Other Lower Tier Threats (ORAS Edition)

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I would say Absol can also run max speed, because there's a bunch of stuff in the base 115 speed tier now. Raikou, Azelf, and Starmie come to mind, as well as other Absol and the odd Mega Houndoom. Some of them (Raikou in particular) don't even run max speed all the time, meaning you can get the jump on them and pulverize them with the appropriate move.
 
I would say Absol can also run max speed, because there's a bunch of stuff in the base 115 speed tier now. Raikou, Azelf, and Starmie come to mind, as well as other Absol and the odd Mega Houndoom. Some of them (Raikou in particular) don't even run max speed all the time, meaning you can get the jump on them and pulverize them with the appropriate move.
Azelf is a suicide lead while Starmie dies to Sucker Punch anyway. Also, you aren't doing much to Mega Houndoom unless you run Superpower so the only reason to run Max Speed is to at least Speed tie with Raikou, which Sucker Punch can pick off after a few instances of Stealth Rock damage and the fact that Raikou will be switching in on attacks anyway.
 

SketchUp

Don't let your memes be dreams

Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Head Smash
- Outrage
- Earthquake / Toxic
- Superpower


Tyrantrum @ Life Orb
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Polish
- Outrage
- Head Smash
- Superpower

Choice Band
Role: Wallbreaker
Tyrantrum can easily smack through walls with Adamant banded Head Smash, OHKOing pokemon like Rotom-Wash and Choice Scarf Landorus-T. Toxic is a good lure for defensive walls like Slowbro, Chesnaught and Hippowdon, who can safely switch in because even the rarer Ice Fang won't 2hko them. After fairies have been removed, Outrage is a good secondary spammable move, which is great because it doesn't have a chance to miss. Again, pokemon like Rotom-W don't want to switch in because they take 70-85% from Outrage and offensive steel types (Heatran, Bisharp, Excadrill) take over 50% from Outrage

Rock Polish:
Role: Late Game Sweeper
Rock Polish Tyrantrum is a very scary pokemon to face for offensive teams, as it can set up a rock polish against a few physical attackers found on offense because of his high physical defense. Before a Rock Polish, Tyrantrum hits 241 speed, which is enough to outspeed Adamant Bisharp and some speedcreepers who run 240 speed. After a Rock Polish everything up to 97 speed scarfed is outsped. A spread of 40 HP / 252 Atk / 216 Spe is also possible to outspeed 252 jolly scarfed Landorus-Therian after a Rock Polish


Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Calm Mind
- Psyshock
- Focus Blast / Shadow Ball
- Recover

Role: Calm Mind Sweeper
Reuniclus is a pretty cool Calm Mind sweeper because of Magic Guard, which let it bypass status like Toxic and Burns and stay healthy against hazards. 125 SpA is pretty good for a Calm Mind sweeper, compared with 95 SpA from Clefable and 90 SpA from Suicune. Psyshock let you win CM wars against Clefable, Suicune and Bulky Volcarona, though you lose Calm Mind wars against Mega Slowbro and Mega Sableye. Reuniclus has a niche over Clefable because it hits much harder with 30 more special attack and has more physical bulk which helps him setting up. The EV spread let you switch into Diancie's Moonblast and beat Diancie 1v1, as well as setting up on Mega Lopunny, Landorus-Therian, Heatran and Raikou.


Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Earth Power / Earthquake
- Toxic / Clear Smog / Ice Beam
- Recover

Role: Physical Wall
Gastrodon seems pretty medicore on paper, because of his low speed stat and low offensive capabilties, but Gastrodon has a very cool defensive typing, an immunity to water and electric type attacks and recovery to stay healthy and be a consistent switchin to voltturn cores with pokemon such as Landorus-T, Mega Manectric and Rotom-Wash. Ice Beam is a great move to hit Garchomp, Dragonite and Latios on the switch, so Gastrodon doesn't have to rely on scald burns against the former two. Clear Smog is a cool option against set-up sweepers, but Toxic is often a superior option. Earthquake is an option over Earth Power, to hit Heatran, Tyranitar and AV users in general harder, but make sure you run a Relaxed nature over a Bold nature in that situation.
 
No, I will not be adding Cacturne. No matter how much you want it to be good, it is simply a bad 'Mon and was removed from the rankings for a reason.

