Crimson Core Guides: Heatran Raid - Octillery Strat

Raid Guide 6 August 2026

Heatran Raid Guide

🌋Stark MountainSinnoh: deep inside the volcano
👥4 PlayersFull group required
3 MonthsCooldown between completions
Ground 4×Primary damage type: exploit it
🎯100%Catch rate after defeating the raid
🔥 What is the Heatran Raid?

Heatran is a legendary Fire/Steel Pokémon found deep inside Stark Mountain in Sinnoh. In PokeMMO it functions as a 4-player raid: you need a full group, and the encounter is only available once every three months. After defeating it, every player in the group gets a guaranteed catch.

The strategy covered here is the Octillery Strat: a coordinated 4-player setup built around Heatran's biggest weakness: its own Roar. Octillery's Suction Cup ability makes it completely immune to Roar, so it anchors the fight while the rest of the team strips Heatran's item, slows it down, sets Rain, and piles on Ground and Water damage until it goes down.

🔊

Roar

Forces all your active Pokémon out and cycles in random party members. This is Heatran's most disruptive move. Octillery (Suction Cup) is immune and stays in regardless. Build your party order around this.

🌋

Magma Storm / Lava Plume

Heavy Fire-type spread moves that hit all players hard. Water Sport from P2's Pelipper halves all Fire damage for 5 turns. Keep Rain up: it further reduces Fire damage by 50%.

🛡️

Flash Fire

Heatran's ability makes it completely immune to Fire moves and actually boosts its Fire attacks if hit by one. Never use a Fire move against Heatran. Every move in this guide is Ground, Water, or Fighting.

📦

Held Item

Heatran carries a held item (commonly Leftovers) that would let it recover HP each turn. P3's Weavile uses Thief on Turn 1 to strip it immediately before Heatran can benefit.

Heatran weaknesses: Ground ×4 Water ×2 Fighting ×2 Immune to: Fire (Flash Fire), Poison
👥 Player Roles and Teams

Each player has a specific role in the raid and a party of 6 built around it. Pokémon are listed in party order: the order you send them in matters. Click your player number to see your full team.

Lead Attacker + Roar Anchor

You lead with a powerful Ground attacker, anchor the fight with Octillery (Roar-immune), set Light Screen for team protection, and finish with Jolteon's Fake Tears to amplify everyone's special damage.

Slot 1
Excadrill
Excadrill
Alt: Mamoswine / Krookodile / Nidoking
@ Choice Band
Nature: Adamant EVs: 252 Atk / 252 Spe IVs: 31 Atk / 31 Spe
Earthquake ★Rock Slide
Your opening strike. Earthquake hits 4× super effective on Heatran's Fire/Steel typing. Lead every raid with this. Choice Band makes it hit as hard as possible on turn 1.
Slot 2
Nidoking
Nidoking
Alt: Heracross (Close Combat)
@ Life Orb
Ability: Sheer Force Nature: Modest EVs: 252 SpAtk / 252 Spe IVs: 31 SpAtk / 31 Spe
Earth Power ★
Second wave attacker. Sheer Force + Life Orb makes Earth Power hit extremely hard without Life Orb recoil (Sheer Force removes the recoil on moves with secondary effects). Comes in after Excadrill is KO'd.
Slot 3
Octillery
Octillery
@ Choice Specs
Ability: Suction Cup Nature: Modest EVs: 252 SpAtk / 200 Spe IVs: 31 SpAtk / 11+ Spe
Hydro Pump ★Water Spout
KEY POKEMON. Suction Cup makes Octillery completely immune to Roar: it cannot be forced out. This absorbs Heatran's Roar PP while staying in to deal Rain-boosted Hydro Pump damage. Never switch it out manually.
Slot 4
Starmie
Starmie
@ Light Clay
Nature: Modest/Timid EVs: 252 SpAtk / 252 Spe
Light Screen ★Hydro Pump
Sets Light Screen to halve all special damage taken by your team for 8 turns (Light Clay extension). Hydro Pump is backup damage under Rain. Comes in mid-fight to shore up team survivability.
Slot 5
Kingdra
Kingdra
@ Mystic Water
Nature: Modest EVs: 252 SpAtk / 64 SpDef / 192 Spe
Rain Dance ★BrineHydro Pump
Rain Dance backup in case P2's Pelipper has fainted and rain expires. Brine does double damage when Heatran is at or below 50% HP: switch to it to finish. Mystic Water boosts all Water moves by 20%.
Slot 6
Jolteon
Jolteon
@ Choice Scarf
Nature: Timid EVs: 252 SpAtk / 252 Spe
Fake Tears ★
Fake Tears lowers Heatran's Special Defence by 2 stages: a massive multiplier for every Earth Power, Hydro Pump, and Weather Ball being thrown at it. Choice Scarf guarantees it moves first. Use as late-game amplifier.
Rain Setter + Speed Reducer

You set Rain and Water Sport through Pelipper's Drizzle, slow Heatran with Gliscor's Bulldoze so Octillery can outspeed it, then anchor your own Octillery and sweep with Politoed and Kingdra under Rain.

