OU Heatran

AccidentalGreed

Sweet and bitter as chocolate.
is a Forum Moderator Alumnusis a Top Contributor Alumnus

QC: p2, TDK, PK-Gaming
GP: The Dutch Plumberjack

[OVERVIEW]
* Heatran boasts an excellent defensive typing in combination with splendid defensive stats, making it resistant to lots of attacking combinations as well as immune to poison and burn.
* Said typing is also great offensively, complementing its high Special Attack and taking advantage of a fair number of Fire- and Steel-weak threats in the tier.
* Access to a variety of great disruptive options including Taunt, Toxic, Magma Storm, and burn moves makes Heatran a persistent threat against stall and balance.
* It only has three weaknesses; however, they are extremely common STAB and coverage attacks on numerous checks and counters, especially Fighting and Ground.
* Base Speed of 77 is both a blessing and a curse, as it gets the jump on many common slower offensive and defensive threats but fails to trump base 80, 90, and 100 Speed foes with Speed investment.
* Lack of recovery can make Heatran worn down from repeated hits and switches into entry hazards.

[SET]
name: Offensive
move 1: Magma Storm
move 2: Earth Power
move 3: Solar Beam
move 4: Taunt / Stealth Rock
item: Grassium Z
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
* Magma Storm has good Base Power, traps foes, and inflicts passive damage, dealing considerable damage to even resistant switch-ins. If Heatran successfully traps the appropriate switch-in, they cannot switch out of the incoming Bloom Doom.
* Earth Power provides good complementary coverage against opposing Heatran, Tyranitar, and Toxapex.
* Bloom Doom allows Heatran to lure in and unleash a powerful 200 Base Power attack that maims Water- and Ground-types while scoring a huge hit on neutral targets such as Gyarados and Landorus-T. However, Heatran can only use it once, leaving it with the suboptimal Solar Beam afterwards.
* Taunt stops slower defensive foes and attackers from freely recovering or setting up.
* Stealth Rock is a great option, as Heatran forces switches and usually fares well against some leads.
* Hidden Power Ice makes sure the likes of Dragonite, Latios, and Garchomp aren't setting up or switching in for free.
* Fire Blast is a powerful STAB move with slightly more acceptable accuracy and power than Magma Storm. Magma Storm's passive damage and trapping effect tend to be more desirable, however.
* Flash Cannon is an option, but it is only good for Clefable, as other targets are uncommon and Heatran's Fire attack will suffice most of the time.
* Sunny Day strengthens Fire attacks, weakens Water moves, makes Solar Beam a more consistent attack, and allows Heatran to check weather teams. It also boosts Speed by one stage if used with Firium Z.
* Hidden Power Electric hits Pelipper, Mantine, and other Water-types super effectively, but these targets can generally be taken care of with Bloom Doom + Magma Storm trapping.

Set Details
========
* Maximum Speed and Special Attack with a Timid nature makes Heatran hit as fast and hard as possible. In particular, it outruns Jolly maximum Speed Bisharp, Mega Scizor, as well as neutral natured Dragonite, Gyarados, and Landorus-T.
* 4 EVs are invested in Special Defense so Genesect grabs an Attack boost instead of a Special Attack boost.
* Grassium Z converts Solar Beam into Bloom Doom for one use.
* Air Balloon allows Heatran to check Excadrill, Garchomp, opposing Heatran, and other Ground attack-reliant attackers in a pinch.
* Leftovers provides passive recovery so Heatran can bluff a defensive set and switch in more often.
* Firium Z can convert Magma Storm into Inferno Overdrive for one use, or be used with Sunny Day to boost Speed by one stage.

Usage Tips
========
* Use Heatran's typing to switch into a variety of moves and counterattack with the appropriate move.
* Magma Storm deals good damage to typical switch-ins; therefore, it can be used if you are unsure of the opponent's next move.
* Heatran only has one chance to use Bloom Doom; Magma Storm helps by trapping Fire-resistant foes in and letting it unleash doom on them. Otherwise, use it with caution.
* Taunt is extremely handy against typical defensive Pokemon. Combined with Magma Storm, targets such as Chansey and Toxapex cannot switch out or recover while taking lots of damage.

Team Options
========
* Having Bloom Doom means Heatran can wipe out some Water- and Ground-type foes for other teammates, such as Garchomp and Excadrill.
* Tapu Bulu makes an excellent defensive and offensive core member, as it switches into Heatran's weaknesses almost perfectly and hits hard in return. Additionally, its ability, Grassy Surge, offers many useful utilities, including halving the power of Ground-type attacks, providing passive recovery, and further powering up Bloom Doom.
* Offensive Psychic-, Dragon-, and Fairy-types, such as Mega Gardevoir, Tapu Lele, Garchomp, and Mega Alakazam, benefit from Heatran's coverage against Steel-types.
* Celebi pairs well with Heatran whether it is using Thunder Wave to slow down opposing foes or Baton Passing Nasty Plot boosts.
* Latias and Latios provide pressure against opposing Dragon-types and Keldeo while providing utilities such as Defog or Healing Wish support.


[SET]
name: Bulky
move 1: Taunt
move 2: Toxic
move 3: Lava Plume / Magma Storm
move 4: Stealth Rock / Earth Power
item: Leftovers
ability: Flash Fire
nature: Timid / Calm
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
* Taunt prevents foes from boosting, setting up entry hazards, or using recovery moves.
* Toxic is a catch-all move against bulky foes Heatran can't hurt much otherwise, especially Water- and Dragon-types as well as specially defensive threats such as Chansey.
* Lava Plume is an accurate, reliable attacking option that hits hard despite no investment and makes foes wary of switching in due to the high burn chance. Burn chance may conflict with targets you want to poison, however. Running out of PP is also not an issue when running Lava Plume
* Magma Storm wears down foes even further every turn and has the nifty effect of trapping, allowing Heatran to switch in something else for free without double switching. It is powerful but less spammable than Lava Plume due to significantly lower PP and accuracy.
* Magma Storm also has a high chance to OHKO Dugtrio and finish it off with passive damage at the end of the turn.
* Stealth Rock is a great option if Heatran's team has no other setters; notably, Heatran tends to have a favorable matchup against common leads and entry hazard setters (with the exception of Garchomp).
* Earth Power provides alternative coverage so Heatran can wear down Toxapex, Tyranitar, and opposing Heatran more easily. It's also an alternative attacking option in case using up Magma Storm's PP is undesirable.
* Protect scouts moves and gives Heatran extra recovery and stalling turns. If using Magma Storm, it is especially effective against targets such as Toxapex and Chansey.

Set Details
========
* Maximum HP makes Heatran generally resilient, and maximized Speed enables it to pose an offensive threat to slower foes.
* 4 EVs are invested in Special Defense so Genesect grabs an Attack boost instead of a Special Attack boost.
* A Timid nature gives Heatran a boost against max speed positive-natured base 70s, such as Volcanion and Bisharp, as well as neutral-natured base 80 and 90 Speed threats such as Dragonite, Gyarados, and Landorus-T.
* A Calm nature with 252 HP and 252 Special Defense EVs is an option for more durability, allowing Heatran take strong attacks neutral and even super effective hits more easily.
* Leftovers offers passive recovery, which is vital for switching in and out throughout the match.
* Rocky Helmet is a cute but somewhat useful option for Chansey and other physical threats reliant on contact moves; however, Heatran will be worn down faster.

