ORAS OU BTB's MEGA HERACROSS OFFENSE (PEAKED #1 at 2022)

BHARATH_THEBEST

Destroyer Of Worlds
is a Tiering Contributor Alumnusis a Past SCL Champion
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keldeo.gif
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zapdos.gif
latios.gif




Hey Guys I am BHARATH_THEBEST (BTB) With my first ever RMT !!!
I was tired of all the Shed Stall ,Abr stall and stuff and also i wanted a team that does well against Ho and balance. But I Designed a team that destroys stall,balance and holds up Good against even Hyper offense
I hardly lost a match with this team and i got to #1 with it. So lets get straight to the team.
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Heracross@ Heracronite
Ability: Guts
EVs: 176 hp / 176 atk / 12 def / 144 spe
Adamant Nature
- Pin Missile
- Close Combat
- Rock Blast
- Substitute

Heracross is just a Great Stallbreaker And it can almost 6-0 Any stall team on its own.It has a decent bulk to tank hits and ohko or 2-ohko most pokemon in the metagame.In case on non-stall teams mega heracross has the main job of weaking walls and ohkoing one or two mons before it goes down.the main reason for 240 evs on mega heracross is to guarentee that Rotom-wash's volt switch doesnot break its substiute and 144 speed is used to outspeed adamant bisharp and adamant breloom before mega evolving and to outspeed landorus-T and Rotom-wash.The 144 speed is also to make sure that you outspeed Rotom-wash which runs enough speed to Outspeed max defense landorus-T.
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Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 SpD
Impish Nature
- Earthquake
- Knock Off
- U-turn / Swords dance
- Stealth Rock

Landorus-Therian is just the best Rock setter and one of the best mons currently in ou.It acts as a physical wall and as an exceptional pivot due to u-turn which gives a lot of momentum for the more offensive mons in the team to take care off.I run knock off over stone edge beacuse in some cases getting rid of clefables leftovers or in general other mons items is important like a predicted knock off on a keldeo switch to get rid of its specs or scarf and also to hit gengar.Stone edge is not necessary because zapdos handles the flying types.Swords dance is an interesting option because it can handle clef incase jirachi gets paralysed n it also can act as a wincon in some cases.(The specific Ev Spread as suggested by flaming victini is mainly to make sure it lives a Draco meteor from latios and knock off or set up sr).

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Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Scald
- Icy Wind

Specs Keldeo Hits extremely hard and with a base 108 speed outspeeds a lot of mons and can be used a late game sweeper as well as in early game to weaken walls.It has a great synergy With the rest of the team.The moveset is simple and You can run focus blast instead of icy wind .Specs hydro pump is powerful and stab secret sword gives good coverage while scald has that 30% burn chance which helps a lot in most games.Keldeo also acts as a Weavile check.Keldeo also hits clefable hard which is annoying to this team especially if clefable is max defense because mega heracross cant 2ohko clefable with any of its moves.
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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- U-turn
- Healing Wish

Jirachi is the fairy-check in the team as it resists fairy type moves and can deal with most fairy type mons.However jirachi should not be a primary switch to clefable because of t-wave,instead jirachi should be pivoted from zapdos.Jirachi is just a great mon in general and scarf is to outspeed almost all mons in the metagame.Serene grace iron head and heart stamp can be used As a late game sweeper.U-turn provides momentum and healing wish is too heal up a weakened mon which might be more useful for sweeping.

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Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 176 Def / 56 SpA / 28 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Toxic
- Roost

Zapdos is a secondary physical wall and is overall better for the team compared to rotom-wash because of reliable recovery.Volt switch completes the volt-turn core with Landorus-T and Jirachi.Heat wave hits steel types like ferrothorn and mega metagross.Toxic is used to catch ground types like hippowdown,landorus-T ,quagisre,seismitoad and gastrodon.Roost is its main form of recovery.Zapdos also acts as a Flying check by checking tornadus-t,mega-pinsir and talonflame.Zapdos is also an excellent Pivot.It also acts as a mega lopunny check and its ability static can be clutch in a few games.Zapdos really fits in the team and provides more momentum.