An option if you're worried about a Pokemon not being viable enough is to VM or PM me about a Pokemon that isn't on the viability rankings, and if i think it's good enough I'll give you the go-ahead to do a write up.

Please, for the love of god, follow this rule:
You can only list Pokemon that are both <BL and are listed on the OU Viability Rankings, unless given a special exception. This will filter out the nonviable/non-lower-tier reservations.

Any posts that do not follow this rule will be ignored and / or deleted.
 

p2

Banned deucer.
No Mega Pinsir yet?

Set:
Pinsir @ Pinsirite
Ability: Mold Breaker*
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Swords Dance
- Close Combat / Earthquake / Knock Off

*any of Pinsir's abilities can be used since they are all viable choices and have their own uses.

Role: Setup Sweeper
Mega Pinsir, once one of the scariest sweepers in OU, has fallen from grace and because of opportunity cost and more defensive threats, Pinsir has fallen to UU and Pinsirite was banned from UU.
The main thing that makes M-Pinsir such a potent sweeper is its ability Aerilate, which adds a 1.3x boost onto Normal moves, changes them to Flying type moves and adds an extra 1.5x from STAB. It has good bulk (65/120/90) which provides it with many setup opportunities and it has a good speed tier that lets it outpace threats like Landorus-I and Charizard and nail them with a +2 Frustration.
However, its typing hurts it as Bug/Flying is absolutely god awful defensively and Stealth Rock taking 50% off it doesn't help it at all since it lacks any form of good recovery. Close Combat and Earthquake are the best options options for the last moveslot since they coverage Flying resists such as Zapdos, Skarmory, Rotom-W and such. EQ is less relevant since Aegislash is gone, but it's still a good option as it hits Mega Metagross and Mega Diancie, but even Knock Off has a use alongside Magnezone since it gets rid of Shed Shells that would let Skarmory / Ferrothorn escape from Magnet Pull.
 
Let's do something actually viable, shall we? (edit: this was directed at the Cacturne post, not the Pinsir one)


Wobbuffet @ Leftovers / Sitrus Berry
Ability: Shadow Tag
EVs: 52 HP / 232 Def / 224 SpD
Bold Nature
- Encore
- Counter
- Mirror Coat
- Safeguard

Role: Oh No, It's Wobbuffet! (Revenge killer, support for offensive teams)

no seriously, that's what the on-site analysis calls it

It's not often that a mon with only eight moves available to it becomes viable in a game like OU. However, due to its unique combination of moves and ability, Wobbuffet is one of the most annoying things to face. In fact, it's so potent it was banned from OU in ADV and DPP. Wobbs has two things it can do. First, it can Encore something into SR or a setup move, then bring in something that can beat the foe or force it out and/or set up. The other thing it does is beat choice item users that can't OHKO it or voltturn out by turning their offensive presence against them with Counter or Mirror Coat, most likely wiping them out in the process. It can also beat some setup mons with the correct prediction.

Wobbs is best used on offensive teams, especially ones that are weak to common scarf users. It does tend to struggle against band or specs users that have super effective moves against it, and a mispredict could result in it getting taken out, so it must be played carefully. If you see Wobbs on your opponent's team, hope you have a phazer or Ghost mon; the former ignores CounterCoat and can sometimes beat Encore, while the latter isn't trapped by Shadow Tag. If all else fails, just beating the crap out of it will take it out eventually, as Wobbs has tenuous recovery at best.
 
Let's do something actually viable, shall we? (edit: this was directed at the Cacturne post, not the Pinsir one)


Wobbuffet @ Leftovers / Sitrus Berry
Ability: Shadow Tag
EVs: 52 HP / 232 Def / 224 SpD
Bold Nature
- Encore
- Counter
- Mirror Coat
- Safeguard

Role: Oh No, It's Wobbuffet! (Revenge killer, support for offensive teams)

no seriously, that's what the on-site analysis calls it

It's not often that a mon with only eight moves available to it becomes viable in a game like OU. However, due to its unique combination of moves and ability, Wobbuffet is one of the most annoying things to face. In fact, it's so potent it was banned from OU in ADV and DPP. Wobbs has two things it can do. First, it can Encore something into SR or a setup move, then bring in something that can beat the foe or force it out and/or set up. The other thing it does is beat choice item users that can't OHKO it or voltturn out by turning their offensive presence against them with Counter or Mirror Coat, most likely wiping them out in the process. It can also beat some setup mons with the correct prediction.

