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Chit-Chat: Welcome to the Strategies & Movesets forum for Sun & Moon!

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skyburial

Orca Hype
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    Jokes aside I was also under the impression it was discouraged by the rules to gossip monger following someone's ban; so yeah Stunfisk's mega base 140 Sp Atk, stab earth power and thunder, and no guard as an ability also with fissure and gravity from his swole ass muscles

    Give that son of a gun enough mixed base defense to top Rotom as the de facto defensive Electric Pokemon and you'll have me sold.
     
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    Thanks for all the responses, Flying seems like the type I'm settling on, it's got so many dual types and has some personal favourites of mine in the group as well.


    So Far I've gone with:


    Welcome to the Strategies & Movesets forum for Sun & Moon!
    and
    Welcome to the Strategies & Movesets forum for Sun & Moon!

    I picked them mainly because they seem to cover each others weaknesses fairly well and their sprites are amazing. Any suggestions on a 3rd? I imagine Gliscor would be played more tanky and Gyarados could either be Tanky or a DD set up.
    Thanks!
    You'll need something for Rotom-Wash. Not many ways of dealing with it on mono Flying teams. Maybe Lum Berry or RestTalk Dragonite? Or Thundurus-Therian since it can abuse Volt Switch spam. Be sure to fit in a Defogger too.

    No, I broke up with her.

    :^)
    End of an era.
     

    KorpiklaaniVodka

    KID BUU PAWAA
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    Hey guys, remember this?

    "no nasty plot, or sword dance, or dragon dance, and u HAVE TO LET me set up bellyzard, and no taunt, or heracross, and NO WEAVILLE, and no substitute, unless i have it. And dont use that many attacks and NO ROAR, or WHIRLWIND, AND IF IM GOING TO LOSE, then quit the fight"
     

    Detox

    Guest
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    Yeah man, I always make sure the Edgar Clause is on when I battle against Dark Azelf.
     

    Astraea

    The Storm of Friendship
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    well is there any way to set a tour mod that only drivers and above can make it in a particular room?
     

    KorpiklaaniVodka

    KID BUU PAWAA
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    Welcome to the Strategies & Movesets forum for Sun & Moon!


    HOW IS HERABOSS C+ RANK?!

    This thing is lethal, and has no true counters. Most people use Heracronite, but I think Life (or Toxic) Orb and Choice Band are better options because not only do they save your mega slot, but regular Heracross is actually faster than M-Hera by 10 points, which means you outspeed Heatran and Dragonite.

    Swords Dance Heracross is horrifying. That thing OHKOes Hippowdon and Suicune with a Guts boost (don't bother with Moxie) at +2. Gliscor and Lando-T? Well, Heraboss resists EQ and Knock Off, and boosted Stone Edge 2HKOes after rocks, even without Guts. Or you can run Toxic Orb + Facade for the OHKO on Gliscor. Talonflame and Clef are like the only things on stall which check it.

    Not to mention how hard is CB Heracross to switch into. Offensive teams will almost always lose a Pokemon per match if the Hera player has half a brain, or two with HW Latias support.
     
    Last edited:

    Anti

    return of the king
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    well, since you mentioned the viability rankings, i'm guessing heracross is c+ because of team slot competition. i think your post would be more persuasive if you focused on this more instead of how hard heracross hits.

    a lot of pokemon hit hard. but you also have to build a team around them. heracross's defensive utility is spotty. offensive teams (and even a few balances) rely on fighting-types to check bisharp, but heracross can't switch into iron head and has to be at full health to survive +2 sucker punch. defensively, a pokemon just offers more utility, switching into the ever-annoying heatran as well as tyranitar (also beating the rare dd megatar) and offering more speed (making it more than total fodder for slow-ish breakers like garde, zard y, landorus, and manaphy). not that heracross doesn't have niches of its own (mostly the ground resist), but eh.

    just an opinion, but i like pokemon that afford you flexibility in both team building and in battle and don't require very precise execution to work well. a band set is hard to switch into on the first turn but then is forfeiting free turns, and toxic orb is wearing itself out such that even opponents who are very weak to it can limit its impact (ie "play around it").

    i'm assuming you have more experience with heracross than i do. do you have some sample cores or preferably a team or two that display heracross's effectiveness within a team strategy?
     

