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This strategy revolves around using Dig on the Roar turn to reduce variance, making it a resilient and consistent strategy when the team composition and party order are followed exactly. Magmapool is removed on turn 1 by two Defog Flygons. Hydreigon and Flygon then deal Ground damage, intentionally making Ground the dominant damage type so Heatran's Adaptation resists it later.
On turn 4, three Dig users go underground while one specific P2 Hydreigon deals damage to trigger the Roar threshold. The Dig users are completely invulnerable underground, so Roar cannot touch them. P2 gets roared into a wide variety of Pokémon, so it does not matter which one appears. The fight finishes with four Gallades using Sacred Sword (which bypasses Iron Defense) and rain-boosted Brines from AV Kingdra. Gallade also serves as a flex role that can substitute in at any point if things go wrong.
Screener note: The Light Screen user must be able to barely survive a Helping Hands Weather Ball from Magmortar and then faint to the following Heatran attack. Do not bring Cloud Nine Golduck: its weather interaction can cause a two-turn Solar Beam sequence that interferes with the required Flygon survival.
🌋
Magmapool★ (100%)
Burns affected Pokémon, deals 25% damage, and procs at the end of the turn. The two Flygons use Defog on turn 1 to remove it.
🪨
Stealth Rock★ (80%)
Normal Stealth Rock with an additional end-of-turn proc. Keep the exact turn order so the early Ground sequence is not disrupted.
🔊
Roar (67%)
Deliberately trigger Roar on turn 4 while P1, P3, and P4 are underground. P2's active Hydreigon remains above ground and takes the Roar by design.
🛡️
Iron Defense (50%)
Heatran raises its Defence. Gallade's Sacred Sword ignores the target's stat changes, which is why all four players use Gallade on turn 6.
🔁
Adaptation (40%)
Heatran becomes resistant to the type it has been hit by most. The strategy intentionally makes Ground dominant early, then transitions to Fighting and Water.
🧱
Barrier (25%)
By this phase the team is using Rain and Brine. Keep the required cadence and continue the Water damage sequence until Heatran is defeated.
Raid mechanics:
Heatran starts in Sun. If weather is changed away from Sun, Magma Storm can remove it; another use can establish Sun.
Its ability is Flash Fire, so avoid Fire-type attacks. Its listed moves are Solar Beam, Earth Power, Magma Storm★, and Power Gem.
Heatran weaknesses:Ground ×4Water ×2Fighting ×2Immune to: Fire (Flash Fire), Poison
👥 Player Roles and Teams
Each player has a specific role and a party of 6 built around it. The order you send them matters. Follow the turn guide exactly. Click your player number to see your full team. Full pastes: P1 / P2 / P3 / P4 / Alternatives
Defogger + Ground Damage + Dig
You lead with Flygon to Defog the Magmapool on turn 1, then deal Ground damage on turns 2-3. On turn 4 switch to Excadrill and go underground to dodge Roar. Turn 6 bring Gallade for Sacred Sword through Iron Defense, then close out with Kingdra and Pelipper Brine under Rain.
Turn 1: Defog to remove Magmapool before anyone else switches in. Turn 2: Earth Power with Ground Gem for big damage. Must be bulky enough to survive a Heatran hit on turn 1 so both P1 and P2 Flygons are still alive on turn 2. Cannot be replaced.
Turn 3: Earth Power. Slightly imperfect preferred so the AI targets it over P2 Hydreigon on turn 4, protecting P2's ability to trigger Roar. Sheer Force + Choice Specs Earth Power hits extremely hard with no Life Orb recoil.
Turn 4: use Dig before P2 Hydreigon moves. Go underground and become completely invulnerable when Roar fires. Turn 5: Dig lands for Ground damage. Be fast enough for the intended sequence, and preserve the fainting cadence for the Gallade and Rain phases.
Turn 6: Sacred Sword completely ignores Heatran's +2 Def from Iron Defense. It also serves as a flex role. If a Flygon or Hydreigon faints early, send Gallade in to maintain the turn cadence. Cannot be replaced.
