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Thread: Community POTW #26

  1. #21
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    Heracross has interesting typing and quite nice SpD, so a support set is a possibility

    Support Cross
    Heracross @ Leftovers
    ~ Megahorn / Seismic Toss / Brick Break
    ~ Toxic
    ~ Substitute / Protect / Knock Off / Seismic Toss / Rest
    ~ Iron Defense / Bulk Up
    ability: Guts / Swarm
    nature: Careful (+SpD, -SpA)
    evs: 252 HP / 4 Def / 252 SpD

    Like I said, Heracross has pretty nice typing and Special Defense, so a support set can be used. Megahorn is a good attacking option, as it even operates at a respectable 90 BP if X2 resisted. However, Seismic Toss offers more consistent damage (though this allows you to be walled by Ghosts), while Brick Break can shatter any screens the opponent may have. Toxic is a way Heracross can hit anything that may wall him and stall out from there. In slot three, Substitute isthe primary choice, as Heracross can come in on something, who will almost always expect it to be an offensive variant, allowing Heracross to get up a free Sub on the switch, furthering its Toxic damage. Protect is also nice, as it lets Heracross run the Toxic + Protect strategy. Knock Off is another great option, as it can cripple sweepers by ridding them of their item (usually Life Orb or a choice item), reducing their effectiveness. It can also knock items off walls, which could be especially useful against Eviolite users. Rest is there if Heracross needs extra health. The last slot allows Heracross to boost its frailer physical defense so it can function better as a wall. Iron Defense gets the job done quicker, while Bulk Up can be used to boost either Megahorn or Brick Break's power. The fourth moveslot also means Heracross can take hits better on both sides of the spectrum even while using Rest, so it needn't worry the two truns of sleep. Leftovers is the obvious choice of item, and the nature and evs allow Heracross maximum special bulk so it can take hits on both sides of the spectrum after it sets up a few Iron Defenses or Bulk Ups. The ability doesn't really matter if Seismic Toss is your only move, though Guts can be useful if Heracross is satused and is running Megahorn or Brick Break, while Swarm is solely if using Megahorn (Moxie isn't compatible with all the moves).

  2. #22
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    Hera Scarf
    Adament
    4hp 252 att 252 spe
    ability guts
    close combat
    megahorn
    stone edge
    night slash

    this is the set i use

  3. #23
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    horns and swords

    jolly
    guts
    focus sash/ salac berry
    4 Hp/ 252 Atk/ 252 Spd
    -swords dance
    -megahorn
    -close combat
    -stone-edge

    essentially a lead sweeper which seems to be kind of rare with the likes of ferrothorn and swampert. focus sash allows set up, if taunted, it can still hit hard, the only problem for this guy is stealth rocks or spikes.

    major counters include ghost types like gengar...if allowed to set up, even bronzong, metagros and skarmory will have a hard time walling it...maybe alomomola might be able to pp stall it..
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  4. #24
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    Quote Originally Posted by 3.14kachu View Post
    Oh yeah? Then watch this:

    Ultimate 1 HPcross@Salac Berry
    Ability: Moxie
    Nature: Jolly
    EVs: 252 Atk, 252 Spd, 4 HP

    -Endure
    -Flail / Feint
    -Reversal
    -Shadow Claw

    The fact that Heracross has both Flail and Reversal makes this set so deadly. With the insane power of these moves at low HP, you can KO the first pokemon easily. I threw feint in there because the foe in any competitive match will send up a priority-user, BUT with the boost from Moxie, you'll probably be able to KO it with a priority Feint... and get another boost from Moxie.
    Tyrantiar, Hippowdon, and Abomasnow says hi, with their damaging weather. Also, Lucario can still take it out, due to it's dual typing Fighting-Steel. It may only have 70 / 70 / 70 defenses, but it's still sturdy enough to take a select few hits. Also, Roar and Whirlwind will force your hard work to nothing again. Hippowdon can survive any attack outside a critical hit, Slack Off, and kill you with sandstorm.