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Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock/Surf
- Defog
- Roost

The last mon is latios because it has great synergy with the team and it is a reliable defogger because of its base 110 speed.Draco meteor is a great move and its almost everything very hard.Psyshock is its secondary stab and it hits fighting types for super-effective damage.However Surf can be used instead of psyshock to hit heatran and tyranitars.Surf is a much better option in the current metagame.There is a rise in pursuit trappers Like Choice banded weavile,choice banded tyranitars,choice scarf tyranitars,mega metagross and even mega scizor sometimes.So latios should be played carfeully and more cautiously untill its role is done that is to weaken walls ,check keldeo and keep hazards away from the field.

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Mega Medicham is Just a Broken Mon.It is an annoyance to most teams.The main way of dealing with it is by weaking by chip damage from rocky helmet and also zapdos has a chance to para it due to static.Outplaying the mega medicham is the main way of dealing with it

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Fairies are just annoying to deal with.Jirachi is the only check to them.Clefable is usually dealt by knocking off its item by lando and damaging it with other mons.Usual way to deal with mega diancie is by leading with mega heracross while they lead with mega diancie and getting a substitue up on their protect.Mega gardevoir is just a huge threat and i might lose a mon or two while dealing with it.

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The life orb variant is not as threating as the scarf variant but its still annoying to the team. mainly dealt with by mega heracross leaving a hit and ohkoing or by chip damage since its frail.

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Dark type pursuit users are also very annoying especially because of their rising popularity.Keldeo can check them but they are still annoying.Iron head Jirachi is the main way to deal with them apart from keldeo.



 
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this team looks nice, there isn't much to say about it but have you ever considered sd > uturn on lando-t? you can't generate momentum with switches getting your breakers in, but it eases a lot of pressure off of clefable which can set up on nearly the entire team, you also lack an answer to it if jirachi gets hit by twave so it's always great to have some backup plan against it.

also something like surf/eq over psyshock would be nice on latios, mega hera punishes mega venu+amoonguss a lot as well as the rest of the team being able to deal with them to an extent, and i think surf would be great here since it helps deal with heatran which looks very annoying to face.
 
this team looks nice, there isn't much to say about it but have you ever considered sd > uturn on lando-t? you can't generate momentum with switches getting your breakers in, but it eases a lot of pressure off of clefable which can set up on nearly the entire team, you also lack an answer to it if jirachi gets hit by twave so it's always great to have some backup plan against it.

also something like surf/eq over psyshock would be nice on latios, mega hera punishes mega venu+amoonguss a lot as well as the rest of the team being able to deal with them to an extent, and i think surf would be great here since it helps deal with heatran which looks very annoying to face.

Sd Lando Sounds like a very interesting option n i think it fits the team better coz of its ability to deal lots of damage to clef And yh Surf over psyshock is the better option on Latios.Thanks xD.
 
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This is a very nice and well built team. Your use of zapdos is especially interesting, and I like how it works similarly to a rotom wash, but has reliable recovery options and can spread paralysis with static for mega heracross.

Since your major concern seems to be fairies, I think certain changes could help with that, although since I haven't really used your team before and don't understand its dynamics as well as you, please consider my suggestions with a grain of salt.

The first change I would make regardles of other things you do is to modify the heracross spread. Considering how problematic clefable is for your team, I think it is important to maximize your chances to 2hko it on the switch with rock blast. A spread of 176 hp / 176 atk / 12 defense / 144 spe with an adamant nature is able to accomplish this. The increased attack improves your rock blast roll to give you up to a 96% chance to 2hko clefable on the switch, with the chance dropping to 87.5% if they run more defense than usual (your current spread only gives a 50-60% chance to do so). While this does decrease your special bulk and speed, i have retained enough speed to outrun rotoms and landos still after mega (outrunning specifically neutral base 70s before megas is not super useful, although i guess it could matter). Your current spread actually gives rotom a 1/16 chance to break your sub with volt switch (while the calc displays 24.9%, the rotom can roll a max 90 damage vswitch, which would break the substitute of a mon with 361 hp), and even if it guaranteed it, rotom can use hydro pump anyway to give itself an 80% chance to prevent a free sub if you only have one opportunity. Thus, since I couldn't manage too much anyway with limited evs, I decided to let go of tanking rotom vswitches with my new spread (rotom now has a 25% chance to break sub with vswitch) in favor of having a good substitute hp # and improving a lot of rolls from physical attacks (for example, you can still take a dragon tail from tankchomp and keep your sub). If you prefer the extra bulk and speed over the attack though, feel free to use what you already have.

