Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Thunder Wave
- Spikes
- Play Rough
- Magnet Rise
This is my main lead. It's main reason for getting a slot was prankster t-wave for mega-hera sweeps. Spikes really racks up damage after a few sets. Magnet rise is the best option (other than maybe an attacking move?) since ground type users like to switch into it. Play rough is the move in question. I find myself needing dragons to be KO quicker, and dazzling gleam has the nice ability to 2H KO physically defensive M-Sableye. It is nice to have play rough against physical attackers, though.
Heracross @ Heracronite
Ability: Guts
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Swords Dance
- Pin Missile
- Rock Blast
The main mon of the team, Heracross is a death sentence to anything it hits super-effectively. I find that its speed is the main issue, hence the t-wave spam. The reason I choose to run swords dance over substitute or bulletseed is that in the rare event Heracross benefits from boosting rather than just attacking, its gg from there. Overall the best wall-breaker on my team, and in the game IMO.
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Nasty Plot
- Hidden Power [Ice]
- Thunderbolt
Thundy is a great compliment to Hera with t-wave. It has a pseudo boltbeam coverage to hit standard threats. This in particular is good to bring in on a double switch as Hera is countered by Gliscor and Lando, both are destroyed by HP Ice. I chose nasty plot because the extra coverage hasn't really been helping all that much (psychic isn't the best and forget hidden power flying). To be honest, I never find an opportunity to use NP so recommendations on Thundy as a whole would be appreciated.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Psychic
- Thunderbolt
- Rapid Spin
The main reason for Starmie is for rapid spin, as I usually have an obscene amount of hazards up. I haven't played with the reflect type, so if it fits better I wouldn't know. Hydro pump and tbolt for obvious coverage reasons. I am torn between running ice beam and Psyshock as they both have helped in previous battles. Ice beam hits less stuff but the things it does hit counter my team very hard. Psyshock hits a lot more Pokemon that I don't have super-effective coverage against, but leaves me like a sitting duck if a dark type switches in, and that wastes my analytic also.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 224 HP / 48 Atk / 224 SpD / 12 Spe
Careful Nature
- Brave Bird
- Taunt
- Bulk Up
- Roost
This has been sweeping most of my games. A cold fairy counter (other than specs sylv and a few others). I choose to forgo WoW because I am spreading T-wave like wildfire. Taunt is to cripple defensive switch ins. Bulk up and priority roost give me insane amounts of opportunity to set up. Brave bird hits like a truck and damage is mitigated by roost. The SPDEF helps alleviate Garchomps SPDEF problem, and most fairy types get destroyed after a well predicted double switch from Garchomp into Talonflame.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Fire Blast
- Dragon Tail
- Earthquake
- Stealth Rock
Garchomp's set is fairly predictable on my team, which is a problem in of itself. Fire blast 2H KOs Scizor Ferrothorn. Earthquake gives me nice coverage, and is valued over toxic because extra status on my team is a wasted move slot. Dragon tail fazes things very well after klefki has spikes up, and stealth rock only adds to the damage. I choose to outspeed base 70s mainly because jolly breloom spored poor Garchomp three times in three different battles and was sick of it. This also helps soften walls with its contact damage so I have a chance to take them out with an unboosted brave bird.
As a whole, my team tends to suffer from Clerics that can go toe to toe with Talonflame, Starmie and Klefki, as the cleric is usually brought in before I get the chance to mega evolve Hera to break them down (chansey with twave hurts). Opposing Klefki give me a problem as well. Thundorus seems to be the least fitting, but its speed/power combined with prankster t-wave sure do help out. Heracross is definitely seeing the least amount of usage, and I am not too sure if it's the best fit (maybe its just because I haven't faced many defensive teams). Things that like to set up Dragon Dance also seem to hurt my team, as it counters my speed control while boosting on my soft side (this team likes to take special hits more than physical). All in all, the best Mega-Heracross team I have made and the only one worth getting a review.
