What it does
Megahorn is a Bug-type physical move with very high base power and 85% accuracy. No frills, no secondary effect — just raw damage output. Bug hits Dark, Grass, and Psychic for super-effective damage, all of which show up regularly in doubles. That coverage keeps Megahorn relevant beyond niche matchups.
85% accuracy is the number you have to live with. One in roughly six uses misses, and in doubles a missed action is a full turn wasted. That doesn't make it unplayable, but it means you pick your moment rather than clicking it blindly.
Who runs it
Heracross at 35% is the principal user. Its base Attack is among the highest available, so Megahorn punches hard. Bug/Fighting dual STAB gives it two high-power slots covering different type charts — Megahorn covers Psychic, Dark, and Grass while Fighting coverage handles Normals, Ice, and Steel.
The ability choice shapes how Megahorn plays out. With Moxie, every knockout raises Attack by one stage. Chain two knockouts and Megahorn hits at a frightening level. That snowball potential is why Heracross is dangerous when left unchecked — the longer it stays in, the more it hurts. Swarm is the alternative: Bug moves power up under one-third HP, turning a weakened Heracross into a last-resort threat.
How to use it
Target selection matters more than it might seem. Psychic-types often have lower Defense than Special Defense, which means a high-power physical Bug move hits harder relative to their bulk than you might expect from their Special stats.
With Moxie on Heracross, the best-case scenario is a confirmed KO on the first hit to get the chain started. If the opposing target is already weakened, point Megahorn at the KO rather than gambling into a full-health target. The miss hurts more when there's nothing to show for it.
Heracross isn't particularly fast, so it benefits from partners that provide speed control. A Trick Room setter or a partner that can take a hit and redirect pressure gives Heracross the time to fire.
Tips & strategy
85% accuracy over multiple opportunities is statistically tolerable — but doubles often gives you one critical window, not five. In a game-deciding turn, consider whether the risk is worth taking versus a safer move.
Heracross has a Flying-type double weakness. When the opponent brings a Flying-type, Megahorn's utility drops and you want to pivot to Fighting coverage or consider switching out.
Steel-types halve Bug damage. Clicking Megahorn into a Steel lead is a waste of a turn. Assess whether Heracross is the right matchup or whether a partner handles the Steel first.