My main idea to improve the team is to switch up lando to choice scarf, and jirachi to a sdef rocks variant. This change has some useful benefits, but it also brings some issues with it. With a sdef jirachi, you suddenly become much more defensively sound vs fairies like gardevoir, diancie, and clefable. You also still retain the freedom to force switches and grab free turns with U-Turn, and can also utilize healing wish in the last moveslot similarly to the scarf set. While defensive jirachi minds t-wave much less than scarf jirachi, it is important to keep in mind that clef can theoretically outstall un-invested iron heads with the help of leftovers, provided you get paralyzed enough times that you can't pp stall its softboiled with iron head. Physdef CM T-Wave clef is also extremely difficult for your team to handle and can beat jirachi 1v1 bar pp stalling, so I think it is wise to be wary about it and avoid getting jirachi paralyzed, if possible. Alternatively, dropping healing wish for body slam, or having some alternative way to paralyze opposing clef, should help you out with this, although bold clef isn't very common rn regardless. Running Knock Off on your last moveslot on Scarf Lando-T would seem like the best choice to help you with LO Gengar and also removing Clefable's leftovers.

This change has some downsides as well. You have less counterplay vs Ice Shard weavile, and become weaker to dark types, and also become a little slower. It also makes the team a little more reliant on zapdos to cover physical attackers, although this isn't necessarily bad, and the change does give you a specially bulky pokemon as well. The main difference to me is that the team might play differently in a way you don't like, so its important to consider that.

If you don't like that change, an alternate suggestion is to run Leftovers on defensive SD Lando-T as this will allow you to handle clefable more reliably throughout the game with the constant passive recovery, which can be extremely useful in giving lando-t those important extra turns to survive later in the game. Helmet nowadays has become the go-to item, but people have ignored that leftovers can add a ton of value to defensive lando. If you miss the damage from helmet you can run helmet on zapdos instead, which would allow you to punish contact moves not just with helmet, but also with static (and you have reliable recovery on zapdos to make up for the lack of leftovers, whereas lando does not have any recovery outside of leftovers). I feel like preferences may come into this however, so do whatever you feel is best with the team.

Once again, nice squad and I can't wait to give it a spin. Grats on the peak! :D
 
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This is a very nice and well built team. Your use of zapdos is especially interesting, and I like how it works similarly to a rotom wash, but has reliable recovery options and can spread paralysis with static for mega heracross.

Since your major concern seems to be fairies, I think certain changes could help with that, although since I haven't really used your team before and don't understand its dynamics as well as you, please consider my suggestions with a grain of salt.

The first change I would make regardles of other things you do is to modify the heracross spread. Considering how problematic clefable is for your team, I think it is important to maximize your chances to 2hko it on the switch with rock blast. A spread of 176 hp / 172 atk / 12 defense / 144 spe with an adamant nature is able to accomplish this. The increased attack improves your rock blast roll to give you up to a 96% chance to 2hko clefable on the switch, with the chance dropping to 87.5% if they run more defense than usual (your current spread only gives a 50-60% chance to do so). While this does decrease your special bulk and speed, i have retained enough speed to outrun rotoms and landos still after mega (outrunning specifically neutral base 70s before megas is not super useful, although i guess it could matter). Your current spread actually gives rotom a 1/16 chance to break your sub with volt switch (while the calc displays 24.9%, the rotom can roll a max 90 damage vswitch, which would break the substitute of a mon with 361 hp), and even if it guaranteed it, rotom can use hydro pump anyway to give itself an 80% chance to prevent a free sub if you only have one opportunity. Thus, since I couldn't manage too much anyway with limited evs, I decided to let go of tanking rotom vswitches with my new spread (rotom now has a 25% chance to break sub with vswitch) in favor of having a good substitute hp # and improving a lot of rolls from physical attacks (for example, you can still take a dragon tail from tankchomp and keep your sub). If you prefer the extra bulk and speed over the attack though, feel free to use what you already have.