Usage Tips
========
* Heatran garners tons of switch-in in opportunities thanks to its bulk and typing.
* Using Taunt and Toxic together allows Heatran to wear down defensive foes steadily but effectively.
* Depending on the team, it may be better to throw out Heatran's Fire STAB attack first to analyze switch-in patterns, switch out, then come in again and use Toxic to cripple predicted switch-ins.
* Heatran is bulky enough to withstand weak Scalds and other weaker attacks, but don't push it, as Heatran has no recovery outside of Leftovers.
* When using Magma Storm, do not throw out indiscriminately, as Heatran has only 8 PP to use it effectively barring misses.
* If using Protect, do not misuse it, as opponents can take advantage of inaction and set up or recover (in which case Taunt is handy).
* Many Pokemon carry coverage solely to take care of Heatran, so play carefully and scout attacks first.
* Heatran can whittle down Toxapex and other similar targets one-on-one with repeated Fire attacks or Earth Power with Taunt.


Team Options
========
* This set usually has trouble against Water-types and can't stay too long against Dragon- and Ground-types due to lack of coverage and offensive investment, so some team support to address these are needed.
* Tapu Bulu switches into Heatran's weaknesses flawlessly while providing Grassy Terrain support, which halves the power of Ground-type attacks and provides even more passive recovery per turn for Heatran. Tapu Bulu also hits Heatran's checks hard.
* Tapu Lele doubles down on stall and balance well, as Heatran provides Fire coverage and checks Celesteela, Scizor, Genesect, and Jirachi. Meanwhile, Tapu Lele hits hard on its own with powerful Psychic-type attacks boosted further by Choice Specs.
* Tapu Fini makes a good blanket check or counter to most troublesome counters, such as Mega Charizard X, Chansey, opposing Heatran, and most Water- and Fighting-types.
* Celebi still takes on many of Heatran's checks and counters well while easily switching into status (thanks to Natural Cure), having recovery, and having access to Baton Pass.
* Unaware Clefable takes on setup sweepers well should anything wish to take advantage of Heatran's passivity.
* Wish support from the likes of Chansey and Clefable helps in case Heatran sustains too much damage.

[STRATEGY COMMENTS]
Other Options
=============
* Choice Scarf patches up Heatran's middling Speed and allows it to revenge kill faster or boosted threats. However, it has zero utility against defensive archetypes, and its Speed tier is not what it used to be, as more threats in the base 80 range (such as Xurkitree and Gyarados) are running Speed-boosting natures more frequently.
* Roar is a decent option, as Heatran already forces many switches as is and can rack up entry hazard damage. It also phazes setup sweepers such as Clefable.
* The combination of Rest and Sleep Talk is Heatran's only means of recovery outside of Leftovers, but forces it to sleep for two turns and may leave it with a limited amount of move slots.
* Resistance Berries such as Chople and Shuca Berry lower damage from super effective attacks and let Heatran counterattack. Many Ground-types tend to OHKO despite Shuca, however.
* Will-O-Wisp has a higher chance of burning than Lava Plume but is generally not worth a moveslot while being outclassed damage-wise by Toxic against special attackers.
* Shed Shell is an option on all sets to avoid being trapped by Dugtrio, but it otherwise a situational item and completely compromises essential Leftovers recovery.


Checks and Counters
===================

**Ground-type Pokemon and Coverage**: As Heatran sports a quadruple weakness to Ground-type attacks, it is extremely susceptible to Earth Power and Earthquake, attacks commonly used for coverage. Ground-types, especially Hippowdon and Garchomp, typically threaten with an OHKO. Dugtrio is especially notable, as it can trap all non-Air Balloon variants of Heatran with Arena Trap and proceed to take it out of the match. However, there are not a lot of Ground-types that can safely switch in due to the power of Heatran's STAB Fire-type attacks as well as possible coverage attacks, such as Bloom Doom, against them.

**Fighting-type Pokemon and Coverage**: Several threats typically carry Fighting-type attacks such as Close Combat, Low Kick, and Focus Blast to deal with Heatran. Additionally, many Fighting-types do not mind Toxic in the long run and are notable for their good Speed stats and solid power, making threats such as Keldeo, Terrakion, Pheromosa, and Kommo-o solid checks. However, not many can switch in safely without taking decent damage.

**Water-type Pokemon and Coverage**: Heatran fares badly against most Water-types, as they resist its STAB combination, typically tank Earth Power well, and threaten with Scald, Waterfall, or Hydro Pump. If Heatran lacks Earth Power, then Tentacruel, Tapu Fini, and Toxapex are solid counters, as they are immune to Toxic and can whittle Heatran down with Scald. Other Water-types such as Pelipper and Gyarados also fare well but must exercise caution against well-timed Toxics, Solar Beam, or Bloom Doom.

**Dragon-type Pokemon**: Most Dragon-types can come in on most of Heatran's Fire-type attacks and Earth Power and proceed to set up or attack with their coverage attacks. Latios, for instance, switches in almost perfectly and threatens with Surf, while Dragonite and Kommo-o have Earthquake and Sky Uppercut or Focus Blast handy, respectively. Without such coverage attacks, however, defensive variants of Heatran can continuously switch in against these threats.

**Knock Off**: Defensive variants of Heatran are typically reliant on holding Leftovers to switch in continuously against resisted attacks. Therefore, removing its Leftovers with Knock Off makes it completely unable to recover. Additionally, several users of the move, including Hoopa and Crawdaunt, hit extremely hard with it. For offensive sets, this isn't much of a problem as Z-crystals minimize damage and cannot be removed, while Air Balloon will likely get used up beforehand anyway.

**High Offensive Pressure**: Although Heatran is bulky, it cannot consistently switch into attacks for too long as it lacks recovery outside of Leftovers. Faster and powerful attackers such as Tapu Koko, Tapu Lele, Xurkitree, Tornadus-T, and Kyurem-B are able to wear down Heatran quickly with their usual STAB or coverage attacks.

**Specially Defensive Threats**: If Heatran is not running Taunt or Toxic, several special walls and attackers such as Chansey, Tyranitar, Mega Charizard Y, and opposing Heatran can switch in rather easily and can set up entry hazards or recover lost damage. With said moves, however, more passive walls tend to struggle a bit but can still exploit Heatran's lack of recovery by wearing it down themselves.
 
Last edited:
should mention HP Electric on the offensive set as it OHKOs Pelipper and helps beat Mantine after trapping it with Magma Storm.
 

Ash Borer

I've heard they're short of room in hell
rocky helmet is cool to give a huge middle finger to genesect. Plus, on the stallbreaker, a lot of stall teams will answer Heatran with Chansey, and taunt + rocky helmet really messes with it.
 

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
rocky helmet is cool to give a huge middle finger to genesect. Plus, on the stallbreaker, a lot of stall teams will answer Heatran with Chansey, and taunt + rocky helmet really messes with it.
I don't think Heatran can get away with not running Leftovers. You screw over Genesect, but you lose out on so much passive healing (healing that lets you avoid getting worn down by hazards / stray hits.)

They're too integral to how he functions.
 

Ash Borer

I've heard they're short of room in hell
I don't think Heatran can get away with not running Leftovers. You screw over Genesect, but you lose out on so much passive healing (healing that lets you avoid getting worn down by hazards / stray hits.)

They're too integral to how he functions.
It's better on the offensive set, yes. Magma Storm / Taunt / Stealth Rock / Earth Power @ Rocky Helmet works.
 

busyguy

formerly mil
is a Team Rater Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnus
I don't think Heatran can get away with not running Leftovers. You screw over Genesect, but you lose out on so much passive healing (healing that lets you avoid getting worn down by hazards / stray hits.)

They're too integral to how he functions.
Agreed. It's also better to keep Heatran healthy up to late game, take the T-Bolt or whatever move Genesect has and beat it 1v1. Rocky Helmet fits better to mons with a reliable form of recovery like Toxapex or high defense like Lando. Rocky Helmet on Heatran would only work on Genesect and maybe Scizor, but Leftovers it will fare better in general, especially with hazards and leech seed from Ferro and Celesteela.

