365pokemon
Well-Known Member
I sort of made my version/prediction of what this pokemon of the week is gonna look like
HERACROSS
Heracross, the singlehorn pokemon. It gathers in forests to search for tree sap, its favorite food. To keep all the honey to itself, it hurls rivals away with its prized horn. With powerful legs and claws, it generates enough power to hurl foes over great distances. It loves sweet honey. It is usually docile, but if it is disturbed while sipping honey, it chases off the intruder with its horn.
OVERVIEW
If you are a fan of pinsir, you understand the hatred that many players have for heracross. Basically being a pinsir on steroids, heracross can wreak havoc on teams. It's attack stat extends beyond infinitum, and many people consider using it in ubers. Each generation seems to just make heracross better. In the second generation, heracross was introduced and was immediately became recognized as one of the strongest physical attackers in the game. Third gen brought it the blessing of guts and swords dance. Fourth gen brought it not only pursuit turning physical, allowing it to hit ghost types that used to be the bane of its existance, as well as choice scarf and choice band. And now we have fifth gen, with the biggest new asset being moxie, which allows heracross to be a much better revenge killer. Unfortunately, with this game the rest of the metagame, and heracross slowly fell to stronger and faster revenge killers (enter hydreigon and chandelure), and is now sitting in comfortably in the lesser tiers, where it can still wreck, just not at the same level it used to.
ABILITIES
Swarm: Probably the most useless heracross ability. Boosts your bug moves when weakened. Not bad, but far overshadowed by this next one.
Guts: This makes heracross scary strong. Base 125 attack gets boosted by 1.5 times? Yes please.
Moxie: Heracross's dream world ability allows it to function as a great choice scarfed revenge killer. Guts is still amazing though.
I CAN SNORE AND KILL YOU!!!
Heracross ;214; @Leftovers/Life Orb /w/Guts
Nature: Adamant (+Attack, -Special Attack)
Ev's: 252 Atk, 192 Hp, 64 Spe
~Rest
~Sleep Talk
~Megahorn
~Low Kick
Heracross's only means of recovery is by rest, so why not give it a rest/talk set? Heracross is a great contender for rest/talk because while it's asleep you can use sleep talk to fire off guts boosted attacks (guts can be activated by sleep)+life orb depending on what item you're running. Megahorn and close combat are moves that you should run on almost any heracross, as they are both strong STAB physical attacks. As you will see, next to every heracross set runs these two moves. However here, we will be running low kick, as the subtracted defenses from close combat are unwanted.
What do you pick if death gives you two options?
Heracross ;214; @Choice Band/Choice Scarf /w/Moxie
Nature: Jolly (+Speed, -Special Attack)/Adamant (+Attack, -Special Attack)
Ev's: 252 Atk, 252 Spe, 4 Hp
~Close Combat
~Megahorn
~Stone Edge/Earthquake/Pursuit/Night Slash/Retaliate
~Stone Edge/Earthquake/Pursuit/Night Slash/Retaliate
This is probably the most effective heracross set out there. With choice scarf making up for your half-decent base speed, and choice band boosting your already high attack to ridiculous levels, whichever choice you make for an item will be a good one (no pun intended). The moveset has the obvious megahorn and close combat, as well as the last two moves being your choice. I basically listed heracross's best physical moves there (keep in mind that moves from the other options section are viable here as well), with one catch: retaliate. Retaliate works with any revenge killer as its base power doubles when a team mate was knocked out last turn, and guess what? This is a great revenge killer.
It only makes me stronger...
Heracross ;214; @Salac Berry /w/Moxie
Nature: Jolly (+Speed, -Special Attack)/Adamant (+Attack, -Special Attack)
Ev's: 252 Atk, 252 Spe, whatever gives you an hp divisible by four with remainder one
~Substitute
~Reversal
~Flail
~Night Slash
This set is much less useful then the other standard heracross sets, with the rise of hail and sand teams, as well as priority moves, but it still gets the job done. Basically you sub down to one hp (with an hp # divisible by four with a remainder of one, example: 305), and then fire off base 200 reversals and flails as your opponent quietly weeps into a pillow. Night slash is crucial on this set as it allows you to hit ghost types, which you would not be able to touch otherwise.