My main idea to improve the team is to switch up lando to choice scarf, and jirachi to a sdef rocks variant. This change has some useful benefits, but it also brings some issues with it. With a sdef jirachi, you suddenly become much more defensively sound vs fairies like gardevoir, diancie, and clefable. You also still retain the freedom to force switches and grab free turns with U-Turn, and can also utilize healing wish in the last moveslot similarly to the scarf set. While defensive jirachi minds t-wave much less than scarf jirachi, it is important to keep in mind that clef can theoretically outstall un-invested iron heads with the help of leftovers, provided you get paralyzed enough times that you can't pp stall its softboiled with iron head. Physdef CM T-Wave clef is also extremely difficult for your team to handle and can beat jirachi 1v1 bar pp stalling, so I think it is wise to be wary about it and avoid getting jirachi paralyzed, if possible. Alternatively, dropping healing wish for body slam, or having some alternative way to paralyze opposing clef, should help you out with this, although bold clef isn't very common rn regardless. Running Knock Off on your last moveslot on Scarf Lando-T would seem like the best choice to help you with LO Gengar and also removing Clefable's leftovers.

This change has some downsides as well. You have less counterplay vs Ice Shard weavile, and become weaker to dark types, and also become a little slower. It also makes the team a little more reliant on zapdos to cover physical attackers, although this isn't necessarily bad, and the change does give you a specially bulky pokemon as well. The main difference to me is that the team might play differently in a way you don't like, so its important to consider that.

If you don't like that change, an alternate suggestion is to run Leftovers on defensive SD Lando-T as this will allow you to handle clefable more reliably throughout the game with the constant passive recovery, which can be extremely useful in giving lando-t those important extra turns to survive later in the game. Helmet nowadays has become the go-to item, but people have ignored that leftovers can add a ton of value to defensive lando. If you miss the damage from helmet you can run helmet on zapdos instead, which would allow you to punish contact moves not just with helmet, but also with static (and you have reliable recovery on zapdos to make up for the lack of leftovers, whereas lando does not have any recovery outside of leftovers). I feel like preferences may come into this however, so do whatever you feel is best with the team.

Once again, nice squad and I can't wait to give it a spin. Grats on the peak! :D



I really Like That Mega hera Spread.It does lots of things including a Guaranteed 2-ohko on a skarmory after rocks.I think i willl most probably change my mega hera set to that.The only mon that really Walls it on a stall team would be perharps a bold max defense clefable but then they would be weaker to manaphy so I am not sure if ppl run that anymore but it definitely is an option .
Your Second suggestion was to make jirachi spdef With rocks and lando scarf Which makes my team significantly less weaker to Fairies and especially if i drop healing wish for body-slam or t-wave clefable is no longer very threatening but doing this like u said makes my team a lot weaker to weavile and even scarf-ttar.It also becomes a becomes a bit more weaker to mega medicham and gengar but i guess they can be dealt with chip damage and gengar is not really common.Also i think adding body slam for paralysis can be significant as mega heracross might be able deal with certain mons faster than it.I agree with most of the things u said n i think its definitely Worth a shot.
Ur Last suuggestion was that i could run Sd lando with leftovers and rocky helmet zapdos.I really like this idea compared to the previous one coz i am a more offensive player (although ur previous idea maybe better ;p).
I Really love ur videos btw!!! Keep up the Good work !!!! I would absolutely love it if U Used This Team... Thanks for all ur time n all ur suggestions :] :D
 
I made a mistake on the hera spread btw, the one I typed out was missing 4 evs (i edited my original post, but I wanted to alert you of this), which I would put into atk to improve rolls vs clefable with more defense than standard, and also hitting a jump point (to be clear, the correct spread is 176 hp / 176 atk / 12 def / 144 spe).

Also as a small nitpick, running 28 sdef evs on defensive lando-t allows you to guarantee living a draco meteor from latios (252 SpA Life Orb Latios Draco Meteor vs. 248 HP / 28 SpD Landorus-T: 321-380 (84.2 - 99.7%) -- guaranteed 2HKO after Leftovers recovery), allowing you to get up rocks or hit it with a knock off, in case you're in a difficult situation against it (your only switch-in is a scarf jirachi, which can take up to 48% from draco meteor).