Another small thing: Genesect doesn't really have coverage moves to hit Heatran, so having a lower defense will make it easier to beat it, Download will boost its attack rather than SpA, so Thunderbolt will hit less hard.
 
Last edited:

AccidentalGreed

Sweet and bitter as chocolate.
is a Forum Moderator Alumnusis a Top Contributor Alumnus
I'll keep Rocky Helmet tucked away in the Set Details for now since dicking on a trapped Chansey IS an attractive prospect, but one that doesn't beat switching endlessly in.

Other than that, I think Heatran this gen comes down to two main sets, so I think this is QC ready whenever you guys are
 
Last edited:
Flash Cannon isn't even on Other Options?? I know it isn't the best move for Heatran, but with all those fairies running around its at least worth mentioning imao. Also, you should at least mention an Scarfed Set and an Defensive set in OO too, Scarftran is very powerful this gen imao, specially with all those speed demons running around, you can easily revenge kill stuff like Tap Koko and Non-Scarfed Taps Lele, as well as Mega Metragross and Scarfed Magnezone
 
should mention how magma storm also acts as a lure against dugtrio switching in completely koing it by dead dropping its health then eating its sash with passive damage.
 
  • I feel that hp electric should be slashed on the offensive set or at the very least listed in oo.
  • Hp ice needs to be slashed on the offensive set since you mentioned it in the set comments.
  • Dugtrio probably should be specifally mentioned in checks and counters as its one of the main pokemon atagonizing heatran.
  • Probably should also meniton how dutrio+uturn/voltswitch make it harder for heatran to accomplish its goal.
  • Shed shell could probably be slashed on the offensive set due the presence of dugtrio or be in the oo. If shed shell is slashed mention how heatran loses out on leftovers and how knock off also hampers it.
  • flash cannon should be slashed on the offensive set
 

AccidentalGreed

Sweet and bitter as chocolate.
is a Forum Moderator Alumnusis a Top Contributor Alumnus
Flash Cannon isn't even on Other Options?? I know it isn't the best move for Heatran, but with all those fairies running around its at least worth mentioning imao. Also, you should at least mention an Scarfed Set and an Defensive set in OO too, Scarftran is very powerful this gen imao, specially with all those speed demons running around, you can easily revenge kill stuff like Tap Koko and Non-Scarfed Taps Lele, as well as Mega Metragross and Scarfed Magnezone
If you actually read a little closer, I did all those things and explained why they are not deserving of main listings. Additionally, Flash Cannon's only relevant target at the moment is Clefable, who's generally already stopped by Taunt, while the other Tapus are already hit hard by what Heatran should run.

  • I feel that hp electric should be slashed on the offensive set or at the very least listed in oo.
  • Hp ice needs to be slashed on the offensive set since you mentioned it in the set comments.
  • Dugtrio probably should be specifally mentioned in checks and counters as its one of the main pokemon atagonizing heatran.
  • Probably should also meniton how dutrio+uturn/voltswitch make it harder for heatran to accomplish its goal.
  • Shed shell could probably be slashed on the offensive set due the presence of dugtrio or be in the oo. If shed shell is slashed mention how heatran loses out on leftovers and how knock off also hampers it.
  • flash cannon should be slashed on the offensive set
You can list alternative options in Set Comments. Additionally, some QC members and I deliberated that Flash Cannon isn't exactly great at the moment for reasons I explained above. I've taken several of your feedback into account otherwise.
 
If you actually read a little closer, I did all those things and explained why they are not deserving of main listings. Additionally, Flash Cannon's only relevant target at the moment is Clefable, who's generally already stopped by Taunt, while the other Tapus are already hit hard by what Heatran should run.
Im terribly sorry for skipping the part where you mentioned Flash Cannon, my bad, I was reading it quite quickly so I ended up not noticing it... Great analysis btw :]
 

p2

Banned deucer.
WHHYYYYYYYYYYYYYYY is this sitting in 0/3 hell


[OVERVIEW]
* Excellent defensive typing in combination with splendid defensive stats, making it resistant to lots of attacking combinations as well as immune to Toxic and Burn.
* Said typing is also great offensively, complementing high SpA and the huge amount of Fire- and Steel-weak threats (especially on cookie cutter balance)
* Access to a variety of great disruptive options including Taunt, Toxic, Magma Storm, and burn moves, making it a persistent threat against stall and balance.
* Only has three weaknesses but they are extremely common STAB and coverage attacks on many checks and counters, especially Fighting and Ground.
* Lack of recovery can make it worn down from repeated hits and switches to Stealth Rock and Spikes.

[SET]
name: Stallbreaker
move 1: Taunt
move 2: Toxic
move 3: Magma Storm / Lava Plume
move 4: Earth Power / Protect / Stealth Rock
item: Leftovers
ability: Flash Fire
nature: Timid
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
* Taunt prevents foes from setting up boosts, entry hazards, or using recovery moves.
* Toxic is a catch-all move against bulky foes Heatran can't hurt much otherwise, especially Water- and Dragon-types. also builds up a ton of chip damage on chansey
* Using Taunt and Toxic together allows Heatran to wear down defensive foes steadily but effectively.
* Magma Storm wears down foes even further every turn and has the nifty effect of trapping, allowing you to switch in something else for free without double switching. It is powerful but less abusable than Lava Plume due to significantly lower PP and accuracy.
* Magma Storm also has a high chance to OHKO Dugtrio and finish it off with passive damage at the end of the turn.
* Lava Plume is a good attacking option that hits hard despite no investment and makes foes wary of switching in due to the high burn chance. Burn chance may conflict with targets you want to poison, however. its also a lot more reliable should you want to hit things like gene / sciz
* Earth Power provides alternative coverage so you can wear down Toxapex, Tyranitar, and opposing Heatran.
* Protect scouts moves and gives Heatran extra recovery and stalling turns (especially with Toxic + Magma Storm damage). If using Magma Storm, it's a good alternative option against resists such as Toxapex.
* Stealth Rock is also a great option if you have no other setters on your team. it's also good because tran pressures slower hazard setters v well and annoys hazard removal with status

Set Details
========
* Maximum HP makes Heatran generally resilient while being able to pose an offensive threat to slower attackers thanks to maximized Speed.
* 4 EVs are invested in SpD so Genesect grabs an Attack boost instead of a Special Attack boost.
* Timid nature gives Heatran a boost against max speed positive-natured base 70's, such as Breloom and Bisharp, as well as neutral-natured base 80 and 90 Speed threats such as Dragonite.
* Calm nature with 252 HP and 252 SpD is an option for more durability, meaning Heatran can take strong Water-type assaults easily as well as much more neutral hits.
* Leftovers offers passive recovery which is vital for switching in and out throughout the match.
* Rocky Helmet is a cute but somewhat useful option for Chansey and other physical threats reliant on contact moves but Heatran goes down way faster.

Usage Tips
========
* Heatran garners tons of switch-in in opportunities thanks to bulk and typing.
* Depending on the team, it may be better to throw out Heatran's Fire STAB first to analyze switch-in patterns, switch out, then come in again and use Toxic to cripple predicted switch-ins.
* Heatran is bulky enough to withstand weak Scalds and other weaker attacks, but don't push it as it has no recovery outside of Leftovers.* When using Magma Storm, do not throw out indiscriminately as Heatran has only have 8 PP to use it effectively barring misses.
* If using Protect, don't misuse as opponents can take advantage of inaction and set up or recover (in which case Taunt is handy).
* Many opponents carry coverage solely to take care of Heatran, so play carefully and scout attacks first.
* You can whittle down Toxapex and other stally mons 1v1 with repeated Fire attacks or Earth Power w/ Taunt.

