ADV OU Field Guide
⚔️ Top Threats · Heracross
Heracross BugFighting

Heracross

Bug/Fighting · Guts / Swarm · C tier · base 80/125/75/40/95/85 · the offense-ending sleeper of the format — a 125-Attack physical wallbreaker whose dual STAB punches a clean hole through the entire Tyranitar/Snorlax/Blissey backbone the moment Skarmory leaves the field. Underused on the ladder, terrifying in practice: once its checks are gone, Heracross is one of the hardest mons in the game to stop.

Format role

Heracross is a wallbreaker and late-game cleaner, full stop — it has no defensive job and wants none. The pitch is the STAB pairing: Bug/Fighting is, on paper, one of the best offensive type combinations in Gen 3, and Heracross backs it with a base 125 Attack and access to Megahorn (120 BP STAB) plus two Fighting options, Brick Break and Focus Punch (150 BP). Fighting is super-effective on Normal and Rock/Dark; Bug is super-effective on Psychic, Dark, and Grass. Between those two STABs, Heracross hits the format’s three pillars — Tyranitar, Snorlax, Blissey — for heavy super-effective or 2× damage with zero coverage investment.

The catch, and the reason it sits at C rather than A, is the gatekeeper: Skarmory walls every Heracross set cold. Skarmory’s Steel/Flying typing hard-resists Megahorn (0.25×) and takes Brick Break only neutrally (Fighting 1× into Steel/Flying), so neither STAB dents it off Heracross’s frame; it shrugs off the coverage moves, and Roar phazes Heracross out of any boost. The entire Heracross gameplan reduces to one sentence: remove Skarmory, then win. That single dependency is why Heracross is a conditional threat — but the condition is one aggressive offense actively engineers (trapping Skarmory with Magneton, or Exploding it off with Metagross). Once the Steel is gone, the C-tier label is a lie; Heracross becomes a top-tier breaker.

Three things make it special beyond raw STAB. Guts turns status into a +50% Attack boost, so a Body Slam paralysis or a stray burn that would cripple anything else instead fuels Heracross. Swarm powers the SubSalac set’s Megahorn at low HP. And base 85 Speed plus a Salac Berry makes the SubSalac variant the closest thing the format has to a Choice-Scarf revenge cleaner — it gains the speed it lacks exactly when it needs it.

The site embeds a TypeProfile widget above this section — use it to eyeball the full Bug/Fighting resist/weakness sheet (note the 4× Flying weakness) while you read the calcs below.

Sets

All three sets are Adamant and max Attack / max Speed — Heracross wants every point of power and every point of Speed it can find. The ability, item, and last slot decide the job.

Choice Band (the immediate nuke)

Heracross @ Choice Band
Ability: Guts  ·  Adamant
EVs: 4 HP / 252 Atk / 252 Spe
- Megahorn
- Brick Break
- Rock Slide
- Focus Punch

The flagship aggressive set and the most immediately violent. Choice Band is the only Choice item in Gen 3 (no Scarf, no Specs), and it multiplies that 125 Attack into a one-shot machine. The spread is the standard 4 HP / 252 Atk / 252 Spe — every point into power and Speed. Megahorn is the spammable 120-BP STAB that 2HKOs or OHKOs most of the neutral field. Brick Break is the 4× button on Tyranitar and the 2× button on the Blissey/Snorlax special core, and it works fine locked. Rock Slide hits the Flyers that resist both STABs — Salamence, Zapdos, Charizard. Focus Punch is the second Fighting option the canonical Band set lists: a 150-BP nuke for the predicted switch into a passive wall, far above Brick Break’s output when you can afford the lock. Guts means a status-immune attacker is irrelevant — if anything chip-burns or paralyzes it on the switch, Heracross simply hits 50% harder.

SubSalac (the cleaner)

Heracross @ Salac Berry
Ability: Swarm  ·  Adamant
EVs: 252 Atk / 4 Def / 252 Spe
IVs: 30 HP
- Swords Dance
- Megahorn
- Substitute
- Rock Slide

The late-game win condition and the scariest Heracross to face. Substitute chips Heracross down toward the Salac Berry trigger (≤25% HP), which raises Speed one stage and vaults it past the unboosted tier — the de-facto “Scarf” the format otherwise lacks. The 30-HP IV is the Salac tech: it tunes Heracross’s HP so repeated Substitutes land it exactly in Salac range. Swords Dance doubles the 125 Attack, and Swarm boosts Megahorn 50% once Heracross is at low HP — so a +2-Attack, +1-Speed, Swarm-powered Megahorn behind a Sub is one of the hardest things in the game to live through. Rock Slide is the coverage slot, hitting the Flyers that resist Megahorn and wall the sweep. The plan: get a free Sub turn, fish to Salac range, Swords Dance, and sweep — Megahorn for the neutral field and the Psychics/Darks it shreds, Rock Slide for the Flyers. (Note: this canonical set carries no Fighting move, so the special core is Megahorn’s job here, not Brick Break’s.)