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Thunder Wave
- Spikes
- Play Rough
- Magnet Rise
This is my main lead. It's main reason for getting a slot was prankster t-wave for mega-hera sweeps. Spikes really racks up damage after a few sets. Magnet rise is the best option (other than maybe an attacking move?) since ground type users like to switch into it. Play rough is the move in question. I find myself needing dragons to be KO quicker, and dazzling gleam has the nice ability to 2H KO physically defensive M-Sableye. It is nice to have play rough against physical attackers, though.
Heracross @ Heracronite
Ability: Guts
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Swords Dance
- Pin Missile
- Rock Blast
The main mon of the team, Heracross is a death sentence to anything it hits super-effectively. I find that its speed is the main issue, hence the t-wave spam. The reason I choose to run swords dance over substitute or bulletseed is that in the rare event Heracross benefits from boosting rather than just attacking, its gg from there. Overall the best wall-breaker on my team, and in the game IMO.
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Nasty Plot
- Hidden Power [Ice]
- Thunderbolt
Thundy is a great compliment to Hera with t-wave. It has a pseudo boltbeam coverage to hit standard threats. This in particular is good to bring in on a double switch as Hera is countered by Gliscor and Lando, both are destroyed by HP Ice. I chose nasty plot because the extra coverage hasn't really been helping all that much (psychic isn't the best and forget hidden power flying). To be honest, I never find an opportunity to use NP so recommendations on Thundy as a whole would be appreciated.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Psychic
- Thunderbolt
- Rapid Spin
The main reason for Starmie is for rapid spin, as I usually have an obscene amount of hazards up. I haven't played with the reflect type, so if it fits better I wouldn't know. Hydro pump and tbolt for obvious coverage reasons. I am torn between running ice beam and Psyshock as they both have helped in previous battles. Ice beam hits less stuff but the things it does hit counter my team very hard. Psyshock hits a lot more Pokemon that I don't have super-effective coverage against, but leaves me like a sitting duck if a dark type switches in, and that wastes my analytic also.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 224 HP / 48 Atk / 224 SpD / 12 Spe
Careful Nature
- Brave Bird
- Taunt
- Bulk Up
- Roost
This has been sweeping most of my games. A cold fairy counter (other than specs sylv and a few others). I choose to forgo WoW because I am spreading T-wave like wildfire. Taunt is to cripple defensive switch ins. Bulk up and priority roost give me insane amounts of opportunity to set up. Brave bird hits like a truck and damage is mitigated by roost. The SPDEF helps alleviate Garchomps SPDEF problem, and most fairy types get destroyed after a well predicted double switch from Garchomp into Talonflame.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Fire Blast
- Dragon Tail
- Earthquake
- Stealth Rock
Garchomp's set is fairly predictable on my team, which is a problem in of itself. Fire blast 2H KOs Scizor Ferrothorn. Earthquake gives me nice coverage, and is valued over toxic because extra status on my team is a wasted move slot. Dragon tail fazes things very well after klefki has spikes up, and stealth rock only adds to the damage. I choose to outspeed base 70s mainly because jolly breloom spored poor Garchomp three times in three different battles and was sick of it. This also helps soften walls with its contact damage so I have a chance to take them out with an unboosted brave bird.
As a whole, my team tends to suffer from Clerics that can go toe to toe with Talonflame, Starmie and Klefki, as the cleric is usually brought in before I get the chance to mega evolve Hera to break them down (chansey with twave hurts). Opposing Klefki give me a problem as well. Thundorus seems to be the least fitting, but its speed/power combined with prankster t-wave sure do help out. Heracross is definitely seeing the least amount of usage, and I am not too sure if it's the best fit (maybe its just because I haven't faced many defensive teams). Things that like to set up Dragon Dance also seem to hurt my team, as it counters my speed control while boosting on my soft side (this team likes to take special hits more than physical). All in all, the best Mega-Heracross team I have made and the only one worth getting a review.