The goliath beetle
Heracross ;214; @Flame Orb /w/Guts
Nature: Jolly (+Speed, -Special Attack)/Adamant (+Attack, -Special Attack)
Ev's: 252 Atk, 252 Spe, 4 Hp
~Megahorn
~Close Combat
~Stone Edge/Earthquake/Pursuit/Night Slash/Facade/Protect
~Stone Edge/Earthquake/Pursuit/Night Slash/Facade/Protect
This is just a standard guts abuser. Just hit everything with guts boosted attacks and wreck them. Moveset is standard, with two catches, the first one being: facade. Facade is a seventy base power move move that doubles in power if the user is statused. Facade is a move that should only be used on guts abusing sets, or else it's worthless. The same goes for the second one, protect. Protect is only used to activate your status orb for sure, and shouldn't be used on any non "orb" sets.
Can't destroy all of me? How 'bout a quarter?
Heracross ;214; @Leftovers
Nature: Jolly (+Speed, -Special Attack)/Adamant (+Attack, -Special Attack)
Ev's: 240 Atk, 252 Spe, 16 Hp
~Substitute
~Megahorn
~Close Combat
~Stone Edge/Earthquake/Pursuit/Night Slash
This is another standard heracross set (they're all very similar, if you haven't noticed yet), but with a catch: substitute. The idea is to switch hera in on something that can't touch it, like a blissey, sub on the switch, then get a free hit on whatever comes in while it breaks your sub. If they don't break your sub, they will be in a world of pain where there is nothing but darkness and hate and evil and all their worst fears all around them. That is all.
GET WRECKED!!!!!!!!!slowly...
Heracross ;214; @Leftovers /w/Swarm/Guts
Nature: Careful (+Special Defense, -Special Attack)
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. Probably the last thing you want for your heracross out of all these sets, though.
Don't give a bug a sword!
Heracross ;214; @Flame Orb /w/Guts
Nature: Jolly (+Speed, -Special Attack)/Adamant (+Attack, -Special Attack)
Ev's: 252 Atk, 252 Spe, 4 Hp
~Swords Dance
~Close Combat
~Megahorn
~Stone Edge/Earthquake/Pursuit/Night Slash/Facade
One of the largest threats in the metagame if it sets up. Here's a helpful hint: don't let a pokemon with base 125 attack and guts and flame orb get plus two from swords dance. Moveset is standard, with facade for reasons mentioned before. This thing wrecks if it gets set up.
Steroids are unfair :'(
Heracross ;214; @Leftovers /w/Guts
Nature: Jolly (+Speed, -Special Attack)/Adamant (+Attack, -Special Attack)
Ev's: 208 Hp, 104 Atk, 196 Spe
~Bulk Up
~Megahorn
~Low Kick
~Stone Edge/Earthquake/Pursuit/Night Slash
Heracross has another way to boost aside from swords dance. Although it doesn't give quite the offensive threat as swords dance, bulk up is still viable as it raises your defenses, meaning after a couple bulk ups, you can tank attacks, and hit hard. Moveset is standard, although low kick is better then close combat as it will lower your hard earned defensive stats.
EVS AND NATURES
I CAN SNORE AND KILL YOU
Max attack and adamant nature so you can do as much damage as possible. 192 hp to take some hits, and 64 speed to have a little speed.
What do you pick if death gives you two options?
Max attack and speed, the standard sweeper spread. The nature depends on if you want to have a little extra speed or a little extra KO'ing power.
It only makes me stronger...
Ditto above, but you're going to want the correct amount of hp IVs so that your hp is divisible by four with a remainder of 1 (example: 305).
The Goliath Beetle
Still keeping your standard sweeper EV and nature spread.
Can't destroy all of me? How 'bout a quarter?
Still a sweeper spread, but put 12 of the attack evs into hp (as well as your four leftover evs).