    And Feint is extremely weak. Don't consider it unless you really want to put it on him.
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  5. #25
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    I'm leaving for summer camp in an hour so I am only posting my favorite (and in my opinion, most useful) set as opposed to the sets that heracross can effectively run.


    The fighting beetle, Heracross, has been a premier physical attacker ever since its introduction in the second generation. Though it has had periods of reduced usage due to issues with its stats (such as its lackluster Speed), it has, at the very least, kept the tools to get the job done. By making good use of its Guts ability to freely absorb status and subsequently threaten just about everything in the game, it is one Pokemon that can create quite a headache given the chance. Having the amazing double STAB coverage of Close Combat and Megahorn doesn't hurt either. While its defensive stats are not superb, it does have a few worthwhile resistances to its name. Don't underestimate the Hercules beetle, as it can be quite the nasty surprise for any unprepared team in the 5th generation.

    SET 1:

    Heracross @Choice Scarf
    EVs: 4 HP / 252 Atk / 252 Spe
    Adamant Nature (+Atk, -SAtk)
    - Megahorn
    - Close Combat
    - Stone Edge
    - Night Slash / Pursuit

    With stats of base 85 Speed and 125 Attack, and two powerful STAB moves to abuse them with, Heracross is a prime candidate for a Choice Scarf. When looking at Heracross one cannot forget Guts, which is among Heracross's biggest selling points, as it gives Heracross the ability to switch into almost any status move and get an Attack boost. This ability is not something to take lightly, especially considering that with the Speed increase gained from a Choice Scarf, it can quickly become an amazingly powerful threat. Close Combat and Megahorn are Heracross's infamous STAB combo and have surprisingly good synergy together—alongside Stone Edge, Heracross can hit almost everything in the metagame for at least neutral damage.</p>
    The last moveslot is reserved for pseudo-trapping foes that Heracross can hit super effectively trying to escape. Pursuit hits Pokemon as they switch out and is useful for taking out Pokemon weak to it, such as Latios and Starmie, but Night Slash is also notable for its ability to 2HKO Jellicent, which would otherwise wall Heracross. Night Slash also fills the role of a more accurate alternative to hit Psychic-type Pokemon hard. Adamant is the preferred nature on this set due to Heracross already being able to outspeed everything it needs to with a neutral nature and the damage increase from running an Attack-boosting nature helps it hit as hard as possible. It is possible to run a Jolly nature, most notably to outspeed Timid Scarf Heatran, but it is not recommended.

    Toxic has some merit in the fourth moveslot for possibly crippling walls Heracross could never break or just putting a timer on other Pokemon. Pokemon like Vaporeon, Zapdos, and Hippowdon who could otherwise stall you out with their respective healing moves are all forced to switch out lest their poison damage gets too high, and thus become much easier to deal with.

    Pokemon who have trouble with Grass-, Psychic-, or Dark-type Pokemon all appreciate Heracross's ability to come in and immediately threaten them. Even the bulkiest of Pokemon, such as Reuniclus, can be easily dispatched with a STAB move if they dare to stay in on Choice Scarf Heracross, assuming they have taken a little bit of prior damage. Pokemon who will greatly appreciate its ability to do this feat are Psychic-type teammates such as Mew, Azelf, Celebi, Latios, and Latias who generally dislike fighting opposing Psychic- and Dark-type pokemon while all also easily breaking through the physical walls Heracross has trouble breaking through by itself. Water-type Pokemon such as Politoed, Vaporeon, and Swampert, all of whom appreciate Heracross's ability to take out Grass-type Pokemon, also make great partners, as Heracross resists their Grass-type weaknesses and they resist Heracross's Fire-type weakness, while at the same time being able to break through Heracross's biggest nightmares, such as most Fire-types, Gliscors, and possibly Skarmory. Politoed in particular is useful as it also brings Drizzle on the field, which cancels out Heracross's Fire-type weakness, while Vaporeon can pass a Wish to a weakened Heracross and potentially bring it back to full health.