Slot 1
Excadrill
Excadrill
Alt: Mamoswine / Krookodile / Nidoking
@ Choice Band
Nature: Adamant EVs: 252 Atk / 252 Spe
Earthquake ★
Same role as P1: lead with Earthquake for 4× damage on turn 1. You and P1 stack Earthquake damage together for a devastating opening. Expect to be KO'd quickly from Heatran's retaliation.
Slot 2
Gliscor
Gliscor
@ Ground Gem / Choice Band
Nature: Naughty (preferred) EVs: 252 Atk / 252 Spe IVs: 31 Atk / 10+ Spe / min HP & SpDef
Bulldoze ★Earthquake
CRITICAL ROLE. Bulldoze deals Ground damage AND lowers Heatran's Speed by 1 stage. This speed drop lasts 2 turns and is what lets Octillery and Pelipper outspeed Heatran in the next round. Minimum HP/SpDef IVs help it faint faster (less priority confusion).
Slot 3
Octillery
Octillery
@ Choice Specs
Ability: Suction Cup Nature: Modest EVs: 252 SpAtk / 200 Spe
Hydro Pump ★
Your Roar anchor. Identical to P1's Octillery: Suction Cup makes it impossible to Roar out. Once Gliscor has slowed Heatran, this Octillery can outspeed it and fire off Hydro Pumps. Both P1 and P2 run Octillery to double the Roar-anchor coverage.
Slot 4
Pelipper
Pelipper
@ Choice Scarf
Ability: Drizzle Nature: Any (avoid -SpDef) EVs: 252 SpAtk / 252 Spe
Water Sport ★Weather Ball
CRITICAL ROLE. Drizzle sets Rain automatically when Pelipper enters: no turn wasted. Then use Water Sport immediately: this halves ALL Fire-type damage dealt to every player for 5 turns. Combined with Rain's Fire-damage reduction, Heatran's Fire moves deal roughly 25% of normal. Only 1 Pelipper should run Water Sport: the others run Defog.
Slot 5
Politoed
Politoed
@ Water Gem
Nature: Modest EVs: 252 SpAtk / 252 Spe
Weather Ball ★Hydro Pump
Under Rain, Weather Ball doubles to 100 base power AND becomes Water type, then gets the 1.5× Rain bonus. Water Gem boosts the first use by another 50%. This is one of the hardest-hitting moves in the whole strategy. Three players run Politoed for triple Weather Ball barrages.
Slot 6
Kingdra
Kingdra
@ Assault Vest
Nature: Modest EVs: 252 SpAtk / 252 Spe
Brine ★
Brine does double damage (130 base) when the target is at or below 50% HP. Assault Vest boosts SpDef so Kingdra can tank a hit or two to get the Brine off. Time this as the finisher. P2-P4 all run Kingdra + Brine for stacked finishing power.
Item Thief + Screen + Hazard Control

You steal Heatran's item on turn 1 with Weavile, then set up Xatu's Light Screen and Defog to protect the group from hazards. Xatu's Magic Bounce also reflects any entry hazards Heatran tries to set.

Slot 1
Weavile
Weavile
Alt: Ambipom (Covet) / Krookodile
@ No Item
Nature: Adamant EVs: 252 Atk / 252 Spe IVs: 31 Atk / 0+ Spe
Thief ★
CRITICAL ROLE. Use Thief on turn 1, every time. This steals Heatran's held item (often Leftovers) immediately: before it can benefit from any HP recovery. Weavile has no item so Thief will successfully transfer. This one action permanently weakens Heatran's sustain for the rest of the fight.
Slot 2
Nidoking
Nidoking
Alt: Heracross (Close Combat)
@ Choice Specs
Ability: Sheer Force Nature: Modest EVs: 252 SpAtk / 252 Spe
Earth Power ★
Sheer Force + Choice Specs Earth Power hits extremely hard. Joins P1 and P4's Nidoking for a triple Earth Power barrage in Round 2. Comes in after Weavile has stolen the item and fainted.
Slot 3
Xatu
Xatu
@ Light Clay
Ability: Magic Bounce Nature: Any (high SpDef preferred) EVs: 252 HP / 252 SpDef
Defog ★Light Screen ★
Magic Bounce reflects status moves and entry hazards back at Heatran: if Heatran tries to set Stealth Rock or use a status move, it bounces. Defog clears hazards. Light Screen with Light Clay lasts 8 turns and halves special damage. Aim for high SpDef so Xatu survives long enough to set both.
Slot 4
Flygon
Flygon
@ Life Orb
Nature: Modest EVs: 252 SpAtk / 252 Spe
Earth Power ★HP Water
Earth Power for Ground-type STAB damage. Hidden Power Water gives a secondary coverage option under Rain if Earth Power is not available. Life Orb boosts both moves by 30%.
Slot 5
Politoed
Politoed
@ Water Gem
Nature: Modest EVs: 252 SpAtk / 252 Spe
Weather Ball ★Hydro Pump
Same role as P2's Politoed. Under Rain, Water Gem + Weather Ball is one of the highest-damage single moves in the strategy. Three Politoed (P2, P3, P4) fire simultaneously for a massive Rain burst.
Slot 6
Kingdra
Kingdra
@ Assault Vest
Nature: Modest EVs: 252 SpAtk / 252 Spe
Brine ★
Finisher: double-damage Brine when Heatran drops to 50% HP or below. Assault Vest improves survivability against Heatran's special attacks so you can land the Brine.
Damage + Defog Support