Slot 5
Kingdra
Alt: Suicune @ AV (236 SpA / 58 SpD / 216 Spe)
@ Assault Vest
Ability: Swift SwimNature: ModestEVs: 252 SpA / 252 SpDIVs: 5x31
Brine ★
Turns 7+: Brine does double damage (130 BP) when Heatran is at or below 50% HP. Assault Vest boosts SpDef so Kingdra can survive long enough through the Barrier phase to fire off multiple Brines under Rain. 5x31 recommended; sacrifice bulk at your own risk.
Drizzle sets Rain automatically on entry, so no turn is wasted. Rain boosts all Water moves by 50% and halves Heatran's Fire-type damage output. Choice Scarf for speed. Brine as finisher under Rain alongside Kingdra.
Defogger + Roar Trigger
You are the most critical player. Your Hydreigon must survive to turn 4 to trigger Roar while P1/P3/P4 are underground. Your EV spread is the bulkiest of the three Hydreigons. Do not deviate. After Roar, you finish with Gallade, Pelipper, Kingdra, and Politoed.
Same as P1's Flygon. Turn 1: Defog. Turn 2: Earth Power. Both Flygons must be alive on turn 2. Their combined bulk on turn 1 is what lets the P3/P4 Hydreigons stay untouched for the crucial turn 3-4 phase. Cannot be replaced.
THE ROAR TRIGGER. Must be the bulkiest Hydreigon (168 SpD) so the AI targets the frailer P1/P3/P4 Hydreigons first, allowing this one to survive to turn 4. Your Earth Power on turn 4 hits the 67% HP Roar threshold. You get roared into Kingdra/Pelipper/Politoed; that Pokémon gets focused and faints. Bring Hydreigon back on turn 5 for one final Earth Power.
Turn 6: Sacred Sword bypasses Iron Defense. Flex role. If the Roar cadence breaks and a Pokémon faints early, send Gallade in to keep the turn count correct. Cannot be replaced.
One of the Pokémon you may be roared into on turn 4. Drizzle sets Rain on entry. Brine in the final phase alongside the other Kingdras and Pelipper. P2 sends out whatever they have left depending on what was roared into.
Slot 5
Kingdra
@ Assault Vest
Ability: Swift SwimNature: ModestEVs: 252 SpA / 252 SpDIVs: 5x31
Brine ★
If Kingdra was alive after the Roar, P2 uses Kingdra as their finisher. Otherwise one of the Drizzle setters. Finish out the battle maintaining Rain via Drizzle and clicking Brine.
The other Pokémon P2 may be roared into. Water Gem + Weather Ball under Rain is a massive single-turn damage spike. Timid nature and max Speed to move fast. Drizzle maintains Rain on entry.
Screener + Dig + Fake Tears
You lead with a Light Screen user that eats the Magmortar hit and faints to Heatran. Then your Hydreigon does Earth Power damage on turns 2-3. On turn 4 Excadrill goes underground. Turn 6 Gallade. Turn 7 Fake Tears to drop SpDef before the Barrier, then Kingdra Brine.
Turn 1: Light Screen. Must barely survive the Helping Hand Weather Ball from Magmortar. P4's Flash Fire lead forces Magmortar to use Heat Wave on this Pokémon instead of Weather Ball. Then dies to Heatran's next attack. DO NOT bring cloud nine Golduck: it draws a 2-turn Solarbeam, causing Flygon to not tank a hit.
P3/P4 spread: 120 SpD, slightly less bulk than P2 (168 SpD), so the AI targets P3/P4 Hydreigons before P2 on turn 4. This allows P2 to survive and trigger Roar. Turns 2-3: Earth Power. If this Hydreigon faints early, bring Gallade in its slot to keep the cadence.
Turn 4: Dig underground to dodge Roar. Turn 5: Dig lands. Keep enough bulk to preserve the intended fainting cadence, and be fast enough to Dig before the sequence's required Hydreigon action.
Turn 6: Sacred Sword bypasses Iron Defense. Flex role at any turn. Important note: if P3's Hydreigon dies early AND the Dig user does not survive to the Gallade turn, you are forced to reset. Kingdra will not faint in a single turn, delaying Fake Tears too long.
Turn 7: Fake Tears drops Heatran's Special Defence by 2 stages, amplifying the final Brine and Weather Ball damage. Choice Scarf guarantees it moves first. P3's Scarf Infernape is the listed user; suitable Fire- or Electric-type Fake Tears users are alternatives.