Team Options
========
* Usually has trouble against Water-types and can't stay too long against Dragon- and Ground-types due to lack of coverage and offensive investment, so some team support to address these are needed.
* Tapu Bulu switches into Heatran's weaknesses flawlessly while halving Ground attacks for a few turns thanks to Grassy Terrain. Said Terrain also makes Bulu's attacks hit most Heatran checks hard.
* Tapu Lele doubles down on stall and balance well with Heatran since Heatran provides Fire coverage and checks Scizor, Genesect, and Jirachi. Meanwhile Lele hits hard on its own while having Taunt as well.
* Tapu Fini makes a good blanket check/counter to most troublesome counters such as Charizard-X and most Water- and Fighting-types.
* Celebi still takes on many of Heatran's checks and counters well while seamlessly switching into status (thanks to Natural Cure), having recovery, and having access to Baton Pass.
* Unaware Clefable takes on setup sweepers well should anything take advantage of Heatran's passivity.
Wish support from the likes of Chansey and Clefable helps in case Heatran sustains too much damage.

[SET]
name: Offensive
move 1: Magma Storm / Fire Blast
move 2: Earth Power
move 3: Solar Beam / Hidden Power Ice
move 4: Taunt / Stealth Rock
item: Grassium Z / Leftovers / Air Balloon
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
* Magma Storm is slightly less powerful and accurate than other Fire STAB but has the benefit of trapping foes and inflicting passive damage, punishing switch-ins and unoptimal moves. If you successfully trap a Water-type switch in, they cannot switch out of the incoming Bloom Doom.
* Fire Blast is a powerful STAB move with acceptable accuracy.
* Earth Power provides good two-move coverage against opposing Heatran, Tyranitar, and Toxapex.
* Bloom Doom allows Heatran to lure in and unleash a powerful counterattack against standard Water- and Ground-types checks such as Rotom-W and SpD Hippowdon, but works once leaving you with Solar Beam.
* Taunt stops slower defensive foes and attackers from freely recovering or setting up.
* Stealth Rock is a great option as Heatran forces switches and if you have no other setters.
Hidden Power Ice makes sure the likes of Dragonite, Latios, and Garchomp aren't setting up or switching in for free.
* Flash Cannon is an option but is only good for Clefable at this time as Mega Altaria is unavailable and Heatran's Fire attack will suffice most of the time.
* Sunny Day strengthens Fire attacks and Solar Beam, weakens Water moves, and allows Heatran to check weather teams. Also offers +1 Speed if used with Firium-Z.
* Hidden Power Electric hits Pelipper, Mantine, and other Waters super effectively, but they generally can be taken care of with Bloom Doom + Magma Storm trapping.

Set Details
========
* Maximum Speed and Special Attack with a Timid nature makes Heatran hit fast and hard as possible. In particular, it outruns Jolly max speed Bisharp, Mega Scizor, Mega Heracross,(unreleased!) and neutral natured Dragonite, Gyarados, and Landorus-T.
* 4 EVs invested in SpD so Genesect grabs an Attack boost instead of a Special Attack boost.
Grassium-Z is a better Power Herb and converts Solar Beam into Bloom Doom for one use.
* Air Balloon allows Heatran to check Excadrill, Garchomp, opposing Heatran, and other Ground attack reliant attackers in a pinch.
* Leftovers provides passive recovery so Heatran can bluff a defensive set and switch in more often.
* Firium-Z can be used with Sunny Day to give +1 Speed and/or convert Magma Storm or Fire Blast into Inferno Overdrive.
* Life Orb is an option but typically counterproductive as Heatran cannot afford to limit its switchin opportunities more and already hits quite hard.

Usage Tips
========
* Unlike other sets, should not be recklessly switched into attacks very often as it lacks defensive investment and, if applicable, Air Balloon needs to be intact.
* You only have one chance to use Bloom Doom; Magma Storm helps by trapping resists in and letting you unleash doom on them. Otherwise, it takes some prediction.
* Use Taunt often against balance and stall.
* Air Balloon variants are decent countermeasures against typical Sand Rush sweepers.
* Leftovers variants are viable in hail where it covers common coverage issues (against Steels, for instance) and Ninetales can provide it Aurora Veil support.

Team Options
========
* Has less trouble with Waters and Grounds than other sets, but you can only pass around Bloom Doom so many times so some support is needed
* Having Bloom Doom means Heatran can wipe out some Water- and Ground-type foes for other teammates, such as Garchomp and Excadrill.
* Tapu Bulu makes an excellent defensive and offensive core member.
* Offensive Psychic-, Dragon-, and Fairy-types such as Mega Gardevoir, Tapu Lele, Garchomp, and Mega Alakazam benefits from Heatran's coverage against Steels while kicking ass on its own.
* Celebi pairs well with Heatran whether it is using Thunder Wave to slow down opposing foes or Baton Passing Nasty Plot boosts.
* Latias provides pressure against opposing Dragon-types and Keldeo while packing Healing Wish if Heatran is needed for a second wind.

Other Options
=============
* Choice Scarf patches up Heatran's middling speed and allows it to revenge kill faster or boosted threats. However, it has zero utility against defensive archetypes and its speed is not what it used to be as more base 80 threats (such as Gyarados) are running positive speed-boosting natures.
* Roar is a decent option as Heatran already forces many switches out as is and can rack up entry hazard damage. Also phazes out setup sweepers such as Clefable.
* Resistance berries such as Chople and Shuca Berry lower damage from super effective attacks and let Heatran counterattack. Many Ground-types tend to OHKO despite Shuca however.
* Will-O-Wisp has a higher chance of burning than Lava Plume but is generally not worth a moveslot while being outclassed damage-wise by Toxic against special attackers.
* Shed Shell is an option on all sets to avoid being trapped by Dugtrio, but is otherwise a situational item and completely compromises essential Leftovers recovery.


Checks and Counters
===================

**Ground-type Pokemon and Coverage**: As Heatran sports a quadruple weakness to Ground-type attacks, it is extremely succeptible to Earth Power and Earthquake, attacks commonly used for coverage. Ground-types, especially Hippowdon and Garchomp, typically threaten with an OHKO. Dugtrio is especially notable as it can trap all non-Air Balloon variants of Heatran with Arena Trap and proceed to take it out of the match. However, there are not a lot of Ground-types that can safely switch in due to the power of Heatran's STAB Fire-type attacks as well as possible coverage attacks, such as Bloom Doom, against them.

**Fighting-type Pokemon and Coverage**: Several threats typically carry Fighting-type attacks such as Close Combat and Focus Blast to deal with Heatran. Additionally, many Fighting-types do not mind Toxic and are notable for their fast Speed and solid power, making threats such as Keldeo, Terrakion, Pheromosa, and Infernape solid checks. However, not many can switch in safely without taking decent damage.

**Water-type Pokemon and Coverage**: Heatran fares badly against most Water-types as they resist its STAB combination and threaten with Scald, Waterfall, or Hydro Pump. Without Earth Power in particular, Tentacruel, Tapu Fini, and Toxapex are solid counters as they are immune to Toxic and can wittle it down with Scald. Regular Gyarados takes most of Heatran's commonly used attacks well while setting up on it with Dragon Dance. Other Water-types fare well but must exercise caution against well-timed Toxics, Solar Beam, or Bloom Doom.

**Dragon-type Pokemon**: Most Dragon-types can come in on most of Heatran's Fire-type attacks and Earth Power and proceed to set up or attack with their coverage attacks. Latios, for instance, switches in almost perfectly and threatens with Surf, while Dragonite and Kommo-O have Earthquake and Sky Uppercut handy, respectively. Without such coverage attacks, however, defensive variants of Heatran can continuously switch in against these threats.