GET WRECKED!!!!!!!!!slowly...
Max special defense and hp, as you don't need any physical defense thanks to iron defense.
Don't give a bug a sword!
Max attack and speed again. Nothing much to say here.
Steroids are unfair :'(
208 hp so you can "tank" after a few bulk ups. 104 attack to still hit hard, and 196 speed to still be kind of fast.
Other Options(still looking for more in this section)
Focus punch, brick break, revenge, shadow claw, aerial ace
Focus punch can be used on a subpunching set.
Brick break to destroy any screens your opponent has.
Revenge, as heracross is relatively slow, so you have a reasonable chance of going second.
Shadow Claw can be used, but there is really no reason to not use night slash over this.
Aerial Ace this really messes up fighting types that heracross sometimes struggles dealing with *cough* conkeldurr *cough*.
Double and Triple Battle Options
(need help here)
Partners
Anything that resists heracross's weaknesses is always good. Something like a heatran works great as it takes fire, psychic and flying attacks. Anything that passes speed is good as well, such as a ninjask (if ninjask passes +2 speed and a swords dance to hera, it's basically game over). Something that can paralyze opposing pokemon works just as well, such as a rotom w. Drizzletoad can work well with hera as it can weaken hera's fire weakness. The list of things that work well with him goes on and on. To wrap it up, something that can either resist hera's weaknesses or let hera outspeed opposing pokes is usually a good partner.
Countering heracross
(need help here)
Locations in Games
Ruby/Sapphire/Emerald
Safari Zone Acro Bike Area
FireRed/LeafGreen
Pattern Bush
Colosseum
Snagged from Cipher Peon Dioge in Realgam Tower's Dome
XD
Trade from Ruby/Sapphire/Emerald/FireRed/LeafGreen/Colosseum
Diamond/Pearl/Platinum
Sweet Honey Trees
HeartGold/SoulSilver
Routes 7, 11, 16, 28, 33, 42, 44, 45, 46 & 47, Azalea Town Vermillion City, Celadon City, Mt. Silver (Headbutt)
Black/White
Route 12
HERACROSS
Heracross, the singlehorn pokemon. It gathers in forests to search for tree sap, its favorite food. To keep all the honey to itself, it hurls rivals away with its prized horn. With powerful legs and claws, it generates enough power to hurl foes over great distances. It loves sweet honey. It is usually docile, but if it is disturbed while sipping honey, it chases off the intruder with its horn.
OVERVIEW
If you are a fan of pinsir, you understand the hatred that many players have for heracross. Basically being a pinsir on steroids, heracross can wreak havoc on teams. It's attack stat extends beyond infinitum, and many people consider using it in ubers. Each generation seems to just make heracross better. In the second generation, heracross was introduced and was immediately became recognized as one of the strongest physical attackers in the game. Third gen brought it the blessing of guts and swords dance. Fourth gen brought it not only pursuit turning physical, allowing it to hit ghost types that used to be the bane of its existance, as well as choice scarf and choice band. And now we have fifth gen, with the biggest new asset being moxie, which allows heracross to be a much better revenge killer. Unfortunately, with this game the rest of the metagame, and heracross slowly fell to stronger and faster revenge killers (enter hydreigon and chandelure), and is now sitting in comfortably in the lesser tiers, where it can still wreck, just not at the same level it used to.
ABILITIES
Swarm: Probably the most useless heracross ability. Boosts your bug moves when weakened. Not bad, but far overshadowed by this next one.
Guts: This makes heracross scary strong. Base 125 attack gets boosted by 1.5 times? Yes please.
Moxie: Heracross's dream world ability allows it to function as a great choice scarfed revenge killer. Guts is still amazing though.
I CAN SNORE AND KILL YOU!!!