Slot 6
Kingdra
@ Assault Vest
Ability: Swift SwimNature: ModestEVs: 252 SpA / 252 SpDIVs: 5x31
Brine ★
Turns 8+: Brine under Rain. Part of the four-player Brine burst in the Barrier phase. AV for survivability so it can land multiple Brines.
Flash Fire Lead + Dig + Brine
You lead with Heatmor (Flash Fire @ Sash) to force Magmortar to use Heat Wave on P3's screener instead of Weather Ball. Turn 2 your Hydreigon does Earth Power. Turn 4 Excadrill goes underground. Turn 6 Gallade. Then Kingdra Brine and Pelipper Brine under Rain.
Turn 1: use Knock Off as specified. Flash Fire is the key mechanic in the intended Magmortar interaction, so P3's screener takes the required hit. Keep the opening sequence and party order exact.
Same P3/P4 spread (120 SpD) so the AI targets P4 before P2 on turn 4. Turns 2-3: Earth Power. If this Hydreigon faints before its expected turn, substitute Gallade to keep the cadence intact.
Turn 4: Dig underground to dodge Roar. Turn 5: Dig lands. Keep enough bulk to preserve the intended fainting cadence, and be fast enough for the required Dig sequence.
Drizzle sets Rain on entry. Brine finisher under Rain alongside Kingdra. Scarf for speed.
🎯 Before You Start: Positioning
🔄
Reset for Magmortar
Before the fight properly begins, check whether Magmortar has spawned in the encounter. If it has not appeared, forfeit the match and try again. The entire turn 1 setup depends on Magmortar being present. P4 Flash Fire absorbs Magmortar's Heat Wave to protect P3's screener. Without Magmortar, the screener mechanics break down completely.
📋 Turn-by-Turn Breakdown
The strategy runs across 9 turns (turns 8-9 repeat until Heatran faints). Each turn all 4 players act simultaneously. Follow your player's action for each turn and the fight runs itself. Turns 4-5 are the most critical, because they contain the Roar window.
Turn 1
Defog + Light Screen + Knock Off
All lead with Slot 1
P1Flygon→DefogRemoves Magmapool before anyone else switches in
P2Flygon→DefogBoth Flygons Defog simultaneously
P3Screener ★→Light ScreenSurvives Magmortar Heat Wave, then dies to Heatran next turn
P4Heatmor ★→Knock OffFlash Fire forces Magmortar to use Heat Wave, not Weather Ball
What happens:
Magmapool is cleared and Light Screen is up. P3's screener takes the Magmortar hit, then is expected to faint to the following Heatran attack. P4's Heatmor has used Knock Off as specified.
Turn 2
All Damage: Flygon Earth Power
P1/P2 stay on Flygon. P3/P4 switch to Hydreigon
P1Flygon→Earth Power / EQGround Gem boosts first hit massively
P2Flygon→Earth Power / EQDouble Flygon Earth Power
P3Hydreigon→Earth PowerChoice Specs, 120 SpD spread
P4Hydreigon→Earth PowerChoice Specs, 120 SpD spread
Spreads matter:
The Flygons need to be bulky enough to live two Heatran hits, so the P3/P4 Hydreigons are relatively untouched this turn. The P3/P4 Hydreigons are bulkier than the Flygons. The AI should prefer targeting Flygons. If either Flygon does not live to this turn, you can use a Gallade here instead.
Turn 3
All Damage: Nidoking + Three Hydreigon
P1 switches to Nidoking. P2/P3/P4 on Hydreigon
P1Nidoking→Earth PowerSheer Force + Choice Specs
P2Hydreigon ★→Earth PowerMUST survive this turn. 168 SpD spread
P3Hydreigon→Earth Power120 SpD, targeted before P2
P4Hydreigon→Earth Power120 SpD, targeted before P2
Critical:
P3 and P4 Hydreigons need to be slightly weaker than P2 so the AI targets them first, leaving P2 alive to trigger Roar next turn. Everything goes to chaos if P2 Hydreigon faints here. If P3/P4 Hydreigons already fainted last turn, bring their Gallade in here to maintain the cadence.
Turn 4: Roar Turn
Three Dig Underground / P2 Triggers Roar
P1/P3/P4 switch to Excadrill. P2 stays on Hydreigon
P1Excadrill ★→DigGo underground before Hydreigon moves. Roar cannot reach you.