**Knock Off**: Heatran is typically reliant on holding Leftovers to switch in continuously against resisted attacks. Therefore, removing its Leftovers on defensive sets makes it completely unable to recover. Additionally, several users of the move, including Bisharp, hits extremely hard with it. For offensive sets, this isn't much of a problem as Z-crystals minimize damage and cannot be knocked off while Air Balloon will likely get used up beforehand anyway.

**Specially Defensive threats**: Without Taunt and/or Toxic, several special walls and attackers such as Chansey, Tyranitar, Mega Charizard Y, and opposing Heatran can switch in rather easily and can set up hazards or recover lost damage. With said attacks, however, more passive walls tend to struggle a bit but can still exploit Heatran's lack of recovery by wearing it down themselves.
i ran through this but this needs to get out of 0/3 hell like now

1/3
 

kumiko

formerly TDK
is a Tournament Director Alumnusis a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Four-Time Past WCoP Champion
I'd make the sets look more like this:

name: Bloom Doom
move 1: Magma Storm
move 2: Earth Power
move 3: Solar Beam
move 4: Taunt / Stealth Rock
item: Grassium Z
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

name: Stallbreaker
move 1: Taunt
move 2: Toxic
move 3: Lava Plume / Magma Storm
move 4: Stealth Rock / Earth Power
item: Leftovers
ability: Flash Fire
nature: Timid
evs: 252 HP / 4 SpD / 252 Spe

With Genesect's existence it might be better to run SDef Heatran again over max speed and max HP. unsure because haven't really used it but Bloom Doom should definitely be the first set.

Stuff like Balloon HP Ice can be OO. If you'd prefer to make the first set offensive Magma Storm and the second just "bulky" that's fine too, but I really don't think stuff like Fire Blast or HP Ice warrant slashes right now.

2/3
 

AccidentalGreed

Sweet and bitter as chocolate.
is a Forum Moderator Alumnusis a Top Contributor Alumnus
FINALLY

Also TDK I can do SpD as a set but its framework and play is nearly the same as the current stallbreaker set and I already mentioned Calm 252 HP / 252 SpD in set comments. Roar is fucking annoying for Jirachi and Genesect users though I'll give you that. Sad Protect doesn't get its own slash since it's pretty handy in many situations, but that's alright. I'd rather keep the offensive set as "offensive" as I'm suggesting other things besides Grassinium Z and "Bloom Doom" is pretty item specific.
 
Last edited:

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
* Timid nature gives Heatran a boost against max speed positive-natured base 70's, such as Breloom and Bisharp, as well as neutral-natured base 80 and 90 Speed threats such as Dragonite.
Breloom isn't particularly relevant nowadays so i'd swap this out with Volcanion and add Gyarados to the list of neutral-natured base 80s that you outrun.

* Tapu Lele doubles down on stall and balance well with Heatran since Heatran provides Fire coverage and checks Scizor, Genesect, and Jirachi. Meanwhile Lele hits hard on its own while having Taunt as well.
Since Tapu Lele doesn't generally use Taunt, I think it would be more accurate to say that Specs Tapu Lele helps wear down Stall mons with its incredibly powerful attacks.

Swap the set order, make Lava Plume the main move option on the bulky set (Magma Storm can be stalled out fast against Stall) and mention that Bloom Doom is ridiculously potent even neutral targets (Landorus-T takes a ton) and you're good to go

3/3
 
[OVERVIEW]
* Base speed of 79 is both a blessing and a curse as its outruns many common defensive threats but fails to trump base 80, 90, and 100 Speed foes with speed investment.
I couldn't tell from the QCs if this part of overview is gonna remain, but if it is, the base speed needs to say 77.
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/1
[OVERVIEW]
* Heatran boasts an excellent defensive typing in combination with splendid defensive stats, making it resistant to lots of attacking combinations as well as immune to poison and burn.
* Said typing is also great offensively, complementing its high SpA Special Attack and taking advantage of a huge amount number of Fire- and Steel-weak threats in the tier.
* Access to a variety of great disruptive options including Taunt, Toxic, Magma Storm, and burn moves, making it makes Heatran a persistent threat against stall and balance.
* It only has three weaknesses; however, they are extremely common STAB and coverage attacks on numerous checks and counters, especially Fighting and Ground.
* Base Speed of 77 is both a blessing and a curse, (AC) as its outruns it gets the jump on many common slower offensive and defensive threats but fails to trump base 80, 90, and 100 Speed foes with Speed investment.
* Lack of recovery can make Heatran worn down from repeated hits and switches into entry hazards.

[SET]
name: Offensive
move 1: Magma Storm
move 2: Earth Power
move 3: Solar Beam
move 4: Taunt / Stealth Rock
item: Grassium Z
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
* Magma Storm has good Base Power, traps foes, and inflicts passive damage, dealing considerable damage to even resistant switch-ins. If Heatran successfully traps the appropriate switch-in, (AH) they cannot switch out of the incoming Bloom Doom.
* Earth Power provides good two-move complementary coverage against opposing Heatran, Tyranitar, and Toxapex.
* Bloom Doom allows Heatran to lure in and unleash a powerful 200 BP 200-Base Power attack that maims Water- and Ground-types while scoring a huge hit on neutral targets such as Gyarados and Landorus-T. However, Heatran can only use it once, leaving it with the suboptimal Solar Beam afterwards.
* Taunt stops slower defensive foes and attackers from freely recovering or setting up.
* Stealth Rock is a great option, (AC) as Heatran forces switches and usually fares well against some leads.
* Hidden Power Ice makes sure the likes of Dragonite, Latios, and Garchomp aren't setting up or switching in for free.
* Fire Blast is a powerful STAB move with slightly more acceptable accuracy and power than Magma Storm. Magma Storm's passive damage and trapping effect tends tend to be more desirable, however.
* Flash Cannon is an option, (AC) but it is only good for Clefable, (AC) at the moment (too time-referency) as other targets are uncommon or unavailable (such as Mega Altaria) (irrelevant right now) and Heatran's Fire attack will suffice most of the time.
* Sunny Day strengthens Fire attacks, weakens Water moves, makes Solar Beam a consistent attack, and allows Heatran to check weather teams. It also boosts Speed by one stage if used with Firium Z. (RH)
* Hidden Power Electric hits Pelipper, Mantine, and other Water-types super effectively, but these targets can generally be taken care of with Bloom Doom + Magma Storm trapping.

Set Details
========
* Maximum Speed and Special Attack with a Timid nature makes Heatran hit as fast and hard as possible. In particular, it outruns Jolly maximum Speed Bisharp, Mega Scizor, as well as and neutral-natured (RH) Dragonite, Gyarados, and Landorus-T.
* 4 EVs are invested in SpD Special Defense so Genesect grabs an Attack boost instead of a Special Attack boost.
* Grassium Z (RH) converts Solar Beam into Bloom Doom for one use.
* Air Balloon allows Heatran to check Excadrill, Garchomp, opposing Heatran, and other Ground attack-reliant (AH) attackers in a pinch.
* Leftovers provides passive recovery so Heatran can bluff a defensive set and switch in more often.
* Firium Z (RH) can be used with Sunny Day to boost Speed by one stage or convert Magma Storm or Fire Blast into Inferno Overdrive.

Usage Tips
========
* Use Heatran's typing to switch into a variety of moves and counterattack with the appropriate move.
* Magma Storm deals good damage to typical switch-ins; therefore, it can be used if you are unsure of the opponent's next move.
* Heatran only has one chance to use Bloom Doom; Magma Storm helps by trapping resists Fire-resistant foes in and letting it unleash doom on them. Otherwise, use it with caution.
* Taunt is extremely handy against typical defensive Pokemon. Combined with Magma Storm, targets such as Chansey and Toxapex cannot switch out or recover while taking lots of damage.