Wobbs is best used on offensive teams, especially ones that are weak to common scarf users. It does tend to struggle against band or specs users that have super effective moves against it, and a mispredict could result in it getting taken out, so it must be played carefully. If you see Wobbs on your opponent's team, hope you have a phazer or Ghost mon; the former ignores CounterCoat and can sometimes beat Encore, while the latter isn't trapped by Shadow Tag. If all else fails, just beating the crap out of it will take it out eventually, as Wobbs has tenuous recovery at best.
Now that Custap berry is released, you might wanna use it in conjuction with DBond if you're using this as more of a pivot into powerful special attackers rather than a creator of set-up opportunities
 

AD impish john

Consumed by Darkness...
Role: Sweeper
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Jet
- Swords Dance
- Crunch
- Ice Punch

Right now this thing is nu and isn't the best thing in OU but is a threat, but will so be in above tiers soon. Now this monster has sheer force moves with secondary affects get 1.3x the damage, and sheer force doesn't take Life orb recoil damage. SD is one its sets and luckly it gets Aqua jet to get Priority. Crunch for Coverage for psyshic's and ghost. Ice Fang? Screw that we have Ice Punch, this is a badgrass killer. This Gator's STAT's is bulky def. with 100 Base def. and high Attack with a attack stat STAT of 105.

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Ice Punch
- Waterfall
- Crunch

Everything I said Above^ but with DD. DD gets +1 attack and +1 speed to out speed and hit harder with LIFE ORB. Gator is best on Offensive teams and is a total monster right now. (if i broke rule or feraligatr was already posted I'm sorry :])
 
Um, Waterfall is a must on any Feraligatr set. It's Feraligatr's strongest STAB move with a solid chance to flinch, and is Sheer Force boosted. Ice Punch isn't really needed all that much on SD Gatr imo, best set is SD / Waterfall / Aqua Jet / Crunch, as it has priority, a solid STAB move, and decent neutral coverage.
 

DarkNostalgia

Fading in, fading out, on the edge of paradise
is a Contributor Alumnus
Sheer force gets rid of chance to flinch, js, but waterfall>aqua jet sounds much better.
 
Role: Sweeper
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Jet
- Swords Dance
- Crunch
- Ice Punch

Right now this thing is nu and isn't the best thing in OU but is a threat, but will so be in above tiers soon. Now this monster has sheer force moves with secondary affects get 1.3x the damage, and sheer force doesn't take Life orb recoil damage. SD is one its sets and luckly it gets Aqua jet to get Priority. Crunch for Coverage for psyshic's and ghost. Ice Fang? Screw that we have Ice Punch, this is a badgrass killer. This Gator's STAT's is bulky def. with 100 Base def. and high Attack with a attack stat STAT of 105.

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Ice Punch
- Waterfall
- Crunch

Everything I said Above^ but with DD. DD gets +1 attack and +1 speed to out speed and hit harder with LIFE ORB. Gator is best on Offensive teams and is a total monster right now. (if i broke rule or feraligatr was already posted I'm sorry :])
Mention that you can also run Superpower to get rid of Ferrothorn. Also highlight it's significantly higher damage output (as a wallbreaker ) to differentiate it from Gyarados who uses its bulk to set-up and sweep late game
 

Gimmick

Electric potential

Infernape @ Focus Sash
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Endeavor
- Taunt / Mach Punch
- Overheat / Taunt

Role: Suicide Lead

Infernape is a relatively uncommon choice for a suicide lead because it tends to be overshadowed by the more popular choice in Azelf; however, Infernape has plenty of tricks up its sleeve. For one, Infernape has access to both Stealth Rock and Endeavor - an attribute shared by very few Pokemon, all of which are much slower than Infernape. Moreover, Infernape also has access to Taunt, making it an excellent choice for a suicide lead as it can prevent other Pokemon from setting up their own Stealth Rock. Top that off with a max Special Attack Blaze boosted STAB 130 BP Overheat or a priority Mach Punch to pick off 1HP Pokemon who were struck down by Endeavor and you've got yourself a very powerful and intimidating lead. If played well, Infernape can seriously screw with unprepared teams by threatening Pokemon out with Overheat, only to score a free KO with Endeavor even mid-late game. Infernape is also a very good choice against Stall-based teams, which tend to struggle when just one member of their core goes down to Endeavor. The benefit of using Infernape over something like Mamoswine, which is notorious for the Stealth Rock + Endeavor + priority combo, is its access to Taunt as well as its great speed tier that allows it to outspeed several meta-relevant Pokemon.
 
