Competitive Information for Heatmor [Black/White]

Competitive Pokemon Black/White Movesets and Strategies for Heatmor heatmor
Base Stats for Heatmor

Fire

Abilities:
Flash FireFlash Fire: This Pokemon's Fire attacks do 1.5x damage if hit by one Fire move; Fire immunity.
,
White SmokeWhite Smoke: Prevents other Pokemon from lowering this Pokemon's stat stages.
,
GluttonyGluttony: When this Pokemon has 1/2 or less of its maximum HP, it uses certain Berries early.


Evolutions / Family:
Heatmor

Weakness Chart for Fire-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
0.5x
  
  
  
  
0.5x
  
  
0.5x
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
2x
0.5x
  
  
  
2x
0.5x
2x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for HeatmorVisit Serebii's Pokedex for location, breeding, and other game details about HeatmorVisit Bulbapedia for more information about Heatmor

Movesets for Singles


What is a good competitive moveset for Heatmor? These builds have been optimized for Pokemon competing in Black/White Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Black/White generation metagame.


Heatmor is a decent Fire-typed Pokemon. It's pretty regular to see Heatmor show up as a Black/White opponent. Heatmor is weak to Ground, Rock, and Water-typed attacks.


Species: Heatmor
Item: Life Orb / Focus Sash
Ability: Flash Fire
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Superpower
- Fire Punch
- Return / Body Slam
- Sucker Punch

Physical Sweeper Heatmor (Flash Fire)

Heatmor is an interesting Physical Sweeper. It is primarily designed to take down the opponent's team with brute physical power. Focus Sash helps protect Heatmor from being one-shotted and allowing it to atleast use a crucial move when brought out. With Flash Fire, Heatmor's fire attacks do 1.5x damage if hit by one fire move; fire immunity.

Superpower is a physical 120-base power Fighting-type move (lowers your Heatmor's attack and defense by 1 stage).
Fire Punch is a physical STAB-boosted 75-base power Fire-type move (10% chance to burn the target).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).
Sucker Punch is a physical priority-increased 80-base power Dark-type move (usually goes first. fails if target is not attacking).




Species: Heatmor
Item: Life Orb / Focus Sash
Ability: Flash Fire
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Flamethrower / Heat Wave
- Giga Drain / Solar Beam
- Round / Snore
- Protect

Special Sweeper Heatmor (Flash Fire)

Heatmor is an awesome Special Sweeper. It is designed to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Heatmor from being one-shotted and allowing it to atleast use a crucial move when brought out. With Flash Fire, Heatmor's fire attacks do 1.5x damage if hit by one fire move; fire immunity.

Flamethrower is a special STAB-boosted 95-base power Fire-type move (10% chance to burn the target).
Heat Wave is a special STAB-boosted 100-base power Fire-type move (10% chance to burn the foes).
Giga Drain is a special 75-base power Grass-type move (Heatmor recovers 50% of the damage dealt).
Solar Beam is a special 120-base power Grass-type move (charges turn 1. hits turn 2. no charge in sunlight).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
Snore is a special 40-base power Normal-type move (Heatmor must be asleep. 30% chance to flinch target).
Protect is a status move (prevents moves from affecting your Heatmor this turn).



Movesets for Doubles


What is a good doubles moveset for Heatmor? These builds have been optimized for Black/White Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Black/White generation metagame.


Species: Heatmor
Item: Life Orb / Focus Sash
Ability: Flash Fire
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Superpower
- Fire Punch
- Return / Body Slam
- Sucker Punch

Doubles Physical Sweeper Heatmor (Flash Fire)

Heatmor is a remarkable Physical Sweeper. It attempts to take down the opponent's team with brute physical power. Focus Sash helps protect Heatmor from being one-shotted and allowing it to atleast use a crucial move when brought out. With Flash Fire, Heatmor's fire attacks do 1.5x damage if hit by one fire move; fire immunity.

