Gen 5 Heracross (UU) [QC 0/2]

SBPC

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[OVERVIEW]

Heracross is one of UU’s premier physical attackers due to its incredible STAB combination in conjunction with its decent speed tier, access to two strong abilities in Moxie and Guts, and a multitude of sets to choose from, allowing it to easily fit itself to most offensive teams. Its coverage is also incredibly rounded with Stone Edge, making it a nightmare to switch into. Heracross primarily takes use of Choice Scarf to give it an upper edge on the entire unboosted metagame, making it an incredible cleaner for late game scenarios. Heracross’s insane offensive pressure allows it to force out threats such as Snorlax, Rhyperior, and Slowbro, allowing it to take advantage of this with setup moves such as Swords Dance and Substitute to become a potential game ending threat against slower teams. Choice Band is also an incredible item for Heracross, allowing it to begin breaking through teams immediately. Getting Heracross onto the field isn't actually that difficult, as its naturally defensive typing grants it key resistances to get in against threats like Mienshao, Krookodile, and Hitmontop by resisting their STAB. Heracross isn’t the end all be all threat however. While difficult to switch into, it can still be aptly handled by defensive threats such as Cofagrigus and Gligar. Additionally threats such as Mew, Zapdos, and Crobat naturally outspeed it when not scarfed. It also is prone to being revenge killed by faster scarfers such as Victini and Darmanitan. While Heracross has a good pool of sets to choose from, it doesn't ever really change its attacks, making it extremely linear and easy to predict.


[SET]
name: Choice Scarf
move 1: Close Combat
move 2: Megahorn
move 3: Stone Edge
move 4: Earthquake / Sleep Talk
Item: Choice Scarf
ability: Moxie
nature: Jolly
evs: 252 atk / 4 def / 252 spe

[SET COMMENTS]
Moves
========
Heracross's STAB combination in Close Combat and Megahorn allows it to immediately pressure the majority of the metagame, having very few switchins. Stone Edge enables Heracross further, allowing it to hit the few switchins to its STAB combination, such as the Flying-types Zapdos, Crobat, and Togekiss. Earthquake allows it to have a safer means to pressure Steel- and Rock-type Pokemon such as Cobalion and Rhyperior without dropping your defenses from using Close Combat, while also hitting Poison-types such as Nidoqueen and Qwilfish super effectively. Sleep Talk is an option that allows it to absorb sleep status from users such as Amoonguss and Roserade safely, giving it a decent means to still be on the offensive in the event it's slept.

Set Details
========
Choice Scarf allows Heracross to outspeed the entire unboosted metagame, giving it key targets to revenge kill such as Raikou, Weavile, and Tornadus. Moxie in conjunction with this allows it to begin snowballing very quickly late game.

Usage Tips
========
Heracross can be brought in often due to its naturally defensive typing and decent bulk, so taking advantage of this to switch into threats it resists such as Scrafty and Rhyperior puts it into offensive positions without much drawback. Heracross should also be brought in with pivot moves to pressure slower threats such as Roserade, Empoleon, and Snorlax. With how difficult it can be to switch into Heracross, using this offensive pressure is incredibly key, so using Heracross to chip away at lesser defensive answers such as Blastoise, Hitmontop, and Swampert enables it to sweep later the road. Heracross can at times be incredibly prediction reliant, so knocking out resists such as Cofagrigus or Qwilfish makes Heracross have a much easier time attacking.

Team Options
========
Offensive pivots such as Victini, Crobat, and Raikou make for excellent teammates to Heracross, as they can bring it in untouched, giving Heracross plenty of room to pressure their checks like Rhyperior and offensive Zapdos and threaten KOs. Hazards like Stealth Rock from Bronzong or Spikes from Qwilfish are incredible for chipping threats such as Nidoqueen or Cofagrigus, limiting the number of times they can switch into Heracross, making it harder to reliably check over the course of a game. Setup users such as Raikou and Snorlax greatly appreciate Heracross’s ability to remove phasers such as Rhyperior and Empoleon, while in turn being able to support Heracross by chipping away at its checks when threatening to sweep.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Close Combat
move 3: Megahorn
move 4: Stone Edge
Item: Leftovers
ability: Guts
nature: Jolly
evs: 252 atk / 4 def / 252 spe

[SET COMMENTS]
Moves
========
Close Combat and Megahorn is a near unresisted STAB combination, allowing Heracross to deal massive amounts of damage before setting up, while Stone Edge is strong coverage allowing it to hit the would be checks in Flying-type threats such as Crobat, Togekiss, and Zapdos.

