enemy Heatran. Instead of Roaring it you can hit it really hard on the switch. I use it as an option over King's Shield. It doesn't need a slash in above, however. Just a mention here.
Set Details
  • Good.
Usage Tips
  • Add that you can use the switches from Doom Desire/Roar/King's Shield to bring in a favorable matchup of your own instead of implying that Heatran should continue to stay in until DD hits.
Team Options
  • You need a way to handle the bulky Waters that will switch into this set. Something to check Rotom-W, Slowking, and Gyarados.
  • If you don't mention Earth Power under moves (which I really think you need to) then you need an answer to enemy Heatran on this set again. Heatran love switching into Heatran if they don't think it has Earth Power.

Set - Choice Scarf

  • Of all the sets this confuses me the most and needs some reworking.
  • Eruption and Blue Flare should not be run together. Their two "risky" moves of the same type on a choice set which is usually frowned upon. If you have two moves of the same STAB, one needs to be reliable.
  • You mention you have Ancient Power to hit Tflame and Charizard, but Blue Flare does this:
    • 252 SpA Heatran Blue Flare vs. 0 HP / 0 SpD Talonflame: 144-170 (48.4 - 57.2%) -- 93.4% chance to 2HKO
    • 252 SpA Heatran Blue Flare vs. 0 HP / 0 SpD Mega Charizard Y in Sun: 141-167 (47.4 - 56.2%) -- 83.2% chance to 2HKO
  • And Eruption is a guaranteed 2HKO (at full BP). You say Ancient Power also hits Gyarados, but it can't even guarantee a 3HKO versus 248 HP, so why is it being run?
  • My preferred build is Blue Flare / Earth Power / Flash Cannon / Searing Shot or Sleep Talk. Searing Shot is your backup for when you need a guaranteed STAB Fire attack. Sleep Talk lets you come in on Sableye. Flash Cannon is important STAB and your only "guaranteed" attack if you don't carry Searing Shot (Blue Flare can miss, Earth Power won't hit Flying/Levitate.)
Moves
  • This is where you can mention Eruption.
Set Details
  • When mentioning the alternative spread (12 HP / 252 SpA / 244, modest) this is where you should say Eruption is mandatory to net these OHKOs.
Usage Tips
  • You have teammates listed here. Move the Pursuit trappers south to Team Options.
  • You need to describe different scenarios when I should use each attack. Which do I spam the most? When is Sleep Talk relevant?
Team Options
  • Bulky waters like to switch into this Heatran, so include a way to beat them.

Set - Offensive Stallbreaker

  • Move one of the EV spreads to Set Details. I think more Special Attack is useful so it should stay while the other goes.
Moves
  • Good!
Set Details
  • Mention Leftovers here.
Usage Tips
  • Because we're not supposed to expose Magma Storm right away, I'd like to see more obvious advice about using the other moves in the meantime. "Use Toxic if you suspect a Fire-resist is switching in" stuff like that.
Team Options
  • Again, nothing about bulky waters here. How do I handle them? This set doesn't struggle with them as badly as the others, but Rotom-W in particular can Volt Switch out while threatening with Scald/Origin Pulse.
  • If I fail to KO Scizor, who should I rely on as backup? Mention them specifically.
OO
  • What about Metal Burst? Do you think its worth a mention with its bulk preventing a lot of OHKOs?
  • Is Metal Sound an option on a wallbreaker set?
Cs & Cs
  • Under Fire-types the order should be "Earthquake, Judgment, and Earth Power, respectively" (Zard, Tflame, Heatran.)

Overall this is really good! I had mostly minor things besides the Choice Scarf set. If you need to talk further, hit me up and we can discuss the suggested changes.

Implement and this is QC 1 of 3.
 
