It's been a long time since I did one of these. At least a formal post; I've asked for my teams to be rated before on the server. Going forward, I feel I should post teams that have rather... controversial sets. Don't worry, I'm not completely crazy. But if I'm running something that's not the norm, I want to explain why. And I think the best place to start is with my OU team. As the title suggests, I based this one around Mega Heracross. Not much else to say, so let's get right into it.
Hanzo (Heracross-Mega) (M) @ Heracronite
Ability: Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Rock Blast
- Pin Missile
- Swords Dance
The beetle warrior of legend arms himself with his trusty bow as the main crux of the team. Once he sets up a Swords Dance, all slower foes will be blasted away. Close Combat is essential for consistent STAB and for the occasional pre-Mega Moxie boost if applicable. Rock Blast snipes down Flying types, particularly bulky Zapdos spreads which don't run enough Speed to outpace Hanzo. Pin Missile is primarily for Tangrowth, who would otherwise be troublesome for the rest of the team.
I mentioned that Hanzo takes out slower foes easily. This is because Mega Heracross's speed isn't great. He needs some fast partners to take out the faster competition. Which brings us to our next mon. Everyone give it up for America's favorite Frenchman:
Lafayette (Greninja-Ash) @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes
Ash-Greninja makes for a solid partner for Mega Hera, as he can hit the physical tanks Mega Hera has trouble punching through. With Speed that's hard to beat and handy priority with Water Shuriken, Lafayette bedazzles his opponents before vanishing in a flash. And if the opponent decides to switch in something that can tank his STABs, he can easily lay out a layer of Spikes to punish them for switching.
Cheelai (Garchomp) (F) @ Rockium Z
Ability: Rough Skin
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stealth Rock
- Stone Edge
Cheelai fills in the void the Zygarde left when it was banished to Ubers as an Ice/Fairy lure. Let's face it: there's no getting around the fact that you can't build a Mega Hera team without weakness stacking. So while the opponent switches into their Clefable, Lele, or Kyurem Black, Cheelai can set up and smack them with a +2 Continental Crush. EQ gives it great EdgeQuake coverage, and Stealth Rock is pretty much mandatory on every team.
Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Heat Wave
- Defog
This is where the more controversial sets I mentioned earlier come into play. This Zapdos runs defensive moves with an offensive EV spread. At Max Speed Timid, it can outpace Stealth Rock setters like Excadrill and Landorus Therian (while also scouting for the latter's Scarf) and fish for the burn with Heat Wave. And remember when I said earlier that Mega Hera can take down bulky Zapdos who don't run enough Speed? Well, this one does, and it can punish opposing Mega Hera with Discharge or Heat Wave. While this set advocates Pressure over Static, I honestly find them both useful. Pressure can decrease PP in moves like Stone Edge and Magma Storm, while Static punishes fast physical attackers like Kartana and Hawlucha. I've been alternating between the two, but I wouldn't mind some additional advice.
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Swords Dance
- Horn Leech
- Superpower
- Synthesis
With most the team dedicated to speed (including the controversial Zapdos set), there have to be some tanks that can withstand hits. Bulu is one such tank. Its Grassy Surge serves as a counterpoint to its fellow Guardians, who may try to set up their own terrains. If the opponent switches out, it sets up a Swords Dance or patches itself up with Synthesis. Horn Leech gives Bulu consistent recovery and is a great STAB attack. And if Steel types like Heatran or Ferrothorn come in, it can simply devastate them with a +2 Superpower.
Obsidian (Heatran) (F) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 128 SpD / 128 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Toxic
- Taunt
Another somewhat-controversial set, Obsidian is the more defensive check to the aforementioned Ice and Fairy types that otherwise devastate the team. She also serves as a trapper for troublesome bulky foes like Chansey and Toxapex. A combination of Magma Storm, Toxic, and Taunt can easily take them out of the picture and give the team one less thing to worry about. Earth Power especially comes in handy against Pex and opposing Heatran switching in trying to ruin Obsidian's day. I understand that usually this spread runs Lava Plume over Magma Storm, but the ability to trap bulky foes was too good to pass up.