P2Hydreigon ★→Earth PowerTriggers 67% Roar threshold. P2 gets roared into a random party member.
P3Excadrill ★→DigUnderground and invulnerable. Roar does nothing.
P4Excadrill ★→DigUnderground and invulnerable. Roar does nothing.
The Dig users must move before Hydreigon:
All three Excadrills must be faster than P2 Hydreigon and use Dig first. They go underground before Roar fires. P2 Hydreigon's Earth Power hits the 67% Roar threshold. Heatran uses Roar, and P2 gets roared into Kingdra, Politoed, or Pelipper. That Pokémon gets focused down and faints. The ideal is a Drizzle user, but it does not matter.
Turn 5
Digs Land / Final Hydreigon Earth Power
P1/P3/P4 Digs surface. P2 brings Hydreigon back
P1Excadrill→Dig (surfaces)Dig from last turn lands for 4× Ground damage
P2Hydreigon→Earth PowerOne final Earth Power after the roared-in Pokémon faints
After turn 5:
Three Digs surface for massive 4× Ground damage. P2 brings Hydreigon back for one final Earth Power while the roared-in Pokémon has already fainted. The hardest part of the fight is done.
Turn 6
All Gallade: Sacred Sword
All players switch to Gallade
P1Gallade→Sacred Sword ★Ignores Iron Defense's +2 Def, hitting as if there were no stat change.
P2Gallade→Sacred Sword ★Ignores Iron Defense's +2 Def
P3Gallade→Sacred Sword ★Ignores Iron Defense's +2 Def
P4Gallade→Sacred Sword ★Ignores Iron Defense's +2 Def
Iron Defense note:
Heatran raises Defence by +2 at 50% HP. Sacred Sword ignores all stat changes on the target, dealing full damage as if Heatran's Def were unchanged. This is exactly why Gallade is irreplaceable. If everything has gone to plan, use all four Gallades here.
Turn 7
Fake Tears + First Brine Wave
Slot 5: SpDef shred and Rain Water damage
P1Kingdra→BrineDouble damage below 50% HP
P2Politoed / Pelipper→Weather Ball / BrineWhichever P2 has left after Roar
P3Infernape ★→Fake Tears ★Heatran SpDef −2: amplifies every Brine and Water move
P4Kingdra→BrineDouble damage below 50% HP
Final-phase timing:
P3 uses Fake Tears first to lower Heatran's Special Defence. P1 and P4 use Kingdra's Brine, while P2 uses the available Politoed or Pelipper; maintain Rain and continue the Water damage sequence through the Barrier phase.
Result:
P2 sends out whatever they have left depending on what they were roared into. Maintain Rain via Drizzle and finish off with Brine. Fake Tears + SpDef drop + quad Brine under Rain closes out the fight. All 4 players receive a guaranteed Heatran catch.
💡 Tips and Common Mistakes
01
Reset for Magmortar
If Magmortar does not appear, reset immediately. The Flash Fire mechanic that protects P3's screener on turn 1 depends entirely on Magmortar being present in the encounter.
02
Hydreigon spreads are non-negotiable
Three different EV spreads: P2 needs 168 SpD to survive turn 4. P3/P4 need 120 SpD to be targeted before P2. Deviating risks P2 getting KO'd before it can trigger Roar, which is a forced reset.
03
Dig must go before Hydreigon
On turn 4, P1/P3/P4 Excadrills must be faster than P2 Hydreigon and Dig first. If you surface when Roar fires you get randomly swapped, destroying the entire setup. Check your speed tiers before the raid.
04
Respect the screener requirement
The screener must barely survive a Helping Hands Weather Ball from Magmortar and then die to the following Heatran attack. Do not use Cloud Nine Golduck, because its weather interaction can cause a two-turn Solar Beam sequence that interferes with the required Flygon survival.
05
Gallade bypasses Iron Defense completely
Sacred Sword ignores all stat changes on the target, including the +2 Def from Iron Defense at 50% HP. This is the entire reason turn 6 uses Gallade. Never skip it or substitute another Pokémon.
06
Use Fake Tears before the Water finish
P3's Scarf Infernape uses Fake Tears to lower Special Defense before the final Water damage. Suitable Fire- or Electric-type alternatives include Jolteon, Raichu, Plusle, Minun, or Ninetales without Drought.