Last edited:
Jumping ahead of unfixable and QCing

Overview
  • You focus way more on its defensive merits than its offensive qualities, of which it is equally known for. Balance them out and talk about how it has a strong Special Attack and usable Speed, which can turn it into a good revenge killer thanks to the high base power of its moves and a Choice Scarf.
  • Give me a good/bad/good sandwich and end the overview on a high note. "Despite these shortcomings, Heatran still maintains a position at the top of the metagame as both a unique defensive threat and a powerful special attacker, sometimes even on the same set. Etc."
Set - Specially Defense (I'd prefer DoomShuffle first because it's the quintessential Heatran set - nothing else can do it like Heatran can.)
  • Looks fine.
Moves
  • "Stealth Rock provides entry hazard support, which Heatran can find multiple opportunities to lay down throughout the game because it forces switches due to its excellent typing."
  • Mention that King's Shield activates with contact, not just any physical attack.
Set Details
  • Good.
Usage Tips
  • Good.
Team Options
  • You have Tangrowth listed as a "Specially defensive Pokemon that resist water and fighting attacks" of which it is not. I'd put Slowking instead.
  • Opposing Heatran counter this set 100%. Mention your own check for it.
Set - DoomShuffle (Make this the first set.)
  • Standard.
Moves
  • I want to see Earth Power listed here because DoomShuffle sets often draw out enemy Heatran. Instead of Roaring it you can hit it really hard on the switch. I use it as an option over King's Shield. It doesn't need a slash in above, however. Just a mention here.
Set Details
  • Good.
Usage Tips
  • Add that you can use the switches from Doom Desire/Roar/King's Shield to bring in a favorable matchup of your own instead of implying that Heatran should continue to stay in until DD hits.
Team Options
  • You need a way to handle the bulky Waters that will switch into this set. Something to check Rotom-W, Slowking, and Gyarados.
  • If you don't mention Earth Power under moves (which I really think you need to) then you need an answer to enemy Heatran on this set again. Heatran love switching into Heatran if they don't think it has Earth Power.
Set - Choice Scarf
  • Of all the sets this confuses me the most and needs some reworking.
  • Eruption and Blue Flare should not be run together. Their two "risky" moves of the same type on a choice set which is usually frowned upon. If you have two moves of the same STAB, one needs to be reliable.
  • You mention you have Ancient Power to hit Tflame and Charizard, but Blue Flare does this:
    • 252 SpA Heatran Blue Flare vs. 0 HP / 0 SpD Talonflame: 144-170 (48.4 - 57.2%) -- 93.4% chance to 2HKO
    • 252 SpA Heatran Blue Flare vs. 0 HP / 0 SpD Mega Charizard Y in Sun: 141-167 (47.4 - 56.2%) -- 83.2% chance to 2HKO
  • And Eruption is a guaranteed 2HKO (at full BP). You say Ancient Power also hits Gyarados, but it can't even guarantee a 3HKO versus 248 HP, so why is it being run?
  • My preferred build is Blue Flare / Earth Power / Flash Cannon / Searing Shot or Sleep Talk. Searing Shot is your backup for when you need a guaranteed STAB Fire attack. Sleep Talk lets you come in on Sableye. Flash Cannon is important STAB and your only "guaranteed" attack if you don't carry Searing Shot (Blue Flare can miss, Earth Power won't hit Flying/Levitate.)
Moves
  • This is where you can mention Eruption.
Set Details
  • When mentioning the alternative spread (12 HP / 252 SpA / 244, modest) this is where you should say Eruption is mandatory to net these OHKOs.
Usage Tips
  • You have teammates listed here. Move the Pursuit trappers south to Team Options.
  • You need to describe different scenarios when I should use each attack. Which do I spam the most? When is Sleep Talk relevant?
Team Options
  • Bulky waters like to switch into this Heatran, so include a way to beat them.
Set - Offensive Stallbreaker
  • Move one of the EV spreads to Set Details. I think more Special Attack is useful so it should stay while the other goes.
Moves
  • Good!
Set Details
  • Mention Leftovers here.
Usage Tips
  • Because we're not supposed to expose Magma Storm right away, I'd like to see more obvious advice about using the other moves in the meantime. "Use Toxic if you suspect a Fire-resist is switching in" stuff like that.
Team Options
  • Again, nothing about bulky waters here. How do I handle them? This set doesn't struggle with them as badly as the others, but Rotom-W in particular can Volt Switch out while threatening with Scald/Origin Pulse.
  • If I fail to KO Scizor, who should I rely on as backup? Mention them specifically.
OO
  • What about Metal Burst? Do you think its worth a mention with its bulk preventing a lot of OHKOs?
  • Is Metal Sound an option on a wallbreaker set?
Cs & Cs
  • Under Fire-types the order should be "Earthquake, Judgment, and Earth Power, respectively" (Zard, Tflame, Heatran.)