Team Options
========
* Having Bloom Doom means Heatran can wipe out some Water- and Ground-type foes for other teammates, such as Garchomp and Excadrill.
* Tapu Bulu makes an excellent defensive and offensive core member, (AC) as it switches into Heatran's weaknesses almost perfectly and hits hard in return. Additionally, its ability, Grassy Surge, offers many useful utilities, including halving the power of Ground-type attacks, providing passive recovery, and further powering up Bloom Doom.
* Offensive Psychic-, Dragon-, and Fairy-types, such as Mega Gardevoir, (unreleased, also order the examples to match the order of the types) Tapu Lele, Garchomp, and Mega Alakazam, benefit from Heatran's coverage against Steel-types.
* Celebi pairs well with Heatran whether it is using Thunder Wave to slow down opposing foes or Baton Passing Nasty Plot boosts.
* Latias and Latios provides provide pressure against opposing Dragon-types and Keldeo while providing utilities such as Defog or Healing Wish support.


[SET]
name: Bulky
move 1: Taunt
move 2: Toxic
move 3: Lava Plume / Magma Storm
move 4: Stealth Rock / Earth Power
item: Leftovers
ability: Flash Fire
nature: Timid
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
* Taunt prevents foes from setting up boosts boosting, setting up entry hazards, or using recovery moves.
* Toxic is a catch-all move against bulky foes Heatran can't hurt much otherwise, especially Water- and Dragon-types as well as specially defensive threats such as Chansey.
* Lava Plume is an accurate, reliable attacking option that hits hard despite no investment and makes foes wary of switching in due to the high burn chance. Burn chance may conflict with targets you want to poison, however. Running out of PP is also not an issue when running Lava Plume
* Magma Storm wears down foes even further every turn and has the nifty effect of trapping, allowing Heatran to switch in something else for free without double switching. It is powerful but less abusable spammable than Lava Plume due to significantly lower PP and accuracy.
* Magma Storm also has a high chance to OHKO Dugtrio and finish it off with passive damage at the end of the turn.
* Stealth Rock is a great option if Heatran's team has no other setters; notably, Heatran tends to have a favorable matchup against common leads and entry hazard setters (with the exception to of Garchomp).
* Earth Power provides alternative coverage so Heatran can wear down Toxapex, Tyranitar, and opposing Heatran more easily. It's also an alternative attacking option in case using up Magma Storm's PP is undesirable.
* Protect scouts moves and gives Heatran extra recovery and stalling turns. If using Magma Storm, it is especially effective against targets such as Toxapex and Chansey.

Set Details
========
* Maximum HP makes Heatran generally resilient, (AC) while being able and maximized Speed enables it to pose an offensive threat to slower attackers thanks to maximized Speed.
* 4 EVs are invested in SpD Special Defense so Genesect grabs an Attack boost instead of a Special Attack boost.
* A Timid nature gives Heatran a boost against maximum Speed positive-natured base 70's 70s, such as Volcanion and Bisharp, as well as neutral-natured base 80 and 90 Speed threats such as Dragonite, Gyarados, and Landorus-T.
* A Calm nature with 252 HP and 252 SpD Special Defense EVs is an option for more durability, meaning allowing Heatran can to take strong attacks neutral and even super effective hits more easily.
* Leftovers offers passive recovery, (AC) which is vital for switching in and out throughout the match.
* Rocky Helmet is a cute but somewhat useful option for Chansey and other physical threats reliant on contact moves, (AC) but Heatran goes down way faster.

Usage Tips
========
* Heatran garners tons of switch-in in opportunities thanks to its bulk and typing.
* Using Taunt and Toxic together allows Heatran to wear down defensive foes steadily but effectively.
* Depending on the team, it may be better to throw out Heatran's Fire STAB attack first to analyze switch-in patterns, switch out, and then come in again and use Toxic to cripple predicted switch-ins.
* Heatran is bulky enough to withstand weak Scalds and other weaker attacks, but don't push it, (AC) as Heatran has no recovery outside of Leftovers.
* When using Magma Storm, do not throw out indiscriminately, (AC) as Heatran has only 8 PP to use it effectively barring misses.
* If using Protect, don't misuse it, (AC) as opponents can take advantage of inaction and set up or recover (in which case Taunt is handy).
* Many opponents Pokemon carry coverage solely to take care of Heatran, so play carefully and scout attacks first.
* Heatran can whittle down Toxapex and other similar targets 1v1 one-on-one with repeated Fire attacks or Earth Power with Taunt.


Team Options
========
* This set usually has trouble against Water-types and can't stay too long against Dragon- and Ground-types due to lack of coverage and offensive investment, so some team support to address these are needed.
* Tapu Bulu switches into Heatran's weaknesses flawlessly while halving Ground attacks for a few turns thanks to Grassy Terrain. Grassy Terrain also makes Tapu Bulu's attacks hit most of Heatran's checks hard.
* Tapu Lele doubles down on stall and balance well, (AC) as Heatran provides Fire coverage and checks Celesteela, Scizor, Genesect, and Jirachi. Meanwhile, (AC) Tapu Lele hits hard on its own with powerful Psychic-type attacks boosted further by Choice Specs.
* Tapu Fini makes a good blanket check or counter to most troublesome counters such as Mega Charizard X (RH) and most Water- and Fighting-types.
* Celebi still takes on many of Heatran's checks and counters well while seamlessly easily (not really what seamless means) switching into status moves (thanks to Natural Cure), having recovery, and having access to Baton Pass.
* Unaware Clefable takes on setup sweepers well should anything wish to take advantage of Heatran's passivity.
* Wish support from the likes of Chansey and Clefable helps in case Heatran sustains too much damage.

[STRATEGY COMMENTS]
Other Options
=============
* Choice Scarf patches up Heatran's middling Speed and allows it to revenge kill faster or boosted threats. However, it has zero utility against defensive archetypes, (AC) and its Speed tier is not what it used to be, (AC) as more base 80 threats (such as Gyarados) (maybe reword this a bit to make it refer to mons around base 80 instead, since Gyarados is base 81) are running positive Speed-boosting natures.
* Roar is a decent option, (AC) as Heatran already forces many switches out as is and can rack up entry hazard damage. It also phazes out setup sweepers such as Clefable.
* Resistance Berries such as Chople and Shuca Berry lower damage from super effective attacks and let Heatran counterattack. Many Ground-types tend to OHKO despite Shuca, (AC) however.
* Will-O-Wisp has a higher chance of burning than Lava Plume but is generally not worth a moveslot while being outclassed damage-wise by Toxic against special attackers.
* Shed Shell is an option on all sets to avoid being trapped by Dugtrio, but it is otherwise a situational item and completely compromises essential Leftovers recovery.

Checks and Counters
===================

**Ground-type Pokemon and Coverage**: As Heatran sports a quadruple weakness to Ground-type attacks, it is extremely succeptible susceptible to Earth Power and Earthquake, attacks commonly used for coverage. Ground-types, especially Hippowdon and Garchomp, typically threaten with an OHKO. Dugtrio is especially notable, (AC) as it can trap all non-Air Balloon variants of Heatran with Arena Trap and proceed to take it out of the match. However, there are not a lot of Ground-types that can safely switch in due to the power of Heatran's STAB Fire-type attacks as well as possible coverage attacks, such as Bloom Doom, against them.

**Fighting-type Pokemon and Coverage**: Several threats typically carry Fighting-type attacks such as Close Combat and Focus Blast to deal with Heatran. Additionally, many Fighting-types do not mind Toxic and are notable for their fast good Speed and solid power, making threats such as Keldeo, Terrakion, Pheromosa, and Infernape solid checks. However, not many can switch in safely without taking decent damage.