    DREAM WORLD OPTIONS:


    Heracross receives the ability Moxie in the Dream World, which unfortunately is as of yet unreleased. Each Pokemon Heracross defeats (with an attacking move) allows it to boost its Attack by one stage each. While Guts gives Heracross the pleasure of switching into many status moves such as Jellicent's Will-o-Wisp, Moxie is a reliable way of boosting and sweeping without sacrificing Hit Points. Keep in mind that both Guts and Moxie have their standing advantages, and Moxie is in no way superior to Guts. Moxie is arguably best used on the Choice Scarf and Substitute sets, where Heracross can safeguard itself with higher Speed or a Substitute.

  6. #26
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    Type: Bug/Fighting
    Ability: Guts/Swarm/Moxie (Dream World)
    Base Stats: 80 HP / 125 Atk / 75 Def / 40 SAtk / 95 SDef / 85 Spd
    Pros: Excellent Attack, extremely powerful STABed moves
    Cons: 4x Flying weakness, mediocre Speed


    1. Heracross @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Adamant/Jolly Nature
    Ability: Guts
    -Megahorn
    -Close Combat
    -Stone Edge
    -Pursuit

    The Choice Band set that makes Heracross such scary force. A STABed Banded Megahorn or Close Combat will do tons of damage. Even some Flying Pokemon will take a major chunk of damage from those two attacks. As if that wasn't enough, Heracross still has Stone Edge for any Fliers. Many Pokemon are scared of Heracross and will immediately switch out when they see it. Pursuit catches those Pokemon as they try to escape and can do a lot of damage that way.



    2.Heracross @Choice Band/Choice Scarf
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Moxie
    -Megahorn
    -Close Combat
    -Stone Edge
    -Pursuit

    The Choice Scarf set won't do as much damage, but the item gives it a big
    Speed boost that allows it to outrun most opponents including ones that
    would normally give it trouble. Moxie is a pretty good ability for gaining
    extra Attack boosts without worrying about Speed issues that the Choice
    Band set sometimes has.

    3.Heracross @Flame Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Guts
    -Megahorn
    -Close Combat
    -Facade
    -Swords Dance

    This set takes longer to set up since it uses Swords Dance. But it has the
    potential to deal more damage than the CBer if you can get it properly set up.
    It also allows you the ability to switch moves, unlike the Choice sets.

    4.Heracross @Salac Berry
    EVs: 12 HP / 244 Atk / 252 Spd
    Adamant Nature
    Ability: Swarm
    -Megahorn
    -Stone Edge
    -Swords Dance
    -Substitute

    A SubSalac sweeper. Swords Dance up and bring your HP down until Salac Berry activates. At that stage, Swarm also kicks in and boosts your Megahorn's power. Having an HP number divisible by 4 is required for this set, since Salac will activate upon using your third Sub. After you're all set up, sweep your foes to death. This is rather tricky to set up but the pay off is great and it can catch your opponent off guard.


    Heracross is simply great, lots of great move sets with this guy. Set number 1 has to be the best, STABd / Choicebanded Close Combat and Megahorn is incredible
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  7. #27
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    Talking

    Inferno Bug

    Heracross @Flame Orb
    EVs: 4 HP / 252 Atk / 252 Spe
    Adamant Nature (+Atk, -SAtk)/Jolly Nature (+Spd, -SAth)
    Ability: Guts
    -Swords Dance
    -Close Combat
    -Megahorn
    -Facade