Set Details
========
With Guts, Heracross can now take use of status from Will-o-wisp from threats such as Cofagrigus and Sableye or weaker scalds from threats like Swampert or Empoleon to keep the ball rolling during a sweep attempt.

Usage Tips
========
Heracross makes for an incredible breaker with Swords Dance, so finding more passive threats such as Gligar or Umbreon to set up on is a good way to make Heracross quickly a game ending threat. Additionally, Heracross is nigh impossible to switch into after a Swords Dance, especially in late game scenarios. This means finding a way to get Heracross to start punching holes in the opposing team is typically your first objective when using this set. It should however be noted that Heracross only has a decent speed tier, and when sent in too early, is at risk of being easily revenge killed by faster threats such as Victini, Tornadus, and Choice Scarf Togekiss. Taking time to chip down the opposing team through means such as Hazards or Pursuit trapping makes Heracross have a much easier time threatening to sweep late game.

Team Options
========
Pursuit trappers such as Weavile and Snorlax are amazing teammates for Heracross, as they can remove otherwise dangerous stops such as Victini and Cofagrigus. Heracross appreciates having faster Flying-type threats such as Tornadus and Crobat removed for it, so teammates in Rhyperior, Zapdos, and Raikou make for solid options to work in that role. Heracross despises hazard chip, so Rapid Spin users such as Blastoise make for solid options to help alleviate this. Fire-types such as Victini and Darmanitan also pose problems for Heracross, so checks to these such as Flygon and Suicune make for solid options as well.

[SET]
name: Choice Band
move 1: Close Combat
move 2: Megahorn
move 3: Stone Edge
move 4: Sleep Talk / Earthquake
Item: Choice Band
ability: Guts
nature: Adamant / Jolly
evs: 252 atk / 4 def / 252 spe

[SET COMMENTS]
Moves
========
Heracross's STAB combination in Close Combat and Megahorn is incredibly hard to safely come into, with Stone Edge allowing it to hit the few switchins to its STAB combination, such as the Flying-types Zapdos and Tornadus. Sleep Talk is to allow it to absorb sleep status from users such as Amoonguss and Roserade safely, letting it continue rampage through its condition, while Earthquake allows it to have a way to smash through Poison-type checks such as Qwilfish and Nidoking

Set Details
========
Choice Band makes Heracross an unstoppable force, sending its power into astronomical levels, while Guts makes any form of status only empower it further. When both are active, Heracross can OHKO incredibly bulky threats such as Blastoise and Bronzong with its STAB.

Usage Tips
========
Heracross is an absolute monster when equipped with Choice Band, and should be brought in against threats like Rhyperior, Mienshao, and Umbreon, as it can resist their STABs, and immediately threaten back with OHKO from one of its own STAB, and heavily chunking any switchin with some prediction. Using the momentum from pivots such as Gligar and Cobalion makes Heracross have ease getting into position to start punching holes into any team. Heracross can additionally be used as a stallbreaker with this set, as status makes its hits much more effective against passive teams that like to spam it without caution. Heracross should be used with slight caution however, as it can become setup fodder if it locks itself into an unfavorable move against something like Cofagrigus, Mismagius, or bulky Venomoth can turn it into setup fodder.

Team Options
========
Teammates that can handle Heracross’s checks defensively are huge boons to its success, so teaming it with Flying-type answers such as Bronzong and Rotom-H are great options, as well as Fire-type answers such as Kingdra and Flygon. Hazard setters such as Stealth Rock from Krookodile and Rhyperior, as well as spikes from partners like Qwilfish force switchins to take extra damage, lessening their ability to take hits from Heracross. Dark-type options such as Krookodile and Sharpedo can threaten the fast Psychic-types such as Meloetta and Mew that wish to put a stop to Heracross early. Choice Band Heracross is much scarier when let in free, so pivots such as Crobat and Gligar allow that through pivot moves such as U-turn, giving it much more leeway when finding a position to start wreaking havoc.