Heracross ;214; @Leftovers/Life Orb /w/Guts
Nature: Adamant (+Attack, -Special Attack)
Ev's: 252 Atk, 192 Hp, 64 Spe
~Rest
~Sleep Talk
~Megahorn
~Low Kick
Heracross's only means of recovery is by rest, so why not give it a rest/talk set? Heracross is a great contender for rest/talk because while it's asleep you can use sleep talk to fire off guts boosted attacks (guts can be activated by sleep)+life orb depending on what item you're running. Megahorn and close combat are moves that you should run on almost any heracross, as they are both strong STAB physical attacks. As you will see, next to every heracross set runs these two moves. However here, we will be running low kick, as the subtracted defenses from close combat are unwanted.
What do you pick if death gives you two options?
Heracross ;214; @Choice Band/Choice Scarf /w/Moxie
Nature: Jolly (+Speed, -Special Attack)/Adamant (+Attack, -Special Attack)
Ev's: 252 Atk, 252 Spe, 4 Hp
~Close Combat
~Megahorn
~Stone Edge/Earthquake/Pursuit/Night Slash/Retaliate
~Stone Edge/Earthquake/Pursuit/Night Slash/Retaliate
This is probably the most effective heracross set out there. With choice scarf making up for your half-decent base speed, and choice band boosting your already high attack to ridiculous levels, whichever choice you make for an item will be a good one (no pun intended). The moveset has the obvious megahorn and close combat, as well as the last two moves being your choice. I basically listed heracross's best physical moves there (keep in mind that moves from the other options section are viable here as well), with one catch: retaliate. Retaliate works with any revenge killer as its base power doubles when a team mate was knocked out last turn, and guess what? This is a great revenge killer.
It only makes me stronger...
Heracross ;214; @Salac Berry /w/Moxie
Nature: Jolly (+Speed, -Special Attack)/Adamant (+Attack, -Special Attack)
Ev's: 252 Atk, 252 Spe, whatever gives you an hp divisible by four with remainder one
~Substitute
~Reversal
~Flail
~Night Slash
This set is much less useful then the other standard heracross sets, with the rise of hail and sand teams, as well as priority moves, but it still gets the job done. Basically you sub down to one hp (with an hp # divisible by four with a remainder of one, example: 305), and then fire off base 200 reversals and flails as your opponent quietly weeps into a pillow. Night slash is crucial on this set as it allows you to hit ghost types, which you would not be able to touch otherwise.
The goliath beetle
Heracross ;214; @Flame Orb /w/Guts
Nature: Jolly (+Speed, -Special Attack)/Adamant (+Attack, -Special Attack)
Ev's: 252 Atk, 252 Spe, 4 Hp
~Megahorn
~Close Combat
~Stone Edge/Earthquake/Pursuit/Night Slash/Facade/Protect
~Stone Edge/Earthquake/Pursuit/Night Slash/Facade/Protect
This is just a standard guts abuser. Just hit everything with guts boosted attacks and wreck them. Moveset is standard, with two catches, the first one being: facade. Facade is a seventy base power move move that doubles in power if the user is statused. Facade is a move that should only be used on guts abusing sets, or else it's worthless. The same goes for the second one, protect. Protect is only used to activate your status orb for sure, and shouldn't be used on any non "orb" sets.
Can't destroy all of me? How 'bout a quarter?
Heracross ;214; @Leftovers
Nature: Jolly (+Speed, -Special Attack)/Adamant (+Attack, -Special Attack)
Ev's: 240 Atk, 252 Spe, 16 Hp
~Substitute
~Megahorn
~Close Combat
~Stone Edge/Earthquake/Pursuit/Night Slash
This is another standard heracross set (they're all very similar, if you haven't noticed yet), but with a catch: substitute. The idea is to switch hera in on something that can't touch it, like a blissey, sub on the switch, then get a free hit on whatever comes in while it breaks your sub. If they don't break your sub, they will be in a world of pain where there is nothing but darkness and hate and evil and all their worst fears all around them. That is all.
GET WRECKED!!!!!!!!!slowly...
Heracross ;214; @Leftovers /w/Swarm/Guts
Nature: Careful (+Special Defense, -Special Attack)
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. Probably the last thing you want for your heracross out of all these sets, though.
Don't give a bug a sword!