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Ok, I feel bad about my mess-up of suggesting Cacturne, so here is should be able to not create more discord.

Whimsicott



Role: Sweep Support, Baton Pass Support

Moveset(s):

Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Nature: Bold
Move 1: Substitute
Move 2: Leech Seed/Tailwind
Move 3: Stun Spore/Tailwind/Giga Drain
Move 4: Encore

Whimsicott @ Mental Herb
Ability: Prankster
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Taunt
- Encore
- Memento
- Tailwind

This bugger has access to an ability that defines its role as a whole: prankster. It serves several purposes through its variety in moves, but in general is supposed to be extremely annoying. It's natural high speed paired up with prankster pretty much guarantees its setting up of moves first.
It is a useful tool for basic sweeping, as tailwinding to increase the team's speed for several turns, and encoring to lock the opponent into a non-threatening move. It can also spread stun spores, sleep powders and leech seeds to render opposing pokemon useless, and leech seed to have some consistent recovery and force switches. It also is quite useful in sub-passing. All-in-all it serves as a great team player, though it is quite the taunt bait.
However, it can also be used in a chain of moves for baton pass oriented teams. Tailwind is put up to ensure, lets say, a spore or geomancy on Smeargle, and Memento is used to give Smeargle some artificial bulk. Just as before, it can also encore a pokemon into a move to even further guarantee the geomancy from Smeargle.
 

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
Ok, I feel bad about my mess-up of suggesting Cacturne, so here is should be able to not create more discord.

Whimsicott



Role: Sweep Support, Baton Pass Support

Moveset(s):

Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Nature: Bold
Move 1: Substitute
Move 2: Leech Seed/Tailwind
Move 3: Stun Spore/Tailwind/Giga Drain
Move 4: Encore

Whimsicott @ Mental Herb
Ability: Prankster
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Taunt
- Encore
- Memento
- Tailwind

This bugger has access to an ability that defines its role as a whole: prankster. It serves several purposes through its variety in moves, but in general is supposed to be extremely annoying. It's natural high speed paired up with prankster pretty much guarantees its setting up of moves first.
It is a useful tool for basic sweeping, as tailwinding to increase the team's speed for several turns, and encoring to lock the opponent into a non-threatening move. It can also spread stun spores, sleep powders and leech seeds to render opposing pokemon useless, and leech seed to have some consistent recovery and force switches. It also is quite useful in sub-passing. All-in-all it serves as a great team player, though it is quite the taunt bait.
However, it can also be used in a chain of moves for baton pass oriented teams. Tailwind is put up to ensure, lets say, a spore or geomancy on Smeargle, and Memento is used to give Smeargle some artificial bulk. Just as before, it can also encore a pokemon into a move to even further guarantee the geomancy from Smeargle.
The first set is unviable due to being non-threatening, outclassed, and easy to play around. The second one is definitely viable because of GeoPass.
 
Im surprised no one has mentioned this monster yet

Darmanitan_XY.gif



There is usually only a couple sets run

Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- U-turn
- Superpower /Earthquake

or

Darmanitan @ Choice Band
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- Earthquake /Superpower
- Superpower /U-turn

Overall Role for both sets : Stallbreaker/ Wallbreaker/Balancebreaker

Darmanitan just hits extremely hard with the STAB sheer force boosted flare blitz. Darm is basically just another victini that can hit a little harder but has a recoil as a drawback and the base 5 points less in speed. The normal switch in to darmanitan would probably be Azumarill, Keldeo, slowbro, garchomp and the occasional quagsire you see. However darmanitan's access to U-turn can help you keep momentum when predicting these mons to come in and they get widdled and worn down little by little. The fact that it cant be will-o-wisp'd is extremely scary and poses a type of answer to M-sableye. It fills its roll nicely for wallbreakering, balance and Hyper offense breaking. hard to switch into darmanitan when you dont have an answer for it.
 
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In addition to being a suicide lead, Azelf has the speed and offensive stats to be a great Choiced Sweeper and Wallbreaker in either department, as it is blessed with enough coverage to deal with many common walls. Additionally, its 115 base speed allows it to outspeed or speed tie every non-mega, unboosted, non-Scarfed OU threat bar Talonflame.


