#0214
Heracross

Heracross

Fighting Bug

Abilities

  • Swarm Boosts the power of the Pokémon's Bug-type moves by 50% when its HP drops to 1/3 or less of its max.
  • Guts When the Pokémon has a status condition, its Attack stat is boosted by 50%. Being burned does not halve the damage dealt by the Pokémon's physical moves.
  • Moxie Hidden When the Pokémon knocks out a target with an attack, its Attack stat is boosted by 1 stage.

Stat Points

HP
80
ATK
125
DEF
75
Sp. Atk
40
Sp. Def
95
SPE
85

Weakness and Resistance

4x ★ Extremely Effective
Flying
2x ⦿ Super Effective
Fire Psychic Fairy
1x – Normal
Normal Water Electric Ice Poison Rock Ghost Dragon Steel
0.5x △ Resists
Grass Fighting Ground Bug Dark

Learnable Moves (66)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Assurance physical 60 12 This move's power is doubled if the target has already taken damage during the turn this move is used.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Brutal Swing physical 60 20 —
Bug Bite physical 60 20 If the target is holding a Berry, the user eats that Berry and gains its effect.
Bug Buzz special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Bullet Seed physical 25 20 The user attacks 2 to 5 times in a row.
Circle Throw physical 60 12 If there are other Pokémon in the target's party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching status - 12 Boosts allies' Attack and Defense stats by 1 stage.
Counter physical - 20 The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Detect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move's chance of success becomes 1/3 of what it was before.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Endeavor physical - 8 Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Feint physical 30 12 This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Flail physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
High Horsepower physical 95 12 —
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Lunge physical 80 16 Lowers the target's Attack stat by 1 stage.
Megahorn physical 120 12 —
Night Slash physical 70 20 This move has a 1 stage Critical-Hit Ratio Boost.
Pin Missile physical 25 20 The user attacks 2 to 5 times in a row.
Pounce physical 50 20 Lowers the target's Speed stat by 1 stage.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Rain Dance status - 8 Summons rain for 5 turns.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Rock Blast physical 25 12 The user attacks 2 to 5 times in a row.
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Seismic Toss physical - 20 Deals 50 HP of damage.
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
Skitter Smack physical 70 12 Lowers the target's Sp. Atk stat by 1 stage.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Smack Down physical 50 16 If the target is off the ground, it gains the Landed status, where the Pokémon is now grounded and can be affected by Ground-type moves. This move can hit a target that has the Sky-High status.
Smart Strike physical 70 12 This move never misses.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Spikes status - 20 Gives the opponent's side the Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will take damage equal to 1/8 of their max HP and will increase with each instance up to three times.
Stone Edge physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
Struggle Bug special 50 12 Lowers targets' Sp. Atk stats by 1 stage.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thrash physical 120 12 The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Throat Chop physical 80 16 Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Upper Hand physical 65 16 Makes the target flinch. This move fails if the target isn't about to use a priority move.
Vacuum Wave special 40 20 —