And that concludes my first RMT thread in a long while. I do have issues with the weakness stacking (but I think it's unavoidable when you're building around Mega Heracross), but this team has had its share of victories. Speed control is a bit of an issue, so any advice on that would be much appreciated. And of course, I'm always willing to accept all other advice and pointers.
Importable version of the team
Hanzo (Heracross-Mega) (M) @ Heracronite
Ability: Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Rock Blast
- Pin Missile
- Swords Dance
The beetle warrior of legend arms himself with his trusty bow as the main crux of the team. Once he sets up a Swords Dance, all slower foes will be blasted away. Close Combat is essential for consistent STAB and for the occasional pre-Mega Moxie boost if applicable. Rock Blast snipes down Flying types, particularly bulky Zapdos spreads which don't run enough Speed to outpace Hanzo. Pin Missile is primarily for Tangrowth, who would otherwise be troublesome for the rest of the team.
I mentioned that Hanzo takes out slower foes easily. This is because Mega Heracross's speed isn't great. He needs some fast partners to take out the faster competition. Which brings us to our next mon. Everyone give it up for America's favorite Frenchman:
Lafayette (Greninja-Ash) @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes
Ash-Greninja makes for a solid partner for Mega Hera, as he can hit the physical tanks Mega Hera has trouble punching through. With Speed that's hard to beat and handy priority with Water Shuriken, Lafayette bedazzles his opponents before vanishing in a flash. And if the opponent decides to switch in something that can tank his STABs, he can easily lay out a layer of Spikes to punish them for switching.
Cheelai (Garchomp) (F) @ Rockium Z
Ability: Rough Skin
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stealth Rock
- Stone Edge
Cheelai fills in the void the Zygarde left when it was banished to Ubers as an Ice/Fairy lure. Let's face it: there's no getting around the fact that you can't build a Mega Hera team without weakness stacking. So while the opponent switches into their Clefable, Lele, or Kyurem Black, Cheelai can set up and smack them with a +2 Continental Crush. EQ gives it great EdgeQuake coverage, and Stealth Rock is pretty much mandatory on every team.
Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Heat Wave
- Defog
This is where the more controversial sets I mentioned earlier come into play. This Zapdos runs defensive moves with an offensive EV spread. At Max Speed Timid, it can outpace Stealth Rock setters like Excadrill and Landorus Therian (while also scouting for the latter's Scarf) and fish for the burn with Heat Wave. And remember when I said earlier that Mega Hera can take down bulky Zapdos who don't run enough Speed? Well, this one does, and it can punish opposing Mega Hera with Discharge or Heat Wave. While this set advocates Pressure over Static, I honestly find them both useful. Pressure can decrease PP in moves like Stone Edge and Magma Storm, while Static punishes fast physical attackers like Kartana and Hawlucha. I've been alternating between the two, but I wouldn't mind some additional advice.
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Swords Dance
- Horn Leech
- Superpower
- Synthesis
With most the team dedicated to speed (including the controversial Zapdos set), there have to be some tanks that can withstand hits. Bulu is one such tank. Its Grassy Surge serves as a counterpoint to its fellow Guardians, who may try to set up their own terrains. If the opponent switches out, it sets up a Swords Dance or patches itself up with Synthesis. Horn Leech gives Bulu consistent recovery and is a great STAB attack. And if Steel types like Heatran or Ferrothorn come in, it can simply devastate them with a +2 Superpower.
Obsidian (Heatran) (F) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 128 SpD / 128 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Toxic
- Taunt
Another somewhat-controversial set, Obsidian is the more defensive check to the aforementioned Ice and Fairy types that otherwise devastate the team. She also serves as a trapper for troublesome bulky foes like Chansey and Toxapex. A combination of Magma Storm, Toxic, and Taunt can easily take them out of the picture and give the team one less thing to worry about. Earth Power especially comes in handy against Pex and opposing Heatran switching in trying to ruin Obsidian's day. I understand that usually this spread runs Lava Plume over Magma Storm, but the ability to trap bulky foes was too good to pass up.
And that concludes my first RMT thread in a long while. I do have issues with the weakness stacking (but I think it's unavoidable when you're building around Mega Heracross), but this team has had its share of victories. Speed control is a bit of an issue, so any advice on that would be much appreciated. And of course, I'm always willing to accept all other advice and pointers.
Importable version of the team
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