[STRATEGY COMMENTS]
Other Options
=============

Bulk Up could be ran to give Heracross more bulk while attempting to sweep, but the loss of power is overall worse and not worth it. Additionally, an all out attacker set with Toxic Orb and four attacks can be ran, but it’s not as effective as standard sets. Substitute with three attacks allows Heracross to prey on more passive teams but generally isn't recommended due to how it can be troublesome to make active

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

**Cofagrigus**: Cofagrigus is the bonafide counter to Heracross, being able to completely manhandle all of its sets from a healthy position due to its amazing mono ghost typing and access to Mummy, nullifying Guts boosts on contact with Heracross. It can also turn it into setup fodder with its Offensive Trick Room set, making it gain advantage by switching into Heracross.

**Fire-types**: Fire-types such as Victini, Darmanitan, and Arcanine pose trouble for Heracross, as it's bulk can't withstand their STAB attacks from dropping it in one hit, however they must be careful not to come face to face with Heracross's Stone Edge when switching in.

**Flying-types**: Flying-type threats such as Crobat, Zapdos, Gligar, and Yanmega resist both of Heracross's STAB attacks, making them able to switch into it with the exception of having to watch for Stone Edge. Additionally, they take use of Heracross's 4x weakness to their STAB, and can cleanly OHKO any varient of Heracross.

**Physical Walls**: All of Heracross's attacks suffer the weakness of low PP, making physical walls such as Gligar, Amoonguss, and physically defensive Milotic able to PP stall it while cleanly healing back the damage from Heracross's attacks. Slowbro can switch into choiced sets with some prediction as well, but must be careful not to take a STAB Megahorn.

**Revenge Killers**: Revenge Killers such as Tornadus, Raikou, and Choice Scarf Togekiss can take advantage of a chipped Heracross, forcing it off the field. Mew and Mismagius can also handle a Heracross that is choice locked into Close Combat, taking advantage of its Psychic-type weakness while avoiding its other strong attacks.

[CREDITS]
- Written by: [[SBPC, 468904]]
- Quality checked by: [[username1, userid1], [username2, userid2]
- Grammar checked by: [[username1, userid1]
 
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First thing: CB Hera should be the second set listed on the analysis.

Then let me start from top to above as it currently is.

Heracross is one of UU’s premier physical attackers due to its incredible STAB combination in conjunction with its decent speed tier
I would probably use instead of decent maybe passable, I don't know I just believe it to be too much of a positive word to describe it's rather mediocre speed tier. Just a minor thing.

Heracross’s insane offensive pressure allows it to force out threats such as Snorlax, Rhyperior, and Slowbro, allowing it to take advantage of this with setup moves such as Swords Dance and Substitute to become a potential game ending threat against slower teams.
I would replace Slowbro with Umbreon, especially since you end the sentence by mentioning it having the ability to set up on these Pokemon for free and of the two Umbreon is the way easier Pokemon to switch in and set up on.

Getting Heracross onto the field isn't actually that difficult, as its naturally defensive typing grants it key resistances to get in against threats like Mienshao, Krookodile, and Hitmontop by resisting their STAB. Heracross isn’t the end all be all threat however.
I would remove Mienshao as potentialy switch in for Heracross, since it doesn't enjoy taking HJK at all from it. It's getting 2HKO'd by Scarf Shao as well as LO Shao.

Scarf Mienshao Calcs with and without Reckless (Second calc includes SR which is needed for the almost guranteed 2HKO):
252 Atk Reckless Mienshao High Jump Kick vs. 0 HP / 4 Def Heracross: 156-184 (51.8 - 61.1%) -- guaranteed 2HKO
252 Atk Mienshao High Jump Kick vs. 0 HP / 4 Def Heracross: 130-153 (43.1 - 50.8%) -- 98% chance to 2HKO after Stealth Rock

LO Shao:
252 Atk Life Orb Mienshao High Jump Kick vs. 0 HP / 4 Def Heracross: 169-199 (56.1 - 66.1%) -- guaranteed 2HKO

You could maybe replace it with Weavile at best if you want to have 3 pokemon to mention as examples of threats it can switch into due to it's resistances. Although you have to watch out for Ice Punch on Weavile which deals a lot of damage to it.

