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Heatmor

In-battle formes

HP:85
Attack:97
Defense:66
Sp. Atk:105
Sp. Def:66
Speed:65
Min (-ve nature, 0 IVs)121
Default166
Max Neutral229
Max Positive251
Max Neutral (+1)343
Max Positive (+1)376
Max Neutral (+2)458
Max Positive (+2)502
NeverUsed
Mixed Attacker197

Strategies

  • en
Formats:
Written by Magcargo

Overview

Heatmor is a very mediocre Pokemon in NU, being one of the myriad of Fire-types outclassed by Charizard. Due to its poor defenses as well as its mediocre Speed, Heatmor will often be outsped and KOed before it has a chance to do anything. Heatmor also has a crippling Stealth Rock weakness, shortening its already limited lifespan. Despite these flaws, Heatmor has a few redeeming qualities that prevent it from being completely worthless in the NU metagame. Thanks to its high offensive stats as well as its amazing movepool, Heatmor can run a mixed set relatively well. Heatmor is also the only Fire-type in NU capable of using Sucker Punch, allowing it to revenge kill miscellaneous threats its competition cannot. Despite these perks, Heatmor should never be your first choice for a Fire-type, and you should always consider your other options before using it.

Mixed Attacker

Move 1
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power120 BP
    Accuracy85%
Move 2
  • Giga Drain
    User recovers 50% of the damage dealt.
    TypeGrass
    CategorySpecial
    Power75 BP
    Accuracy100%
Move 3
  • Superpower
    Lowers the user's Attack and Defense by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 4
  • Sucker Punch
    Usually goes first. Fails if target is not attacking.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
    Priority1

Thanks to Heatmor's wide array of coverage moves, it can function as a relatively decent wallbreaker. Fire Blast serves as the main STAB move, and thanks to its high Base Power, it can 2HKO relatively bulky Pokemon such as Mandibuzz and Misdreavus. Giga Drain has amazing coverage with Fire Blast, hitting Water- and Rock-types, such as Seismitoad, Samurott, Alomomola, and Regirock, for super effective damage. Superpower is the premier option in the third slot, as it reliably 2HKOes special walls such as Audino and Lickilicky. Sucker Punch is what sets Heatmor apart from other Fire-types, as it revenge kills several Pokemon, such as Jynx, Haunter, and Swellow, that they cannot. However, you should only Sucker Punch when the foe is weakened, as it is very weak without a STAB boost and cannot OHKO many Pokemon.

The given EV spread allows Heatmor to outspeed minimum Speed base 80s, such as Stoutland and Gardevoir, while allowing Heatmor to take down Audino and Lickilicky with Superpower after being hit by Fire Blast. Hone Claws is a possible option to increase the power of Sucker Punch as well as the accuracy of Fire Blast. However, Heatmor's below average bulk prevents it from setting up reliably. Focus Blast can be used to hit Pokemon such as Miltank and Regirock harder and still deal a large amount of damage to Lickilicky and Audino, but its low accuracy is a major drawback. Heatmor's great power and coverage allow it to use Expert Belt effectively, but more often than not, the additional power from Life Orb is more useful. Because of Heatmor's low Speed and defenses, a large amount of team support is required for it to function effectively. Heatmor loathes entry hazards, so Pokemon that can prevent them going up, such as Choice Band Sawk and Taunt Serperior, make great partners. As Heatmor forces a large amount of switches, entry hazard support from Roselia, Garbodor, or Scolipede is recommended to put pressure on the foe's team. As for offensive partners, Jynx is a fantastic one, as she can switch into Water-type moves thanks to Dry Skin and can threaten Ground- and Dragon-types such as Golurk and Fraxure with Ice Beam. Torterra is another amazing partner, as it can switch into the Rock- and Ground-types moves Heatmor fears and also hit Water-types super effectively with Wood Hammer.

Other Options

A Curse set with Curse, Fire Punch, Thunder Punch, and Sucker Punch can be used, but Heatmor's poor defenses and bad defensive typing make it difficult to set up and it can rarely take advantage of the Attack boost due to the low Base Power of its physical attacks. Heatmor can use Pursuit to a decent effect, as it forces out Jynx, Exeggutor, Gardevoir, and Haunter out of fear of its other moves. Hidden Power Ice is usable to hit Altaria, but it doesn't hit anything else notable. Heatmor can use a Sunny Day set with Sunny Day, Fire Blast, Sucker Punch, and Solar Beam, but to be perfectly honest, Sucker Punch is the only reason to use Heatmor over other Fire-types such as Charizard and Rapidash in this regard. Finally, Heatmor can use support moves such as Taunt, Will-O-Wisp, Knock Off, and Toxic, but this is better left to bulkier Pokemon such as Misdreavus.

Checks and Counters

Heatmor's power and coverage make it relatively difficult to counter. Camerupt is not hit super effectively by any of Heatmor's attacks and can put it into an unfavorable position with Earth Power. Regirock falls into a similar category, as apart from Giga Drain, it isn't fazed by whatever Heatmor throws at it and can OHKO it with Stone Edge. Water-types such as offensive Seismitoad, Carracosta, and Samurott can switch into any move not named Giga Drain and OHKO Heatmor with their respective STAB moves. While Heatmor is a difficult Pokemon to counter, it isn't very hard to check due to its low Speed and common weaknesses. Common offensive Pokemon such as Choice Band Sawk and Primeape can take a Sucker Punch and OHKO in return with Close Combat. Kangaskhan can revenge kill Heatmor with the combination of Fake Out and Double-Edge. Overall, if you have anything faster than Heatmor that can take a Sucker Punch, you shouldn't have many problems with it.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
15
Accuracy
85%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
120
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
70
Accuracy
100%
PP
15
Damages Pokemon next to the target as well.
 
Power
95
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
Accuracy
100%
PP
10
Nullifies the target's Ability.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
100
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
30
Accuracy
100%
PP
15
Destroys the foe(s) Berry.
 
Power
100
Accuracy
50%
PP
5
100% chance to burn the target.
 
Power
20
Accuracy
100%
PP
20
Removes the target's held item.
 
Power
20
Accuracy
100%
PP
30
30% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
PP
40
Fighting, Normal hit Ghost. Evasiveness ignored.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
Restores the item the user last used.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
100%
PP
10
More power with more uses of Stockpile.
 
Power
Accuracy
PP
20
Raises user's Defense, Sp. Def by 1. Max 3 uses.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
80
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
10
Heals the user based on uses of Stockpile.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack and Defense by 1.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
Accuracy
75%
PP
15
Burns the target.
 
Power
15
Accuracy
90%
PP
20
Traps and damages the target for 4-5 turns.
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