Standard SD (the Leftovers breaker)

Heracross @ Leftovers
Ability: Guts  ·  Adamant
EVs: 4 HP / 252 Atk / 252 Spe
- Megahorn
- Rock Slide
- Focus Punch
- Swords Dance

The middle ground — power without the Band’s lock-in, plus a setup move and Leftovers recovery to keep subbing/switching back in. Swords Dance doubles that 125 Attack to absurd numbers; at +2, Megahorn and Focus Punch are clean OHKOs on most of the field. Megahorn and Rock Slide are the spammable STAB-plus-Flyer-coverage core, while Focus Punch is the 150-BP Fighting nuke — the canonical set’s Fighting option — that deletes Tyranitar and the Blissey/Snorlax special core when they sit in. Guts is the ability here: a paralysis or burn that lands on the switch is ignored on the Attack side and converts into a +50% boost, so status thrown at this set fuels it. Leftovers is the canonical item; this is the breaker you bring when you want a setup sweeper that doesn’t get locked into one move and can stick around to threaten the break more than once.

What it does

Heracross is a wall-remover and a cleaner — it does not pivot, it does not check, it comes in to delete something. Its entire value is the Bug/Fighting STAB pairing landing on the right target.

The break. Brick Break is 4× on Tyranitar (Fighting hits Rock/Dark 2× × 2×), so a Choice Band Heracross outright OHKOs the format’s #1 mon and erases the Sand-setting gravity well that anchors so many teams. Fighting is 2× on Blissey and Snorlax (both Normal), so Heracross is one of the cleanest physical answers to the SkarmBliss special backbone — it doesn’t get walled by Blissey’s special bulk because it attacks the physical side. Megahorn is 2× on Starmie (Bug hits Water/Psychic, 1× × 2×) and a colossal 4× on Celebi (Bug hits Psychic/Grass, 2× × 2×). Against the neutral field — bulky Waters, Suicune, random offensive mons — a 120-BP Choice Band Megahorn is simply a 2HKO-to-OHKO on contact.

The cleanup. The SubSalac set is the late-game closer. By the time you bring it in, the opposing Skarmory should be gone (you removed it on purpose). Heracross subs on a passive turn, chips to Salac range, and now it’s faster than the unboosted tier — a +1 Speed, Swarm-boosted, Swords-Danced Megahorn (with Rock Slide for the Flyers) that the opponent has to have priority or a faster scarf-equivalent (which doesn’t exist) to stop. This is why Heracross is listed as the single biggest threat to several documented offenses, including the no-trapper DD Tyranitar build: a build with no dedicated answer to a +1 SubSalac Heracross simply loses to it once Skarmory falls.

The status angle. Guts is the quiet reason Heracross beats so many “checks.” Bulky teams love to paralyze and burn the physical attackers (Zapdos Thunder Wave, Body Slam para, Will-O-Wisp). All of that backfires on a Guts Heracross — paralysis still cuts its Speed (a real cost the SubSalac set sidesteps with Salac), but the Attack drop from burn is ignored and the Guts boost makes it hit harder than a clean Heracross. Status is not a brake on this mon; it’s an accelerator.

A note on its defensive profile, since the 4× weakness defines how you both use and beat it: Bug/Fighting is 4× weak to Flying (Flying hits Bug 2× × Fighting 2×), 2× weak to Fire (Fire hits Bug 2×, Fighting neutral) and 2× weak to Psychic (Psychic hits Fighting 2×, Bug neutral). It resists Ground, Grass, Bug, and Dark (all 0.5×) and is neutral to Rock (Rock 2× into Bug × 0.5× into Fighting = 1×) — so a Rock Slide does not hit it super-effectively, a common misread. With only 75 base Defense and no resistances to the common physical attacking types, Heracross is frail; it breaks, it doesn’t tank.

Load-bearing interactions

These are the matchups that decide whether Heracross gets to do its job. Effectiveness multipliers are computed against the Gen-3 chart; see the calc reference for damage mechanics.