On zapdos, the roll to ohko breloom with heat wave does not change if you run 56 satk evs instead of 60 (56 SpA Zapdos Heat Wave vs. 0 HP / 0 SpD Breloom: 262-310 (100.3 - 118.7%) -- guaranteed OHKO). If you reduce your speed creep by 4 evs as well, you can put the extra 8 in defense, hitting 176+, which is a jump point, and can allow you to marginally increase your bulk and improve rolls. For example:

0 Atk Landorus-T Stone Edge vs. 248 HP / 168+ Def Zapdos: 172-204 (44.9 - 53.2%) -- 0.4% chance to 2HKO after Leftovers recovery
0 Atk Landorus-T Stone Edge vs. 248 HP / 176+ Def Zapdos: 170-202 (44.3 - 52.7%) -- guaranteed 3HKO after Leftovers recovery

Also I really like this team, so I probably will use it ;). Thanks for the kind words about my channel :)
 
I made a mistake on the hera spread btw, the one I typed out was missing 4 evs (i edited my original post, but I wanted to alert you of this), which I would put into atk to improve rolls vs clefable with more defense than standard, and also hitting a jump point (to be clear, the correct spread is 176 hp / 176 atk / 12 def / 144 spe).

Also as a small nitpick, running 28 sdef evs on defensive lando-t allows you to guarantee living a draco meteor from latios (252 SpA Life Orb Latios Draco Meteor vs. 248 HP / 28 SpD Landorus-T: 321-380 (84.2 - 99.7%) -- guaranteed 2HKO after Leftovers recovery), allowing you to get up rocks or hit it with a knock off, in case you're in a difficult situation against it (your only switch-in is a scarf jirachi, which can take up to 48% from draco meteor).

On zapdos, the roll to ohko breloom with heat wave does not change if you run 56 satk evs instead of 60 (56 SpA Zapdos Heat Wave vs. 0 HP / 0 SpD Breloom: 262-310 (100.3 - 118.7%) -- guaranteed OHKO). If you reduce your speed creep by 4 evs as well, you can put the extra 8 in defense, hitting 176+, which is a jump point, and can allow you to marginally increase your bulk and improve rolls. For example:

0 Atk Landorus-T Stone Edge vs. 248 HP / 168+ Def Zapdos: 172-204 (44.9 - 53.2%) -- 0.4% chance to 2HKO after Leftovers recovery
0 Atk Landorus-T Stone Edge vs. 248 HP / 176+ Def Zapdos: 170-202 (44.3 - 52.7%) -- guaranteed 3HKO after Leftovers recovery

Also I really like this team, so I probably will use it ;). Thanks for the kind words about my channel :)


Yeah Thanks Dude For all the help.Initially i had tbolt and 60 evs On zapdos to guarentee an ohko on mega pinisr but then i changed tbolt to volt switch since it gave more momentum and mega pinsir was not that common But i guess 56 evs and to lessen speed creep is better as it helps more with the rolls u said.
I will be looking forward to You using it xD and Thanks again For all ur support and help. :] :D
 
Hey BTB! Your Team is pretty strong! :)

But on Landorus you can't choose betwin SD and U-Turn, 'cuz they act completely different jobs. If you want use U-Turn, the Spread is ok, but put 29 IVs on Speed for U-Turning after other Landorus-T and give a lot of momentum at your Heracross and Keldeo. If you want use SD, try this:

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Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 200 HP / 76 Atk / 232 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Stone Edge
- Stealth Rock​

With this you can put a lot of pressure on Oppo's Team since the first turn when you play. The EVs spread allows you to tank two Iron Head from Adamant LO Excadrill and outspeed him when Sandstorm is out.

For the remainder, it hasn't a problems and looks like a very strong team :D
 
Hey BTB! Your Team is pretty strong! :)

But on Landorus you can't choose betwin SD and U-Turn, 'cuz they act completely different jobs. If you want use U-Turn, the Spread is ok, but put 29 IVs on Speed for U-Turning after other Landorus-T and give a lot of momentum at your Heracross and Keldeo. If you want use SD, try this:

landorus-therian.gif

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 200 HP / 76 Atk / 232 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Stone Edge
- Stealth Rock​

With this you can put a lot of pressure on Oppo's Team since the first turn when you play. The EVs spread allows you to tank two Iron Head from Adamant LO Excadrill and outspeed him when Sandstorm is out.

For the remainder, it hasn't a problems and looks like a very strong team :D


I like the idea of 29 Ivs in speed For a slow U-turn to gain momentum but usually other Lando's run 8 speed according to standard smogon spread but i guess 29 Ivs to confirm slow U-turn is better .
I really love the SD Landorus-T set Coz it makes the team more offensive and i like playing offensive too.So yeah i think this is a great set and i am definitely gonna try it out.
Thanks for ur Suggestion and help :] :D .
 
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