**Water-type Pokemon and Coverage**: Heatran fares badly against most Water-types, (AC) as they resist its STAB combination, typically tank Earth Power well, and threaten with Scald, Waterfall, or Hydro Pump. Without If Heatran lacks Earth Power, Tentacruel, Tapu Fini, and Toxapex are solid counters, (AC) as they are immune to Toxic and can wittle whittle Heatran down with Scald. Other Water-types such as Pelipper and Gyarados also fare well but must exercise caution against well-timed Toxics, Solar Beam, or Bloom Doom.

**Dragon-type Pokemon**: Most Dragon-types can come in on most of Heatran's Fire-type attacks and Earth Power and proceed to set up or attack with their coverage attacks. Latios, for instance, switches in almost perfectly and threatens with Surf, while Dragonite and Kommo-O Kommo-o have Earthquake and Sky Uppercut handy, respectively. Without such coverage attacks, however, defensive variants of Heatran can continuously switch in against these threats.

**Knock Off**: Defensive variants of Heatran are typically reliant on holding Leftovers to switch in continuously against resisted attacks. Therefore, removing its Leftovers with Knock Off makes it completely unable to recover. Additionally, several users of the move, including Hoopa and Crawdaunt, hit extremely hard with it. For offensive sets, this isn't much of a problem, (AC) as Z-crystals minimize damage and cannot be knocked off removed, (AC) while Air Balloon will likely get used up beforehand anyway.

**Specially Defensive Threats**: Without If Heatran is not running Taunt and/or Toxic, several special walls and attackers such as Chansey, Tyranitar, Mega Charizard Y, and opposing Heatran can switch in rather easily and can set up entry hazards or recover lost damage. With said attacks, however, more passive walls tend to struggle a bit but can still exploit Heatran's lack of recovery by wearing it down themselves.
 
Last edited:

AccidentalGreed

Sweet and bitter as chocolate.
is a Forum Moderator Alumnusis a Top Contributor Alumnus


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/1
[OVERVIEW]
* Heatran boasts an excellent defensive typing in combination with splendid defensive stats, making it resistant to lots of attacking combinations as well as immune to poison and burn.
* Said typing is also great offensively, complementing its high SpA Special Attack and taking advantage of a huge amount number of Fire- and Steel-weak threats in the tier.
* Access to a variety of great disruptive options including Taunt, Toxic, Magma Storm, and burn moves, making it makes Heatran a persistent threat against stall and balance.
* It only has three weaknesses; however, they are extremely common STAB and coverage attacks on numerous checks and counters, especially Fighting and Ground.
* Base Speed of 77 is both a blessing and a curse, (AC) as its outruns it gets the jump on many common slower offensive and defensive threats but fails to trump base 80, 90, and 100 Speed foes with Speed investment.
* Lack of recovery can make Heatran worn down from repeated hits and switches into entry hazards.

[SET]
name: Offensive
move 1: Magma Storm
move 2: Earth Power
move 3: Solar Beam
move 4: Taunt / Stealth Rock
item: Grassium Z
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
* Magma Storm has good Base Power, traps foes, and inflicts passive damage, dealing considerable damage to even resistant switch-ins. If Heatran successfully traps the appropriate switch-in, (AH) they cannot switch out of the incoming Bloom Doom.
* Earth Power provides good two-move complementary coverage against opposing Heatran, Tyranitar, and Toxapex.
* Bloom Doom allows Heatran to lure in and unleash a powerful 200 BP 200-Base Power attack that maims Water- and Ground-types while scoring a huge hit on neutral targets such as Gyarados and Landorus-T. However, Heatran can only use it once, leaving it with the suboptimal Solar Beam afterwards.
* Taunt stops slower defensive foes and attackers from freely recovering or setting up.
* Stealth Rock is a great option, (AC) as Heatran forces switches and usually fares well against some leads.
* Hidden Power Ice makes sure the likes of Dragonite, Latios, and Garchomp aren't setting up or switching in for free.
* Fire Blast is a powerful STAB move with slightly more acceptable accuracy and power than Magma Storm. Magma Storm's passive damage and trapping effect tends tend to be more desirable, however.
* Flash Cannon is an option, (AC) but it is only good for Clefable, (AC) at the moment (too time-referency) as other targets are uncommon or unavailable (such as Mega Altaria) (irrelevant right now) and Heatran's Fire attack will suffice most of the time.
* Sunny Day strengthens Fire attacks, weakens Water moves, makes Solar Beam a consistent attack, and allows Heatran to check weather teams. It also boosts Speed by one stage if used with Firium Z. (RH)
* Hidden Power Electric hits Pelipper, Mantine, and other Water-types super effectively, but these targets can generally be taken care of with Bloom Doom + Magma Storm trapping.

Set Details
========
* Maximum Speed and Special Attack with a Timid nature makes Heatran hit as fast and hard as possible. In particular, it outruns Jolly maximum Speed Bisharp, Mega Scizor, as well as and neutral-natured (RH) Dragonite, Gyarados, and Landorus-T.
* 4 EVs are invested in SpD Special Defense so Genesect grabs an Attack boost instead of a Special Attack boost.
* Grassium Z (RH) converts Solar Beam into Bloom Doom for one use.
* Air Balloon allows Heatran to check Excadrill, Garchomp, opposing Heatran, and other Ground attack-reliant (AH) attackers in a pinch.
* Leftovers provides passive recovery so Heatran can bluff a defensive set and switch in more often.
* Firium Z (RH) can be used with Sunny Day to boost Speed by one stage or convert Magma Storm or Fire Blast into Inferno Overdrive.

Usage Tips
========
* Use Heatran's typing to switch into a variety of moves and counterattack with the appropriate move.
* Magma Storm deals good damage to typical switch-ins; therefore, it can be used if you are unsure of the opponent's next move.
* Heatran only has one chance to use Bloom Doom; Magma Storm helps by trapping resists Fire-resistant foes in and letting it unleash doom on them. Otherwise, use it with caution.
* Taunt is extremely handy against typical defensive Pokemon. Combined with Magma Storm, targets such as Chansey and Toxapex cannot switch out or recover while taking lots of damage.

Team Options
========
* Having Bloom Doom means Heatran can wipe out some Water- and Ground-type foes for other teammates, such as Garchomp and Excadrill.
* Tapu Bulu makes an excellent defensive and offensive core member, (AC) as it switches into Heatran's weaknesses almost perfectly and hits hard in return. Additionally, its ability, Grassy Surge, offers many useful utilities, including halving the power of Ground-type attacks, providing passive recovery, and further powering up Bloom Doom.
* Offensive Psychic-, Dragon-, and Fairy-types, such as Mega Gardevoir, (unreleased, also order the examples to match the order of the types) Tapu Lele, Garchomp, and Mega Alakazam, benefit from Heatran's coverage against Steel-types.
* Celebi pairs well with Heatran whether it is using Thunder Wave to slow down opposing foes or Baton Passing Nasty Plot boosts.
* Latias and Latios provides provide pressure against opposing Dragon-types and Keldeo while providing utilities such as Defog or Healing Wish support.


[SET]
name: Bulky
move 1: Taunt
move 2: Toxic
move 3: Lava Plume / Magma Storm
move 4: Stealth Rock / Earth Power
item: Leftovers
ability: Flash Fire
nature: Timid
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
* Taunt prevents foes from setting up boosts boosting, setting up entry hazards, or using recovery moves.
* Toxic is a catch-all move against bulky foes Heatran can't hurt much otherwise, especially Water- and Dragon-types as well as specially defensive threats such as Chansey.
* Lava Plume is an accurate, reliable attacking option that hits hard despite no investment and makes foes wary of switching in due to the high burn chance. Burn chance may conflict with targets you want to poison, however. Running out of PP is also not an issue when running Lava Plume
* Magma Storm wears down foes even further every turn and has the nifty effect of trapping, allowing Heatran to switch in something else for free without double switching. It is powerful but less abusable spammable than Lava Plume due to significantly lower PP and accuracy.
* Magma Storm also has a high chance to OHKO Dugtrio and finish it off with passive damage at the end of the turn.
* Stealth Rock is a great option if Heatran's team has no other setters; notably, Heatran tends to have a favorable matchup against common leads and entry hazard setters (with the exception to of Garchomp).
* Earth Power provides alternative coverage so Heatran can wear down Toxapex, Tyranitar, and opposing Heatran more easily. It's also an alternative attacking option in case using up Magma Storm's PP is undesirable.
* Protect scouts moves and gives Heatran extra recovery and stalling turns. If using Magma Storm, it is especially effective against targets such as Toxapex and Chansey.