  • Brick Break vs Tyranitar — 4× delete. Fighting is super-effective on both Rock and Dark, so Brick Break is into Tyranitar. A Choice Band or +2 Brick Break OHKOs every standard TTar spread. This is the single most valuable button Heracross owns: it removes the Sand-setter and the format’s defining threat in one click — provided Skarmory isn’t behind it to take the hit.
  • Megahorn vs the special core. Megahorn is 1× into Blissey and Snorlax (Bug is neutral into Normal), so Brick Break is the right STAB there (Fighting ). But Megahorn is 2× into Starmie and 4× into Celebi, the Psychic-types that otherwise pivot in on Fighting — Heracross threatens both halves of a Psychic/special wall depending on which STAB you click.
  • The Skarmory wall — why this mon is conditional. Skarmory (Steel/Flying) resists Megahorn at 0.25× (Bug 0.5× into Steel × 0.5× into Flying) and is only neutral to the Fighting moves (Brick Break/Focus Punch, Fighting 2× into Steel × 0.5× into Flying = ) off Heracross’s body — and even Rock Slide is just neutral (Rock 2× into Steel × 0.5× into Flying = ). Skarmory takes everything, Roars the boost away, and Spikes in your face. Heracross cannot break Skarmory; it must be removed by a teammate first.
  • Rock Slide vs the Flyers. Heracross’s coverage button is Rock Slide for the things that resist both STABs: 2× on Salamence (Rock into Dragon/Flying), 2× on Zapdos (Electric/Flying), and 4× on Charizard (Fire/Flying). Megahorn is only 0.5× into Salamence (Bug into Dragon/Flying) and Fighting can’t touch the Flyers, so Rock Slide is the slot that lets every set threaten them — which is why all three featured sets carry it (or, on the Choice Band, alongside it).
  • Gengar — the coverage hole the canonical sets leave open. None of the featured sets run Ground coverage, so the Steels and Ghosts are awkward: Brick Break/Focus Punch are a 0× whiff into Gengar (Fighting 0× into Ghost), Megahorn is a useless 0.25× (Bug into Ghost/Poison), and the best a standard Heracross can manage is a neutral Rock Slide (Rock 1× into Ghost/Poison). Both STABs land only neutral on Metagross (Megahorn: Bug 0.5× Steel × 2× Psychic = 1×; Fighting: 2× Steel × 0.5× Psychic = 1×), while the Fighting STABs are 2× on Magneton (Fighting 2× into Steel), but Gengar’s Levitate and Ghost typing make it a genuine problem (see below).
  • What beats Heracross back. It is 4× weak to Flying, so any Salamence/Aerodactyl Hidden Power Flying, Zapdos Hidden Power Flying, or Drill Peck obliterates it; 2× weak to Fire (Fire Blast/Flamethrower from Charizard, Salamence, Moltres) and 2× weak to Psychic (Gengar, Jirachi, Starmie Psychic). With base 85 Speed and 75 Defense, almost any faster attacker with one of those types revenges it before it sets up.

Counters & checks

Heracross has real, hard answers — which is exactly why removing them is the whole gameplan. The job of an aggressive team is to strip these before Heracross comes in.

  • Skarmory — the hard wall. Resists Megahorn 0.25×, takes the Fighting STABs and Rock Slide at only neutral off Heracross’s frame, and Roars away every Swords Dance and Salac boost. Skarmory walls all three sets indefinitely. This is the check, and the reason Heracross teams carry Magneton (trap it) or Metagross (Explode it off). Until Skarmory is dead, Heracross is a benchwarmer.
  • Gengar — the Levitate revenge killer. Immune to Brick Break and Focus Punch (Fighting 0× into Ghost), resists Megahorn (0.25× into Ghost/Poison), shrugs off Rock Slide at neutral, and OHKOs Heracross back with a 2× special Psychic-type hit (Ice Punch/Thunderbolt are off the table for SE, but Psychic and Will-O-Wisp punish it — note Guts laughs at the burn, so Gengar wants the kill, not the status). Faster at base 110, Gengar is the cleanest non-Skarmory answer.
  • Flying-types — Salamence / Aerodactyl / Zapdos. The 4× Flying weakness means any of these revenges Heracross with a Hidden Power Flying / Drill Peck, and Salamence/Gyarados Intimidate softens the Attack on the switch. None of these wall a +2 or Salac-boosted Heracross if it gets in clean, but all of them outspeed and OHKO it on a free turn.
  • Dugtrio — the trapper. Arena Trap means a slower (non-Salac) Heracross can’t escape, and Dugtrio’s base 120 Speed revenges a Heracross that hasn’t yet popped Salac. Note Earthquake is only 0.5× resisted here (Ground 0.5× into Bug × 1× into Fighting), and Heracross’s 80 base HP means a clean Dugtrio EQ does not always OHKO from full — but against a chipped or Sub-weakened Heracross, the trap-and-revenge is reliable. The SubSalac set racing to +1 Speed flips this; Dugtrio is the textbook revenge for a CB or SD Heracross caught out before it gets going.
  • Bulky Flyers / Intimidate bodies. Salamence and Gyarados switch in (Intimidate, resist/neutralize the STABs — Bug 0.5× into Salamence’s Dragon/Flying) and threaten the OHKO back. They’re not safe against Rock Slide, but they’re the bulky pivots that buy turns.
  • Priority and faster scarf-equivalents — there are none. With no Choice Scarf in Gen 3, the only “revenge faster than +1 Salac Heracross” is paralysis support landed before it sets up, or out-speeding the base set (anything over 85 Speed). Once SubSalac hits Salac range, your answer must already be on the field.