Overall this is really good! I had mostly minor things besides the Choice Scarf set. If you need to talk further, hit me up and we can discuss the suggested changes.

Implement and this is QC 1 of 3.
I did everything except the some of the things in the scarf set because I have some questions. Should I not give eruption a slash and then put it in the moves section? I think Heatran should be run like Keldeo was, with the primary attack (Eruption/Water Spout) and a secondary attack of the same type for when they are weakened. I slashed searing shot over Blue Flare because that is a good point. Ancient Power is used because I'm not trying to hit Talonflame/Charizard Switching in, but when I switch in or try to revenge kill them. I can put Flash Cannon first as it does make some crucial OHKOs on rock types and does more damage to Clefable/Azumarill, but I think Ancient Power deserves a slash. Sleep Talk seems really situational to me, do you want me to slash it or just mention it in moves options?
 

EV

Banned deucer.
I did everything except the some of the things in the scarf set because I have some questions. Should I not give eruption a slash and then put it in the moves section? I think Heatran should be run like Keldeo was, with the primary attack (Eruption/Water Spout) and a secondary attack of the same type for when they are weakened. I slashed searing shot over Blue Flare because that is a good point. Ancient Power is used because I'm not trying to hit Talonflame/Charizard Switching in, but when I switch in or try to revenge kill them. I can put Flash Cannon first as it does make some crucial OHKOs on rock types and does more damage to Clefable/Azumarill, but I think Ancient Power deserves a slash. Sleep Talk seems really situational to me, do you want me to slash it or just mention it in moves options?
Moves section is fine for Sleep Talk.
 
Moves section is fine for Sleep Talk.
Ok edited the scarf set. I didn't take out eruption but I slashed searing shot first over blue flare, slashed flash cannon first and added sleep talk as an option. Already did everything else, so editing in QC1 done. Thanks!
 

Hey there, Pagoose, take a QC!

Overview

You have positives and negatives blurred into one, which makes the Overview sound... awkward. Put the positives with the positives, negatives with negatives. As Eevee General said, positive / negative / light positive is the way to go with Overview.
Mention it's great at forcing switches because of its unpredictability. This can just be put after you say it's versatile.​
DoomShuffle

Rename this set to "Shuffler" because that's what the standard is for sets like this. While DoomShuffle doesn't sound bad, it's just not very accepted so it's preferred to be Shuffler.
Add spaces in between Lava Plume / Searing Shot like so.​

Set Comments

Moves: Looks very good! However, I feel like Earth Power > King's Shield is just not an option. It's just such an excellent move, I don't think I would give it up. Perhaps "Earth Power can be used, but giving up the utility of King's Shield is risky." or something to that effect could work.

Usage Tips: I feel like this could be a bit larger of a section. It does explain some situations, but there are some that are left out that the reader could be confused on. Up to you what to add, as QC 3 will likely fix anything that's iffy.

Team Options: Needs to be expanded, like Usage Tips.​
Specially Defensive

You've got a random slash after 252 SpD, dunno why. Otherwise, good.​
Choice Scarf

What do you think of Stone Edge > Ancient Power? The main use in OU is to smack SpD Talonflame, which does not exist in STABmons, but it still hits both Talonflame and Mega Charizard Y harder than Ancient Power at the expense of a risky accuracy. Calcs:

0- Atk Heatran Stone Edge vs. 0 HP / 4 Def Talonflame: 316-372 (106.3 - 125.2%) -- guaranteed OHKO
0- Atk Heatran Stone Edge vs. 0 HP / 4 Def Mega Charizard Y: 292-344 (98.3 - 115.8%) -- 81.3% chance to OHKO
252 SpA Heatran Ancient Power vs. 0 HP / 0 SpD Mega Charizard Y: 236-280 (79.4 - 94.2%) -- guaranteed 2HKO
252 SpA Heatran Ancient Power vs. 0 HP / 0 SpD Talonflame: 356-420 (119.8 - 141.4%) -- guaranteed OHKO​

Set Comments

Usage Tips: Tiny bit more expansion please! Mention how to use the Rock-type STAB move, as you explained earlier in this thread (like two posts up idk). That's good.
Offensive Stallbreaker

Everything looks good on this set.​

Strategy Comments

Other Options: Air Balloon is a good option.