    skyburial

    Orca Hype
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    Breloom has stuff going for it that make it more competitively viable than Hera IMO, its advantage being that it can hit Hydreigon, Cress and Lati@s for super effective damage. Otherwise, the Ground resistance, Rock-type coverage, middling Speed stat for fluid use in Trick Room, and pressure against Steel-Types applies. Breloom's advantage is Spore, and Hera's is Megahorn/Pin Missile. A C+ ranking is actually pretty good, it just means that the Pokemon needs support in order to perform well, which Hera does. It doesn't have its own priority and can't win the Talonflame matchup by hanging on with a Sash and putting it to sleep for a safe switch like Loom can, so it needs support from something that can sponge and punish a Brave Bird, or take a Hyper Voice/Moonblast... it needs Tran to succeed. And other stuff.

    Long story short, its shortcomings leave it a bit underwhelming compared to the other Fighting-types that are in vogue right now. BUT. I'm a fan. And I've seen Hera work as a win condition.
     

    KorpiklaaniVodka

    KID BUU PAWAA
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    well, since you mentioned the viability rankings, i'm guessing heracross is c+ because of team slot competition. i think your post would be more persuasive if you focused on this more instead of how hard heracross hits.

    a lot of pokemon hit hard. but you also have to build a team around them. heracross's defensive utility is spotty. offensive teams (and even a few balances) rely on fighting-types to check bisharp, but heracross can't switch into iron head and has to be at full health to survive +2 sucker punch. defensively, a pokemon just offers more utility, switching into the ever-annoying heatran as well as tyranitar (also beating the rare dd megatar) and offering more speed (making it more than total fodder for slow-ish breakers like garde, zard y, landorus, and manaphy). not that heracross doesn't have niches of its own (mostly the ground resist), but eh.

    just an opinion, but i like pokemon that afford you flexibility in both team building and in battle and don't require very precise execution to work well. a band set is hard to switch into on the first turn but then is forfeiting free turns, and toxic orb is wearing itself out such that even opponents who are very weak to it can limit its impact (ie "play around it").

    i'm assuming you have more experience with heracross than i do. do you have some sample cores or preferably a team or two that display heracross's effectiveness within a team strategy?

    Well Hera's bulk is not that bad among wallbreakers, it can survive attacks such as Draco Meteor coming from Scarf Hydreigon or Return from Mega Lopunny, and Bug/Fighting is not too shabby defensively either, despite getting a quad-weakness to Brave Bird (but what wallbreaker isn't susceptible to BB? ...Bisharp?). It still resists Earthquake and Mach Punch.

    I guess you can say the same about Terrakion. Yes it's faster but the fact that it too fails against base 110s is unforgivable imo. CB Terrak is very hard to switch into as well, while Swords Dance + LO is wearing itself out as well, especially with the CC def drops.

    As for teams I have, there's this team featured on the team building competition (check post #4) as well as this one which I made for the ladder race and am too lazy to ladder with (around 1470 ELO or something like that so far + won one unofficial tournament round):

    Spoiler:


    Hera does pair well with AV Metagross, since Fairy-types really annoy the little bug and threaten to OHKO. Meta can easily scare them with Meteor Mash and possibly get a +1 attack boost. Latios is useful too, since it removes hazards and takes care of Garchomp and Keldeo.
     

    srinator

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    that team is seems talonflame weak (bar chomp which can be played around with and also gets worn down easily), and given how u wanted to build around normal hera, dont u think supporting the mon should be a priority (which is one of the main reason its, needs a lot of team support to function effectively? )
    how do u deal with that?
    just wondering.
     

    KorpiklaaniVodka

    KID BUU PAWAA
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    that team is seems talonflame weak (bar chomp which can be played around with and also gets worn down easily), and given how u wanted to build around normal hera, dont u think supporting the mon should be a priority (which is one of the main reason its, needs a lot of team support to function effectively? )
    how do u deal with that?
    just wondering.

    Garchomp + Fake Out + Gothitelle. But now that you brought up Talon, SD variants are indeed a pain in the butt. The best I can do against those assholes is to send in Chomp against a +2 BB and Dragon Tail it out.
     
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