    Ah Heracross, would we have ever wanted you burned in 2nd gen? Nope. But things change, so here's what we got. Swords Dance is for the turn you wait for the burn. It's a good idea to to Baton Pass him a sub so he can survive the turn. Close Combat is to take down Ferrothorn. Any Heracross needs Megahorn, which is basically it's signature move. That's like having Magikarp without Splash!
    *ahem*, Anywho, the move we care about is Facade. Swords Dance has made all his moves strong, but now Flame Orb comes in. Guts is going to make Close Combat and Megahorn annihilate anything it their path, but Facade ALSO gets a boost from Flame Orb. With attack raised by two stages, Facade damage rate at 140, AND a 1.5 raise from Guts, Facade is one of the most powerful moves you could ever think of!
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  8. #28
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    I know people are trying to be original, but you cannot make a poke with 125 attack and 40 special attack a special attacker. It's just such a waste, as it could be doing much more damage. Also, many sub/reversal pokes are screwed by weather, but does that make them bad? Every team you encounter is not gonna be sand, and if you're really worried, run drizzletoad with hera to- 1:weaken fire attacks and 2: no damage. The most dominant sets here seem to be banded and scarfed heras, the sub three attack hera, the 1 HP reversal hera, and set up hera. Toxic stall may be able to do something, as steel types don't like to switch in on a 125 atk poke with STAB CC, but I really don't think the specs would work. I did some calcs, and a choice specs max special attack modest hera's HYPER BEAM doesn't even kill an unown with some HP investment. Maximum damage: 282, Unown's max HP: 300, and that's UNOWN!!!!!!!!!!

    Anyways, here's my gimmick set to add (sort of a build on the toxic set):

    GET WRECKED!!!!!!!!!!!! slowly...........

    Heracross@Leftovers /w/Swarm/Guts
    Nature: Careful
    Ev's: 252 Spd, 252 Hp, 4 Def

    ~Iron Defense
    ~Toxic
    ~Knock Off
    ~Protect/Substitute/Counter

    95 base special defense is functional off of, so putting some investment there allows hera to take some special hits. However, this leaves hera's defense at a not-so-great level. That's where iron defense comes in, boosting your defense two stages. Now you can begin to annoy your opponent-take off their item, then begin toxic stall them. Your last set is whatever you want. Protect to stall, substitute to avoid status and really become a pain to walls, or counter after a few boosts to hurt their physical attackers.

    Here's what's probably one of the most effective hera sets out there:

    Cross my heart, hope to die, stick a needle in YOUR eye

    Heracross@Choice Scarf/Band /w/Moxie/Swarm
    Nature: Adamant/Jolly
    Ev's: 252 Atk, 252 Spe, 4 Hp

    ~Close Combat
    ~Megahorn
    ~Stone Edge/Earthquake/Aerial Ace/Shadow Claw/Night Slash
    ~Stone Edge/Earthquake/Aerial Ace/Shadow Claw/Night Slash

    If you, really don't know how this works, your lost. CC and megahorn for STAB, the last moves are for coverage. Really nothing to explain, just revenge kill everything.

  9. #29
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    3.Heracross @Flame Orb
    EVs: 6 HP / 252 Atk / 252 Spd
    Jolly Nature
    Ability: Guts
    -Megahorn
    -Close Combat
    -Facade
    -Swords Dance

    This set takes longer to set up since it uses Swords Dance. But it has the
    potential to deal more damage than the CBer if you can get it properly set up.
    It also allows you the ability to switch moves, unlike the Choice sets.
    Toxic orb is now a better option over flame orb most of the time as it now does the same damage as flame orb for the first three turns before starting to rack up. You'll probably switch before your three turns are up.

    Edit: for some reason I confused hera with ursarang, idk why XD usually you should only use toxic orb on poison heal pokes and quick feet physical attackers, as quick feet doesn't cancel out burns attack halving effect, which is what ursarang has (quick feet boosts your speed with a status)
    Last edited by 365pokemon; 27th June 2011 at 7:43 PM.

  10. #30
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    Pinsir is my favorite pokemon, so naturally I have a warm place in my heart designed to make Heracross burst into flames. I'll list some partners and counters though, since I'm not going to let my personal disdain for Heracross stop me from contributing. I believe all of the move sets have been covered already anyway.