Checks & Counters: Ground-type, Fire-type, not Ground type and Fire type. Waters -> Water-types.
Implement this, and you've got yourself...


QC 2/3

Begin the write-up now! Once that's done, get the third QC check from Ellipse / AdamH121 and then move to Copyediting and get your GP checks; then, we're done here boys!
 

Hey there, Pagoose, take a QC!

Overview

You have positives and negatives blurred into one, which makes the Overview sound... awkward. Put the positives with the positives, negatives with negatives. As Eevee General said, positive / negative / light positive is the way to go with Overview.
Mention it's great at forcing switches because of its unpredictability. This can just be put after you say it's versatile.​
DoomShuffle

Rename this set to "Shuffler" because that's what the standard is for sets like this. While DoomShuffle doesn't sound bad, it's just not very accepted so it's preferred to be Shuffler.
Add spaces in between Lava Plume / Searing Shot like so.​

Set Comments

Moves: Looks very good! However, I feel like Earth Power > King's Shield is just not an option. It's just such an excellent move, I don't think I would give it up. Perhaps "Earth Power can be used, but giving up the utility of King's Shield is risky." or something to that effect could work.

Usage Tips: I feel like this could be a bit larger of a section. It does explain some situations, but there are some that are left out that the reader could be confused on. Up to you what to add, as QC 3 will likely fix anything that's iffy.

Team Options: Needs to be expanded, like Usage Tips.​
Specially Defensive

You've got a random slash after 252 SpD, dunno why. Otherwise, good.​
Choice Scarf

What do you think of Stone Edge > Ancient Power? The main use in OU is to smack SpD Talonflame, which does not exist in STABmons, but it still hits both Talonflame and Mega Charizard Y harder than Ancient Power at the expense of a risky accuracy. Calcs:

0- Atk Heatran Stone Edge vs. 0 HP / 4 Def Talonflame: 316-372 (106.3 - 125.2%) -- guaranteed OHKO
0- Atk Heatran Stone Edge vs. 0 HP / 4 Def Mega Charizard Y: 292-344 (98.3 - 115.8%) -- 81.3% chance to OHKO
252 SpA Heatran Ancient Power vs. 0 HP / 0 SpD Mega Charizard Y: 236-280 (79.4 - 94.2%) -- guaranteed 2HKO
252 SpA Heatran Ancient Power vs. 0 HP / 0 SpD Talonflame: 356-420 (119.8 - 141.4%) -- guaranteed OHKO​

Set Comments

Usage Tips: Tiny bit more expansion please! Mention how to use the Rock-type STAB move, as you explained earlier in this thread (like two posts up idk). That's good.
Offensive Stallbreaker

Everything looks good on this set.​

Strategy Comments

Other Options: Air Balloon is a good option.

Checks & Counters: Ground-type, Fire-type, not Ground type and Fire type. Waters -> Water-types.
Implement this, and you've got yourself...


QC 2/3

Begin the write-up now! Once that's done, get the third QC check from Ellipse / AdamH121 and then move to Copyediting and get your GP checks; then, we're done here boys!
Ok, did all the things, I'm doing the write-up now. edit: done the write up, added QC 2.
 
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Overview
Merge the first and the third sentence so that the Fire immunity isn't mentioned twice, and also discuss why the specific resistances that it has are good, specifically the ones to Normal, Steel, and Flying. I dislike saying that it's "difficult to... counter", since to me, that implies Heatran's offensive presence, and since it's most notable as a wall, I'd rather talk about breaking through it or wearing it down. I don't think Fighting should be listed as a common attacking type, since there are very few common Fighting Pokemon, and only Stoutland and Kangaskhan often run Fighting moves out of the normals (and there are only a handful of things using Focus Blast). Not sure if it's worth mentioning the part about running coverage specifically for it, since most of the coverage for it is the general coverage for steels, and is more of just metagame knowledge (Meloetta likes to run Fist Plate Judgment since it needs to hit things that resist Boomburst for example. The most specific to Heatran coverage I can think of is Hidden Power Ground Serp, and that's still a reasonable thing to expect) and not Heatran Specific.​
Shuffler

Change the EVs to 252 HP / 164 SpA / 88 SpD so that Life Orb Thundurus's Thunderbolt cannot 2HKO Heatran without prior damage.