While Heracross has a good pool of sets to choose from, it doesn't ever really change its attacks, making it extremely linear and easy to predict.
I would probably drop this part, since as you mentioned earlier it has a "multitude of sets to choose from" meaning that the moves may be clear to somebody, but guessing the wrong set could be devastating. I also think that if you want to mention some of it's downsides it should be it's base 85 speed tier and the fact it has to rely sometimes on the inaccuracy of Stone Edge to catch flying types and remove them of the field.


[SET]
name: Choice Scarf
move 1: Close Combat
move 2: Megahorn
move 3: Stone Edge
move 4: Earthquake / Sleep Talk
Item: Choice Scarf
ability: Moxie / Guts
nature: Jolly
evs: 252 atk / 4 def / 252 spe
I believe Guts should be slashed to Moxie, especially if you run Sleep Talk over Earthquake, giving Heracross a chance to utilize the boost it get's from Guts when asleep.

Stone Edge enables Heracross further, allowing it to hit the few switchins to its STAB combination, such as the Flying-types Zapdos, Crobat, and Togekiss.
I would remove Togekiss, since of the actual relevant Heracross switch ins it really isn't one and needs to be physically defensive to tank two CC's which means it also needs Stealth Rock's to be not up on the field to do that.


252 Atk Heracross Close Combat vs. 248 HP / 216+ Def Togekiss: 147-174 (39.4 - 46.6%) -- 93.4% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Heracross Close Combat vs. 248 HP / 0 Def Togekiss: 199-235 (53.3 - 63%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery


Earthquake allows it to have a safer means to pressure Steel- and Rock-type Pokemon such as Cobalion and Rhyperior without dropping your defenses from using Close Combat, while also hitting Poison-types such as Nidoqueen and Qwilfish super effectively.
I would drop the mentioning of Cobalion and Rhyperior or at least Rhyperior.
252 Atk Heracross Earthquake vs. 248 HP / 0 Def Solid Rock Rhyperior: 127-151 (29.3 - 34.8%) -- guaranteed 4HKO after Stealth Rock and Leftovers recovery

Considering it does actual zero damage to it with Earthquake you should highlight the importance of hitting the poison types more and make it the main reason for why it may run Earthquake in the first place, rather than mentioning the little bonus it get's by being able to hit grounded Steel and Rock-Types with it.

Sleep Talk is an option that allows it to absorb sleep status from users such as Amoonguss and Roserade safely, giving it a decent means to still be on the offensive in the event it's slept.
I would only mention Roserade due to Amoonguss being not so common and being a liability to a lot of team's in the end. I also would mention Guts in case it was chosen over Moxie as ability, which helps boosting it's attack stat when asleep. The gamble one has to go for when being asleep and using Sleep Talk also should be addressed, as you lose control of the move you go for as well as the gamble of how long you'll be asleep.

Just a minor note I would personally mention Pursuit as an OO for the Scarf Set as 4th Move, meaning it can grant the ability to Pursuit Trap some Psychic/Ghost tyes, where one of the most prominent ones would be scarf Victini at -1, if not even a CB variant at -1. Not a mandatory addition to it but I believe it's worth it to be at least mentioned.

Set Details
========
Choice Scarf allows Heracross to outspeed the entire unboosted metagame, giving it key targets to revenge kill such as Raikou, Weavile, and Tornadus. Moxie in conjunction with this allows it to begin snowballing very quickly late game.
I woud rather mention different threats than Weavile and Tornadus. Maybe Shaymin, non scarf Mienshao, Mew, etc.

Guts should be mentioned here and the removal of some of it's actual good Counters/Checks should be addressed as well, either by their names (Gligar, Cofagrigus, Qwilfish, etc.) or just vague.

