I've gotten back into pokemon after a while, and I've been going around trying out all the new megas. One I noticed hasn't been getting too much use is mega heracross. I decided that I would come up with a team based on it, as I've seen it has some real potential.
Heracross-Mega @ Heracronite
Ability: Skill Link
Shiny: Yes
EVs: 252 Atk / 8 SpD / 248 Spe
Adamant Nature
- Rock Blast
- Pin Missile
- Close Combat
- Bullet Seed
The star of the team, m-heracross is a great bulky offensive mon and has insane attacking power with the ability to take a surprising number of hits. If certain key threats are removed it can easily tear through most teams. Pin missile is the obligatory stab move and can easily take down any thing it can hit for super effective damage, particularly the lake spirits which are often used to set up hazards. Rock blast is able to take down talonflame and any form of charizard and offers some nice coverage on several key threats. Bullet seed is similar and offers my team a way to take down any bulky water. Finally close combat offers raw stab damage and can deal with rocky helmet ferothorn and others that may otherwise trouble heracross.
Keldeo @ Assault Vest
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Aqua Jet
- Focus Blast
- Icy Wind
Keldo serves a great partner to m-heracross and can provide great coverage and some more offensive muscle. I went for a fully offensive assault vest variant with hydro pump and focus blast which deals heavy damage to almost anything. Keldo can force out many key threats including scizor, bisharp and other keldos. Aqua jet gives some nice priority, which a team can never have enough of, and ice wind cripples any offensive sweeper it can't kill with the speed drop it provides.
Mamoswine @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Ice Shard
- Knock Off
- Icicle Crash
Mamoswine fills and essential role in my team and checks several key threats including the lati twins, landorus-t, and other dragons. Ice shard is the key moves and is able to stop dragon dancers in their tracks. Earthquake and icicle crash are the obligatory stab moves and are very useful for breaking special defensive walls, and icicle crash will severely damage charizard or talonflame if I can catch them on the switch in. Knock off is an effective way to get rid of leftovers recovery and can hit gengar and hoopa hard.
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Dazzling Gleam
- Shadow Ball
- Hidden Power [Ice]
As my team is very slow on a whole, I wanted something quicker to make up for this weakness. Gengar has incredible wall breaking power and hits hard enough to heavily damage almost anything. Sludge wave is one of my best checks to fairies and can 2hko azumarill. Shadow ball is my stab move and has great all around power, with the added benefit of the occasional special defense drop. Dazzling gleam catches fighting types off guard and can check mega lopuny and medicham as well as tyranitar and a few others. HP ice is the final move and is used primarily to check landorus-t, which often poses a large threat late game.
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 HP / 252 Atk
- Pursuit
- Earthquake
- Iron Head
- Outrage
Tyranitar is my late game cleaner and the most effective check my team has to the lati twins. When keldo or heracross are threatened by a psyshock, tyranitar can switch in and pursuit trap with impunity. This is also why I chose a banded set, for the extra power to ensure a KO. Earthquake hits 0HKOs heatran and has good offensive coverage. Iron head is and extra check against fairies and can often catch azzumarill or clefable by surprise. Outrage is a last resort and is used for the maximum offensive output in the end game.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 228 HP / 4 SpA / 252 SpD / 24 Spe
Calm Nature
- Lava Plume
- Flash Cannon
- Protect
- Taunt
Heatran rounds out the team and offers a nice defensive check against charizard and several other offensive threats. Heatran also offers and essential way to stop burns, which can cripple much of my team. Lava plume is useful for the nice burn chance, and flash cannon is able to take down clefable and catch azumarill by surprise. Taunt stops setting up, and protect is useful for stacking burn damage and feeling out offensive strategies.

Heracross-Mega @ Heracronite
Ability: Skill Link
Shiny: Yes
EVs: 252 Atk / 8 SpD / 248 Spe
Adamant Nature
- Rock Blast
- Pin Missile
- Close Combat
- Bullet Seed
The star of the team, m-heracross is a great bulky offensive mon and has insane attacking power with the ability to take a surprising number of hits. If certain key threats are removed it can easily tear through most teams. Pin missile is the obligatory stab move and can easily take down any thing it can hit for super effective damage, particularly the lake spirits which are often used to set up hazards. Rock blast is able to take down talonflame and any form of charizard and offers some nice coverage on several key threats. Bullet seed is similar and offers my team a way to take down any bulky water. Finally close combat offers raw stab damage and can deal with rocky helmet ferothorn and others that may otherwise trouble heracross.

Keldeo @ Assault Vest
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Aqua Jet
- Focus Blast
- Icy Wind
Keldo serves a great partner to m-heracross and can provide great coverage and some more offensive muscle. I went for a fully offensive assault vest variant with hydro pump and focus blast which deals heavy damage to almost anything. Keldo can force out many key threats including scizor, bisharp and other keldos. Aqua jet gives some nice priority, which a team can never have enough of, and ice wind cripples any offensive sweeper it can't kill with the speed drop it provides.

Mamoswine @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Ice Shard
- Knock Off
- Icicle Crash
Mamoswine fills and essential role in my team and checks several key threats including the lati twins, landorus-t, and other dragons. Ice shard is the key moves and is able to stop dragon dancers in their tracks. Earthquake and icicle crash are the obligatory stab moves and are very useful for breaking special defensive walls, and icicle crash will severely damage charizard or talonflame if I can catch them on the switch in. Knock off is an effective way to get rid of leftovers recovery and can hit gengar and hoopa hard.

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Dazzling Gleam
- Shadow Ball
- Hidden Power [Ice]
As my team is very slow on a whole, I wanted something quicker to make up for this weakness. Gengar has incredible wall breaking power and hits hard enough to heavily damage almost anything. Sludge wave is one of my best checks to fairies and can 2hko azumarill. Shadow ball is my stab move and has great all around power, with the added benefit of the occasional special defense drop. Dazzling gleam catches fighting types off guard and can check mega lopuny and medicham as well as tyranitar and a few others. HP ice is the final move and is used primarily to check landorus-t, which often poses a large threat late game.

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 HP / 252 Atk
- Pursuit
- Earthquake
- Iron Head
- Outrage
Tyranitar is my late game cleaner and the most effective check my team has to the lati twins. When keldo or heracross are threatened by a psyshock, tyranitar can switch in and pursuit trap with impunity. This is also why I chose a banded set, for the extra power to ensure a KO. Earthquake hits 0HKOs heatran and has good offensive coverage. Iron head is and extra check against fairies and can often catch azzumarill or clefable by surprise. Outrage is a last resort and is used for the maximum offensive output in the end game.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 228 HP / 4 SpA / 252 SpD / 24 Spe
Calm Nature
- Lava Plume
- Flash Cannon
- Protect
- Taunt

Heatran rounds out the team and offers a nice defensive check against charizard and several other offensive threats. Heatran also offers and essential way to stop burns, which can cripple much of my team. Lava plume is useful for the nice burn chance, and flash cannon is able to take down clefable and catch azumarill by surprise. Taunt stops setting up, and protect is useful for stacking burn damage and feeling out offensive strategies.