Heracross ;214; @Flame Orb /w/Guts
Nature: Jolly (+Speed, -Special Attack)/Adamant (+Attack, -Special Attack)
Ev's: 252 Atk, 252 Spe, 4 Hp
~Swords Dance
~Close Combat
~Megahorn
~Stone Edge/Earthquake/Pursuit/Night Slash/Facade
One of the largest threats in the metagame if it sets up. Here's a helpful hint: don't let a pokemon with base 125 attack and guts and flame orb get plus two from swords dance. Moveset is standard, with facade for reasons mentioned before. This thing wrecks if it gets set up.
Steroids are unfair :'(
Heracross ;214; @Leftovers /w/Guts
Nature: Jolly (+Speed, -Special Attack)/Adamant (+Attack, -Special Attack)
Ev's: 208 Hp, 104 Atk, 196 Spe
~Bulk Up
~Megahorn
~Low Kick
~Stone Edge/Earthquake/Pursuit/Night Slash
Heracross has another way to boost aside from swords dance. Although it doesn't give quite the offensive threat as swords dance, bulk up is still viable as it raises your defenses, meaning after a couple bulk ups, you can tank attacks, and hit hard. Moveset is standard, although low kick is better then close combat as it will lower your hard earned defensive stats.
EVS AND NATURES
I CAN SNORE AND KILL YOU
Max attack and adamant nature so you can do as much damage as possible. 192 hp to take some hits, and 64 speed to have a little speed.
What do you pick if death gives you two options?
Max attack and speed, the standard sweeper spread. The nature depends on if you want to have a little extra speed or a little extra KO'ing power.
It only makes me stronger...
Ditto above, but you're going to want the correct amount of hp IVs so that your hp is divisible by four with a remainder of 1 (example: 305).
The Goliath Beetle
Still keeping your standard sweeper EV and nature spread.
Can't destroy all of me? How 'bout a quarter?
Still a sweeper spread, but put 12 of the attack evs into hp (as well as your four leftover evs).
GET WRECKED!!!!!!!!!slowly...
Max special defense and hp, as you don't need any physical defense thanks to iron defense.
Don't give a bug a sword!
Max attack and speed again. Nothing much to say here.
Steroids are unfair :'(
208 hp so you can "tank" after a few bulk ups. 104 attack to still hit hard, and 196 speed to still be kind of fast.
Other Options(still looking for more in this section)
Focus punch, brick break, revenge, shadow claw, aerial ace
Focus punch can be used on a subpunching set.
Brick break to destroy any screens your opponent has.
Revenge, as heracross is relatively slow, so you have a reasonable chance of going second.
Shadow Claw can be used, but there is really no reason to not use night slash over this.
Aerial Ace this really messes up fighting types that heracross sometimes struggles dealing with *cough* conkeldurr *cough*.
Double and Triple Battle Options
(need help here)
Partners
Anything that resists heracross's weaknesses is always good. Something like a heatran works great as it takes fire, psychic and flying attacks. Anything that passes speed is good as well, such as a ninjask (if ninjask passes +2 speed and a swords dance to hera, it's basically game over). Something that can paralyze opposing pokemon works just as well, such as a rotom w. Drizzletoad can work well with hera as it can weaken hera's fire weakness. The list of things that work well with him goes on and on. To wrap it up, something that can either resist hera's weaknesses or let hera outspeed opposing pokes is usually a good partner.
Countering heracross
(need help here)
Locations in Games
Ruby/Sapphire/Emerald
Safari Zone Acro Bike Area
FireRed/LeafGreen
Pattern Bush
Colosseum
Snagged from Cipher Peon Dioge in Realgam Tower's Dome
XD
Trade from Ruby/Sapphire/Emerald/FireRed/LeafGreen/Colosseum
Diamond/Pearl/Platinum
Sweet Honey Trees
HeartGold/SoulSilver
Routes 7, 11, 16, 28, 33, 42, 44, 45, 46 & 47, Azalea Town Vermillion City, Celadon City, Mt. Silver (Headbutt)
Black/White
Route 12
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