Set Comments

Set Details: Change the description of the EVs to reflect the change in the spread.

Usage Tips: I don't understand what your trying to convey in the first sentence. When you wrote, "before switching out against non-steel resistant Heatran checks, such as Landorus-T", do you mean that you're switching into Landorus-T? Your opponent? Does Landorus-T check Heatran, or check the things that check Heatran? Overall, I think just shortening this whole beginning part to something along the lines of "it forces the opponent to try to switch into something that can beat Heatran in a 1-on-1, while also being able to take a Doom Desire.", and then you can take about the counterplay of Roar. I'd be careful with which bulky Water type you use as an example, since the Slowking you mentioned is typically just bulky assault vest, and will do 50-60% with Scald (with the updated spread). Rotom-W, on the other hand, is usually fully invested in its defenses, so its Scald will only do 40-48%, which is more manageable. Since every Heatran set will usually double as a M-Scizor check, it should be mentioned for a little here, and maybe talk about scouting for Superpower.

Team Options: A small nitpick, but Stealth Rock should be listed before Spikes because they are much easier to keep on the field, and much more effective, due to the prominence of Flying types (and thus reliable and common Defog). Celebi should also be mentioned since it can set up hazards as well while resisting Water, Fighting, and Ground. SlowKing, Slowbro, Suicune, as well as possibly Gliscor and Starmie need mention as a specific switch-in to opposing Heatran.
Specially Defensive

I think that Roar should be slashed into both slot 2 and slot 4, as well as possibly slot 3, since it is almost a necessity to keep it from losing to the likes of Sub Togekiss, Serperior, and Nasty Plot Thundurus. Can also serve as a check to Physical sweepers that are trying to avoid King's Shield contact.

Set Comments

Moves: Increased discussion of Roar, reflecting that it beats the above pokemon that I listed, since they are more relevant than CM Clefable or Mega Latias. When discussing Toxic, talk about how its a better way to wear down the opponent than a burn, which will be primarily used to cripple a physical pokemon. "King's Shield is used to gain additional leftovers recovery as well as to Maximize damage from burn and toxic". Landorus-T is not a common choice user in this tier, drop it completely or switch it out for something like Terrakion. The wording here should also be changed to saying that it eases your decision making, rather than making your opponent's tougher.

Usage Tips: Stealth Rocks is not the priority of the set, and should be reflected as such. While it is amazing to have Stealth Rocks set up, the number one priority should be keeping the opponent from breaking through or walling your team, and that might mean using Toxic as soon as you come in to punish a Landorus-T that thinks it's safe. Talk about not becoming predictable in how you King's Shield when it isn't necessary, since it becomes very easily exploitable if the opponent can notice a pattern.

Team Options: Again, mention Pivot Celebi due to its resistances and other useful synergies (Sleep access and Grass STAB). Rotom-W should be mentioned with the physically defensive pokemon. Cheange the wording from "specially defensive" to "specially bulky" since they only need to tank a few stray hits rather than wall the opponents sweepers. Change the wording from "able to run luresfor either Ferrothorn or Heatran, but not both, allowing you to 100% wall them" to "Pokemon that rely on Hidden Power for coverage, such as Latios and Serperior, cannot beat both Heatran and Ferrothorn Simulatneously" (although Serperior can to an extent if it's HP Ground, uses Spore very well, and if Ferrothorn only carries Grass attacks). Ferrothorn does not counter many of the pokemon you listed, and as such a different pokemon should be chosen to highlight (I say this because there are 3 sentences about Ferrothorn, and 1 more that mentions it). Ferrothorn is 2HKO'd by +3 standard Manaphy, and fails to OHKO with Power Whip (uninvested). After an Intimidate, Ferrothorn cannot reliably break a Gyarados Substitute (uninvested) on max HP variants (which more are running now), and get Dragon Dance'd on. Slowking and Slowbro are often Assault Vest, and as such are 4 attacks variants that carry Fire Blast and also naturally outspeed Ferrothorn.​
Choice Scarf