Azelf @ Choice Specs
Trait: Levitate
EVs: 252 Spe, 252 SpA, 4 HP
Timid Nature
- Psychic
- Flamethrower
- Dazzling Gleam
- Shadow Ball

The special set is slightly stronger and more reliable, thanks to better overall coverage, stronger moves, and no chance to miss the STAB move (Psychic). Flamethrower handles physical walls such as Skarmory, Ferrothorn, and Forretress, plus offensive threats like Excadrill, Bisharp and Scizor. With this set, it also outspeeds M-Gardevoir and M-Gallade, and hits hard with Shadow Ball. It has Dazzling Gleam to deal with dragons such as Garchomp and Dragonite, as well as Tyranitar and Sableye.


Azelf @ Choice Band
Trait: Levitate
EVs: 252 Spe, 252 Atk, 4 HP
Jolly Nature
- Zen Headbutt
- Fire Punch
- Thunder Punch
- Ice Punch

Special walls getting on your nerves? Simply switch your Azelf to a physical set and you'll be destroying those pesky buggers in no time. Fire Punch still dents Ferrothorn and Forretress. Interestingly, Physical Azelf handles Gliscor better than Special Azelf thanks to Ice Punch (which also hurts Lando).
 
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Here's Honchkrow



Role: Wallbreaker,Cleaner,Bird spam mixed attacker.

Honchkrow @ Life Orb
Ability: Moxie
EVs: 76 Atk / 180 SpA / 252 Spe
Rash Nature
- Brave Bird
- Sucker Punch
- Dark Pulse
- Heat Wave/Superpower

Honchkrow is a capable threat in OU with 125/105 offenses and a movepool including what it needs to properly perform it's niche: A birdspam wallbreaker. Sure staraptor is a birdspam wallbreaker but honchkrow has access to a strong priority and the ability to break mega slowbro without killing itself, and mega slowbro can wall many bird spam sweepers like hawlucha,mega pinsir,talonflame. Sure bisharp might outclass it but bisharp doesn't have access to heat wave and honchkrow can bypass physical walls that trouble bisharp and it says no to keldeo switch ins. The set above's evs might be complicated but they serve a purpose: 252 speed boosts it's to be as fast as possible while 180 SpA is used to 2hko rotom-w with dark pulse after stealth rock and the rest are put into attack. Brave bird takes the the first slot as it is insanely powerful even without max investment. Sucker punch somewhat helps patch up honchkrow's speed issues and gets the jump on fast threats like driller etc. Dark pulse takes the third slot as it has good neutral coverage and can 2hko rotom-w after rocks with the given spread as shown here:180+ SpA Life Orb Honchkrow Dark Pulse vs. 248 HP / 0 SpD Rotom-W: 144-172 (47.5 - 56.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery. Heat wave is recommended in the last slot to hit steels that can eat up a dark pulse such as Scizor and mega scizor,mega aggron,skarmory,magnezon,ferrothorn,bisharp all of which can annoy birdspam(ferrothorn can annoy it with iron barbs+rocky helmet and recoil). Superpower hits heatran and tyranitar but not much else after that and other steels superpower hits are hit by heat wave so only use this if you need tran and ttar removed. So it's not the best poke in OU but it's certainly usable.
 
Didn't see one for Mega Aggron, so here we go.

Rawrr!!

Role: Physical Tank

Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Avalanche / Thunder Wave
- Fire Punch / Earthquake / Rock Slide