Heracross can be brought in often due to its naturally defensive typing and decent bulk, so taking advantage of this to switch into threats it resists such as Scrafty and Rhyperior puts it into offensive positions without much drawback.
I would either remove that part or rewrite it. It usually won't be switching into threats in the early game often as long as it's counters exist and if it does come in then either to attempt to revenge kill whatever is infront of it or force a switch and capitzalize of that.

so using Heracross to chip away at lesser defensive answers such as Blastoise, Hitmontop, and Swampert enables it to sweep later the road.
Of these three I don't consider Hitmontop as the relevant things it may like to chip away with it's moves. I rather would see Nidoqueen (either generally mentioned or explicity the offensive variant which takes depending on how much HP investment it runs either enough be 3HKOd by either STAB move of it)

Heracross can at times be incredibly prediction reliant, so knocking out resists such as Cofagrigus or Qwilfish makes Heracross have a much easier time attacking.
I would substitute Qwilfish with Gligar, since Gligar is the best Heracross counter in the entire tier, walling both choiced set's.

Team Options
========
Offensive pivots such as Victini, Crobat, and Raikou make for excellent teammates to Heracross, as they can bring it in untouched, giving Heracross plenty of room to pressure their checks like Rhyperior and offensive Zapdos and threaten KOs.
I would remove Crobat and leave it either with Victni and Raikou.
I would rather mention Snorlax or Umbreon instead of Rhyperior and offensive Zapdos of things it can take care of. The main reason is these things REALLY don't like eating a Close Combat, where as Rhyperior can and Zapdos needs to be hit by a Stone Edge, meaning you have a small chance to miss and lose your Heracross to it.

Hazards like Stealth Rock from Bronzong or Spikes from Qwilfish are incredible for chipping threats such as Nidoqueen or Cofagrigus, limiting the number of times they can switch into Heracross, making it harder to reliably check over the course of a game.
I would just mention hazards in general or to be specific, only Spikes as an addition to the team since Stealth Rocks are a necessity on every team.

Setup users such as Raikou and Snorlax greatly appreciate Heracross’s ability to remove phasers such as Rhyperior and Empoleon, while in turn being able to support Heracross by chipping away at its checks when threatening to sweep.
Substitute Rhyperior for Snorlax and Empoleon for Cobalion, which is more annoying for Snorlax as a teammate to run into.

What I'm totally missing are the potential partners that take up on Heracross counters and checks like Gligar or Cofgarfigugs directly. Especially Gligar should be mentioned, since it HARD WALLS this set with no way of it ever getting past Gligar. Cofagrigus answers also should be addressed more than just with Hazards.


[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Close Combat
move 3: Megahorn
move 4: Stone Edge
Item: Leftovers
ability: Guts
nature: Jolly / Adamant
evs: 252 atk / 4 def / 252 spe
Both these things deserve a slash. Substitute can be good in case you already have a different way of dealing against Zapdos/Crobat/etc but of the two slashes the less important one.

Admant definitely deserves a slash, since if it's main goal is to be able to beat slower teams then the increased attack stat helps a lot more in doing so.

Close Combat and Megahorn is a near unresisted STAB combination, allowing Heracross to deal massive amounts of damage before setting up, while Stone Edge is strong coverage allowing it to hit the would be checks in Flying-type threats such as Crobat, Togekiss, and Zapdos.
Remove Togekiss. It's not a primary Heracross switch in. Earthquake could be mentioned as possible option over Stone Edge in case you aim to take Poison Types out quickly (for double fighting team structures like Hera Shao). Not sure if it deserves a slash on the set itself.

Heracross makes for an incredible breaker with Swords Dance, so finding more passive threats such as Gligar or Umbreon to set up on is a good way to make Heracross quickly a game ending threat.
I would mention the possibilty of Aerial Ace/Wing Attack on Gligar and make the reader be cautious of the move on it's best counter in the tier.

is at risk of being easily revenge killed by faster threats such as Victini, Tornadus, and Choice Scarf Togekiss.
Replace Tornadus and Togekiss with Zapdos and Crobat (or offensive Mew). Crobat is simply the better switch in to both stabs and Mew is more common as a pokemon in the tier compared to Tornadus.