Blue Flare should be the primary move, with Eruption, Searing Shot, and Sleep Talk slashed into the last slot. I know that you gave your reasoning for why you think Eruption is good, and that the set should be played similarly to how Keldeo was used when it was legal, but there are key characteristics that set the two apart. First and foremost, Heatran has a neutrality to Stealth Rocks, so it'll be whittled by more each time it switches in, weakening Eruption's power faster. Second, Keldeo's next strongest move was Hydro Pump, which at the same accuracy, provided 20 less base power than Blue Flare (40 less than full power Eruption / Water Spout), making it much less appealing as the primary attack. Third, there was no viable water immunity in the tier, so it was a lot easier to click Water Spout and switch out, without being punished. With Heatran, every time that the opponent brings in their own Heatran successfully on Eruption, that means more entry hazards and whittling, weakening the move further. Finally, on a more minor note, Heatran isn't as fast as Keldeo, so other Scarfers will often get the first hit off, and its typing also lends to it being switched into attacks more often. As for the rest of the set, Flash Cannon should occupy slot 2 so that you can hurt or pick off Tyrantitar, OHKO M-Diancie (Timid Earth Power just misses out), and beat standard CM Clefable from neutral. Stone Edge and Ancient Power should only be a mention in the moves section, since Blue Flare 2HKO's Charizard and Talonflame through the resist. Also, the EV spread needs to be able to outspeed M-Scizor at +2, so that you can come in on the SG and KO before it can reveal whether or not it's a Superpower variant, so change it to the last spread that you suggest in the Set Details.

Set Comments


Moves: Change the description of the moves to reflect the above changes. The refrence to Scald seems unnecessary on Searing Shot, it can just be left at saying its nice because of its high chance to burn. The wording for the description of Stone Edge is confusing. "
However, it is not very reliable because you rely on a chance to get the move you want" could be changed to "These moves are very situational and will not be useful against opponents not using the two specific pokemon that they beat"

Set Details: The mention of outspeeding Gyarados after a single Dragon Dance seems irrelevent since you can't touch it anyways, even if you carry a rock move (at which point it just mega evolves). Since the set is also being changed to primarily using Blue Flare, the descriptions of what Eruption beats with this spread should be changed. Also, I'm confused as to why Heatran can't beat a Weavile if Heatran runs 244 speed, but can with 228 speed, as well as what makes it unable to KO a non full HP Dragonite (the only relevant base 80 Dragon Dance User) when the only change is the amount of speed being run.
Overall, this section needs a lot of cleanup.

Team Options: Rapid Spin Stoutland needs a mention with the other hazard removal pokemon, and should probably just outright replace Skarmory. Also, the description of how Eruption is weakened after different switch-ins to entry hazards should be moved to either set details, usage tips, or moves. Again, Skarmory and Ferrothorn don't have enough offensive presence right now to be as reliable of teammates (without becoming setup fodder), so I'd like to see them swapped for Celebi, Mew, or even Quagsire (who at least can't be setup on). Consider adding M-Sceptile and Tangrowth to the list of Grass types that synergize it, and Celebi again as well, while also consider dropping M-Venu and Amoongus due to their weakness to Psystrike (From Slowbro and Slowking). Something should also be mentioned as a switchin to bulky Garchomp, which this set struggles with.
Offensive Stallbreaker
Set Comments

Moves: Considering any Mega Charizard X staying in on a Heatran is carrying Earthquake, I'm not sure that's the most relevant thing to cite as why it should be run. Honestly, it can probably be left at "has good coverage alongside a Fire type move and hits other Heatran". Taunt should be described as the way that Heatran keeps fat support pokemon that usually do anything they want against defensiveTran (Hazards, Wish, Screens, Heal Bell, etc.) from actually doing that. Because of how you describe Stealth Rocks on this set, I don't think that it should be slashed in, and should just be left as a mention.