You run a damage-focused build with Defog support through Pelipper. Your Politoed and Kingdra join P2 and P3 in the late-game Rain sweep that finishes the fight.

Slot 1
Excadrill
Excadrill
Alt: Nidoking (Earth Power)
@ Choice Band
Nature: Adamant EVs: 252 Atk / 252 Spe
Drill Run ★Earthquake
P4 Excadrill uses Drill Run instead of Earthquake: it's single-target but has a higher critical hit rate, which is useful when you don't want to accidentally hit allied Pokémon. Choice Band makes it hit as hard as possible on the opening turn.
Slot 2
Nidoking
Nidoking
Alt: Heracross (Close Combat)
@ Choice Specs
Ability: Sheer Force Nature: Modest EVs: 252 SpAtk / 252 Spe
Earth Power ★
Part of the triple Nidoking Earth Power wave in Round 2 alongside P1 and P3. Choice Specs maximises damage output. Sheer Force Earth Power hits clean without recoil.
Slot 3
Pelipper
Pelipper
@ Choice Scarf
Ability: Drizzle Nature: Any (low SpDef preferred) EVs: 252 SpAtk / 252 Spe
Defog ★
P4's Pelipper is the Defog support: different from P2's Pelipper which runs Water Sport. Low SpDef preferred (it's disposable, just needs to use Defog once). Drizzle still reinforces Rain on entry. Only 1 Pelipper total should run Defog.
Slot 4
Flygon
Flygon
@ Life Orb
Nature: Modest EVs: 252 SpAtk / 252 Spe
Earth Power ★HP Water
Same as P3's Flygon: Earth Power for Ground STAB, Hidden Power Water under Rain as coverage. Joins P3's Flygon for a double Earth Power turn.
Slot 5
Politoed
Politoed
@ Water Gem
Nature: Modest EVs: 252 SpAtk / 252 Spe
Weather Ball ★Hydro Pump
Third Politoed in the triple Rain sweep alongside P2 and P3. Water Gem + Weather Ball under Rain is the primary DPS tool late in the fight. Hydro Pump backup for when the Gem is spent.
Slot 6
Kingdra
Kingdra
@ Assault Vest
Nature: Modest EVs: 252 SpAtk / 252 Spe
Brine ★
Finisher. Triple Brine from P2, P3, and P4's Kingdra when Heatran drops below 50% HP. Assault Vest helps you take a hit to stick around long enough to fire it.
🎯 Before You Start: Positioning
🔄

Get Magmortar on the right-hand side

Before the fight properly begins, check which side Magmortar spawns on. If it is not on the right-hand side, forfeit the match and try again. Keep forfeiting until Magmortar spawns on the right. The whole strategy is built around this positioning — getting it wrong means the turn order and targeting breaks down.

📋 Turn-by-Turn Breakdown

The strategy runs in 6 clean rounds. Each round's actions happen simultaneously: all 4 players act at the same time. Focus on following your player's action for each round, and the fight runs itself.