Mega Aggron is criminally underrated in OU. It has insane 70 / 230 physical bulk, Filter, and a mono Steel-typing, making it a perfect physical tank. Mega Aggron holds a niche in this metagame of being a super bulky Stealth Rock setter with solid offensive options, support moves, and coverage moves such as Heavy Slam, which makes great use of how heavy Aggron is, Stealth Rock, Thunder Wave, Dragon Tail, Fire Punch, which makes Mega Aggron one of the best Scizor counters in the game, Earthquake, and even Rock Slide. Mega Aggron is capable of handling many top tier threats such as Mega Pinsir, mono attacking Mega Altaria, or just about any Altaria lacking Fire Blast, Mega Metagross (remained OU), Mega Gyarados (Earthquake is rare now that it got Crunch), and it can even check some Pokemon such as Mega Heracross and Mega Gallade, two of the most powerful Pokemon in OU. 252 HP EVs and 240 Special Defense EVs patch up Mega Aggron's lower Special Defense, while the rest of the Defense EVs are put into Defense to hit a jump point. Mega Aggron's bulk turns it into a solid user of Stealth Rock, as it's insane physical bulk allows it to come in repeatedly during a single match to set up Stealth Rock. Heavy Slam is a must for Mega Aggron because of how heavy it is, while Avalanche is a great coverage option that hits Pokemon such as Garchomp, Landorus-T, Dragonite, and Gliscor. Avalanche is chosen over Ice Punch, because it has doubled power if the user moves last, and most of the targets that it's used to hit are faster than it. It also gains many more important OHKOs, such as being able to OHKO Scarf Landorus-T, whereas Ice Punch only does like ~70%, and having a solid chance to OHKO Physically Defensive Gliscor, whereas Ice Punch can be Roost stalled. Thunder Wave is also an option to slow down faster offensive threats such as Mega Gyarados and Mega Metagross, so that the rest of the team can handle them better. Fire Punch turns Aggron into a great Mega Scizor and Scizor counter, while Earthquake hits Heatran, which otherwise just lols at this set. Rock Slide hits Pokemon such as Talonflame and Mega Pinsir. In conclusion, Mega Aggron is a very underrated threat, and although it currently resides in UU, it is a solid defensive tank capable of checking and countering many top tier threats.
 
For the original gangster heracross a hero of ADV and GSC who has fallen from grace since.


Heracross @ Toxic Orb/Choice band
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly/Adamant nature
- Close combat
- MegaHorn
- Facade/Double-edge
- Swords Dance/Knock off

Role: Wallbreaker

Ah heracross you have come a long way from the era of GSC and ADV eras to XY and ORAS. The original gangster heracross is a pretty underatted threat in OU as of now and is a really dangerous thing that most teams should keep in mind. Bug/Fighting might not be the best dual stab but it's pretty good as a fighting type who can break through psychic types is a feat few fighting types can claim to and it has access to not one but two base 120 power stab moves. Close combat is the best stab move and mauls everything not resistant to it. Megahorn maims psychic types that would stand in your way and it actually can do a lot to resists to it. Facade is the move to use if toxic orb as it has base 140 power and good neutral coverage with heracross's stab moves but if you opt for band run knock off for extra utility. The last slot is swords dance if toxic orb as choice band swords dance is bad for obvious reasons. If you use choice band double-edge works in vein to facade but has recoil. Guts boosted facade and double-edge also 2hko scarf lando-t after rocks. Guts is used to absorb statuses and boosts heracross's already high base 125 attack murderous levels. Bug/Fighting might have nasty weaknesses to flying,fire,psychic,fairy but it also has resistances to ground fighting dark and bug which includes moves such as earthquake,close combat,u-turn,knock off(moves resisted by heracross that are really important are bold).
 
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Mega heracross

Heracross @ Heracronite
Ability: Skill link(Guts or moxie on regular heracross)
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute/Swords dance

Role: Wallbreaker

You thought choice band and guts heracross was nearly impossible to switch into? You obviously haven't seen it's mega in action. Mega heracross not only has great 80/115/105 bulk which is amazing for an offensive mon. The fun doesn't stop there as it has base 185 attack and skill link to abuse pin missile which is a more accurate megahorn while being just as strong and breaking substitute and sash users and having rock blast to snipe anything you're stab moves can't handle alone. Sorry for ruining it for you but mega heracross lost 10 points of speed but that isn't too bad as it is considerably bulky. In the last slot substitute can help as mega heracross's sheer strength alone makes it able to force a lot of switches and also eases prediction. Swords dance is usable in the last slot to boost it's attack(like it needs it). 252 speed and attack with jolly make heracross outspeed as many walls as possible and jolly bisharp(Trust me jolly bisharp is a thing). Both pre mega abilities have some use: Guts prevents you from being entirely crippled while moxie helps boost you're power(Does mega heracross need even more power)? It was a shining star during the XY era after aegislash got the ban hammer and fell from grace in ORAS due to competition for a mega slot. However despite it's flaws never underestimate this thing,it might be you're last mistake.

Recreant said I could double post
 
imo Bullet Seed deserves a slash on the last slot, it hits bulkier Water-types like Alomomola, Quagsire, and makes great use of skill link.
 
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