    Partners for Heracross

    A good number of Heracross counters are Flying Type, so Ice Beam helps. Stone Edge won't cover most "guarenteed" Heracross counters, like Gliscor, so the Ice coverage is needed. Most things that counter Gliscor make good partners though, basically. If you want to have firepower though, ChoiceCross hits super effects on 11/17, so you can try pokemon that hit the 6/17; Water, Electric, Fighting, Poison, Ground, and Dragon. Something that carries Ice Beam takes two of those, Psychic takes another two, and Thunderbolt takes out one more. Starmie, Lapras, and Porygon-Z carry all three. For outright beamers: Froslass, Sigilyph, and every special water type.

    Counters for Heracross

    Gliscor and Landorus are the two best counters. They resist his two STABs, take neutrals from Stone Edge, and just outright destroy it. Flying attacks do x4 damage, though those are few in quantity because their coverage is eh at best. The paraflinchers immediately stand out though, as do the others that usually carry Air Slash or Hurricane: Sigilyph, Togekiss, Rotom-F, Yanmega, Swoobat, Tornadus, Emolga, and Dragonite. Fire types have Stone Edge to worry about, but some Flamethrower carriers work wonders. Nidoking, Nidoqueen, Slowbro, Octillery, Manetric, Zoroark, etc. Finally, we have Psychic types... but only if they are faster. Alakazam, Mew, Espeon, Latis, Azelf, Victini, and Meloetta.
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  11. #31
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    Quote Originally Posted by 365pokemon View Post
    Toxic orb is now a better option over flame orb most of the time as it now does the same damage as flame orb for the first three turns before starting to rack up, as well as not lowering your attack. You'll probably switch before your three turns are up.
    Nitpick. With Guts, Flame Orb doesn't lower your attack. It still raises it.
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  12. #32

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    F*ck yeah, been waitin for this pokemon!!!
    The real reason behind there being no cars in Pokemon is that Dead pidgeys smeared across roads isn't child friendly. Imagine having a battle on a road...

    Wild Pidgey appeared.
    Wild Pidgey got totally pwnd by that Chevy...

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  13. #33
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    Smile

    Summary: heracross was fine ever since 2nd gen when it was first introduced, but always seemed to carry some weaknesses with it. At first they had no way to cover almost any of them ,but 3rd gen brought it some counters but not many. 4th gen only gave it close combat, which, with somewhat low defences and many weaknesses, along with air cutter and air slash special moves, wasn't
    really worth it. 5th gen did give it smack down to cover bounce and fly, but heracross needs chance to make that work out. I guess this thing is okay. Looks cool, to. but those looks make it look very defensive, so i don't know...
    Counter Weaknesses
    *megahorn*
    *smack down/rock slide/stone edge
    *earthquake
    *close combat/brick break/facade
    *item: life orb/muscle band/flame orb
    *ability:guts/swarm
    *nature: adament(+attack, -sp. attack)
    really, you'll want some weakness coverage in case your put up against something heracross cant take well. luckily, there are only three weaknesses to counter, with megahorn clearing psychic pokemon, the rock moves cleaning fire and flying, flying heracrosses worst weakness, and earthquake beating most fire types. with guts, having double power and facade will clean most other pokemon, but otherwise, close combat lowers defence/sp. defence, while brick break destroies worthless barriers no one uses. really, the trouble for others comes with the weakness counter moves. the others are mostly there... to be there.


    This is my first post!

  14. #34
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    Quote Originally Posted by SomeoneIGuess View Post
    Heracross @ Choice Scarf
    Ability: Guts
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature (+Atk, -SAtk)
    - Megahorn
    - Close Combat
    - Stone Edge
    - Pursuit
    Pretty much the set I wanted to give but with Sleep Talk over Pursuit. Pursuit hits like, Mismagius I guess but she almost always runs some substitute + CM / NP set so it's still useless. Sleep Talk allows you to come in on potent UU threats like Roserade, Tangrowth, and Venemoth with ease and begin firing off fast and powerful moves. And with this generation's new sleep mechanics, it works even better than before.