Round 1
The Opening Strike
All lead with Slot 1
P1 Excadrill Excadrill Earthquake 4× super effective
P2 Excadrill Excadrill Earthquake 4× super effective
P3 Weavile Weavile Thief ★ Steals Heatran's item permanently
P4 Excadrill Excadrill Drill Run Single-target, high crit rate
Heatran responds: Magma Storm or Lava Plume: most leads will faint. This is expected. Your damage is done.
Round 2
Speed Reduction
All move to Slot 2
P1 Nidoking Nidoking Earth Power Sheer Force, massive damage
P2 Gliscor Gliscor Bulldoze ★ Heatran Speed −1 for 2 turns
P3 Nidoking Nidoking Earth Power Sheer Force, triple Earth Power
P4 Nidoking Nidoking Earth Power Sheer Force, triple Earth Power
Heatran responds: May use Roar: your Slot 3 Pokémon come in. This is fine. P1 and P2 Octillery ignore Roar entirely. P3 and P4 now have their Slot 3 Pokémon (Xatu and Pelipper) ready for hazard clearing.
Round 3
Roar Anchor Phase
Slot 3: Octillery anchors in
P1 Octillery Octillery ★ Hydro Pump Cannot be Roared out (Suction Cup)
P2 Octillery Octillery ★ Hydro Pump Cannot be Roared out (Suction Cup)
P3 Xatu Xatu Defog → Light Screen Magic Bounce reflects hazards back
P4 Pelipper Pelipper Defog Clears entry hazards
Heatran uses Roar: Octillery stays in. Suction Cup makes Roar do nothing to P1 and P2. Heatran wastes Roar PP on both of them. Hydro Pump continues hitting under Rain (set by P2's Pelipper entering).
Round 4
Rain and Screens Setup
Slot 4: Weather and protection lock in
P1 Starmie Starmie Light Screen 8 turns (Light Clay): halves SpAtk damage
P2 Pelipper Pelipper Water Sport ★ Rain auto-sets on entry. Water Sport halves all Fire damage
P3 Flygon Flygon Earth Power Or HP Water if better coverage
P4 Flygon Flygon Earth Power Double Flygon Earth Power
State after Round 4: Rain is active, Water Sport is up (Fire damage at ~25% normal), Light Screen is running (8 turns). Heatran has no item and reduced Speed. The fight is now heavily in your favour.
Round 5
The Rain Sweep
Slot 5: Triple Weather Ball barrage
P1 Kingdra Kingdra Rain Dance / Hydro Pump Use Rain Dance if weather has expired; otherwise attack
P2 Politoed Politoed Weather Ball ★ Water Gem + Rain = massive one-shot power
P3 Politoed Politoed Weather Ball ★ Water Gem + Rain = massive one-shot power
P4 Politoed Politoed Weather Ball ★ Water Gem + Rain = massive one-shot power
Damage note: Under Rain, Water Gem Weather Ball is effectively 100 × 1.5 (Rain) × 1.5 (Gem) = 225 base power. Three hitting simultaneously is usually enough to push Heatran below 50% HP.
Round 6
Fake Tears + Brine Finish
Slot 6: SpDef shred and double-damage finish
P1 Jolteon Jolteon Fake Tears ★ Heatran SpDef −2 stages: boosts all Water/Ground moves
P2 Kingdra Kingdra Brine Double damage when Heatran HP ≤50%
P3 Kingdra Kingdra Brine Double damage when Heatran HP ≤50%
P4 Kingdra Kingdra Brine Double damage when Heatran HP ≤50%
Result: Fake Tears + SpDef drop + triple Brine under Rain should close out the fight. All 4 players receive a guaranteed Heatran catch after the win.
💡 Tips and Common Mistakes
01

Thief on Turn 1: no exceptions

P3 uses Thief before anything else. If Heatran keeps its Leftovers, it recovers HP every turn for the entire raid. This single action permanently removes that. Do not delay it to "do damage first."

02

Never use a Fire move

Heatran's Flash Fire ability absorbs Fire moves completely and boosts its own Fire attacks after. Every move in this strategy is Ground, Water, or Fighting on purpose. If you accidentally use a Fire move, Heatran becomes even more dangerous.

03

Don't manually switch Octillery out

Octillery's whole purpose is soaking Roar while staying in. If you manually switch it out you waste the Suction Cup immunity. Let Heatran Roar at it: nothing happens, and Heatran wastes valuable PP.

04

Only one Pelipper runs Water Sport

P2's Pelipper uses Water Sport. P4's Pelipper uses Defog. Do not run two Water Sport Pelippers: you only need the effect once, and you lose your hazard clearer. Coordinate this with your group before entering.

05

Gliscor IVs matter: minimum HP and SpDef

P2's Gliscor needs minimum HP and SpDef IVs so it faints as quickly as possible after using Bulldoze. This is intentional: it lets Octillery come in on schedule. Tanky Gliscor that survives and blocks your Octillery timing is counterproductive.

06

Brine timing: wait for below 50%

Brine does 65 base power at full HP but 130 when the target is at 50% HP or lower. P2-P4's Kingdra should hold Brine until Heatran is visibly below half health. Firing Brine too early wastes the double-damage bonus.

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Crimson Core Guides: E4 Rerun