Taking time to chip down the opposing team through means such as Hazards or Pursuit trapping makes Heracross have a much easier time threatening to sweep late game.
This is probably just me but I would rather see it as a breaker than a sweeper, meaning it makes hole into the opposing team for teammates in the back which is the primary goal of the set.

Pursuit trappers such as Weavile and Snorlax are amazing teammates for Heracross, as they can remove otherwise dangerous stops such as Victini and Cofagrigus.
+2 252 Atk Heracross Stone Edge vs. 248 HP / 8 Def Cofagrigus: 153-180 (47.9 - 56.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

I would consider removing Cofagrigus or rather Pursuit trappers as amazing teammates, since the most common Cofagrigus set isn't going to eat a +2 Stone Edge. They can be mentioned but I would put them rather late into the text, meaning they are an option to be used alongside it but not mandatory.

Heracross appreciates having faster Flying-type threats such as Tornadus and Crobat removed for it, so teammates in Rhyperior, Zapdos, and Raikou make for solid options to work in that role.
I would rather mention Zapdos over Tornadus, since if it's a defensive set it can actually switch into an unboosted move of it and threaten it back, especially if it carries HP Flying with it.

Heracross despises hazard chip, so Rapid Spin users such as Blastoise make for solid options to help alleviate this. Fire-types such as Victini and Darmanitan also pose problems for Heracross, so checks to these such as Flygon and Suicune make for solid options as well.
When I read this passage I get the feeling that Rapid Spin support is kinda mandatory alongside Heracross, which I'm a bit opposed too since I disagree with it. I maybe would rewrite it that Blastoise can be a good teammate due to it's ability of removing Hazards of Spike stacking teams.

Something I miss here is the mention of para spreaders as teammates, if SD Hera really should be used as a cleaner opposed to breaker. Togekiss or Slowbro can be wonderful teammates in that regard, spreading paralysis against threats like Zapdos or Raikou.

CB Set.


Moves
========
Heracross's STAB combination in Close Combat and Megahorn is incredibly hard to safely come into, with Stone Edge allowing it to hit the few switchins to its STAB combination, such as the Flying-types Zapdos and Tornadus.
Replace Tornadus with something like Crobat.
Reason:

252+ Atk Choice Band Heracross Close Combat vs. 0 HP / 4 Def Tornadus: 208-246 (69.5 - 82.2%) -- 56.3% chance to OHKO after Stealth Rock

It clearly is not a switch in to any of it's moves!

Sleep Talk is to allow it to absorb sleep status from users such as Amoonguss and Roserade safely, letting it continue rampage through its condition, while Earthquake allows it to have a way to smash through Poison-type checks such as Qwilfish and Nidoking
Substitute Nidoking for Nidoqueen. If CB Hera is Jolly it could take Nidoking out by winning the Speed Tie with either of it's stabs already. EQ is primarly for Queen and Qwilfish here as well as having an accurate move to hit Cofagrigus with.

I also believe Pursuit deserves a mention as possible 4th move, granting it the ability to pursuit trap some pokemon like defensive Roserade, defensive Mew or -1 CB Tini.

Set Details
========
Choice Band makes Heracross an unstoppable force, sending its power into astronomical levels, while Guts makes any form of status only empower it further. When both are active, Heracross can OHKO incredibly bulky threats such as Blastoise and Bronzong with its STAB.
Instead of mentioning it's ability to OHKO things like Blastoise and Bronzong when Guts is activited, I would rather mention it's ability to deal massive damage against some is more common checks that would otherwise sponge it's moves easier, like Nidoqueen (be it offensive or defensive variant), Qwilfish, Cofagirgus, etc.

Usage Tips
========
Heracross is an absolute monster when equipped with Choice Band, and should be brought in against threats like Rhyperior, Mienshao, and Umbreon, as it can resist their STABs, and immediately threaten back with OHKO from one of its own STAB, and heavily chunking any switchin with some prediction.
Remove Mienshao as switch in. You can add Sableye as a potential switch in for Heracross, since it either get's a free Guts boost by Wisp connecting or a free hit off in case Wisp misses.