★ Offense angle

On aggressive offense, Heracross is the reward you collect after you do your job. It is not a piece you click turn one and win with — it’s the wincon that becomes uncounterable because your team did the work of removing Skarmory and the Flyers. Build it as the back-half payoff of a Steel-removal engine.

Concrete lines:

  • Pair it with Magneton — the DragMag-style engine. Magneton’s Magnet Pull traps and removes Skarmory (and Forretress, and opposing Steels) with Hidden Power Fire; the moment that Skarmory is gone, a SubSalac or Choice Band Heracross has no defensive check left on most teams. This is the canonical “trap the Steel, open the physical sweep” pairing (see common cores). Magneton is the single best Heracross teammate in the format.
  • Or remove Skarmory with Metagross’s Explosion. If you’re not running Magneton, Metagross’s Band-boosted Explosion OHKOs Skarmory and hands you the free switch. Boom the Steel, bring Heracross in on the same turn, and start the break. Two of the format’s best wall-removers double as Heracross enablers.
  • Use Choice Band as the immediate-impact breaker, SubSalac as the closer. CB Heracross is the “I need to delete Tyranitar or Snorlax right now” button — 4× Brick Break on TTar, 2× Fighting on the special core, no setup required. SubSalac is the held-in-the-back cleaner: spend the game removing its checks, then sweep with a +1-Speed, Swarm-and-SD-boosted Megahorn (with Rock Slide for the Flyers) that the opponent has no scarf-equivalent to outrun.
  • Lean on Guts vs paralysis/burn teams. Against the bulky cores that win by paralyzing your physical attackers, Heracross is a built-in answer: it wants the status. Guts ignores the burn’s Attack drop and turns any burn or paralysis into a +50% Attack gift, so the Standard and Choice Band sets actively profit from status thrown at them — don’t be afraid to switch into a Will-O-Wisp.
  • Respect the 4× Flying / 2× Psychic / 2× Fire weaknesses when sequencing. Heracross dies to the things aggressive offense already pressures — Salamence, Gengar, Aerodactyl, Zapdos. Bring it in only after those revenge killers are chipped or removed, and pair it with teammates that threaten them so it isn’t dead weight while the gatekeepers are alive.

Breaking their Heracross with your offense: keep a healthy Skarmory, Gengar, or fast Flyer alive and never let Heracross set up a Sub for free. Don’t bother statusing it (Guts) — kill it, trap it with Dugtrio before it pops Salac, or out-speed and OHKO with a Flying/Psychic/Fire hit. The danger window is precisely the late game after your Steel is gone, so protect your Skarmory like a win condition against any team carrying Heracross.

Top teammates & cores

  • Heracross + Magneton (the core that makes it work). The premier pairing: Magneton traps and deletes Skarmory, Heracross’s only hard wall, then Heracross cleans the softened backbone. This is the “DragMag” engine adapted for a Fighting breaker — trap the Steel, open the physical sweep. See common cores.
  • Heracross + Metagross. Metagross Explodes Skarmory off (or breaks it down) and forces the Steel-removal trade; Heracross collects on the open field. Each is a wall-remover that enables the other, and both punish the SkarmBliss core from the physical side.
  • Heracross + Dugtrio. Dugtrio traps and removes opposing Gengar and weakened bulky Flyers — exactly the revenge killers that wall Heracross — so the cleaner gets a clear path. A trapping double-team that strips both Heracross’s hard check (via Magneton/Metagross) and its fast checks (via Dugtrio).
  • Heracross + a Flyer-pressure breaker (Salamence / Tyranitar). Anything that forces out or chips the opposing Flyers and Gengar makes Heracross’s eventual switch-in safe. DD breakers and Heracross share almost no checks — the Flyers that revenge Heracross are exactly what a Rock Slide Dragon Dance Tyranitar threatens.

See also

🛡️ Heracross — Defensive Profile

Pre-loaded for Heracross; switch species to compare.

HeracrossBugFighting
BugFighting
Normal
Fire
Water
Electric
Grass½×
Ice
Fighting½×
Poison
Ground½×
Flying
Psychic
Bug½×
Rock
Ghost
Dragon
Dark½×
Steel

4× weak: Flying

2× weak: Fire, Psychic

resists (½×): Grass, Fighting, Ground, Bug, Dark

STAB coverage

Bug super-effective vs: Grass, Psychic, Dark

Fighting super-effective vs: Normal, Ice, Rock, Dark, Steel

🧠 Heracross — Knowledge Check

Test your grasp of Heracross's role as a conditional wallbreaker and how aggressive offense enables its sweep.

Question 1 / 5

Why is Brick Break the critical button against Tyranitar, and what is its exact damage multiplier?