  15. #35
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    Almost classic Heracross.
    - Close Combat
    - Mega Horn
    - Stone Edge
    - Night Slash/Shadow claw
    Ability: Guts/Moxie
    Item: Choice Scarf / Band or Life/toxic/Flame orb
    Evs and Nature:
    252 Atk / 252 Spe / 4 HP
    Jolly nature [+Spe, -SpA] or Adamant nature [+Atk, - SpA]
    Use Close Combat for 180 base power (With STAB) and smash Rock, normal and other stuff.
    Mega Horn is your main move with only 85 accuracy and no cost.
    Stone edge is to kill your nemesis flying type.
    While shadow claw/night slash has high Crit rate and reliable accuracy to kill psychic.
    Use Moxie with Choice Scarf to out speed your enemy or Choice Band to hit harder or with life orb to hit harder and not get stuck with one move.
    Or just use the classic Guts with either flame/toxic orb to activate Guts instantly or use life orb.
    Last edited by bigboo; 27th June 2011 at 7:33 AM.
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    You're really bugging me, so I'll destroy you...
    Heracross @ Focus Sash / Quick Claw
    Ability: Moxie
    EVs: 252 HP / 252 Atk / 4 Def
    Adamant Nature (+Atk, -SAtk)
    - Close Combat
    - Earthquake / Stone Edge
    - Bulk Up
    - Megahorn

    This set is the one I mainly use. Basically, the tactic is to get Heracross Bulky and Powerful at once, by using Bulk up two or three times. Then, he can withstand some hefty hits, especially with his Max HP evs, whilst at the same time being very strong offensively with two STAB 120 Power moves and the Versatile Earthquake or the Powerful but not veyr accurate Stone Edge that deals with his Flying weakness well. Focus Sash helps prevent an early Knockout, allowing at least one Bulk Up to come off without a hitch.
    Quick Claw means Heracross can at times pull of a quick KO on the opponent.
    Last edited by CaptainCombusken; 27th June 2011 at 10:06 AM.

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    Quote Originally Posted by Proby3 View Post
    You're really bugging me, so I'll destroy you...
    Heracross @ Focus Sash / Quick Claw
    Ability: Moxie
    EVs: 252 HP / 252 Atk / 4 Def
    Adamant Nature (+Atk, -SAtk)
    - Close Combat
    - Earthquake / Stone Edge
    - Bulk Up
    - Megahorn

    This set is the one I mainly use. Basically, the tactic is to get Heracross Bulky and Powerful at once, by using Bulk up two or three times. Then, he can withstand some hefty hits, especially with his Max HP evs, whilst at the same time being very strong offensively with two STAB 120 Power moves and the Versatile Earthquake or the Powerful but not veyr accurate Stone Edge that deals with his Flying weakness well. Focus Sash helps prevent an early Knockout, allowing at least one Bulk Up to come off without a hitch.
    Quick Claw means Heracross can at times pull of a quick KO on the opponent.
    I'd use Leftovers, personally. Quick Claw is banned from standard play, and Focus Sash + Bulk Up is really... Well, IDK Why it's there xD

    Quote Originally Posted by Cometk View Post
    Pretty much the set I wanted to give but with Sleep Talk over Pursuit. Pursuit hits like, Mismagius I guess but she almost always runs some substitute + CM / NP set so it's still useless. Sleep Talk allows you to come in on potent UU threats like Roserade, Tangrowth, and Venemoth with ease and begin firing off fast and powerful moves. And with this generation's new sleep mechanics, it works even better than before.
    I suppose it would work out really nicely, since Choice Scarf + Guts + How common sleep is in UU = Pseudo Dragon Dance. Though I think Reno should say that he loses his role as a revenge killer.
    Last edited by SomeoneIGuess; 27th June 2011 at 11:38 AM.
    Ignore, thanks.

