How to play
Flame Orb burns an eligible Heracross at the end of the turn. Guts boosts Attack while statused and prevents the usual burn reduction to physical damage; Facade gains power from status.
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HeracrossNo evolution shown
#0214 · GENERATION 2
Physical attacker with status-powered damage
Build a Heracross team ↓Hover or tap the cards.
Custom Pokédex collection.
Generation 9 · casual singles · base form
Flame Orb burns an eligible Heracross at the end of the turn. Guts boosts Attack while statused and prevents the usual burn reduction to physical damage; Facade gains power from status.
Key risk. Burn still causes ongoing HP loss, so this set wears down over time. Flying attacks deal 4× damage, Megahorn can miss, and Close Combat lowers both defenses.
This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.
BATTLE PLAN
Flame Orb burns an eligible Heracross at the end of the turn. Guts boosts Attack while statused and prevents the usual burn reduction to physical damage; Facade gains power from status.
Flying deals 4× to Heracross, so a boosted Attack stat does not turn an airborne switch-in into a free turn. Knock Off is the Dark coverage for Psychic and Ghost targets, and neither of those resists it.
Megahorn can miss, and a miss spends a Guts-boosted turn for nothing. Close Combat is the accurate option against a target that is not Ghost — a Ghost type ignores Fighting moves entirely.
The HP loss keeps coming whether or not Heracross attacks, so the boost is a race: Fairy, Fire and Psychic each hit it for 2× and any of those can end the payoff before the burn does.
A teammate uses a switching move to bring Heracross in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.
ITEM & ABILITY
Guts raises Heracross’s Attack while it is burned and cancels the usual burn penalty on physical damage, so the Flame Orb is the price of admission rather than a mistake — the burn still drains HP every turn. Facade draws its extra power from that same status.
Watch the tradeoff. Burn still causes ongoing HP loss, so this set wears down over time. Flying attacks deal 4× damage, Megahorn can miss, and Close Combat lowers both defenses.
These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.
COMPARE YOUR OPTIONS
Breloom offers Spore and Mach Punch instead of Guts and Bug coverage.
| Stat | Heracross | Breloom |
|---|---|---|
| HP | 80 | 60 |
| Attack | 125 | 130 |
| Defense | 75 | 80 |
| Sp. Attack | 40 | 60 |
| Sp. Defense | 95 | 60 |
| Speed | 85 | 70 |
Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.
A Steel teammate can resist Flying, Psychic and Fairy attacks. A Water partner helps against Fire attackers.
Resists Flying, Psychic and Fairy and adds special damage.
Resists Fire and supplies recovery alongside a worn-down attacker.
These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.
Compare computed teammate suggestions →Breloom offers Spore and Mach Punch instead of Guts and Bug coverage.
Try Breloom →Typing only. Abilities, items and battle effects can change these matchups.
Heracross does not evolve.
Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.
Start with Heracross. Add teammates and compare your type-and-base-stat score.
Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.
Types & base stats only · Not a win probability.
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FIND A BETTER FIT
Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.
Team score 49 → 78
Team score 49 → 78
Team score 49 → 77
Team score 49 → 77
Team score 49 → 76
Team score 49 → 76
Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.
Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.
| Attack | Heracross | Weak | Resist |
|---|---|---|---|
| Normal | 1× | 0 | 0 |
| Fire | 2× | 1 | 0 |
| Water | 1× | 0 | 0 |
| Electric | 1× | 0 | 0 |
| Grass | ½× | 0 | 1 |
| Ice | 1× | 0 | 0 |
| Fighting | ½× | 0 | 1 |
| Poison | 1× | 0 | 0 |
| Ground | ½× | 0 | 1 |
| Flying | 4× | 1 | 0 |
| Psychic | 2× | 1 | 0 |
| Bug | ½× | 0 | 1 |
| Rock | 1× | 0 | 0 |
| Ghost | 1× | 0 | 0 |
| Dragon | 1× | 0 | 0 |
| Dark | ½× | 0 | 1 |
| Steel | 1× | 0 | 0 |
| Fairy | 2× | 1 | 0 |
Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.
Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.
Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.
Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.
Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only
Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.
Starter moveset reviewed October 6, 2026; battle notes added October 21, 2026. Suggest a correction.