248 HP / 232 Def / 28 Spe
Using the momentum from pivots such as Gligar and Cobalion makes Heracross have ease getting into position to start punching holes into any team.
I would replace Cobalion with Mienshao, since LO Shao alongside CB Hera is a nice combination, especially if it runs HP Ice > Fake Out.


as it can become setup fodder if it locks itself into an unfavorable move against something like Cofagrigus, Mismagius, or bulky Venomoth can turn it into setup fodder.
Remove Mismagius, since it realistically can only set up on Close Combat, which I don't consider to be worth it to have it mentioned as a possible threat to abuse Heracross here.

252 Atk Choice Band Heracross Megahorn vs. 4 HP / 0 Def Mismagius: 217-256 (82.8 - 97.7%) -- 68.8% chance to OHKO after Stealth Rock

Not sure about Venomoth either, since the one favorable move is Close Combat again and it's 2HKOd by Megahorn after SR. But I'm more inclined to let it in here than Mismagius.

Team Options
========
Teammates that can handle Heracross’s checks defensively are huge boons to its success, so teaming it with Flying-type answers such as Bronzong and Rotom-H are great options,
I would mention entirely different thing's than Rotom-H and Bronzong, which both fail to deal with any Sub Zapdos variant in the tier as well as the fact that Bronzong needs to run Gyro Ball to be able to touch Flying-Types like Crobat and Tornadus, although the latter is only an issue if it reveals to be a Sub BU set and abusing Bronzong as a setup bait.

Raikou or Zapdos are the first things that should be mentioned as good partners, not only do they take care of opposing Flying-Types they also benefit of Hera's ability to deal with all the SpDef Pokemon in the tier like Snorlax, Umbreon, P2, etc.

, as well as Fire-type answers such as Kingdra and Flygon.
I probably would either just skip this part as a whole or mention probably Blastoise before Flygon.

Hazard setters such as Stealth Rock from Krookodile and Rhyperior, as well as spikes from partners like Qwilfish force switchins to take extra damage, lessening their ability to take hits from Heracross.
I would cut out the mentioning of Stealth Rocks since again, they are mandatory in this tier.
I also probably would remove the Spikes part as well, since except for Gligar not much else enjoys taking hit's with ease from it.

Dark-type options such as Krookodile and Sharpedo can threaten the fast Psychic-types such as Meloetta and Mew that wish to put a stop to Heracross early.
I would skip that part as a whole, since Krookdile has the same nemesis as CB Heracross: Gligar and Sharpedo isn't going to enjoy to risk it's ability of being a great late game sweeper by taking the risk of switching into a potential psychic move.

Choice Band Heracross is much scarier when let in free, so pivots such as Crobat and Gligar allow that through pivot moves such as U-turn, giving it much more leeway when finding a position to start wreaking havoc.
That part is okay, but I would probably make Gligar or Crobat a Mienshao, since as mentioned somewhere earlier LO Shao + CB Hera can be a nice combination as a whole.

What I'm missing here again is what teammates benefit of Heracross ability to break thru opposing teams. What pairs up with it well to capitalize on it?
I mentioned Raikou and Zapdos already or any kind of special attacker that want's Snorlax, Umbreon and whatever else is there to be gone. What I'm also missing is that Gligar is not mentioned a single time as a counter, after all it is the best counter to this set. It should definitely be addressed that you need a way to remove it from the field to use CB Heracross to it's fullest, be it by running a Water-Type alongside it, LO Mienshao with HP Ice (2HKO's Gligar) or other means that one can come up with.


[STRATEGY COMMENTS]
Other Options
=============

Bulk Up could be ran to give Heracross more bulk while attempting to sweep, but the loss of power is overall worse and not worth it. Additionally, an all out attacker set with Toxic Orb and four attacks can be ran, but it’s not as effective as standard sets. Substitute with three attacks allows Heracross to prey on more passive teams but generally isn't recommended due to how it can be troublesome to make active
I would dismiss Bulk Up as an option entirely, since it just doesn't get you the same damage output as a successful SD does but the +1 defense doesn't really do anything for it.

The only thing that is worth being mentioned in my eyes is like Sub Salac and the use of some Gems it could potentially run. Even Night Slash could be mentioned as a way of taking better care of Ghost Types.