  18. #38
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    All-out Physical!

    Heracross @ Leftovers
    Ability: Moxie
    Nature: Modest
    EVs: 252 Atk/4 Def/252 Spe
    - Megahorn
    - Close Combat
    - Stone Edge
    - Night Slash

    Classic set. First two are awesome STAB, the last two for covering weaknesses.

    Alternate Sub-Punch

    Heracross @ Lum Berry
    Ability: Moxie
    Nature: Modest
    EVs: 4 HP/252 Atk/252 Spe
    - Substitute
    - Focus Punch
    - Megahorn
    - Rest

    A little modified Sub-Punch set.
    Sub + Focus Punch is awesome, 125 base Attack combined with Moxie and STAB... it can smash through enemies. MH for strong second STAB, and Rest + Lum Berry in case things are going bad, and for restarting the cycle.

    Flail Smashin'

    Heracross @ Focus Sash
    Ability: Swarm/Moxie
    Nature: Modest
    EVs: 252 Atk/4 Def/252 Spe
    - Flail
    - Megahorn
    - Close Combat
    - Stone Edge

    125 base Attack + Moxie + Atk EVs/IVs + 1 HP Flail = Epic.
    MH and CC for strong STAB moves, and Stone Edge for coverage.

    Let's Facade a bit!

    Heracross @ Flame Orb
    Ability: Guts
    Nature: Modest
    EVs: 4 HP/252 Atk/252 Spe
    - Facade
    - Rest
    - Close Combat
    - Megahorn

    Awesome set. Flame Orb activates Guts and doesn't cut Attack in this case.
    Then here it goes Facade, 140 base power physical attack. Rest to recover and restart things. CC and MH for strong STAB.



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  19. #39
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    Quote Originally Posted by 365pokemon View Post
    I know people are trying to be original, but you cannot make a poke with 125 attack and 40 special attack a special attacker. It's just such a waste, as it could be doing much more damage. Also, many sub/reversal pokes are screwed by weather, but does that make them bad? Every team you encounter is not gonna be sand, and if you're really worried, run drizzletoad with hera to- 1:weaken fire attacks and 2: no damage. The most dominant sets here seem to be banded and scarfed heras, the sub three attack hera, the 1 HP reversal hera, and set up hera. Toxic stall may be able to do something, as steel types don't like to switch in on a 125 atk poke with STAB CC, but I really don't think the specs would work. I did some calcs, and a choice specs max special attack modest hera's HYPER BEAM doesn't even kill an unown with some HP investment. Maximum damage: 282, Unown's max HP: 300, and that's UNOWN!!!!!!!!!!
    You do know that when I listed that set, I specifically stated its uselessness multiple times, and that I only listed it to drive home the point that it should not be used for special attacking, right?

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  20. #40
    Join Date
    May 2011
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    266

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    You do know that when I listed that set, I specifically stated its uselessness multiple times, and that I only listed it to drive home the point that it should not be used for special attacking, right?
    There was no real need to post a set then if you wanted to prove that point. Doesn't matter though.
    Oh, and on the toxic orb thing, I forgot something. Yes, flame orb does not lower your attack, however, toxic orb will actually do less damage then flame orb for the first three turns, so it's a great option on all out attacking sets, as you will usually switch before the damage wracks up. But on that set, I think it would actually be a better option to use flame orb, as you are trying to set up.


    Edit: for some reason I confused hera with ursarang, idk why XD usually you should only use toxic orb on poison heal pokes and quick feet physical attackers, as quick feet doesn't cancel out burns attack halving effect, which is what ursarang has (quick feet boosts your speed with a status)
    Last edited by 365pokemon; 27th June 2011 at 7:43 PM.

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