Post by ticken on Dec 29, 2015 6:28:34 GMT
Heracross @ Heracronite
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Pin Missile
- Close Combat
- Rock Blast
- Bullet Seed
Hawlucha @ Eject Button
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Tailwind
- Acrobatics
- Swords Dance
- Drain Punch
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Iron Head
- Earthquake
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Rock Tomb
- Spore
Cobalion @ Leftovers
Ability: Justified
EVs: 72 Def / 184 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Flash Cannon
- Volt Switch
- Close Combat
Threatlist: Latios/as, Landorus-I, Sash Alakazam, etc...
Latios/as can take any 1 attack from this team for the exception of Heracross but that is if the Lati's are Scarfed because Mega Heracross can take any 1 Psyshock except a crit.
Landorus-I with rocks can one shot all the members but loses to Keldeo. They always switch when they see Keldeo.
Alakazam w/ Sash. It can clean up late game once my sash on Loom is broken, and the rest can be one shot. The only way to beat it is to tail wind up somehow and use Mega Heracross or flinch with Scarf Iron Head.
Those are just a few threats.
Keldeo, Terrakion, Breloom, and Cobalion are regularly used on fighting monotype. Keep in mind this was a Core Challenge team for why I used Heracross and Hawlucha.
Hawlucha can help Heracross sweep many types and make the type more accessible Like making Psychic monotype teams 5 v 3 (if Hawlucha is the one who fainted and Hera came in on turn 2 and used all the Tailwind turns). Breloom and Heracross help a lot vs water and ground teams. Heracross and Terrakion help vs flying. Terrakion and Keldeo for Fairy. Etc.. etc.. etc... This is just a brief description. Enjoy!
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Pin Missile
- Close Combat
- Rock Blast
- Bullet Seed
Hawlucha @ Eject Button
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Tailwind
- Acrobatics
- Swords Dance
- Drain Punch
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Iron Head
- Earthquake
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Rock Tomb
- Spore
Cobalion @ Leftovers
Ability: Justified
EVs: 72 Def / 184 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Flash Cannon
- Volt Switch
- Close Combat
Threatlist: Latios/as, Landorus-I, Sash Alakazam, etc...
Latios/as can take any 1 attack from this team for the exception of Heracross but that is if the Lati's are Scarfed because Mega Heracross can take any 1 Psyshock except a crit.
Landorus-I with rocks can one shot all the members but loses to Keldeo. They always switch when they see Keldeo.
Alakazam w/ Sash. It can clean up late game once my sash on Loom is broken, and the rest can be one shot. The only way to beat it is to tail wind up somehow and use Mega Heracross or flinch with Scarf Iron Head.
Those are just a few threats.
Keldeo, Terrakion, Breloom, and Cobalion are regularly used on fighting monotype. Keep in mind this was a Core Challenge team for why I used Heracross and Hawlucha.
Hawlucha can help Heracross sweep many types and make the type more accessible Like making Psychic monotype teams 5 v 3 (if Hawlucha is the one who fainted and Hera came in on turn 2 and used all the Tailwind turns). Breloom and Heracross help a lot vs water and ground teams. Heracross and Terrakion help vs flying. Terrakion and Keldeo for Fairy. Etc.. etc.. etc... This is just a brief description. Enjoy!