Set Details: Change the wording from "speed creep" to " guarantees that you outspeed max speed Tyranitar". The three notable defensive pokemon that you listed that this set outspeeds don't care if it outspeeds and Taunts/ Toxics since 2/3
OHKOs and the other 2HKOs. Change these three to Mew (can't think of any other relevant fast support pokemon that this outspeeds, but if you do, add them). Change wording from "the defensive set" to "the more defensive set".

Usage Tips: Change from "normal Heatran" to "defensive Heatran" to be more specific.
Strategy Comments

Other Options: The Shift Gear set should be the only physical set mentioned, and it shouldn't be as criticized as hard as it is, since between Earthquake, Sacred Fire, and Gear Grind make it fairly frightening if it can get 2-3 SGs. Honestly I'd rather see the last set be that physical set than the trapper set, but I understand why its not. However, this set should not be written off.

Checks and Counters: Because of its lack of reliable recovery outside of leftovers, an early Knock Off can put it on a timer that makes defensive sets much less viable. Also, saying "the most common fire types" are misleading, since neither Charizard is very common, and Talonflame are usually setup that don't like switching in. Also, Heatran is used, for most teams, as the check to fire types, so it's weird that you'd list them as a check to Heatran.
Implement the changes and then it's QC 3/3
 
I'm replying to the ones I'm not sure about, everything else I did. Tell me what you want me to do for these.
I dislike saying that it's "difficult to... counter", since to me, that implies Heatran's offensive presence, and since it's most notable as a wall, I'd rather talk about breaking through it or wearing it down.
I changed it to "difficult to reliably switch into" instead of counter. I don't want to say breaking through or wearing it down because its more about not many things being able to confidently switch in multiple times because they get worn down by toxic or burn, not that they can't break through or wear down heatran.

Landorus-T is not a common choice user in this tier, drop it completely or switch it out for something like Terrakion. The wording here should also be changed to saying that it eases your decision making, rather than making your opponent's tougher. I disagree but I can add terrakion if you want.

Set Details: The mention of outspeeding Gyarados after a single Dragon Dance seems irrelevent since you can't touch it anyways, even if you carry a rock move (at which point it just mega evolves). = Also, I'm confused as to why Heatran can't beat a Weavile if Heatran runs 244 speed, but can with 228 speed, as well as what makes it unable to KO a non full HP Dragonite (the only relevant base 80 Dragon Dance User) when the only change is the amount of speed being run. I'm keeping the mention of gyarados because I think it does matter even though it doesnt do much damage. It beats the weavile because it outspeeds it, I clarified that now.

Team Options: Rapid Spin Stoutland needs a mention with the other hazard removal pokemon, and should probably just outright replace Skarmory. Also, the description of how Eruption is weakened after different switch-ins to entry hazards should be moved to either set details, usage tips, or moves. I just deleted the bit about hazard removal, I can add it back in if you want.

Set Details: Change the wording from "speed creep" to " guarantees that you outspeed max speed Tyranitar". The three notable defensive pokemon that you listed that this set outspeeds don't care if it outspeeds and Taunts/ Toxics since 2/3 OHKOs and the other 2HKOs. Change these three to Mew (can't think of any other relevant fast support pokemon that this outspeeds, but if you do, add them). Heatran needs to outspeed landorus-t and gliscor to 2hko with magma storm. I changed rotom-w to mew though.
 
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In order, here's the answer to the responses:
  1. k
  2. Add Terrakion
  3. Gyarados's second most common non-attacking move is Roost, followed by Substitute (first is Dragon Dance). Since none of Scarf Heatran's moves can actually beat Sub Roost (Blue Flare does beak the Sub, but once Gyarados gets the second DD, it'll just do it until you miss), coupled with the fact that bringing in a Heatran on a DD Gyarados screams King's Shield, chances are they won't attack you the first turn, and that'll just reveal the scarf, letting the Gyarados exploit it
  4. It's fine as it is
  5. Understood, although let's just note (just us, not the analysis) that people shouldn't (even if they do) use Landorus-T and Phys. Def Gliscor as their switch-ins to a Heatran
 

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