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

**Cofagrigus**: Cofagrigus is the bonafide counter to Heracross, being able to completely manhandle all of its sets from a healthy position due to its amazing mono ghost typing and access to Mummy, nullifying Guts boosts on contact with Heracross. It can also turn it into setup fodder with its Offensive Trick Room set, making it gain advantage by switching into Heracross.
If Cofagirgugs has it's own section here, then Gligar deserves it's own section too. It should be listed as the first pokemon in checks and counters, since compared to Cofagrigus it is an actual full stop to both choiced set's and can defeat the SD set by running Wing Attack/Aerial Ace.

The write up for it is alright, but it should be addressed that it needs to watch out for the SD and CB Set, since both deal way too much damage to be used as a set up fodder, except for when CB Hera locked itself into CC.

**Fire-types**: Fire-types such as Victini, Darmanitan, and Arcanine pose trouble for Heracross, as it's bulk can't withstand their STAB attacks from dropping it in one hit, however they must be careful not to come face to face with Heracross's Stone Edge when switching in.
I would either dismiss this as a section since none of them ever enjoys switching into any of it's move directly in. I would just mention them in the revenge killer section, where it's probably only worth to cover Victini and Darmanitan, considering that they are more common than Arcanine as Fire-type, although it could be mentioned as a physical wall.

**Flying-types**: Flying-type threats such as Crobat, Zapdos, Gligar, and Yanmega resist both of Heracross's STAB attacks, making them able to switch into it with the exception of having to watch for Stone Edge. Additionally, they take use of Heracross's 4x weakness to their STAB, and can cleanly OHKO any varient of Heracross.
Gligar deserves it's very own section if Cofagrigus get's one, so it should be cut out here.
Yanmega should be removed, I don't consider it primarily as a flying type and even with it's ability to resist both of it's stabs it's not gonna enjoy doing that, since the one move it can take with ease is Close Combat where as Megahorn still deals a decent amount of damage, especially paired up with SR you may just have a completly dead Yanmega by then.

Other than the the part is okay, although you should be mentioning Zapdos may have to rely on Heat Wave to hit it, since the way it is written right now it may lead to make the reader believe Zapdos runs HP Flying all the time.

**Physical Walls**: All of Heracross's attacks suffer the weakness of low PP, making physical walls such as Gligar, Amoonguss, and physically defensive Milotic able to PP stall it while cleanly healing back the damage from Heracross's attacks. Slowbro can switch into choiced sets with some prediction as well, but must be careful not to take a STAB Megahorn.
Gligar -> Own section

I'm not sure why Qwilfish or things like defensive Nidoqueen are missing, but the two of them are decent checks to all Heracross sets. Both resist it's STABs, they may not enjoy eating CB EQ's, but if they can avoid that they can either abuser Heracross by setting up entry hazards or by dealing damage to it. In Qwilfish case it can even get off a Thunder Wave against it or anything that decides to come in on it.

Amoongus and Milotic should definitely be removed from this section, since both are rather uncommon and are very unreliable against SD Heracross as well as CB Heracross. Qwilfish and Nidoqueen should be mentioned.

I feel it's either making this section to Poison-Types, which also offers the ability to group Nidoking to that section as well as some odd picks like Weezing or leave it as Physical Walls.


**Revenge Killers**: Revenge Killers such as Tornadus, Raikou, and Choice Scarf Togekiss can take advantage of a chipped Heracross, forcing it off the field. Mew and Mismagius can also handle a Heracross that is choice locked into Close Combat, taking advantage of its Psychic-type weakness while avoiding its other strong attacks.
I feel a lot of important revenge killers are missing here. Scarf Victini, Mienshao (runs Aerial Ace just to revenge kill Heracross and if it's in range of HJK it doesn't even need to use that), Scarf Darmanitan and more for the Scarf Hera set.

For regular Heracross there are way better revenge killers that don't rely on it's inaccurate move to revenge kill it (Tornadus, Togekiss), namely Psychic Types faster than it (Mew, Meloette), Flying Types with accurate moves (Zapdos, Crobat),

That's it for now, I believe these changes should be implemented.
 

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