Superpower is a physical 120-base power Fighting-type move (lowers your Heatmor's attack and defense by 1 stage).
Fire Punch is a physical STAB-boosted 75-base power Fire-type move (10% chance to burn the target).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).
Sucker Punch is a physical priority-increased 80-base power Dark-type move (usually goes first. fails if target is not attacking).




Species: Heatmor
Item: Life Orb / Focus Sash
Ability: Flash Fire
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Heat Wave / Flamethrower
- Giga Drain / Solar Beam
- Round / Snore
- Protect

Doubles Special Sweeper Heatmor (Flash Fire)

Heatmor is a remarkable Special Sweeper. It's goal is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Heatmor from being one-shotted and allowing it to atleast use a crucial move when brought out. With Flash Fire, Heatmor's fire attacks do 1.5x damage if hit by one fire move; fire immunity.

Heat Wave is a special STAB-boosted 100-base power Fire-type move (10% chance to burn the foes).
Flamethrower is a special STAB-boosted 95-base power Fire-type move (10% chance to burn the target).
Giga Drain is a special 75-base power Grass-type move (Heatmor recovers 50% of the damage dealt).
Solar Beam is a special 120-base power Grass-type move (charges turn 1. hits turn 2. no charge in sunlight).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
Snore is a special 40-base power Normal-type move (Heatmor must be asleep. 30% chance to flinch target).
Protect is a status move (prevents moves from affecting your Heatmor this turn).



Movepool


Wondering what moves can Heatmor learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Fire Blast
120
85%
5
10% chance to burn the target.
Fire Spin
35
85%
15
Traps and damages the target for 4-5 turns.
Flame Burst
70
100%
15
Damages Pokemon next to the target as well.
Flamethrower
95
100%
15
10% chance to burn the target.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Giga Drain
75
100%
10
User recovers 50% of the damage dealt.
Heat Wave
100
90%
10
10% chance to burn the foe(s).
Incinerate
30
100%
15
Destroys the foe(s) Berry.
Inferno
100
50%
5
100% chance to burn the target.
Round
60
100%
15
Power doubles if others used Round this turn.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Spit Up
--
100%
10
More power with more uses of Stockpile.
Aerial Ace
60
--
20
This move does not check accuracy.
Bind
15
85%
20
Traps and damages the target for 4-5 turns.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bug Bite
60
100%
20
User steals and eats the target's Berry.
Cut
50
95%
30
No additional effect.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Feint Attack
60
--
20
This move does not check accuracy.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Fury Swipes
18
80%
15
Hits 2-5 times in one turn.
Giga Impact
150
90%
5
User cannot move next turn.
Knock Off
20
100%
20
Removes the target's held item.
Lick
20
100%
30
30% chance to paralyze the target.
Low Kick
--
100%
20
More power the heavier the target.
Night Slash
70
100%
15
High critical hit ratio.
Pursuit
40
100%
20
Power doubles if a foe is switching out.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
50
80%
10
100% chance to lower the target's Speed by 1.
Shadow Claw
70
100%
15
High critical hit ratio.
Slash
70
100%
20
High critical hit ratio.
Sucker Punch
80
100%
5
Usually goes first. Fails if target is not attacking.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Thief
40
100%
10
If the user has no item, it steals the target's.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Wrap
15
90%
20
Traps and damages the target for 4-5 turns.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Gastro Acid
--
100%
10
Nullifies the target's Ability.
Hone Claws
--
--
15
Raises the user's Attack and accuracy by 1.
Odor Sleuth
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recycle
--
--
10
Restores the item the user last used.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Stockpile
--
--
20
Raises user's Defense, Sp. Def by 1. Max 3 uses.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Swallow
--
--
10
Heals the user based on uses of Stockpile.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Tickle
--
100%
20
Lowers the target's Attack and Defense by 1.
Toxic
--
90%
10
Badly poisons the target.
Will-O-Wisp
--
75%
15
Burns the target.

Combo List


These are a list of several common move combinations Heatmor can perform in Black/White. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive BW Move and Ability Combos for Heatmor

Create a build


Have an idea in mind for Heatmor that you'd like to test? Customize the IVs, EVs and their Black/White moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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