Set Details
========
* Maximum HP makes Heatran generally resilient, (AC) while being able and maximized Speed enables it to pose an offensive threat to slower attackers thanks to maximized Speed.
* 4 EVs are invested in SpD Special Defense so Genesect grabs an Attack boost instead of a Special Attack boost.
* A Timid nature gives Heatran a boost against maximum Speed positive-natured base 70's 70s, such as Volcanion and Bisharp, as well as neutral-natured base 80 and 90 Speed threats such as Dragonite, Gyarados, and Landorus-T.
* A Calm nature with 252 HP and 252 SpD Special Defense EVs is an option for more durability, meaning allowing Heatran can to take strong attacks neutral and even super effective hits more easily.
* Leftovers offers passive recovery, (AC) which is vital for switching in and out throughout the match.
* Rocky Helmet is a cute but somewhat useful option for Chansey and other physical threats reliant on contact moves, (AC) but Heatran goes down way faster.

Usage Tips
========
* Heatran garners tons of switch-in in opportunities thanks to its bulk and typing.
* Using Taunt and Toxic together allows Heatran to wear down defensive foes steadily but effectively.
* Depending on the team, it may be better to throw out Heatran's Fire STAB attack first to analyze switch-in patterns, switch out, and then come in again and use Toxic to cripple predicted switch-ins.
* Heatran is bulky enough to withstand weak Scalds and other weaker attacks, but don't push it, (AC) as Heatran has no recovery outside of Leftovers.
* When using Magma Storm, do not throw out indiscriminately, (AC) as Heatran has only 8 PP to use it effectively barring misses.
* If using Protect, don't misuse it, (AC) as opponents can take advantage of inaction and set up or recover (in which case Taunt is handy).
* Many opponents Pokemon carry coverage solely to take care of Heatran, so play carefully and scout attacks first.
* Heatran can whittle down Toxapex and other similar targets 1v1 one-on-one with repeated Fire attacks or Earth Power with Taunt.


Team Options
========
* This set usually has trouble against Water-types and can't stay too long against Dragon- and Ground-types due to lack of coverage and offensive investment, so some team support to address these are needed.
* Tapu Bulu switches into Heatran's weaknesses flawlessly while halving Ground attacks for a few turns thanks to Grassy Terrain. Grassy Terrain also makes Tapu Bulu's attacks hit most of Heatran's checks hard.
* Tapu Lele doubles down on stall and balance well, (AC) as Heatran provides Fire coverage and checks Celesteela, Scizor, Genesect, and Jirachi. Meanwhile, (AC) Tapu Lele hits hard on its own with powerful Psychic-type attacks boosted further by Choice Specs.
* Tapu Fini makes a good blanket check or counter to most troublesome counters such as Mega Charizard X (RH) and most Water- and Fighting-types.
* Celebi still takes on many of Heatran's checks and counters well while seamlessly easily (not really what seamless means) switching into status moves (thanks to Natural Cure), having recovery, and having access to Baton Pass.
* Unaware Clefable takes on setup sweepers well should anything wish to take advantage of Heatran's passivity.
* Wish support from the likes of Chansey and Clefable helps in case Heatran sustains too much damage.

[STRATEGY COMMENTS]
Other Options
=============
* Choice Scarf patches up Heatran's middling Speed and allows it to revenge kill faster or boosted threats. However, it has zero utility against defensive archetypes, (AC) and its Speed tier is not what it used to be, (AC) as more base 80 threats (such as Gyarados) (maybe reword this a bit to make it refer to mons around base 80 instead, since Gyarados is base 81) are running positive Speed-boosting natures.
* Roar is a decent option, (AC) as Heatran already forces many switches out as is and can rack up entry hazard damage. It also phazes out setup sweepers such as Clefable.
* Resistance Berries such as Chople and Shuca Berry lower damage from super effective attacks and let Heatran counterattack. Many Ground-types tend to OHKO despite Shuca, (AC) however.
* Will-O-Wisp has a higher chance of burning than Lava Plume but is generally not worth a moveslot while being outclassed damage-wise by Toxic against special attackers.
* Shed Shell is an option on all sets to avoid being trapped by Dugtrio, but it is otherwise a situational item and completely compromises essential Leftovers recovery.

Checks and Counters
===================

**Ground-type Pokemon and Coverage**: As Heatran sports a quadruple weakness to Ground-type attacks, it is extremely succeptible susceptible to Earth Power and Earthquake, attacks commonly used for coverage. Ground-types, especially Hippowdon and Garchomp, typically threaten with an OHKO. Dugtrio is especially notable, (AC) as it can trap all non-Air Balloon variants of Heatran with Arena Trap and proceed to take it out of the match. However, there are not a lot of Ground-types that can safely switch in due to the power of Heatran's STAB Fire-type attacks as well as possible coverage attacks, such as Bloom Doom, against them.

**Fighting-type Pokemon and Coverage**: Several threats typically carry Fighting-type attacks such as Close Combat and Focus Blast to deal with Heatran. Additionally, many Fighting-types do not mind Toxic and are notable for their fast good Speed and solid power, making threats such as Keldeo, Terrakion, Pheromosa, and Infernape solid checks. However, not many can switch in safely without taking decent damage.

**Water-type Pokemon and Coverage**: Heatran fares badly against most Water-types, (AC) as they resist its STAB combination, typically tank Earth Power well, and threaten with Scald, Waterfall, or Hydro Pump. Without If Heatran lacks Earth Power, Tentacruel, Tapu Fini, and Toxapex are solid counters, (AC) as they are immune to Toxic and can wittle whittle Heatran down with Scald. Other Water-types such as Pelipper and Gyarados also fare well but must exercise caution against well-timed Toxics, Solar Beam, or Bloom Doom.

**Dragon-type Pokemon**: Most Dragon-types can come in on most of Heatran's Fire-type attacks and Earth Power and proceed to set up or attack with their coverage attacks. Latios, for instance, switches in almost perfectly and threatens with Surf, while Dragonite and Kommo-O Kommo-o have Earthquake and Sky Uppercut handy, respectively. Without such coverage attacks, however, defensive variants of Heatran can continuously switch in against these threats.

**Knock Off**: Defensive variants of Heatran are typically reliant on holding Leftovers to switch in continuously against resisted attacks. Therefore, removing its Leftovers with Knock Off makes it completely unable to recover. Additionally, several users of the move, including Hoopa and Crawdaunt, hit extremely hard with it. For offensive sets, this isn't much of a problem, (AC) as Z-crystals minimize damage and cannot be knocked off removed, (AC) while Air Balloon will likely get used up beforehand anyway.

**Specially Defensive Threats**: Without If Heatran is not running Taunt and/or Toxic, several special walls and attackers such as Chansey, Tyranitar, Mega Charizard Y, and opposing Heatran can switch in rather easily and can set up entry hazards or recover lost damage. With said attacks, however, more passive walls tend to struggle a bit but can still exploit Heatran's lack of recovery by wearing it down themselves.
Fasho

And with that, Heatran's done.

 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top